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 Post subject: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Sun Jun 29, 2014 11:34 am 
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WARNING: Using a mod may void eligibility for customer support from the game publisher.


Bigger Boats
Version 1.20
For Tropico 5 v1.08

Increases the carrying capacity of ships.


As of version 1.2 this mod is now in Edict form available on the Colonial tab of the edict menu.

Instructions:
  1. Download and install Mod Loader 2.3. Follow the instructions! <--- Pay Attention. New Version
  2. Download this mod.
    Attachment:
    BiggerBoats v1.2.zip [930 Bytes]
    Downloaded 5247 times
  3. Unzip to your Tropico 5\ folder. Keep the directory structure!
  4. This mod's settings can be altered by installing and editing it's config file:
  5. This mod has a translation table
    Spoiler:



Old Versions
Spoiler:
Attachment:
The attachment BiggerBoats.zip is no longer available


Attachments:
BiggerBoats.zip [654 Bytes]
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 Post subject: Re: Bigger Boats *Updated July 6th*
PostPosted: Thu Jan 29, 2015 6:24 am 
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Any plan upgrade this to 1.08, doesn't seem to work on 1.08 on my game


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 Post subject: Re: Bigger Boats *Updated July 6th*
PostPosted: Sun Feb 01, 2015 12:36 pm 
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Indeed, it doesn't work now anymore


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Mon Feb 02, 2015 3:50 pm 
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New Version 1.2

This mod is now in the form of an Edict. This has the advantage of making it work with saved games that were created before installing the mod. If you happen to change the multiplier in the config you can also apply it to an existing game by repealing the edict and then reissuing it.


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Fri Jun 26, 2015 8:05 am 
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Thanks for the mod - but I'm also finding it doesn't work (for 1.09 w/espionage). Any ideas for getting it to work? I've looked through the lua files but have very little knowledge with regards to modding Tropico so couldn't spot an issue. :(


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Sun Jun 28, 2015 9:15 am 
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It seems to be working for me. To test I put a couple of DebugPrint()s in the mod to spit some data to the log file:
Bigger Boats:  Original Capacity
   Import: 3000
   Export: 3000
Bigger Boats:  New Capacity
   Import: 30000
   Export: 30000

Remember: You have to issue the edict for Bigger Boats to work


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Tue Jul 14, 2015 5:09 pm 
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Guys please help explain. I have version 1.09 . and I can not run Biger Boat . can explain the stages and how it works and wherein . Maybe he was than the conflict? whether to run on the new sandbox ? :((((((


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Fri Jul 24, 2015 10:49 am 
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Bigger boats works for me, but how do i get more than 30.000 export?

To edit the StorageMultiplier doesn´t work. :cry:


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Wed Aug 12, 2015 10:15 am 
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Dear DarthPresidente, is it possible to make your own trading ships smarter, i mean sometimes i am trading 6 different goods to the same faction, it would better that one or two boats picked up all the goods and bring it over, that would mean you dont have to build a shitload of docks, which annoys me really, also i've been thinking about doing this as another shipwright upgrade but for different era's World War era should have 2x like before, Cold War era should have 4x plus increased speed, and Modern Times 8x and 2x increased speed, and now that i am into the zone, is it possible to make smugglers sell base drugs products, like coca, cannabis and opium, and also the finished products you can really add something there like the distribution of drugs in the nightclub that's what happens in real life as well.


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Fri Aug 14, 2015 8:34 am 
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tabris1 wrote:
Bigger boats works for me, but how do i get more than 30.000 export?

To edit the StorageMultiplier doesn´t work. :cry:
There is another spot in the game code that limits the cap to 30000. It's on my to-do list to expand this mod to increase that limit. Stay tuned.


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Thu Oct 15, 2015 1:36 pm 
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Hi. The game is really nice if the trading system works, a limit at 30.000 is really bad, so I downloaded this mod, but it doesn't seem to make any change? Sure I enabled the edict, but it didn't change anything at all, it can only export 30.000 cargo at a time.

Where is the 30.000 limit located? I'd love to edit it.


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Wed Apr 20, 2016 6:49 am 
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This seem to override the ship upgrade from Drydock. I though it would work in harmony but oh well, Darth offer us higher capacity than Drydock anyway.


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Fri Apr 22, 2016 6:14 am 
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DarthPresidente wrote:
tabris1 wrote:
Bigger boats works for me, but how do i get more than 30.000 export?

To edit the StorageMultiplier doesn´t work. :cry:
There is another spot in the game code that limits the cap to 30000. It's on my to-do list to expand this mod to increase that limit. Stay tuned.


Not sure if this helps, In the ColonialDock Building Template data lua there is the following code
PlaceObj("Docks", {
    "ResourceCapacity",
    30000,
    "OverloadWarning",
    2000,
    "AmountToLoad",
    30000


Im wondering if using BTweak in the following format would work to increase capacity

BTweak("ColonialDock", "Docks", "AmountToLoad", 35000)


Maybe someone else can add some more info to this as my knowledge is limited


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Sat May 07, 2016 2:13 pm 
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There is no Colonial Tab in my version. Did I do something wrong? I followed the instructions.


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 Post subject: Re: Bigger Boats (Updated Feb 2, 2015)
PostPosted: Sat Nov 26, 2016 9:13 pm 
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Darth,

Do you have any plans to increase the capacity from 30,000 to something higher?


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