TradeRouteOverhaul


My take on balancing Singistics. Total conversion replacing mining crafting and research with randomized trade routes. Not intended to be compatible with any other mods.

Overhaul
4 years ago
0.18 - 1.0
17

i Playing with mods observations

4 years ago

I have modified my local version of TradeRoutes to allow mods, research. And some fixes to work with them. I am not reporting any of this as an bugs, since the official versions does not support any mods or research.

Here is an summary of my observation.

-Surfaces_reloaded
--- this mod creates a new surfaces either below or above the main Nauvis surface.
--- While i have not expected to find any city below ( cavern surfaces ), but they did. Beyond the initial 1000x1000 tile generation. Hovewer the cities were somewhat corupted. This corupted cities also apeared in main surface but mostly empty and only pavement.

--- also when i returned to main surface i find in a random place an ghost town, the place was paved with concrete but no assemblers or malls.

--- I use this mod to make underground network and loading stations in cities from below. Less clutter in city with belts.

-Factorissimo2 / Lost factories
--- This mod also creates new surfaces but do not creates corupt cities.

-Simcity and or Asphalt roads.
--- Well cities have roads. So for those who play for beautifications could use this mod(s) for that purpose. I have placed roads around created city and looks nicer.

-Rampant, Rampant arsenal
--- As biters are part of main game, they could be allowed also here. And for those who likes more defences then the standart game offer.

This is just small part of mods i wanted to mention. My game with TradeRoutes include 20+ active mods and is it working fine.
( AAI, Drones, Angels Trains, Youki Railways, Biter mods )

So my idea and sugestion in here is to allow some mods for custom builds around the citys. Maybe not function mods but at least decoration mods.

4 years ago
(updated 4 years ago)

i will try to have it only spawn cities in the main Nauvis surface.

for mod integration id want the modded content to appear in new malls at the appropriate tier, and not crafting unlocked by research. if thats something that can be automated then i might have a go at it.

this mod gets rid of most pollution production - boilers, furnaces and mines. so i just got rid of biters too, seeing them as a nuisance obstacle.
i could get them back in for people that want them though. if i put basic weaponry in early malls to tackle any biters in the way of military science. maybe increase pollution from assemblers.

youre more than welcome to release any fixes youve made.

4 years ago

Well I dont think i will upload any version of this. Since this is already an new version of existing mod. So if I upload an unlocked version with mapgen and mods. It will be 3rd copy of original Singistic mod. And if when everyone will upload their version of Singistic it will be a mess on the portal.

But, if there will be interest to play with my modifications i may look into it how to upload it.

Basicly what I have done is.
I have disabled from loading mapgen, map-gen-presets, research. Then there was some problem with pavement cities so i killed whole script around it. And after this changes it was free to play with everything. I dont know if this script was essential, since new cities had pavement. And maybe some other small changes.

In other hand i can understand when i bring into a city full train with Iron, Copper, Stone and Coal from elsewhere and have 1000 red science can be considered a cheating. But is it still interesting to play with. Even if you make portion of demand by yourself and portion you trade within cities. Still trading within cities is fastest then do it by manualy.

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