wallyweb wrote:George wrote:Unfortunately, you cant use the same template for all the industries. At least now there are 4 schemas of industry productions, which have sub schemas too
![Pleased :]](./images/smilies/pleased.gif)
(Tourist centre, factory, mine, steel mill)
1. The tourist centers are already done.
Now they support advanced closure
wallyweb wrote:3. We will look at the steel mill when we get to it.
And glass works
wallyweb wrote:By template I meant the general lay out. Of course the details will be different.
You did not mention how the Factory's page looked. Is it acceptable? I may need to make some changes to it so let me know asap so I can move on to the others.
well, lets' go
The Factory produces Goods.
The Factory accepts nothing (has no input) if the Town Vector is loaded alone or with the Agricultural Vector and/or the Wood Vector and/or the Construction Vector or the PikkaBird Construction Vector and no other Vectors.
The Factory accepts Glass if the Basic Vector is loaded.
The Factory accepts Dyes if the Chemical Vector is loaded.
The Factory accepts Steel if the Machinery Vector is loaded.
The Factory will accept any combination of those cargoes, depending upon which Vectors are respectively loaded.
I do not think it is a right way to define accepting. Even when these vectors are loaded, other industry GRFs can redefine the cargoes, that would change the accepting. So, the right way is
Factory accepts glass if glass is defined
BTW, it accepts ceramics if glass is not defined, and ceramics is defined.
I would like to underline this: ECS vectors can be loaded with other industry GRFs at once, and if these GRFs try to follow the ECS schema, it should be rather playable. For test, I just loaded Pikka's basic industries and ECS vectors in temperate and arctic in OTTD (because the industry limit is 64, not 37 types. Also, there are some problems in tropic because of rubber, I'll have a look later). All the accepted/produced cargoes were fine (Pikka's industries were placed after ECS, so the cargo names were Pikkas names. So, ECS sawmill produced lumber instead of wood products, but all the amounts were the same).
Yes, I understand that the sets are rather different (for example ECS vector's stock piles are much larger, than Pikka's ones) and the player would not load them both at once, but technically it is possible.
If a player has loaded only Vectors such that the Factory only accepts Dyes, the Dyes will have no effect upon the Factory's production of Goods.
Wrong. It produces goods from nothing and Dyes then (BTW, I never tested this case

) that means it should produce some cargo in any case and produce more if dyes are waiting.
The Factory can be built by a player both in a game and in the scenario editor.
In a game, the building cost is £468,640/$937,280.
Factories have 24 possible layouts.
Factories support snow and company colours.
this does not fit well to "Possible locations" title
Factories change graphics over time (folowing TTRSv3's second parameter). The change occurs independently for each tile. If TTRSv3 is not detected, the Factory follows TTRSv3's default era time sequence.
This fits even worse. It better fits into general.
When a factory processes only Steel, values from the table are used.
The table should look this way: (amount of goods produced form one cargo, amount of steel, amount of glass)
73 45 122
154 93 257
324 192 540
680 396 1134
1429 817 2381
3000 1685 5000
Processing of both the cargo goes independently, so you can achieve up to 6000 goods (without dyes)
When amount of produced goods (from steel/glass or nothing if no steel of glass are represented) is calculated, it is increased by 9/5 of used dyes, while used dyes are calculated as goods / 4 (if required amount is waiting)
The following text is outdated.
The Factory can use up to twice as much Dyes or Glass than Steel (in tons) and the amount of Goods produced is limited to 225% in comparison to Goods produced from Steel alone. This amount of Goods determines the proportional consumption of Dyes and Glass.
Increasing production levels are calculated by comparing the amount of Steel waiting to be processed with the value represented in the table.
not steel, but max (steel, glass*3)
Increasing production on any production level also requires at least 50% of Goods being transported.
on normal level and above
The factory uses advanced closure. Protection conditions are:
Prod level > 04 (very low)
steel + glass/3 + dyes > 1024 (amount of any cargoes waiting)
it is younger than 5(2) years (5 for factories generated by map generator / SE, 2 - in game)
it is the last one on the map
the following text is outdated:
When the industry has a very low production level and did not produce enough cargo in the previous month, it tests for close down conditions. Industries in service have a close down chance reduced by 50%. Newly built industries can be closed only if they are at least 2 years old. Industries, built by the random map generator or map editor, can be closed only if they are at least 5 years old. A close down chance is 3%.
all the industries with advanced closures now use 1% chance to start closure counter every month if they are not protected. As soon as any protection event happens, the counter is dropped.