Transport Fever

Transport Fever

27 ratings
Energy & Workers
 
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Building: Industry
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3.635 MB
Feb 16, 2018 @ 6:04pm
Mar 2, 2018 @ 3:21pm
3 Change Notes ( view )

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Description
Updated 2018.03.02 - Fixed double delivery crashes. Adds energy requirements for every industry by level: Level One = 1 logs; Level Two = 2 logs OR 1 coal; Level Three = 2 coal OR 1 oil; Level Four = 2 oil OR 1 fuel; Level Five = 1 oil AND 1 fuel. Also adds worker/passenger demand to industries, drawing people to them.
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28 Comments
jcaf  [author] Mar 2, 2018 @ 3:16pm 
Thanks, folks, for the helpful info. I thought they would not be compatible. Since my mods are the simplest, while the other industry mods are more complex, I would like to invite the makers of the other industry mods to feel free to incorporate my code from my mods' industry .con files. It would be much easier for them to incorporate my changes into their files than it would be for me to replicate their changes into my files, as mine are just a few lines per industry.

So feel free, mod makers, to use my changes to produce a hybrid mod putting everything into one. And feel free to make any adjustments or rebalancing as you see fitting.
Dirkels Mar 2, 2018 @ 10:57am 
In it's current state this mod and New Industries (or other mod that changes industries) are not compatible. It depends on the order in which the mods are loaded of what the result will be. Both mods replace vanilla industry .con files the mod that gets to do it last will 'win' and its .con files will be used.
belthize Mar 2, 2018 @ 10:44am 
It doesn't really work with New Industry since he overwrites some things. In theory they could be merged. There appears to be an issue with New Industry 2.5.4 anyway so I'd back burner the idea.
jcaf  [author] Mar 2, 2018 @ 10:41am 
Thanks, Belthize. I'm glad you're enjoying it. I haven't had any time since I finished these mods to experiement with other mods. There are several mods I'd like to try it with, including New Industry, and there's one that allows import docks too. If anyone tries my mods with any others, be sure to post a comment on whether they work together or don't work together. My mods make some changes to the recipies of industries in the industries ".con" files. If another mod needs these .con files unchanged, they may conflict. But sure to post a review if anyone can. When I get a chance to experiment, I will post my findings too.
belthize Mar 1, 2018 @ 5:49am 
I really like the idea of this mod, definitely giving it a go. Quick question, any idea if it works with mods like New Industry (http://steamcommunity.com/sharedfiles/filedetails/?id=1165791968) .
jcaf  [author] Feb 22, 2018 @ 2:40pm 
Yet even if do play this mod with another mod that allows you to build more forests, coal mines, refineries and import docks, keep in mind that the main challenge of my mod is to see how large an empire you can build using limited energy supplies.

Such limited energy supplies forces us to be very efficient in our track layout, station locations, and train schedules. The original vanilla games has basically one layer - that is, producing products that feed your cities. My mod was designed to add an extra layer underneath that, namely an energy network that feeds your industries before they can feed your cities. So now we are forced to think along two dimentions instead of just one.

If you still want more energy supplies, try running my mod with another mod that allows you to add addional industries like forests, coal mines, refineries or import docks. And verion 4 will be available this weekend which adds logs to version 3's coal and oil without needing energy themselves.
jcaf  [author] Feb 22, 2018 @ 2:25pm 
Hi, hodderd. Yes, you are quite right. Your whole transport empire can grow only as far as your energy supplies will allow. This is an intentional design, since a real economy in a real country is also limited by its energy supplies.

Version 2, as you already know, cuts the energy demand in half. But again, eventually your empire reaches a high point depending on how much energy your map has.

Version 3 helps break the circle by eliminated the coal mine's and refinery's need for energy. These no longer require any energy input, since they are producers of energy and can be considered self-sufficient.

I will soon have a version 4 (this weekend) which adds logs again to version 3.

Playing this mod with another mod that allows you to create industries of your choosing would really help, as you could add more forests, coal mines and refineries. You could even build an import dock to import logs, coal and oil in great quantities.
hodderd Feb 22, 2018 @ 1:52am 
This is a really great mod and is good fun. However I am getting "vicious circles". When the forest gets to level 2 and needs coal from a coal mine that is also supplying other industries there does not appear to be enough coal to keep the forest running high enough to supply the coal mine and slowly everything slows to a stop. when the forest goes back level 1 everything starts again and runs for a few years until it moves to level 2 again. Tried your version 2, same problem although it takes longer to slow down!!
jcaf  [author] Feb 18, 2018 @ 11:40am 
jcaf  [author] Feb 18, 2018 @ 11:39am 
I just put up a much simpler version (#3) which uses just coal and oil. Levels 1-3 require coal, while levels 3-5 require oil (overlap at level 3 is intentional to prevent shutdown). Plus, only 1 unit of coal or oil is ever required.

So now players have their pick of 3 versions: #1 which is the slowest and most challenging, #2 which uses the same structure as version 1 but at half the energy requirement, and #3 which uses only coal and oil.

That will be it for this mod. I'll be working on a power plant mod next which will be more practical to play. It's just going to be harder to mod, so it will take me some time. If anyone wants to give it a go, by all means feel free.