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is hier noch wer?
die gebäude sind ja sackenteuer. 100M für ne ölqulle... dauert ja viel zu lang bis man das reinhat.
ohne geld (kostenlosmod) will ich aber auch nicht spielen,
kennt jemand eine möglichkeit um industrie kostenlos zu platzen?
Die durch die Mod gesetzten Industrien sind nur freigeschaltete aus dem Vanilla Game. Daran kanns also nicht liegen...
"cost = { price = X }" into the "metadata" section of an .mdl file of one of the industry models reflects this cost in game.
For example, I put "cost = { price = 1000000 }" into the main_building_small.mdl of the res\models\model\industry\food_processing_plant folder, and now to place the small food processing plant in-game costs 1 million + terrain costs.
Forests farms etc, I would leave them to their default locations on the map.
Tolle Mod, danke
industries =
{
{pos = { 9000, 9000 }, angle = math.rad(0.0), fileName = "industry/oil_well.con" },
{pos = { -9000, -9000 }, angle = math.rad(0.0), fileName = "industry/oil_well.con" },
}
But I have a question: If I place indsutries very close together (say a Forest and a Sawmill) with a train or truck station in the immediate vicinity, it seems the output production of the forest doenst (always) seems to work as input for the sawmill (even is there is enough demand and transport capacity for the logs and planks).
Am I missing something, or is the game mechanics not able to handle production well in such configurations. Should there e.g. always be a transport line from one industry to another?
for those with production stopping: if there is no consumption of an the end product of the line the bulk goods will also stop producing. that might be your problem