In your images on the site it shows that there is a second mainline connection after the westbound switch. Do you know which mod(s) offer that said mainline switch (as to not occupy the mainline and keep everything from EW yard to the sugar mill within the area)? Thanks!
How do I fix hoppers not spawning at interchange? Edit: I figured it out make sure you dont have Latoms Global Modifications so the hoppers will spawn.
Just an FYI, at Tier 5, the C track for coal is too short so not all the cars ordered will fit. - https://i.imgur.com/M0AUBDd.jpeg. Otherwise it's an impressive looking mod and a worthy successor. Even if I had to haul almost 8k tons of sugar beets from Sylva to Whittier. * LOL! *
If you started the industry at tier 5, yes you can exceed the capacity of the track until the storage fills up. It also only takes about an hour to empty each coal car, so it just requires swapping the cars out once emptied.
as of experimental 2024.6.6 i think the sugar mill now affects the whittier signals to always hold red. i know its not meant for experimental but worked well before this version.
This mod does not work with the East Whittier Yard Expansion and Engine Service Upgrade. The east junction where the yard meets back to the main line is at the same intersection as the intersection for the west side of the sugar mill and causes a derailment when going through the intersection. Not a bug so I didn't put it in that location. Just a compatibility issue and to let anyone else know who might be looking to download.
For anyone interested in using this mod with East Whittier Yard Expansion and Engine Service Upgrade, I posted a fix for that mod that includes, among other things, a compatibility fix to work with this mod. Here
Hi, the Telegraph Pole Mod (Whittier version) is incompatible with SneakyPete1979's Sawmill Log Extension, after activating your mod I only had the original log track.I can't say if it only affects this or both versions of this mod because I only have the Sugar Mill. I tried the other version, but the game gave me an error because I don't have Ela Industries.
As I have stated many times, only one mod may move the telephone poles. It is precisely why I had to make multiple versions of the telegraph pole mods that check for each other. It is a limitation of Alina's Map Mod.
You can combine all the pole movements into a single mod to make them work together, but it's not my issue when other people copy how I successfully moved the poles without understanding the issues with doing it.
Well... You thought the C track was bad for being 1 car too short? S1/S2/S3 (presumably though it only says S1/S2) is * way * too short - https://i.imgur.com/LbjVZxX.jpeg - That's 14 cars too many to fit on the three spans. Again, this is Tier 5. Well... Gonna be busy cycling cars through so I get paid for all of them, and not lose my on time bonus, and park 14 delivery paid cars off to the side until the next in game day and hope it doesn't order too many cars again. >.<
When you start up an industry, it wants to fill its storage for ingredients and will do so by ordering cars at its max unload rate until it does. The average storage for industries is double the daily use, so it will take about 4 days to get the storage filled. That is what happens with many industries when started directly at tier 5. The C track is long enough to handle normal daily use at tier 5, getting the bunkers filled initially is what ordered extra. Label for S!/S2/S3 is fixed in V1.5.3
Oh! Ok, as I dialed it back to T 4 for day 2 and sent back some 60 to 70 cars to Sylva just for Sugar Mill, which more than paid the down tier cost. Oddly, by start of day 2 it had used up all of it's coal but it hadn't ordered more. But otherwise, great successor, though I did have to make my own connection from the mainline to the sugar mill, which, annoyingly, clips though a telegraph pole but the trains and cars clip though so it's working just looks funny. https://discord.com/channels/795878618697433097/1184809935616352336/1277718709628178442 Which, of course, gets absolutely buried on the Discord. >.< But if that gets fixed too then my mod won't be needed. :D
The telegraph poles get moved by my map improvements mod. There is an issue if more than one mod tries to move the poles none of them will. The connection to the mainline was fixed in V1.5.3
Well, not a * bug * per say, a mod conflict with Rexxy Yard, which is, AFAIK, a pretty popular East Whittier interchange mod? It's not even my mod, I am not * that * good. >.< But, yeah, a small fix and it'll be compatible with it, easy peasy. :D
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Edit: I figured it out make sure you dont have Latoms Global Modifications so the hoppers will spawn.
You can combine all the pole movements into a single mod to make them work together, but it's not my issue when other people copy how I successfully moved the poles without understanding the issues with doing it.
Label for S!/S2/S3 is fixed in V1.5.3
https://discord.com/channels/795878618697433097/1184809935616352336/1277718709628178442
Which, of course, gets absolutely buried on the Discord. >.< But if that gets fixed too then my mod won't be needed. :D
The connection to the mainline was fixed in V1.5.3
https://i.imgur.com/ZXj93Qf.jpeg
Oh and yeah, I took my own patch mod out.
https://i.imgur.com/x42HOj1.png
There, I just fixed it myself, for myself, I won't publish this, I'll let you do the fix officially. :D
https://i.imgur.com/zlj5x9j.jpeg