mod.io · Mod 6436664
Industries Auto Line
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Beschreibung
BETA: workers lines and cargo lines, to other industries and to towns, are ready to use.
Does your industry need workers? Build a bus line from a nearby town in one click, straight from the industry's window. And truck lines for its products and supplies, to and from the industries it trades with and the towns that want its goods, planned for the route. Then see the whole supply chain at a glance and fine-tune the lines you already have.
HOW TO USE
Open any industry. At the bottom of its Industry tab there is an "Industries Auto Line" card with two buttons:
- Bring them now!: builds a workers line right away, following the mod's suggestion (shown under the button). Once the line is there, the button becomes "Add N buses" and adds the buses still missing.
- Open Auto Line...: opens the planner, a window where you can check and change every part of a line before building it. Its Workers tab plans the bus line and its Cargo tab the truck lines; the Chain tab shows everything the industry trades, and the Lines tab the lines it already has.
THE SUGGESTION
- Town: the nearest town with a road to the industry.
- Stop: the town's bus stop that reaches the most homes. If no stop does, a new small road stop in the residential area.
- Buses: the fastest bus that a nearby depot sells (more seats breaks a tie), as many as the industry's workers booster needs on that road (with room to spare).
- Depot: the nearest road depot connected to the town that sells that bus.
THE PLANNER (Workers tab)
- Town: the 5 nearest towns. Towns with no road to the industry are marked.
- Stop: an existing bus stop or bus station, or a new stop in the town's residential, commercial or industrial area.
- Model: every bus on sale, with its picture, seats, speed, power, price and years on sale.
- How many: 1, 2, 3, 4, 6, 8, 10 or 20 buses. It starts at what the workers booster needs and tells you how many people the buses can bring in 2 years.
- Depot: the road depots within 5 km that are connected to the town and sell the chosen bus.
- Use all available terminals: the buses can use every bus terminal of a bus station and of the industry's station, not just one.
- At the bottom: the whole plan, its cost, your money and anything still missing. "Reset to suggestion" brings back the mod's choice.
CARGO LINES (the planner's Cargo tab)
- Cargo: what the industry makes (ship it out) and what it uses, boosters included (bring it in).
- To / From: the 5 nearest industries that take or make that cargo, and for a product also the 5 nearest towns whose commercial or industrial zone wants it right now (each town zone asks for its own goods, more as the town grows), with the real road distance and how much the town wants a year. The shortest road is suggested; places with no road are marked.
- Stop (for a town): one of its stops that takes cargo and reaches that zone's buildings, or a new small road stop on a street of that zone. Nothing gets demolished.
- Model: the trucks that carry that cargo and that a nearby depot sells, best first, each with how much it moves a year on this route and how long a round trip takes ("any cargo" or specialized is shown).
- How many: 1, 2, 4, 8, 16 or 32 trucks. The suggestion moves what the source makes now (or what it can make, if its stock is full because nothing takes it away), no more than the destination uses (or the town wants), and no more than the stations' terminals can load without a queue. It starts lean: you can add trucks later.
- Depot: the road depots within 5 km of either end with a road to the source.
- The line: the source loads only that cargo, the destination unloads it, and both use "Load if available", so trucks never wait for a full load and block the buses at the same station. If that line already runs, the button becomes "Add N trucks".
THE CHAIN TAB
- Everything the industry trades in one table: its workers, what it uses (boosters included) and what it makes, with how much a year and what waits in stock.
- A link that already has a line shows where it goes and how many vehicles run on it.
- A missing link says so and names who the planner would pick: the nearest industry by road that makes or takes the cargo, and for a product up to 3 towns that want it now and that no line reaches yet. Plan... opens that line in the Workers or Cargo tab, ready to build.
- At the bottom: how many links have a line.
THE LINES TAB
- Every line at the industry's station, workers and cargo: its vehicles, what it carried and earned last year, and its oldest vehicle (in orange once it's past its life). A model that isn't sold any more is marked.
- How many it should have: what the workers booster needs for buses, what there is to move for trucks.
- –1 sends the oldest vehicle to its depot, where it's sold on arrival (no cargo is lost). +1 buys one more of the same model at a depot nearby that sells it. "Set to N" goes to the suggested count.
WHAT GETS BUILT
- A bus line from the town stop to the industry's own station (every industry already has one, so nothing is built there), named after both, like "Springfield – Springfield Clay Pit workers".
- The buses, bought at the chosen depot and put on the line.
- No twin lines: if a workers line already runs between that stop and the industry, the new buses join it instead.
- A new stop only if you chose one: a small stop on an existing street. Nothing gets demolished.
Everything goes through the game's own commands: normal game prices, and the result is an ordinary line you can edit or delete like any other.
GOOD TO KNOW
- You need a road depot within 5 km of the town or the industry (for cargo: of either end). If there is none, the mod tells you. Maintenance buildings don't count: they don't sell vehicles.
- The window updates by itself every few seconds, so a depot or road you just built shows up without reopening it.
- Works in existing savegames and uses only base game content. If you remove the mod, the lines and buses it built stay.
This is a beta. Bug reports and ideas are very welcome in the comments!
CHANGELOG:
Revision 7 (beta)
- New Chain tab: everything the industry trades at a glance, what runs and what's missing, with a Plan... button for each missing link.
- New Lines tab: the lines the industry has, what they carry and earn, their oldest vehicle, and one vehicle more or less (or the suggested count).
Revision 6
- Fixed a game crash: maintenance buildings were offered as depots, and picked when they were the nearest, but they don't sell vehicles. Thanks RiffSphere!
- Bring them now! and the planner size the buses for the industry's workers booster instead of always 2. A line that runs already gets only the buses still missing.
Revision 5
- Cargo for towns: products go to the towns whose commercial or industrial zone wants them now, through one of their stops or a new stop in that zone.
- Dropdowns always show the chosen entry (the game kept showing old texts after switching cargo, town or tab).
- Fixed a window error when a line already existed but no vehicle was on sale.
Revision 4
- Cargo lines between industries, in the planner's new Cargo tab: ship the products out or bring the supplies in (boosters too), with the truck and the number of trucks suggested for the route.
Revision 3
- Pressing the button again no longer builds a second, identical line: the new buses join the workers line that's already there ("Add 2 buses").
Revision 2
- Only offers buses that the chosen depot really sells, like the game's vehicle store (fixes a possible crash with some bus mods).
- Shorter window title, no more cut texts.
- A log line for each build step, to help with bug reports.
Revision 1
- First release: workers bus lines with "Bring them now!" and the planner window.
Bilder
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