Transport Fever 2

Transport Fever 2

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Demand Overhaul Mod
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54.081 MB
12 maj, 2022 @ 8:53
26 dec, 2023 @ 16:14
10 ändringsnotiser ( visa )

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Demand Overhaul Mod

Beskrivning
Update 1.5:
- Made some minor changes to some industries and its cargo
- Fixed the bug that didn't allow some of the industries to properly level up
- Added 8 submenus in the industry build menu to better organize the 70 buildings
- Added a script so that the game will choose the corresponding rules depending on the climate during map generation (thanks doug)
- Added a script so that custom vehicles should all be compatible (thanks doug)
- Updated the accompanying guide to reflect the changes made, this includes updating the several tables.
- Added icons for the build submenus and for recycling and electricty

* Industries that are already placed will still not change their demand so everything is in its 2000 values regardless of the year, including the material recovery efficiency.
* Still to get more than 6 cargo items per town sandbox mode is needed; or the limitation can be used to make more challenging games

Accompanying Guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2814586134.

Custom Map (Temperate Climate): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2807170865)
Populära diskussioner Visa alla (10)
19
18 dec, 2023 @ 16:25
Do cargo types in vehicles by script only
GordonDry
1
8 nov, 2024 @ 7:04
Crash: Specific Vehicle Mod [TGR] Ikarus 260 and 280
Zookes
1
23 okt, 2024 @ 11:43
bug Demand Overhaul Mod
christian
114 kommentarer
Accordian Vader 2 jul @ 17:10 
That definitely sounds like something I would be interested in. My internal city lines are always getting overwhelmed at the sheer quantities of goods demanded and produced
mauporte  [skapare] 30 maj @ 18:38 
after a long hiatus I played again this week and I noticed that waste and mail really gets out of hand when your city starts growing and gets to the second era. I chcked the code and noticed that commercial and indistrual buildings had the following multipliers:
x3 for era a buildings
x6 for era b buildings
x9 for era c buildings

I nerfed it and I also changed the residential buildings rule, now only 50% of them will demand sorted mail and output waste and unsorted mail; 25% will output only unsorted mail without any input and the last 25% will output only waste without any input. I like it better, but I didn't upload it since I don't know if others here would like to see such a change.
mauporte  [skapare] 27 maj @ 16:01 
@zookes, that is basically it.
Zookes 7 nov, 2024 @ 17:01 
I think how the mod is designed is to be an industry tycoon. Extractors and raw materials industries are placed automatically around the map, tho they are expensive to place yourself. Processing industries are absent, tho they are cheap for you to place.

Maybe find extractors in interesting locations, decide which chains to use according to towns, their demands and those extractor locations, and then place processing industries to make the chain as profitable as possible?

That is how I play it. Starting 1850 is very very challenging because of the extra cost to buy industries, tho also because you pick where industries are, you can become richer sooner from perfectly optimized lines.
Viniciuspir 5 nov, 2024 @ 12:31 
No processing industries spawning here, started at 1850 its 1940 now and the only processing insdustries I have are those I placed. Any idea?
GoldHeart 4 nov, 2024 @ 22:38 
im having an issue where im generating towns on a map and its making all the towns needs late game demands. anyone else had this issue?
GoldHeart 1 nov, 2024 @ 4:24 
ah so it wasn't a bug! thx for the answer.
Raidoki 30 okt, 2024 @ 0:59 
thanks, appreciate the answer!
mauporte  [skapare] 28 okt, 2024 @ 20:26 
Ps: the accompanying guide has videos showing the waste and mail resoueces working at different times
mauporte  [skapare] 28 okt, 2024 @ 20:24 
The whole point of this mod is to start in 1800's and slowly transform the economy through industrialization. Factories didnt just exist and were waiting for connections. What did exist was extractor/primary sector and then the manufacturies/secondary sector slowly started taking over. Sure you can plant more fields and ranches, but you can't create ore where it doesnt exist. Industrization adapted to available raw materials and that where the concepts of versatility and complexity come into play. I am very glad so many people have played this mod, but I did create it originally so i could tailor the game to the way i wanted to play it. Alternate versions can be easily created