Transport Fever

Transport Fever

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Energy & Workers 2
 
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Building: Industry
File Size
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3.701 MB
Feb 18, 2018 @ 11:56am
Mar 2, 2018 @ 2:51pm
3 Change Notes ( view )

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Energy & Workers 2

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Description
Updated 2018.03.02 - Fixed double delivery crashes. Reduces industry energy requirements by half compared to version 1 of the mod, allowing you to power more industries more quickly. Industry worker/passenger demand remains the same as in version 1.

Fixed crashes when delivering energy and ingredients of the same type to chemical plants, saw mills and steel mills.
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10 Comments
Gexxxs Mar 2, 2018 @ 6:42am 
Mod hat einen Fehler, das Spiel stürzt plötzlich ab Spielstände können nicht mehr geladen werden
jcaf  [author] Feb 19, 2018 @ 5:59pm 
Thanks, SFC. A cook's reward is simply that people enjoy his food.
SFC Gunny Feb 19, 2018 @ 5:28pm 
Appreciate the quick reply and your work on these mods. I'm currently using version 3 of your mod in my current gameplay. It really adds more to the gameplay - great work.
jcaf  [author] Feb 19, 2018 @ 4:56pm 
OK. Try it now. You will need to exit TF completely, then relaunch it so that it refreshes all the mod files. Then enable the mod in your "Custom > Advanced" menu and play.

Would you like to know why it crashed? This is too funny... I forgot one comma "," at the end of one line of code. Ah, but I do enjoy programming anyway, because it can be so funny sometimes!
jcaf  [author] Feb 19, 2018 @ 4:45pm 
Hi, SFC Gunny. Yes, you are correct. Version 2 of my mod is crashing because I missed one or two } symbols in the code. It is a very simple fix. It will take me a few minutes to correct them. I will post a comment here when I have the new files uploaded. Thanks for letting me know.
SFC Gunny Feb 19, 2018 @ 3:37am 
Your first version worked fine - this version crashes the game
pmct1976 Feb 18, 2018 @ 8:46pm 
Thank you very much :)
jcaf  [author] Feb 18, 2018 @ 4:40pm 
Here it is... I plucked out just the industry workers portion of my mod and packaged it here:

http://steamcommunity.com/sharedfiles/filedetails/?id=1306289025

I also increased the worker demand as follows:

Level 1 industries draw 50 workers,
Level 2 industries draw 100 workers,
Level 3 industries draw 150 workers,
Level 4 industries draw 200 workers,
Level 5 industries draw 250 workers.

You can set up passenger lines to industries to deliver and pick-up passengers. The industries do not need these workers to produce their outputs. But they do generate extra revenue, and they add a little more realism. Enjoy!
jcaf  [author] Feb 18, 2018 @ 3:07pm 
Yup. That can easily be done. I can have that available as version 4. Look for it in a day or two.

Just keep in mind that the workers going to the industries will not actually do anything at the industries, as the industries really don't need them to produce things. But the mod will create passenger demand, allowing you to build passenger lines from towns to industries, moving passengers back and forth between them.

I'm not sure what the actual travelling distance is for workers. If an industry is too far away from a town, it may not draw any workers at all. Look at the road leading from a town to an industry for any people walking along toward the industry. It usually takes a several minutes (real time) before poeple start walking toward the industries. When you click on these people it will say "Going to work". The window should also have the number of the industry they are going to, and clicking on that number should open the industry window too.
pmct1976 Feb 18, 2018 @ 1:01pm 
is it possible to make a version of this mod onl with workers necessity?
Would make city planning much better with industries right inside of it