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  • hundreAd1800
    Original poster 326 posts

    At 250% productivity still only 1 cart, this often results in insufficient dung
    conflate with (e.g.) fur dealer at 385% which has spawned 4 carts
    you seem to need to define the fertiliser works using the regular template used for other factories (i suppose you had some reason not to, but now you need to fix the resultant downsides)


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    Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.

  • Ubi-LadyBlue
    Ubisoft Support Staff 828 posts

    Hello there @hundreAd1800,

    I totally understand how getting hung up due to having only the one cart to work with could be absolutely frustrating. I'm really sorry for that.

    That being said, I did get this passed along to the teams for them to look into. Let me know if you have any other questions or if there's anything else I can help with in the meantime though.

    Official Response
  • Asterix201252
    591 posts

    @hundreAd1800
    In update 14.1, they reduced the production timer from 5min to 30sec (a factor of 10), and increased internal storage from 1 to 5. It looks like they should have increased the number of carts as well

  • Ubi-Milky
    Ubisoft Support Staff 4158 posts

    Thank you for noting this detail Asterix201252 and additional change to the game in the 14.1 update. We will do our best to update the thread hundreAd1800 once our Anno team have gotten back to us and let us know if this is working as intended or not, thank you.

    Official Response
  • hundreAd1800
    Original poster 326 posts

    @Ubi-Milky
    i thought the <Template> was the problem so i modded it to Mall (which has input+output+buff), and now it can even use electricity... but STILL only a single cart at 350% productivity
    maybe the problem is somewhere in the game logic rather than the xml?
    (it's not because it's a hacienda building, i've electrified a hacienda distillery, which promply got multiple carts -- 3 at 250%, as expected per normal game behavior)




    EDIT:
    setting <TransporterCountMax> under <LogisticNode> will result in more carts
    however the downside is that the number is fixed (the max is apparently also MIN) and not variable as per normal game rules (every +100% productivity = +1 cart)
    i cannot find anywhere in the xml that restricts the max to 1, it has <LogisticNode />, so no idea how/why this is caused

  • Ubi-Chiral
    Ubisoft Support Staff 382 posts

    @hundreAd1800

    Thanks for reaching back out! The team confirmed that this is working as intended as all production buildings in the New World have only 1 cart. If you have any further questions about this, please let us know!

    Official Response
  • hundreAd1800
    Original poster 326 posts

    @Ubi-Chiral

    team confirmed that this is working as intended as all production buildings in the New World have only 1 cart

    your team are either playing another game or else smoking way too much nw herbs! (not quite sure how many carts their herb garden got...)
    no wonder there is a new icon_bonusgood_cigarettes:

    </sarcasm>

    seriously now:
    as per game rules, +100% productivity gives +1 cart (ScaleMaxTransportersWithMaxProductivity)
    this of course applies to the new world
    the hacienda fertilizer works is the EXCEPTION

    here is the HACIENDA rum distillery happily using multiple carts:


    and here are some other new world buildings, also using multiple carts:



    and dlc12 new buildings, also with multiple carts:
    undefined


    i realize that in propertiespc.xml there is

           <LogisticNode>
             <TransporterCountMax>1</TransporterCountMax>

    however everything ELSE blithely ignores that (never managed to find out where this is overridden but nm)
    (the above applies to buildings in all regions, not only nw)

    and indeed, giving the poor fertilizer works

    <TransporterCountMax>4</TransporterCountMax>

    fixes this problem, cart usage will scale with productivity as normal (max 250% with 3 +50% items, or 350% if you ever deign for it to use electricity, so 4 carts)

    EDIT:
    just for reference, here are the buildings that have <TransporterCountMax>1</TransporterCountMax>:

    //Values[LogisticNode/TransporterCountMax=1]/Standard/Name/text()

    heater_arctic
    electricity_03 (Gas Power Plant)
    electricity_04 Fuel Power

    for whatever reason, electricity_02 (Oil Power Plant) does NOT have this limitation

  • Ubi-Thrupney
    Ubisoft Support Staff 3446 posts

    Heya @hundreAd1800 , thanks for this write-up. As you may know from my other posts, I've not played this far through Anno 1800 yet, so I'm not in a position to fully understand the situation. So, I've just gone ahead and passed everything you've said across to our team verbatim, and we'll report back once we've got more information from our team on what the situation is. Thanks for your patience in the meantime.

    Official Response

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