On the topic of Trainmaster, might I mention that I have made a small fix for it:
https://hawkdawg.com/forums/viewtopic.p ... 342#p44342 . The goal with this one was simply to make the agricultural communities match up with the official guide. I came to the conclusion that this was the intention, but for some reason Ned appears to have had trouble hiding industrial chains, or forgot how to do it, so he used an alternative solution without realizing a few of the side-effects that this solution would have. It's nonsense that the effective demand for Steel, Lumber etc. may be 50-100 or so loads per year.
There is another problem with Trainmaster mechanically. This one I didn't try to patch: Small demands of say 0.03 or 0.05 per year as one of the ingredients on a multiple-input industrial recipe.
Such microscopic demands are too weak to draw or even keep cargo via price demand. Even if we specifically set a train to haul the cargo in and drop it on the cell of the industry, the cargo will move away on it's own after a short time if there is any other surrounding demand (including houses). Some players have suggested solutions for this. For example to build several industries on the same cell in an away-from-city special "industrial city". But in practical terms it means that at the moment Trainmaster is playing like a puzzle game. We find the best industries (Ned believed in some golden goose industries, Paper Mill, Furniture, etc..). We set those up, then it's really technical to get the other industries working correctly.
As you get back into the game, and knowing that you are probably a "typical" enthusiast player, I'm interested in your take on, and experience with this part of the design. Really this issue needs patching too. I have a decent idea of how this can be fixed, however, my time gets more limited unfortunately. In the future I might look into it if one or more people are keen to help with testing along the way. I got tired of testing South Central British Columbia map so it has languished for years (an update might be coming soon, but in final testing I found a new issue, some seeds have 2-3x what others have). I think that TM really needs the fix. If you are thinking to make multiple maps then it can be worth the time to fix. But, if you are just going to make one or two maps, I would really lean toward the modular design.
PS. I don't know why you would get a missing file error from editing the lng file. If you want to re-visit that, feel free to post about it.