ALL Product Classes and Product Types

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alpha117
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ALL Product Classes and Product Types

Post by alpha117 »

Since I've been developing my MOD I have found that all product classes and product types are available from the start all all cites seaports; which you don't get without the MOD. Have I missed something or do I need to add something?

Test...I set Bread 'Import' to 'N' in the product_types.dbf

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It still shows as available from the start a the seaports

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Many thanks
alpha117
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Re: ALL Product Classes and Product Types

Post by alpha117 »

another example

Sausages not available due to no bread in market BUT when you look at BREAD it is available at the seaports

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alpha117
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Re: ALL Product Classes and Product Types

Post by alpha117 »

Using my MOD in V10.0.53 and it works as it should apart from no custom music!

Sausages not available due to no bread. Look at bread and there is NO bread...all correct

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David
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Re: ALL Product Classes and Product Types

Post by David »

I tested it by setting the Import field of all products to No of a mod and no products were available in the consumer seaports. Can you test it again?
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Re: ALL Product Classes and Product Types

Post by alpha117 »

test
Set Costa products to 'No"... Also note there are other products set to 'No'

Image[/ur


Updated MOD as normal and started new game.
EVERY ITEM is available from the start

[url=https://ibb.co/WcVTqZX]Image
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anjali
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Re: ALL Product Classes and Product Types

Post by anjali »

alpha117 wrote: Sat Dec 28, 2024 7:18 pm test
Set Costa products to 'No"... Also note there are other products set to 'No'

Updated MOD as normal and started new game.
EVERY ITEM is available from the start
i dont see the shipping icons on your costa products so they arent available for import in your pictures

or do you mean you can produce any item from the start?
if thats the case, it has nothing to do with N or Y (no/yes for import)
if you want to invent products before they can be produced, you need to use the "CANINV_YR" and "INVENT_YR" columns of the Product_Types.dbf
in CANINV_YR you set what year you want the product be available at all (i.e. 1901 = January/01/1901 is the first day you can start inventing it)
in INVENT_YR you set the years it takes to invent the product with 1 R&D unit (i.e. 10 = 10 years) this is further adjusted by Script (tech cost modifier=100 for 100% lower is faster, higher number is slower) and of course its also modified by product knowledge, R&D Skill of the person in charge and the level of R&D unit.

you could lock the whole product line from A to Z and only have farming products available at start means that in case you use seaports and import companies there will also only be raws and farm products be available until those stuff has been invented by someone

i dont have seaports / Import companies at all, they're turned off on any of my games, not a problem for the AI they always have enough money to open up mines, or just buy of anyone else that gota mine
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