Transport Fever 2

Transport Fever 2

Industry Production Levels v1.2.1
84 Comments
jvp Oct 24, 2024 @ 5:51am 
Returning to the game after a long break and I noticed a visual issue with this mod: The ground textures uses the level 1 texture no matter what level the industry actually is. I've tried unsub/resub to the mod and verified game files, but no luck, also there seems to be no relevant information in the stdout either...
HybridGrizzlyTrenchGun Oct 8, 2024 @ 2:39pm 
Hey Software Simian, would you consider porting this to Mod.io for Xbox Series X? I'd really love it. If not, I understand.
VacuumTube Oct 6, 2024 @ 1:05am 
High production values create heavy load on the simulation. So observe the level of your industries. I fixed them at some point using the option with sandbox mode to avoid fluctuations. But anyway I think the exponential 2^n logic is the key element of this mod because in contrast to vanilla you can create extensive supply chains with sufficient production.
numbat Oct 4, 2024 @ 9:00pm 
I've been using this mod for a long time and is one of my most favorite mods. Unfortunately, ever since the Sept update, this mod has been causing my games to lag significantly, mostly during the late game but even on some well under-developed maps.

Is there any update in the works to better integrate with the latest update?
Cat May 18, 2024 @ 3:30am 
Really liking this mod. Is there any way for an option to make the increases additive rather than multiplicative? eg, 100, 200, 300, 400... rather than 100, 200, 400, 800...
lhtn May 8, 2023 @ 8:29am 
In my game they are categorized as Transform, and in this category I wanted to leave only Oil, Plastic, Planks, Steel
lhtn May 8, 2023 @ 8:26am 
Is there any way to configure what are considered Raw, Transform and Consuming industries in the mod? I would like to put in consumer industries those destined for cities (Food, Tools, Goods, Fuel, Tools, Machines)
Logos Feb 16, 2023 @ 12:05am 
I uninstalled the station mods (non-aesthetic) I had and the issue resolved itself :steamthumbsup:
Sheppard Feb 12, 2023 @ 8:18am 
is it fixed ?
Logos Jan 25, 2023 @ 4:33pm 
@Kelven Having the same issue, tried the same fixes. You manage to fix it?
BlackLord029 [GER] Jan 9, 2023 @ 1:43am 
Wie heißt das in deutsch
KUPOOOO Jun 15, 2022 @ 11:00am 
@SoftwareSimian I was trying the mod on an already started (without mods) campaign game, tried on a free mode and it worked, added you nevertheless incease to solve this faster.
SoftwareSimian  [author] Jun 14, 2022 @ 3:06pm 
@KUPOOOO: is there anything relevant in at the end of stdout.txt immediately after a crash (before you restart the game).
\Steam\userdata\<steamid>\1066780\local\crash_dump\stdout.txt
gavt1976 Nov 11, 2021 @ 9:40am 
Well this mod has stopped working, so i am hoping there is going to be another update for this mod.
Teax May 26, 2021 @ 8:15am 
@Kelven, same problem here. Did a quick test without the mod and it worked good.
But found a not so optimal work around, put a few more trains in the route and told them not to wait till full, the shipment then start slowly raise. Think the issue is the same as VacuumTube first mentioned that the downgrate happens too fast on longer routes.
Kelven May 26, 2021 @ 7:32am 
@VacuumTube

All 3 cities connected demand over 150 bricks, but I just can't get that much out of the factory anymore, I don't get where you think it's an issue with town demand?

The factory, even though it's maxed at 800 "Production" and 96% "Transport", "Shipment" is stuck at around 250. I WANT to ship more, I am ABLE to ship more (I have trains waiting to pick up bricks), but the factory just stopped sending bricks to the docks.

Everything was working fine until recently, brick just stopped appearing on the station platforms as fast as it used to.
VacuumTube May 24, 2021 @ 10:58am 
That's unlikely related to this mod, so you could start a question in the forum. Seems more like a problem with the town demand, I suspect not all buildings are covered.
Kelven May 24, 2021 @ 9:37am 
@VacuumTube

Stone quarry: Producing 800+ stone, shipped to factory

Brick factory: Producing 800+ units (Production: maxed at 800)

None of those units are appearing at the station (Shipped: 250 and dropping).

I have 3 cities connected. Each city roughly demands 150 brick max, and are currently at around 10/150.

I have trains going back and forth EMPTY because the brick factory isn't putting any of the units on the station docks.

The station IS connected to the brick factory.

So, I have cities connected, demanding brick, and their needs are NOT fulfilled. The brick factory IS getting enough stone. The brick factory IS producing the stone, but none of it is appearing on the station docks.

I thought perhaps this issue was because the brick was finding its way along the roads by itself or something, so I DELETED the roads connecting the brick factory to anything else, so the ONLY way out is via my rails. But still, none of the brick is making its way to the station.
VacuumTube May 24, 2021 @ 7:59am 
Production depends on demand. It will only produce what is requested by the following industries.
You see the upgrading process and conditions in the industry window. Mods can't change the upgrade/downgrade behavior.
I managed that problems by locking important industries (disable auto-upgrade). Also, sometimes it makes sense, to manually increase level (therefore production) of an industry, to increase the demand (therefore shipping) from the previos industry.
SoftwareSimian  [author] May 24, 2021 @ 6:55am 
I haven't played TpF2 in a long while, I'll see if I can find opportunity to reinstall the game and maybe (no promises) find out what's changed.
Kelven May 24, 2021 @ 6:13am 
As others have said, unfortunately this mod stops working after a bit. At a certain point the industries just... stop producing.
Teax May 22, 2021 @ 5:19pm 
Looks like a great mod, sadly it isnt working anymore. Would be nice if it get updated more frequently :)
First i thought some other mods may the problem but only with this mod the producer buildings wont level up more than once. stuck on level 2 forever. other buildings working good.
And yes as VacuumTube a few month ago said, the downgrade is way too fast.
greets
aspirulez_174 Feb 20, 2021 @ 2:25am 
я дико извиняюсь, но как мод работает, с новой игрой только или с сохраненной тоже? или он просто не сработал у меня, заранее благодарен за ответ
VacuumTube Nov 30, 2020 @ 1:31am 
Great Mod! Exactly what I was looking for. Don't like the 400 limit.
Anyway, after playing a bit with this, I realised that industries change their level more often than before. The biggest difference to vanilla is, that also resource industries have levels now. If they level down unintended, this can get problematic and cause delivery bottlenecks. I have long cargo chains with line times >30min and also transfer stations, so cargo travels a long time and if you don't play with trucks, cargo travels at once. The game logic now thinks, cargo is not transported and industry may downgrade.
SoftwareSimian  [author] Oct 27, 2020 @ 9:21am 
@ScrapyardBob: By request, here is the new mod Cargo Weight Adjuster:
https://steamcommunity.com/sharedfiles/filedetails/?id=2269459907
SoftwareSimian  [author] Oct 24, 2020 @ 4:51pm 
@ScrapyardBob: yes, it's possible to make a mod to adjust the cargo weights. However, the trick is in the interface. Ideally each cargo type would be modifiable individually. But what cargo types? I can hardcode the vanilla cargo types easily enough, but it would be good to dynamically generate the list of cargo types that are enabled by mods. But (as far as I know) I can only generate the list of modded cargo types after the mods are completed loading, which means it can't be used in configuration. Alternately I could try to provide config for all known modded cargo types as well, but they would show up (in the config) whether you have those cargo types enabled or not.
MosaPudica Oct 23, 2020 @ 8:01pm 
On a separate note, have you considered a mod that makes raw materials have 30-50% more mass? Just about everything has a weight of 1200 in the res/config/cargo_types.
MarkShot9 Oct 17, 2020 @ 7:45pm 
Okay. Thanks for all your help.
SoftwareSimian  [author] Oct 17, 2020 @ 8:03am 
Yes, in the advanced options (where you can adjust the enabled mods) during save-game load you can adjust the parameters of any mod that support this type of configuration.
MarkShot9 Oct 16, 2020 @ 10:56pm 
If I set it to 100 in an existing game with it alter the ongoing game?

Thanks.
SoftwareSimian  [author] Oct 16, 2020 @ 5:32pm 
The default values are 7 production levels and base level of 100 for each of the three types. The game will remember the value you set so perhaps you had been playing with it earlier and set Transform to 25?
MarkShot9 Oct 16, 2020 @ 2:49am 
Thank you, Sir.

I understand what the three categorizations are and the levels; simply base 2 or each level added doubles.

The base production is where a supplied industry first starts (number of units output)? I am not sure I really understand it. Why is transform set to 25 and not 100?

Thanks.
SoftwareSimian  [author] Oct 15, 2020 @ 5:21pm 
@MarkShot9: the mod description above should explain the meaning of the sliders. Is there something in particular you don't understand?
MarkShot9 Oct 14, 2020 @ 4:25am 
Thank you for your mod.

I see the sliders on the left present for game setup.

Is there anyplace which explains what they do?

Thank you!
SoftwareSimian  [author] Jul 12, 2020 @ 6:35am 
The mod author understands the vanilla production chain, and likes it less than TpF1, and therefore made a mod to make all industries produce equally (with the option of configuring the three classes of industries separately).
phobos2077 Jul 12, 2020 @ 4:11am 
OK I've tested this mod. Either I'm confused or this mod is really misguided and game breaking. In vanilla, different industries produce different amount of goods depending on the production chain formula. Farms produce 200, quarries and wells 400 for example. Also some industries have different levels (steel mill - 2 levels, food processing - 4 levels). This mod just breaks production chains because now all industries have the same levels regardless of cargo type.

So instead of just adding more levels (to allow for larger cargo loads) and/or making more granular levels with regards to original values per cargo (to keep the production chains work) this mod for some reason assigns the same numbers to different industries. Feels like the author didn't took time to understand how industries work in vanilla game and made this mod in a hurry.

The other mod "More Industry Levels" is implemented correctly, with respects to original values. But unfortunately lacks configuration options.
SoftwareSimian  [author] Jun 27, 2020 @ 1:25pm 
v1.2.1 - 2020-06-27
* default settings ignored under some circumstances, leading to either mod doing nothing, or game crashing
SoftwareSimian  [author] Jun 27, 2020 @ 11:04am 
v1.2.0 - 2020-06-27
* Move configuration to the new main-menu mod configuration format. From the Load Game menu: click "Select Options", highlight the "Industry Production Levels" mod, in the right panel you will see the configuration values. These values are saved per-game.
SoftwareSimian  [author] Jun 13, 2020 @ 6:25am 
v1.1.1 - 2020-06-13
* made changes to industryutil.lua to make fully compatible with Yeol's Senseless Industries
KlausiMaus Jun 5, 2020 @ 7:51pm 
@ SoftwareSimian:
Strange, deleting "New Rolls Industry" and reintalling, it works now
KlausiMaus Jun 5, 2020 @ 7:25pm 
@ SoftwareSimian:
May be this mod causes the error:
New Rolls Industry
I will do some tests.
SoftwareSimian  [author] Jun 5, 2020 @ 6:40pm 
@KlausiMaus: the filename and line number referenced is in the source code for the Transport Fever 2 game -- it's no use to the user or modder, only the developers at Urban Games have access to that.

I don't see anything in the error message pointing to Industry Production Levels (although it's not impossible there's some kind of conflict with another mod). What other industry-related mods do you have installed? What happens in-game when this crash occurs? Is there something that seems to trigger it?
KlausiMaus Jun 5, 2020 @ 6:09pm 
@ SoftwareSimian
Yes, your mod crashes and this is the last message in the stdout.
Really strange, because there is no such directory: “c:\build\tpf2_steam\src\game\...”
SoftwareSimian  [author] Jun 5, 2020 @ 4:54pm 
@KlausiMaus: do you have reason to believe it's coming from this mod?
KlausiMaus Jun 5, 2020 @ 1:57pm 
Hi,
I have a strange error:
c:\build\tpf2_steam\src\game\urbansim\stocklistupdatehelper.cpp:279: __cdecl StockListUpdateHelper::~StockListUpdateHelper(void): Assertion `cc->cargoData.size() == stock_list_util::OutputCargoTypes(cc->rule).size()' failed.
I have no idea where this is coming from
?? Jun 4, 2020 @ 1:24pm 
Hi,

Thanks for looking into it, I didn't have the Senseless Industries mod installed after a bit of searchign I found that in my case it was because of the Resort Hotel mod.
SoftwareSimian  [author] Jun 4, 2020 @ 12:57pm 
I was able to reproduce the problem when Yeol's Senseless Industries mod is also enabled. The conflict can be avoided by making sure Senseless Industries is at the top of the mod load order, or at least that Industry Production Levels comes after it.
SoftwareSimian  [author] Jun 3, 2020 @ 5:07pm 
@??: I'm not able to replicate that problem (using build 28962). Both loading an existing savegame and starting a new game worked fine.
But from what you describe, it sounds like you might have another industry mod that's overwriting industryutil.lua
What other industry-related mods do you have enabled?
?? Jun 3, 2020 @ 12:36pm 
Hi,

I'm on the beta/testing branch and getting the following error during map generation - industry generation:

Details:
Error message: error: ...ry/steamapps/workshop/content/1066780/1970151023/mod.lua:23 : attempt to call field 'numIndLevelsProdBaseLevel' (a nil value)
stack traceback:
=[C](-1): numIndLevelsProdBaseLevel
@J:/SteamLibrary/steamapps/workshop/content/1066780/1970151023/mod.lua(23): ?
@res/config/base_config.lua(32): ?

File name: res/construction/industry/food_processing_plant.con
Key: game/config/ConstructWithModules

Hope you can do something about it when the path becomes the standard branch...

Thanks for the mod.
SoftwareSimian  [author] May 26, 2020 @ 5:00am 
@Its_Imba: Please describe "only errors" in more detail. What does the error message say? What error message, if any, do you get at the end of stdout.txt?
When do the errors occur? During loading, or in-game at some defined point (industry upgrade, or other?)
Are you on the standard branch or the beta branch?