Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries
PMV May 20, 2021 @ 9:56am
Collaboration inquiry
Hello Yeol,

I'm a modder of TPF, too and I like your ideas in this mod. Especially as they are very equal to the vision I have for TPF2. For me, the economy of TPF2 is a joke, to get a logistical challenge, there has to be more ... much more ... I have already started with my mod "logistical challenge" a long time ago and I'm currently waiting for the next update to get a fix from UG that I ran into.

For example, My mod will change the playstyle completely by removing and adding industries per playtime and even prevent building in cities until certain conditions are met. I have more features planned. One of them is to have many more cargo chains implemented. And then I'm stumbled over your mod.

I'm just a programmer without any sense for graphics. Creating new cargo chains is near impossible for me and would take a huge amount of time ... so my only bet is to have someone else helping out.

Have I mentioned, that I also like the idea of getting new industry chains in later years? I would like to implement this idea to force players to recreate their lines when cities grow to deliver more advanced goods.

Back to my question: I would like to have many more cargo chains implemented. And the chains you provide in this mod are great. Especially the car as the ultimate complex good in the late game. So, my dream is to be allowed to implement parts of your mod into my mod. More precisely your cargo chains and industries.

Now, of course, this has to be discussed first, as I will not do anything until I get your permission. And to get your permission, I probably have to convince you first. The credits of your work belong to you, of course. And that's where it starts:

The first question is answered easily, you don't need to do any scripting for me. Your mod provides everything I like, already. So I would just copy the files I need and if needed, alter them myself. And of course most important, I will add you as an author/contributor. It would make things much much easier for me if I get your permission. Because that's not where it ends for me. With more and more complex chains, I could rebalance the way, the game will create demand over time and alter city growth in a more complex way, for example.

Are you strictly against it? Am I allowed to do whatever I want? Something in between? ;)
I like to hear from you. If you have any questions, just feel free to ask them first. And sorry for the wall of text out of nowhere. I have tried to short it but failed miserably :)

Oh, the mod I'm speaking about is this work in progress (german, sorry): https://www.transportfever.net/index.php?thread/14523-logistische-herausforderung-tester-ben%C3%B6tigt/

And if you like to move the discussion to a more personal place, I'm on discord and in the TPF.net community, too :)
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Showing 1-15 of 24 comments
Yeol  [developer] May 20, 2021 @ 10:25am 
Hello PMV,

I reading with joy that you are engaging into making TpF2 a better experience. I totally support your initiative.

With Senseless, I did not achieve the goals I set out. I had many plans, but I hit a wall, namely my lack of programming knowledge, and a lack of understanding of the inner working of TpF2. So I only could do about 25% of the ideas I had when I started with this mod.

I'm very glad to read that you are motivated to bring the industry model of TpF2 to the next level. The quick ideas you mentioned seem great.

So, you are totally free in using whatever part of the Senseless mod to your liking. You may copy, modify and integrate it into your project. The Senseless mod is open and free; use what you like, may it help you, and inspire to make a better and more complete industry mod. Many TpF2 gamers will welcome an initiative of this calibre.

So, I wish you a lot of success, luck and joy with the creation of your mod. And if ready, I might be tempted in re-installing TpF2 and play it to see it in action.

Best regards,
Yeol
PMV May 21, 2021 @ 2:55pm 
Many many many thanks to you!
GordonDry May 22, 2021 @ 3:14am 
@PMV:
I highly appreciate that.

@Yeol:
I suggest that you send you missing 75% of ideas to PMV.
mauporte Jun 7, 2021 @ 6:34am 
I started working on my own demand mod, if you would wish to see my progress. https://www.transportfever.net/index.php?thread/17311-introducing-demand-overhaul-mod/&postID=352375#post352375

I don't want to be rude, but I didn't like senseless nor industry expanded nor industry diversity because for the most part they just added goods to overcomplicated existing production lines instead of fleshing out the whole system more (example: adding livestock to meat to food is kind of dumb when grains can also become food. My mod aims to rework goods.
Yeol  [developer] Jun 7, 2021 @ 7:11am 
Hello Mauporte, that is a very ambitious project. That will keep you busy for many hundreds of hours. Not just to create, but also test play it all. It's good that you have a system and a strategy. And it's no problem that you do not like Senseless or other cargo mods. I started making Senseless the month TpF2 came out (out of frustration). It's clear, now a year later, that there is more potential then what I started with a year ago.

I wish you a lot of fun making this mod... and a lot of success with gamers using it.
GordonDry Jun 7, 2021 @ 7:22am 
@mauporte You know where to find at least one beta tester. And I suggest that you use Github so people can easily suggest stuff or mention issues.
mauporte Jun 8, 2021 @ 5:17am 
thanks for the replies, actually all that I have posted on the thread are the things that I have ALREADY done and tested, it isn't a wishlist, it is a progress update, I thought that if people saw all of what I already did they would be more willing to help with details, but I think I have to edit the thread to make it obvious that it's NOT a wishlist.

I also started this month about 2 weeks after finishing the campaign because the base game is just too simple. It's kind of contradictory when compared to other aspects that are much more fleshed out. I have played more hours testing my mod than the actual game XD
Last edited by mauporte; Jun 8, 2021 @ 5:23am
GordonDry Jun 8, 2021 @ 5:39am 
That is indeed a good point.
PMV Jun 9, 2021 @ 5:35am 
I have certain goals in mind that TPF2 doesn't satisfy. One goal is to have a complex production chain. That's what Yoel has archived here. And it is a similar chain that I would have designed myself if I would be able to. I love his work here, regardless that he still used the vanilla industry buildings. With his permission, I have now reworked the chain a little bit so it will get a nice play flow from basic Goods to complex modern goods with computer units. For the cars, I have a special idea that hopefully comes to reality later.

But yes, more goods are not the conclusion, but the start. The top goal is to make the whole gameplay much more complex but still manageable. Adding more and more chains will not change the gameplay itself. In the end, you will always just carry goods from A to B. But what is, if a good is so important, that when you fail with it, everything comes to a hold?

Another important part is the possibility to fail. That results in a huge script part where gameplay logic has to be added to TPF2. And of course, it must still be fun to play, so it has to be balanced out pretty well.

To get you going on, having tasks to accomplish is very satisfying. So, instead of just throwing you into a static world where you can get everything from everywhere, what is when you have to react to what the game gives you instead? It sounds easier at first, but becomes very satisfying later when you realize, it results in much more planning and rebuilding in your playthrough.

I have many features in mind and if possible, they will add interesting gameplay mechanics to TPF2. A big logistical challenge :)
Last edited by PMV; Jun 9, 2021 @ 5:47am
Yeol  [developer] Jun 9, 2021 @ 5:52am 
Indeed, consequences, that is an important gameplay aspect that the developers have worked away in TpF2, and made the game rather boring. To introduce them again, as you mentioned, would be great, It would be so much more rewarding when it comes together, and so much more fun when it fails. I hope you will succeed with the implementation of your ideas.
GordonDry Jun 9, 2021 @ 10:58am 
Some side-views of stuff that likely will not be added to the game core but just to mention it because other games provide it more or less or they are logical consequences:
- some resources can only be gathered at specific spots, so there is not coal everyhwere, but at designated areas
- even more complicated would be the difference between coal near the surface and coal deep under ground
- having a logistic infrastructure to fulfill the needs of the vehicles themselves of being provided with coal, fuel and electricity (plus water and sand) - either higher maintenence cost or less cost when provided by own logistic - that chain should not give income, because it's self-consume
Last edited by GordonDry; Jun 9, 2021 @ 10:58am
Themule08 Jul 20, 2021 @ 7:20am 
Originally posted by PMV:
Hello Yeol,

I'm a modder of TPF, too and I like your ideas in this mod. Especially as they are very equal to the vision I have for TPF2. For me, the economy of TPF2 is a joke, to get a logistical challenge, there has to be more ... much more ... I have already started with my mod "logistical challenge" a long time ago and I'm currently waiting for the next update to get a fix from UG that I ran into.

For example, My mod will change the playstyle completely by removing and adding industries per playtime and even prevent building in cities until certain conditions are met. I have more features planned. One of them is to have many more cargo chains implemented. And then I'm stumbled over your mod.

I'm just a programmer without any sense for graphics. Creating new cargo chains is near impossible for me and would take a huge amount of time ... so my only bet is to have someone else helping out.

Have I mentioned, that I also like the idea of getting new industry chains in later years? I would like to implement this idea to force players to recreate their lines when cities grow to deliver more advanced goods.

Back to my question: I would like to have many more cargo chains implemented. And the chains you provide in this mod are great. Especially the car as the ultimate complex good in the late game. So, my dream is to be allowed to implement parts of your mod into my mod. More precisely your cargo chains and industries.

Now, of course, this has to be discussed first, as I will not do anything until I get your permission. And to get your permission, I probably have to convince you first. The credits of your work belong to you, of course. And that's where it starts:

The first question is answered easily, you don't need to do any scripting for me. Your mod provides everything I like, already. So I would just copy the files I need and if needed, alter them myself. And of course most important, I will add you as an author/contributor. It would make things much much easier for me if I get your permission. Because that's not where it ends for me. With more and more complex chains, I could rebalance the way, the game will create demand over time and alter city growth in a more complex way, for example.

Are you strictly against it? Am I allowed to do whatever I want? Something in between? ;)
I like to hear from you. If you have any questions, just feel free to ask them first. And sorry for the wall of text out of nowhere. I have tried to short it but failed miserably :)

Oh, the mod I'm speaking about is this work in progress (german, sorry): https://www.transportfever.net/index.php?thread/14523-logistische-herausforderung-tester-ben%C3%B6tigt/

And if you like to move the discussion to a more personal place, I'm on discord and in the TPF.net community, too :)


How has this mod been going? is it ready for testing?
PMV Jul 20, 2021 @ 7:53am 
you can click on that link, it will be german but if you use google-translate you should probably get the information, what the current state is :)

for now:
no, im already a big step forward but there is still a lot do to. I plan to release a early version at TPF.net, optimistic in 1 or 2 month, but for steam users, you will probably have to wait till 2022 for that mod to come to workshop in a polished and feature complete first version :)
frango Feb 4, 2022 @ 9:16pm 
Just stumbled into this! Any updates?
PMV Feb 5, 2022 @ 8:38am 
i do post any update on the thread mentionted in start-post: https://www.transportfever.net/index.php?thread/14523-logistische-herausforderung-tester-ben/
(i'm sorry it is german only currently)
when i have a first release version, it will come to steam and i will probably mention it here, too =)
Now, i have created nearly all general functions i plan to have. But this will probably still take month as balancing and play-testing is time consuming. In the next month, i hope to have first other people to test it out. After that, i have not decided if i will make a public beta befor i make it available to steam, but when i do it, it will be probably on that forum, too.

And the next TPF2-Update could have new features i can use for my mod. If so, this could lead to a little delay as i would have to rewrite a view features and test everything again ...
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