I thought this was meant to be a transport simulator, not a supply/demand logistics simulator. The industries are meant to place their orders, and you just have to deal with the shipping, not also manage their entire supply chain including how much to send them.
Okay, this seems to be where the real trouble starts. As I said before, I like that supply/demand logistics aspect. If you want to get rid of it, you want to get rid of a part of the game I like.
You say it's because Simutrans is not a logistics simulator, I was curious and looked up that term. Interestingly, there is a "Warehouse and Logistics Simulator", which is pretty much about forklift driving. Thus, I agree that Simutrans is not a logistics simulator.
However, it's not a construction simulator either, yet you can build stuff. I'd suggest not to rely on those terms too much when it comes to which features should or shouldn't be in a game.
I think if it was a straight transportation simulation, the whole system of supply and demand would not need to exist. Actually, you'd have to assume that the goods get to their goal anyway, even if you don't do anything. If there was no other option, clearly the companies would just use their own vehicles before they all get bankrupt for not selling or not even producing anything at all, so your job is to deliver the goods cheaper then they could themselves.
I stop here, since you know where this is going. Somewhere where it's not Simutrans anymore, maybe a more OTTD-like direction. But don't worry, I don't want Simutrans to be like that. I want it to be more then a transportation simulation, it should have supply&demand. But, you know, since we hold a transportation monopoly anyway and no industry could even exist without us, since we are pretty much controling the world, why would it be far fetched to assume that industry would want us to do the logistics stuff as well as the transportation stuff, solely concentrating on producing their goods?
Also, with everything Simutrans has gone through over the years, I'm not sure if anything is farfetched for the future. While right now it's a transportation simulation, it's almost like you'd just need to add buttons which build new factories, the connect-factories button in a normel toolbar and a pakset that is balanced accordingly to get something like an Industry Giant clone. Or add some citizen demands to create a citybuilding game. You could add a polution map and give all objects you build some kind of pollution generation/absorbence, and you have an environment simulator. This is not what Simutrans was intended to be, but I think it's well possible. Nothing the core developers would work on, though
This is what the suggestion addresses. Now the goods will remain in the factory storage with only as much leaving it as the consumer requires.
I guess I was not thinking it through. The moment the factory tries to put it's goods in the freightyard is the moment they get a destination. Which means even if you wanted to turn off the message in these freightyards, you'd need to tamper with distribution and demand anyway. Upon realizing this, It's easier to understand why my idea to "just do that" is a bit stupid.
Standard is meant to be easy to use and not have many complicated game mechanics. If you want complicated you should try experimental
Really? I mean, I know that Experimental does have more complicated mechanics, but does this really mean Standard can't get any and needs to be simplified? I always was under the impression that Experimental was a fork meant to include stuff that was not deemed suitable for Standard, mostly due to performance issues. Which would mean that the way Standard works wouldn't be dependant on Experimental (except for interchanging parts of code if it fits both).
"complicated game mechanics" is by the way not the same as complex. For example, "Go" has really simple game mechanics, yet is more complex then chess, which has far more rules *caugh* I mean, game mechanics.
It would be sad if something can't be in Standard "because Experimental has it, go to Experimental if you want it" (if there is another reason why it isn't in Standard, it's a different story.)
Also, isn't OTTD already the easy version of Simutrans? (all this does not belong in this thread though... so, if anyone feels like answering, just PM me, I don't bite)
I understand it is important to you which is why I am trying to implement it around the existing code for now. It could be given a new name like "Just in Time v2".
That's pretty much what I wanted, even though I don't like the "for now". *gg*