Should mods be able to link product classes to specific factory types?

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D you want a more immersive gameplay experience, with more visually realistic factories and sectors?

1. Yes β€” more realistic factories with their own identity.πŸ‘‰
4
80%
2. Yes β€” as long as it doesn't affect the AI ​​or the balance.πŸ‘‰
0
No votes
3. Perhaps β€” it depends on how it would be implemented.πŸ‘‰
1
20%
4. No β€” the current system is already good.πŸ‘‰
0
No votes
 
Total votes: 5

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SuperModBr
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Should mods be able to link product classes to specific factory types?

Post by SuperModBr »

I would like to share feedback based on my recent experience developing a mod with new production chains and a focus on visual identity of sectors.

In the base game, the manufacturing system works in a simple and efficient way:

There are a few generic factory models
Any product can be produced in any manufactory

πŸ‘‰ For standard gameplay, this works very well.

⚠️ Limitation found in modding

While working with multiple custom factory models (petrochemical, textile, industrial, etc.), BIG DATA CENTER that I am creating, I encountered a practical limitation:

Even with visual variation, all factories still function as generic manufactories.

In practice, this results in situations like lack of visual identity in production chains.

Fuels being produced in generic factories
Computers being produced in any type of plant, etc.

πŸ‘‰ This does not affect the functioning of the game, but it directly impacts immersion and visual coherence of the mod.

πŸ’‘ Possible improvement (based on real usage)

An improvement that I believe would help modding a lot would be the possibility to associate product classes with specific factory models.

Proposal:

The idea would be something simple and optional, like an additional DBF:

➀ BuildFactoryManufacturation.DBF

πŸ”§ How this would help in practice

Without this control or with this DBF empty:

Products can still be manufactured in any factory

With this control edited:

The modder could define something like:

Build Code = FACTORY_COMBUSTIVEL
Product Class = PETROCHEMICAL (FUEL, OIL)

Build Code = FACTORY_ELECTRONICS
Product Class = COMPUTER, ELECTRON

πŸ‘‰ This would allow:

Petrochemical factories to produce fuels
Industrial factories to produce electronics
Textile factories to produce apparel, etc.

Maintaining the same current system, but with more visual coherence.

βœ… Why this would be useful

From the perspective of someone developing mods:

Improves visual immersion significantly
Allows creation of clearer and more organized industrial sectors
Gives more control without changing the game economy
Remains completely optional

πŸ‘‰ If not used, the game continues exactly the same

🧠 Observation

I understand that changes to the core may involve technical limitations that are not visible to us as modders.

For this reason, I see this idea more as a light extension of the current system, similar to the level of control that already exists in other DBFs.

🌍 Impact on the community

From my experience creating mods, improvements like this help a lot to:

πŸ₯‡ more beautiful and immersive mods :D
πŸ₯‡ factories with real identity (not everything generic) :D
πŸ₯‡ much more organized visual gameplay :D
πŸ₯‡ incredible gameplay content creation for YouTubers and streamers πŸŽ₯πŸ”₯
:mrgreen:


πŸ“Ž Example

I am attaching an image from my mod to illustrate how I am already using different factory models and where this limitation appears in practice.
MOD_BDF - copia.png
MOD_BDF - copia.png (1.42 MiB) Viewed 2022 times
πŸš€ Conclusion

This feedback is not related to a problem in the base game, but rather a limitation found during the development of more advanced mods.

I believe that an option like this could significantly expand creative possibilities, while keeping the current system intact.
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