ZIPPL - Transport Fever 3 Farm Multi-Booster Test
Revision 1

PURPOSE
This is a minimal experimental script mod for the vanilla Farm.
It tests whether two separate cargo booster rules can operate at the same time.

PATCH
Vanilla Farm inputs/outputs become:
  INPUT 1: Fertilizer (unchanged)
  INPUT 2: Machines   (new)
  OUTPUT : Vegetables (unchanged)
  OUTPUT : Grain      (unchanged)

Production/booster input vectors:
  Base production:      { 0,  0 }
  Fertilizer booster:   { 17, 0 }   capacity 4, booster=true
  Machines booster:     { 0, 17 }   capacity 4, booster=true

The existing industrialCapacity = 20 is untouched, so the vanilla worker boost
remains available as a separate mechanism.

Machines stock capacity: 100.
No 3D stock display for Machines is added. This is intentional: the test changes
simulation data only and leaves the Farm's models/scripts untouched.

INSTALLATION
Extract the folder "zippl_farm_multi_booster_test" into the Transport Fever 3
manual mods directory, then activate "Farm Multi-Booster Test" for a test game.

RECOMMENDED TEST
Use a fresh test save if possible.
Keep global Industry Productivity at its normal/default setting so comparisons
are easier.

Compare these states:
  1. No Fertilizer, no Machines, no workers
  2. Fertilizer only
  3. Machines only
  4. Fertilizer + Machines
  5. Workers only
  6. Fertilizer + workers
  7. Machines + workers
  8. Fertilizer + Machines + workers

MOST IMPORTANT COMPARISON
Compare Farm production/productivity in states 2, 3 and 4.

If state 4 is stronger than either 2 or 3 alone, multiple cargo booster rules
are being combined by the native StockList simulation.
If state 4 is the same as a single cargo booster, multiple rules are accepted
but likely collapsed to one effective rule-boost state.

DIAGNOSTIC
When the construction modifier finds and patches the vanilla Farm it prints:
  [ZIPPL Farm Multi-Booster Test] Patched vanilla Farm: ...

NOTES
- This is an experimental test mod, not a release mod.
- It deliberately modifies the vanilla Farm through loadConstruction rather
  than copying the full Farm resource.
- Add/remove severity is Critical because this changes an existing industry's
  stock/rule structure.
