![]() ![]() It now shows statistics about the file and how far along it is while extracting.īeta 4: It applies the "_filedates" to the files (modified date) and deletes the _filedates file because it is now irrelevant. It will simply create it.ġ.0.1: Added bug fixes for abnormal files in Game.hpk.ġ.0.0: Fixed a bug with the time stamps when archiving and also added support for Tropico 4 (experimental).īeta 7: Fixed a bug in the archival code.īeta 6: Archive feature is now functional, it automatically saves/loads settings, and many other tweaks.īeta 5: Overhauled the GUI. This mod aims to make all the buildings consistent in terms of how they model absenteeism and material shortages, by addressing one of the two buildings that isn’t consistent with all others.1.1.0: Significant rewrite of code to add support for LZ4.ġ.0.14: Archiving would have problems when the deflated size equals chunk size (usually 32768 bytes).ġ.0.13: Fixed issue with small files giving inaccurate message/doing stupid things, no longer crashes when encountering a file with no data, and displays message when processing file dates.ġ.0.12: Fixed 1333 out of 1334 errors in Tropico 4: Modern Times' Expansion.hpkġ.0.11: Writes data to output that doesn't inflate (fix for DLC).ġ.0.10: Separated Tropico 5 game option which disables "Compress It" when checked because the game doesn't support it.ġ.0.8: Cleaned up file system code (part of FragmentedFile now) and renamed a lot of variables to more accurately reflect what it represents.ġ.0.7: Catches some files that lie about being compressed and dumps the headerless contents.ġ.0.6: No longer creates a temporary file for fragmented files and handles all files as fragmented files.ġ.0.5: Removed a temp file and cleaned up code relating to all of the temp files (three of them now).ġ.0.4: Now handles fragmented files properly.ġ.0.3: Tons of bug fixes including the ability to decompress/extract challenges and ShaderCache.hpk.ġ.0.2: No longer crashes if the output directory doesn't exist. So maybe the game is trying to model that with the concrete and asphalt plants, but if so, that’s an inconsistent approach. Having said all of that, in real life, of course, Soviet states did have serious issues with absenteeism and material shortages, including hoarding. Worse still, since the USSR had the goal of full employment, if you try to replicate that in the game, it’s quite likely that there will occassionally be labour shortages at specific enterprises, and factories with only 5 employee slots are quite likely to have no workers at all on occassion, even with a well-designed transit system. Of course the player has some control over this process, but it isn’t enough to accurately model how employment worked in Soviet states. Factories don’t have lists of employees who are expected to arrive at designated times, thereby ensuring the plants are always staffed – instead, workers start each day without a job, and essentially walk or commute until they find one. Sure, I know this isn’t realistic, but here’s why I’m doing it anyway: because the way the game manages workers and shifts is unrealistic. NOTE: If you like this, you will probably also like my other mod, which does the same thing but to the asphalt plant: ![]() Concrete plant with a much larger (100t vs 0.5t) output buffer (output storage).
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