Transport Fever 2

Transport Fever 2

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Demand Overhaul Mod
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54.081 MB
12 mei 2022 om 8:53
26 dec 2023 om 16:14
10 wijzigingsnotities (weergeven)

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Demand Overhaul Mod

Omschrijving
Update 1.5:
- Made some minor changes to some industries and its cargo
- Fixed the bug that didn't allow some of the industries to properly level up
- Added 8 submenus in the industry build menu to better organize the 70 buildings
- Added a script so that the game will choose the corresponding rules depending on the climate during map generation (thanks doug)
- Added a script so that custom vehicles should all be compatible (thanks doug)
- Updated the accompanying guide to reflect the changes made, this includes updating the several tables.
- Added icons for the build submenus and for recycling and electricty

* Industries that are already placed will still not change their demand so everything is in its 2000 values regardless of the year, including the material recovery efficiency.
* Still to get more than 6 cargo items per town sandbox mode is needed; or the limitation can be used to make more challenging games

Accompanying Guide: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2814586134.

Custom Map (Temperate Climate): https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2807170865)
Populaire discussies Alles weergeven (10)
19
18 dec 2023 om 16:25
Do cargo types in vehicles by script only
GordonDry
1
8 nov 2024 om 7:04
Crash: Specific Vehicle Mod [TGR] Ikarus 260 and 280
Zookes
1
23 okt 2024 om 11:43
bug Demand Overhaul Mod
christian
115 opmerkingen
jysky83 12 okt om 4:25 
I would like that one better too.
Accordian Vader 2 jul om 17:10 
That definitely sounds like something I would be interested in. My internal city lines are always getting overwhelmed at the sheer quantities of goods demanded and produced
mauporte  [auteur] 30 mei om 18:38 
after a long hiatus I played again this week and I noticed that waste and mail really gets out of hand when your city starts growing and gets to the second era. I chcked the code and noticed that commercial and indistrual buildings had the following multipliers:
x3 for era a buildings
x6 for era b buildings
x9 for era c buildings

I nerfed it and I also changed the residential buildings rule, now only 50% of them will demand sorted mail and output waste and unsorted mail; 25% will output only unsorted mail without any input and the last 25% will output only waste without any input. I like it better, but I didn't upload it since I don't know if others here would like to see such a change.
mauporte  [auteur] 27 mei om 16:01 
@zookes, that is basically it.
Zookes 7 nov 2024 om 17:01 
I think how the mod is designed is to be an industry tycoon. Extractors and raw materials industries are placed automatically around the map, tho they are expensive to place yourself. Processing industries are absent, tho they are cheap for you to place.

Maybe find extractors in interesting locations, decide which chains to use according to towns, their demands and those extractor locations, and then place processing industries to make the chain as profitable as possible?

That is how I play it. Starting 1850 is very very challenging because of the extra cost to buy industries, tho also because you pick where industries are, you can become richer sooner from perfectly optimized lines.
Viniciuspir 5 nov 2024 om 12:31 
No processing industries spawning here, started at 1850 its 1940 now and the only processing insdustries I have are those I placed. Any idea?
GoldHeart 4 nov 2024 om 22:38 
im having an issue where im generating towns on a map and its making all the towns needs late game demands. anyone else had this issue?
GoldHeart 1 nov 2024 om 4:24 
ah so it wasn't a bug! thx for the answer.
Raidoki 30 okt 2024 om 0:59 
thanks, appreciate the answer!
mauporte  [auteur] 28 okt 2024 om 20:26 
Ps: the accompanying guide has videos showing the waste and mail resoueces working at different times