Transport Fever

Transport Fever

Time Progression 2x Slower
54 条留言
CsaVage4 2024 年 4 月 11 日 上午 3:22 
@FxLabs thanks!
𝓕𝔁  [作者] 2024 年 4 月 10 日 上午 7:51 
@csaVage4 - You can add/remove it without issue as required. It will simply revert to how it was before.
CsaVage4 2024 年 4 月 10 日 上午 7:43 
Can I enable this mod in-game without removing it? Or what happens if I want to remove this and continue to the game?
Ganliard 2022 年 6 月 26 日 上午 10:01 
That's just not the same
𝓕𝔁  [作者] 2022 年 6 月 26 日 上午 9:46 
@ganliard - click the date in the lower right, its built in to the game.
Ganliard 2022 年 6 月 26 日 上午 1:35 
I'd like a mod like this for Transport Fever 2
paulmcd79 2020 年 4 月 17 日 上午 8:16 
Limit the speed or the rails to see slow trains
gep 2020 年 3 月 2 日 上午 1:11 
@FxUK thanks so much for the tip, I hadn't seen this option ;) sorry for bothering you !
𝓕𝔁  [作者] 2020 年 2 月 28 日 上午 4:27 
@mijey - you will like TPF2 then.
@gep - click the in-game date and change time progression as you see fit.
gep 2020 年 2 月 28 日 上午 1:49 
Hey everyone, do you know if there is a similar mod for Transport Fever 2 ? Thank you !
Mijey 2019 年 7 月 19 日 上午 8:29 
I tried this one and i likes that the time running not so fast like vanilla. but i dont like that the income is slowing down too... so you have to spend more time and its very hard to earn money...
Well, i would love if there is a mod with slower the time only 1,5 and keeps income from vanilla.
𝓕𝔁  [作者] 2018 年 6 月 20 日 下午 12:46 
@Stinosko - Everything relating to costs / profits is adjusted automatically depending on which speed you choose, to make sure that you end up with the same funds (give or take a small amount) within the same "in-game" time, regardless of speed chosen. This is all done by the game engine / devs code, not by me.

It is designed so you can spend more time with the era of trains, without unbalancing the game... and in general, it works really well... I have used it since I uploaded it ;)

Since time is 2x slower, but animations are not, you essentially get to run the same route twice. So if before your journey took 1 month, with 2x slower, you would make two journeys in that month instead. Each trip would pay out 1/2 of what it did originally... therefore, in 1 month, you make the same.
Stinosko 2018 年 6 月 20 日 上午 11:12 
Does the issue that routes are also much slower calculated (after 2-4 in game months) instead of the normal 1 month? Because that means it would much more harder to earn money if any reculculations takes longer time?
SiepiacaLodyga 2018 年 5 月 18 日 上午 10:34 
It does not matter, I just read that Borsig appears in 1862, not as I thought in 1860.
SiepiacaLodyga 2018 年 5 月 18 日 上午 10:30 
Does the mod affect the date of appearance of new vehicles? Because I'm 1862 and the Borsig locomotive still has not appeared.
slhcskntuna 2018 年 2 月 11 日 上午 6:15 
if you find a solution in this matter in the future, Im waiting for news from u =) because I need it...
𝓕𝔁  [作者] 2018 年 2 月 11 日 上午 5:52 
@CoskunTR - It would be nice, I would probably use it too.
Problem is, it needs to be implemented by the dev's. They put a limit on what speeds can be set.

@leong35 - well... its a different speed.
slhcskntuna 2018 年 2 月 11 日 上午 3:48 
I need x8 or x10!
Leong.C 2018 年 1 月 27 日 上午 6:11 
is it the same as 4x?
cubicle.warrior 2017 年 12 月 13 日 上午 11:18 
I *think* this affects how lines are enabled. With the 4x mod enabled, I struggle to establish very long lines (the lines do work of course, but the industry is not using the line). Can somebody confirm this?
𝓕𝔁  [作者] 2017 年 11 月 13 日 上午 7:52 
@Hospitaller - everything to do with scaling, is written by the developers. All this mod does is enable to game speed mode, implemented by the devs, so it should never require updating unless the dev's change the name of the parameter, which is unlikely. If you think things are not scaling, then it is likely a bug within the games code, nothing I can do about it other than write my own scaling algorithm, which I tried and failed at previously.
Hospitaller 2017 年 11 月 13 日 上午 1:49 
I dont think industry is still scalling properly after conveniance patch
Hospitaller 2017 年 11 月 13 日 上午 1:39 
Is this mod updated for the latest patch?
𝓕𝔁  [作者] 2017 年 9 月 2 日 下午 5:31 
basically, the charts refer to how the income scales. Because you will essentially be moving twice the cargo in a year, the devs scaled the pricing etc, so it should remain pretty balanced.
jpinard 2017 年 9 月 2 日 下午 5:23 
@fx2k - thanks. I was confused by all the charts above.
𝓕𝔁  [作者] 2017 年 9 月 2 日 下午 12:25 
@DeepSky007 - If the mod is active, then the speed will be changed automatically.
𝓕𝔁  [作者] 2017 年 9 月 2 日 下午 12:24 
@jpinard Simple answer, yes.
jpinard 2017 年 9 月 2 日 下午 12:22 
So does this mean I will spend more time in each year? Because from the 1940 onwards it seems like time flies by way too fast and ther'es not enough time spent to see the engines do their thing.
DeepSky007 2017 年 8 月 6 日 下午 6:06 
Where to change the speed?
Hogweed Blitz 2017 年 6 月 23 日 下午 6:12 
Most important mod!!! Much Thanks!!!
𝓕𝔁  [作者] 2017 年 4 月 12 日 上午 9:33 
@Cats - this mod enables a single option, nothing more (as in the description) a mod isn't necessary but is useful for those
that don't want to edit their game files directly.

...\Steam\steamapps\common\Transport Fever\res\config\base_config.lua
game.config.millisPerDay = xxxx

Anything further is coded by Urban Games, therefore, no updates are / should be needed unless they change the name / options available for the config line.
MeowCats 2017 年 4 月 12 日 上午 8:26 
I really hope this mod will get further updates, as i'd love to try it out.. but the usability patch changed alot of things, and people comment about bugs :/
swaffoja 2017 年 4 月 1 日 下午 2:48 
Thank you! I love the 1940's ingame, but it goes so fast! This mod really works! Thank you so much! :)
𝓕𝔁  [作者] 2017 年 2 月 27 日 上午 5:57 
If that's the case (I haven't played for a while) it might be a bug with the game.
As per the description, I only enabled something implemented by the devs and have not made any changes to the economy system, the scaling etc is all built in.
TMIndustries™ 2017 年 2 月 27 日 上午 5:44 
The demand per year doesn't scale with this mod.
If you are covering 50 out of 100 wares per year of a city's demand, then with this (2x slower) mod it is going to change to 100 out of 100 wares per year. :/
sootysax 2017 年 2 月 11 日 下午 2:39 
how does this mod change the "wares / time = wares per time" formula's shown in this guide -

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=799287404

Where industry demand is calculated based on 1 year taking 12 minutes:

85 / (12 minutes * 60 seconds) = 0.118 machines, fuel and materials per second

would it now be 24 minutes for 2x slower and 48 minutes for 4x slower?

how would it, if at all, effect the supply calculation of:

cargohold / (frequency * vehicle count) = wares per time
plnrmatt 2017 年 1 月 27 日 下午 5:32 
Thanks for the MOD, the x2 slower speed makes the game much more enjoyable!!

I have noticed though that the production of Machine Factories starts and 100 (not 200 like everything else) and never rises higher than 100units. Is this a glitch? I have tried everything the increase projection (i.e. connect to more towns, provide more steel etc)
Doc Savage 2016 年 12 月 8 日 上午 5:23 
This is awesome in a box. I love how it takes time to develop routes, that nothing is instant mashed potatoes. I'm running 8000 and love that it takes hours to get to 1872... Industries can act a bit wonky, but it all comes out in the wash. Issues correct themselves at the beginning of the month. Money scales nicely, once things get going I have just as much cash to mess with, I just have to wait for my lines to establish themselves. Best so far is that smaller decisions matter and planning actually feels like a payoff.
PilotNL 2016 年 12 月 3 日 上午 9:24 
Just perfect for the hardcore player :D Many thank!
Sirrek 2016 年 11 月 19 日 下午 4:36 
First off, thank you very much for this mod. While time progresses far too slowly in the beginning of the game, I always found it passed far to fast in the endgame.
What I am wondering about in my current game using this mod is, how the consumption of goods is affected. I have a feeling as if the cities consume twice as many goods per year. While this is managable, because I can of course send twice as many trains, there might be a problem with the industry. If the production levels remain similar and do not scale with more seconds per year, it mgiht become very hard to fulfill a cities needs.
Did you observe similar behavior, or am I suffering from a misconception?
Searry 2016 年 11 月 15 日 上午 7:48 
Thanks. I had no idea it was that easy.
𝓕𝔁  [作者] 2016 年 11 月 15 日 上午 7:44 
I have uploaded some to Transport Fever website, but it takes a lot longer than publishing to the workshop, so I will likely not be uploading / maintaining two copies in the future.
𝓕𝔁  [作者] 2016 年 11 月 15 日 上午 7:43 
@Searry - with the messing around you have to do to enable it manually.. its quicker to edit the config file yourself :)

Edit:
..\Steam\steamapps\common\Transport Fever\res\config\base_config.lua
Change:
game.config.millisPerDay = 2000 to anything between 1000 and 8000

The mod is in no way complicated, more for convenience than anything else.
Searry 2016 年 11 月 15 日 上午 6:42 
Please upload to the Transport Fever website.
𝓕𝔁  [作者] 2016 年 11 月 10 日 下午 4:21 
The running costs are the same within a year, yes, meaning it retains its balance, because the income is also the same (give or take a small amount) within a year too.
𝓕𝔁  [作者] 2016 年 11 月 9 日 下午 4:33 
I have added an image which shows the differences, although I used the 4x mod for the comparison, not this 2x one, but should give you an idea of what is being affected.
𝓕𝔁  [作者] 2016 年 11 月 8 日 上午 2:52 
I don't have solid figures on maintenance costs, but can tell you that it does balance things accordingly, so no matter what 'date speed' you use, your yearly figures should be the same.
NoaTwilight 2016 年 11 月 8 日 上午 2:04 
This mod makes the ingame tag as twice as long? But the income halves then logically
TurielD 2016 年 11 月 7 日 上午 8:25 
Does this adjust the maintenance cost/year amount to double it? I imagine if time is passing half as fast, if the costs are still at the standard/year that would change the profit/maintenance ratio to make things much easier.
conrail4ever 2016 年 11 月 6 日 下午 1:18 
Thank you for this.