Transport Fever

Transport Fever

Industry Tycoon
252 kommentarer
Reinemachfrau 13. maj 2022 kl. 14:57 
yo leute?
is hier noch wer?
die gebäude sind ja sackenteuer. 100M für ne ölqulle... dauert ja viel zu lang bis man das reinhat.
ohne geld (kostenlosmod) will ich aber auch nicht spielen,

kennt jemand eine möglichkeit um industrie kostenlos zu platzen?
romonito  [ophavsmand] 21. dec. 2019 kl. 10:21 
@Galactic_Nerd-sk its more easy with TpF2
Galactic_Nerd 21. dec. 2019 kl. 5:55 
Can you make one with towns?
romonito  [ophavsmand] 13. nov. 2019 kl. 14:27 
@elektromann: die Mod baut keine eigenen Industrien, sie schaltet nur den Zugriff auf die original mitgelieferten frei, von daher wäre ein Bug schon längst aufgefallen. Du musst da was nicht korrekt gemacht haben. Kannst mir gern irgendwo in der Cloud das Savegame zum Checken hinlegen...
SELIX 13. nov. 2019 kl. 11:46 
also irgendwie werden bei mir die weiter entwickelten Produkte also z.B Treibstoff werden nicht zum Bahnhof geliefert. Also die selbst gesezten Industrien erkennen den Güterbahnhof nicht . Das ist komisch was kann ich da tun oder kannst du diesen Bug beseitigen? Ansonsten Funkt alles
romonito  [ophavsmand] 14. maj 2019 kl. 3:12 
@Boarder Du meinst keine Linie zu einer neu gebauten Industrie? Oft muss die Verbindung einmal durchfahren werden, bevor sie angezeigt ist. Es müssen Frachtbahnhöfe verbaut sein, die Anschlüsse z.B. mit Lkw müssen stimmen, es muss am Zielpunkt Bedarf herrschen.
Die durch die Mod gesetzten Industrien sind nur freigeschaltete aus dem Vanilla Game. Daran kanns also nicht liegen...
ElementCy 10. maj 2019 kl. 9:29 
Bei mir funktioniert die Mod nicht. Ich bekomme einfach keine funktionierende Linie hin obwohl alle Haltepunkte in Reichweite der Industrie sind, sagt diese "Kein Linienanschluss"
Karoti 13. mar. 2019 kl. 1:11 
@Brulikrax No need for a mod, it's now built into the game. Make sure Debug mode is on in the settings menu, then hold down shift with the bulldozer to delete.
tor_ruck 21. jan. 2019 kl. 21:11 
I dont understand. Everyone in the comments keep saying industries are too cheap, but the cheapest one is 100 million for me, how is this useful?
Brulikrax 15. jan. 2019 kl. 5:26 
Is there a simple mode that allows the bulldoze of pre-set inds?
Szynszyl 22. dec. 2018 kl. 15:47 
Great thx, now this mod is perfect :)
romonito  [ophavsmand] 22. dec. 2018 kl. 15:42 
buiding costs:
"cost = { price = X }" into the "metadata" section of an .mdl file of one of the industry models reflects this cost in game.
For example, I put "cost = { price = 1000000 }" into the main_building_small.mdl of the res\models\model\industry\food_processing_plant folder, and now to place the small food processing plant in-game costs 1 million + terrain costs.
Szynszyl 13. dec. 2018 kl. 6:35 
Sorry, but i read 3 pages of comments and i dont find this. If you know where is this information i will be grateful for some info (for example number of page in comments)
romonito  [ophavsmand] 13. dec. 2018 kl. 1:43 
@Szynszyl I thougt it would be not possible, but one of the workshop users described a way how to do that, difficult to find here pollibly...
Szynszyl 12. dec. 2018 kl. 17:13 
romonito, you write couple post before, that change prices can by only possible by other mod. But there is not possible to change it in some files?
Szynszyl 9. dec. 2018 kl. 14:55 
Ok i read now. Thx :)
romonito  [ophavsmand] 9. dec. 2018 kl. 14:53 
@Szynszyl you can patch the costs directly as described here earlier...
Szynszyl 9. dec. 2018 kl. 14:31 
Can i somehow increase cost of factories? The are too cheap
romonito  [ophavsmand] 7. dec. 2018 kl. 9:40 
obviously In the next patch it will be possible for non-player-owned industries to be bulldozed (with shift), that was a topic for much users of this mod!
abel1717 26. okt. 2018 kl. 14:05 
I would like to limit it to factories only (not resources). This way the player is still forced to move raw materials from wherever "nature" placed them to factories. As in real life, I can set up a factory in a location of my choosing but not a coal mine where there is no coal.
Forests farms etc, I would leave them to their default locations on the map.
romonito  [ophavsmand] 21. aug. 2018 kl. 0:10 
@chris1, @Stealth17: the charges are game imanent, the mod will not change them. If you want to do so, you need another mod for that...
chris1 20. aug. 2018 kl. 17:48 
How do you edit the mod so it doesn't charge me 200 million every time an industry wants too upgrade?
Stealth17 2. aug. 2018 kl. 0:55 
@rolfmonitor: I like the look of the mod but I find the industries to be too cheap. Is there a way for me to change the prices to x10 or x20?
Nox 30. juni 2018 kl. 9:29 
perfect
romonito  [ophavsmand] 26. juni 2018 kl. 12:28 
@VanQ, bisher nicht, die Mod verändert in der Spielmechanik nichts...
VanQ 26. juni 2018 kl. 3:24 
Kann es sein das die Mod generell die Entwicklung aller Industrien blockiert (keine Produktionsveränderung)??
romonito  [ophavsmand] 20. juni 2018 kl. 14:40 
@zielscheibe: ja, die alles läuft normal, nur dass die Mod zusätzliche Industrien erlaubt, die dann durch andere Mods auch wieder manipuliert werden können...
zielscheibe 16. juni 2018 kl. 9:09 
Ist das Korekt, dass trotzdem Industrien platziert werden, bei einem neuen Spielstand oder mach ich was falsch?
Tolle Mod, danke
RolandBP 9. juni 2018 kl. 21:22 
Thankyou for this excellent Mod. :steamhappy:
small_log_cabin_and_a_fire 7. maj 2018 kl. 8:23 
Its easy copy the map folder, change the names, edit the obvious to your own unique one ( also so you can find it ) : then you have this as only industrie:

industries =
{
{pos = { 9000, 9000 }, angle = math.rad(0.0), fileName = "industry/oil_well.con" },
{pos = { -9000, -9000 }, angle = math.rad(0.0), fileName = "industry/oil_well.con" },
}



Judith 21. feb. 2018 kl. 20:30 
thanks for a wonderful mod, a most mod for this game, but as Sniper lol I wish you could tear down existing industries,
Sniper1k2 13. feb. 2018 kl. 14:10 
I support the idea for a mod to remove all industries at start \/\/\/
Thadom570 11. feb. 2018 kl. 4:52 
Could someone tell me a mod to remove all industries at start?
SB_Stonewall 21. jan. 2018 kl. 19:12 
Good Mod. Can take away the challenge of the game if "abused". One thing I didn't like about the vanilla game is that industries were nowhere near cities. This mod allows me to change that.
romonito  [ophavsmand] 14. jan. 2018 kl. 15:33 
@kingdark there is also an english version, with english links...at last it should be, I will check...
Kingdark 13. jan. 2018 kl. 12:21 
Those links may have been useful if they were in English. You may want to mention that they are only in german. You know.
romonito  [ophavsmand] 2. jan. 2018 kl. 6:45 
@whoolee. I use it mainly for testing purposes
BallisticMuppet 2. jan. 2018 kl. 5:38 
Great idea this! sadly makes the game redundant and whats the point if you can just place any industry you want?
Oldhip 17. nov. 2017 kl. 21:52 
Not possible to build industry for me only about 6 are available.
DEV.Nox 14. nov. 2017 kl. 15:16 
@rolfmonitor just told you it is not. If you want your mod to work so be open to feedback given. Build oilplant next to vanilla one. Save the game and try to load it and the game crashes. Oil mission in US campaign.
romonito  [ophavsmand] 14. nov. 2017 kl. 8:08 
@dev.nox it is only a Switch, which the mod sets true. Ist absolutely compatible...
DEV.Nox 14. nov. 2017 kl. 7:02 
trying to load a save file with this mod makes the game crash. Save file is US campaign
romonito  [ophavsmand] 1. okt. 2017 kl. 5:02 
@WarriorOne1: You can only delete added industry. The others are part of the map ....
WarriorOne1 30. sep. 2017 kl. 6:35 
Awesome mod :-) just a question,how can i delete/remove/bulldoze industry so i can replace one new industry in there..any mod?
romonito  [ophavsmand] 16. sep. 2017 kl. 5:38 
@kruk: Yes, thats what I found out, too. There is a small drift of goods between the side by side industries. But to make it work at least, you need a short line.
Kruk 16. sep. 2017 kl. 4:26 
Very nice mod!

But I have a question: If I place indsutries very close together (say a Forest and a Sawmill) with a train or truck station in the immediate vicinity, it seems the output production of the forest doenst (always) seems to work as input for the sawmill (even is there is enough demand and transport capacity for the logs and planks).
Am I missing something, or is the game mechanics not able to handle production well in such configurations. Should there e.g. always be a transport line from one industry to another?
Noxious 22. aug. 2017 kl. 15:35 
When i put the industry down, nothing is being sent to the rtuck depot's even though they are in range
DuffT 28. juli 2017 kl. 11:01 
Its because the city might have enough of your product,thus lowering or even stopping production on the thingy
Talok 27. juli 2017 kl. 12:34 
Awesome mod, ty
Thrall7734 22. juli 2017 kl. 5:20 
is there any way to change the cost of the industries? i find them to cheap.
for those with production stopping: if there is no consumption of an the end product of the line the bulk goods will also stop producing. that might be your problem