Victoria III - level_scaled and unscaled blocks do not correctly apply their effects to building inputs and outputs in PM scripting

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TheBeetlejuice

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Aug 26, 2016
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Short summary of your issue
level_scaled and unscaled blocks do not correctly apply their effects to building inputs and outputs in PM scripting

Game Version
1.1.2

What OS are you playing on?
Windows

Do you have mods enabled?
Yes

Have you tried verifying your game files?
Yes

How much "pain" is this causing you?
3

Please explain the issue you experienced in the most condensed way possible
Buildings' trade good production and consumption always scales with employment share, even if input and output modifiers are defined in level_scaled or unscaled blocks in common/production_methods. This is contrary to the information in _production_methods.info. In the files, all inputs and outputs are defined in workforce_scaled blocks, so this bug does not impact vanilla gameplay, but it would be great if this could be fixed for modders!

Please explain how to reproduce the issue
For example, move the input and output modifiers in pm_bakery in common/production_methods/01_industry.txt from the workforce_scaled block to the level_scaled block. This script modification will not change the PM's behaviour. You can check this by switching cannery PMs back and forth in a food industry with active bakeries PM, temporarily decreasing employment percentage. Input and output are scaled to employment. Based on the documentation, one would expect inputs and outputs to be scaled to building level, regardless of employment.

Is there anything else you think could help us identify/replicate the issue?
I'm attaching a minimod demonstrating the issue, ready to put in the mod folder.

I have attached a save game
Yes

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  • pm_io_bug_demo.zip
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