[MOD] Modern World - Complex manufacturing mod

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David
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Re: [MOD] Modern World - Complex manufacturing mod

Post by David »

sanketdhande wrote: Tue Dec 08, 2020 8:41 pm
David wrote: Thu Nov 26, 2020 11:08 am
sanketdhande wrote: Wed Nov 25, 2020 7:49 pm Hello, I am not able to activate the OS for the newly invented Desktop Computer. This is the message it throws after clicking on the tick box. I have mailed the save file on info@enlight.com.
I've forwarded to the programmer. He will get it fixed for the next patch v6.6.19.
Hello, any updates regarding the above OS problem??
It has been fixed in the latest version.
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Re: [MOD] Modern World - Complex manufacturing mod

Post by 12345cha »

blackteeth wrote: Fri Aug 28, 2020 3:07 pm Hi Saffgee,

It's an amazing work, thank you. Shall I be so cheeky to ask for your original files, I should use it only for personal purposes.
I am not playing with Capitalism a while ago, as I had an idea for a MOD but I never had time to make it. Now I saw your MOD
which is almost the same what I wanted to do, though I would "trim" a little bit. I don't want to hassle with food and baby stuff,
apparel, and so on. So if you don't mind if someone chops off some product categories and some raw materials from your MOD,
I would be really grateful. I don't want to publish anything or something, only for personal use.

Thanks and regards

Pete (Blackteeth)
umm.. I want to make a forked mod of Modern World Mod + Real World Mod.
I'd like to receive this RAW file, too.
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Re: [MOD] Modern World - Complex manufacturing mod

Post by 12345cha »

saffgee wrote: Mon Apr 03, 2017 11:35 pm New forum post setup for the newer version of this Mod: viewtopic.php?f=39&t=7639

What exactly is Modern World anyway ?

MW is a version of the game that adds staple manufacturing and retail industries beyond what vanilla has and does so in a way that not only increases the complexity of the game, but allows players to really flex their specialisation muscles and delve deep down into the rabbit hole of any of those particular industry segments. Simply put, MW adds an unbelievable amount of product depth, manufacturing chains and retail specialisation and tries to replicate how a modern, modular corporation may need to go about its business, whilst still using some of the games conventions to find creative problem work-around's.

Ok, sounds good, but I'm still struggling to visualise this - examples please ?

There are companies (and quite a few actually) that are making more than decent money in many of the industry sectors outside of the normal ones you know from the Vanilla game. For example the global cosmetics market is about $200 Billion a year and is serviced by an untold number of pharmaceutical, chemical and industrial companies.

MW introduces not only additional consumer products in the sectors you love, like Cosmetics, Body care and Electronics, but also literally 100's of semi products, all grouped into additional industry segments like Packaging, Chemicals and Plastics. The ABS plastic found in Auto parts, baby products, Shoes & bodycare products has to come from somewhere; Polyethylene and Polypropylene feature prominently in packaging materials, as well as Bottle tops and Auto batteries; and Polyester and Nylon - well I think we all know how much of those we use nowadays.

My point here is: Silicon = CPU just simply won't cut it in MW. If you want the same in MW, you'll need to get hold of semiconductor wafers and find some copper and silver to put on it. Once you've done that, multiples of those will need to be embedded in a microprocessor before its useful and then those themselves onto a motherboard and well needless to say...so on and so on. MW will make you constantly evaluate where you can best source an input and what products to make next, all the while wondering when to actually branch into another industry, because now that really is a challenge. Suddenly, buying from another player may make the difference between getting a product made or not and being an "industrial semi" conglomerate will now be a viable strategy for both player and AI. Selling what others need is a very profitable business in MW.

Ok, so when and where can I get this mod then ?

The latest version is available now over at Moddb - https://www.moddb.com/mods/modworld

Disclaimer and comments

I'm doing this for me first and foremost because I love this game and this level of detail, but I am willing to put it out there to share with anyone else who likes what they hear/see - what I absolutely encourage is constructive feedback. Tweaks, improvements, corrections are always easily done.

Overall, my work on MW encompasses something in the region of 1800+ products at last count and over 1500 manufacturing processes. I am fully aware that this not only exceeds the current data limits (700 + 20 software products), but actually finds new meaning for the word "exceed" in the process. My hope is to eventually petition David and the Enlight team for a trial run of a few games (on a separate build) with a much higher data limit and see what happens. I think with a few restrictive competitor tweaks and the like it would probably run quite smoothly. Anyway, for now I release it as a mod with the max number of products possible (700) and look forward to perfecting that first before pioneering new limits.

Known issues:
- The latest build is fairly polished. Some new graphics to be added in the upcoming v2.1. Head over to this link for the new posts on the upcoming MW retro historical Mods viewtopic.php?f=39&t=7639

Download link:

***New versions available*** Mod can be found here: https://www.moddb.com/mods/modworld

Version history:

Compatible with Capitalism Lab version 5.1.30 or later only ***IMPORTANT: Set "Competitor Startup Capital" to "Massive" for a better game experience

V1.01 - Full release version. Tested compatible up to 5.1.04
V1.02 - Updated to fix some issues with Digital age
V1.03 - Fix for fur and some minor balancing improvements, tested compatible up to 5.2.01
V1.03a - David was kind enough to provide banner which I've added here; no other changes
V1.04 - Updated for game version 5.7.05, but should work with all. Lots of products added and many other improvements. Still beta as have not tested extensively yet. Also added company logos (keep scrolling) and some real world people.
V2.0 - Should work with all game versions; separate downloads for Post Release Beta and retail versions. Many improvements, real companies and real logos + new product chains and a complete product class overhaul.
Can I receive the original file of this mode? Based on this mode, I want to strengthen the oil refining and steel parts.
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Re: [MOD] Modern World - Complex manufacturing mod

Post by saffgee »

Sorry, I don't currently send out the source files - I will be happy to oblige once my desktop is back with me (I've moved country and Covid is making it difficult to get my stuff) which is where I have all my hard copies.
I only have my working cloud copies for now and these contain some experimental items and concepts that I don't want to share yet. Hopefully by April.

There are however some older copies here, but I give no guarantees they are consistent (or even work): https://1drv.ms/u/s!AnQaXktWneLRk-EggJn ... Q?e=vhe5Zr
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Re: [MOD] Modern World - Complex manufacturing mod

Post by f350073297 »

saffgee wrote: Wed Dec 30, 2020 4:00 pm Sorry, I don't currently send out the source files - I will be happy to oblige once my desktop is back with me (I've moved country and Covid is making it difficult to get my stuff) which is where I have all my hard copies.
I only have my working cloud copies for now and these contain some experimental items and concepts that I don't want to share yet. Hopefully by April.

There are however some older copies here, but I give no guarantees they are consistent (or even work): https://1drv.ms/u/s!AnQaXktWneLRk-EggJn ... Q?e=vhe5Zr
Hello Saffgee, your MOD is getting more and more popular among Capitalism Lab Chinese players. I am planning to do the localization for your MOD, so I was wondering if that would be convenient for you to provide me with the Product_Types.DBF file, or actually the first three rows of the file would be working. With all the original text of the products, the localization work would be much much much more effecient! Thanks!
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Re: [MOD] Modern World - Complex manufacturing mod

Post by paulwoman »

f350073297 wrote: Tue May 18, 2021 3:24 pm With all the original text of the products, the localization work would be much much much more effecient! Thanks!
I haven't started translating this mod yet, but for the translation I use a googlesheet https://docs.google.com/spreadsheets/d/ ... dit#gid=0

Big summary:
  1. We check the names that are still in English without mod
  2. We write the sentence in the sheet with the translate
  3. The sheet is sorted to leave only those sentences that are checked off
  4. A "trans_base" file is generated with the help of this software viewtopic.php?f=22&t=7544
  5. We load the mods
  6. We see the sentence stay in English
  7. We write the sentence into the sheet
  8. The sheet is sorted to leave only those sentences that are checked off
  9. A "trans_nameofthemod" file is generated with the help of this software viewtopic.php?f=22&t=7544
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f350073297
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Re: [MOD] Modern World - Complex manufacturing mod

Post by f350073297 »

paulwoman wrote: Tue May 18, 2021 4:15 pm
f350073297 wrote: Tue May 18, 2021 3:24 pm With all the original text of the products, the localization work would be much much much more effecient! Thanks!
I haven't started translating this mod yet, but for the translation I use a googlesheet https://docs.google.com/spreadsheets/d/ ... dit#gid=0

Big summary:
  1. We check the names that are still in English without mod
  2. We write the sentence in the sheet with the translate
  3. The sheet is sorted to leave only those sentences that are checked off
  4. A "trans_base" file is generated with the help of this software viewtopic.php?f=22&t=7544
  5. We load the mods
  6. We see the sentence stay in English
  7. We write the sentence into the sheet
  8. The sheet is sorted to leave only those sentences that are checked off
  9. A "trans_nameofthemod" file is generated with the help of this software viewtopic.php?f=22&t=7544
Note
Hi paulwoman, thanks for your reply! You’ve already helped me several times and I do appreciate that :D ! But unfortunately I couldn't open the link which you left since some service of google is no working here.

When I do the localization for MODs I only focus on the names and classes of products since the Chinese localization has covered 99% text of Capitalism Lab. For the MODs like Real World and Auto Empire which has a PRODUCTS folder covers most of its products name, I use a .bat script to generate a text file with all names included, and import them into Excel, the rest work would finish in 5minute with the help from Google Translate and Trans Merge program(Thanks to torajiro who made the program! :D ), than I only need to check if the translation text would make sense or would be idiomatic enough. This is general procedure of my MODs translating, and that’s why I was asking if that would be possible to have a copy of the original file of MOD products, it really can make localization work much much much more efficient!

Yes that’s my general method of localization above, please let me know or correct me if you find any thing could get improved, thanks! And again, thanks for your reply and summary! :D
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Re: [MOD] Modern World - Complex manufacturing mod

Post by paulwoman »

Please check all the sentences in the mods
mods 19-05-21.zip
(22.35 KiB) Downloaded 161 times
There is a .xlsx from the version of googlesheet.

Big Resume :
  • In the sheet "translate.txt"
    • "English" is for the sentence you see in the game
    • "English purge" is for the sentences for the program of torajiro
    • "FR" for the release
    • FR beta for the beta
    • "VRAI" in French = you can copy in the program
    • "FAUX"in French = you can't copy.
    • "Old translate" = sentence from the sheet "old translate.txt"
    • Old translate purge = sentence to copy to the program
  • In the sheet Old translate.txt

    You can copy the translate.txt from another translation, but you'll need "play" with the sort options if you want easier use it.
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You have now the "english" on the left. "french" on the right.

After that, you go to the sheet " translate.txt". You can see "#N/A" if its not in the files :)
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2021-05-19 19_36_14-Window.png (7.6 KiB) Viewed 39826 times
Attachments
Translate txt for Capitalism Lab.zip
(1 MiB) Downloaded 147 times
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Re: [MOD] Modern World - Complex manufacturing mod

Post by f350073297 »

paulwoman wrote: Wed May 19, 2021 5:36 pm Please check all the sentences in the mods

mods 19-05-21.zip

There is a .xlsx from the version of googlesheet.

Big Resume :
  • In the sheet "translate.txt"
    • "English" is for the sentence you see in the game
    • "English purge" is for the sentences for the program of torajiro
    • "FR" for the release
    • FR beta for the beta
    • "VRAI" in French = you can copy in the program
    • "FAUX"in French = you can't copy.
    • "Old translate" = sentence from the sheet "old translate.txt"
    • Old translate purge = sentence to copy to the program
  • In the sheet Old translate.txt

    You can copy the translate.txt from another translation, but you'll need "play" with the sort options if you want easier use it.
    2021-05-19 19_16_13-Window.png
    2021-05-19 19_20_10-Window.png
    2021-05-19 19_20_35-Window.png
    2021-05-19 19_22_01-Window.png
    2021-05-19 19_26_31-Window.png
    2021-05-19 19_29_08-Window.png
    2021-05-19 19_35_44-Window.png
You have now the "english" on the left. "french" on the right.

After that, you go to the sheet " translate.txt". You can see "#N/A" if its not in the files :)
2021-05-19 19_36_14-Window.png
Thank you so much!!! You helped me again!! :D :D
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Re: [MOD] Modern World - Complex manufacturing mod

Post by saffgee »

f350073297 wrote: Tue May 18, 2021 3:24 pm Hello Saffgee, your MOD is getting more and more popular among Capitalism Lab Chinese players. I am planning to do the localization for your MOD, so I was wondering if that would be convenient for you to provide me with the Product_Types.DBF file, or actually the first three rows of the file would be working. With all the original text of the products, the localization work would be much much much more effecient! Thanks!
Well I'm very happy to hear this and thank you :)
Do you still need something from me or was Paulwoman able to help you ? Just FYI I'm planning to release a Patreon channel soon which will allow my backers access to all my work and files, as well as immediate access to all the Betas I release along the way. Obviously the mod itself will always stay free, but for those that need mod support or can't wait between release cycles (and I know these are long sometimes) I think my Patreon site will be useful. More on this soon.
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