ComPatch MMRPA + Tech&Res
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
Download
[1.12] Community Mod Framework — Steam Workshop
Kuromi's AI — Steam Workshop
[1.12] Tech & Res — Steam Workshop
[1.12] Make My Railway Profitable Again! — Steam Workshop
Required items:
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[1.12] Community Mod Framework — Steam Workshop
Kuromi's AI — Steam Workshop
[1.12] Tech & Res — Steam Workshop
[1.12] Make My Railway Profitable Again! — Steam Workshop
