Sweet Transit

Sweet Transit

Wolfs QoL Mod v2
Showing 1-9 of 9 entries
Update: 22 Sep, 2024 @ 12:29am

v.2.2.2

Changes/Fixes
  • Fixed Game Rules bug at building Sawmill step preventing progression

Update: 19 Sep, 2024 @ 2:51am

v.2.2.1

Changes/Fixes
  • Refactored coding for the Game Rules (unlocks) trying to fix issues experienced by those with the DLC not showing up - the fix doesn't appear to have created any issues but let me know!
  • Tweaked power production upkeep to make more sense
  • Lengthened distances for high power lines and substations (less infrastructure costs and less pole spam) - may make it longer later
  • Tweaked train consumption slightly
  • Tweaked train speeds

Update: 11 Sep, 2024 @ 12:10am

v.2.2.0

Changes/Fixes
  • Updated for version 1.1.17 (Electricity introduced)
  • Introduction of Warehouse and City storage expansion (first pass)
    - Multi-purpose building storages reduced to encourage individualised/specialised storages to be used
    - Allows for modular warehousing
    - Introduced production specific storages for city production buildings to minimise spillover of goods unnecessary to production chains while nerfing the multi-purpose storages
  • Factory storages (not farms) re-balanced to be equal to production at 250% (i.e. max chickens):
    - 20 mins of Output = Output x 250% x mins (e.g. steel output of 20 per min = 20 x 2.5 x 20 = 1000)
    - 10 mins of Input = Input x 250% x mins (e.g. coal input of 10 per min = 10 x 2.5 x 10 = 250)
    - This facilitates 10 mins worth of input goods to produce with and output storage of 20 mins should production or supply be halted at any point
    - To increase storage use Distro centres or stations (still figuring out how to implement new storage buildings for factories)
  • Farms storage re-balanced:
    - Farmsteads now hold 2 mins worth of production (in & out) at 250% (i.e. max chickens using tools & books/fertilizer)
    - Storage expansions now hold an additional 1 min worth of storage (in & out)
    - Upkeep re-balanced to account for holding only a minutes worth of supply
  • Reduced bridge upkeep goods in half (0.1 instead of 0.2)
  • Adjusted city factories to produce more goods but also require more labour

Update: 25 Aug, 2024 @ 3:59pm

v.2.1.2

Changes/Fixes
  • Applied capacity/storage/worker fix across all factories
  • Tweak to Brickworks to reduce coal consumption and balance storages/upkeep
  • Tweak to Warehouse storage to have initial storage for all upkeep goods + added coal to Medium storage
  • Tweak to train fuel capacities - trying to make them go further before refuelling but not last forever (expect this to fluctuate a bit for now)

Update: 23 Aug, 2024 @ 2:57pm

v.2.1.1

Changes/Fixes
  • Fix for Steel Mill and Brickworks to consume correct resources and capacities

Update: 23 Aug, 2024 @ 2:51am

v.2.1.0

Changes/Fixes
  • Fixed several minor issues with limits etc.
  • Reduced rail upkeep further (seems to be too high in the transition from early to mid-game)
  • Changed rail colour on map to pink for easier viewing of rail network with signals and bridges
  • Increased storage across the board for Town and logistics buildings (factories still need storage built) - this may be tweaked in future iterations to be equal to the factor of 10 to consumption/production
  • Adjusted carrier amounts
  • Moved Australian Town names to new mod (to be released)
  • Re-rebalanced train/wagon upkeep to be lopsided towards trains so it encourages larger trains and less spam - 'should' have minimal impact if you don't spam small trains...

Update: 18 Aug, 2024 @ 12:36am

v.2.0.2

Changes/Fixes
  • Fixed issue where Brickworks edits not working - reverted to old outputs.

Update: 17 Aug, 2024 @ 4:32pm

v.2.0.1

Changes/Fixes
  • Simplified coding to enable most flexibility with supporting other mods and updates
  • Minor change to unlimited storages for factories, now 999 (please tell me you haven't surpassed this lol)
  • Disabled Train collisions during high speed playback (fingers crossed it works)

Update: 17 Aug, 2024 @ 12:14am

v.2.0.0

Changes/Fixes
  • Completely rebuilt mod from the ground up.
  • Game:
    - Now with all major Australian Town names - finally the world can enjoy some Australian town names
    - Rebalanced unlock rules (slightly simplified)
  • Houses rebalanced - Upkeep, taxes (first pass)
    - Increased taxes
    - Tweaked upkeep (double potatoes, half bread, etc.)
  • Factories rebalanced (first pass)
    - Tweaked input/output (trying to work off factors of 10 or 60 better)
    - Road range increases
    - Upkeep tweaked (storages now cost upkeep but factories themselves reduced)
    - Removed limits on storages (upkeep now dictates how many you want)
  • Rails - introduced upkeep (first pass)
    - Upkeep for rails & signals now
    - Bridges have upkeep (Based on type)
  • Trains rebalanced (first pass)
    - Speed changes
    - Upkeep increased
    - Fuel reduced
  • Wagons rebalanced (first pass) - Speed changes
  • Stations/Warehouse rebalance (first pass)
    - Range increased
    - Upkeep reduced for station, upkeep introduced for platforms/bridges
    - Carriers amount increased
  • Other changes as well
  • To do:
    - Change storage of stations/cities/warehouses/distros to be modular (if possible) - This is to allow having specific increased storages
    - Tidy up errors found