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Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 3:18 am
by David
counting wrote:After some try and error, I found the trigger of the method.cpp bug. In Product_Types.dbf of the field Price, any number greater than 20000 will trigger it, (even just 20001), although the MOD help says its range from 1 to 99999 (there are number of errors in the MOD help as well, like the length of measurement unit name of the product in plural is 8 chars not 6 chars).
This bug also means, currently no unit price can be more expensive than a normal car.
I've just modified the price range stated on the web page to reflect the actual acceptable range. (the range is 0.3 to 20000)
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 3:55 am
by counting
David wrote:clark17 wrote:When i try to add RABBIT and MRABBIT products i have another error:

I have added additional instructions for adding new farming items on the CapLab web site.
Please read:
http://www.capitalismlab.com/advanced-m ... rming.html
By following the new instructions, you should be able to resolve the problems.
I was trying to make some new plant products and classes, but I find that in Product_Classes.dbf there are no columns called FARMRELATE or EXPERTISE, and unless I separate some existing plant-semi into new classes I can't make them salable in supermarket. (I think it's reasonable to buy strawberry/lemon/grape as fruits in supermarket, and sugar/corn as ingredients, but not likely for robber/tobacco/flax fibber)
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 4:30 am
by David
We have just released v2.6.07 which updated the MOD kit and fixed a few issues.
You may download the patch from
http://www.capitalismlab.com/forum/view ... 9852#p9852
The Product_Classes.DBF and Natural_Resources.DBF have been updated. (Added FARMRELATE and EXPERTISE fields for Product_Classes.DBF) If you have used the MOD kit in 2.6.06 for modifying The Product_Classes.DBF or Natural_Resources.DBF, please migrate your changes to the latest Product_Classes.DBF or Natural_Resources.DBF in 2.6.07.
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 7:48 am
by David
I was trying to make some new plant products and classes, but I find that in Product_Classes.dbf there are no columns called FARMRELATE or EXPERTISE, and unless I separate some existing plant-semi into new classes I can't make them salable in supermarket. (I think it's reasonable to buy strawberry/lemon/grape as fruits in supermarket, and sugar/corn as ingredients, but not likely for robber/tobacco/flax fibber)
You may check out this web page which should have the info you need:
http://www.capitalismlab.com/forum/view ... 011#p10011
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 10:17 am
by counting
David wrote:We have just released v2.6.07 which updated the MOD kit and fixed a few issues.
You may download the patch from
http://www.capitalismlab.com/forum/view ... 9852#p9852
The Product_Classes.DBF and Natural_Resources.DBF have been updated. (Added FARMRELATE and EXPERTISE fields for Product_Classes.DBF) If you have used the MOD kit in 2.6.06 for modifying The Product_Classes.DBF or Natural_Resources.DBF, please migrate your changes to the latest Product_Classes.DBF or Natural_Resources.DBF in 2.6.07.
So we can now add natural resource image in images/products folder instead of the game /raw folder?
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 12:51 pm
by clark17
Thanks David, i have added successfully RABBIT and MRABBIT:
But when i try to produce MRabbit:

Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 2:32 pm
by clark17
Ok, i have make a copy of PIG.COL, PIG.ICN, MPIG.COL, MPIG.ICN for RABBIT.COL, RABBIT.ICN, MRABBIT.ICN, MRABBIT.COL in job\farm and it work:
Just two minor problems:
- the pic in process for rabbit (same as pig)
- no sound for livrestock raising of rabbit
What contains PIG.COL and PIG.ICN files?
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 7:16 pm
by clark17
With which software did you open these files?
Re: Problem with the new Advanced MOD
Posted: Sun Oct 26, 2014 12:31 am
by clark17
Thanks!
Re: Problem with the new Advanced MOD
Posted: Sun Oct 26, 2014 4:07 am
by counting
David wrote:I was trying to make some new plant products and classes, but I find that in Product_Classes.dbf there are no columns called FARMRELATE or EXPERTISE, and unless I separate some existing plant-semi into new classes I can't make them salable in supermarket. (I think it's reasonable to buy strawberry/lemon/grape as fruits in supermarket, and sugar/corn as ingredients, but not likely for robber/tobacco/flax fibber)
You may check out this web page which should have the info you need:
http://www.capitalismlab.com/forum/view ... 011#p10011
I've used the gold raw file for the new mineral, and I was curious if I can mod natural resources the same way as blackberry fruit in mod example, so I setup a mine of diamond to be a new ROCK product_types and sold in luxury shop. But the strange thing happened that there is no demand or supply bar for this new product.
I have to make it through a new type of diamond ring product to bypass this problem.