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I've modded my game so that my ships support Slag and Livestock so I can keep using this mod. I'd definitely be interested in this mod being updated
I probably won't be updating this one as it's just one more thing for people to get confused about when a conflict has been created with another mod. I originally had those changes implemented, but had to revert them in this mod due to complaints despite them functioning perfectly during testing.
I hope this clears some things up, and I recommend checking out Industry Expanded!
elseif (string.upper(data.metadata.transportVehicle.compartments [j][k] .type) == "COAL") then
won't work, as the syntax for ships is transportVehicle.compartmentsList.
Adding the entries manually (using Coal as the example) works fine in-game. Is it possible you can update this mod for that? I can PM the code if needed
Very disappointing, not really sure what this mod does if it doesn't allow for slag to be picked up.
Could you provide a version which does have the cargo injection script (or an Add-On mod that requires this one with that script specifically would be desirable). I don't want to restart to add a different mod due to the amount of time on my current map :(
At this point, I'd highly recommend my other industry mod, Industry Expanded. It adds a reasonable amount of complexity without cutting into the vanilla experience too much, and it has the features you're looking for. When I tried to update the cargo injection script on this mod, I was receiving many crash reports from people (though I can't independently verify what was causing them as it was working fine for many people including myself - it could've just as easily been a conflict from another mod they were using).
I decided to revert the changes to the cargo injection script in an attempt to maintain compatibility, but the script has been worked on from the beginning in my newer industry mods. You can still have a bit of added complexity without the Mail and Waste chains as those are part of an optional "Add-On" pack.
Thanks for writing, and I hope this helps!
Thank You
My problem is that vehicles that should be able to carry slag from the advanced steel mill to the advanced const. matls. plant simply don't. I am playing a free sandbox game {temperate european} and I advanced thru the ages manually to check each tipper/dumptruck vehicle that came available. When I finally came to the chinese dumptruck, it listed slag as one of the commodities that it would carry. All others before that particular vehicle wont carry slag. This goes for modded vehicles as well as vanilla.
I am using this industry mod pretty well standalone and not with the industry diversity mod or any others. I find this makes the game just complex enuff nevermind mail and newspapers etc added. My poor old melon likes this mod and complexity just fine. I am using Carlcharlsons industy booster tho...the one that doubles output.
Greets
Sometimes errors aren't written out at the end of the stdout.txt, best thing to do would be to back up your settings.lua and try to track down the offending mod by disabling things in groups to try and pin down the offending mod, and then restore your settings.lua from the backup and remove the mod that was causing issues.
I hope you can work it out, and I appreciate that you took the time to look through the stdout.txt
Glad to hear that you got the issue sorted out. Happy transporting! :)
So I think it is working normal now with your updates, thanks a lot
I'm not entirely sure which mod this might be as I haven't made such a mod, but if I find anything I will definitely let you know :)
https://justpaste.it/2kd31
But I do have lots of mod active on this saved game, so i am not sure also which mod is conflict
-Due to issues with the new cargo injection method, Update 1.3 has been rolled back until the issues have been fixed.
can you send me your stdout.txt so I may have a better look at what's causing this issue? I'd like to get it fixed as it seems to only affect a select few users.
error: error: mods/1943798417_1/mod.lua:62: bad argument #1 to 'upper' (string expected, got nil)
stack traceback:
[C](-1): ?
[C](-1): upper
mods/1943798417_1/mod.lua(62): v
res/scripts/mod.lua(99): ?
It looks like it's Grimes' V200 that is doing the crashing when trying to add cargo to it, specifically due to him not removing EAT1963's script files after using the mod converter:
https://steamcommunity.com/sharedfiles/filedetails/?id=1905400714
error: error: mods/1943798417_1/mod.lua:62: bad argument #1 to 'upper' (string expected, got nil)
stack traceback:
[C](-1): ?
[C](-1): upper
mods/1943798417_1/mod.lua(62): v
res/scripts/mod.lua(99): origApplyModifiers
mods/grimes_v200_1/res/scripts/eatglobal/mod.lua(155): ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1950013035
To help explain why i'm confident this mod won't cause any problems, I'd like to outline that I've seen a common theme from other creators who add new cargotypes which so far involves overwriting vanilla assets. Industry Restored faces none of the following headaches that can arise from that method;
Example:
Boxcar A from Mail mod + Boxcar A from Industry Diversity = new cargotype is determined by the mod which is loaded last.
With Industry Restored, the new cargotypes are added through a function that checks whether the vehicle can be loaded with Food, as an example, and adds Livestock as a cargotype without having to overwrite any vanilla files.
This I can say for sure, as I'm currently using this mod in my game with my own slightly tweaked version of his Dynamic Cargo Demands mod (removing the era requirement for all 6 end-product cargotypes, but keeping the demands per building based on the building's capacity. LOTS of fun!).
Very soon, I'm going to put out a MAMMOTH of an industry mod that will completely push toward more complex cargo chains, and it will be fully-featured from the start. Industry Diversity only adds industries to the Food cargo chain, and as such, you sacrifice other industries when generating a new map. Drake's Industries is woefully incomplete at this stage, missing entire industry chains that are advertised.
Look forward to your next MOD
Thanks for the mod, really making the game interesting :)
@queen_gj Unfortunately, due to how the ships are coded, there is currently no way to inject the new cargotypes. Perhaps this will change in a future update, but this is all that myself or anyone else adding new cargotypes can do.
But I had a problem.With the exception of merlin-v3, all other cargo ships cannot carry livestock and slag(Trucks, trains and planes can carry them).I tried to add them to the compartment code for other cargo ships, but failed.Maybe I'm the only one with this problem?Anyway, please help me.Thanks again.
One base design concept behind this mod was that there would be absolutely no overwriting of any vanilla files to ensure first that no issues would arise due to this mod, and secondly to enable compatibility with other mods that communicate concepts clearly to the player (looking at the Industry Icon mod's questionable design choices on this one).
This is why I didn't have the courage to just overwrite the base industries such as the steel mill and chemical plant, as it could upend the balance that users have with other mods that do overwrite these files.
Still, always happy to get some input and encourage other people to get into modding the game! :)
I know livestock and slag is just exposing what's already in the game files but I'd like to at least ask permission and give credit before basing a completely new mod off someone's work.
A new map is certainly recommended when using this mod for the first time.
Wishing you a very Merry Christmas!