Adds many features to East Whittier Interchange/yard. This includes progressions to add a sawmill connection, an Engine shed connection, a Passing Track into Connelly Creek, and a large Engine/Rollingstock Repair Facility
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Changelogs
Version 1.2
~Fixed a problem where the progressions for the sawmill connection would not be built when completed ~Adjusted span sizes
Version 1.1.2
~Fixed CTC issue ~Set more speed limits
Version 1.1
~Added compatibility for Bjorn's Whittier Sawmill Revamp, King's Whittier Industries, Griz's Sugar Mill, and REX's PaperMill
Version 1.0
~Uploaded to Nexus
Phew, it was a long time coming, but I have finally made it to East Whittier. It was one of the last areas I wanted to modify. This mod is now in its second iteration. The first version was a catalyst for many ideas that were implemented in my Sylva and Andrews mods, which you can download today. From my testing, you can get away with this interchange with vanilla industries without expanding to Sylva. Not that I recommend that, but it is possible. If you go to Sylva, don't worry, you can re-enable the East Whittier Interchange again for a measly $10. There are also QoL progression-based additions that many other modders have added in their own East Whittier Yards. I dove away from the status quo by moving the mainline away from the yard, which gives any mainline manifests some breathing room away from your yard operations in Whittier. I opted to also go with a "flyby" repair facility, which you can pull into the East Whittier yard and repair your engines/rollingstock.
I've attempted to set "conflictWith" with current public mods, but generally, any mod that changes E. Whittier Yard or adds crossovers within the same area will not work with this mod.