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Stryker and the WNCRR Mod Team

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strykersrevenge

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51 comments

  1. JJflan0510
    JJflan0510
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    is there a chance we can reduce the car number at least for tier 1 as with the coal at only 5,000 tons you can maybe load 60 hoppers without running out when full i was thinking 120 cars hopper wise at tier 1 just a idea. or is there a way to set how many it orders at what tier?
  2. UltimateModder72
    UltimateModder72
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    Great mod in concept.  I think the production rate of coal needs a dramatic increase considering the amount of coal hoppers this mod can handle.

    Both "Valley Supplies" tracks are full with loaded cars and I have one timbers car unloading and it takes a game hour to fill just one coal hopper.  I have 100 hoppers waiting and 1 car every hour isn't going to cut it.  The production of coal is way too slow when we have 100-500+ coal hoppers to try and fill.  For that amount of coal hoppers, every 0.1T of unloaded 'supplies' should equate to 1 full hopper of coal.  The tipple should fill so fast with coal I can't load cars fast enough.  Let's assume there is a MASSIVE coal mine underground bringing up endless amounts of coal at a fast rate.
  3. willist0
    willist0
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    Why has Krikland stopped loading hoopers? I have Foxy's patch 
    1. CaptainFoxy1
      CaptainFoxy1
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      There could be an input missing, like timbers. Or you have the output track being blocked
  4. Necktie601
    Necktie601
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    Could I request that we be allowed to source our coal from here for our engines?
  5. TheDefiantPirate21
    TheDefiantPirate21
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    Question Does this mod work with the Expanded industries at Ela I mean given that mod ads a whole massive yard and everything? I am willing to try and see if it conflicts but I figured I would ask before I tried
  6. BlindingRuby7
    BlindingRuby7
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    Is there any way to disallow what cars spawn to provide the timbers? I don't know what mod adds it but some days I get the modded 100 ton pulpwood gondola to provide the timbers, and it is not able to unload out of that car
    1. strykersrevenge
      strykersrevenge
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      That would be up to the mod author you use for the 100t cars. They would either have to make the load work or change the prefix on their cars.
    2. Madanakin012
      Madanakin012
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      BindingRuby7 by any chance do you have the mvrlogging cars mod installed I was having that issue and when I remove that mod and eleted the 100 ton gondola car and had interchange spawn a new one it worked after removing that mod
  7. Madanakin012
    Madanakin012
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    I've gone through three days of interchange and the production advisor says the production is halted due to lack of timbers but I have a full gandola sitting on the track. I do have the patched installed as I'm solo playing. Not sure what is going on. nvm firgured it out
    1. N820RS
      N820RS
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      What was the solution?  I am having the same problem. 
    2. Madanakin012
      Madanakin012
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      solution was removing the mvrlogging cars mod and deleting the gondola and having the correct car being spawned in
  8. nighthostler
    nighthostler
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    How about a crossover from the Main Line onto the Mine Lead for westbounders? A pair of Right Hand turnouts right where the Mine Lead curves away from the Main Line to cross over the Bridge over the River. That way you can get the whole train off the mainline to shove back into the Mine, and when pulling loaded trains out can pull to the West end of Ela Siding then use the Main Line down to the new Crossover to run around the train to pull back to Whittier or Sylva Interchange. From the new crossover to the West end of Ela Siding would be one long Passing Siding/Runaround.
  9. miniwelsh15
    miniwelsh15
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    Please could someone explain how to download?

    I have downloaded, clicked and dragged C_L_Bs assets 01, Alinas mod map and strange customs into railloader and that has told me they have been install. But when I load in the game the coal mine isn't there? I have checked for conflicting mods. Any help would be amazing.
    1. Guninsane
      Guninsane
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      did you run railloader after to patch?
  10. Libra0985
    Libra0985
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    Not a bug, but a recommendation based off of something I've observed. When using the USRA 70 ton hoppers, one end of the couplers has to be within the loading area to start loading. Which normally wouldn't be an issue, but when a 70 ton hopper is below the tipple and centered, it won't load unless I make the appropriate adjustments. So extending the loading area would benefit this. Other than that, amazing mod, and definitely provides me something to do while I've got downtime waiting for other in game events to happen