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Fixed occasional crash on industry closure
• Near full rewrite of the previous version
• Now works with complex load configs containing multiple cargo entries (never seen that in the wild though)
• Fully stable processing
•• The order of existing load configs is preserved
•• New injections follow the vehicle cargo order, so it's stable unless vehicle model is altered
•• No more variation between savegame loads!
• It is now possible to overwrite cargo injections from mods loaded before RIC
•• Load configs and cargo entries are overridden in-place, preventing any cargo from disappearing
•• The sole purpose of this override is to fix cargo models poorly handled by other mods
Even better performance!
• Proper update of industries (no streets generated on top of old streets)
• Heavily refactored and optimized main loop scripts, making scan and update process invisiby light
Removed spaces from lang dictionary keys
Updated translations
Multitude of smaller improvements
Big update!
I spent two days debugging the issue with random cargo being missing on each save load
• It wasn't language or any other string dependent
• The only thing that was changing each load is the cargo list enumeration order, which led to loadConfigs being in a different order each time as well.
• Somehow, the game retains knowledge of cargo type loaded in the vehicle, but fails to put it into a correct load config, trying to use the old index instead.
• It does, however, check if the cargo type matches the load config, which it doesn't, resulting in a vehicle dropping its cargo instead of reassigning the index.
But I still like this mod very much.
I have the same issue as @PHIneaZ. The special cargo items (packaging materials in my case) disappear from ships and trucks after loading a save. I tried to fix this by ordering RIC as the last mod, however the problem is still there. When I'm clicking on a vehicle that's supposed to carry this non-vanilla cargo, I randomly see another special cargo type (lubricants, slag, livestock, etc..) in 0/{capacity} amount. I'm not using any other industry-related mods.
However this mod is awesome, so I really hope there's a way to solve this :)
Thanks for your help.
There is no paper and no carton production in RIC. Also no such things in IE. You seem to have some other unsupported mod, so I can't really assist you.
It was the integration aspect that I was queering. As it is now, not knowing of the potential for the deeper integration, just how well they do work together, if the IE is used with yours.
Just needed confirmation that the "way to go" was not going to be a potential eventful one due to potential issues, or shortcomings, not foreseen.
Thanks for your reply.
Gas works is compatible and made dynamic (will stop working after 1975).
The decision was never made so far. I figured all the technical details of such integration. However, it should be balanced and added to the graph. This was never done.
There is one more weird issue that actually stopped me from moving in that direction. There is no space left in the description. I physically can't credit Gas Works author, which I must do to add it in RIC. Steam should allow for longer descriptions, really. It's hard to cut something out of the description, I like it how it is now.
I'm not sure about your full package question. Do you mean I should consider including a full Industry Expanded into RIC? I don't think I will. I have plans to deepen the integration instead, by updating the cargo injector.
If your question is about playing with IE and RIC together, that was the whole point of integration. It is fairly balanced, though not precisely. So yeah, it's absolutely a way to go.
Even tho you also added compatibility to the "Industry Expanded" mod in your opinion how balanced is it as a full package, rather than just being able to work together..?
Thanks.
Thanks also for creating and sharing this :)
I have changed the load order as more industry levels was in fact loaded before RIC. However, this did not fix the issue. Neither did moving both of them to the end of the load order nor moving only RIC to the end (with more industry levels loaded earlier). I have found a few rare cases where cargo would not disappear, however I could not reproduce them so I may have been mistaken. More industry levels is the only other industry related mod I have, besides maybe realistic town growth. The rest are assets, vehicles, a few adjustments (e.g. realistic train brake) and timetables (some 40 mods total). I hope I did not forget any information.
You likely have some other mod that injects cargo in vehicles, but incorrectly. Try to load RIC as the last mod (mind the order in the description!)
Besides that, I very much enjoy your work!
Fixed cargo injector for multiple compartments
CARGO INJECTOR 2.0
• CC-BY-NC, you may use it in your mods, but please leave a credit
• Full auto injector that is extremely easy to use (don't forget the utils module!)
• Support for customCargoModels, cargoBay, toHide, etc
(Thanks USBStick for testing)
Updated translations
Thank you for the report
Isn't sending a message available only for friend list in steam? Because it seems like I can't send a message. Could you please join my Telegram group? It's very convenient to discuss stuff there, especially because I would like to ask for examples of model files that are causing issues.
Little issue I found: (modded) waggons with multiple compartments are not fully covered by your script, e.g. on a waggon with 4 compartments (all the same kind of goods) only 1 of those is able to carry new goods like lubricants.
Moreover a suggestion: Also in regard of modded waggons it would be great if you would also cover customCargoModels in your script, so those waggons don't appear empty even though they are loaded. (If you need help with that just drop me a message, as I already did this for myself.)
Added support for Gas Works, available until 1975
Added cargo and industries translations (en, de, ru)