Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
528 Comments
Yeol  [author] Jul 30 @ 11:38pm 
@Rosy Stripes, thank you. I will look into this issue.
Yeol  [author] Jul 30 @ 11:37pm 
When TP2 came out, towns could only have 2 arbitrary cargo types out of a selection of 6. The logistics game was stupidly simple and boring. This mod was created to have mode complex production chains. In that time two: an industrial chain (yellow) and a commercial chain (blue). All cities now could receive all types of products (wood,steel,...) via the yellow and blue production chains. I found it more logical, and more interesting.

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).
Yeol  [author] Jul 30 @ 11:37pm 
(continue)

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.
Yukon Jul 30 @ 3:41pm 
Hi there,

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
Rosy Stripes Jul 29 @ 5:40am 
I tested without this mod, and with another industry mod (Real Industrial Chains 1.6). The ambient noise is present with the other industry mod, but not without, i.e in vanilla mode. Specifically, the audio file that plays is "Industrial_1850".
Hope this helps!
Yeol  [author] Jul 29 @ 4:53am 
@Rosy Stripes, it's been a while but if I remember well the sound of industries can be changed. I'll note it down for the next update. Thank for the suggestion.
Rosy Stripes Jul 29 @ 2:55am 
I've noticed that every industry, from a coal mine to a textile mill, from a ConMat plant to a farm, emits a constant humming noise that I think in the vanilla game is produced by an oil refinery when it's converting crude into refined oil.
Is there a way to turn this off, or change it to another sound?
Yeol  [author] Jul 25 @ 5:27am 
@trexxet, I totally agree, and that one of these things of TF2 that frustrates me. Devs don't care indeed.
trexxet Jul 6 @ 5:04pm 
Still love this mod, however, TpF2's dumb cargo distribution spoils it a bit.
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.
Yeol  [author] Jun 5 @ 9:17am 
Any newly created map is supported. The mod will adapt all industries on the map automatically.
Bumble Jun 5 @ 12:43am 
What maps do you play this on? I love the mod but there are barely any maps with it. Or do you just add it to normal maps?
Deveras interessante, estou querendo experimentar, mas como faço para colocar industrias no mapa? tipo no jogo é algo aleatório, eu sei que tem como nas opçoes bloquear o fechamento e abertura de industrias, mas não conheço uma maneira de adicionar.
Maia Gamer Apr 19 @ 8:05am 
Novas atualizações do mod por favor.
Spineshank Apr 11 @ 7:43pm 
fiber in the import goods has no industry to consume it, so cannot upgrade the building
Superb Owl 50 Apr 7 @ 5:08am 
Thank you for your amazing mod! I have gotten an automotive industry up in a game, but was surprised to see how many supplying industries I needed to produce just 400 final automobiles. Did I do something wrong or is this the way you intended? Just the sheer amount of space required to fulfill one large city's demand was pretty incredible, and while making it work is lucrative, using autos to grows cities doesn't seem practical. Also, is flax disappearing as a placeable industry far before nylon (1950?) is available intended?
Yeol  [author] Apr 6 @ 3:43am 
Bricks are deprecated after a 1900 and something, part of the old industry. You can continue using the existing brick plants, but not build new once. Bricks are replaced by concrete, the modern building material. This to keep the challenge going.
hobthefirst Apr 6 @ 1:44am 
is there brick? The Construction materials plant needs bricks, but I cant find anything that makes bricks, idk its late but I've been looking and still cant find anything that makes bricks
cnchu Mar 3 @ 11:54pm 
Hello, may I ask why the items I need in each city are the same, and if I manually modify them, they will be changed back. thank you!
IceCreamTonk Feb 26 @ 6:32am 
is there a chance we can get the customs building a seperate mod?
Jean-Luc Picard Oct 22, 2024 @ 7:11am 
Very nice add-on to the base game, i really like it, thanks for the hard work you put into this? I encountered sth, when using custom cargo wagons/trucks/ships the cargo does not get rendered when the wagon/truck/ship is full, is there any way to fix this? This mainly affects them when they have multiple compartments.
ГОЙДАДЫР Oct 2, 2024 @ 2:11am 
fresh update compatible?
PinballWizard79 Aug 21, 2024 @ 6:44am 
Is there a way to tweak industry weighting when generating a new map? I have eight food processors and one grain farm, one cow pasture. LOL
Dusty A Aug 17, 2024 @ 7:02am 
Thank you both. Weird: when I built the new plant right next to the old one, the old one started working again so I was able to demolish the new one. Cost some coin but I'm back in biz.
Genshu Aug 17, 2024 @ 3:30am 
you can always demolish plants if you have the debug mode on ( options) and keep shift pressed while bulldozing
trexxet Aug 16, 2024 @ 2:37pm 
That's a built-in mod. Enable it in the 'select options' menu when selecting the save file to load.

'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.
Dusty A Aug 16, 2024 @ 1:04pm 
Thanks, trexxet. I can't demolish the plant. the bulldozer doesn't work on it. I built a new plant right next to it, but it still has No Cans Anymore in brackets. But meat is back on the menu.

How do you enable sandbox mode?
trexxet Aug 16, 2024 @ 9:48am 
Demolish the plant and build it again then (don't forget to enable the sandbox mod)
Dusty A Aug 16, 2024 @ 8:55am 
Help!!!!

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.
trexxet Aug 3, 2024 @ 10:40pm 
Or just build industries manually
µBunny Aug 3, 2024 @ 4:16pm 
@RedTide2000 It happens when you turn off the function that make industries close down and respawn somewhere else on the map. This mod need that to be on for it to create new industries as you progress to new eras.
trexxet Jul 27, 2024 @ 10:49am 
I find it hillariours that the TpF dev team managed to implement beautiful graphics with good performance, but struggles at making an OR function
River Jul 7, 2024 @ 2:01am 
made the game to crash
Genshu Jun 18, 2024 @ 1:25am 
@benandcoopersdad have you double checked this with loading a tropical map with only this mod active? I have started several games with this mod on a tropical map with this game version without problems
benandcoopersdad Jun 17, 2024 @ 6:46pm 
Crashes the game when trying to load a tropical map
RedTide2000 Jun 9, 2024 @ 9:34pm 
why is the mod starting with all eras completed? I started in 1850 with no other mods.
Dahl Apr 4, 2024 @ 8:01am 
I like this mod but it introduces a significant amount of lag into the game, even on my beastly computer. Dont play with it anymore.
Genshu Mar 12, 2024 @ 11:03am 
@NutraNickers this is a well known bug, but sadly one that can't be solved by modding. The or-function is bugged by default and needs to be fixed by the game developers. Yeol talked to the gamedevs in the past and they aknowledged that this mechanic is not functioning correctly. since it is not used in the vanilla game they saw no priority in fixing it and apparently they will never fix it. You have to make sure to keep your production chains "clean", and not mix inputs for processing industries which are able to accept multiple inputs to circumvent this. this means you should only deliver leather to one fabric production and only cotton to another to make sure the behave normally. It can be kind of a satisfying challenge to achieve this in my opinion.

Ofcourse it is something the game won't tell you and you observed this quite well.
Genshu Mar 12, 2024 @ 10:57am 
@GaryTaro Automobiles get consumed by cities if they grow larger, after a certain population growth cities will demand additional goods, I think you need to enable cities accepting up to 6 goods in the savegame-settings (you can adjust this mid-game).

cities will start consuming automobiles and mechanized goods as third and fourth good.

waste and wasterests can be delivered to a landfill, these will consume waste and wasterests indefinitly. I believe they stop spawning after a certain time because yeol tried to make some kind of technological development makling landfills outdated. instead you can deliver it to a a waste processing plant and a recycling plant later on. if you got no landfills because you started at 1950 I think the only way to get them is to start your game in sandbox, place some save it and start the game up normally again.

hope I could help
GaryTaro Mar 11, 2024 @ 8:15pm 
Hello, I just try this mod, but I got a question, I found an industry producing automobile and the other one required automobile but no consumers / production chain, so what will happen when I delivered the automobile to that factory? Or should I wait till later time (I started the game at 1950) that automobile consumer will appear in a later time? Also waste and waste rests as well, only supplier no consumer
TomNewJelly Mar 9, 2024 @ 11:09am 
Am i missing something, i can never find an industry that supplies Bricks, which means the construction supplies cant be made as i need wood bricks and concrete (i think). anyone know where the bricks come from?
Driver Kaldie Mar 6, 2024 @ 12:51pm 
Most of the cargo from the fabric and electronics can be delivered to other industry. Were do I deliver the electronic devices, made out of plastic and electronic parts ?
andrew Feb 18, 2024 @ 11:12am 
mod makes all my towns require the same goods and when i take it out on a new game it removes the power station and customs mod even though this mod isnt a dependency any ideas?
RutraNickers Feb 13, 2024 @ 8:50am 
There is a bug where industries that have an OR production, when offered ingredients for both recipes, will consume both ingredients, but produce only one output. Example: Texitle Mill will consume 1 Wool and 1 Leather and only create 1 Fabric.
Driver Kaldie Feb 7, 2024 @ 6:58am 
By the way, I use this senseless mod v2 together with the expanded cargo mod, but I have no idea were these goods go, same with cars. Do cities take these goods automaticly ? I can edit the city with the city tuning mod, but if I do that the game will crash.

Are these goods that are seen here, from your mod or from the expanded cargo mod ?

https://steamcommunity.com/sharedfiles/filedetails/?id=3155908797
Driver Kaldie Feb 6, 2024 @ 12:20am 
Goodmorning Yeol, I see a lot of comments in Dutch, but don't know if this is translated by Steam, since your comment also seems in Dutch, and I don't know if you're Dutch, but I do this in English...

I already have a Senseless Industries file...Is this a completely new version, and can I just set the other one off and this one on ? What is the difference between the two and does it work ?

Thanks for the response ;)
ГОЙДАДЫР Feb 2, 2024 @ 4:41am 
грузовики не до конца разгружают ткань, некоторые оставляют 2/7, некоторые 3/7, что делать? они по кругу катаются и не забирают готовую продукцию (текстиль)
Genshu Jan 8, 2024 @ 1:45pm 
@Green Ranger

I'm taking an uneducated guess here.
if you load senseless before your waggon in the load order the script shouldn't effect the waggons. so you just have to add the ID's of the goods to the waggons.
Green Ranger (aka Gr1m) Jan 8, 2024 @ 2:39am 
Hey, I'm looking to make some cargo wagons compatible with this mod, but I want them to have a custom range of allowed cargo types rather than the ones added in by scripting. Is there an easy way to prevent the script from altering the cargo types of certain wagons? Thanks in advance.
info Jan 2, 2024 @ 7:19am 
Weet je ook toevallig of er een Mod is vergelijkbaar met die" Unsichtbare LKW-Entladehaltestell" waar je in plaats van lossen ook post kan laden ?

Dank,
Kees