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  "path": "/viewtopic.php?p=1278299#p1278299",
  "publishedAt": "2026-02-27T17:35:16.000Z",
  "site": "https://www.tt-forums.net",
  "tags": [
    "Crusoe"
  ],
  "textContent": "> > Let me know if you find anything dubious.\n>\n> The cargo categories seem to be wrong on my end when using FIRS 5.2.0 with your fix. I'm relying on the Global Story Book to verify cargo categories.\n>\n> A version that works with RVG 12.1 is FIRS 5.0.0-beta3 and the cargoes for Temperate Basic are:\n> Category 1: Public services: Passengers, Mail\n> Category 2: Raw food: Fish, fruit, livestock, milk\n> Category 3: Raw materials: China clay, coal, iron ore, sand, scrap metal\n> Category 4: Processed materials: Chemicals, Engineering Supplies, Farm Supplies, Steel\n> Category 5: Final Products: Alcohol, Food, Goods\n>\n> But with your fix (on FIRS 5.2.0), the categories are mismatched:\n> Category 1: Public services: Passengers, Mail\n> Category 2: Raw food: Alcohol, coal, fish, food, fruit, goods, livestock, milk\n> Category 3: Raw materials: Chemicals, China clay, Engineering Supplies, Farm Supplies, Iron ore, Sand, Scrap Metal, Steel\n> no category 4 or 5.\n>\n> Similar issues with Steeltown (mismatched categories/cargoes), I suspect there are problems with the other FIRS sets too.\n\nSo I went into the code, the reason the things are mismatched, is because the epic code that they wrote, just divides all the cargoes evenly into the categories, I found that too immersive breaking for myself, I also want the hardest items to be the last category, and anything easy can be the first two categories, etc.. so I figured out how to manually set things to each category for the specific Firs 5.2 that I use (I like Steeltown, so I configured those manually, but it ends up the last category only has 2 or 3 options, refined materials have the vast majority as I always use the easiest path to determine how 'hard' it is to make something... I will hopefully be testing this to find out if it's balanced, or if some items are just too impossible to fulfill. -- Also the town growth right now feels a bit too difficult... I'm going to try to figure out if it's just a setting or what. Once I am happy, I may post it in the online list if I can figure out how to post something.\n\nStatistics: Posted by Crusoe — 27 Feb 2026 17:35\n\n* * *",
  "title": "OpenTTD AIs and Game Scripts • Re: [GS] Renewed Village Growth 12.1 (RVG)",
  "updatedAt": "2026-02-27T17:35:16.000Z"
}