Transport Fever 2

Transport Fever 2

More Distribution
32 Comments
lemming3k 10 Jul, 2022 @ 5:06pm 
Hi, is this mod still supported? I'm really liking it, but I seem to have raw resource production maxed at 2400, which is an odd amount to get so just wondered if it was a conflicting mod or something?
AbbyTheFoxx  [author] 14 Jul, 2020 @ 10:07am 
Production is higher in all industries, but it causes the map to generate less buildings if you turn the mod on and go back to the map generation screen. Demand in the towns should stay the same.
Jumbo Shrimp 14 Jul, 2020 @ 8:33am 
How can I tell the map is working?

I seem to have very high demand in towns, but also production seems higher, requiring super long trains.

BTW can this mod be added to a save game or removed from a save game?
AbbyTheFoxx  [author] 9 Jul, 2020 @ 12:08pm 
You have to enable it then go back to the map generation. Unless they've changed something it should work.
❆🎄Douglas 🎁 🎂 8 Jul, 2020 @ 3:32pm 
How exactly do I create a map with this mod? The map generation occurs before choice of mods, so the map is being generated with lots of industries and without the influence of this mod.
Valerio Volanté 21 Apr, 2020 @ 12:58pm 
I really like the tought behind this mod. It always felt kinda weird that every industry is abundant on the map. The bigger factories is definetly a must to make any sort of central distribution happen. However i feel like it is undone a bit by giving mines/farms also a times 4x modifier. Is there a option where i can change it so only the factories get the 4x modifier whereas the mines remain at 1x the resources?
Trekintosh 9 Apr, 2020 @ 7:56am 
Frankly, it's exactly how I wanted to play the game in the first place. Being an American I'm predisposed to enormously long and numerous trains, and busy mainlines and distribution centers.
AbbyTheFoxx  [author] 9 Apr, 2020 @ 4:21am 
Glad you're enjoying it! Definitely opens up a different way of playing the game :)
Trekintosh 8 Apr, 2020 @ 3:49pm 
I freaking love this mod. Kinda hard to get early industry consistently transported but so worth it.
AbbyTheFoxx  [author] 3 Jan, 2020 @ 9:50pm 
It also depends on your maps size. For Industry Expanded I've been using the lite version of this mod on megalovania and I still have a handful of duplicate chains.
Seriphyn 3 Jan, 2020 @ 9:33pm 
Addendum: For Industry Expanded, the sweet spot is "High" industry with "Very High" towns. This ensures that you have one of each processed and finished good industry, but also 2 gatherers for chains that require 2:1 (e.g. two forests, two iron mine, two coal mine, etc.)
Seriphyn 3 Jan, 2020 @ 9:07pm 
In map generation, what do you recommend setting the industry count to? Before I would do "very high" towns with "low" industry, but while I have every final good available to be made, some of the alternative production chains as in Industry Expanded are incomplete. Otherwise, love the concept!
𝓕𝔁 3 Jan, 2020 @ 5:27pm 
I just tried it vanilla (without the industry expanded) mod and setup a quick controlled test, its working perfectly there. It might be something to do with the recipe (2 out). I'll check that out, tomorrow, so may be the other mod at fault or something else entirely.
AbbyTheFoxx  [author] 3 Jan, 2020 @ 5:18pm 
Are you sure you have all the building wanting construction materials in catchment range? Maybe it's not delivering 111 because it can't reach all the buildings in town. The numbers add up because when you're only producing just over 100 in the one screen shot, your consumption of the materials below it is also reduced to the right amount. So it looks like it's stockpiling the materials you're delivering, it just can't produce fast enough to keep up with your train. Whether that be because of it still needing to reach capacity production or what I'm not sure.
𝓕𝔁 3 Jan, 2020 @ 4:45pm 
Yeah, sorry the screenshots where not the best example. I will experiment some more, but this is what I observed. I am supplying the factory with 3 inputs (one at lower rate, sand). There is a regular shipment of materials, but production is very slow. 100 inputs of each material (200 total) produces 50 bricks, the rest are nowhere to be seen. The city is demanding 111 bricks. The city delivery train which has an appropriate frequency, 2 stops to 1 of the raw materials and is set to full load, sits in the station waiting and essentially uses 1.5 loads of raw materials to fill.
𝓕𝔁 3 Jan, 2020 @ 4:45pm 
Without the mod, what I did was bulldoze the industry so it didn't have incorrect values assigned (just in case) and start the game rolling, so the chain had to ramp up again.
Initially it was only delivering 50 raw materials per load.. however, these 50 turned into 100 bricks straight away, left running, the city delivery train could not keep up, was never stopped and the platform was filling up.

Anyway, I will experiment some more.
AbbyTheFoxx  [author] 3 Jan, 2020 @ 4:24pm 
So you can see Here [i.imgur.com] that even though I have insane rates on my trains, the construction materials plant still needs shipment to be fulfilled before it can level up and accept more than a rate of 200. In that screenshot shipment is only hitting 53/200 because it's only delivering to one town with a demand of 53 so it can't level up to accept more than 200 yet. It also took some time for it to even reach that 200 production rate. The quarry is also limited to shipping 200 instead of 1200 because it's only delivering to the construction materials plant that's currently only accepting 200.
AbbyTheFoxx  [author] 3 Jan, 2020 @ 4:18pm 
Also with vanilla capacities, you'll have to level up the factory even before being able to reach the same rate of production.
AbbyTheFoxx  [author] 3 Jan, 2020 @ 4:14pm 
Okay so testing it myself in no costs mode, it seems like production will take a while to ramp up even if you dump it with 500 stones like I just did, you mentioned you had to bulldoze the factory so maybe that's what happened? It might just need more time to reach peak capacity.
AbbyTheFoxx  [author] 3 Jan, 2020 @ 3:46pm 
I'm not sure, this doesn't change any recipes or production values. the only two values changed are max number of factories per area, and the capacity of each factory, it doesn't touch anything else. Only difference I can see in those screenshots is with the mod on you're at 100% transport which means it has no more destinations to send the materials to. Again though, I'm not sure how the mod affects that but I can look into it just in case.
𝓕𝔁 3 Jan, 2020 @ 8:54am 
There seems to be an issue, perhaps relating to also using Industry Expanded mod.
As an example, a construction materials factory can take sand and produce 2x bricks. Without this mod active, it seems to work as expected or close at least, however, with this mod active I'm having a hard time with production. It seems production is really low. i.e with a decent supply and no mod, I can get 100+ bricks out of the factory per run, with the mod, 50 bricks are produced and it seems some are being "lost" because materials are being used.


With mod: Hard to get 50 bricks out of the factory
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1958454764

Without the mod (bulldozed industry and rebuilt): Easy to get 100+ out
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1958456069

Same supply chain, although it had to restart after bulldozing the factory, but you can see even with less supplies, more bricks are produced.
AbbyTheFoxx  [author] 2 Jan, 2020 @ 5:19pm 
Glad you guys like it :)
𝓕𝔁 2 Jan, 2020 @ 5:01pm 
Awesome mod, thank you :) I prefer the non-cluttered nature of less industries
Genshu 2 Jan, 2020 @ 4:28pm 
Frist I thought this mod is not for me, but I have tried it, and it's just a nice thing to have a cleaner, less industry poluted map; now I think, I will never play without it again or at least the Lite version. Thank you for creating it
AbbyTheFoxx  [author] 31 Dec, 2019 @ 11:00am 
If anything profits are higher because routes tend to be longer and the game pays a lot more for longer routes.
ThiArcher 31 Dec, 2019 @ 8:57am 
Have you test for balance? The profit still coming?
phobos2077 31 Dec, 2019 @ 6:22am 
The wording "industry buildings" confused me. Not it makes sense, thank.
AbbyTheFoxx  [author] 30 Dec, 2019 @ 2:26pm 
Exactly what Zukakis said :)
Zukakis 30 Dec, 2019 @ 11:58am 
@phobos2077 it reduces the number of industries on map (when you create one), not the number of buildings in industry districts in each city. It increases the industry production by 4 so, for example, if a vanilla industry produces at max 100, in the mod it produces 400, you can then supply more cities with the same industry, creating a sort of hub at each industry.
phobos2077 30 Dec, 2019 @ 10:25am 
But description says "industry buildings". Sounds like a town buildings of industrial districts. So it's about consumption of cargo, not production. I still don't see how these changes push you to use transport hubs.
LEGO Meerjungfraumann 30 Dec, 2019 @ 7:08am 
I think the difference is that you will have less industries producing the same product. Therefore you would need to transport the goods from one industry to multiple cities with longer lines.
phobos2077 30 Dec, 2019 @ 3:06am 
I have a hard time understanding the point behind those changes. If you reduced number of buildings to 1/4 and increased their demand by 4, doesn't it mean that the end result will be the same amount of demand per city? What's the affect on gameplay then?