Improvements to the Modding System in the next major version 10.1:
1) You will be able to add products with a standard price higher than $20,000 without using the “Maximum Product Price” script line.
When a product with a standard price higher than $20,000 is added to the game, its cargo quantity at level-one functional units will always be 1 and its processing speed will slow down proportionally.
2) A new mega class for Semi product with the code “SEMI”.
If the mod has multiple semi product classes, modders can set these product classes' mega product classes to the “SEMI” mega class so that the game will treat them all as semi products.
Modding System Improvements in the next major version 10.1
- Stylesjl
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Re: Modding System Improvements in the next major version 10.1
This looks good, not sure though what the difference #2 will make. It seems like if you can't sell a product in the stores the game still treats it as semi-product (i.e can be found in the Seaports, Import Company as Semi-Products only). At least that is what it appears to be when I test my mod where I have a completely separate semi-product category. Or maybe there is some aspect I am missing.David wrote: ↑Thu Jul 18, 2024 11:38 am Improvements to the Modding System in the next major version 10.1:
1) You will be able to add products with a standard price higher than $20,000 without using the “Maximum Product Price” script line.
When a product with a standard price higher than $20,000 is added to the game, its cargo quantity at level-one functional units will always be 1 and its processing speed will slow down proportionally.
2) A new mega class for Semi product with the code “SEMI”.
If the mod has multiple semi product classes, modders can set these product classes' mega product classes to the “SEMI” mega class so that the game will treat them all as semi products.
- David
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Re: Modding System Improvements in the next major version 10.1
Maybe the mega class SEMI is for the AI to recognize it better.
- David
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Re: Modding System Improvements in the next major version 10.1
I asked the dev team and got the following details:
This improves gameplay and AI inconsistency in the following ways:
-It allows more than one product classes to be set to Semi Products and excluded from the “Scope of Production” list of Management Policies of your COO or the CEO of your subsidiary.
-The AI will be aware of multiple product classes that are semi products and be able to make better decisions on them.
This improves gameplay and AI inconsistency in the following ways:
-It allows more than one product classes to be set to Semi Products and excluded from the “Scope of Production” list of Management Policies of your COO or the CEO of your subsidiary.
-The AI will be aware of multiple product classes that are semi products and be able to make better decisions on them.
- cantdownloadit
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Re: Modding System Improvements in the next major version 10.1
Believe it was from my post here viewtopic.php?p=41671#p41671Stylesjl wrote: ↑Tue Jul 23, 2024 2:28 am This looks good, not sure though what the difference #2 will make. It seems like if you can't sell a product in the stores the game still treats it as semi-product (i.e can be found in the Seaports, Import Company as Semi-Products only). At least that is what it appears to be when I test my mod where I have a completely separate semi-product category. Or maybe there is some aspect I am missing.
- David
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Re: Modding System Improvements in the next major version 10.1
I think so too.cantdownloadit wrote: ↑Thu Jul 25, 2024 10:25 amBelieve it was from my post here viewtopic.php?p=41671#p41671Stylesjl wrote: ↑Tue Jul 23, 2024 2:28 am This looks good, not sure though what the difference #2 will make. It seems like if you can't sell a product in the stores the game still treats it as semi-product (i.e can be found in the Seaports, Import Company as Semi-Products only). At least that is what it appears to be when I test my mod where I have a completely separate semi-product category. Or maybe there is some aspect I am missing.
- Stylesjl
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Re: Modding System Improvements in the next major version 10.1
Okay, that makes sense. Something I will definitely keep in mind then when thinking of product classes.
- cantdownloadit
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Re: Modding System Improvements in the next major version 10.1
It seems this makes high value items essentially pointless.David wrote: ↑Thu Jul 18, 2024 11:38 am
1) You will be able to add products with a standard price higher than $20,000 without using the “Maximum Product Price” script line.
When a product with a standard price higher than $20,000 is added to the game, its cargo quantity at level-one functional units will always be 1 and its processing speed will slow down proportionally.
in V 10 a factory selling items at 99999 price (using RW mega factory) makes 600million + in V 11 it makes like 12 million
(Though i am guessing this was the point)