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Apologies for the quietness. Ive been battleling some health issues. Ive got no idea when things will get better. Perhaps in a month, perhaps a while longer. (Dont worry, got the doctorson it and its nothing lifethreatening :)) Atm, i cant even play video games for 9 hours every week.
So apologies, i cant say when ill be capable of updating this bitch but im blown away you guys like this little thing so much.
Tho, you're all welcome to steal and fix this mod yourself if ya fancy ^.^
I kinda just made this thing cuz i got fed up while playing the game haha
An example for Rail Way code addition:
state = {
sg:transportation = {
state_goods_pricier > -0.25
}
}
To not create separate auto building construction build triggers for every building with separate good outputs:
Use SWITCH trigger to check for which building you're scoping from, and then scope to related good outputs. e.g. compare electricity in power plants, clothes in textile buildings etc...
Because of how SWITCH works, if a custom building exists, it will skip this section, allowing their mods to function with other triggers without breaking auto expansion.
If your buildings becomes too efficient as a result of modifier stacking via various ways (Power Bloc principles + technologies + certain laws + companies + even events and state traits), building in question becomes so profitable that Auto Expansion continuously expands building in question.
This results in very low good prices for those buildings because buildings are too profitable even at those prices, allowing an over-construction of buildings thanks to Auto Expansion rules.
Low Prices are good, but only to a point. They increase GDP much less and SOL increase doesn't matter much because of other good's expenses.
It's generally better to focus your construction capacity to other goods after price of goods falls to below -25%.
So, if possible change the supported Version in the Metadata for future updates of the Mod.
Regardless, glad it works now.
Thank you very much!