Variable List
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- Plastikman
- Tycoon
- Posts: 3941
- Joined: 24 Dec 2005 03:14
anyone know what i need to change in the cargo type dat to change my exchange rate of a cargo? if i drop off 50tons of "A" at an industry that makes "X" from "A", it spits out 50 tons of "X", i only want 25 tons of "X"
North American sets and then some...
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.



My Trains are made from 100% recycled electrons!
US SET Ver 3.1.0 updated ~ Amtrak Pack 3.1.0 ~ US Passenger/Metro Set 3.1.0 updated~ Auto Factory 2.6 ~ VIA Rail Pack ~ LTD ED1 Conrail Alcos ~ LTD ED2 NJ Transit ~ DBR E60 ~ TGV Duplex ~ Umbrella Corp. ~ Comboios de Portugal~ Dekosoft UP/BN/BNSF Sets ~ ICE // MegaPack = 1.0.3.
My Trains are made from 100% recycled electrons!
From previous experiments, I believe the difference between the ALWAYS PRODUCING industries (farms, coal mine, etc.) compared to the INPUT-OUPUT industries is that by default industries need the cargo in the key "accepts[N]" to make "produces[N]", unless you have the additional key: "field_D2[4]=8" and "field_D2[6]=12". I don't know what the significance of the value of these keys is, but I think you need them for industries that produce cargo with no inputs. Probably the easiest way to come up with new industries like this is to start with FARM.DAT and modify it from there.kaminari wrote:That's what I've discovered by the moment with my experiments with industries in Lomo:
...snip...
6.1. If you take as template the original FARM, COAL MINE or similar "Production Only" industry and you edit it to beheave like a STEELMILL:It beheaves DIFERENT as expected. The "FARM" is ALWAYS producing Steel and when you bring coal AND Iron ore the steel production is increased by the minimum quantity you bring.Code: Select all
<bitmask name="flags" size="4"> ... <bit name="needall">1</bit> ... </bitmask> ... <useobject desc="produces[0]" class="8">STEEL </useobject> <useobject desc="produces[1]" class="255"> </useobject> <useobject desc="accepts[0]" class="8">COAL </useobject> <useobject desc="accepts[1]" class="8">IRONORE </useobject> <useobject desc="accepts[2]" class="255"> </useobject>
6.2. If you unflag NEEDALL:Then the "FARM" is ALWAYS producing steel and even you bring coal OR iron ore the produccion is increased.Code: Select all
<bit name="needall">1</bit>
Fultron
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