![Image](http://healthyinsanity.com/railroad/shipyard.jpg)
Shipyard preview, I'm still working on the transformations and stuff. If I can use a house.bca file I'll make a full run of everything this thing would naturally demand and see what I can do to make it profitable in the normal or my "waste revamp."
I wanted to use your hospital skin to replace the warehouse skin used in 1.06, but your website isnt working right now.coruscate wrote:(nothing to upload, Hawk)
Updates for tonight:
1) Shipyard beta is now available for download. Skin have moved along a bit.
2) Hospital skin is 90% done.
3) Updated the casino BCA file to demand, in addition to everything else mentioned, paper and coffee.
If you have tried any of these, let me know what you think.
Alcohol 100 & adult drinks
Aluminum 85
Ammunition 160 & fireworks
Automobiles 200 & engines as a component as well
Bauxite 30 & ore
Cheese 235 & specialty, expensive foods
Chemicals 30 now requires earth & agriculture
Clothing 95 & all fabric, tannery goods
Coal 30
Coffee 45 & specialty latin foods / ingredients
Corn 25
Cotton 30
Diesel 100
Fertilizer 80
Furniture 220
Goods 170 - simple goods, parts & tools
(carts, screws, screwdrivers)
Grain 30
Iron 30
Livestock 90
Logs 30
Lumber 85 - All minor building materials including concrete & ceramic
Mail 80
Meat 195
Milk 110
Oil 40
Paper 85 - blank and stationary
Passengers 85
Plastic 85
Produce 45
Pulpwood 30
Rice 30 & specialty asian
Rubber 30 & other specialty ingredients
Steel 85
Sugar 35
Tires 85 & all rubber goods
Toys 175
Troops 50
Uranium 200 - Specialty earth
Waste 200
Weapons 235
Wool 30
5000 goods2
- 255 Complex goods, parts & tools
- (mechanized tools, premium parts, & specialty goods (cell phones))
5100 earth
- 30 - Rock, cement component, earth component (to go with fertilizer) & dye (in making)
5200 print
- 179 - Magazines, packing boxes, newspaper
5300 agriculture
- 30 - Flowers, pre-medicine components & other local agriculture not normally represented
5400 food
- 117 - Simple foods like bread, stuff that is made but isn't premium
5500 drink
- 105 - Simple and mildy complex general drinks Soda, sobe, apple juice, etc.
5600 goods3
- 340 - Machinery, electronics (industrial only demands & rich people goods (go-carts, personal merry go-rounds))
5700 parts
- 525 - As in heavy parts, airplane frames, large sheets of metal, coil, I-beams
5800 compounds
- 60 - Medicine, second tier stage chemicals & dye (in use)
5900 military
- 525 - military
I have it fairly clear in my head already, but thank you.nedfumpkin wrote:Something you must consider is life cycle of any given commodity. It is produced, then consumed. If you are adding new cargo, then you also have to think about its consumption. If all your cargo are going to an industry to be transformed into a new commodity, then that's okay, but if your commodity is a finished product, then you'll need a municipal building to consume it.
That's why I've decided to do one big 1.05 add on, and just have my buildings come in two forms: Unflavored 1.05, since those can be plugged into 1.06... and Coru's 1.5 add on version, which will be making the current system more complex with stuff I want in it.The one thing you do want to be careful of is that new cargo can't go into 1.06 nor what I am doing. So this will be limited to 1.05, and you most definitely don't want to mess up peoples' games. Nor do you want it so that they have to change cargo files all the time.