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I am not sure if its a similar scenerio for you but it helped me.
I have noticed in my games the correllation between consumption and production are slighty off but i just ignored it as i thought it was because i was doing shipping and train deliveries with a slower frequency. But it seem you are using road freight with i assume a higher frequency, so i am not sure, but i also confirm the same issue ( if it is one)
Anyway, I see that the general setup works, but that the numbers between production and supply within an industrial plant do not add up perfectly. As I remember, this issue has been reported also by others, without using the Senseless mod. The inner working of factories seem not to work at 100% efficiency. Was this implemented by the developers, or is it a side-effect of their algorithm (clipping of individual capacities), I do not know. But the loss of production is not something I can fix.
Anyway, I will do these test also, but again, Jiburiruu, big thanks for doing these tests, and sharing it with us,
The industry with multiple inputs is coded like this :
rule = { input = { { 1,0},{ 0,1 } }, output = { COMMERCIAL_GOODS = 1 }, capacity = 200 }
for example. So, my guess is that maybe it can't handle "input = { 1,1}" ? Maybe you need to write an extra rule for "input = {1,1}" or "input = {1,1,1}".
Like:
rule = { input = { 1,1 }, output = { COMMERCIAL_GOODS = 2 }, capacity = 200 }
So it's stated that an input of both inputs should result in an output of 2?
Maybe it should calculate this correctly with the code allready written but it does not; again as I reminder, I have not good knowledge of this stuff. I'm just guessing what could help and theorycraft for solutions or ideas that might help.
I think i know now what exactly is happening in this industry:
It knows it has 3 possible inputs and one output. If there is only one input the equasion is simple and works. If there is, however a second or third input things get messy, because the industry doesn't compute different inputs simulteniously. It seems to prioritice the biggest input and uses all units of this kind and goes to the next one, which would be fine BUT the consumption keeps going on for the input which is not processed at the time. While it's processing grain to food, meat gets consumed without contributing to production, causing the desync of consumption and production values.
there is the "industryutil.lua" file (path: C:\Program Files (x86)\Steam\steamapps\common\Transport Fever 2\res\scripts), there i think it's stated how input of industry works :
local inputRule = (params.input or (inpEnabled and stockListConfig and stockListConfig.rule.input)) or { {} }
Maybe, if something from there is denying the correct processing of multiple inputs, maybe it can be altered threw the mod in order to make it work?
I will let you know about my test results. But for the moment I'm struggling with the programming to detect workers at industrial plants during game play time...
coal and ore gets combined to one output --> 1+1=1
but the problem is that --> 1 or 1 or 1 = 1 ; is not working, or it's working but the system does not use this equation as intended.
if you would code the food processing plant like this : 1 meat+1milk+1grain= 3 food, i bet my ass it would work out just fine. but that would mean you have to suply every food industry with all foodsources, killing diversity and freedom.
at the moment you have the choice of either, only supply one food processing plant with only one possible input, or mix the input and suffer great loss of efficiency, roughly 200 units of food gets lost in the process.
key would be to write a code that teaches the industry to either mix the input in a flexible way, like switching from 1 input = 1 output, too 2 input = 2 output as soon as there are two different sorts of input in the cargobay, use this up and switch back to 1 input = 1 output; or teach it to wait with the processing of the second input which isn't used, like this--> use upp all grain, if no grain in stock use up all meat and so on.