![Laughing :lol:](./images/smilies/icon_lol.gif)
Glad you put your Ore in. Much better than my placeholder.
Well I am only guessing, but I think it is possible to rename Upgrade files as originals and thus get the upgraded port at the beginning. (cross out upgradeable in the building file)Cool. Gwizz I still can't find the code, if you could point me in the right direction that would be great. Unless Bombar you're saying Gwizz port skips the un-upgraded 3dp and uses two upgraded 3d models, that must be it! Thanks.
Looking at Milo's explanation of how a cargo is activated in game (above), is it me or can we make all original buildings demand our new cargos? Thinking about it we should therefore focus on buildings that only produce new cargos, and even demand-supply can be added to existing buildings. This will not effect any previous scenarios because the cargos are disabled as nothing is producing them.-Cargos that do not exist yet in the current game year (or do not exist on the start date of a tutorial) are disabled.
-If the wartime special condition is enabled, then anything that isn't meat, cheese, weapons, ammo, diesel, or clothing is disabled.
-Passengers and mail are enabled.
-For each port or warehouse enabled in a region containing at least one building, all cargos it generates are enabled.
-If Barracks are enabled, then Troops are enabled.
-If Recycling Plants are enabled, then Waste is enabled.
-If a building is type-2 (farms + factories), is not a port or warehouse, is not a recycling plant, and is enabled in the Industry page, then all of the cargos it generates are available.
-All remaining cargos are disabled.
So these can all produce cargos.Type-4 buildings (stores, windmills, school houses, stadiums, etc) won't contribute to cargo availability, though I believe they can produce cargo.
Interesting... The weapons factory confused me into thinking that a production chain would simply leave out any inputs that weren't enabled, but some testing shows you're right: if an input is missing, the entire chain gets disabled. Better yet, if steel mills and iron mines are on but coal mines are off, then steel is still disabled. I take back what I said earlier; you're right that we can add new supply/demand chains to existing buildings without breaking existing scenarios, PROVIDED that they use at least one of the 10 new cargos as an input. Woohoo, we can have Tool&Die shops make Machinery!pure al wrote:Looking at Milo's explanation of how a cargo is activated in game (above), is it me or can we make all original buildings demand our new cargos? Thinking about it we should therefore focus on buildings that only produce new cargos, and even demand-supply can be added to existing buildings. This will not effect any previous scenarios because the cargos are disabled as nothing is producing them.
Can't help much there. Bit busy. However, for those who need help, I can offer my assistance for building cargo etc. files. I mena I can write the changes to building files, but I have no time to create new buildings :(That suggests in turn that, if people think they can get buildings done before we get run out on a rail for delaying 1.06 again, the top priorities should be supply-only chains that we can't add to existing buildings.
Don't these break the old scenarios? I know that it is possible to make factories produce cargoes independently, but as far as I know, the raw material has always been different. I am mean old 1 Cotton > Clothing may conflict with 2 Cotton + 1 Dye > Clothing.Textile Plants convert 2 Cotton + 1 Dye -> 3 Textile
Plastics Factories convert 2 Oil + 1 Dye -> 3 Plastic
Toy Factories convert 1 Lumber + 2 Dye -> 2 Toy
I guess these are ok, but adding anything to houses may be difficult. (house file is complex)Houses demand 0.03 Medicine, 0.02 Electronics, and 0.03 Concrete
What if make these demand other cargoes too. Old ones especially.Department Stores demand 2-3 Ceramics and 1-2 Electronics
Retail demands 1-2 Ceramics and 1 Electronic
I like theseRadio Stations demand 2 Electronics
Cinema demands 1 Electronics
For football fanatics (i.g. Hooligans) eh?Stadiums demand 1 Medicine
Yes I agree. And it requires lenghtly testing. What if these are reliased outside of 1.06?Tricky part is balancing things so that there's about the same demand for any new cargo as there is for any existing cargo.
Unfortunately, not without affecting existing scenarios. We can add cargo chains involving new cargos as inputs with impunity because none of them will show up in legacy scenarios. If we add dye as an output, it will then appear in legacy scenarios after 1930, and could alter the financial characteristics of any buildings using it as an input or an output within that scenario.Wolverine@MSU wrote:Since most dyes are synthetic nowadays, can the Chemical Plant be set to produce Dye after say 1930 or so?
Nope. I thought they did as well, but as long as Dye is not enabled in the scenario, none of these chains show up. Keep in mind that these conversions are in addition to the existing chains - so a textile plant would support both 1 Cotton -> 1 Textile and 2 Cotton + 1 Dye -> 3 Textile. As long as dye is cheap relative to cotton, oil, or especially lumber, I think the buildings will accept them.bombardiere wrote:Don't these break the old scenarios?
The house file is big, but mostly because it has nineteen demand-only cargos and a supply cargo. As long as we keep the simultaneous cargos in the industry display window below 22, I think we're OK.bombardiere wrote:I guess these are ok, but adding anything to houses may be difficult. (house file is complex)
Sorry, it will affect building economics in existing scenarios again. Probably too risky for any building except the Department Store.bombardiere wrote:What if make these demand other cargoes too. Old ones especially.
If you can program the cargos to be produced at the relevant times and people give me enough info to stick into the buildings I can have them all done (textured and independant) by monday.if people think they can get buildings done before we get run out on a rail for delaying 1.06 again