ComPatch MMRPA + Tech&Res

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Author: BED_TRIP

Last revision: 18 Jan at 11:06 UTC

File size: 510.49 KB

On Steam Workshop

Description:

Works with all MegaComPatches

Make My Railway Profitable Again! (MMRPA) + Tech & Res ComPatch
Load order
  • Community Mod Framework
  • Kuromi’s AI
  • Tech & Res
  • Make My Railway Profitable Again! (MMRPA)
  • ComPatch MMRPA + Tech&Res (this mod)

This patch should be loaded after both mods. Put other mods after it only if they do not touch the same railway production methods / PM groups.

What this patch does
  • Fixes railway PM conflicts (balance)
    • Both mods redefine the same vanilla railway production methods. Without a patch, whichever definition is applied last wins.
    • This patch pins a single consistent set of values for the overlapping railway PMs so results do not depend on load order.
    • Affected PMs:
      • pm_steam_trains
      • pm_steam_trains_principle_transport_3
      • pm_electric_trains
      • pm_electric_trains_principle_transport_3
      • pm_diesel_trains
      • pm_diesel_trains_principle_transport_3

  • Balances Tech & Res “new trains” PMs
    • This patch also defines the Tech & Res train PMs used for late-game railways, to keep railway progression consistent when both mods are enabled.
    • Affected PMs:
      • pm_advanced_express_trains
      • pm_advanced_express_trains_principle_transport_3
      • pm_high_speed_trains
      • pm_high_speed_trains_principle_transport_3

  • Defines passenger train PM group
    • Provides a final, explicit pmg_passenger_trains list so passenger-carriage options are stable with both mods enabled.

Notes
  • If you use other mods that also change railway PMs / railway PM groups, you may need an additional merge patch.

my github[github.com]
Original Crimson_Kaiser21 version