There is no boost per se, it's just an additional conversion chain and the production cap is more of a loose cap than hard cap depending on the profitability of the conversion.Gumboots wrote: ↑Wed Jul 19, 2017 6:02 pmHang on a minute. Are you saying that instead of giving a 20% production boost it actually gives 100% or more? Because that makes a huge difference to the economics of supplying fertiliser.RulerofRails wrote: ↑Wed Jul 19, 2017 5:55 pmAbout the Fertilizer: the notice of "20% higher production" is misleading. It's just text. The mechanisms the game uses behind the scenes of the bca files don't allow a "boost" of any kind.
What we have is a 0.2 Fertilizer -> 1 Sugar conversion. The important part is that the value at position 042 (decimal address) in the header of the bca file only governs Conversion entries (Supply Only, or the regular production of the Sugar Farm isn't covered). For the Sugar Farm this number is 2 loads per year. So that would be a theoretical 4 loads per year when combined with the normal supply. However, using the small fractions (necessary for profitability) is prone to over-runs which is why you see 6 loads per year here.
See RoR's prior post from a year ago when Crazy Jim was trying to mess around with things: viewtopic.php?f=5&t=4039&p=42540&hilit= ... zer#p42540