Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries
541 条留言
doug 9 月 27 日 上午 6:16 
To follow up on this.
I think Senseless is behaving as it should. If I generate a map in 1880, I don't see any Flax Farms (they time out in 1850) and I don't see any Car Factories (not available until 1910.) Note that other mods may be affecting the availability date for time sensitive industries.

Further to this last point, I checked Early Start, and it is only changing availability dates for those items whose start date is either 0 or 1850, so it will not adversely affect Senseless. It will allow you to manually add Flax Farms to the map until the end of 1850.
doug 9 月 27 日 上午 5:04 
I probably need to adjust Early Start to make allowances for industries that are not available until after 1850.
Yeol  [作者] 9 月 27 日 上午 12:30 
Indeed, starting from a date different than from 1850 was not anticipated. Unexpected things with industries will happen. I suppose it's best to start a game in 1850 (paused), and then time-jump to your desired starting date. (I've not tested this)
Colonel O'Neil 9 月 26 日 下午 7:26 
I have the same problem as @patrickhizkia1 - industries from all eras spawning in the 1800's.
thomas_raffael 9 月 15 日 上午 10:01 
Super MOd!
patrickhizkia1 9 月 12 日 上午 6:09 
Hi, I just subscribed to the mod and my understanding from the description is that industries will spawn or become available after certain years or eras. I started a new map on 1880 since I dislike playing with slow vehicles but I still want to try the industries era progression but I'm confused since there already later eras industries like multimedia and plastics which from my understanding should be available way later, I dont have the endless add-on activated and the only other active industries related mods are More Industry Levels and UEP collections.
I'm not sure if this is intended and I just misunderstood something (English not my first language).
Oh, and 1 minor thing, there is only 1 crude oil well in the entire map (no biggie since I have sandbox enabled).
doug 9 月 6 日 下午 1:31 
Early Start changes the availability dates for industries. Make sure that when you first start your game, that you select 1850 as the starting date. Early Start changes the date to 1800 after the map is generated.
GuffQa 9 月 6 日 上午 11:58 
Hi, can you fix a starting date for first industries to 1800 for early start mods?
The unknown builder. 8 月 20 日 上午 11:14 
ah understood
Yeol  [作者] 8 月 20 日 上午 10:58 
Unfortunately not. Some early age industries and cargo types will not be available at dates before 1850. I did not test it personally, but feedback from players indicated complications.
The unknown builder. 8 月 20 日 上午 9:51 
would this mod work with the early start mods?
Yeol  [作者] 8 月 16 日 上午 9:36 
Indeed, flax is largely being replaced by cotton and modern fibers (think nylon and other synthetic fibers). Old flax farms remain, as long as they are operational.
wdavis793 8 月 16 日 上午 8:27 
I'm experiencing an issue where the Flax industry is only available to be placed in 1850 and becomes unavailable for the rest of the game. Is this intended?
Yeol  [作者] 7 月 30 日 下午 11:38 
@Rosy Stripes, thank you. I will look into this issue.
Yeol  [作者] 7 月 30 日 下午 11:37 
When TP2 came out, towns could only have 2 arbitrary cargo types out of a selection of 6. The logistics game was stupidly simple and boring. This mod was created to have mode complex production chains. In that time two: an industrial chain (yellow) and a commercial chain (blue). All cities now could receive all types of products (wood,steel,...) via the yellow and blue production chains. I found it more logical, and more interesting.

Later TP2 expanded and could receive up to 6 products per city (depending the size). I've adapted this mod to also allow this growth by introducing more types of production chains (up to 6).
Yeol  [作者] 7 月 30 日 下午 11:37 
(continue)

So it's normal that all cities have the same demand at start: commercial and industrial. It's up to you to satisfy this demand by starting to deliver all goods necessary to create industrial and commercial goods. It will proof substantially more difficult to deliver goods to cities, especially the early ages.

Watch out, because when years progress, production chains will expand with additional more modern products, resources and goods.
Yukon 7 月 30 日 下午 3:41 
Hi there,

I have only just downloaded this mod and I'm confused. Mod description says up to 6 different cargo items per town, depending on size and era.
Starting in 1850 I have the same two items (sometimes only one of them) needed in all of my cities. The blue and yellow box, industrial and commercial goods.
Will that change?
It might be a stupid question, but recently one of my savegames was crashed because of a faulty mod after hours of playing, and I kinda dont wanna spend a lot of time again if something is wrong.

Thanks in advance
Rosy Stripes 7 月 29 日 上午 5:40 
I tested without this mod, and with another industry mod (Real Industrial Chains 1.6). The ambient noise is present with the other industry mod, but not without, i.e in vanilla mode. Specifically, the audio file that plays is "Industrial_1850".
Hope this helps!
Yeol  [作者] 7 月 29 日 上午 4:53 
@Rosy Stripes, it's been a while but if I remember well the sound of industries can be changed. I'll note it down for the next update. Thank for the suggestion.
Rosy Stripes 7 月 29 日 上午 2:55 
I've noticed that every industry, from a coal mine to a textile mill, from a ConMat plant to a farm, emits a constant humming noise that I think in the vanilla game is produced by an oil refinery when it's converting crude into refined oil.
Is there a way to turn this off, or change it to another sound?
Yeol  [作者] 7 月 25 日 上午 5:27 
@trexxet, I totally agree, and that one of these things of TF2 that frustrates me. Devs don't care indeed.
trexxet 7 月 6 日 下午 5:04 
Still love this mod, however, TpF2's dumb cargo distribution spoils it a bit.
Car plant requires steel and machines, machines require steel, and steel plant sends most of it's output to car plant. So the car plant has thousands of steel stockpiled, but starves on machines.

I have no hope for TpF3, as most of the dumb moments from TpF1 moved to 2 without fixing, devs don't care.
Yeol  [作者] 6 月 5 日 上午 9:17 
Any newly created map is supported. The mod will adapt all industries on the map automatically.
Bumble 6 月 5 日 上午 12:43 
What maps do you play this on? I love the mod but there are barely any maps with it. Or do you just add it to normal maps?
𝔄𝔯𝔠𝔥𝔞𝔫𝔬𝔷 6 月 3 日 上午 8:27 
Deveras interessante, estou querendo experimentar, mas como faço para colocar industrias no mapa? tipo no jogo é algo aleatório, eu sei que tem como nas opçoes bloquear o fechamento e abertura de industrias, mas não conheço uma maneira de adicionar.
Maia Gamer 4 月 19 日 上午 8:05 
Novas atualizações do mod por favor.
Spineshank 4 月 11 日 下午 7:43 
fiber in the import goods has no industry to consume it, so cannot upgrade the building
Superb Owl 50 4 月 7 日 上午 5:08 
Thank you for your amazing mod! I have gotten an automotive industry up in a game, but was surprised to see how many supplying industries I needed to produce just 400 final automobiles. Did I do something wrong or is this the way you intended? Just the sheer amount of space required to fulfill one large city's demand was pretty incredible, and while making it work is lucrative, using autos to grows cities doesn't seem practical. Also, is flax disappearing as a placeable industry far before nylon (1950?) is available intended?
Yeol  [作者] 4 月 6 日 上午 3:43 
Bricks are deprecated after a 1900 and something, part of the old industry. You can continue using the existing brick plants, but not build new once. Bricks are replaced by concrete, the modern building material. This to keep the challenge going.
hobthefirst 4 月 6 日 上午 1:44 
is there brick? The Construction materials plant needs bricks, but I cant find anything that makes bricks, idk its late but I've been looking and still cant find anything that makes bricks
cnchu 3 月 3 日 下午 11:54 
Hello, may I ask why the items I need in each city are the same, and if I manually modify them, they will be changed back. thank you!
IceCreamTonk 2 月 26 日 上午 6:32 
is there a chance we can get the customs building a seperate mod?
Jean-Luc Picard 2024 年 10 月 22 日 上午 7:11 
Very nice add-on to the base game, i really like it, thanks for the hard work you put into this? I encountered sth, when using custom cargo wagons/trucks/ships the cargo does not get rendered when the wagon/truck/ship is full, is there any way to fix this? This mainly affects them when they have multiple compartments.
ГОЙДАДЫР 2024 年 10 月 2 日 上午 2:11 
fresh update compatible?
PinballWizard79 2024 年 8 月 21 日 上午 6:44 
Is there a way to tweak industry weighting when generating a new map? I have eight food processors and one grain farm, one cow pasture. LOL
Dusty A 2024 年 8 月 17 日 上午 7:02 
Thank you both. Weird: when I built the new plant right next to the old one, the old one started working again so I was able to demolish the new one. Cost some coin but I'm back in biz.
Genshu 2024 年 8 月 17 日 上午 3:30 
you can always demolish plants if you have the debug mode on ( options) and keep shift pressed while bulldozing
trexxet 2024 年 8 月 16 日 下午 2:37 
That's a built-in mod. Enable it in the 'select options' menu when selecting the save file to load.

'No Cans Anymore' text is not a problem - I suppose that older versions of the mod required the cans, so Yeol renamed the industry showing that the cans are no longer mandatory.
Dusty A 2024 年 8 月 16 日 下午 1:04 
Thanks, trexxet. I can't demolish the plant. the bulldozer doesn't work on it. I built a new plant right next to it, but it still has No Cans Anymore in brackets. But meat is back on the menu.

How do you enable sandbox mode?
trexxet 2024 年 8 月 16 日 上午 9:48 
Demolish the plant and build it again then (don't forget to enable the sandbox mod)
Dusty A 2024 年 8 月 16 日 上午 8:55 
Help!!!!

I have recently noticed during my latest playthrough that the Food Processing Plant has a (No Cans Anymore) appended to it. Suddenly, the plant isn't processing, the meat processing plant isn't producing either. I haven't been able to find any reference to this online but it is making the game unplayable.
trexxet 2024 年 8 月 3 日 下午 10:40 
Or just build industries manually
µBunny 2024 年 8 月 3 日 下午 4:16 
@RedTide2000 It happens when you turn off the function that make industries close down and respawn somewhere else on the map. This mod need that to be on for it to create new industries as you progress to new eras.
trexxet 2024 年 7 月 27 日 上午 10:49 
I find it hillariours that the TpF dev team managed to implement beautiful graphics with good performance, but struggles at making an OR function
River 2024 年 7 月 7 日 上午 2:01 
made the game to crash
Genshu 2024 年 6 月 18 日 上午 1:25 
@benandcoopersdad have you double checked this with loading a tropical map with only this mod active? I have started several games with this mod on a tropical map with this game version without problems
benandcoopersdad 2024 年 6 月 17 日 下午 6:46 
Crashes the game when trying to load a tropical map
RedTide2000 2024 年 6 月 9 日 下午 9:34 
why is the mod starting with all eras completed? I started in 1850 with no other mods.
Dahl 2024 年 4 月 4 日 上午 8:01 
I like this mod but it introduces a significant amount of lag into the game, even on my beastly computer. Dont play with it anymore.
Genshu 2024 年 3 月 12 日 上午 11:03 
@NutraNickers this is a well known bug, but sadly one that can't be solved by modding. The or-function is bugged by default and needs to be fixed by the game developers. Yeol talked to the gamedevs in the past and they aknowledged that this mechanic is not functioning correctly. since it is not used in the vanilla game they saw no priority in fixing it and apparently they will never fix it. You have to make sure to keep your production chains "clean", and not mix inputs for processing industries which are able to accept multiple inputs to circumvent this. this means you should only deliver leather to one fabric production and only cotton to another to make sure the behave normally. It can be kind of a satisfying challenge to achieve this in my opinion.

Ofcourse it is something the game won't tell you and you observed this quite well.