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Dave_894689

Recruit
Apr 4, 2022
3
1
Hello Community,

Iam about to release a whole asset pack based on the Industries DLC. Therefor I need some assets/templates that are not displayed in the asset editor due to
technical reasons as listed in an earlier forum post here.

There was mentioned a proposal that we can ask for them if needed. Its actually the 4 assets from the Oil industry that have animations included :
  1. Oil Pump 01
  2. Oil Pump 02
  3. Oil Drilling Rig 01
  4. Oil Drilling Rig 02
Since there are no similar functional assets that work that way to bypass that problem I would like to know, if you could share me the basic templates ? This would make the whole
process a lot more easier. Thanks in advance, cheers
 
We try to provide templates for all asset types if possible. I'll pass on the info that there are none for oil extractors from Industries and see if we can make one available.
If possible that would of course not be available until the next patch, which doesn't have an ETA at this time.

It's also possible to switch the needed BuildingAI and ItemClass using ModTools. If you're looking to finish this project sooner rather than later I can help guide you through how that's done. If you've never used ModTools it can seem very technical, but it's really just finding and copy/pasting the correct attributes.
 
Thats great news that the next patch includes a fix for that problem.
So since Iam eager to release my project ASAP I would like to know how to manage this in modtools. Iam fimiliar with the mod, so hope
you can guide me through that. Thx :)
 
No promises that it will be available in the next patch, just that we're looking into the possibility. :)

Great! We'll base it on a similar asset. I'm using an ore extractor from Industries (Small Ore Mine) in my example, and you can either start with one of those or import your oil extractor as an ore extractor and then change it. Also, make sure to save it as a new asset and not save over anything as copy/pasting attributes can break an asset if something doesn't get copied.

In any case, once you have your new building open and are ready to turn it into an oil extractor open up ModTools (using ctrl + E). Then open up Expansion 7 > BuildingCollection > BuildingInfo and find Oil Pump 01. If you don't see it on the list it's likely on page two. Use the arrows in the line just below BuildingInfo to browse through all the buildings.

Screenshot 17.png


The first thing we'll copy is the BuildingAI (m_buildingAI). Find the correct line and press the Copy button.

Screenshot 18.png


Then go to Tool Controller > Tool Controller and expand PrefabInfo for your current building. Find the line for BuildingAI and press Paste. The footprint of the building will change and get stuck, but you can ignore this. Once we save it will be correct - or you can change it later to the correct values.

Screenshot 19.png


Next, we do the same for ItemClass. Go to Expansion 7 > BuildingCollection > BuildingInfo > Oil Pump 01 and scroll down until you find ItemClass (m_class). Press copy, go back to Tool Controller > Tool Controller > PrefabInfo and find it for your current building and paste it.

Screenshot 20.png


Next is the MilestoneInfo (m_UnlockMilestone) which is further up the list. Find it for Oil Pump 01 first, copy it and then find the same line for your current building and paste it.

Screenshot 21.png


Almost there! The next one is the UICategory (m_UICategory). You can copy/paste it too, but I find it easier to just change IndustryOre to IndustryOil manually.

Screenshot 22.png


Now save the asset and restart the game. While everything looks correct at this point, the BuildingAI cheats a bit, so we need to change the resource again after saving. After a restart of the game load the asset you just saved, open ModTools (ctrl + E) and go to Tool Controller > Tool Controller > PrefabInfo.

Find and expand BuildingAI (m_buildingAI), then find DistrictPark+ParkType (m_industryType). Click the arrow to open the dropdown menu and select Oil. A little further down you find TransferManager+TransferReason (m_outputResource) which also needs to be changed from Ore to Oil.

Screenshot 23.png


Save it again and we're done! At this point you can also adjust the footprint, stats and decorations of the asset. It will have the same stats as the ore building you based it off, so if you aim for the same production as say the Small Ore Mine you can find those stats in Expansion 7 > BuildingCollection > BuildingInfo > Oil Pump 01 under BuildingInfo

Screenshot 25.png



This copy/paste works for a lot of things. Typically when changing an asset to something else you will need to copy both the BuildingAI and the ItemClass, as well as change the UICategory (when relevant). Growables and vehicles can have their types changed in similar ways.

If I missed anything, glanced over something or you have trouble with the asset don't hesitate to ask. :)
 
Thank you so much for your effort posting all this, with your help I figured it out, was using the wrong path all the time lol.
asset is already on the workshop , mentioned you in a special thanks. :)
 
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