(NO) Constant import supply
Re: (NO) Constant import supply
Weird, I've never had any problems at all with that, my I's and C's work perfectly, even when zeroed. Although the fixed goods I script will just add on the top of one of my ports, which can be a bit clunky for that port - were you using Post release or release when you had those issues ?
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Brutus
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Re: (NO) Constant import supply
Where do your consumer goods get exported to then when you have zero commercial seaports?saffgee wrote: Fri Jun 04, 2021 11:19 pm Weird, I've never had any problems at all with that, my I's and C's work perfectly, even when zeroed. Although the fixed goods I script will just add on the top of one of my ports, which can be a bit clunky for that port - were you using Post release or release when you had those issues ?
I mean it doesn't break the game ... it just sets the coordinates 0,0 as the actual location of the seaport if no seaport is available on the map. Effectively meaning if you put your firm close to the top of the map it'll be no different then if you were hugging a seaport normally. It only affects the transportation cost of goods. Unless you actively tried to figure out where the cheapest place was to export you probably would overlook this aspect.
I think I originally tested it with the 6.7.XX release version of the game. Can't remember the exact number.
Re: (NO) Constant import supply
Yeah I never delved into it that much so its quite likely I overlooked that. I built the mod to be reasonably forgiving on transport cost as I was never happy on how it was handled - if it were up to me I would put together the next DLC on transportation as its such a huge element, but until then its more of a necessary evil than something I actually play around with. I've made a few proposals for transport on the forum over the years, but its never really gone anywhere tbh.
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Brutus
- Level 4 user
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Re: (NO) Constant import supply
I agree, transportation, energy and construction are probably some of my most desired expansions as well as an expanded farming, mining and general resource extraction would be amazing.saffgee wrote: Sat Jun 05, 2021 6:34 pm Yeah I never delved into it that much so its quite likely I overlooked that. I built the mod to be reasonably forgiving on transport cost as I was never happy on how it was handled - if it were up to me I would put together the next DLC on transportation as its such a huge element, but until then its more of a necessary evil than something I actually play around with. I've made a few proposals for transport on the forum over the years, but its never really gone anywhere tbh.
More in depth transportation methods such as adding rail and cities that rely on rail transportation rather than seaport would be very nice if combined with expanded farming and mining it would allow for interesting setups where cities have a specialized focus on certain resources and finding ways to export/import those. Right now cities are way too generalized with every city having every resource available essentially. I wonder why they never started with those as these seem like the most obvious useful and interesting expansions for the whole business simulation aspect. Oh well.
