1. In v1.2, wool is gone and there's just fibres. That will solve that problem. There is another change for textile mills - to be announced later. I accept there are issues with the brickworks and cement plant but haven't yet decided what to do. I will keep your suggestions in mind.McZapkie wrote:Some my remarks after multiplayer session:
1. Textile mill should treat wool and fibres as alternatives, not conjunction, same for sand/clay for brick works or stone/clay for cement plant.
2. it is strange, that Machine Shop produce BDMT from metal and petrol. I miss something like ENSP (or let say, machinery/vehicles), they would be sent to mines to increase crew level (basic production without passengers, normal with passengers, overtime with passengers and machinery).
3. Manpower for sand pits does not work fine in case of cargodist. It should be used only for industry with one resource produced (for example coal/ore mine), in case of quarry/dredging site, ENSP would be nice to increase production if stockpiled.
4. Some industries should not require all inputs, for example paper mill should produce paper if any wood is delivered, but increase production rate if clay/chemicals are delivered (similar, like supplies for fishing harbour or food processor, it works perfectly).
5. Not sure, what for are both scrap yards and scrap merchants, or cereal/arable farm?
Basically this set is awesome, is slightly harder than its parent FIRS, but not such insane as ECS is.
2. That's a hang-over from firs that I haven't yet dealt with. v1.2 is where I'm changing industries around. At the moment petrol is produced so I need to use it somewhere. The machine shop is a bit of an oddity in this set at the moment.
3. I'm still contemplating splitting quarries into stone quarries and sand pits (one product each). At the moment quarries with 2 products are a problem. Cargodist and manpower will probably conflict.
4. But that's what firs does and this set is intended to require most raw materials in stock to function. A way to do it is to designate one cargo as 'optional' as I do with some industries when supplies are the optional cargo. Industries needing 3 raw materials are hard to get going...still I've had a steel mill with stockpiles of 600+, 999, 999 that churns out a lot of metal, but I accept your point. I'll see what I can do, I might be able to make it work better.
5. In the early days I added a cereal farm to boost grain production. I later added a scrap merchants as I liked the idea. I accept that there's a lot of duplication there. However, most production levels are fairly low so more sources are generally beneficial. I may tweak scrap yards a bit.
There are some more industry-related changes I might make but I haven't yet decided exactly what to do. Suggestions are still welcome.
Thanks for the kind comments. It's nice to know that someone is playing this. The low production levels do make it more of a challenge.
What do you think of the ports/bulk terminals?
It's also fun when a cargo dries up and you don't notice. I had an aluminium plant generating LOTS of metal but the bauxite mines closed down (and I didn't think about the consequences). Suddenly I had a stack of large trains waiting for metal...and that had knock-on effects at the metal fab plant that had a queue of goods trucks doing nothing.