Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
520 Comments
trexxet 6 Jul @ 5:04pm 
Still love this mod, however, TpF2's dumb cargo distribution spoils it a bit.
Car plant requires steel and machines, machines require steel, and steel plant sends most of it's output to car plant. So the car plant has thousands of steel stockpiled, but starves on machines.

I have no hope for TpF3, as most of the dumb moments from TpF1 moved to 2 without fixing, devs don't care.
Yeol  [author] 5 Jun @ 9:17am 
Any newly created map is supported. The mod will adapt all industries on the map automatically.
Bumble 5 Jun @ 12:43am 
What maps do you play this on? I love the mod but there are barely any maps with it. Or do you just add it to normal maps?
Deveras interessante, estou querendo experimentar, mas como faço para colocar industrias no mapa? tipo no jogo é algo aleatório, eu sei que tem como nas opçoes bloquear o fechamento e abertura de industrias, mas não conheço uma maneira de adicionar.
Maia Gamer 19 Apr @ 8:05am 
Novas atualizações do mod por favor.
Spineshank 11 Apr @ 7:43pm 
fiber in the import goods has no industry to consume it, so cannot upgrade the building
Superb Owl 50 7 Apr @ 5:08am 
Thank you for your amazing mod! I have gotten an automotive industry up in a game, but was surprised to see how many supplying industries I needed to produce just 400 final automobiles. Did I do something wrong or is this the way you intended? Just the sheer amount of space required to fulfill one large city's demand was pretty incredible, and while making it work is lucrative, using autos to grows cities doesn't seem practical. Also, is flax disappearing as a placeable industry far before nylon (1950?) is available intended?
Yeol  [author] 6 Apr @ 3:43am 
Bricks are deprecated after a 1900 and something, part of the old industry. You can continue using the existing brick plants, but not build new once. Bricks are replaced by concrete, the modern building material. This to keep the challenge going.
hobthefirst 6 Apr @ 1:44am 
is there brick? The Construction materials plant needs bricks, but I cant find anything that makes bricks, idk its late but I've been looking and still cant find anything that makes bricks
cnchu 3 Mar @ 11:54pm 
Hello, may I ask why the items I need in each city are the same, and if I manually modify them, they will be changed back. thank you!
IceCreamTonk 26 Feb @ 6:32am 
is there a chance we can get the customs building a seperate mod?
Jean-Luc Picard 22 Oct, 2024 @ 7:11am 
Very nice add-on to the base game, i really like it, thanks for the hard work you put into this? I encountered sth, when using custom cargo wagons/trucks/ships the cargo does not get rendered when the wagon/truck/ship is full, is there any way to fix this? This mainly affects them when they have multiple compartments.
ГОЙДАДЫР 2 Oct, 2024 @ 2:11am 
fresh update compatible?
PinballWizard79 21 Aug, 2024 @ 6:44am 
Is there a way to tweak industry weighting when generating a new map? I have eight food processors and one grain farm, one cow pasture. LOL
Dusty A 17 Aug, 2024 @ 7:02am 
Thank you both. Weird: when I built the new plant right next to the old one, the old one started working again so I was able to demolish the new one. Cost some coin but I'm back in biz.
Genshu 17 Aug, 2024 @ 3:30am 
you can always demolish plants if you have the debug mode on ( options) and keep shift pressed while bulldozing
trexxet 16 Aug, 2024 @ 2:37pm 
That's a built-in mod. Enable it in the 'select options' menu when selecting the save file to load.

'No Cans Anymore' text is not a problem - I suppose that older versions of the mod required the cans, so Yeol renamed the industry showing that the cans are no longer mandatory.
Dusty A 16 Aug, 2024 @ 1:04pm 
Thanks, trexxet. I can't demolish the plant. the bulldozer doesn't work on it. I built a new plant right next to it, but it still has No Cans Anymore in brackets. But meat is back on the menu.

How do you enable sandbox mode?
trexxet 16 Aug, 2024 @ 9:48am 
Demolish the plant and build it again then (don't forget to enable the sandbox mod)
Dusty A 16 Aug, 2024 @ 8:55am 
Help!!!!

I have recently noticed during my latest playthrough that the Food Processing Plant has a (No Cans Anymore) appended to it. Suddenly, the plant isn't processing, the meat processing plant isn't producing either. I haven't been able to find any reference to this online but it is making the game unplayable.
trexxet 3 Aug, 2024 @ 10:40pm 
Or just build industries manually
µBunny 3 Aug, 2024 @ 4:16pm 
@RedTide2000 It happens when you turn off the function that make industries close down and respawn somewhere else on the map. This mod need that to be on for it to create new industries as you progress to new eras.
trexxet 27 Jul, 2024 @ 10:49am 
I find it hillariours that the TpF dev team managed to implement beautiful graphics with good performance, but struggles at making an OR function
River 7 Jul, 2024 @ 2:01am 
made the game to crash
Genshu 18 Jun, 2024 @ 1:25am 
@benandcoopersdad have you double checked this with loading a tropical map with only this mod active? I have started several games with this mod on a tropical map with this game version without problems
benandcoopersdad 17 Jun, 2024 @ 6:46pm 
Crashes the game when trying to load a tropical map
RedTide2000 9 Jun, 2024 @ 9:34pm 
why is the mod starting with all eras completed? I started in 1850 with no other mods.
Dahl 4 Apr, 2024 @ 8:01am 
I like this mod but it introduces a significant amount of lag into the game, even on my beastly computer. Dont play with it anymore.
Genshu 12 Mar, 2024 @ 11:03am 
@NutraNickers this is a well known bug, but sadly one that can't be solved by modding. The or-function is bugged by default and needs to be fixed by the game developers. Yeol talked to the gamedevs in the past and they aknowledged that this mechanic is not functioning correctly. since it is not used in the vanilla game they saw no priority in fixing it and apparently they will never fix it. You have to make sure to keep your production chains "clean", and not mix inputs for processing industries which are able to accept multiple inputs to circumvent this. this means you should only deliver leather to one fabric production and only cotton to another to make sure the behave normally. It can be kind of a satisfying challenge to achieve this in my opinion.

Ofcourse it is something the game won't tell you and you observed this quite well.
Genshu 12 Mar, 2024 @ 10:57am 
@GaryTaro Automobiles get consumed by cities if they grow larger, after a certain population growth cities will demand additional goods, I think you need to enable cities accepting up to 6 goods in the savegame-settings (you can adjust this mid-game).

cities will start consuming automobiles and mechanized goods as third and fourth good.

waste and wasterests can be delivered to a landfill, these will consume waste and wasterests indefinitly. I believe they stop spawning after a certain time because yeol tried to make some kind of technological development makling landfills outdated. instead you can deliver it to a a waste processing plant and a recycling plant later on. if you got no landfills because you started at 1950 I think the only way to get them is to start your game in sandbox, place some save it and start the game up normally again.

hope I could help
GaryTaro 11 Mar, 2024 @ 8:15pm 
Hello, I just try this mod, but I got a question, I found an industry producing automobile and the other one required automobile but no consumers / production chain, so what will happen when I delivered the automobile to that factory? Or should I wait till later time (I started the game at 1950) that automobile consumer will appear in a later time? Also waste and waste rests as well, only supplier no consumer
TomNewJelly 9 Mar, 2024 @ 11:09am 
Am i missing something, i can never find an industry that supplies Bricks, which means the construction supplies cant be made as i need wood bricks and concrete (i think). anyone know where the bricks come from?
Driver Kaldie 6 Mar, 2024 @ 12:51pm 
Most of the cargo from the fabric and electronics can be delivered to other industry. Were do I deliver the electronic devices, made out of plastic and electronic parts ?
andrew 18 Feb, 2024 @ 11:12am 
mod makes all my towns require the same goods and when i take it out on a new game it removes the power station and customs mod even though this mod isnt a dependency any ideas?
RutraNickers 13 Feb, 2024 @ 8:50am 
There is a bug where industries that have an OR production, when offered ingredients for both recipes, will consume both ingredients, but produce only one output. Example: Texitle Mill will consume 1 Wool and 1 Leather and only create 1 Fabric.
Driver Kaldie 7 Feb, 2024 @ 6:58am 
By the way, I use this senseless mod v2 together with the expanded cargo mod, but I have no idea were these goods go, same with cars. Do cities take these goods automaticly ? I can edit the city with the city tuning mod, but if I do that the game will crash.

Are these goods that are seen here, from your mod or from the expanded cargo mod ?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3155908797
Driver Kaldie 6 Feb, 2024 @ 12:20am 
Goodmorning Yeol, I see a lot of comments in Dutch, but don't know if this is translated by Steam, since your comment also seems in Dutch, and I don't know if you're Dutch, but I do this in English...

I already have a Senseless Industries file...Is this a completely new version, and can I just set the other one off and this one on ? What is the difference between the two and does it work ?

Thanks for the response ;)
ГОЙДАДЫР 2 Feb, 2024 @ 4:41am 
грузовики не до конца разгружают ткань, некоторые оставляют 2/7, некоторые 3/7, что делать? они по кругу катаются и не забирают готовую продукцию (текстиль)
Genshu 8 Jan, 2024 @ 1:45pm 
@Green Ranger

I'm taking an uneducated guess here.
if you load senseless before your waggon in the load order the script shouldn't effect the waggons. so you just have to add the ID's of the goods to the waggons.
Green Ranger (aka Gr1m) 8 Jan, 2024 @ 2:39am 
Hey, I'm looking to make some cargo wagons compatible with this mod, but I want them to have a custom range of allowed cargo types rather than the ones added in by scripting. Is there an easy way to prevent the script from altering the cargo types of certain wagons? Thanks in advance.
info 2 Jan, 2024 @ 7:19am 
Weet je ook toevallig of er een Mod is vergelijkbaar met die" Unsichtbare LKW-Entladehaltestell" waar je in plaats van lossen ook post kan laden ?

Dank,
Kees
info 2 Jan, 2024 @ 7:14am 
Hallo Yeol,
De IFA W 50L heb ik ontdekt, zou bij de bijbehorende Mod"Halt fur Mullabfuhr" voor woningen en bedrijven het vuilnis moeten laden.Echter dat laden doet hij niet? Zou je hier eens naar willen kijken! Zou het spel enorm verfijnen. De halte plaats is te vergelijken met de Mod" Unsichtbare LKW-Entladehaltestelle" waar je echter alleen goederen kan afleveren.
Bijvoorbaat dank
Mvg, Kees
Warlords Welt 19 Nov, 2023 @ 1:51am 
Could it be that the feed factory for fish farming is missing?
Lumppa 1 Oct, 2023 @ 12:53am 
Hi Yeol, can you help me understand why the mod is not working for me properly. When I create a new free game, with only this mod enabled, I get computer plants & other too modern plants spawning at the start of the game in 1850. I obviously don't want that, so is this some sort of bug or maybe I missed a setting somewhere?
Yeol  [author] 17 Jul, 2023 @ 1:01pm 
Indeed, a little trick to have oil and fuel to become available in 1900, and not from the start in 1850. ;)
galaxy055 17 Jul, 2023 @ 12:29pm 
@Yeol I didn't use the other mod (yet), however I was experience some weird ingame things, Specifically Brickworks once deleted it wasn't on the build list (sandbox); so I was combing through the industrie files, saw that the rules are for the fuel refinery...
e.g: rule = { input = { { 1 } }, output = { FUEL= 1 }, capacity = 100 },
And vice versa.
galaxy055 16 Jul, 2023 @ 4:00pm 
@Yeol Yeah, I saw the overlapping as well. I'll try use them on a separate game save to see what happens.
Yeol  [author] 15 Jul, 2023 @ 3:08pm 
@darkrobbe, the spawning of new industries during the game is also entirely controlled by the base game, not the mod. There is a minimum time though for the first new industries to appear. If I remember it's 10 ingame years? Maybe you play the game starts at different speeds? That might explain your observation.
Yeol  [author] 15 Jul, 2023 @ 3:04pm 
@galaxy, I expect both mods not to be compatible. I never tried that mod, but there are overlapping products and production chains. I suspect that one mod will perturbate the production chain of the other. If, IF you would try it, then place Senseless after EPC in the load order. But do not expect miracles. ;)