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https://steamcommunity.com/sharedfiles/filedetails/?id=2222382696
https://steamcommunity.com/sharedfiles/filedetails/?id=1939656506
https://steamcommunity.com/sharedfiles/filedetails/?id=1939655980
https://steamcommunity.com/sharedfiles/filedetails/?id=2222390530
https://steamcommunity.com/sharedfiles/filedetails/?id=2172366451
https://steamcommunity.com/sharedfiles/filedetails/?id=2222383312
As there is nothing available before mk1 tpo's.
Just a minor "wish": Is it possible to let cars, which can carry food, carry meat too? Would make sense since meat is a type of food.
I came up with this because i am currently making cooling waggons and they only carry fish and food, but no meat unfortunately. (Due to the script)
Personly, all I want is more complicate and realistic product chains, as well as interesting features related with the upcoming update as you mentioned before.
Maybe an easy start and a tough later period will be a good experience! Looking forward to your final work.
The advantages are that one can start immediately to deliver cargo to towns (coal or fuel), without having to complete the entire industrial or commercial goods production chain. This way, mail and waste are also starting much sooner.
The disadvantage may be that it's more easy to start, less of a challenge, and maybe too OP to make money soon. But again, I've to test-play it to see how it behaves.
Thanks for the suggestion! And it is of course always possible to install 3th party mods of for instance Power Plants that require coal or fuel. ;)
Senseless V2 is still under development and internal evaluation.
The current beta version is buggy. I really appreciate your great job.
The dynamic appearance is random. So if you are waiting for a particular plant to appear, it could take a while. But unfortunately I can't play the beta patch thoroughly, because of the constant crashes. I hope this will be fixed the coming weeks. So, I do not have a good sight upon the balance in gameplay with these new features.
A small suggestion: in later game, is it possible to base more products on crude, coal, etc., in this way, we can transport much crude and coal from a huge raw material base, which makes the game more realistic.
And a question: is the dynamic appearance of industries sufficient to build the entire industrial network, or only partial of it?
- Progression of town cargo types. With expanding cities, and time progression through the era more cargo type will be available in towns.
- Smaller villages with no, or just one cargo type will also appear to make the early start more challenging (and epic)
- More modern cargo types with different new modern technologies to make the late game more varied.
- Compatible with pre- and post Spring 2022 update gameplay
- the largest and most productive industries might have a very small town developed around it. This makes progress more organic and dynamic in time.
This version will be proposed as an alternative, because ongoing games would be severely affected. Many production chains have been altered, especially at the later era. The early era is almost identical, but more dynamic and varied.
Thanks.
A) The textile mill has been split into 2 eras. Until 1900 the older version works with Leather, Wool and Fiber (Cotton or Flax). After 1900 the modern version works with Leather, Wool and Synthetic Fiber (Nylon). Textile related icons have received a minor facelift. It bothered me before that the textile mill showed "synthetic fibers" from 1850, but it was not yet possible to make it.
B) A Cement plant has been added. I was unhappy with the reduced role of stone, sand and clay. Cement is made with Limestone (before it was delivered directly to the Concrete plant) and Clay. At the Concrete plant Cement, Sand and Stone (gravel) is needed to make Concrete. This way stone and clay have a role beyond 1900, and sand has more impact (before only used for Glass).
Concrete and Sand icons and cargo models have received a minor facelift.
I made Senseless compatible with the cement waggons of the DDC mod of krisz04, so you can use his cement rail cars. His cement plant is not compatible though!
totally didnt just setup really expensive and time wasting infranstructure for mail and waste
your 3rd Point wit hthe small towns sounds very nice
to your 2nd Point: I hope that issue is a Beta-Bug and try to write in some forums about that - or maybe someone else has done that already
looking forward to the new Update and thank you VERY much for being here
@Yolosaurus Rex, thanks! Have fun!
mail and garbage aint doin shit, the year is 1930 in my save game
1. Hotels, Palace, Circus, DIY-center and car dealers have been removed because they did not respond to the expectation. I failed to implement the entire idea with these elements, so they were rather meh.
2. Senseless has been prepared for the Spring 2022 patch. It is compatible. The appearing and disappearing of industries is a major bonus (for era progression). But the base game still has issues with the 6 cargos per town mechanics. It does not work with custom cargo types. So the basic Commercial and Industrial goods concept stays (as long the bug is present in the base game)
3. NEW: small towns MAY appear near industry plants with very high production. This will probably happen during mid-game. I hope you enjoy this new concept.
4. A few graphics improvements (mainly retouched a few icons)
Have fun!
The disappearance and appearance of new Industries over time works well and is a fun extra gameplay element.
So for the moment I'll make the mod compatible with the upcoming patch, and clean it up from some underwhelming elements (Palace, Car dealers,...). But I can't integrate the extra cargo type with growing towns, because the mechanism does not work for custom cargo types.
I still think if the first Co-Centers and I-Parks will produce Era1 packs and the next one produces Era 2 packs - guess it won't be perfect but i think it would be the easiest way and it would keep the heart of the mod mostly in tact
I have taken the Whiskey distellery from chpter 3. I have not looked deeper into it but it is by default only placeble by hand.
I have not played long enough too be sure it never game in the game by itself. But when the map is generated it is not there.
Is the customs house still placeble by the player in the new version or is it also a building that will be placed randomly by the game?
I tried to use town industries more actively (e.g. car dealer), but town buildings are not stable, and their locations hops all over the map. Very annoying when out of radius of cargo stations... again.
I've also done test whereby there are no commercial centers or industry parks, but town buildings are directly fed by a collection of cargo types. That went not great, and it did not add to the fun of playing.
So, I will fall back to the core concept, and dispose of most elements that do not fit well into that concept. Personally the custom house could amuse me, placed at map edges as if these were border crossings.
always made me feel like the world is bigger and you can "send trains to other countrys"
It is a good idea too remove the palace and other stuff. It never works well. Even the customs office is a bit annoying. But that is only my opinion. It is still your project offcourse.
I'am glad too hear that you like the improvments of the beta. Your mod is awesome. And now i'am trying also scripting a mod i realize how difficult it is too design a balanced cargo chain.
I'll take a look at the fishing mod, and curious when it's auto-placed, it still is at water borders. Thanks for the suggestion.
Https:/www.transportfever.net/filebase/index.php?entry/6449-fischerhafen-fishing-harbour/
I've yet to use, but ties in with this, it's a small fishing harbour & fish (in the water) industry https://www.transportfever.net/filebase/index.php?entry/6462-fischgrund-fishing-ground/
I'm developing a plan with a few modification of this mod so eras are better represented by the increasing demand of cargo by larger cities. And the badly implemented elements of this mod will be removed (palace, car dealer, ...), but nothing is final.
If you have suggestions, I'm all ears.