Victoria 3

Victoria 3

Additional production methods
99 Comments
Oceania 27 Nov, 2024 @ 9:27am 
Well thanks, still if that is the case I don't remember which one that was then.
misha_archmage  [author] 27 Nov, 2024 @ 8:31am 
@Oceania No, it was a different mod.
Oceania 27 Nov, 2024 @ 4:35am 
I might be going crazy but I swear you could get fish from rice farms once upon a time in this mod.
misha_archmage  [author] 29 Mar, 2024 @ 10:45am 
@Андрей Койфман Большое спасибо
Андрей Койфман 29 Mar, 2024 @ 10:31am 
I'm really glad to see this mod!
misha_archmage  [author] 24 Mar, 2024 @ 3:01am 
@News_12 Thank you very much.
News_12 23 Mar, 2024 @ 9:32am 
Great mod! Thanks for uploading
err0r 16 Nov, 2023 @ 5:08pm 
@misha_archmage Перепроверил еще раз, действительно, какой-то другой мод. Прошу прощения за ложную тревогу
misha_archmage  [author] 16 Nov, 2023 @ 4:44pm 
@err0r В моем моде, стеклозаводы не затрагиваются. Я проверил только что и они выпускают всё как обычно. Возможно другой мод ломает этот процесс производства стекла.
err0r 16 Nov, 2023 @ 4:29pm 
Последнее обновление поломало стеклозаводы, они теперь делают только вторичный продукт: https://i.imgur.com/HipwX3p.jpeg
misha_archmage  [author] 15 Nov, 2023 @ 5:39am 
@h.j.haller Updated
h.j.haller 15 Nov, 2023 @ 4:29am 
update to the latest version thnx
misha_archmage  [author] 15 Nov, 2023 @ 3:21am 
@Rickados bug repaired
Rickados 14 Nov, 2023 @ 9:24pm 
none of the new pm for the agricultural building or food industries have their inputs and outputs added for me, just the changes in employment, thought the new pm for tooling workshops does seem to work
misha_archmage  [author] 21 Oct, 2023 @ 7:45am 
@𝕱𝖔𝖝
Старые скрины, а мод - одна из версий мода Realistic Resource Distribution
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880531070
𝕱𝖔𝖝 21 Oct, 2023 @ 6:15am 
Откуда так дофига мест для строительства на скринах? Что за мод на 100500 ферм.
misha_archmage  [author] 2 Oct, 2023 @ 3:01pm 
@Saturitius One from all fertilizers methods is necessary for second production method, which give you doubled production of sugar. Those method needs 'Intensive Agriculture' innovation.
Saturitius 2 Oct, 2023 @ 1:09pm 
If I use fertilizers it only adds more production to the first product, for example on wheat farms, only the grains, even if it is switched to sugar. Obviously fertilized soil should enhance the production of all plants. Please consider changing this.
see two 8 Mar, 2023 @ 2:55am 
I know this is historical, but tobacco is very strong. Idk if smth can be done about it, but still, it's historical
misha_archmage  [author] 27 Feb, 2023 @ 1:37pm 
@Lathrael Hello.
1. Will you tried - "When i open the building tab and try to change production methods from all of the buildings, i click at any icon and nothing happens." without mod?

2. I do not tested mod with Beta and waiting before release.
3. This mod do not change game GUI.
Lathrael 27 Feb, 2023 @ 1:26pm 
1.2 Beta buildings tab issue: I'm not entirely sure the issue is from this mod, but i don't have any other that should interfere with production interface. When i open the building tab and try to change production methods from all of the buildings, i click at any icon and nothing happens. Going through individual buildings from state menu works as i can change production methods.
misha_archmage  [author] 26 Jan, 2023 @ 1:45pm 
nucleic_acids 26 Jan, 2023 @ 10:55am 
I don't know if you'd ever have plans for adding opium production in some way, but that's been the biggest bane of my game right now.
misha_archmage  [author] 8 Jan, 2023 @ 7:38am 
@=SAS= Hafkl APM mod must work with Vienna Rework
=SAS= Hafkl 8 Jan, 2023 @ 6:10am 
will this mod work with the vienna rework ?
Thadom570 26 Dec, 2022 @ 7:55pm 
Additional production methods is included in Victoria III Improvement Collection 維多利亞三世改進系列 (V1.1.0 12/26/22). With 88 working mods. I provide you with the order list you just copy and paste, No sorting manual work needed, enjoy!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882898702
Thadom570 26 Dec, 2022 @ 4:22pm 
okay, thank you for your time.
misha_archmage  [author] 26 Dec, 2022 @ 4:12pm 
@Thadom69 It is in todo plan. I will add new icons.
Thadom570 26 Dec, 2022 @ 3:53pm 
Could you update the icons most are the same for different type, very confusing while managing bigger economy with some states having different production lines.
misha_archmage  [author] 17 Dec, 2022 @ 11:04am 
@Sheik Jhalin Rabei Thank you very much. I will update mods as fast as possible.
DVD 17 Dec, 2022 @ 6:58am 
Hey bro, how are you? I translated the mod of additional methods products and the production of opium to Brazilian Portuguese if you want to put it in the next update, feel free:
additional methods products:
https://drive.google.com/drive/folders/13uMZkyaqIP-_rbjWsPU-BSfVj7IYD7aM?usp=share_link

Opium production:
https://drive.google.com/drive/folders/1wYcJnYTqeZJkaBjGofUyOwzrI5aNCr0a?usp=share_link
PalaiogosTheGreat 14 Dec, 2022 @ 4:36pm 
Awesome thanks!
misha_archmage  [author] 14 Dec, 2022 @ 12:27pm 
misha_archmage  [author] 14 Dec, 2022 @ 3:22am 
@PalaiogosTheGreat I will think how to add it.
PalaiogosTheGreat 13 Dec, 2022 @ 5:01pm 
Yup
misha_archmage  [author] 13 Dec, 2022 @ 5:01pm 
@PalaiogosTheGreat You mean PM for opium poppy growth?
PalaiogosTheGreat 13 Dec, 2022 @ 4:47pm 
Can you add an opium one?
misha_archmage  [author] 13 Dec, 2022 @ 3:48pm 
@Ateam-vv Probably i will change iron on wood or hardwood.
misha_archmage  [author] 13 Dec, 2022 @ 3:36pm 
@Ateam-vv Glass is fragile its bad for transporting. If iron barrel corroded we simply use new barrel and throw out old into nature. This is so victorian.
[A-team]vv 13 Dec, 2022 @ 3:24pm 
@misha_archmage
Thank you!
Iron change to glass plz, they are all £40, but ethanol can't stored in iron unless it's equal or better then ss316 which haven't invented in 19th century yet.
unlocking_technologies = {
conveyors
}
workforce_scaled = {
# input goods
building_output_sugar_add = -10 #x30 = -300
building_input_glass_add = 5 # x40 = -200
building_input_tools_add = 2 # x40 = -80

# output goods
building_output_oil_add = 25 # x40 = 1000
}

level_scaled = {
building_employment_machinists_add = 300 # x1.5 = 450 laborer wages
building_employment_engineers_add = 100 # x3.0 = 300 laborer wages
}

This is mine for patent stills. Still testing.
misha_archmage  [author] 13 Dec, 2022 @ 2:46pm 
@Ateam-vv I partially made changes based on your suggestions.
1. More machinists for irrigation and less farmers. now need 2 engines. Output unchanged.
2. Changes for Ethanol PM. Shopkeepers swapped on clerks.
Both p.m. now using only 2/3 of their sugar production. Production of oil cut in half.
pm_ethanol_pot_stills
# input goods
building_output_sugar_add = -20 # x30 = -600
building_input_iron_add = 5 #barrels # x40 = -200
# output goods
building_output_oil_add = 10 # x40 = 400

Here i swapped tools on sulfur and steel on iron.
pm_ethanol_patent_stills
# input goods
building_output_sugar_add = -40 # x30 = -1200
building_input_iron_add = 5 # x40 = -200
building_input_sulfur_add = 5 # x50 = -250

# output goods
building_output_oil_add = 30 # x40 = 1800
[A-team]vv 13 Dec, 2022 @ 2:32pm 
What's more, I think the unlocking technology of pm ethanol pot stills could be baking_powder and pm ethanol patent stills could be conveyors in order to make it more realistic.
[A-team]vv 13 Dec, 2022 @ 1:53pm 
@misha_archmage
Steel and iron represents not catalyst it represents barrels for transportation.
If so, you can use glass as barrels for transportation, cause ethanol can't use iron drums to contain because of the corrosion.

First time I balanced chain "oil from sugar" by base price for goods in production chain.
What about limit the ethanol output from 30 to 10 for pm_ethanol_pot_stills and 75 to 25 for pm_ethanol_patent_stills?And I just forget about the 2 →1 thing which just blow my mind to balance it, it never told us sugar and oil are using the same unit anyway. I balance it by base price like you did. What I'm thinking is to limit the oil output from sugar plantation so the mod won't make the game too unbalance. That will make these two new methods needs to still make sugar when producing ethanol.
misha_archmage  [author] 13 Dec, 2022 @ 11:41am 
@Ateam-vv
@Sheik Jhalin Rabei
I plan to adding electric irrigation production chain for rubber in future.

First time I balanced chain "oil from sugar" by base price for goods in production chain.
1 level
sugar x30 = -900, iron 5x40 = -200 it costs -1100 and oil 30 x 40 (price) = 1200

Steel and iron represents not catalyst it represents barrels for transportation.
Shopkeepers are sale managers. Ok, I will change their on clerks for paper works and remove unnecessary engineers. Sugar is base product in production chain it cannot be removed.
I can cut oil output but it will make the plantation subsidized.

My idea for electric irrigation is not produce more goods, but produce efficient with less workplaces. I thought about adding engines but 5 is to costly. Maybe 2-3 engines and lesser workplaces
misha_archmage  [author] 13 Dec, 2022 @ 10:50am 
@Sheik Jhalin Rabei First about loc. Better do not touch any original game file and create new mod with additional localization. Thats prevent mod delete if mod updated.
DVD 13 Dec, 2022 @ 10:03am 
Do I need to change some yml file in the game's localizations or only in the mod folder? A, and I agree with the guy below, a good thing would also be production with corn, after all, the United States created a specific corn for alcohol production!
misha_archmage  [author] 13 Dec, 2022 @ 9:10am 
@Sheik Jhalin Rabei loc directory here
\SteamLibrary\steamapps\workshop\content\529340\2880255750\localization
folder name should be braz_por
and loc files should end _l_braz_por.yml
Victoria 3 loc folder is here
SteamLibrary\steamapps\common\Victoria 3\game\localization\braz_por
[A-team]vv 13 Dec, 2022 @ 9:04am 
3.Employment
Delete the shopkeepers employment since the workers don't need to sell their ethanol by shop.
Only add 100 engineers in patent_stills for profit.
Add 500 machinists same as vanilla automatic_irrigation_building_plantation since the production of these plants have been increased. The machines still need their operators.
4.Electric powered irrigation for rubber
Just like the other plantations, rubber now have electric powered irrigation too.
[A-team]vv 13 Dec, 2022 @ 9:04am 
1.Input
Delete sugar part. Sugar(£30) is too expensive to make ethanol by 2 →1.
Change steel input in pm_ethanol_patent_stills to sulfur because industrial ethanol production method was found by Michael Faraday in 1825 and he used sulphuric acid to do so.
Add 5 engines for every automatic_irrigation_electric_building
2.Output
Oil output 30→10;75→25, changing method for sugar plantation is still profitable but the oil production by sugar plantations have been decreased to 1/3.
Each output of automatic_irrigation_electric_building has increase 1/4.
[A-team]vv 13 Dec, 2022 @ 9:03am 
Thanks for your excellent work, this is a great mod and I really appreciate it.
But I'm wondering is it too overpowered for sugar plantations can produce this much oil?
Because theoretically 1 ton of sugar can only produce 0.568 m³ Ethanol absolute.[C6H12O6 --(catalyzer)--> 2CH3CH2OH + 2CO2↑] In the meantime the pm which use oil is so powerful in this game, too much oil production makes game too easy.
I've made some changes to balance it. I will test the changes and if you think the changes are feasible I can send you the changed files.