![thumbs_up !*th_up*!](./images/smilies/ok.gif)
How come we missed editing the Crystals production start date till now.
![!DUH! *!*!*!](./images/smilies/smilie120.gif)
Actually I think that there isn't that much demand for Machinery. Sure there is a demand at a lot of buildings that take it, but the rate is super low. Machinery is hard to produce, so can only be a worthwhile endeavor if produced in bulk (if you focus on it). The rate is so low that little real consumption takes place, it doesn't rot fast either, so the typical thing is for a mass scale re-hauling around the map -- whether you intentionally take advantage of that or not.
This was where the idea came to add demand at Mines, Logging Camps etc.. And to get some production boost too. I had the concept for this worked out with Blackhawk. Akin to Fertilizer at farms, but a little more tricky thanks to these resources often running in lower demand environments (houses provide map wide background demand and therefore typically decent prices for farms) and Machinery is higher priced than Fertilizer. Our solution was to use two chains: one production and the other for the actual conversion. This lets real consumption take place + giving a boost effect. In super low price environments we could potentially see these resources take a little more loss (production/profit), but it seemed manageable to me.
A conceptual (it's in TM) use for Machinery was as a boost in a conversion industry. An example 3 Logs + 0.2 Machinery = 6 Lumber. However, there is a single value that caps all conversion entries (this is the problem with putting multiple conversions into a warehouse/port). Unless someone works out a super low resource map style that doesn't use much micro, my testing didn't show that this could be helpful on the typical map, and it's definitely not a boost. The "boost" possible (seen at the default farms) is achieved because it combines a Production and a Conversion entry.
On the topic of Machinery try this from a long time ago: http://hawkdawg.com/rrt/rrt3/hp/h-c.htm
PS.
Actually, I'm pretty sure that the express values in the bca files work. One evidence would be that Ned added express demands to a lot of buildings in TM. Production events work for express too (even by territory, proof in some of Oilcan's maps like Canyon Lands, or Zambu Email).