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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
I highly appreciate that.
@Yeol:
I suggest that you send you missing 75% of ideas to PMV.
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.
I wish you a lot of fun making this mod... and a lot of success with gamers using it.
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
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 :)
- 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
How has this mod been going? is it ready for testing?
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 :)
(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 ...