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Cougar2004

Freight Station Mod v.s. NAM v31.1

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The Freight Station Mod does not appear to work with the new NAM v31.1.  Are they not compatible with each other?

 

I have always used the Freight Station Mod: 

 

It helps by allowing Trains to dump their cargo at the freight station to be taken by Trucks.  Without the mod Trucks only dump cargo at the Freight Station to be picked up and taken by Trains.  I wanted to try to get my Seaport better utilized so years ago I started using this mod and set it near a Seaport, so the farms on the other side of the map would send their freight to the freight station through rail, then truck to nearby Seaport.  It worked!  

 

However, since I have begun playing again this year, I have used all the same plugins, except I have upgraded the NAM to v31.1.  I have noticed that no matter where i put the Freight Train Mod in my plugins directory, it doesnt appear to work now.  I have tried loading it last through zzzzz_ in both file and directory in the main my docs/plugins folder.  

 

The other reason Im suspecting the NAM has something to do with it, is because the Freight Stations now have a NAM symbol on them, and a lot more useful data! I love the new data displayed.  And no matter where I put the mod, even when i bulldozed and replaced the Freight Station, it always showed the NAM symbol and still did not function as I expected.

 

Does anyone know if the New NAM and the Freight Station Mod are not compatible with each other?  Or do you know a correct way to fix the load order so the mod will work again in the game?  

 

Perhaps I can could re-mod the NAM file affecting the Freight Stations to keep everything it has now, and just add this one component in the older mod.  Anyone have any thoughts on this?

 

Thanks!

- Cougar2004


- Cougar2004

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Yes, NAM 31.1 is overriding the Freight Station Mod; NAM 30 did so as well.  However, this mod is completely harmless as far as the NAM is concerned.  Let me bring this up with the rest of the NAM Team and see if we can't simply incorporate this into the NAM.  It's a trivial change, and if no one objects, we should be able to get it into NAM 31.2, which is due out shortly.  I'll let you know the results of my request in this thread.

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The problem is the NAM team has caused their changes for the freight station to load last in your plugins folder.  This has left most other mods that adjust the freight station inoperable since the NAM team loaded their file on top.  The file "Maxis Stations, Tollbooths, and Transitions.dat" found in the plugins\z__NAM folder is the culprit. 

 

If you open that file in reader and add some values to the 'transit switch point' property for the 'freight rail station' you can fix this problem yourself.  The properties need to be added like in the picture below, items 9 - 16.  (these are before and after photos)

 

transitpoints03_zpsa9f5dc88.jpg

 

Of course this is assuming you have no issue using the reader to do this.

 

If you don't want to mess with reader you can simply just add z___ prefix  (three underscores) to the "freightstationchange" folder like this "z___freightstationchange".  This will cause that folder to load after the NAM thus leaving that mods changes in full effect, at the sacrifice of the adjustments the NAM team has made themselves to the freight station (like higher capacity).

 

-Cheers!

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If you don't want to mess with reader you can simply just add z___ prefix  (three underscores) to the "freightstationchange" folder like this "z___freightstationchange".  This will cause that folder to load after the NAM thus leaving that mods changes in full effect, at the sacrifice of the adjustments the NAM team has made themselves to the freight station (like higher capacity).

 

-Cheers!

You could use other methods. I for one has changed my "z___NAM" folder to "z0_NAM", and everything that loads after that gets the prefix "z1_" or "z2_" or "z3_" etc.

We never really forced the loading order of some stuff. For some mods, you must be really careful with loading order (for example, the LRMv5.1 is quite specific about it)

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Read the Readme or drown in bugs and glitches; the choice is yours...

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Of course this can all be avoided by using one of PEG's rail enabled sea-ports.

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Of course this can all be avoided by using one of PEG's rail enabled sea-ports.

This is probably a good idea for you if you want to actually be sending your goods out via seaport.  The Maxis seaports by default are broken in respect to providing industrial cap relief.  The result of that cap relief not being provided is lower industrial demand and growth then would be provided by goods leaving the borders of the map on trucks or trains.  You don't need a rail enabled seaport as much as you need a "functional seaport".

 

As long as you have a functional seaport you can still use that mod for the freight stations to unload at them. 

 

Not only take a look at A Nonny Moose's link but also check out the BSC Functional Seaports which are: (from it's description)

 

BSC Functional Seaports (Seaport Development Project) includes a set of seaports,

which are all functional, meaning they accept cargo

and provide industrial CAP relief for each ton of cargo shipped.

All seaports included are upgradeable, and the upgrades are automatic.

All in all there are over 100 seaports included.

 

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That's true.  The CDK set includes a functional replacement for the Maxis one that is not enabled for rail.  Works just fine, thank you.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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With regards to the original post in this thread, I have raised this issue with the NAM Team, and no one objected to incorporating this capability into the version of the Maxis freight station that comes with the NAM.  In fact, it's somewhat surprising that this capability was left out, since it makes so much sense.  Therefore, it has been added to the NAM version of the Maxis freight train station, which will be included in NAM 31.2.

 

Although it's fine to use the current Freight Station Mod for now, with the release of NAM 31.2 you will find it advantageous to use the NAM's freight station.  The reason for this is that the NAM's freight station capacity is many times greater than that of the standard Maxis freight station.  I should emphasize that this is not a cheat; it merely brings the freight station capacity in line with the capacities of all the other stations in the NAM, as described in the thread these higher capacities, in turn, are required by the greater efficiency of the NAM traffic simulator.  Since the volume of all types of traffic, including freight, tend to be greater in the NAM, a larger freight capacity leads to more efficient freight shipping, which leads to greater industrial desirability.  So with the release of NAM 31.2, you may want to replace your existing freight stations with the new ones from the NAM.

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Good to see that something like this can be trivially added.  Beware of organic programming, however.  Sometimes a small tweak here produces a major catastrophe over there.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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    I had to bump reputation scores for a few in this thread because I would have thought it unheard of to get these kinds of helpful, clear, friendly, intelligent, and practical responses as you guys just gave.  A pleasant surprise.

     

    Z1: You Rock~! That sounds like the perfect solution in this case, since I am now using the NAM.  I'm sure it will be tested to ensure no adverse effects before release, to address A Nonny Moose's caution.  Its a small but useful fix that, like you said, seems to make good sense.  I look forward to it in my game! Thanks!

     

    DocJ101: Absolutely loved your response.  I use Reader sometimes, not an expert, but I can find my way around well enough to hypothesise, try, test, and prove.  I am happy to do fixes myself.  And after seeing your post with the heavy lifting completed, I will probably try and test this out in my game, both to tide me over until the new NAM is released, and to help re-familiarized myself with Reader so i can start on my list of realistic fix mods. (I completed one and posted it on the STEX last year.) Thanks!

     

    MandleSoft: That naming convention sounds like a pretty cool idea to me. I am extremely light on mods as i just reinstalled my game, and have only the NAM and the most basic "essential" mods, but now your idea is in my head, so it will likely get used.  Thanks!

     

    A Nonny Moose: I would have never known Rail-Enabled Seaports existed if you weren't the first to mention it. I'll try some of them out. Thanks!

     

    DocJ101: I did notice that the Maxis Seaport didn't seem to be working very well. Its probably the broken Cap Relief you mentioned. Your Functional Seaports idea sounds like the right choice for me, although 100 seaports seems like a bit much. Automatic upgrades sounds scary too, but I think ill try them. Thanks!

     

    Z1: That was some great reading on the Transit Switch Entry Costs and Station Capacities.  And it explains more about what I saw in the altered query. Thanks!

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    - Cougar2004

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    Keep in mind that if you use Peg's functional seaports, you can't use the BSC Functional Seaports pack, they're mutually exclusive because of how the Seaports work.

     

    There was a patch going around to make Peg's seaports work with the BSC pack, but the files were lost in the SC4D forum update.

     

    Also, there's nothing really bad about the upgrading seaports, they act just like standard Seaports but upgrade like Airports do.

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    Posted:
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    I had to bump reputation scores for a few in this thread because I would have thought it unheard of to get these kinds of helpful, clear, friendly, intelligent, and practical responses as you guys just gave.  A pleasant surprise.

     

    DocJ101: Absolutely loved your response.  I use Reader sometimes, not an expert, but I can find my way around well enough to hypothesise, try, test, and prove.  I am happy to do fixes myself.  And after seeing your post with the heavy lifting completed, I will probably try and test this out in my game, both to tide me over until the new NAM is released, and to help re-familiarized myself with Reader so i can start on my list of realistic fix mods. (I completed one and posted it on the STEX last year.) Thanks!

     

    DocJ101: I did notice that the Maxis Seaport didn't seem to be working very well. Its probably the broken Cap Relief you mentioned. Your Functional Seaports idea sounds like the right choice for me, although 100 seaports seems like a bit much. Automatic upgrades sounds scary too, but I think ill try them. Thanks!

     

    Just glad I could help! 

     

    I wrote a guide to help people see the process for making adjustments in reader like those for the freight station.  You can click the banner in my sig for a link.  Note I picture v1.4 in guide, if using v0.9.3 the process for making your modification is the same; UI is a little different and you need a calculator.  It's always best to create a new .dat from the original instead of saving over the original (in case it corrupted or you want to revert).  Those 8 values that need to be added to that file will be exactly what the NAMv31.2 will do to it, so it will be perfect to hold you over till then.

     

    The Peg seaports Nonny mentioned are also functional.  I was just adding additional options for you to consider.  Do keep in mind the BSC and Peg Seaports cannot coexist in your game, as jdenm8 mentions.  The BSC seaport download does include ALOT of seaports, but you can always pick which ones you actually put into plugins folder; could be 1 of them or all.  The Peg seaports are a bit more modular in respect to what you have download.  In either case please do read the 'readmes' carefully and make sure you grab appropriate dependencies, which can be extensive.

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    Keep in mind that if you use Peg's functional seaports, you can't use the BSC Functional Seaports pack, they're mutually exclusive because of how the Seaports work.

     

    There was a patch going around to make Peg's seaports work with the BSC pack, but the files were lost in the SC4D forum update.

     

    Also, there's nothing really bad about the upgrading seaports, they act just like standard Seaports but upgrade like Airports do.

     

    Wow, thats a mistake I almost made. Thanks for taking the time to enlighten me!  So why do most people make their choice between the two? What are the main differences?  It sounds like Peg's are more modular, but BSC seems to have more choices. Both are functional.  Interesting.

     

    Maybe someone who downloaded the patch that makes both work together, would offer to reupload it and share it with us. 

     

    DocJ101: I learned reader through example and trial and error. I sure wish I had your guide when i started.  Thanks!


    - Cougar2004

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    Posted:
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    People usually use the Peg ones because they match the CDK. The ones in the BSC Pack are more flexible since they upgrade and (Aside from a few exceptions) only visually overhang into water meaning that they can be placed anywhere. There are also things like Airport Freight Terminals implemented using the Seaport functionality included in the BSC Pack.

     

    Considering PEG isn't really around much any more, here are the files I can find pertaining to that.

    These may not be all you need to get Peg's CDK Docks working with the BSC Seaports and Airports pack (I don't remember modified lot and RESOURCE files being included in the original download), but it should be.

     

    http://www.mediafire.com/?io285320ydb6d7n

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  • Original Poster
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    People usually use the Peg ones because they match the CDK. The ones in the BSC Pack are more flexible since they upgrade and (Aside from a few exceptions) only visually overhang into water meaning that they can be placed anywhere. There are also things like Airport Freight Terminals implemented using the Seaport functionality included in the BSC Pack.

     

    Considering PEG isn't really around much any more, here are the files I can find pertaining to that.

    These may not be all you need to get Peg's CDK Docks working with the BSC Seaports and Airports pack (I don't remember modified lot and RESOURCE files being included in the original download), but it should be.

     

    http://www.mediafire.com/?io285320ydb6d7n

     

    Thanks for the reply and link jdenm8. I'll give it a try with some experimentation.  I haven't tried any CDK yet so I may start with the BSC and then see if these files allow the mix or not.  Perhaps ill end up with something better than just my desired Fixed Freight Station at my Seaport.


    - Cougar2004

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  • Original Poster
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    The problem is the NAM team has caused their changes for the freight station to load last in your plugins folder.  This has left most other mods that adjust the freight station inoperable since the NAM team loaded their file on top.  The file "Maxis Stations, Tollbooths, and Transitions.dat" found in the plugins\z__NAM folder is the culprit. 

     

    If you open that file in reader and add some values to the 'transit switch point' property for the 'freight rail station' you can fix this problem yourself.  The properties need to be added like in the picture below, items 9 - 16.  (these are before and after photos)

     

    transitpoints03_zpsa9f5dc88.jpg

     

    Of course this is assuming you have no issue using the reader to do this.

     

    If you don't want to mess with reader you can simply just add z___ prefix  (three underscores) to the "freightstationchange" folder like this "z___freightstationchange".  This will cause that folder to load after the NAM thus leaving that mods changes in full effect, at the sacrifice of the adjustments the NAM team has made themselves to the freight station (like higher capacity).

     

    -Cheers!

     

    Oops I just decided to fix my Freight Station, and realized Im a little rusty on my Reader since its been so many years.  What version should I be using now?  At least I'll start by getting the best one loaded up.  Thanks!


    - Cougar2004

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  • Original Poster
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    The freight station released in NAM 31.2 already has this fix.

     

    Oh of course!  Thanks!  I hadn't even thought to see how freight was doing since i loaded it.  31.2 came out so quickly after this discussion above, that it practically blows the mind.    Now if only our Government was this efficient!  Lol  

     

    Off to play SC4....  Thank z1!


    - Cougar2004

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