Hi. I brought a new patch from Jalápagos. (´・ω・`)日の出牧場からお届け物よー
Overview I have been thought that it is not easy to grasp the issue that occurring in the industrial chain so far.
Therefore I added information and tried improving it.
I think that it is highly effective to visually display it, but I think that it is better to wait for integration from Standard for large modification of GUI.
Also, they will be greatly affected when changing the city growth system.
Therefore, I aimed for easy renovation at present. However, there is a part that changed code to display necessary information. Please check this point carefully.
In details:(1a) Factory information dialog:
- Status bar I moved the status bar under the view window to the upper
right left of the dialog.
It is similar to the station information window, thus the player will soon understand this.
(I guess that duplicate boost icons will be tidy up when incorporating from standard. Hence, I have not changed it this time.)
- Status color extension: It is judged by checking the existence / nonexistence of connection, operating status, stock quantity of input for each sector, inventory quantity of output.
Change the status color as follows:
typ: 1=Primary sector 2=Secondary sector 3=Tertiary sector
A level is set for the alert, and an icon corresponding to it is displayed.
The numbers are for sorting on the Industry list. When the sort mode is status, they are sorted in order of good or bad status.
staff_shortage is warned only at the staffing bar and the status bar's orchid colored frame.
It is necessary to prepare short translated text to be displayed there.
0 to 4 do not display alert messages. These are not so problematic.
As I am not an English speaker, text advice will help.
- Factory inactive judgment strictly Since extended has different range of freight and other station attributes, I changed it to make a judgment based on whether or not it is connected to the freight station.
Until now it was judged as active even if it was connected with a passenger only station.
The relationship with the player's workflow is as follows.
Since industries are not connected at the beginning, you can see that all industries except marine resources are displayed in gray.

First of all, the player creates a connection between the industry and the station. When the station is installed and connected, the primary industry will be dark green, otherwise the yellow will be.
Dark green means that it is full of materials, yellow means that the material is empty.
The player aims to become green by connecting these. If it keeps going smoothly it will keep green, but when it stops flowing it turns into a color warning it.
Dark color means that you have to bring out more. Deep blue, dark green, and dark brown.
Yellow means that it does not have enough materials and goods, then it is recommended that you bring it to there.
Red and orange means that the storage is full and transportation trouble is occurring.
- Staffing indicator bar The bar under the Around view window has been changed to an indicator showing the stuffing fulfillment rate.
This image shows how the staff fulfillment rate gradually declines.

The zone where the productivity decreases is represented by yellow.

Although this is a function existing from the original, the player can set different borders depending on the setting, rural industry, consumer industry, and others in simuconf.tab.
The default is 0, 66, 80. I made it visible visually.
When it falls below the border, the color of the bar changes to orchid. In this state it means that productivity is decreasing. What is different from the previous one is you can see to what extent productivity is declining nearly.
- Separate staff shortage status At present, I thought that priority was given to the "staff shortage", therefore other issues held by industrial buildings were easily hidden.
Although I could not think of a good icon design, since we already used icons for boost display, I thought it will be a problem to display bad status together. Therefore I added a orchid frame to the status bar.
I should hear thoughts from everyone about how easy this is to be understood.
- Displays Mail demand value Most industrial buildings have their own Mail Demand, but it was not displayed so far.
This display is the same as the city building information window, but please note that there is another demand to be used for boost. The value can be confirmed only on the chart.
- Displays some alert status Instead of displaying staff shortage so far, it will display some alert status.

Yes, this matches the color of the current status, but banana color is hard to read... (´・ω・`)
Is it all black or icon color better?
(1b) Factory chart: Since the flow of passengers in the Extend is bi-directional, the arrival and departure of the factory which can not be the starting point shows similar data. That is, arriving passengers will surely return after they have finished their stay. There is a deviation due to time lag there, but the total number is the same.
Therefore it is not very meaningful to display both data.
So I did consolidate data to display. As a result, all events are aligned in rows and items in columns.
Note: The function and numerical value of boost currently contend with the function of standard and it is strange, but I guess they may be modified by newly city growth system.
- Chart coloring changed Along with consolidation of items, I changed the color based on the electricity icon and chart of city info window.
- Chart label name of "Passengers" changed to "Commuters" and "Jobs" It originally counted only commuters and added a new item "Consumer" and accordingly I changed it to clarify the distinction.
- Added a consumer arrival record in factory chart This counts only passenger that visited for consumption, not visiting or commuting.
This chart button is displayed only in end consumer industry.
(2) Industry list- Added sort based on sector
Internally it is distinguished in this way and sort list by this order.
0 | marine resource |
1 | resource |
2 | resource_city |
3 | manufacturing |
4 | end_consumer |
5 | power_plant(electricity_producer) |
Note: Currently, there is no function to display sector information.
- Fix jump button position Adjust the position of the arrow button. Currently it overlapped with the left frame.
(3) Bug fix:Some bugs and issues are fixed by this patch.
1) The condition displayed by Consumer industry as Staff shortage was incorrect.
2) Staff shortage was displayed regardless of the setting of rural_industries_no_staff_shortage.
NOTE:
This bug fix is not included in this patch. Please incorporate each.
There are also some unresolved bugs reported to other threads.
(4) Code:This patch places importance on improving display, not system improvement. It should be reviewed extensively in improving the city's growth system.
Important:However, as the factory status has been subdivided, it affects the factory's upgrade probability calculation.
Temporary values are put in the calculation part of upgrade_chance_percent of void fabrik_t::new_month() of simfab.cc, so please review this before incorporating.
(5) Question:"Demand" in the factory chart represents boost's demand, which is different from the actual demand.
And this request value is not displayed in Mail demand / output:.
Should this be dealt with?
The repository is here.
https://github.com/Ranran-the-JuicyPork/simutrans-extended/tree/industry-indicator-extensionI still need to fix the details. I think it can integrate some functions.
The patch will surely be better according to your advice and feedback.
Please tell me your thoughts. I hope this patch will help your game play.
Thank you very much for reading my poopy GooglEnglish through to the end. (´・ω・`)らんらん♪
EDIT: Fix mistake in description, upper
right => upper left