Thanks very much! It works for me now...mteir wrote: ↑Wed Jun 20, 2018 10:24 amThere seems to be a missing definition (at least in 11.29). I added the definition for jute rope and repacked the RES file, i used flax->linen for the manufacturing data. It works in the manufacturing guide at least.
The RES file
https://mega.nz/#!Yyw00KIb!stQx1m3f2Bl5 ... 3boDzAQ1Jw
The DBF file i changed
https://mega.nz/#!9vxmQKgK!m7IV8olF8gxy ... fCVb-SBxxA
(MOD) REALWORLD 11.5 (it requires Digital Age DLC to run) by Piermario
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
- Brain
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
Hi,
I am trying your Mod at the moment and it looks shiny (within the possible parameters of the game engine). Thank you.
A few suggestions for your next version:
[*]new Natural Resource Bauxite
[*]Aluminium to become a semi product, deprecated as natural resource.
[*]new semi product recipe: Bauxite->Aluminium
[*]new semi product Sand
[*]new semi product recipe: Silica->Sand
[*]new semi product recipe: Bauxite+Sand->Cement
[*]modify product recipe: Cement+Paper -> Cement Pack
[*]modify product recipe: Gravel+Cement+Water -> Concrete Bock
[*]Steel and Pipes images are too similar. Make Steel image look more like this:
I wonder if is possible to modify your concept of energy a bit. Did you try to have two recipes for Electricity, as in NatGas+Water+Turbine->Electricity & Coal+Water+Turbine->Electricity, would that work within the same mod? If that would work we could have Electricity as input to some of the recipes, as for example in making Aluminium, which consumes lot of it.
I am trying your Mod at the moment and it looks shiny (within the possible parameters of the game engine). Thank you.
A few suggestions for your next version:
[*]new Natural Resource Bauxite
[*]Aluminium to become a semi product, deprecated as natural resource.
[*]new semi product recipe: Bauxite->Aluminium
[*]new semi product Sand
[*]new semi product recipe: Silica->Sand
[*]new semi product recipe: Bauxite+Sand->Cement
[*]modify product recipe: Cement+Paper -> Cement Pack
[*]modify product recipe: Gravel+Cement+Water -> Concrete Bock
[*]Steel and Pipes images are too similar. Make Steel image look more like this:

I wonder if is possible to modify your concept of energy a bit. Did you try to have two recipes for Electricity, as in NatGas+Water+Turbine->Electricity & Coal+Water+Turbine->Electricity, would that work within the same mod? If that would work we could have Electricity as input to some of the recipes, as for example in making Aluminium, which consumes lot of it.
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
Unfortunately, an Error occours always when I scroll through the semi products - ALWAYS.
I have used this version:
"- 11.29 FULL http://www.listaviaggi.com/RW1129FULL.rar (it requires Digital Age DLC and version 5.4.07 or later to run)"
Thus, I can't play this MOD

Am I actually alone with that problem??
I have used this version:
"- 11.29 FULL http://www.listaviaggi.com/RW1129FULL.rar (it requires Digital Age DLC and version 5.4.07 or later to run)"
Thus, I can't play this MOD


Am I actually alone with that problem??
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
I fixed in new release 11.31, link in first page
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- Brain
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
Hi,
I tried 11.31 on The Post-Beta release 5.5 (viewtopic.php?f=10&t=5175) - And I was setting up a new game with lots of competitors and all the tech. I got a popup warning stating "This MOD has too many types of tech and not enough entries in TALENT_NAMES.TXT to support it. Add more entries to TALENT_NAMES.TXT and try again. The game crashes after that.
I tried 11.31 on The Post-Beta release 5.5 (viewtopic.php?f=10&t=5175) - And I was setting up a new game with lots of competitors and all the tech. I got a popup warning stating "This MOD has too many types of tech and not enough entries in TALENT_NAMES.TXT to support it. Add more entries to TALENT_NAMES.TXT and try again. The game crashes after that.
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
With the release of post-release beta v5.5.01 (viewtopic.php?f=10&t=5175), the number of talents has been increased from 15000 to 20000. For modders, you can also find the updated talent_names.txt in \mod_kit\data.
Piermario, I would suggest that you apply this new talent_names.txt to your MOD to resolve this problem.
Piermario, I would suggest that you apply this new talent_names.txt to your MOD to resolve this problem.
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
Hello what about the video logs as software product that happened to Patch 11.28? With me, the pitch 11.29 is gone. Please help.
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
where can I download the 11:28 Mod again? And why is in the mod 11.29 the video games as a software product away ??
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Re: (MOD) REALWORLD 11.29 FULL (it requires Digital Age DLC to run) and 11.23 for all DLC (by Piermario)
Hello, an error has occurred. Where indicated is not enough talent names available. Why are with mod 11.29 no video games as a software product ??