[WIP] NL Region

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Villem
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Post by Villem »

Im just working on a garbage truck..funny co-incidence..
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chevyrider
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Post by chevyrider »

I notice that the output of the oilrefinery is twice as high as the inputed oil.
It could be nice if this would remain, so you could setup a real heavy transportation line with fuel and plastics.
For the high-tech factory something the same should be nice.
Otherwise the output could never become higher as the lowest of the three inputs.
Or the profit of transporting high-tech products should be very outstanding high
As so far your work looks very good :D .
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Post by scrat »

Chevyrider,

I agree with you with regards to the output of industries. So, I won't adjust production. Attached is a "proof of concept" picture of a city station, accepting and offering all the city goods.
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poc_citycargo.png
poc_citycargo.png (33.38 KiB) Viewed 3240 times
So long and thanks for all the fish.
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Shifty Powers
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Post by Shifty Powers »

I almost can't wait for the release Scrat, keep on the good work m8
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Post by KWI2288 »

really looking forward to this, well don't release it till chrismas ok, becasuse I have examinations untill the 23th of December :)
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Post by MacNetron »

To further prove Chevyrider's remark on recycling steel (and thus not my remarks :) ): the Technisch Weekblad (this weeks edition) says that 80% of all steel (for instance cans) are recycled at garbage stations.
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Post by ajy170 »

i can't wait for this it come out, but there is one thing bugging me about the idea of towns producing garbage, they will do this even if you are not using the NL industry set will they not? And therefor towns will hate you more for not getting rid of it, and your performance index will go down. So maybe garbage being produce by towns isn't such a great idea, since if you have 40 linked up with a passenger servie, but no garbage service since you are not using NL industy's, you performace will suffer, as will your town ratting as the population increases.
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Post by Shifty Powers »

ajy170 wrote:i can't wait for this it come out, but there is one thing bugging me about the idea of towns producing garbage, they will do this even if you are not using the NL industry set will they not? And therefor towns will hate you more for not getting rid of it, and your performance index will go down. So maybe garbage being produce by towns isn't such a great idea, since if you have 40 linked up with a passenger servie, but no garbage service since you are not using NL industy's, you performace will suffer, as will your town ratting as the population increases.
If you have towns producing garbage, you have selected the NL Region, so no change of selecting another region and there for always the possibility of transporting the garbage
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Post by Born Acorn »

the food processing plant looks more high tech than the current factory, you could use that.
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ajy170
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Post by ajy170 »

Shifty Powers wrote:
ajy170 wrote:i can't wait for this it come out, but there is one thing bugging me about the idea of towns producing garbage, they will do this even if you are not using the NL industry set will they not? And therefor towns will hate you more for not getting rid of it, and your performance index will go down. So maybe garbage being produce by towns isn't such a great idea, since if you have 40 linked up with a passenger servie, but no garbage service since you are not using NL industy's, you performace will suffer, as will your town ratting as the population increases.
If you have towns producing garbage, you have selected the NL Region, so no change of selecting another region and there for always the possibility of transporting the garbage
So how does that work? I didn't think that locomotion could change what towns produced based on what region you selected. Interesting, and thank you.
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Post by scrat »

ajy170 wrote:So how does that work? I didn't think that locomotion could change what towns produced based on what region you selected. Interesting, and thank you.
A region has its own set of buildings associated with it. What I have done is to make two copies all UK region buildings and renamed them. Half the set produces/accepts the 'old' cargo, while the other half produces/accepts the new cargo. The law of averages dictates -- and my proof of concept confirms this -- that at any given spot in a city the mix between type A and type B buildings is 50%.

Strangely enough, while Locomotion imposes a hard limit of 16 industries for each regional set, it doesn't limit the amount of cargo types that I'm aware off and better still, by mixing the building types, the region designer can (stealthily) introduce new industries -- for instance: cities produce garbage -- to the mix.
So long and thanks for all the fish.
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Post by lobster »

very sneaky! :roll:
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Post by PowerEdge »

perhaps i can help with the carfactory, i cannot design but i work @ that only carfactory in the NL. If you want specific numbers or stats let me know in this thread.

Perhaps you have to visit http://www.nedcar.nl
scrat
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Post by scrat »

Born Acorn wrote:the food processing plant looks more high tech than the current factory, you could use that.
Good point. I'll use them and do some colour replacing in Photoshop to distinguish between factory types.
So long and thanks for all the fish.
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Villem
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Post by Villem »

scrat wrote:
ajy170 wrote:So how does that work? I didn't think that locomotion could change what towns produced based on what region you selected. Interesting, and thank you.
A region has its own set of buildings associated with it. What I have done is to make two copies all UK region buildings and renamed them. Half the set produces/accepts the 'old' cargo, while the other half produces/accepts the new cargo. The law of averages dictates -- and my proof of concept confirms this -- that at any given spot in a city the mix between type A and type B buildings is 50%.

Strangely enough, while Locomotion imposes a hard limit of 16 industries for each regional set, it doesn't limit the amount of cargo types that I'm aware off and better still, by mixing the building types, the region designer can (stealthily) introduce new industries -- for instance: cities produce garbage -- to the mix.
There is limit of 32 cargo types per game. Use those slots wisely.
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Spyker
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Post by Spyker »

Any up-dates?
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Post by scrat »

Spyker wrote:Any up-dates?
No. I haven't felt very inspired lately.
So long and thanks for all the fish.
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GurraJG
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Post by GurraJG »

scrat wrote:No. I haven't felt very inspired lately.
To bad, because it all looks very good. Hope you get some inspiration soon!
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Shifty Powers
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Post by Shifty Powers »

Is there a small Christams update? Would be nice if you had one
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Post by scrat »

Shifty Powers wrote:Is there a small Christams update? Would be nice if you had one
I'll resume work after Xmas.
So long and thanks for all the fish.
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