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  "path": "/viewtopic.php?p=1278900#p1278900",
  "publishedAt": "2026-04-21T19:46:22.000Z",
  "site": "https://www.tt-forums.net",
  "tags": [
    "https://github.com/2TallTyler/improved_ ... y.nml#L205",
    "BfGiant"
  ],
  "textContent": "Re: urban2k\n1. Food acceptance depends on the buildings in the station's cachement area, usually if you are near the core it won't change much. This also means it's dependent on the building set being used.\n2. Building materials are accepted by houses (for building sets that support that), the hardware store is provided as a backup. See the note on the cargo and industry diagram.\n3. Correct, the tooltip is for maximum consumption.\n4. Factories accept plastic & paper, producing 2 goods for every 1 paper + 1 plastic (see code https://github.com/2TallTyler/improved_ ... y.nml#L205). I assume you might have uneven supply for the two different factories.\n5&6. Cargo should be transported to an industry \"in\" the town (B). Houses, hardware stores, and banks should be all you need if functioning correctly. See 2TallTyler's note on how the RVG script needs to be updated earlier in this thread, the cargo requirements should be: (0+) waste, passengers/mail, (1000+) food, (2000+) building materials, etc. per the readme.\n7. RVG has some allowances for not meeting all requirements, I'm not 100% on how that works.\nI hope that helps!\n\nStatistics: Posted by BfGiant — 21 Apr 2026 19:46\n\n* * *",
  "title": "Graphics Releases • Re: Improved Town Industries",
  "updatedAt": "2026-04-21T19:46:22.000Z"
}