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Posted: 08 May 2006 16:51
by Plastikman
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"

Posted: 17 May 2006 18:32
by fultron78
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:

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>
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.

6.2. If you unflag NEEDALL:

Code: Select all

<bit name="needall">1</bit>
Then the "FARM" is ALWAYS producing steel and even you bring coal OR iron ore the produccion is increased.
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.

Fultron