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One suggestion: I only use it for setting cargo needs, but there's all those sliders and stuff at the top of the tab panel. Could an "Advanced..." button be added to toggle visibility of those settings; when "hidden" only the Cargo needs section would be displayed.
is it same for industry ?
how can configure a industry added by sandbox ?
thank you
first of all many thanks for this mod, it's part of every map I play.
Setting the "Industrial and commercial capacity factor (ie demand)" to the lowest (---) only cuts demand by maybe 30%
Is there a way to reduce it even further by editing the script-files?
under the "Tuning" tab, when I hover over the cargo needs, can you show the name of the cargo?
So, when I hover over the "Fuel" icon, the name "Fuel" pops up as a tooltip?
Would be very helpfull. I'm using the Endless Industries mod.
As a bonus, you get switches to control the AI:
- avoid new skyscrapers (new buildings only),
- set the eras for town building styles (new buildings only),
- build roads with non-square corners (new roads only),
- develop towns more frequently,
- limit the geometry settings to increase performance,
- alter the chance that sims seek new destinations.
- materials delivered to residential areas do not affect population growth (which was expected)
- towns tuned down to 20-30 ind/com do not grow well regardless of factors that were satisfied
- if I select more than one material to be demanded, buildings require all the selected good types at the same time and not one or the other
- town growth does not cause new materials too be demanded, only the ones hand-picked by me
Are those effects intentional? Can they be changed?
Also, I tried to use your mod with Advanced Town Builder (people here claimed they work well together) as well as without it. The only remotely related mod I was using is Urbanization.