Transport Fever 2

Transport Fever 2

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Yeol's Senseless Industries 2.21a
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Building: Industry
File Size
Posted
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243.070 MB
25 Apr, 2022 @ 8:33am
25 Feb, 2023 @ 11:11am
26 Change Notes ( view )

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Yeol's Senseless Industries 2.21a

Description
Senseless Industries 2.x?
1. INTRODUCTION
The industry model has been completely overhauled. The original industry chain has been altered, new concepts have been introduced, and original concepts have been modified. The result is a different industry system with another feel. Some may like it, some not. If you don't like it, don't used it. If you like it, well... have fun!
2. Version 2 introduces 6 cargo types for the towns. Zero upto six cargo types appear depending the size of the town and the current game year. So there's a stronger sense of technological progression. A few modern technologies have been added.
3. TECHNOLOGICAL AGES
Senseless introduces the "era" concept. 3 different eras have been introduced, so the player will have a more complete sense of technological evolution. Not only vehicles will change during time, but also the industry types available.
3a. STEAM AND STEEL ERA
The period from 1850 to 1900 is dominated by steam and steel. The industrial revolution is fully developing and the steam locomotive is the exponent of this era. Towns are still rather small, the landscape still quite rural. It's to you to bring progress to all corners of the map.
3b. ERA OF PETROL
The invention of the combustion engine will bring a new dynamic to the industrial era. From 1900 the world will be dominated by oil and fuel, by machines and accelerated productions and transportation. New industries will become available, and you will be able to place them where you think they may function best. A new industrial park type will be available to bring these new industrious products to the towns.
3c. ERA OF PLASTICS AND ELECTRONICS
Once plastics and electronics have been invented, the commercial sector will explode. Appliances and electronic devices will be demanded by the commercial sectors. People want them, the comfort, the pleasure, the ease these new products bring are a success. You'll have new opportunities with new industry types coming available, and a new type of commercial center with the new modern products of consumption.
3d. INFORMATISATION
At the end of the 20th century computers and internet will appear, demanding their chain of production and goods to be deliver to the largest of cities.
4. CARGO TYPES AND VEHICLES
No matter what other vehicle mods you use, Senseless will use them also, and will integrate them into the new industrial system and cargo chain.
5. CHALLENGES
Senseless will be a little more challenging then the vanilla game. Starting a new game in 1850 will proof to be more difficult in finding good connections, and profits per line might be less. During the game you'll want to add new industries. You are free to do so.
6. LIMITATIONS
- Senseless is a complete overhaul of the industry working, and thus will conflict with many other mods that modify cargo types and production chains.
- Senseless can’t be removed from a savegame. The savegame will not load, or not be playable any more.
Popular Discussions View All (30)
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22 Nov, 2024 @ 11:21am
Passengers=Seats&Cargo multiplier
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31 Dec, 2023 @ 8:45am
Industry Town Config
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528 Comments
Yeol  [author] 30 Jul @ 11:38pm 
@Rosy Stripes, thank you. I will look into this issue.
Yeol  [author] 30 Jul @ 11:37pm 
When TP2 came out, towns could only have 2 arbitrary cargo types out of a selection of 6. The logistics game was stupidly simple and boring. This mod was created to have mode complex production chains. In that time two: an industrial chain (yellow) and a commercial chain (blue). All cities now could receive all types of products (wood,steel,...) via the yellow and blue production chains. I found it more logical, and more interesting.

Later TP2 expanded and could receive up to 6 products per city (depending the size). I've adapted this mod to also allow this growth by introducing more types of production chains (up to 6).
Yeol  [author] 30 Jul @ 11:37pm 
(continue)

So it's normal that all cities have the same demand at start: commercial and industrial. It's up to you to satisfy this demand by starting to deliver all goods necessary to create industrial and commercial goods. It will proof substantially more difficult to deliver goods to cities, especially the early ages.

Watch out, because when years progress, production chains will expand with additional more modern products, resources and goods.
Yukon 30 Jul @ 3:41pm 
Hi there,

I have only just downloaded this mod and I'm confused. Mod description says up to 6 different cargo items per town, depending on size and era.
Starting in 1850 I have the same two items (sometimes only one of them) needed in all of my cities. The blue and yellow box, industrial and commercial goods.
Will that change?
It might be a stupid question, but recently one of my savegames was crashed because of a faulty mod after hours of playing, and I kinda dont wanna spend a lot of time again if something is wrong.

Thanks in advance
Rosy Stripes 29 Jul @ 5:40am 
I tested without this mod, and with another industry mod (Real Industrial Chains 1.6). The ambient noise is present with the other industry mod, but not without, i.e in vanilla mode. Specifically, the audio file that plays is "Industrial_1850".
Hope this helps!
Yeol  [author] 29 Jul @ 4:53am 
@Rosy Stripes, it's been a while but if I remember well the sound of industries can be changed. I'll note it down for the next update. Thank for the suggestion.
Rosy Stripes 29 Jul @ 2:55am 
I've noticed that every industry, from a coal mine to a textile mill, from a ConMat plant to a farm, emits a constant humming noise that I think in the vanilla game is produced by an oil refinery when it's converting crude into refined oil.
Is there a way to turn this off, or change it to another sound?
Yeol  [author] 25 Jul @ 5:27am 
@trexxet, I totally agree, and that one of these things of TF2 that frustrates me. Devs don't care indeed.
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.