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your mod is working great so far.
One issue though: in multiplayer mode my friend will not get the import/export quest. Is there a solution to that?
Though convenient, I want to truck my stuff around to make the world more lively.
As for an update for those spaghetti roads; I've found I can just mass delete everything and the city will just naturally build some roads on their own. The only downside is that unless I take the care to delete just roads with the bulldozer, I can end up deleting buildings that cost thousands for me to remove. The upside; doing this results in an ass of extra tokens to do other things with
I enjoy that they're in towns and cities. Makes it feel more like the real world, and makes my home city feel more like home.. Easier to progress through the Eras and actually enjoy the game when I'm not having to get all confused about miles upon miles of train rails going all over the place to get to industries
My deepest apologies. It means a lot that people enjoy this mod, but I really can't summon the will to dig into it again, or I would.
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Either way, I find it super annoying that it just spawns a spaghetti of roads that always come back. Please fix this. I'd rather expand the roads how I like
I really do intend to get back to this at some point though, and I am glad if this humble work, flawed though it is, can provide enjoyment for others in the meantime.
I believe that adding the industry upgrades as city decorations would indeed be possible. I just have to have time to go in and add them. The Astoria modpack problem I actually don't know how to solve, simply because I do not know how Mashinky chooses in which order to load the mods, and thus how to control which mods are overwriting which others. I haven't looked at that mod pack specifically, but I will try and remember to do so the next time I get around to working on this. I wonder if it is alphabetical, or perhaps by the order they were subscribed? In those two cases it should be possible to manipulate the load order by renaming one or more mods, or in the latter case unsubscribing from this mod and then resubscribing maybe? If you decide to experiment with this before I get back around to doing so myself, please do post what discoveries you make!
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Also, Astoria modpack sadly overwrites all changes made to fuel, engines and wagons costs-
Thanks again for that.
If you're interested in digging more into the game mechanics, the game does present a little summary of what cargo is getting 'delivered' at what efficiency at each station. You have to click on the station, and as I remember the summary is kind of easy to miss but its there. There are also some forum posts explaining this better. Let me see if i can dig some up...
This is the best explanation I found: https://gtm.steamproxy.vip/app/598960/discussions/0/3201496051823592163/#c3201496916536058581
Cheers and happy gaming!
The fix would be to stop the two industries from being seeded within the same town, however if there is a way to do that I have never figured out what it is. So for the time being, the only way to get around that is to actually create two separate stations (even if they are practically right next to each other) and move cargo between them so that the game counts it as delivered. (You can set one station to only produce a type of cargo, and the other to only accept it, then run trucks between them like crazy. Messy, and a poor solution, but I cannot offer better.)
[word limit reached, more coming... AGAIN... Thank you, Steam!]
1) The mod puts industries inside of towns, while in the base game they can spawn anywhere and thus are less likely to appear right next to each other like that.
2) The reason your lumber is disappearing however is a feature of the game itself. The game is trying to force you to actually deliver the goods. If they are not being delivered, they will stop being produced, and eventually even start to vanish from the stations. Going directly from a sawmill to a toolworks, for example, is *not* considered by the game as being delivered. It will work for a short while, but gradually (and for no apparent reason) will stop working, just as you describe.
[word limit reached... more coming]
I discovered some old inconsistencies in this mod and fixed them, but the recent updates do not add building destruction, as I decided to make that a separate mod, just in case some people don't like it or it causes issues in multiplayer or something.
You can find the destructible building mod here, if you come back to this game and are still interested: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2881287035
Good question about the multiplayer part. I never tried mp either.My guess is, since there is already some kind of building ownership overlay, that
it might be possible to avoid that.
Making industry removal cost money would probably be more immersive (presumably you'd have to buy the land from its present owner before demolishing), but making it free would give players who simply want to de-clutter their map more freedom. Not sure which would be better.
My primary concern though is what that would do to multiplayer, as I have never had the chance to play it. For example, could one player/company abuse the feature by destroying the industry buildings another player/company is using for income? Wish I knew more about multiplayer.
I agree wholeheartedly with you in wishing that there was more control over how industries spawn. As it is, the only one I ever discovered was a simple flag to spawn them in cities or not. Exactly how many spawn proved nearly impossible to control, and seems primarily up to the density setting the particular game uses.
Buildings CAN be set to be destructible, and in response to your post I went in and looked, and it appears that I neglected to add that flag to the industries this mod creates. I haven't updated this mod in probably too long, and I'm thinking I should fix that little oversight.
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I really hope that the auto-placement of buildings by the game gets a better logic some way down the road. It really bothers me how industries and buildings in general are generated.
Didn't play for quite some time but wasn't there a way to delete the industry buildings? My map gets uglier with every now epoch change.
@lordofalcohol - Building of industries has finally been added back in as you requested. If the costs are not to your liking, keep in mind that you can always go in and manually edit them.
@Kioku from Negotiations - The mail bug has (hopefully) now been fixed.
Either way, I'm a big believer that players should be able to play a game however it's fun for them, so yeah I can add that back in. I don't think I'll get to it until sometime early January, but I'll add that to my to-do list. It's a simple fix once I can get to it.
However, if this is not an aspect you enjoy, I can also see where that would be a downside to using this mod. I can look into an alternate version of the mod that nullifies pollution if enough people want it, but it isn't something I'm really keen on.
I can say that I've played numerous test runs and never encountered a problem with towns with industries generating too few passengers. If anything, passenger rail is still *too* beneficial, and money can easily become meaningless. Something I haven't figured out how to fix without breaking towns.
Anyway, please let me know if I failed to answer your question, and thanks for the response!