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Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 2:41 pm
by counting
I was trying to add a new raw and mineral type, it works fine and can enter the setting screen, but during loading into game the error occur
Error Opening file RAW\[my raw mineral name].RAW
There is no where in the MOD kit to put logo into a raw product class type, and have to manually add image to RAW folder?
Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 3:07 pm
by clark17
Try in \MOD_kit\Images\Products with your product name.
Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 3:16 pm
by counting
I already added the image in it, it simply can not find it.
Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 3:41 pm
by clark17
Same error for me...
Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 4:01 pm
by clark17
When i try to add RABBIT and MRABBIT products i have another error:

Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 4:54 pm
by counting
I tried something simple with just one new type of car - luxury car codename LUXCAR, with new image LUXCAR.png, with the same manufacturing materials as car, but different price, quality ratio and necessity. I added one line each in Product_Names.dbf, Product_Types.dbf, and Manufacturing.dbf nothing less.
This error of method.cpp occur during loading
Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 7:47 pm
by counting
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.
Still trying to pin-point what's triggering error in adding new product, perhaps Product_Names.dbf is fixed in row size, and not able to read row 137?.
Re: Problem with the new Advanced MOD
Posted: Fri Oct 24, 2014 9:29 pm
by counting
This is the first odd bug with MOD that adds new products, once now and then during fine tuning price + - (before even touching the newly MOD added product), the error Town::town_item() occurs.
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 3:14 am
by David
counting wrote:I was trying to add a new raw and mineral type, it works fine and can enter the setting screen, but during loading into game the error occur
Error Opening file RAW\[my raw mineral name].RAW
There is no where in the MOD kit to put logo into a raw product class type, and have to manually add image to RAW folder?
The current MOD kit does not yet support new images for natural resources. To get around this problem, you may duplicate a existing natural resource image file in the "RAW" folder and rename it as the item code of the new natural resource item you have added. (e.g. let's say we are adding Uranium whose item code is "URANIUM", you may duplicate a copy of GOLD.RAW and rename it as "URANIUM.RAW")
Re: Problem with the new Advanced MOD
Posted: Sat Oct 25, 2014 3:16 am
by David
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.