andreasaspenberg wrote: ↑22 Apr 2021 09:11
where do i find a cost mod that is compatible with wasteland or what is it named?
BaseCost Mod 5.0, it's on the online content.
andreasaspenberg wrote: ↑22 Apr 2021 16:20
please bring back the large trucks. it is one function i am missing in the latest alpha
They're coming, soon(tm).
Michpi wrote: ↑22 Apr 2021 10:55
The problem with closing offshore colony hasn't solved
So let me tell you a story.
I have been ripping my hair out trying to solve why this industry keeps doing things I'm not telling it to. At every turn it seemed to just blatantly ignore the production rules I was setting, dropping below limits I was explicitly setting in the code. Then today, while I was watching in the debug info, I noticed a strange thing: the industry production dropped by 2 levels at once. That is impossible. My code explicitly can only ever allow for a change of 1 per cycle. So I went back to the code to look at it again for the 5,439,000th time, and again could not figure out where it was going wrong. After staring at it for some minutes I suddenly got a sinking feeling about that impossible 2 level drop. Random production change.
"It cannot possibly be that simple, please tell me it's not that simple..."
It was.
Somehow, at some point, I either forgot to disable or removed the random_prod_change callback for the Offshore Colony, which was causing random production changes which were circumventing the normal production code changes. It never occurred to me to look for it, because that was pretty much the first thing I disabled for all industries, so it never even crossed my mind that it was missing from the other callbacks. All of this trouble, because of a missing 1-line of code that I forgot about
==========================
All of this is to say: it is finally fixed! And this time I'm reasonably confident that it actually is
After quite a bit of testing, I've found it doing exactly what I expect, and now closure
should be fairly rare and only when both production rates are at the minimum.
I've attached the alpha-4 below, which should fix the offshore colony closing and production problems. You
should be safe using it in your existing game(s) with the alpha-3 build, but be aware that I can't guarantee it will fix already-existing industries, although it did seem to work for Michpi's autosave
Also this build contains a fix which should prevent renewed houses from being removed when wastelanders are being transported from a town without food and water delivery. Shack houses will still disappear though (that is intended).
Fingers crossed this actually works this time, but let me know if it doesn't