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https://www.transportfever2.com/wiki/doku.php?id=modding:modifiersfilters
You can also use this method to modify the initWeight parameter of your industries, based on the climate selected by the user.
Here you can see all the categories I want to implement regarding vehicle cargo: https://www.transportfever.net/index.php?thread/17311-introducing-demand-overhaul-mod/
I also already have all of the vehicles categorized in an excel spreadsheet (like everything else I worked on) but as I said I could never get it to work, the game kept crashing and crashing trying to find the names of each vehicle to apply the modifiers (and I hate how in lua apparently syntax changes easily, it just confuses me).
Now, of course the solution I want is to just have a file because it is more elegant (a script), but even without it other mods would still have to modify their codes to add the categories that represent the cargo groups of this mod; and the idea that right now it would be impossible to add other vehicles is false even if it is not the best solution.
And when it comes to modifiers, I've read that documentation so many times, truth is that it tells me very little, a lot of it is outdated and a lot of other things are missing.
instead of "if coal is there add this", it would have to be a series of
"if this and this and this and this is here, then: do this"
"elseif this and this and this and this is here, then: do this"
etc.
As some of you probably have experienced before: when one is struggling to do something one's brain shuts down in a way and it isn't until you relax a bit that ideas pop back and one even realizes that there was an easier solution one wasn't thinking of, so this might be beneficial.
that sounds great, I have time this week to work on the mod