- Industries are limited to a max of three input cargoes. Adding electricity to an industry that already accepts 3 cargoes seems impossible.
- I think FIRS takes up all available cargo slots; how then to add another? I can't see myself playing without FIRS, so this is kind of a critical issue for me.
- The "vehicles" that run on power lines -- how fast should they be? What capacity should they have? How fast should they load/unload? How much should they cost to build/run? What graphics should they have? Etc.
- What should powerlines and their stations look like? Where shall these graphics come from?
- Should the black-holedness of the default power station simply be offset to another black hole industry that accepts electricity -- say, a Substation industry?
- If so, should the amount of electricity delivered to a substation affect other nearby industries' production levels? Is this even possible?
- Should electricity be instead delivered directly to other industries? To towns?
- Should electricity delivery to towns/substations influence town growth (presumably via gamescript)?
For those who are interested, a quick overview of the messy, hacky, test grf attached to this post is as follows:
- New cargo, Electricity, units of kWh.
- New railtype, Powerlines, graphics are just default catenary for now. Available from 1882.
- Power plant produces electricity, currently just at a fixed amount for testing.
- New industry: substation. Black hole, accepts unlimited electricity. Is built near towns with a very high probability, for testing. Uses base set graphics, comes in several layouts.
- New "vehicles" that run on powerlines -- currently lightning-fast "sparks" that are, in their current state, kinda hard to see (and click on, yet another gameplay issue...). They upgrade to progressively higher and higher voltages over the years, to represent the increasing efficiency in long distance electricity transport. Values for capacity, cost, etc. are completely made up and not at all balanced.
- Probably several things missing/incomplete, e.g. GUI sprites, bridges, tunnels, sounds, strings, etc.
- Some other stuff, too
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