wallyweb wrote:The question arose due to Zimmlock's fine drawing of a coke plant. It would seem the discussion is valid in that a coke plant is a logical industry for use in TTDPatch games.
Normally, a "coke plant" would be part of a "steel industry", hence no need to transport "coke" as an extra cargo over long distances.
Except from that, "coke" would be rather similar to "coal", both from its use in-game and it´s graphical appearance and handling, wouldn´t it?
As it appears that all 32 available labels are in use, coke can't be simply added to the system.
You still don´t understand how the cargo system works, but fortunately, Csaba seems to like to explain it again.
Csaboka wrote:
The ECS contains exactly 32 cargo specifications, but this is because of historical reasons. You don't have to find an ECS cargo type that's "close enough" - coke is coke, distinct from all ECS types. It wouldn't be hard to add a 33rd cargo specification, [...]
There
are already more than 32 cargo labels, AFAIR.
I´m getting tired to repeat it again and again, but "ECS" as such isn´t an implementation (like George´s ECS vectors are), it´s a definition and as such acts as an interface between vehicle sets and cargo/industry sets.
[...] and make vehicle sets support it.
Exactly that´s the point. If a vehicle set has a cargo label for "XYZ" in its cargo translation table, there won´t any problems.
vehicle set authors can always add support for it without breaking compatibility with ECS.
I´ve written this again and again. Hopefully it´ll help that you´re repeating it once more.
regards
Michael