Victoria 3
Military Logistics and Stockpiles
81 commentaires
She Was A Boy 26 juil. à 14h25 
stockpiles max is 4k for all the goods, however the rate of input can different for example grain will have a higher import rate the others, will that be possible to increase the cap base on the PM, or setting different cap for each goods to prevent resource failing in black hole?
Necrotes 22 juil. à 8h31 
(Sorry for the message spam) Does seem like it messes up the buildings meny, you can't see anything when you click on the show more button
Necrotes 22 juil. à 8h21 
I think I might be an idiot, I could have sworn that I'd tested this mod after the 1.7 update and that it did not work. Tested it now, and It seems like it works perfectly fine.

I've been waiting for this mod to update since I thought it was incompatible with the new update, wow I'm an idiot... xd
Necrotes 22 juil. à 8h08 
Any news on when the update will be finished? Thank you for making this mod btw, it makes warfare a lot more fun, or at least bearable :)
Tau 4 juil. à 15h47 
Niceee thanks for updating it again, love the concept
scarlyafterdark  [créateur] 30 juin à 8h04 
I've been working on updating the mod to 1.7, but the new building ownership and other features in 1.7 have made things a lot more interesting than I'd planned. Due to real life stuff happening at the same time, I see the update taking another week or so. Probably not more than a month post release, but yeah.
haryu 29 juin à 20h53 
Should I update to version 1.7?
scarlyafterdark  [créateur] 12 juin à 17h54 
@Leviticus I'm not actually sure, but I will test this and some other things out when 1.7 finally releases.
Leviticus 6 juin à 8h52 
Does this mod play nice with Laaxus?
Tim Apple 21 mai à 7h58 
Yep that one
scarlyafterdark  [créateur] 1 mai à 21h53 
@Tim Apple I missed your comment earlier! Which Forts mod are you referring to? I use this mod with Forts and Engineers and it works quite well with it.
Chriskr23 30 avr. à 11h12 
Great mod maybe it automaticly turn of stocpiling when the stocpile is full. Because the ai can't
itstricky 29 avr. à 9h23 
Great idea and it works very fine with 1.6. However, AI doesn't know to disable stockpile when the stockpile is full and it's tanking the economy greatly.
zzzptm 29 avr. à 7h24 
Good plan and roadmap, I'm staying tuned. Quick update after big DLC drop and then new features makes total sense.
scarlyafterdark  [créateur] 28 avr. à 19h31 
@"folks asking about the update" I'm waiting for 1.7 to update the mod. It looks like it still works fine with 1.6, so it should be okay to continue using it.

@CaNaDiaN TWiN I don't know how it works in multiplayer. Theoretically, it should work fine in multiplayer, since it's based on states and they only have one owner at a time. There's code for when a state changes hands, and I think it would sync just fine.

@Azure As long as your economy can keep the centers stocked, then yes, it would enable you to support an army twice as large. However, once you're out of supplies, it will really hurt your military as you'll be trying to stock while continuing to supply your army.

----

As a general update, I'll just say that I have a lot of fixes and enhancements that I want to add for 1.7. However, my priority when 1.7 comes out will be pushing out a quick patch first and then adding other stuff later.
Azure 26 avr. à 6h54 
Maybe a stupid question but if I make twice the amount of logistics centers you recommend, does that mean I could support a an army twice as large of what I would be able to support in vanilla?
CaNaDiaN TWiN 23 avr. à 9h08 
Does anyone know how well the mod Works in multiplayer?
Tim Apple 22 avr. à 1h35 
Does this work well together with the Forts mod?
Chriskr23 15 avr. à 12h19 
update plz 1.7 releases on 27 of june so a long time to wait
sAiNtgOtEn 5 avr. à 5h26 
second the below!
BF 4V4 16+ 4 avr. à 3h02 
does it work in v1.6?
scarlyafterdark  [créateur] 7 mars à 18h12 
@kebabblaster9000 the rate of stockpile is quite slow. it takes a while for a building to fill all the way, especially if you get in many wars.
kebabblaster9000 5 mars à 10h42 
in the buildings
Hadi 5 mars à 10h27 
where do i see stockpiles
kebabblaster9000 5 mars à 7h59 
btw my centre does not fill up fully, whys that?
scarlyafterdark  [créateur] 24 févr. à 16h36 
@Cheris That makes sense, and I'll do that for the next version. Next version will be released about 2 weeks after Victoria 3 version 1.6 is finally out, so it shouldn't be much further away.
Cheris 22 févr. à 16h37 
Would you consider removing distribution centres from the lens view? You can't build them, so all they really do is clutter the political lens' building interface when at war. Just removing lens = government from the distribution centre building group fixes that.
Fo Ren G 14 févr. à 1h04 
I'm not sure this works with Divergences, but perhaps my load order is not right. Currently this is above Divergences and I haven't seen AI build any logistic centers yet.
scarlyafterdark  [créateur] 5 févr. à 22h32 
@Alex That makes sense; I'll take a look at adding that for the next version, to be honest.

@zhou_zixiu That also makes sense; I could add a half-distribution method so that the distribution centers don't overwhelm local production, to be honest.
祖泽苏梅_Zouzexume 31 janv. à 17h54 
The companies that strengthen the army in the game require the military industry to be profitable enough, however, when the country was at war the distribution centres hit the military factories, making it impossible for those companies to be effective, and I had to abandon this excellent mod because of it.
Alex 30 janv. à 9h46 
Just a tiny request. The distribution centers should be manually toggable, or start out deactivated, or be switched off globally by a single button. Otherwise, it's kind of annoying that I need to switch them off manually everytime there's a small colonial war where I don't need or want the stockpile.
Vantila 24 janv. à 11h19 
@scarlyafterdark I definitely recommend it as it enhances military gameplay and marching your soldiers in style with fancy uniforms is definitely immersive :D I hope you like that mod and start using it so that you would have more incentive to make it compatible :D it's from the same modder as Locomotion and both are really good.
scarlyafterdark  [créateur] 24 janv. à 10h17 
@Atlanis

Hmmm, unfortunately this doesn't surprise me. Victoria 3 is pretty complex to mod, and a lot of things don't work in an intuitive way. With that said, I may take a swing at this myself, to be honest. I have some ideas. I just may wait until after 1.6 is released, so maybe there will be better mod support in the game (and less bugs).

@WASP

Compatibility patches are pretty difficult because it requires me to keep up with both changes to the game and changes to other mods. If I started down that road, I'd end up maintaining a lot of code, and unless the other mod maker wanted to help, it could break at any time.

I may take a look at it, since it seems like an interesting mod, but there's no promises that I'll be able to get to it.
Atlanis 22 janv. à 11h50 
Good Evening, my solution was for the production methods to require the to be stockpiled goods to be accessible. That worked most reliable, even if it throws errors as you use the "acessible" stuff meant for local goods like transportation for tradeable goods:

Example for an to be added codesnippet for a production_method:
required_input_goods = artillery

Trying to simply build an on/off switch for the on_action via triggers is still not working well.
Vantila 21 janv. à 17h08 
You can build logistics building but they either don't stockpile or stockpiles don't show up.

I tried putting this one lower in modlist, I tried changing the name of buildings panel . gui file that didn't work either.
Vantila 21 janv. à 17h07 
It doesn't work with Guns Grabs and Grubs mod :& Please make a compatibility patch!
scarlyafterdark  [créateur] 19 janv. à 10h25 
@Atlanis

Fantastic! That is something that I've been thinking about as well; I look forward to testing things out! :O
Atlanis 19 janv. à 3h31 
Currently working on conditioning the on_action for building the stockpile to only tick up if the market doesn´t have a shortage of the goods from the production_methods, you could create endless opium without even having a bit of opium in the market. If the methods survives debugging and testing I will put it into the github ;-)
scarlyafterdark  [créateur] 18 janv. à 19h28 
@Marty4

Yeah, it takes a few moments for each change to take effect. I only run the checks monthly to limit the impact on performance. When I tested weekly, it was a bit much (despite my computer being decently fast).

Thank you for using the mod! :3
Marty4 18 janv. à 11h30 
Nevermind- it just took a couple weeks. individual distribution centers finally appeared for all the goods. thanks!
Marty4 18 janv. à 11h28 
Great idea- i'd expect this is a good candidate for inclusion into base game eventually. Logistics is modern warfare.

I just built my first logistics center, stockpiled some, and started a war. I disabled all the stockpiles, but I don't see a distribution center. Where do I look? or where do I need to tell it to start releasing the stockpiles to the market?
scarlyafterdark  [créateur] 16 janv. à 22h05 
@Atlanis

Sounds great to me! The project is open source and the code is available on github. It's the MIT License, so you can modify and do what you want. Also, if you come up with anything cool, feel free to send it over to me on github; I accept contributions that fit in with things! :)


@Krol Artem

If you click into a Logistics Center and scroll down; if your production methods are gathering, then you can see the stockpile levels there. I'm thinking about how to create a "central display" for stockpiles, but it isn't a thing yet, so for now - just look at the logistics center. :3
Atlanis 15 janv. à 3h50 
Looks very interesting, would one be allowed to use your code and modify /expand and alter it to fit ones needs? Of course crediting you as the original source and coder.
Król Artem 14 janv. à 0h09 
how do i check my stockpiles?
scarlyafterdark  [créateur] 9 janv. à 20h18 
Thank you everyone for using this mod! I really appreciate the feedback and the commentary in here. I just released a new version. Among other changes, this one finally gets rid of minting (yay!!!)

Feel free to read the change notes for information on what was adjusted, and this release should be fully backwards compatible for existing games.
Blessing 7 janv. à 23h01 
This Mod looks quite interesting! Thank you for the mod
Mannibäu 7 janv. à 16h56 
shit im sorry i just misread that. sry for wasting your time :D
scarlyafterdark  [créateur] 7 janv. à 13h50 
@Mannibäu
It's showing 1.4 MB for me, where are you seeing 1.4 GB? There's no way the mod is 1.4 GB - it's just some text file and some small images.

@Technophile Max
What zzzptm said is exactly right. I would say that it distributes using the same system that other buildings do. If you switch to your "Local Prices" tab, you can see that the output from the distribution centers is flowing right into the state as "Sell" orders.

If you scroll down on the Logistics Center, it shows you how much it stores, which depends on the level of the building.
zzzptm 7 janv. à 8h21 
@Technophile Max - one level per 30-60 units. Best placement is in states with BOTH barracks and military industry. Next best is with one or another. If you have a state that you draw lots of units from, definitely would want one there for the barracks complex.

As it is, it's a work in progress, expecting an update in a few weeks.
Technophile Max 7 janv. à 0h30 
How many of these should I be building, provided I have the money for it? I just built one in Rome as Italy for the sake of novelty, but I really have no idea how many of anything it stores, or how far away it can distribute.