Cowpod 1.0.2

Downloads: www.mtm2.com/~mtmg/utilities.shtml
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Fila
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Cowpod 1.0.2

Post by Fila »

I never realized there's so much drama about pod mounting utilities, so here's Cowpod 1.0.2
https://mtm2.com/%7Emtmg/downloads/mtm2 ... od_102.exe

It automatically assumes you have the original game with the original patch, so it always defaults to 99. Otherwise, starting from Beta 0.46, it's always going to read the pod limit that is currently active in the game. So if the limit increases later on, it will keep itself up to date.

I've changed it so that if you want to have any subfolders visible, you have to enable the folder by using the set path. Otherwise it won't automatically scan subfolders.

This is something temporarily until I have more time to focus on it.
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Fila
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Re: Cowpod 1.0.2

Post by Fila »

I also made it Cale proof... it shouldn't hide itself off window anymore.
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Ford-chan
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Re: Cowpod 1.0.2

Post by Ford-chan »

One question, and this is in reference to this statement written in the Community Patch #2 thread...
Increased maximum pod count to 200. (likewise, maximum track count is now 200 and maximum truck count is now 200).
Unless if I'm misunderstanding here, both the two would mean that the overall POD limit should be 400 combined when podded together, or is it always capped at 200 regardless of what POD it is?

Either way, hopefully at some stage, the overall POD limit will be 999, if the game can sustain it that is?
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Fila
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Re: Cowpod 1.0.2

Post by Fila »

Ha. You are right to read it like that but no. The overall limit was increased to 199. Within that limit, MTM has separate limits for how many tracks you can have and how many trucks you can have each. So you can have a total limit of 200 and within that total, a limit of 50 on trucks. The individual limits do not add to the final number, they are like a sublimit within the overall limit. So the sublimit affects the multiple file pods. The ones that have multiple tracks in one pod or multiple trucks in one pod as that reads as 1 single pod for the overall limit but can read as 20 trucks for the truck limit.

I'm a bit reluctant to go over 199 because it increases the chances of user errors. Since .pods load top down, the more pods one can mount the more likely they will run into conflicts were pods don't like each other (and they affect one another) and it will be harder for them to track down which pod is at fault. That was my initial reasoning at least.
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Re: Cowpod 1.0.2

Post by Ford-chan »

Fila wrote: Sun Jun 28, 2026 1:43 pm I'm a bit reluctant to go over 199 because it increases the chances of user errors. Since .pods load top down, the more pods one can mount the more likely they will run into conflicts were pods don't like each other (and they affect one another) and it will be harder for them to track down which pod is at fault. That was my initial reasoning at least.
My idea... A workaround for that, is simply a modern day POD mount program, where you have three window lists of pods for each type. System, Trucks, Tracks, all in their respective subfolders (I've made my own subfolders for trucks and tracks so the Root folder doesn't become a cluttered mess). But then again, as far as conflicts is concerned, that will probably lie within making the game read more than the first 8 letters of a SIT file to be the tracks ID, as mentioned in the Comm Patch #2 thread.
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