Sweet Transit

Sweet Transit

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Wolfs QoL Mod v2
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17 Aug, 2024 @ 12:14am
22 Sep, 2024 @ 12:29am
9 Change Notes ( view )

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Wolfs QoL Mod v2

In 1 collection by JJWolf
Wolf's ST Mods
2 items
Description
Version 2.0 is here!
This has had to be rebuilt from the ground up so expect there to be a few bumps with this as it's rolled out. I also need to test and streamline it to be multi-version compatible.

Summary
This mod is aimed at improving the quality of life in this game by making changes to a significant number of definition files IOT re-balance game-play to what I believe works better. This includes, but is not limited to, balancing goods production and usage, adjusting upkeep, speeds, city services and industrial buildings, increasing distances for road reach and building areas, modifying infrastructure, along with looking to introduce new features and entities using existing assets.

Current Mod Version: v.2.2.2 (See change notes for details)
Supported Game version: 1.1.17

Disclaimer: This work is solely my own as I explore modding Sweet Transit, if you copy any of my work please remember to at least give credit where credit is due. Please note that it's only tested on released updates and not on Experimental branch. If it's a version behind the game I will endeavour to release an update within a day or two where possible. It is a work in progress that may change with each new version but I will try to limit the changes to small increments that allows players to adapt with each update.

Conflicts: Due to the large number of entries in the definitions files that it changes there are possibilities with any that edit upkeep, distances, etc. however I will ensure my edits are as minimal in impact and weighted to minimise this.

Major Changes
Completely rebuilt mod from the ground up.

Game stuff:
  • Re-balanced unlock rules (slightly simplified - still learning if I can reduce the number of them)
  • New city storage buildings introduced that are specialised to each production chain along with a market storage building
  • New warehouse storage buildings allow for a custom warehouse layout with individual goods storage levels
Housing: Re-balanced upkeep and tax take (first pass)
  • Increased taxes to offset introduction of costs of infrastructure
  • Tweaked upkeep for balanced production later game (doubled potatoes, halved bread, etc.)
Factories: Re-balanced (first pass)
  • Tweaked input/output (working to balance to factors of 10/15/20/30/60 for easier scalability)
  • Road range increases
  • Upkeep tweaked (storage now cost upkeep but factories themselves reduced)
  • Increased limits on storage (upkeep vs need now dictates how many you build)
Infrastructure: Introduced to encourage growth as your tax income increases (first pass)
  • Upkeep introduced for signals (rails was too expensive, this moderates the upkeep cost)
  • Bridges have goods upkeep to encourage efficiency (Based on type - wood for wood, etc.)
Trains: Re balanced (first pass)
  • Speed increases
  • Upkeep increased (to encourage efficiency)
  • Fuel reduced (will continue working on this to make it less a chore)
Wagons: Re balanced (first pass)
  • Speed increases
Stations - Re-balance (first pass)
  • Range increase
  • Upkeep reduced on station itself
  • Platforms now have upkeep so the size of your station dictates the cost in upkeep
Warehouse - Re-balance (first pass)
  • Range increase
  • Carriers amount increased
Electricity - Re-balance (first pass)
  • Extended distance between poles and substations
  • Balanced consumption to make more sense
More minor changes as well such as re-balanced workforce, production times to alter output/min, etc.

To do:
  • Change storage of stations/distros to be modular (if possible) - This is to allow having specific increased storage
  • Introduce 'off-site' factories so they don't rely on being in a city
  • Tidy up errors found
  • Update Electricity requirements

If you have bugs, suggestions or feedback let us know in the appropriate threads.

If you like the work please rate it up, favourite it, add it to your collections, share with other train sim fans!!! xD


My other ST Mods
Australian Town Names: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3317475487
Popular Discussions View All (3)
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3 May @ 4:55am
PINNED: Post bugs here
JJWolf
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3 Sep, 2024 @ 7:54pm
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JJWolf
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17 Aug, 2024 @ 12:49am
PINNED: Ideas, Suggestions, Feedback Thread
JJWolf
8 Comments
SeaTransplant 4 Apr @ 2:47pm 
I've disabled the big agriculture mod. i notice the storage is 999 for the lumber but plot size is only 120. was hoping for a larger production amount.
sorry for the late reply.
JJWolf  [author] 5 Jan @ 12:58pm 
@SeaTransplant - I haven't seen what the Agriculture mod does but I suspect it alters farm plot numbers which I also have done. There is a link between plot numbers to product produced so it has to be balanced finely. This likely is what makes it incompatible with my mod. Are you looking to increase the number of plots to make farms a more realistic size with the same amount of output?
SeaTransplant 4 Jan @ 5:07am 
Like what is done, but, at least in my case, seems to break the Big Agriculture
by Piparkakku mod. I am stuck to the 'original' size farms, etc. Was this intentional? Are there config options for the mod in case there are things we like overall but not one of the features?

Thank you for the time and effort.
JJWolf  [author] 22 Sep, 2024 @ 12:31am 
'Should' be fixed - was carrying over original game rules step amount instead of overwriting it
Red Ghost Moon 21 Sep, 2024 @ 2:33pm 
Cant get past sawmill, needs x250 sawmill buildings to be made, I assume this is just a slight typo somewhere
DNAGoa 11 Sep, 2024 @ 12:53pm 
As usual awesome MOD :lunar2019coolpig:
JJWolf  [author] 11 Sep, 2024 @ 12:14am 
New features have been introduced in v2.2.0 (electrification update), I strongly recommend restarting your map to enable players to take advantage of the new storage buildings.
JJWolf  [author] 3 Sep, 2024 @ 7:52pm 
Expect update 2.2.0 to drop after the Electricity update so you can restart with upcoming features including new goods specific Storage buildings and re-balanced upkeeps etc.