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Re: [MOD] Future World v1.0

Posted: Mon Jun 17, 2024 2:17 pm
by Shamalau12
Hi ! Very very cool mod, I'm having looots of fun discovering it all.

Would you consider making a list of existing/fictional companies with according portraits for further roleplay ? Or maybe providing the mod kit (I think that's how the files you can modify are called ?) ?

I think a nice addition that would fit the mod quite well would be the giga factories like the Modern World mod has, largely increasing factory output.

This is the kind of content I always wanted from Capitalism Lab, thank you so much ! :)

Re: [MOD] Future World v1.0

Posted: Wed Jul 03, 2024 5:19 pm
by varunbaid
Great work!

The game needs to go full futuristic including banks and bonds! Also, More futuristic products and more iot/ai products!

Very creative MOD and great work once again.

The giga factories would be awesome too!!

Re: [MOD] Future World v1.0

Posted: Sun Jul 14, 2024 3:50 am
by sooan217
Thank you for creating a great, forward-thinking mod. If there's one thing I wish add a little better, service firms is not there. Are service firms not available in future modes? I wonder if it was intended to be unusable in the future

Re: [MOD] Future World v1.0

Posted: Sun Jul 28, 2024 11:13 pm
by Djohaal
sooan217 wrote: Sun Jul 14, 2024 3:50 am Thank you for creating a great, forward-thinking mod. If there's one thing I wish add a little better, service firms is not there. Are service firms not available in future modes? I wonder if it was intended to be unusable in the future
Service firms would require a few changes in the production chains and inclusion of new buildings which are assets that take a lot of work to do. I might add service firms if/when I revisit the mod for adjustments. No promises though

Re: [MOD] Future World v1.0

Posted: Wed Jul 31, 2024 12:48 pm
by David
Djohaal wrote: Sun Jul 28, 2024 11:13 pm Service firms would require a few changes in the production chains and inclusion of new buildings which are assets that take a lot of work to do. I might add service firms if/when I revisit the mod for adjustments. No promises though
Hi Djohaal, if you are interested in adding service firms to your mod, I can try to request the dev team to support you by creating the service firm buildings for you, similar to what they did for the recent new buildings in the RealWorld MOD (https://www.capitalismlab.com/real-world-mod/)

Re: [MOD] Future World v1.0

Posted: Sat Aug 17, 2024 10:42 pm
by Stylesjl
I just had a look at some of the products with the Mod Analysis tool and I realised that some of the profit margins on them are very low or even negative. An example:
PositronicBrain.png
PositronicBrain.png (276.4 KiB) Viewed 3597 times
I found the following to have very low or negative profits:

Electric Car Body
Embedded System
Gravity Inverter
Positronic Brain
Qbit
Brain Augments
Plastic
Electric Bicycle
AR Glasses
Smart Doll

Just thought I would mention these as I think it might cause a problem with how the AI values these items (i.e even if the final product makes money the AI might not think that way).

Re: [MOD] Future World v1.1

Posted: Wed Mar 12, 2025 9:57 am
by David
FutureWorld MOD has been updated to version 1.1 - now fully compatible with Capitalism Lab version 11.0 supporting logistics companies.
Download link: https://caplab.b-cdn.net/mod/FutureWorld.zip

It is also included in the auto mod downloader of CapLab version 11.0.47: viewtopic.php?t=10193

Re: [MOD] Future World v1.1

Posted: Mon Mar 17, 2025 7:30 pm
by Purifier
A side note!
Unless it is a bug, Service Firms are not available Future World V1.1 (with or without Service Industry DLC)

Re: [MOD] Future World v1.1

Posted: Tue Mar 18, 2025 8:16 am
by David
Purifier wrote: Mon Mar 17, 2025 7:30 pm A side note!
Unless it is a bug, Service Firms are not available Future World V1.1 (with or without Service Industry DLC)
I tested the previous version Future World V1.0 and it also doesn't have Service Firms. The mod's author didn't include service firms in his mod.

FYI, Service Industry DLC doesn't affect it because the game's vanilla content is entirely replaced by a mod including the product sets. As Future World does not have any service firms, so you don't see any options to build them even if Service Industry DLC is enabled.

Re: [MOD] Future World v1.1

Posted: Sat Mar 29, 2025 10:44 am
by Munchhausen
Hi, is there any news on the mod update for the latest dlc?