Difference between revisions of "ECS Vectors General Information"
Line 14: | Line 14: | ||
==Production== |
==Production== |
||
− | ECS industries use production callbacks that happen every 256 ticks |
+ | ECS industries use production callbacks that happen every 256 ticks. This means cargo processing and producing happens by timer, not when cargo arrives. Accepted cargo is stored and is waiting to be processed. |
− | |||
− | to write: what does it mean? |
||
− | |||
− | ECS industries do not use production callbacks that happen when a cargo arrives at an industry. That means it stores the delivered cargo. |
||
==Production level== |
==Production level== |
||
+ | ECS industries use production levels. This means that amounts of cargo processed and produced depend on the level. Than higher production level is, than higher production industry has and than more cargo it can process. There are several production level schemas available: |
||
− | ECS industries use production levels |
||
+ | * Basic (logarithmic) schema with six production levels (Very low, Low, Normal, High, Very high, Ultimate). |
||
− | |||
+ | * Lineal schema with 124 production levels from 4 to 128, represented in % from 3% to 100%. |
||
− | to write: what does it mean? |
||
+ | * Irregular, where amounts of production is defined with number of lines, being switched on. |
||
==Stockpile== |
==Stockpile== |
||
− | ECS industries |
+ | ECS industries have stockpiles, which are limited in size. It is a limit for the amount of cargo waiting to be processed. If stockpile is in overflow, cargo accepting stops. This means the Player should control amount of cargo delivered (he can't deliver all the cargo to the single industry). |
− | |||
− | to write: what does it mean? (Industry does not always accept cargo. Player should control amount of cargo delivered) |
||
− | |||
− | The value in the table specifies when the industry should stop accepting cargo. |
||
==Advanced closure mechanism== |
==Advanced closure mechanism== |
||
Line 40: | Line 33: | ||
==General behaviour change parameter== |
==General behaviour change parameter== |
||
− | bit 0 - Unlimited store place |
+ | bit 0 (value 1) - Unlimited store place. Stockpile size is 64K, industry always accepts cargoes. |
+ | |||
+ | bit 1 (value 2) - Endless mines. Amount of material harvested is always 0. The mine can never be exhausted. |
||
⚫ | |||
− | bit 1 - Endless mines (0 tonnes harvested) |
||
+ | bit 3 (value 8) - No closure of serviced industries. Industry will never close if one of the following is true: |
||
⚫ | |||
+ | *transportation level is at least 1% |
||
+ | *any cargo is waiting on 1-st day of the month) |
||
+ | *the industry is build by the player. |
||
+ | To apply several effects values should be summarised. For example, if a player would like to have endless mines and keep all the mines on the map, he should put value of 6 = 2 (endless mines) + 4 (no mine closure). |
||
− | bit 3 - No closure of serviced industries (transportation level at least 1% or any cargo waiting on 1-st day of the month) and player's industries |
Revision as of 09:51, 15 July 2008
ECS Vectors General Information
ECS Vectors General Information
Cargoes replacement
With ECS Vectors the player will see some basic TTDX cargoes replaced and many new ones added. These changes vary according to vector. Furthermore, each cargo is associated with a specific vector and a cargo will only be available if the vector generating it is loaded.
Industry replacement
With ECS Vectors the player will see some basic TTDX industries replaced and many new ones added. These changes vary according to vector. Furthermore, each industry is associated with a specific vector and an industry will only be available if the vector generating it is loaded.
Production
ECS industries use production callbacks that happen every 256 ticks. This means cargo processing and producing happens by timer, not when cargo arrives. Accepted cargo is stored and is waiting to be processed.
Production level
ECS industries use production levels. This means that amounts of cargo processed and produced depend on the level. Than higher production level is, than higher production industry has and than more cargo it can process. There are several production level schemas available:
- Basic (logarithmic) schema with six production levels (Very low, Low, Normal, High, Very high, Ultimate).
- Lineal schema with 124 production levels from 4 to 128, represented in % from 3% to 100%.
- Irregular, where amounts of production is defined with number of lines, being switched on.
Stockpile
ECS industries have stockpiles, which are limited in size. It is a limit for the amount of cargo waiting to be processed. If stockpile is in overflow, cargo accepting stops. This means the Player should control amount of cargo delivered (he can't deliver all the cargo to the single industry).
Advanced closure mechanism
This feature allows the player to control industries' closure. Instead of default unpredictable closure, the industry "plans" the closure. It reports that it plans to close in 24 months with news message and starts the countdown. 12 months later it reminds again with news message. If the counter goes to 1, industry closes.
General behaviour change parameter
bit 0 (value 1) - Unlimited store place. Stockpile size is 64K, industry always accepts cargoes.
bit 1 (value 2) - Endless mines. Amount of material harvested is always 0. The mine can never be exhausted.
bit 2 (value 4) - No mine closure. The mine should never close unless it is exhausted.
bit 3 (value 8) - No closure of serviced industries. Industry will never close if one of the following is true:
- transportation level is at least 1%
- any cargo is waiting on 1-st day of the month)
- the industry is build by the player.
To apply several effects values should be summarised. For example, if a player would like to have endless mines and keep all the mines on the map, he should put value of 6 = 2 (endless mines) + 4 (no mine closure).