Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
GordonDry Apr 26, 2022 @ 4:12am
Passengers=Seats&Cargo multiplier
Last edited by GordonDry; Nov 23, 2024 @ 6:15am
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Showing 1-15 of 35 comments
Yeol  [developer] Apr 26, 2022 @ 5:11am 
Great initiative! I hope I will not update Senseless too often, because each time you need to fiddle with its code... :)
GordonDry Apr 26, 2022 @ 5:14am 
I'm already good in syncing folder contents with Total Commander and using Notepad++ ;)
Yeol  [developer] Apr 29, 2022 @ 12:53am 
I have had towns demand coal until 1920, and then fuel. Personally I did not find it an addition to the gameplay fun, so I did not include it in the final version of Senseless. Is that something you are after, or are "Briquets" the thing you are really after?
Yeol  [developer] Apr 29, 2022 @ 4:21am 
In the commented-out code, if you replace FUEL by your BRIQUETS, normally it should work. I test-played it with FUEL without crash, and no FUEL appeared in 1850. Maybe you have a mod that makes house from era2 appear in 1850? Or maybe you replaced the COAL by BRIQUETS?

Any way, the game should not crash, except when you use BRIQUETS cargo without them being loaded in the list of available cargo items.

And now I'm writing this, I might have a solution how to modernize CARS during the ages without changing the production chain.... but that is another subject that does not concern you and the BRIQUETS.
Yeol  [developer] Apr 29, 2022 @ 7:11am 
That should work, but you need to have a "brikett.cargo.lua" in the config/cargo_types folder with "BRIKETT" as a cargo type. Otherwise you have a crash.
Yeol  [developer] Apr 29, 2022 @ 7:53am 
In sandbox mode, set the date beyond 1920, and set the game in fast forward. It does take a few seconds to see the first houses changing.
Yeol  [developer] Apr 29, 2022 @ 8:56am 
I see. You can set the town size in the town editor at minimum (50), and see houses disappear on fast speed. Then you set it higher again (200) and the new houses should not have BRIKETTS.
Sunshine Apr 29, 2022 @ 9:08am 
I think personally it would be great too have some industries like briketts that should becoma obsolate at a certain moment. On that way you also get some lines and stations you must remove over time. It would also make the early years more interesting.
Yeol  [developer] Apr 29, 2022 @ 9:12am 
I agree, and I had planned to have such more dynamic industrial evolution, but I have not yet found out how to create popup messages to announce events. Without this information disappearing production/cargo/demand or goods are frustrating. That is why I did not impelement disppearing things.
Yeol  [developer] Apr 29, 2022 @ 1:26pm 
The problem is the logic. All era1 houses have the "yearTo" field set to 1920. You need to test the yearTo>1920, and not yearTo>=1920. ;)
Last edited by Yeol; Apr 29, 2022 @ 1:27pm
Yeol  [developer] May 3, 2022 @ 11:37am 
Yeah... sorry about the numerous updates, but crashes need to be addressed and fixed as quickly as possible.
Yeol  [developer] May 8, 2022 @ 10:54am 
Bulk Upgrader is a very useful mod during development or for fixing specific issues, but it has one important problem. It makes you owner of ALL constructions you upgrade. Maintenance costs will get you soon afterwards.
phobos2077 May 20, 2022 @ 2:18am 
Do you have some spreadsheet or list of changes you made to industries? Very interesting.
Yeol  [developer] May 20, 2022 @ 3:08am 
The only way to tackle the problem without using OR is using intermediate cargo types. An exaemple:

A OR B = C

then

A -> X
B -> X
X -> C

A can be an AND-combination of several cargo types, and also B. they both produce a same intermediate product X, which is finally converted into product C.

This is a very ugly solution, but it completely eliminates the need of the OR logic. But I never did this, because is ugly, and not fun.
Yeol  [developer] May 20, 2022 @ 4:34am 
I've again send an email to Urban about the OR-function. We'll see, but I do not have much hope.
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