Transport Fever

Transport Fever

New Industry 2.54
Kuzo Dec 2, 2017 @ 1:51am
Industry doesn't grow
Lor's of people including myself, having a problem, that industries doesn't work properly. They are being so to say lazy, producing something, but in really small amount, that doesn't fullfill cities need. Will we have a fix for that or we can scrap out saves and start over with out this mod?

Много людей столкнулись с багом так называемых "Ленивых заводов". Они практически не производят товары, в очень малом количестве, которого недостаточно для потребностей городов. Будет ли исправление этой проблемы или можно забить на сохранения и начать сначала без этого мода?
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Showing 1-15 of 57 comments
RedOctober-SUI- Dec 7, 2017 @ 2:51am 
Can second this. Can get industries to produce in any sort of quantity...
Soylent_Greene Dec 7, 2017 @ 10:08am 
I tried building chain, from a fertilzer factory to a Cotton and Grain farms. From there to a feed lot and dairy with grain and textile mill with the cotton.
Using a hex editor for $$$ I made sure all the industries are at least level 3 (where applicable) but specifically the Fertilizer Factories took FOREVER to fill a big rig truck (19 slots).
So is it the factories being slow?
Or did I do something wrong?
CROISIS Dec 10, 2017 @ 10:18pm 
ya i love feight trains and the put out is much less then the reguar game
Ash Dec 14, 2017 @ 10:52am 
I think I've solved this issue. They made it so the industries have a random production capacity per level, but that seems to mess with the game and industries won't seem to steadily produce for a route. In the mod config file there is a boolean for this function, if you change it to "false" it seems to fix the problem.

I had a game with an oil->fuel->town route that wouldn't even steadily produce 1/4 full trains (even after years of being set up), after the config change I loaded up the game and within about a year the production had ramped up to where I needed to add more trains.
Soylent_Greene Dec 15, 2017 @ 1:07am 
In the mod config file there is a boolean for this function, if you change it to "false" it seems to fix the problem.


ASH, if you don't mind, Where is this mod config file stored (the default as I store mine on a standard HDD because I don't want to clutter up my boot SSD)

=======================================================================

OK, so after playing for over six hours with the modified Config file I STILL am not seeing the production or growth!

I must have done something wrong, so please enlighten me!

EDITED 12-23-2017 0818PST
========================================================================
Ok so I went and modified the second file, and set up the fertilzer-grain-dairy-food processor.
STILL was not producing more than a couple of fertilizer a month, same for the grain.
Since it is a dependent chain it was VERY frustrating.
I am getting similar results out of the Mail & Waste mods as well.

I am going to start a clean game with JUST this mod installed. See if perhaps the is a mod conflict. Will report back afterwards.

EDITED 12-23-2017 1213PST
=======================================================================
Stripped out the other mods, just this one.

Same results. I rechecked the SETTING.LUA and the MOD.LUA, followed the directions precisely. Still no growth.

I think the DEV should look into this a bit more.

Maybe I am still screwing it up?

Any advice will be welcome!
Last edited by Soylent_Greene; Dec 23, 2017 @ 12:16pm
Manbot Dec 22, 2017 @ 1:17pm 
Ok so I continued to have this issue as well and did the boolean change for Random to False... which did not work as it continued to show the same result... no industry growth. But I looked further into the code of the mod.lua and there is a if options.Random_Capacity, that falls under the
settings = NI_options,

runFn = function (settings)
...
if options.Random_Capacity then
print("NI mod: Random capacity enable")
else
print("NI mod: Random capacity disable")
end

so think you have to change this in 2 places, also in settings.lua

1 in the mod.lua the "Random_Capacity" on about row 17 change the default = true to false
Random_Capacity = {
type = "boolean",
default = false,
order = 2,
name = _("Enable random production amount"),

2. in the settings.lua the "Random_Capacity" on about row 3 change the Random_Capacity = true to false
Random_Capacity = false,

I am going to test this out and see if ti works.

Also FYI my mod and settings lua files were in...
\SteamLibrary\SteamApps\workshop\content\446800\1165791968\
Vitaro  [developer] Dec 23, 2017 @ 5:23am 
Originally posted by manbot_v007:
Also FYI my mod and settings lua files were in...
\SteamLibrary\SteamApps\workshop\content\446800\1165791968\

It's option for TPFMM. Use him.
Rei'No Otoko Dec 24, 2017 @ 6:34pm 
I've noticed a new problem with industry loads I'm getting paid for delivering 50 but only 17 or 18 are being depositied.. this is with ships, I have 6 of them running atm and they are all nearly bringing 50 a trip but at the grain to livestock the grain is disappearing. there's not supposed to be any timers anymore, but the game clearly still has them. so my cattle are crawling out to the ship when it drops at the butcher factory its not getting all the cattle that is being shipped and so I end up with a total of 3 - 10 food .. it stinks of timers.. that are not supposed to be there!!
SoftwareSimian Jan 1, 2018 @ 7:38am 
Originally posted by manbot_v007:
1 in the mod.lua the "Random_Capacity" on about row 17 change the default = true to false
2. in the settings.lua the "Random_Capacity" on about row 3
Changing the default value in mod.lua isn't going to do anything, that just affects the presentation in TPFMM. The options in the mod are only controlled by the values in settings.lua
Last edited by SoftwareSimian; Jan 1, 2018 @ 7:39am
TMK Jan 1, 2018 @ 8:43am 
I think I'll need to remove this mod until it gets fixed. I usually start with oil>fuel>city line and without this mod it gives huuuuge amount of profit at the beginning, but with this mod after Oil source gets 2nd level upgrade, production falls below 60-70 and thus blocks whole line
Tokoso Tomimo Jan 7, 2018 @ 6:53am 
I confirm the same issues: fertilizers, grain, livestock industries doesn't grow. Oil industry upgrades to lvl 2 and then drops production.
Drehverschluss Jan 9, 2018 @ 10:00am 
For me still with the changed setting my Fertilzer-> Wheat -> Coal -> Alcohol production are horrible. And the Train Station loading speed is also very slow.

EDIT: Hmm maby i need to start over so this changes take effect?
Last edited by Drehverschluss; Jan 9, 2018 @ 10:05am
Rei'No Otoko Jan 10, 2018 @ 7:20pm 
NO it not TPF. if I use TPF I make money hand over feet I'm rolling in it, But your mod does not play nice at all. The biggest issue is the vehicles unload get paid but no product is on the dock.
secondly the industry does not respond at all to need or orders , I've done everything I can to make it work but it just falls flat. that is the second issue no product from any of the starting producers in the chain just nothing but very little amounts.. if you can't fix this to work with train faver we can't use it, at all. Inz Tomek has the right of it. mine did exactly the same thing made up grade 2 and died.. very few industries are starting industry in the mod . if you have food in the right place it runs if not you loose. I'm still looking for something that produces as well as food, and you dont need the fertilizer either that is just extra money if you have it..
Dingbat Jan 10, 2018 @ 8:43pm 
Same. Want to share my dismay, especially the clothes production line. I am running 3 coupled-Consolidations with 12 tanks each on a crude oil line but once it's refined and sent to the chemical plant, I can only get about 3 tanks worth of chemicals. I'm exhausting oil supplies and I can't even pull out a profit for clothes.
Rei'No Otoko Jan 10, 2018 @ 9:39pm 
I have found something funny, sort of this mod works well, if the 4X slower mod is installed. why I have no idea, but it does.. but that drags on your game to no end..
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