Neue Industrien Version 2.4 mit Alkohol-Warenkette
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Das Team der Transport-Fever Community
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We publish new version in next week. You can add Bauxites and Aluminum
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Visual cargo for last waggon x_x
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I have noticed that NI modifies some moded vehicles ingame, adding the extra cargo and others not. For instance: with the F12 Volvos Truck-Trailers by onionjack the grain-truck can take cement with no changes on my part, but the tipper remains with the vanilla cargo. Or with the F12-Semitrailers: Tanktruck and 20ft Tanktainer-Truck have "automaticly" all suitable NI Cargo. But the Box-Truck, the standart 20ft Containers and the 26ft tanktainers don´t show NI-Cargo.
How comes, how is this controlles?
And on the other side: how do I prevent NI to overwrite my designated supply-chain vehicles? (These are vehicles usualy restricted to take only input and output cargo to/from a certain factory and nothing else)
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Is your tipper a Mod? Couse all the Mods need to be coded like the vanilla ones. Else it wont work
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You can find cargo script here:
New_Industry_2\res\scripts\NI_vehicle.luaLook at the local table in the file
std* - Vanila cargo
mod* - Add new cargo for std* -
Is your tipper a Mod?
Yes of course it is a mod - out of the same Volvo-F12 package by onionjack like all other vehicles I mentioned in my post.
Zitat von Vitaro
New_Industry_2\res\scripts\NI_vehicle.luaÄhm, in res\scripts I have only one single file concernig townbuilding, nothing else.
But I guess New_Industry_2\config\vehcleConfig could come close to do what I want. Thanks for your help. -
Hello Everyone,
First of all, thank you for the huge mod
I was wondering if there are any way/complementary mod to add ships that can carry the new productsThank you
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I was wondering if there are any way/complementary mod to add ships that can carry the new products
Create cargo list as a std* from Vehicle script
All trucks is done
need create textures only for TA-9C -
Could you share more info on which exact file to edit ? (I am quite new to modding)
Thanks !EDIT : And btw the next update looks like it will be awesome ! great job !
Edit by Merk: Removed full quote of previous post.
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you need change cargo list in the *.mdl file as a vanila cargo list.
Codelocal stdOpen = {"COAL", "IRON_ORE", "STONE", "GRAIN", "SLAG"} local stdBox = {"LIVESTOCK", "PLASTIC", "MACHINES", "TOOLS", "FOOD", "GOODS"} local stdTank = {"CRUDE", "OIL", "FUEL"} local stdFlat = {"LOGS", "STEEL", "PLANKS", "CONSTRUCTION_MATERIALS"} local stdTruck = {"LOGS", "LIVESTOCK", "COAL", "IRON_ORE", "STONE", "GRAIN", "CRUDE", "STEEL", "PLANKS", "PLASTIC", "SLAG", "OIL", "CONSTRUCTION_MATERIALS", "MACHINES", "FUEL", "TOOLS", "FOOD", "GOODS"} local stdHopper = {"GRAIN"} local stdRef = {"FOOD"} local stdShip = {"LOGS", "LIVESTOCK", "COAL", "IRON_ORE", "STONE", "GRAIN", "STEEL", "PLANKS", "PLASTIC", "SLAG", "CONSTRUCTION_MATERIALS", "MACHINES", "TOOLS", "FOOD", "GOODS"}
Restrictions for imagesAll waggon is done
Edit by Merk: Merged double post and removed full quote of previous post.
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Could you give me an example ? Like if I want to change the Vandal ship to being able to carry fertilizer/milk/alcohol, how would I do ?
Is it by taking
Transport_Fever\res\models\model\vehicle\ship\vandal.mdl,
copying it in Transport_Fever\mods\New_Industry_2\res\models\model\vehicle\shipand changes the capacity thing to
capacities = {
{ type = "CRUDE", capacity = 600 },
{ type = "OIL", capacity = 600 },
{ type = "FUEL", capacity = 600 },
{ type = ""FERTILIZERS",", capacity = 600 },
{ type = "MILK", capacity = 600 },{ type = "ALCOHOL", capacity = 600 },
},?
Because I do understand the code that you throw to me, but I have no clue about what file it is coming from in order to edit it ?
Edit by Merk: Removed full quote of previous post.
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Change cargo list in the mdl file as a stdTank
Codecapacities = { { type = "CRUDE", capacity = 600 }, { type = "OIL", capacity = 600 }, { type = "FUEL", capacity = 600 }, },
or add manualy
Codecapacities = { { type = "CRUDE", capacity = 600 }, { type = "OIL", capacity = 600 }, { type = "FUEL", capacity = 600 }, { type = "MILK", capacity = 600 }, { type = "CHEMICAL", capacity = 600 }, { type = "FERTILIZERS", capacity = 600 }, { type = "ALCOHOL", capacity = 600 }, },
Maybe I don't understand you.
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It worked fine by doing the capacity change ship by ship. Though I guess this is not the best way to do it. Thank you for your help
could you consider to change it to add it in the next version ? So we don't have all to edit our ships ? haha
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Though I guess this is not the best way to do it.
I guess, you are very right - Just remember to safe those manualy changed vanilla scripts somewhere outside the game for with the next update from UG they may be gonne and you will have to do the work again.
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Exactly, which is why I asked if it could be directly implemented/added to the mod
Edit by Merk: Removed full quote of previous post.
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New short cargo station in progress (~ 100 metres) special for mail.
He is combinered with truck station
Models and textures - Oldkestas
Constructions and other - Vitaro
Line - nown -
Hab 2 Videos zur neuen Industrie mod 2.5 erstellt.eins in englisch und eins in deutsch.sobald sie fertig sind editiere ich sie hier rein in diesen post
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New industry 2.52 is availability.
Can not publish here. Administration of this site ignored my message =(And don't published other mods =(((
WTF!!??
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just keep cool and wait.
The Admins do this also on there freetime and its a nice weekend.