Incidentally, s*** oil is a lot easier to put in a truck or rail car than electricity is.
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In many ways I agree. But the idea is to eventually bring the modern "advanced" technology back and get the world back to what it was, so having a working electrical system isn't completely out-of-character here. Whether that happens too easily or too quickly may certainly be a valid concern, but you can also choose to simply ignore that aspect and keep towns as simple shack buildings without access to such modern amenities in order to keep the world in such a post-apocalyptic state forever. I'm always open to alternatives thoughTaschi wrote: ↑08 Jun 2021 12:28 My image of a postapocalyptic wasteland doesn't really contain long-range, high-voltage power transmission - those kinds of networks are in some ways far more advanced than primitive railways. My personal image is more akin to some settlements having a power station that can directly provide electricity to the settlement and nowhere else, and everybody else using some beat-up generator fueled with s*** oil from a jerrycan, or some improvised-ish wind turbines (with the drawback of being susceptible to weather).
Incidentally, s*** oil is a lot easier to put in a truck or rail car than electricity is.![]()
I'm not convinced that accomplishes anything. Calling them "renewed" buildings indeed may not be a very descriptive term, but all synonyms I could think of are equally vague, including your suggestion.andreasaspenberg wrote: ↑09 Jun 2021 20:35 i got an idea: why not rename some of the houses. makeshift, shack and self sustained is good but, instead of renewed, maybe you should call them restored.
Hmm, interesting bit about hiding the stockpile amount. I always wanted to do that but never saw the option how to achieve that. Was that just missing from the wiki before or is it a new NML feature?2TallTyler wrote: ↑01 Dec 2021 19:16 It's hard to tell how often/how many Wastelanders I need to deliver to mines. The industry window shows a stockpiled amount which never seems to increase. This can be hidden by setting the `cargo_subtype_display` callback to `CB_RESULT_IND_NO_TEXT_NO_AMOUNT`, but in my industry sets I've found this stockpile to be an easy way to show the player how much boost cargo to deliver. Check out my Lumberjack Industries NewGRF and look at the Farm, for example, to see how it handles Fertilizer with helptext and a clearly-visible stockpile amount.
All cargoes are consumed in a 1:1 ratio relative to each other, e.g. you don't need more water compared to seeds, or coal compared to iron ore, etc. The output ratio is only dependent on how many of the required cargos are currently in the stockpile. Perhaps that could be stated more clearly within the help text to avoid any confusion, though I'm not immediately sure how to phrase that without being more confusing.2TallTyler wrote: ↑01 Dec 2021 19:16 It would be nice to show a conversion rate helptext for industries which aren't a 1:1 conversion, particularly the Food Lab. How many Seeds do I need per litre of Water, for example.
I agree a special GameScript would be interesting and it is something I'd like to do eventually, but for now it's kind of on the back burner. And as you say there are a few general GSs which can work well enough for extra challenge for now. I've played with the Think Globally, Act Locally GS before and it worked surprisingly well, although I think that may have been before this big overhaul, so no idea if that still holds true or not2TallTyler wrote: ↑01 Dec 2021 19:16 Once I've set up my distribution networks for Clean Food, Water, and Building Materials, it's almost too easy to grow towns since they don't care how much of each cargo is delivered. I can just provide a trickle with low-capacity road vehicles and never have to worry about producing enough cargo (while using some other cargo as a profit center, for example Water to a Food Lab). I understand that this is the limit of NewGRFs, but perhaps this is where a Game Script would come in handy to force the player to deliver enough of each cargo. Personally, I've just used Renewed Village Growth and PR'd my industry GRFs to add compatibility and the cargo amounts I think work best.
It was possible with NFO and there was a hack to do it in NML, but the NML feature was added relatively recently.
I think my confusion stems from not knowing how many Wastelanders are required, or how often they need to be delivered. In my industry sets Industries of the Caribbean and Lumberjack Industries, boost cargos are stockpiled and then used at a rate specified in the helptext:
Perhaps some of my confusion stems from not knowing how many liquid units are equivalent to a weight or bag unit. If I have 78,000 litres of Chemicals, 55 bags of Seeds, and 103,000 litres of Water waiting, I had to look in NML cargo specs to remember that 1,000 volume units is equivalent to one weight or bag unit. In IOTC I used weight for all cargos including liquids to avoid this (and then got people complaining about how it's an unrealistic unit of measurementAndrew350 wrote: ↑14 Feb 2022 22:19 All cargoes are consumed in a 1:1 ratio relative to each other, e.g. you don't need more water compared to seeds, or coal compared to iron ore, etc. The output ratio is only dependent on how many of the required cargos are currently in the stockpile. Perhaps that could be stated more clearly within the help text to avoid any confusion, though I'm not immediately sure how to phrase that without being more confusing.
Americans, huh?2TallTyler wrote: ↑15 Feb 2022 00:11 Perhaps some of my confusion stems from not knowing how many liquid units are equivalent to a weight or bag unit. If I have 78,000 litres of Chemicals, 55 bags of Seeds, and 103,000 litres of Water waiting, I had to look in NML cargo specs to remember that 1,000 volume units is equivalent to one weight or bag unit. In IOTC I used weight for all cargos including liquids to avoid this (and then got people complaining about how it's an unrealistic unit of measurement)
Oh good, I thought I was going crazy for a minute2TallTyler wrote: ↑15 Feb 2022 00:11 It was possible with NFO and there was a hack to do it in NML, but the NML feature was added relatively recently.
Hmm, I don't know. Stockpiling workers until they're needed might not be very popular with the locals or the labor unions2TallTyler wrote: ↑15 Feb 2022 00:11 I think my confusion stems from not knowing how many Wastelanders are required, or how often they need to be delivered. In my industry sets Industries of the Caribbean and Lumberjack Industries, boost cargos are stockpiled and then used at a rate specified in the helptext:
Interesting, I had always made that connection, but perhaps that just comes from years of being familiar with it. It is irrelevant in this case anyway, since all cargoes are consumed at the same rate.2TallTyler wrote: ↑15 Feb 2022 00:11 Perhaps some of my confusion stems from not knowing how many liquid units are equivalent to a weight or bag unit. If I have 78,000 litres of Chemicals, 55 bags of Seeds, and 103,000 litres of Water waiting, I had to look in NML cargo specs to remember that 1,000 volume units is equivalent to one weight or bag unit.
Sorry, missing words there. Input to output ratio is what I meant to say2TallTyler wrote: ↑15 Feb 2022 00:11 I don't know what you mean about an "output ratio" so perhaps that needs explaining.
Hell yeah! Freedom units, brother!
Woah there, progress is a big word
Yes.2TallTyler wrote: ↑15 Feb 2022 15:01 Irrelevant tangent here, but doesn’t the weight of a certain volume of liquid depend on the density?
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