Mashinky

Mashinky

Capital Overhaul
43 Comments
BAD_SgtChrisPBacon 22 May, 2024 @ 3:15pm 
Hey there,

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?
BrightExistence  [author] 6 Dec, 2023 @ 6:13pm 
As to the problem of too many industries, the mod was designed to be used with low town density settings. It's been a while since I've started up the game but I seem to remember there are two, one for town size/frequency and one for industry size/frequency. It is a known issue that if those (or at the very least the industry one) are not set on low the game goes crazy spawning industries everywhere with this mod.
DaysofKnight 6 Dec, 2023 @ 10:40am 
I'll go download that mod, too. It's much more fun to have a city with a saw mill, then have to truck those planks over to another city with a toolworks. As of right now, it seems that cities kinda over time get all of the industries. So, it's kind of overpowered when you have a coal mine, toolworks, and sawmill right within the same influence of the station's catchment range when they spawn naturally.

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
BrightExistence  [author] 5 Dec, 2023 @ 10:13pm 
Oh, and I did open up the files just to look, and I found that the extra houses I was talking about had already been removed at some point. So I honestly don't know why on earth it would be causing the spawning of extra roads like that. If I ever can summon up the will to dig into it further, I'll update this thread.
BrightExistence  [author] 5 Dec, 2023 @ 10:10pm 
@DaysofKnight Oh, I almost forgot: As for your request to be able to bulldoze industries I made another mod that should allow you to do that: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2881287035
DaysofKnight 5 Dec, 2023 @ 9:53pm 
Somebody take this mod up then, because honestly this should be the intended way to play the game. Like the description says; why the f*ck are industries in the middle of nowhere?

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
BrightExistence  [author] 5 Dec, 2023 @ 9:15pm 
In any event, sadly all development on this mod ended quite some time back when I lost interest in this game. I have always meant to come back to this mod, but as time goes on that is looking less and less likely. I think this mod needs a new caretaker, should anyone be interested. I will modify the description to reflect this.

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.
BrightExistence  [author] 5 Dec, 2023 @ 9:15pm 
I have never had it spawn roads on me like that, but I do have a theory. I would have to dig into the files again to be sure, but if memory serves I tried to increase the number of houses that spawned as cities grew in population count. My guess is there is something (perhaps an update to the game) that is causing those houses to not spawn like they used to, so you're just left with a bunch of roads going all over the place servicing buildings that aren't there. Just a guess. Editing the buildings file and removing the extra houses should fix this.

[character limit - to be continued]
DaysofKnight 5 Dec, 2023 @ 8:06pm 
Also; would super like the ability to just bulldoze all the industries. I find it hard to move freight around (IE: Planks to a coal mine) if the Toolworks sitting right beside my Sawmill in towns takes all the Planks
DaysofKnight 5 Dec, 2023 @ 7:16pm 
Great mod, I'm enjoying it so far. One major issue, though. When creating a new game with this mod active, basically every city has a SH!T ton of roads ALL over the place around the cities. And when you Age/Era up, it adds in MORE of them, even after you've spent the time to delete them all. Bug? Intended feature?

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
BrightExistence  [author] 15 Mar, 2023 @ 5:29am 
[3/3]

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.
BrightExistence  [author] 15 Mar, 2023 @ 5:28am 
[cont]

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!
BrightExistence  [author] 15 Mar, 2023 @ 5:28am 
@Attila - Glad you like it! As far as getting the industries to automatically build the actual extensions I don't believe I ever figured out a way to do that. The mod currently just utilizes rules which take effect when the town reaches a certain size. It's too bad, because I too would prefer to see the actual extensions built as well.

[word limit - to be continued]
Attila 12 Mar, 2023 @ 9:36am 
Hi. I love this mod. Just one thing that bothers me is that you dont get to see any upgrade buildings for the industries. I guess it would cause some problems, but would it be possible to add industry upgrade buildings as city decorations for example?
Also, Astoria modpack sadly overwrites all changes made to fuel, engines and wagons costs-
Tordah 5 Jan, 2023 @ 5:45pm 
@BrightExistence - Also, not sure if anyone knows this, but a road station and a train station will link together, so you can to the same when you have trains coming in. Just place 2 spots of road station against the train station and lean the truck running while the train runs for the resources :)
BrightExistence  [author] 5 Jan, 2023 @ 4:38pm 
@FPSTordah That's clever! I never would have thought of using a truck like that. Way more efficient than my own solution. Thanks for the update, and glad you got it working!
Tordah 5 Jan, 2023 @ 10:48am 
@BrightExistence - I found a way to cheese it. Have one lumbar truck, set it's stations to the same station twice. it will sit at the station picking up and delivering at the same time. doesn't move but acts like it's being delivered. it restarted all my production in those cities. I mean that's of course when you have sawmill and toolworks on the same station.
Tordah 5 Jan, 2023 @ 10:28am 
@BrightExistance - Thanks for that, I love the mod and how it does things now, but I was very confused by that. It's just weird that the Sawmill continues producing but it doesn't transport anything to my stations. So I am very confused on where the items even go. I'll try the two station thing and see if they reappear. One of my towns does have 2 stations that touch the sawmill. so I will try some things.

Thanks again for that.
BrightExistence  [author] 4 Jan, 2023 @ 7:59pm 
[continued...]

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!
BrightExistence  [author] 4 Jan, 2023 @ 7:59pm 
[continued...]

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!]
BrightExistence  [author] 4 Jan, 2023 @ 7:58pm 
@FPSTordah - Great question, and the short answer is that the game and mod are both working as designed in this instance, but the cause of your issue is a little of both:

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]
Tordah 4 Jan, 2023 @ 7:09pm 
Don't know if this is the mod or the game, but I have a toolworks and a Sawmill right next to each other. I setup the logs to be delivered and everything was fine, but then I noticed my wood tokens were no longer there. Turns out the sawmill is producing the lumber, but the toolworks stopped accepting the lumber. Is this a game function in your mod? I even went as far as setting up a whole new line elsewhere on the map to confirm this and that line works for awhile and then the sawmill stops transferring the lumber to my station all together.
BrightExistence  [author] 13 Nov, 2022 @ 3:33pm 
Mashinky engine seems to have taken issue with some of the build requirements for industries and prevented them from spawning or being built at all. This did not happen before, so I'm not sure what happened there. It has, I believe, been fixed with this recent update, however I have not tested buildings from later epochs yet (as far as making sure they spawn). Please report any problems, and my apologies to anyone affected by this issue!
Mad Data Scientist !PC 29 Oct, 2022 @ 9:35am 
Thank you! Much appreciated.
BrightExistence  [author] 28 Oct, 2022 @ 9:20pm 
@Betäubungsmittelrezeptinhaber

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
Mad Data Scientist !PC 26 Oct, 2022 @ 1:21am 
Thanks mate. And no rush. For now, there's only Vic 3 in my life :)

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.
BrightExistence  [author] 25 Oct, 2022 @ 11:08pm 
[...continued]

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.
BrightExistence  [author] 25 Oct, 2022 @ 11:08pm 
@Betäubungsmittelrezeptinhaber - Glad you like it! I always appreciate getting feedback!

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.

[comment length limitation... to be continued]
Mad Data Scientist !PC 25 Oct, 2022 @ 1:48am 
Thanks! A mod that brings new challenges and declutters the map a little. Much appreciated!

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 30 Mar, 2022 @ 6:11pm 
Cheers mate :) I will check it out
BrightExistence  [author] 27 Mar, 2022 @ 1:05am 
So, SO sorry everyone for no updates for so long. Having trouble finding time / ambition to maintain this.
@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.
Kioku from Negotiations 5 Mar, 2022 @ 6:45am 
mail delivery doesnt seem to be generating any money? trains pick it up and deliver it, but as the icons go flying out of the rail cars there is no indicators showing any of the currencies increasing? or am i missing something?
lordofalcohol 26 Dec, 2021 @ 6:49pm 
Yes, I found it to be a fun mechanic and added extra layers to a already brilliant mod. Just change the costs to build industries so it won't become to busted
BrightExistence  [author] 24 Dec, 2021 @ 10:20pm 
Do you think I should? I had taken it out because it seemed like a player could bypass the need to grow towns by placing industries right and left, but maybe that's not really an issue.

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.
lordofalcohol 22 Dec, 2021 @ 6:12pm 
Will you be adding back the ability for players to add extra industries in towns?
骞儿哥 19 Nov, 2021 @ 2:59am 
Gear UP!GOGO<( ̄︶ ̄)↗[GO!]
The - 1 - Grit 17 Nov, 2021 @ 4:31pm 
Actually a very good response. Thank you!
BrightExistence  [author] 17 Nov, 2021 @ 2:23am 
And *further* further considering my answer, I just realized you're probably asking because as the epochs change the game will dump new industries right in the middle of your houses. I just had this happen to me. Hmm. Now that is bothersome. I'll have to think about how to mitigate that. Sadly I do not have access to any of the logic that determines where buildings are placed. Maybe that pollution aspect *should* go away...
BrightExistence  [author] 17 Nov, 2021 @ 12:44am 
Further considering my answer, it occurs to me that the pollution area of effect for factories can actually be a bit bigger than one space sometimes, and some special buildings are difficult to practically move. This mod does not change that. Personally, I kind of enjoy the town-management aspect. I kind of like that I can build areas of the town that citizens want to live in, while the more industrial areas of town are less popular. To me, this makes the towns feel more real.

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.
BrightExistence  [author] 17 Nov, 2021 @ 12:16am 
Now that is a fascinating question, because I wasn't aware industries did such a thing. Unless you mean pollution, which will hurt houses that are *right next to* a factory. Such houses can be moved, and bad locations can be turned to parks so houses won't be built there, all of which you likely already knew. If you mean there is another effect at play, please elaborate.

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!
The - 1 - Grit 16 Nov, 2021 @ 2:55pm 
So actually a legit thing i want to know about. Does this mod deal with the fact that industries now apply debuffs onto towns that decrease traveler generation?
BrightExistence  [author] 16 Nov, 2021 @ 4:25am 
To whomever game the mod a reward before, my greatest thanks. Gone now I guess but I'll remember it.
BrightExistence  [author] 16 Nov, 2021 @ 4:23am 
Due to Steam Workshop garbage, I was forced to upload changes as a completely new mod, and now I cannot recover the old ID. I hope previous subscribers find this again. Sorry for the hassle.