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 Post subject: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sun Jul 13, 2014 5:16 pm 
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WARNING: Using a mod may void eligibility for customer support from the game publisher.



Resource Manager 3.10

For Tropico 5 v1.10

and

WaterBorne Expansion


This mod does three primary things:
  1. Turns the teamster office to a warehouse.
  2. Resource Import / Export options In each dock.
  3. Eliminates the teamster game mechanic.
    • Teamsters no longer move resources around the island.
    • Independent Trucks now deliver resources. See the (Independent Trucking section below)



Changes in 3.1

  1. This version requires patching your game to 1.08!
  2. Now compatible with Waterborne Expansion
    • Nuclear Sub will get supplied with Uranium
    • Oyster Farm and Fishing Trawler will ship by Independent Trucking. The goods will first be transported by boat to the closest dock and then move on to it's final destination.
    • Smuggler's Dock will ship by Independent Trucking
  3. Should work with saved games when upgrading from 3.0 or 3.01. It will NOT work with saved games created with versions 1.x or 2.x!
  4. Hotfix now built into the core mod. No need for the hotfix file anymore



Changes in 3.0

  1. Independent Trucking is built in and no longer a chosen upgrade
  2. Teamsters no longer move resources around
  3. Import All/Import None/Export All/Export All buttons added to the dock
  4. Completely rewritten code for determining the destination building of a resource. See below
  5. Catches and eliminates stuck trucks. This should fix the issue some users have with production buildings no longer getting shipped an input resource. Note: Vehicles getting stuck in a building is a game bug. This doesn't stop them from getting stuck but will automatically delete trucks that have not reached the destination in four game months. The reason the buildings stopped getting a resource was because the building thought it already had a bunch coming. Thank you PapiGamer for testing the mod and getting me the data I needed address the issue.


Independent Trucking:

A building will manage and support it's own fleet of trucks for distribution. When a production cycle has completed (when a building produces a resource) the mod will distribute the output resource with an orange delivery truck. How the mod chooses where to deliver the resource is described further down. As of version 3.0 ALL deliveries are made with Independent Trucking.

Storage Facilities and Docks will also distribute resources to buildings on their own.

Independent Truckers don't work for free. A per shipment fee is charged per successful delivery. The default rate is .2% of the value of the goods shipped. El Presidente gets 50% of the fee kicked back to his Swiss Bank Account for allowing the trucking company to operate on his island.

Storage Facility:

This mod turns the Teamsters Office into a storage facility. You can select which resources to store at each warehouse. This is very useful for storing critical power producing resources like coal. You can stockpile any excess at the storage facility instead of sending it to the dock for export.

Dock Import/Export:

You can select which resources a dock can export. The setting is unique to each dock. You can prevent a resource from being exported by disabling it at each dock. Be careful though, if the trucking company has no place to send the resource it will stay at the building that produced it. You can also use the export toggles to control the flow of resources to docks to help prevent them from being overloaded.

You can also select which resources a dock can import. Like the exports, the setting is unique to each dock. Use this to make sure the coal your importing hits the dock near your power plant or steel mill. Note: If you have a trade route to import a resource that has imports disabled on every dock then the mod will select a random dock to dump the goods at. The resource has to be delivered somewhere.

Version 3.0 now allows you to toggle all resources on/off at the dock. Those toggles will be at the bottom of the list. Thank you PapiGamer for the suggestion.


How destination buildings are chosen:

  1. Determine if there is a building in need of the resource
    • Loop through all buildings that are set to input the resource
      • Assign a value to the building based on:
        • How much it has on hand (or already has on the way)
        • How much it uses in one cycle of production
        • How far away the building is (based on road route not a straight line distance). This distance is about 1000 * road sections
        • Value = 500 * (100 * inventory / use_per_cycle) + distance
      • Lowest value building is chosen as the destination
  2. If first fails to produce a result
    • Loop through all warehouses that are set to store the resource
      • Assign a value to the building based on distance
    • Note: If the source building is a warehouse it will only send the resource to a different warehouse if storage has been turned off
  3. If first and second fail to produce a result
    • Loop through all docks that are set to export the resource
      • Assign a value to the dock based on distance
    • Lowest value building is chosen
    • Note: A dock will transport a resource to another dock if the export has been turned off.
  4. if first three fail to produce a result)
    • Do absolutely nothing. Let the resource sit there since no destination could be determined.



Install Instructions:

  1. WARNING: Saved games from version 2.x will not work with versions 3 or higher!
  2. WARNING: Version 3.1 requires the 1.08 game patch!
  3. Download and install Mod Loader 2.3. Follow the instructions!
  4. Download this mod.
    Attachment:
    ResourceManager3.1.zip [12.22 KiB]
    Downloaded 11193 times
  5. Unzip to your Tropico 5\ folder. Keep the directory structure!
  6. This mod's settings can be altered by installing and editing it's config file:
    Attachment:
    Config - ResourceManager.zip [1.01 KiB]
    Downloaded 4140 times
  7. This mod has a translation table
    Spoiler:


Old Versions
Spoiler:
Attachment:
ResourceManager v3.01.zip [12.49 KiB]
Downloaded 263 times
Attachment:
ResourceManager v3.0.zip [12.01 KiB]
Downloaded 867 times
Attachment:
ResourceManager2.02.zip [9.07 KiB]
Downloaded 620 times
Attachment:
ResourceManager.zip [8.65 KiB]
Downloaded 578 times





Optional Plugins


Dynamic Capacity
Dynamically changes a production building's storage capacity based on the effectiveness rating. A building with a 200 effectiveness rating will have twice the storage capacity for it's input and output resource. Capacity is altered after each production cycle.
Attachment:
RMPlugin - Dynamic Capacity.zip [1.02 KiB]
Downloaded 736 times



Standard Trucks
Private Trucks will behave like standard vehicles. Without this plugin they behave as vehicles would if you have the RoadRage mod.
Attachment:
RMPlugin - StandardTrucks.zip [776 Bytes]
Downloaded 477 times



Stuck Trucks
Adds an additional process to help eliminate stuck trucks.
Attachment:
RMPlugin - StuckTruck.zip [1.1 KiB]
Downloaded 102 times



Saved Inventory
Instantly moves stored goods to a warehouse when the user selects to demolish a building. It will first try to find a warehouse that the resource is set to be stored at. If it can't find one it will pick the closest warehouse.
Attachment:
RMPlugin - SavedInventory.zip [1.14 KiB]
Downloaded 85 times


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 Post subject: Re: Resource Manager 2.02 - Updated Aug 5th
PostPosted: Tue Sep 16, 2014 8:02 pm 
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Resource Manager 3.0 Released.

Warning: If you are upgrading from version 2.02 your save games will NOT work with version 3.0!

DON'T USE WITH SAVE GAMES MADE WITH A PREVIOUS VERSION


Previous replies from version 2.02 and the test version called Independent Trucking were moved to the Cemetery.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Thu Sep 18, 2014 7:30 pm 
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I think you'll need to update the Mod Loader's MainConfig file to reflect the new configurations. I grabbed the newest version available just now, since I decided to revisit T5 after a long hiatus, and it still lists the old Resource Manager's configuration options.

Can't wait to try this out!


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Thu Sep 18, 2014 10:07 pm 
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I'll update the main config at some point. It shouldn't hurt to have the old settings. The absence of newer config settings will just cause the mod to use the default value


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Thu Sep 18, 2014 10:51 pm 
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No worries, nothing a simple copypasta can't fix. Just thought I'd give you a heads-up :)


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 2:07 am 
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I just install this new version and play it a bit. The original v2.0.2 version is removed.

A problem I've encountered is lacking of milk resource for the Creamery (cheese factory.) I have a cattle factory farm and a goat factory farm which supply milk for the Creamery. The latter also less than a block away from the Creamery. Each block is an area of 12 grids by 12 grids. Check this image:

Spoiler:
Image


Those two factory farms will produce the milk resource for the Creamery. Unfortunately, the Creamery just keeps waiting for the supply. I've found all the produced milk is sent to the port, not the closer destination.

The settings of the ports are not changed. I don't change anything. The Storage Facility doesn't store milk, either. There's no problem for Resource Manager v2.0.2 with the same configuration. If there's something I have to change to make the Creamery get supply, please advice.

Thanks for the great mods!!


Last edited by wheatberry on Sat Sep 20, 2014 7:24 am, edited 1 time in total.

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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 3:12 am 
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I have encountered another problem.

I built a new port, but did not connect it to the road for a while, then lots of farms and factories had issue of shipping out the stocks they produced. It doesn't help even I deleted the port and rebuilt a new one.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 6:05 am 
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wheatberry wrote:
I just install this new version and play it a bit. The original v2.0.2 version is removed.

A problem I've encountered is lacking of milk resource for the Creamery (cheese factory.) I have a cattle factory farm and a goat factory farm which supply milk for the Creamery. The latter also less than a block away from the Creamery. Each block is an area of 12 grids by 12 grids.

Those two factory farms will produce the milk resource for the Creamery. Unfortunately, the Creamery just keeps waiting for the supply. I've found all the produced milk is sent to the port, not the closer destination.

The settings of the ports are not changed. I don't change anything. The Storage Facility doesn't store milk, either. There's no problem for Resource Manager v2.0.2 with the same configuration. If there's something I have to change to make the Creamery get supply, please advice.

Thanks for the great mods!!
No special settings should be required to supply the Creamery or store Milk at the Storage Facility. I need more information in order to help you.

From your description it sounds like you had a save game created with 2.02 that you are attempting to play with 3.0. As stated in the mod description: "WARNING: Upgrading to 3.0 will break save games created with previous versions! Only use on new games"

If this is not the case then run the mod on a new game with the config option ShowDiagnose set to true. When the creamery fails to get milk then click the Diagnose button. Then post your log file here so I can see what is going on.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 7:45 am 
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DarthPresidente wrote:
[size=85]If this is not the case then run the mod on a new game with the config option ShowDiagnose set to true. When the creamery fails to get milk then click the Diagnose button. Then post your log file here so I can see what is going on.


That's a new game after I installed the new mods.

OK, I set ShowDiagnose to true, but I don't find any 'Diagnose button' in the production buildings. Should I start another new game?


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 9:12 am 
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Oh, I've found it in another new game!


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 11:10 am 
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Does breaking of OthersBeGone manifest in something like this?

Spoiler:
Image
Freshly installed game (and mods), new game, still on 1.04, and that's what I get, both on the dock and the Storage Facility. No errors whatsoever in the log.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 11:56 am 
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Disregard. Apparently, it clashes with the OnDutyWorkers mod (shows how many workers are available and on duty). Guess which mod got booted ;)


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 12:09 pm 
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<SNIP>

Excellent and most appreciated for your work :)


Last edited by DarthPresidente on Fri Sep 19, 2014 11:16 pm, edited 1 time in total.
Reason: Removed quote from an obsolete and deleted post


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Sep 19, 2014 11:12 pm 
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Other-B-Gone has been fixed and added to the distribution zip of this mod.

If you previously installed Resource Manager 3.0 you will need to update Other-B-Gone so it is compatible with the worthless 1.06 patch.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Sep 20, 2014 3:21 am 
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Hi DarthPresidente, I kept getting this error log after error happaned and Diagnosis button was clicked:

Spoiler:
[LUA ERROR] attempt to call method 'UpdateEntity' (a nil value)
Tropico5/Lua/Game/BuildingComponents/Holder.lua(208): method LeadOut
Tropico5/Lua/Game/Unit.lua(224): method WalkToBuilding
Tropico5/Lua/Game/Unit.lua(154): method UseMetro
Tropico5/Lua/Game/Unit.lua(275): method GotoBuilding
?(0): local cmd
CommonLua/Classes/CommandObject.lua(80): <>
--- end of stack
[LUA ERROR] attempt to call method 'UpdateEntity' (a nil value)
Tropico5/Lua/Game/BuildingComponents/Holder.lua(208): method LeadOut
Tropico5/Lua/Game/Unit.lua(224): method WalkToBuilding
Tropico5/Lua/Game/Unit.lua(154): method UseMetro
Tropico5/Lua/Game/Unit.lua(275): method GotoBuilding
?(0): local cmd
CommonLua/Classes/CommandObject.lua(80): <>
--- end of stack


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Sep 20, 2014 9:50 am 
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wheatberry wrote:
Hi DarthPresidente, I kept getting this error log after error happaned and Diagnosis button was clicked:

The error your posted should be harmless. I don't see the building diagnostics in your post. It should look like
Spoiler:
Private Trucking Building Diagnostics
   Building:  Creamery
   Handle: 2000000912
   Effectiveness: 300
      Can Function: true
         Stopped Reason: false
         Flooded: false
         Damaged: false
         On Fire: false
         Inherent Effectiveness: 100
      Striking: false
      Prohibited: false
      Workers: 4
   Input Resource: Milk
      On Site: 2058
      Capacity: 3000
      Incoming: 1500
         Unit: 2000001984
            Amount: 1500
            Valid: true
            Creation Time: 115329
            Age: 0 months
            Source: FactoryFarmGoat[2000001471]
Are you having this problem with just the Creamery on every single new game created? Please include the full log file with building diagnostics on a newly created game. Also include a list of mods installed. I have no issues with the Creamery getting a supply of milk at all in my games.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Sep 20, 2014 11:38 am 
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OK, got it! It's Factory Farm Cattle waiting for corn this time. The output of corn hydroponic farm won't ship to the factory farm cattle which is built in the same block. Here's the diagnostics:

Spoiler:
Private Trucking Building Diagnostics
   Building:  FactoryFarmCattle
   Handle: 2000003005
   Effectiveness: 110
      Can Function: true
         Stopped Reason: false
         Flooded: false
         Damaged: false
         On Fire: false
         Inherent Effectiveness: 110
      Striking: false
      Prohibited: false
      Workers: 4
   Input Resource: Corn
      On Site: 0
      Capacity: 1500
      Incoming: 2500
         Unit: 2000003615
            Amount: 2500
            Valid: true
            Creation Time: 1240000
            Age: 3 months
            Source: ColonialDock[2000000120]
   Input Resource: Corn
      On Site: 0
      Capacity: 1500
      Incoming: 2500
         Unit: 2000003615
            Amount: 2500
            Valid: true
            Creation Time: 1240000
            Age: 3 months
            Source: ColonialDock[2000000120]


I haven't built any Creamery yet for this new game. The problem is not unique.

This is the list of mods I installed:
Spoiler:
Config File Loaded: MainConfig.lua
                                                         @ 4961, 1201
Mod Loader Registered Mods:
---------------------------
   Mod Loader
      By: DarthPresidente
      Version: 2.11
   BigHugeDeposits
      By: DarthPresidente
      Version: 1.0
   Building Tweaks mod Utility
      By: DarthPresidente
      Version: 3.2
   Cap Crusher
      By: DarthPresidente
      Version: 1.2
   Click For Immigrants
      By: DarthPresidente
      Version: 1.0
   Electrify
      By: DarthPresidente
      Version: 1.1
   Job Training
      By: DarthPresidente
      Version: 1.21
   Magic Forest
      By: DarthPresidente
      Version: 1.1
   More Housing
      By: DarthPresidente
      Version: 1.2
   Other-B-Gone
      By: DarthPresidente
      Version: 1.21
   Palace Mover - Based on Palace Storm by Wowiwankenobi
      By: DarthPresidente
      Version: 1.0
   Anti Pollution
      By: PapiGamer
      Version: 1.00
   papi Construction & Teamsters mod
      By: PapiGamer
      Version: 1.01
   papi Edicts mod
      By: PapiGamer
      Version: 1.00
   papi Entertainment & Services mod
      By: PapiGamer
      Version: 1.01
   Gardens
      By: PapiGamer
      Version: 1.00
   Housing Upgrades
      By: PapiGamer
      Version: 1.03
   Industry
      By: PapiGamer
      Version: 1.00
   Military
      By: PapiGamer
      Version: 1.00
   Power
      By: PapiGamer
      Version: 1.00
   Regrow Era 1
      By: PapiGamer
      Version: 1.00
   Research Entertainment
      By: PapiGamer
      Version: v1.01
   Schools
      By: PapiGamer
      Version: 1.00
   Tourist Hotel Upgrades
      By: PapiGamer
      Version: 1.03
   MarbleMansion Upgrades
      By: PapiGamer
      Version: 1.03
   Resource Manager
      By: DarthPresidente
      Version: 3.0
   Road Rage
      By: DarthPresidente
      Version: 1.1
   Sea Rage
      By: DarthPresidente
      Version: 1.1
   Shack Destroyer
      By: DarthPresidente
      Version: 1.0
   FishingWharfUpgrade
      By: skyty
      Version: 1.00
   ForeignHelpMoneyEdict
      By: skyty
      Version: 1.00
   GreenRevolution
      By: skyty
      Version: 1.00
   HappyPillsEdict
      By: skyty
      Version: 1.00
   HeadlinerEdict
      By: skyty
      Version: 1.00
   LoggingCampUpgrade
      By: skyty
      Version: 1.00
   RawUpgrades
      By: skyty
      Version: 1.00
   PapalEdict
      By: skyty
      Version: 1.00
   SepChurchStateEdict
      By: skyty
      Version: 1.00
   SuperGeologicalSurvey
      By: skyty
      Version: 1.00
---------------------------



There's another problem you should take a look, too. The output jammed for almost all my hydroponic farms after playing for a little while. The problem happened on all the games using the new 3.0 mods.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 7:48 am 
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I'd like to point out that I've had the same problem. Hydroponic farms of any sort do not seem to 'do' independent trucking. Before I came that far though, everything worked excellently. Great job overall!


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 10:07 am 
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wheatberry wrote:
OK, got it! It's Factory Farm Cattle waiting for corn this time. The output of corn hydroponic farm won't ship to the factory farm cattle which is built in the same block. Here's the diagnostics:
Spoiler:
Private Trucking Building Diagnostics
   Building:  FactoryFarmCattle
   Handle: 2000003005
   Effectiveness: 110
      Can Function: true
         Stopped Reason: false
         Flooded: false
         Damaged: false
         On Fire: false
         Inherent Effectiveness: 110
      Striking: false
      Prohibited: false
      Workers: 4
   Input Resource: Corn
      On Site: 0
      Capacity: 1500
      Incoming: 2500
         Unit: 2000003615
            Amount: 2500
            Valid: true
            Creation Time: 1240000
            Age: 3 months
            Source: ColonialDock[2000000120]
   Input Resource: Corn
      On Site: 0
      Capacity: 1500
      Incoming: 2500
         Unit: 2000003615
            Amount: 2500
            Valid: true
            Creation Time: 1240000
            Age: 3 months
            Source: ColonialDock[2000000120]
There's another problem you should take a look, too. The output jammed for almost all my hydroponic farms after playing for a little while. The problem happened on all the games using the new 3.0 mods.
Looks like you have a stuck truck. RM3 thinks that 2500 units of corn are on their way to the factory farm but it's been 3 months since it tried to send the truck. Even with this mod stuck trucks can occur as they try to exit a garage. This is a game bug that has existed since launch and I haven't really had the time to dig into all the road transit and garage code to find a way to eliminate it.

RM3 will try to recognize that a truck is stuck, delete it, and return the goods to the source. By default it considers a truck stuck if it still exists after 12 months but this can be configured differently. The config var is StuckTruckThreshold. Set it to something lower but keep in mind that it doesn't know if the truck is moving or not so if you set it too low it might delete a truck that is on the way. You cannot set the StuckTruckThreshold to lower than 3.

Good road and building placement can go a long way in preventing trucks from getting stuck. I always set my buildings so there is one tile between the main road and the building. I never allow my building's driveway exit create a 4-way intersection (where a driveway terminates at an existing T intersection of main road, or 2 driveways terminate at the same spot on a main road). I never connect my dock's driveway directly to the main road.
Spoiler:
Image

Independent Trucking is good at what it does. It efficiently moves goods around your island. It will put more vehicles on the road network because it is moving goods in a timely manner. Your production buildings produce more as a result of getting their input resources more quickly and they are less likely to stop production because their output inventory is at capacity. Having a good road network is more important with RM3 than without it.

RM3 was just released but I am already working on the next version to address traffic. RM4 will introduce Subterranean Transport for the Modern Times era. If the source and destination building both are hooked up to the Subterranean Transport Network (By purchasing an expensive building upgrade) then the goods will be transported from source to destination instantly (or close to it) with no trucks on the road. Basically Metro Stations for resources. :shock:


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 10:45 am 
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I've also found something weird. I am not sure what sets it off. It happened in the last 2 maps I played. Got into modern times, and then all of a sudden the game goes funny.

I have not allowed my game to update yet, so I am still on v1.04

The following is from the last map, this is the log from when it happened:
Spoiler:
beginning of file "Tropico5Steam.exe-20140920-15.20.46-53c6b94b.log" removed for this example
Config File Loaded: MainConfig.lua
                                                         @ 8250, 16
Mod Loader Registered Mods:
---------------------------
   Mod Loader
      By: DarthPresidente
      Version: 2.11
   papi Zoom mod
      By: PapiGamer
      Version: 1.00
   BigHugeDeposits
      By: DarthPresidente
      Version: 1.0
   Cap Crusher
      By: DarthPresidente
      Version: 1.2
   Other-B-Gone
      By: DarthPresidente
      Version: 1.20
   papi Beauty & Pollution mod
      By: PapiGamer
      Version: 1.01
   papi Construction & Teamsters mod
      By: PapiGamer
      Version: 1.02
   papi Edicts mod
      By: PapiGamer
      Version: 1.00
   papi Entertainment & Services Upgrades mod
      By: PapiGamer
      Version: 1.02
   papi Housing Upgrades mod
      By: PapiGamer
      Version: 1.04
   MarbleMansion
      By: PapiGamer
      Version: 1.01
   papi Military mod
      By: PapiGamer
      Version: 1.01
   papi Mining mod
      By: PapiGamer
      Version: 1.01
   papi Plantation-Hydroponics-Ranch-FF Upgrades mod
      By: PapiGamer
      Version: 1.03
   papi Power & Industry Upgrades mod
      By: PapiGamer
      Version: 1.01
   papi Schools & Research Upgrades mod
      By: PapiGamer
      Version: 1.01
   SkateRink
      By: PapiGamer
      Version: 1.01
   papi Tourist Hotel Upgrades mod
      By: PapiGamer
      Version: 1.04
   Resource Manager
      By: DarthPresidente
      Version: 3.0
   Smart AutoDestroy
      By: DarthPresidente
      Version: 1.2
   DrugTrade
      By: DarthPresidente
      Version: 1.1
---------------------------

                                                         @ 8875, 625
Catholic Mission mod (v01072014) by Big-Rooney loaded...
    SourceFile: CommonLua/CatholicMissionUpgrades.lua

                                                         @ 8891, 16
papi Upgrades (MarbleMansion) mod (v1.04) by PapiGamer loaded...
    SourceFile: papi_zMarbleMansion.lua

papi Edicts (MarbleMansion) mod (v1.00) by PapiGamer loaded...
    SourceFile: papi_zMarbleMansionEdict.lua

papi Edicts (DrugTrade) mod (v1.00) by PapiGamer loaded...
    SourceFile: zpapi_DrugTradeEdict.lua

papi Upgrades (DrugTrade) mod (v1.03) by PapiGamer loaded...
    SourceFile: zpapi_DrugTradeUpgrades.lua

DrugTrade fix mod (v16072014) by PapiGamer loaded...
    SourceFile: CommonLua/papi_DrugTrade.lua

papi Upgrades (PizzaVideo555's More Housing!) mod (v1.04) by PapiGamer loaded...
    SourceFile: zpapi_Houses_pizzavideo.lua

papi Edicts (PizzaVideo555's More Housing!) mod (v1.00) by PapiGamer loaded...
    SourceFile: zpapi_HousesEdict_pizzavideo.lua

                                                         @ 9047, 156
New UI mode "Game" set in 0 ms
                                                         @ 30078, 21031
                                                         # 6916, 'CPU Task'
VideoImpl::ReadAndDecodeFrame: skipped frames: 57
                                                         @ 1807172, 1777094
                                                         # 6552, 'Lua'
[LUA ERROR] attempt to index local 'category_table' (a nil value)
...opico5/Lua/Game/BuildingComponents/ApplyModifier.lua(99): method TurnOn
Tropico5/Lua/Game/BuildingComponent.lua(62): method _InternalTurnOn
Tropico5/Lua/Game/BuildingComponent.lua(52): field ?
CommonLua/Classes/ComponentObject.lua(144): method CallComponentsMethod
...e/BuildingComponents/ComponentLifeTimeController.lua(19): field SetState
Tropico5/Lua/Game/BuildingComponents/Upgrade.lua(115): method SetState
Tropico5/Lua/Game/BuildingComponents/Upgrade.lua(122): method SetUIState
Tropico5/Lua/Game/BuildingComponents/Upgrade.lua(227): method Buy
Tropico5/Lua/UI/UpgradeCtrl.lua(37): local func
CommonLua/Network/Network.lua(580):  <>
        --- end of stack
                                                         @ 5365375, 3558203
[LUA ERROR] attempt to call method 'UpdateEntity' (a nil value)
Tropico5/Lua/Game/BuildingComponents/Holder.lua(208): method LeadOut
Tropico5/Lua/Game/Unit.lua(224): method WalkToBuilding
Tropico5/Lua/Game/Unit.lua(154): method UseMetro
Tropico5/Lua/Game/Unit.lua(275): method GotoBuilding
?(0): local cmd
CommonLua/Classes/CommandObject.lua(80):  <>
        --- end of stack
[LUA ERROR] attempt to call method 'UpdateEntity' (a nil value)
Tropico5/Lua/Game/BuildingComponents/Holder.lua(208): method LeadOut
Tropico5/Lua/Game/Unit.lua(224): method WalkToBuilding
Tropico5/Lua/Game/Unit.lua(154): method UseMetro
Tropico5/Lua/Game/Unit.lua(275): method GotoBuilding
?(0): local cmd
CommonLua/Classes/CommandObject.lua(80):  <>
        --- end of stack
                                                         @ 5367109, 1734

THIS GOES ON FOR A VERY LONG TIME. SEE UPLOADED FILE "Tropico5Steam.exe-20140920-15.20.46-53c6b94b.log"

And here is a portion of the "Tropico5Steam.exe-20140922-01.00.12-53c6b94b.log" file which is after I have turned on Diagnose and built a new factory and used the button:
Spoiler:
Private Trucking Building Diagnostics
   Building:  ChocolateFactory
   Handle: 2000129213
   Effectiveness: 80
      Can Function: true
         Stopped Reason: false
         Flooded: false
         Damaged: false
         On Fire: false
         Inherent Effectiveness: 80
      Striking: false
      Prohibited: false
      Workers: 8
   Input Resource: Cocoa
      On Site: 8996
      Capacity: 10000
      Incoming: 1167
         Unit: 2000129527
            Amount: 1167
            Valid: true
            Creation Time: 19838585
            Age: 2 months
            Source: PlantationCocoa[2000103501]
   Input Resource: Sugar
      On Site: 0
      Capacity: 2500
      Incoming: 4000
         Unit: 2000129396
            Amount: 2000
            Valid: true
            Creation Time: 19824338
            Age: 3 months
            Source: TeamstersOffice[2000012351]
         Unit: 2000129397
            Amount: 2000
            Valid: true
            Creation Time: 19824338
            Age: 3 months
            Source: TeamstersOffice[2000012351]
   Input Resource: Cocoa
      On Site: 8996
      Capacity: 10000
      Incoming: 1167
         Unit: 2000129527
            Amount: 1167
            Valid: true
            Creation Time: 19838585
            Age: 2 months
            Source: PlantationCocoa[2000103501]
   Input Resource: Milk
      On Site: 3808
      Capacity: 3000
      Incoming: 0

Here are the 2 log files in full:
Attachment:
papiLogFiles.zip [32.25 KiB]
Downloaded 120 times


I have the pre 1.06 "OtherBGone.lua" file (came with Resource Manager 3.0). Not sure when I will remove internet blocking and update to 1.06, but as soon as I do I will test again.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 11:18 am 
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PapiGamer wrote:
I've also found something weird. I am not sure what sets it off. It happened in the last 2 maps I played. Got into modern times, and then all of a sudden the game goes funny.

I have not allowed my game to update yet, so I am still on v1.04

Interesting...

Looks like a lot of the unit movement functions call UpdateEntity() but only Citizen, Soldier, DynastyMember, and Tourist have the actual function. No default Unit:UpdateEntity() for PrivateTrucker to fall back on.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 12:28 pm 
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Ah, was actually on my way here to comment that, once I built Metro Stations, the goods just stopped being delivered. Once the Metro Stations were gone, things went back to normal again. Hopefully the Hotfix will fix the issue. Will it work on existing saves, though?


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 12:40 pm 
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DrBeast wrote:
Ah, was actually on my way here to comment that, once I built Metro Stations, the goods just stopped being delivered. Once the Metro Stations were gone, things went back to normal again. Hopefully the Hotfix will fix the issue. Will it work on existing saves, though?

Yep. The hotfix should work to fix existing saves


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Sep 21, 2014 5:51 pm 
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Unfortunately, that didn't work. The spawn of UpdateEntity error messages is gone, but once the metro stations are there the trucks stop delivering.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 12:42 am 
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DrBeast wrote:
Ah, was actually on my way here to comment that, once I built Metro Stations, the goods just stopped being delivered. Once the Metro Stations were gone, things went back to normal again. Hopefully the Hotfix will fix the issue. Will it work on existing saves, though?


Ditto! I removed all the Metro Stations, then all stuck trucked problems are gone. Remember I mentioned this error log which keeps triggering?

Spoiler:
[LUA ERROR] attempt to call method 'UpdateEntity' (a nil value)
Tropico5/Lua/Game/BuildingComponents/Holder.lua(208): method LeadOut
Tropico5/Lua/Game/Unit.lua(224): method WalkToBuilding
Tropico5/Lua/Game/Unit.lua(154): method UseMetro
Tropico5/Lua/Game/Unit.lua(275): method GotoBuilding
?(0): local cmd
CommonLua/Classes/CommandObject.lua(80):  <>
        --- end of stack


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 12:47 am 
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Hi DarthPresidente, could you repost the configuration for version 2.02? That version is working well for me. Thanks!


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 12:57 am 
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I thought it was the Metros but didn't want to say in case it put you on the wrong track. However, I had some more time today to test more.

I hate to say it but me too. I downloaded that HotFix and now there is only 1 error message:
Spoiler:
[LUA ERROR] ?:0: attempt to perform arithmetic on field 'ingoing' (a nil value)
?(0):  <>
[C](-1): global procall
CommonLua/Core/threads.lua(315): global StaticMsg
CommonLua/Classes/MsgObj.lua(22): global Msg
CommonLua/Savegame.lua(67): global LoadGame
CommonLua/Savegame.lua(257): local load_callback
CommonLua/Savegame.lua(313): upvalue f
CommonLua/Core/threads.lua(908):  <>
        --- end of stack

However, many of my buildings still only get some resources, and not others. I deleted some buildings and rebuilt them and the same thing would happen where they might get pineapples but not fish, or natural gas but not coal (but the storage nearby is full). However, delete all the Metros and all is well (within a few months).


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 1:05 am 
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I will take a look at the metro issue when time permits. It will probably not be until Tuesday though. Work is trying to kill me.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 1:06 am 
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wheatberry wrote:
Hi DarthPresidente, could you repost the configuration for version 2.02? That version is working well for me. Thanks!


I am pretty sure this was v2.02 as this is what is still on my daughter's pc:
Spoiler:
ModConfig("DarthPresidente","ResourceManager", {
   WarehouseCapacity = 50000,
   TeamsterCarry = 1000,
   PrivateFleetAutoOn = true,
   WarehouseOnlyAutoOn = false,
   PrivateFleetBudgetCost = 10,
   ShippingCostPercent = 2,
   ShippingKickBack = true,
   HideTips = false,
   Enabled = true,
   IgnoreMain = false
})


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 1:44 am 
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Couldn't get to sleep because I thought of the solution. Well, I hope it's the solution. New hotfix file. Now prevents PrivateTruckers from attempting to use metro stations.

Attachment:
ResourceManagerHotFix1.zip [413 Bytes]
Downloaded 197 times


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 2:06 am 
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DarthPresidente wrote:
Couldn't get to sleep because I thought of the solution. Well, I hope it's the solution. New hotfix file. Now prevents PrivateTruckers from attempting to use metro stations.

Attachment:
ResourceManagerHotFix1.zip


You are a machine..! :D

I am going to make you do a captcha thing one day to ensure that you are a mere mortal. :)

Excellent update and hopefully it will indeed resolve some of the noted issues.

I have yet to start my game and thanks yet again for your continued support.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 6:40 am 
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You, sir, are awesome!


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 8:00 am 
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The import/export list in port doesnt scrolls when gamepad is used.
Also, is possible to hide that list? Or some items that are not available. For example, items that are not available in this era.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 9:04 am 
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Looks like that last hotfix did the trick. I happened to have a save just when the goods stopped being shipped around. Loaded it, let the game run, and after a year or so everything was back to normal.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Sep 22, 2014 12:17 pm 
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@PapiGamer, thanks for your 2.02 configuration.

@DarthPresidente, sorry to make you unable to sleep!! Thanks for the fix. I'll give it a try tomorrow.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Tue Sep 23, 2014 10:11 am 
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Shished wrote:
The import/export list in port doesnt scrolls when gamepad is used.
I will not ever play this game with a gamepad so I can't test this out. However, if there is an issue with a window failing to scroll with a gamepad then it's an issue with the core game itself and not the mod.

Shished wrote:
Also, is possible to hide that list? Or some items that are not available. For example, items that are not available in this era.
Yes, it is possible. No, I wont do it for a few reasons:

Resources themselves do not have an era or technology associated with them. They are all technically available at the start of the game. Their actual availability depends on the era/tech of the buildings that produce them. If the mod hard coded their visibility by era it wouldn't cooperate with other mods that change buildings or add new resources.

I like having all the storage and export options available at the start of the game. I set the toggles well before I have any buildings producing the resources.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Tue Sep 23, 2014 12:40 pm 
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The fotfix looks like solve the issues I'd posted. Thanks!

There's another problem: the stocked resource in Storage Facility are not shown. I don't know anyone has the same issue or not, but it happens to me. It's difficult for me without knowing the status of the stocked resource.

I have two other requested feature:
  1. Please give me full list of stocked resource in the Storage Facilities and Docks. Please don't use 'Other' to hide something out. You could use a boolean configuration to let gamers make their choice.
  2. UseWellFilledDock=false will send all the resources to a single Dock. That will make the economy slow down quite a bit. Just asking to make the default for that switch to be true to stick with game default.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Tue Sep 23, 2014 1:10 pm 
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wheatberry wrote:
The fotfix looks like solve the issues I'd posted. Thanks!

There's another problem: the stocked resource in Storage Facility are not shown. I don't know anyone has the same issue or not, but it happens to me. It's difficult for me without knowing the status of the stocked resource.

I have two other requested feature:
  1. Please give me full list of stocked resource in the Storage Facilities and Docks. Please don't use 'Other' to hide something out. You could use a boolean configuration to let gamers make their choice.
  2. UseWellFilledDock=false will send all the resources to a single Dock. That will make the economy slow down quite a bit. Just asking to make the default for that switch to be true to stick with game default.
  1. Already done. If you aren't seeing the resources in the Storage Facility or dock then you are not using the correct version of Other-B-Gone. If you are patched to 1.06 then use Other-B-Gone version 1.21. If you are patched to 1.04 then use Other-B-Gone version 1.20.
  2. No. Setting it to true is easy enough to do in a config file for those who wish to use the game's default dock behavior. The preferred method of managing distribution to docks is to use the export options.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Tue Sep 23, 2014 3:56 pm 
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Also make sure you aren't using any conflicting mods. I had the same issue and it turns out that another mod I was using, OnDutyWorkers, was interfering.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Tue Sep 23, 2014 8:45 pm 
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I haven't updated to v1.06 yet. I've not installed OtherBGone for 1.06, either. Well, might be as @DrBeast said, there're mod conflict. I'd installed too many mods. Is there any tool to test mod conflicts?


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Sep 27, 2014 9:23 pm 
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this might be just me, but I need to export 3000 cotton but they aren't being delivered from the warehouse to the docks.

i'm really n00b to these new mods and tropic 5..any advice is greatly appreciated.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Sep 27, 2014 10:18 pm 
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I may be incorrect, but it could be either of these 2 reasons:

1. The dock is not set to export Cotton (the thumb next to Export Cotton needs to face up)

--or--

2. I think the warehouse has to fill up (default is 100,000 units stored) before cotton will be shipped to the dock. However, this is not true if it is to be passed onto the Mill as I think the mill has a higher need than a storage facility.


I always have 1 dock set to export a specific item, in this case Cotton.

Solution A
What I would do is tell the warehouse to not store for a moment until the 3000 has been exported, then tell it to store again.
Solution B (BEST)
You could solve it like is, build another Cotton Plantation. I always have more raw resources than needed.

NOTE: I always pause the game when adjusting Import/Export/Store settings.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Sep 27, 2014 11:03 pm 
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Thanks I have it working now. Reonstalled all mods.

It was something at my end


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Oct 05, 2014 2:12 pm 
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Is it necessary to be on Tropico 5 1.06? I think I'm on 1.00, and i've noticed that there are no trucks whatsoever. All my stuff is sitting at production sites with no transportation.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Oct 05, 2014 2:50 pm 
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makotech222 wrote:
Is it necessary to be on Tropico 5 1.06? I think I'm on 1.00, and i've noticed that there are no trucks whatsoever. All my stuff is sitting at production sites with no transportation.

This mod will not work on game version 1.0


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Oct 05, 2014 6:15 pm 
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Hmm I thought so. Guess I'll upgrade then. Thanks!


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Oct 11, 2014 9:02 pm 
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wheatberry wrote:
The fotfix looks like solve the issues I'd posted. Thanks!

There's another problem: the stocked resource in Storage Facility are not shown. I don't know anyone has the same issue or not, but it happens to me. It's difficult for me without knowing the status of the stocked resource.

I have two other requested feature:
  1. Please give me full list of stocked resource in the Storage Facilities and Docks. Please don't use 'Other' to hide something out. You could use a boolean configuration to let gamers make their choice.
  2. UseWellFilledDock=false will send all the resources to a single Dock. That will make the economy slow down quite a bit. Just asking to make the default for that switch to be true to stick with game default.


How do i set this to true? I have the same problem, and i don't like having to set the exports for all of my products :(


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Oct 11, 2014 9:14 pm 
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makotech222 wrote:
How do i set this to true? I have the same problem, and i don't like having to set the exports for all of my products :(

Cut and paste the mod config section in the first post into Mods\Configs\MainConfig.lua. Change "false" to "true". UseWellFilledDocks = true
Spoiler:
ModConfig("DarthPresidente","ResourceManager", {
   -- Config Settings for version 3.00
   -- Warehouse Capacity (per resource)
   WarehouseCapacity = 100000,
   -- Base carrying capacity for trucks
   StandardBaseLoad = 1000,
   -- Maximum carrying capacity for trucks after effectiveness is factored
   StandardMaxLoad = 1500,
   -- Maximum trucks (after one production cycle) to send out per resource
   StandardMaxTrucks = 4,
   -- The next three work the same as above but are for trucks coming a dock
   DockBaseLoad = 2000,
   DockMaxLoad = 3000,
   DockMaxTrucks = 8,
   -- Next three are for trucks coming from a warehouse
   WarehouseBaseLoad = 2000,
   WarehouseMaxLoad = 3000,
   WarehouseMaxTrucks = 8,
   -- Fee for transporting goods.  THIS IS IN TENTHS OF A PERCENT.  2 = .2%
   ShippingCostPercent = 2,
   -- Swiss money kickback enabled for shipping fees.
   ShippingKickBack = true,
   -- Months before a truck is considered 'stuck' and deleted.
   StuckTruckThreshold = 12,
   -- Use hand carts in the colonial period.  If set to false you will see trucks in the first era
   HandCartsInColonial = false,
   -- Add the Diagnose button to production buidings.  Diagnose will dump data to the log file about the building.  Used for debug purposes.
   ShowDiagnose = false,
   -- Use game default WellFilledDock to disperse exports to different docks when the closest one has over 20k goods already waiting for export
   UseWellFilledDock = true
})


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Oct 12, 2014 6:32 pm 
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Okay got it. Why doesn't the MainConfig file have that section normally? Mine had less options in it.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Oct 12, 2014 8:30 pm 
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makotech222 wrote:
Okay got it. Why doesn't the MainConfig file have that section normally? Mine had less options in it.
It's a matter of timing. Mod Loader v2.11, which has the MainConfig file with it, was released well before Resource Manager 3.0. Resource Manager 3.0 has a lot more config options than its predecessor.

I can't update the MainConfig file for every mod I release or update. Any such update would overwrite the user's custom changes and require them to edit the file again. They'd also lose any additional mods they have configured because I don't have the time or energy to include all their mods in the file as well. It's more realistic for users to update their own file as they see fit.

The next time I update Mod Loader I will probably do away with the concept of one master config file and go back to distributing individual config files for each mod. The advantage would be users can easily edit one mod at a time with updated options present. The drawback would be they would have to edit multiple files instead of having the MainConfig be a one stop shop.


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