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Me for example is playing in the moment a big map. For many decades it works properly, but when the cities became bigger and bigger, I really had (and still have) problems managing the transport via street, so that most of the lines on the street generate more debts than income and in the end I hadn't enough money for creating anything. Conclusionally I had to use the cheat for generate money, so I could (and still can, I didn't reach the end of modifying the street network) improve my street, e.g. the highway with the mod for four lanes e.g., so that the traffic becomes more adjustable.
Dropping cargo at the station that should consume it fully will do that, buy it will not magically appear in the city cargo list, because it takes time to be transferred from the station to the buildings in the catchment area. I thought it was a bug, but I think that's how game functions.
I've noticed the same, after few years all the towns are grown to the same number. Have you shared/committed somewhere these changes you explained, or do I have to do it manually ?
Thanks for the help.
The RNG is seeded with the current time (in seconds) for each town, but the towns are all generated in the same second so... same values.
-- I observed math.random always returning the same numbers, therefore
-- we forcefully reseed the random generator
math.randomseed(os.time())
Moving the to the init() function fixes the problem.
In addition: after playing around with values in spreadsheet I realized it's growing **very exponentially** in late game (because game also further applies multipliers based on transport & supply).
So I added one extra step in the calculation to average the calculated result with original, f.e.: residentialCapacity = (residentialCapacity + initialCapacity) / 2;
This makes city growth a bit more linear, with little difference to the mod's formula in the early game, a bit by 2000, and a big difference (about 1/2 size) on very late game.
A little too fast though, how can i reduce growth? By about 15% would be enough
Judging by the update's release notes, it appears that the new sliders only affect the percentage modifiers, while this mod adjusts the base values, which are then further adjusted with the percentage modifiers. If this assumption is correct, then the mod should work just as before and can now even be tweaked with the new sliders.
And the mod was already working with other mods that added extra cargo demand to towns, so it should work just fine with the new option for having more than 2 goods. If you are technically inclined you can see that in the source code I just loop over all cargo types the town accepts and sum them up to calculate total supply. Therefore any number of cargo types per town is supported.
1. Is this mod still useful?
2. Does it even still work?
3. How does it work with towns now having more then 2 goods?
4. Is there anything else that I have not thought to ask, that the spring update may have effected?
Thanks, all works great with No emissions mode.