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https://www.transportfever2.com/wiki/doku.php?id=modding:baseconfig
- spawnProbabilityExponent: Indeed it is a non linear function for the spawn propability and this property is the exponent.
- closureProbability: It is a non-unit factor in the calculation of the closure propability.
The industry closure starting 10 (calendar speed 1) years after game start is a side effect of the rule that an industry is considered as abandoned when there was no interaction for the last 10 years. If the game has just started, the difference is smaller than 10 years. Consider it as some kind of spawn protection :D
Wow, thanks. I forgot to check for wiki. Good job keeping the docs updated, it's very useful for modders!
However, it seems this feature is implemented completely in-engine and there's no way to interact with it from scripts as far as I can see. So I can't check for industry "closure progress" nor initiate or stop closure manually (maybe game.interface.upgradeConstruction will stop it?).
I'm thinking about implementing an alternative closure/spawn system as a mod, and having ability to reuse some parts of base system would help. Such as displaying progress bar above industries, showing warning in Industry Statistics window and Industry window and connecting industries (there is a "connectTownsAndIndustries" command but I'm not sure it can connect individual industries, need to test).
It's not a deal breaker though, as long as I can completely disable this mechanic and replace with a scripted one.
Can I kindly ask to take a look at this thread: https://steamhost.cn/steamcommunity_com/groups/transportfever2_mac_vulkan/discussions/2/3266807987611732916/
One of the most important things missing from modding API is the ability to override ticket price calculation. I see many veteran players talk about it when discussing economy modding.
In the perfect world, I would liked to see modding API being expanded to allow to modify as much as possible during the game, including resources (api.res.***) data, entity component data, etc. But I understand it's a lot of extra work. But there are some small things than can open big possibilities for modding. Ticket prices, I believe, is one of such things. Another is allowing to override industries shipping amounts. This would open road to AI competition and station rating system similar to Transport Tycoon series.
- If you disable industry spawning and set closureProbability high enough, at some point you WILL end up with no industries on the map! (except player-owned)
- Industry spawn takes into account which industries are already on the map. So if you place enough forests (for example) then additional forests will never spawn. There seems to be some kind of algorithm that calculates relative % of every type of industry that has to be present on the map. All types of industries spawn with this target percentage in mind. The total target number of industries is based on target density per sq. km as specified in game config.