Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
GordonDry 26. apr. 2022 kl. 4:12
Passengers=Seats&Cargo multiplier
Sidst redigeret af GordonDry; 23. nov. 2024 kl. 6:15
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Yeol  [udvikler] 26. apr. 2022 kl. 5:11 
Great initiative! I hope I will not update Senseless too often, because each time you need to fiddle with its code... :)
GordonDry 26. apr. 2022 kl. 5:14 
I'm already good in syncing folder contents with Total Commander and using Notepad++ ;)
Yeol  [udvikler] 29. apr. 2022 kl. 0:53 
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  [udvikler] 29. apr. 2022 kl. 4:21 
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  [udvikler] 29. apr. 2022 kl. 7:11 
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  [udvikler] 29. apr. 2022 kl. 7:53 
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  [udvikler] 29. apr. 2022 kl. 8:56 
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 29. apr. 2022 kl. 9:08 
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  [udvikler] 29. apr. 2022 kl. 9:12 
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  [udvikler] 29. apr. 2022 kl. 13:26 
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. ;)
Sidst redigeret af Yeol; 29. apr. 2022 kl. 13:27
Yeol  [udvikler] 3. maj 2022 kl. 11:37 
Yeah... sorry about the numerous updates, but crashes need to be addressed and fixed as quickly as possible.
Yeol  [udvikler] 8. maj 2022 kl. 10:54 
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 20. maj 2022 kl. 2:18 
Do you have some spreadsheet or list of changes you made to industries? Very interesting.
Yeol  [udvikler] 20. maj 2022 kl. 3:08 
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  [udvikler] 20. maj 2022 kl. 4:34 
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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