Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think Senseless is behaving as it should. If I generate a map in 1880, I don't see any Flax Farms (they time out in 1850) and I don't see any Car Factories (not available until 1910.) Note that other mods may be affecting the availability date for time sensitive industries.
Further to this last point, I checked Early Start, and it is only changing availability dates for those items whose start date is either 0 or 1850, so it will not adversely affect Senseless. It will allow you to manually add Flax Farms to the map until the end of 1850.
I'm not sure if this is intended and I just misunderstood something (English not my first language).
Oh, and 1 minor thing, there is only 1 crude oil well in the entire map (no biggie since I have sandbox enabled).
Later TP2 expanded and could receive up to 6 products per city (depending the size). I've adapted this mod to also allow this growth by introducing more types of production chains (up to 6).
So it's normal that all cities have the same demand at start: commercial and industrial. It's up to you to satisfy this demand by starting to deliver all goods necessary to create industrial and commercial goods. It will proof substantially more difficult to deliver goods to cities, especially the early ages.
Watch out, because when years progress, production chains will expand with additional more modern products, resources and goods.
I have only just downloaded this mod and I'm confused. Mod description says up to 6 different cargo items per town, depending on size and era.
Starting in 1850 I have the same two items (sometimes only one of them) needed in all of my cities. The blue and yellow box, industrial and commercial goods.
Will that change?
It might be a stupid question, but recently one of my savegames was crashed because of a faulty mod after hours of playing, and I kinda dont wanna spend a lot of time again if something is wrong.
Thanks in advance
Hope this helps!
Is there a way to turn this off, or change it to another sound?
Car plant requires steel and machines, machines require steel, and steel plant sends most of it's output to car plant. So the car plant has thousands of steel stockpiled, but starves on machines.
I have no hope for TpF3, as most of the dumb moments from TpF1 moved to 2 without fixing, devs don't care.
'No Cans Anymore' text is not a problem - I suppose that older versions of the mod required the cans, so Yeol renamed the industry showing that the cans are no longer mandatory.
How do you enable sandbox mode?
I have recently noticed during my latest playthrough that the Food Processing Plant has a (No Cans Anymore) appended to it. Suddenly, the plant isn't processing, the meat processing plant isn't producing either. I haven't been able to find any reference to this online but it is making the game unplayable.
Ofcourse it is something the game won't tell you and you observed this quite well.