This second version allows you again to disable all random economy changes of default TTD industries for pure sandbox playing.
Additionally to the first version it allows you to configure which aspects to disable:
Available parameters
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So, lots of options to configure the challenge! ... err ... anyway, have fun!
This second version is written using NML and the source is available under the terms of GPLv2.
spens wrote:Quick question: Can you disable an industry shutting down without disabling production changes?
No. And adding that would require quite some work, as the industries could then no longer use the default production-change behaviour (depending on "smooth economy" advanced setting), but would need to invent their own mechanics.
As Alberth said: The newer revisions behave still the same. There are only small syntactical changes to work with newer versions of NML.
If there is something new, there would be a version on BaNaNaS.
I find that it is not used to big things, at first I thought I new industries, now I double major industries, I changed the settings it's good I have more doubles, apart the fact to see what the plant was costing £ 0 duplicates thanks to the parameter, there is nothing new.
Sorry for the inconsistencies of my messages,but im French
Sorry, I do not understand what you are asking/complaining/suggesting/mentioning.
In case the GRF does not work for you, or there are multiple "identical" industry types, you are probably using another industry NewGRF. (like Alpine, PBI, ECS, FIRS; OpenGFX+Industries, ...)
Sorry to make you lower(dim) the morale, but I find that your GRF of industry does not serve has much, I find that it is the copy of the main industries, but in the fact of seeing that the industries in double(copy) are free, it does not serve has much
It is not a criticism it is a remark
Still saddened.
Sorry for the inconsistencies of my messages,but im French
Manual industries is not about adding new industries, it is about changing the behaviour of them (that is, prevent opening/closing/changing production).
Thanks for this. While I appreciate realistic/dynamic economy mechanics, I've been getting overwhelmed with industries just disappearing when I'm already servicing them or if I was planning to use one. My own fault for being inexperienced, I know, but this is just what I was looking for.
Edit: now that I've tried it out it seems like a good feature set for slower-paced gameplay - is there any chance that this might be fully added as in-game options?