Many small changes to production and delivery. Also change several representations like production overview to be more useful.
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- Drastically enforce the following delivery priorities: habitats > factories > construction sites > spaceship factory > research > terraforming > storehouses
- Factories show storage capacity of their consumables/producibles. Consumables are highlighted when insufficient. Delivery mode icon removed, its tooltip moved to resource tooltip.
- Buildings and construction sites with 3-lane roads draw cars much faster, mostly relevant for large storehouse and spaceship factory (this may jam your streets if applied to an ill prepared save game)
- Show consumption of resources even when no producers are built yet (and remove the -1 display bug sometimes present)
- Show resource even if its worker assignment slider won't affect it (mostly relevant for carbon production of atmospheric processor)
- In district mode, only show resources relevant to the selected district instead of all resources available in the game
- In district mode, additionally show total production of all districts exporting to the selected one (mostly useful in n:1 setting)
- In district mode, additionally show total consumption of all districts that the selected one exports to (mostly useful in 1:n setting)
- Show consumption of industrial robots and high tech tools
- Consumption numbers factor in Recycling Centers
- Consumption numbers will not consider ingredients of spaceship parts that are already delivered
- Number of jobs considers resource prioritization (assigning less workers to a resource will make this number smaller accordingly)
- Traffic efficiency number turns yellow/red much earlier if traffic is not good (90%/75% respectively)
- Clicking on power numbers allows swapping the numbers (this setting is stored in your save game)
Version 1.1
Spaceship parts consisting of more than 1 part will trigger consumption at start correctly. Not relevant for vanilla IS but for other mods.
Even if outgoing storage is full, start production and then halt at 100% (restore behavior of vanilla IS).
When progress is at 100% and output is full, then the building will wait until at least 1 of its producables can be produced without wasting a single unit.
Refines some aspects about the production and goods delivery system in IS: - Resources are removed from incoming storage at the start of production cycle - Production progress will halt at 100% until outgoing storage has space for at least 1 of the consumables being produced - Drastically enforce the following delivery priorities: habitats > factories > construction sites > spaceship factory > research > terraforming > storehouses - Resource shortage warning has no 10s grace period anymore and is issue instantly instead (factories, power plants and habitats) - Factories show storage capacity of their consumables/producibles. Consumables are highlighted when insufficient. Delivery mode icon removed, its tooltip moved to resource tooltip. - Buildings and construction sites with 3-lane roads draw cars much faster, mostly relevant for large storehouse and spaceship factory (this may jam your streets if applied to an ill prepared save game)
The production overview panel has several improvements: - Show consumption of resources even when no producers are built yet (and remove the -1 display bug sometimes present) - Show resource even if its worker assignment slider won't affect it (mostly relevant for carbon production of atmospheric processor) - In district mode, only show resources relevant to the selected district instead of all resources available in the game - In district mode, additionally show total production of all districts exporting to the selected one (mostly useful in n:1 setting) - In district mode, additionally show total consumption of all districts that the selected one exports to (mostly useful in 1:n setting) - Made window a little wider to account for the increased space required to display imports and exports - Show consumption of industrial robots and high tech tools - Consumption numbers factor in Recycling Centers - Consumption numbers will not consider ingredients of spaceship parts that are already delivered - Production numbers turn yellow with even tighter margin (2% -> 0.5%)
The city info panel (top right corner of the screen) has the following changes: - Number of jobs considers resource prioritization (assigning less workers to a resource will make this number smaller accordingly) - Traffic efficiency number turns yellow/red much earlier if traffic is not good (90%/75% respectively) - Clicking on power numbers allows swapping the numbers (this setting is stored in your save game) - Use mono space font to avoid jittering of numbers and icons