Is there a way to raise the production of the power plant?
Neue Industrien Version 2.4 mit Alkohol-Warenkette
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Is there a way to raise the production of the power plant?
Yes, but we don't do it, because it will be cheat.
Sorry, now I have a lot of works, the publication is strongly delayed. With a high probability, we will publish the mod in an unfinished form. When i'll have time, we will complete mod.
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Big International harbour is finished.
He content:
5 trucks terminals,
2 rail terminals,
4 water terminals.Cargo output:
Salt,
Plastic, Chemical, Paper, Machines, Tools, Goods, Clothes, Steel (only two, random)Cargo input:
Auto or Special auto (only one, random),
Coal, Crude oil, Oil, Cotton, Alcohol, Aluminium (only one, random)Maintenance cost will be around 500k per month (need test)
Restrictions for rail road vehicle - only steam or diesel.
Visual restrictions for length train - 120 meters, but you can use more bigger =)
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First shop/module for automobile plant is done
4300 triangels
Basic reference from AEG turbine fabric (Berlin)
Reference
PS. roof defolt from the game
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Some news.
We add two new waggons for transportations cars. One already have visual cargo.
First type for first eraSecond type for last era
New hall for Automobilefabrick
And new chain for this fabrick
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what can I do with produced alcohol? are there any consumers?
I also don't see any waggons for transport of cotton?
and no plant which produces chemicals?
and no consumers for aluminum...
thanks for explanation... or do I miss something?
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i made 2 videos 1.
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and a german versionExterner Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. -
so.. I now watched the video...
something's not working for me..cities do not demand alcohol or clothes..
chemical plant only produces plastic..
saw mill does not produce wood powder..
quarry and ore mine doesn't produce the new resources..
etc.what may cause this? none of the listed incompatible mods are in use..
thank you for help -
I found the problem now.
Following mods are also incompatible to this mod:
Automotive Industry by SD70M (towns do not demand clothes or alcohol, but cars)
inner stations for industry by Atomic Dad (unchanged vanilla plants' production)could you add these incompatibilities to the description?
twisted the load order... some funny results...
advanced atomic physics in the distillery
alcoholic population and recycling carsjust a short while of fun...
../../src/Game/ecs/TransportVehicleSystem.cpp:948: void ecs::TransportVehicleSystem::HandleVehicleArrived(ecs::Engine*, const ecs::Entity&): Assertion `remainingCounts[i] <= previewCapacities[i]' failed. -
@tsilaicosneknurd, try latest beta-version
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thank you, I will try on a new savegame, does not seem to be savegame compatible..
hm, does not load:
../../src/Game/UrbanSim/pathfinder_util.cpp:268: void simulation_util::path_finder::{anonymous}::LinesExpander::VisitLines(const ecs::Entity&, transport::PathFinder<transport::LineSectionOptimized>&, int, float, float, const std::vector<ecs::Entity>*, std::unordered_map<std::pair<int, short int>, std::pair<transport::LineSectionOptimized, float> >*) const: Assertion `capacityPerVehicle > .0f' failed.some more fun while experimenting...
synthetic clothes
shopping waste... yeah.. capitalism!
order cars by mail.. -
so.. I decided to go deep into the codes of the different mods to get my savegame running correctly..
it's quite difficult to make it 100% compatible.. loading order is a problem.. some things of the NI-mod are needed by other mods loaded afterwards... but I assume the mod modifies some behavior of previously loaded mods.. that may be a conflict...one thing I couldn't figure out?.. where/when are already placed buildings being changed to receive/send goods (additional products and waste)? I only see code for newly created buildings...
thank you for any support
to clarify the problem:
already placed town buildings (commercial) only receive 4 different goods instead of 5.. and it seems to be fixed at numeric id, not dynamically generated by the code using the name of the goods...
(also newly placed town buildings show this behaviour.. ?)
now I get ../../src/Game/UrbanSim/stock_list_util.cpp../../src/Game/UrbanSim/stock_list_util.cppconst ecs::component::StockList&, std::map<int, std::pair<int, int> >&, bool): Assertion `stockList.stocks.size() >= ioa.size()' failed.if I manually plop the town building, only the vanilla stocks are shown
i do not matter about incorrect numeric ids, that can be corrected.. -
one file (at least) is named wrong (respectively filename in the code is wrong):
cannot open res/models/mesh/station/road/post/letter_box_new_lod_0.msh: No such file or directory
file is named
res/models/mesh/station/road/post/Letter_box_new_lod_0.mshand a second one:
cannot open res/models/mesh/station/road/post/letter_box_new_lod_1.msh: No such file or directorycannot open res/models/mesh/station/road/post/letter_box_new_lod_1.msh: No such file or directoryI should look in the code before trying again -_-
mutant grain... -
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I have a small problem with cargotype "mail".
I started a new game with version 2.55, mail is shown and i can build all types of poststations, but there i can't build any vehicles for it.
May i missed something? -
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Ja, hab den Fehler gefunden. Hatte vergessen die Postfahrzeuge zu aktivieren. Manchmal sieht man den Mod vor lauter Mods nicht mehr.
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Ist mir auch schon ein paar mal passiert^^
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Neue Industrien heißt jetzt Industry DLC.
Die Diskussion zur neuen Version wird hier fortgeführt:
Industry DLC