Building Capacity Modifier in Mod not working anymore
Posted: Thu Aug 06, 2020 6:03 am
I noticed that with the recent update of 6.5.15 and 6.5.17 still the building capacity multiplier a building receives from the mod entry is not working or rather not being used anymore.
It appears that the capacity multiplier for all firms (farms, warehouses etc) is now coming only from the script entry for the manufacturing plant capacity multiplier.
If you set the script multiplier for manufacturing to 500, the manufacturing plant is increased by 500%. THat works as intended. However, if the mod building capacity entry for warehouse for example reads 9000 you used to get 90 people working in "input". Now the game does not utilize the value anymore but rather draws it from the manufacturing script multiplier and gives you 9 people working. The same is true for farms and retail stores.
Also the multiplier of manufacturing plant capacity is now limited by the script multiplier meaning if you put a higher value in the capacity value in the building file of manufacturing plant, it is not being used anymore, but the game limits capacity by the script value only. For manufacturing it does not hurt as much, as the maximum you can increase capacity with the mod building entries is maybe 10x. With warehouses and farms it hurts a lot more however, because you could increase by 50x and more.
I noticed the effect for the first time after I updated the Cap.exe to the new version and afterwards my farm capacity just decreased all of a sudden
The result is rather unpleasant for warehouses as they lose all utility for me now as a balancer between several high capacity factories. The 500% increased factories now produce more than the warehouses can handle in their input- making them useless as balancers.
I tend to use Piemarios mod, but the effect is independent of the type of mod used.
A great solution would be to have a script entry to increase capacity of farms, warehouses, mines, retail etc seperately. In order for it to be useful however, the max increase would need to allow for multipliers up to 5000% - at least for warehouses. A factory increase of up to 1000% would also be great as that was the last maximum when you used the mod bulding capacity entries.
as a side note, what the team has done with the game is really incredible. After 25 years of playing capitalism, it is still my favorite game.
It appears that the capacity multiplier for all firms (farms, warehouses etc) is now coming only from the script entry for the manufacturing plant capacity multiplier.
If you set the script multiplier for manufacturing to 500, the manufacturing plant is increased by 500%. THat works as intended. However, if the mod building capacity entry for warehouse for example reads 9000 you used to get 90 people working in "input". Now the game does not utilize the value anymore but rather draws it from the manufacturing script multiplier and gives you 9 people working. The same is true for farms and retail stores.
Also the multiplier of manufacturing plant capacity is now limited by the script multiplier meaning if you put a higher value in the capacity value in the building file of manufacturing plant, it is not being used anymore, but the game limits capacity by the script value only. For manufacturing it does not hurt as much, as the maximum you can increase capacity with the mod building entries is maybe 10x. With warehouses and farms it hurts a lot more however, because you could increase by 50x and more.
I noticed the effect for the first time after I updated the Cap.exe to the new version and afterwards my farm capacity just decreased all of a sudden
The result is rather unpleasant for warehouses as they lose all utility for me now as a balancer between several high capacity factories. The 500% increased factories now produce more than the warehouses can handle in their input- making them useless as balancers.
I tend to use Piemarios mod, but the effect is independent of the type of mod used.
A great solution would be to have a script entry to increase capacity of farms, warehouses, mines, retail etc seperately. In order for it to be useful however, the max increase would need to allow for multipliers up to 5000% - at least for warehouses. A factory increase of up to 1000% would also be great as that was the last maximum when you used the mod bulding capacity entries.
as a side note, what the team has done with the game is really incredible. After 25 years of playing capitalism, it is still my favorite game.