A Farming Simulator mod that increase production chains efficiency
- Production chains now have levels that you can increase.
- Upgrading a factory will cost you slightly more each level than buying a new building.
- Upgrading cost is vastly compensated by the gain in production speed.
- More production speed means more storage space.
- Because you don't have to build a new facility, you save on production costs.
- Factory value is increased when upgrading, so you can claim your investment back when selling a facility.
A newly placed production will be at level 1 and will have the same price, speed and active costs than the default production. The maximum level a production can have is by default set to 10.
Upgrading a facility will cost you and the upgrade price is dependent of the facility default buying price.
The upgrade price increase by 10% of the default buying price each level and is implemented as follow:
buying_price + buying_price * 0.1 * level
.
Upgrading your facility will increase it's total value. That meens when selling you can get, up to 50% of your investisment back (on base game and depending on how old the factory is).
The gain in production speed is calculated by multiplying base cycles per month value by the level.
An additional bonus of 15% of the base cycles is applyed each level.
The formula to calculate production speed at a given level is base_cycles * level + base_cycles * 0.15 * (level - 1)
.
base_cycles
being the default cycles for a production (or one at level 1 when mod is install)
Following the same principle, the running cost of a production is increase when upgrading and you get a discount.
The running cost at a given level is calculated be the following formula base_cost * level - base_cost * 0.1 * (lvl - 1)
.
Storage capacity is function of the base capacity and the level too and is simply base_capacity * level
Here is a table to show what the above meens:
Level | Upgrade Price | Total Value | Cycles / month | Costs / month | Capacity |
---|---|---|---|---|---|
1 | 10 000 | 10 000 | 120 | 10 | 25 000 |
2 | 11 000 | 21 000 | 258 (+18) | 19 (-1) | 50 000 |
3 | 12 000 | 33 000 | 396 (+36) | 28 (-2) | 75 000 |
4 | 13 000 | 46 000 | 534 (+54) | 37 (-3) | 100 000 |
5 | 14 000 | 60 000 | 672 (+72) | 46 (-4) | 125 000 |
If we summurize, upgrading a factory to the level 5 will cost you 14k, for a total value of 60k. It will produce 672 goods per month (from which 72 are gain as a level 5 bonus), cost you 46 (instead of 50 for 5 base game productions) and have 125k storage capacity (so 5 the default one).
With this system factories can reach insane production speeds which is too cheaty and unrealistic. That's why we decided to implement a maximum level feature, by default productions can't go beyound the level 10. But in some cases you might want to go past this limitation.
ufMaxLevel <new_max_level>
console command allow you to do that, <new_max_level>
being the new maximum level the productions will now reach.
But be carefull, if you have factories level 15 and you set new_max_level to 10, they will be downgraded to level 10 and no money will be refound.
For performance reason you wont be able to set <new_max_level>
under 1 over over 99.
Note that the max level is saved in upgradableFactories.xml
file locate in your savegame folder, editing this file is an other way to set the maximum reachable level.