Allow products to require no tech!
Posted: Wed Nov 15, 2017 10:04 pm
Normally technology affects output of factories, and there is a related product research.
I have seen a few plans in this forum, about making more complex production chain, which due to the many step will require research for every step, no matter how much the technology affects the output.
I have just started building a mod where the plan is to have a more realistic production chain which will require more steps to reach an end product.
As a start farms do no longer slaughter animals but are simply used for breeding and sell living animals.
But side products such as milk eggs and wool are still collected and sold from the farm.
the living animals are then sold to a butcher/factory who slaughters the animals and makes frozen or ground meat and other things that require slaughtering of the animals, like e.g. leather
In order to reduce the number of needed technologies to research, my plan is that some processes are not affected by technology, and I actually made it possible by adding two inputs of the same animal, each affecting the out product by 50% for a total of 100% and so the product is unaffected by technology.
Since both inputs is satified by the same purchase unit, it does only require 1 attached purchase unit.
The manufaturing units leaves the production quality blank (i.e not 0/ 100 but completely blank, this far my plan on no effect from technology is made possible.
And the game seems to support it too. Maybe not by intension, but it still works.
But, Though the technology is not used it is still listed as a research and in the manufacturing guide it is listed with to inputs.
My suggestions is simply to allow an input to have 100% effect on the output quality.
And then either automatically remove the research if the input quality sums up to 100%, or have a field in manufacturing.dbf where you can turn off research for the product.
this way you are able to make longer production chains but without the needs of research for each and every step.
it might seems like it will not only aid my project, but i guess that other modding projects that are skipped due to a longer chain of research for longer production chain, might see the light of day.
In the standard game there are actualy some products that requires no research, namely livestock products, and their quality is only relateed to the expertise of the livestock raising unit, and this could as an alternative also be implemented for some other units
I have seen a few plans in this forum, about making more complex production chain, which due to the many step will require research for every step, no matter how much the technology affects the output.
I have just started building a mod where the plan is to have a more realistic production chain which will require more steps to reach an end product.
As a start farms do no longer slaughter animals but are simply used for breeding and sell living animals.
But side products such as milk eggs and wool are still collected and sold from the farm.
the living animals are then sold to a butcher/factory who slaughters the animals and makes frozen or ground meat and other things that require slaughtering of the animals, like e.g. leather
In order to reduce the number of needed technologies to research, my plan is that some processes are not affected by technology, and I actually made it possible by adding two inputs of the same animal, each affecting the out product by 50% for a total of 100% and so the product is unaffected by technology.
Since both inputs is satified by the same purchase unit, it does only require 1 attached purchase unit.
The manufaturing units leaves the production quality blank (i.e not 0/ 100 but completely blank, this far my plan on no effect from technology is made possible.
And the game seems to support it too. Maybe not by intension, but it still works.
But, Though the technology is not used it is still listed as a research and in the manufacturing guide it is listed with to inputs.
My suggestions is simply to allow an input to have 100% effect on the output quality.
And then either automatically remove the research if the input quality sums up to 100%, or have a field in manufacturing.dbf where you can turn off research for the product.
this way you are able to make longer production chains but without the needs of research for each and every step.
it might seems like it will not only aid my project, but i guess that other modding projects that are skipped due to a longer chain of research for longer production chain, might see the light of day.
In the standard game there are actualy some products that requires no research, namely livestock products, and their quality is only relateed to the expertise of the livestock raising unit, and this could as an alternative also be implemented for some other units