Transport Fever

Transport Fever

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Time Progression / Calendar date
Seeing as i need several in-game-years to get one line to work, i'm desperately looking for a way to decrease Time Progression. Even with the 8 sec. per day from "time progression 4x slower", time is moving ridiculously fast. So i wonder if theres a way of eather slowing down time by more than that or just changing the calendar date/year?

I've also tried editing the base_config.lua, but theres no way of getting the days longer than 8000 milliseconds.

Please help and thanks in advance
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Showing 1-15 of 20 comments
ScruffyBamboo Jan 11, 2017 @ 12:28pm 
8 second days is currently the max the game can handle.

That's still too fast for you? That means it takes 48 real-time minutes per game year, on the slowest speed. At that scale, it would take about 160 hours to go through a "full game" (1850-2050).
Saint Landwalker Jan 11, 2017 @ 12:30pm 
Originally posted by ScruffyBamboo:
8 second days is currently the max the game can handle.

That's still too fast for you? That means it takes 48 real-time minutes per game year, on the slowest speed. At that scale, it would take about 160 hours to go through a "full game" (1850-2050).
And given how many of the game's "network updates" only happen on month-end ticks (e.g. factories starting up production, upgrading, etc.), it doesn't materially impact the "calendar-time efficiency" of getting a new line set up. Yeah, it helps a bit, but especially beyond 8 sec/day I can't imagine that you're going to see things fall into place noticeably more quickly.
Well, at the beginning of a game, you're pretty much forced to speed up the pace because you have no money, so it feels more like 15 minutes.
I think that building a complete network takes so long, that i will find myself in years of 2100 or something like that. And i dont want to rush through the era's whithout noticing whats actually going on.
Last edited by König Alfonz der Viertel vor 12; Jan 11, 2017 @ 1:01pm
SBGaming Jan 11, 2017 @ 4:56pm 
From what I understand, changing the time progression to make things even slower won't make a difference, because even on the 4x slower (8000ms), you get paid a quarter what you'd normally make, because you have 4 times as much time in a single calendar year, so it will work out to be about the same in the long run. Thus at the beginning of game, no matter whether you're on an 8000ms game, or an 80,000ms game, at the end of your first year, you'll be making about the same amount, and you're not any further ahead than on the default timescale. The only difference is that it will take you a lot longer to get to the year 2100, but you won't be further into the game than you would have been.
BuffHamster Jan 11, 2017 @ 6:49pm 
meh? As the smart guys (ScruffyBamboo, Landwalker & SBGaming) have indicated, 4x Slower is the slowest the game will go and it makes very little difference in profits earned, ... so, I say "cheat the hell out of it!!"

Seriously, mod the crap out of it and have fun. Use the "NoCost" mod, put the game on Pause, build your transport network, save the game, turn off the NoCost mod, reload your game and away you go. Who are you competing against? Who is gonna come and spank you for cheating?

... then again, who listens to the ranting's of a crazy hamster?
Last edited by BuffHamster; Jan 11, 2017 @ 6:51pm
ghm67 Jan 12, 2017 @ 2:33am 
the game stops at 2050? Really??
Saint Landwalker Jan 12, 2017 @ 3:38am 
Originally posted by ghm67:
the game stops at 2050? Really??
The last "new vehicles" come out around 2010, so if you assume forty years with those vehicles before the game is "done," then I guess so? The game doesn't "end," you just stop getting new toys. I've seen screenshots from folks with dates in the 2300s.
Originally posted by SBGaming:
From what I understand, changing the time progression to make things even slower won't make a difference, because even on the 4x slower (8000ms), you get paid a quarter what you'd normally make, because you have 4 times as much time in a single calendar year, so it will work out to be about the same in the long run. Thus at the beginning of game, no matter whether you're on an 8000ms game, or an 80,000ms game, at the end of your first year, you'll be making about the same amount, and you're not any further ahead than on the default timescale. The only difference is that it will take you a lot longer to get to the year 2100, but you won't be further into the game than you would have been.

Yeah, i'm aware of that, but it gets better after a while. Say you've earned enough that you can go banana with your money, without worrying to go bankrupt.... than you have more time to develop your network.

Originally posted by BuffHamster:
meh? As the smart guys (ScruffyBamboo, Landwalker & SBGaming) have indicated, 4x Slower is the slowest the game will go and it makes very little difference in profits earned, ... so, I say "cheat the hell out of it!!"

Seriously, mod the crap out of it and have fun. Use the "NoCost" mod, put the game on Pause, build your transport network, save the game, turn off the NoCost mod, reload your game and away you go. Who are you competing against? Who is gonna come and spank you for cheating?

... then again, who listens to the ranting's of a crazy hamster?

I think having trouble with money is part of the fun, but i see your point.

I whish, i could have a cheat like in OpenTTD, where you can just move as many years backwards in time as u want to prevent time from progressing.
I found a comment on Googe of someone who managed to do just that, but unfortunately he didn't explain how...
Last edited by König Alfonz der Viertel vor 12; Jan 12, 2017 @ 6:01am
Saint Landwalker Jan 12, 2017 @ 6:02am 
If you wanted to play an entire game that was just a particular period (Say, "I'm only going to play the game with 1910 technology and earlier"), you could go into the vehicle files for all of the "desired" vehicles and set their end dates to something ridiculous like 2999, and go into the vehicle files for all of the "undesired" vehicles and set their availability dates to something that will never realistically become available. Then you just start a game, and you've got centuries to just futz around with Atlantics and Steam Lorries or whatever. It won't affect the date displayed by the game, but that's pretty much it—you'd just treat each "game year" as a bookkeeping unit, and not anything more than that.
ghm67 Jan 12, 2017 @ 8:23am 
Originally posted by Landwalker04:
Originally posted by ghm67:
the game stops at 2050? Really??
The last "new vehicles" come out around 2010, so if you assume forty years with those vehicles before the game is "done," then I guess so? The game doesn't "end," you just stop getting new toys. I've seen screenshots from folks with dates in the 2300s.


aaaah, I see wehat you mean.
Destructomonkey Jan 12, 2017 @ 9:35am 
iirc Open Transport Tycoon Deluxe had it so the year never changed even when the months and days pass
wish you could have a mode like that for this game
Originally posted by Landwalker04:
If you wanted to play an entire game that was just a particular period (Say, "I'm only going to play the game with 1910 technology and earlier"), you could go into the vehicle files for all of the "desired" vehicles and set their end dates to something ridiculous like 2999, and go into the vehicle files for all of the "undesired" vehicles and set their availability dates to something that will never realistically become available. Then you just start a game, and you've got centuries to just futz around with Atlantics and Steam Lorries or whatever. It won't affect the date displayed by the game, but that's pretty much it—you'd just treat each "game year" as a bookkeeping unit, and not anything more than that.

That would be a lot of work, and i'm not sure if i want to use 60s/70s vehicles in 2017

Originally posted by Destructomonkey:
iirc Open Transport Tycoon Deluxe had it so the year never changed even when the months and days pass
wish you could have a mode like that for this game

I agree
Saint Landwalker Jan 12, 2017 @ 12:38pm 
It certainly would be some work, but it's an option. And you can always treat it as "Arbitrary time-keeping unit #2017" rather than "Year 2017 AD".
mjrudolphi Jan 12, 2017 @ 2:18pm 
Originally posted by Landwalker04:
If you wanted to play an entire game that was just a particular period (Say, "I'm only going to play the game with 1910 technology and earlier"), you could go into the vehicle files for all of the "desired" vehicles and set their end dates to something ridiculous like 2999, and go into the vehicle files for all of the "undesired" vehicles and set their availability dates to something that will never realistically become available. Then you just start a game, and you've got centuries to just futz around with Atlantics and Steam Lorries or whatever. It won't affect the date displayed by the game, but that's pretty much it—you'd just treat each "game year" as a bookkeeping unit, and not anything more than that.
How do you do something like that?
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Date Posted: Jan 11, 2017 @ 11:45am
Posts: 20