Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries
Yeol  [developer] 9 Jan, 2020 @ 12:06am
What the Senseless future brings... or not.
Dear Senseless player,

The chains
I believe the product chains of Senseless reached it's fullness, except for a few minor tweaks here and there. More wouldn't add to the quality of the game play, I think. But you may disagree of coarse. Let me know.

Future aspects
I have a couple of other aspects for Senseless I like to tackle, ordrelessly listed:
  • tuning and balancing the product chain
  • a reward for the transport of workers to industrial plants
  • events in the industrial sector
  • events in the temporal field
  • corresponding graphics for the new elements
  • corresponding vehicles for a few particular cargo types
  • more active integration of the HQ in the production story

So Senseless has still a long way to go, and a rich future ahead. A couple of aspects are very far fetched, because I do not know yet how the do it. Other aspects are plain clear and evident.

Your input
I would like to know where your preference go with Senseless. What aspect do you like, and what aspects you don't like. Do you have other suggestions, or maybe another opinion about the evolution of Senseless. Please tell me, so we can make together a better mod, and have with TpF2 a better experience.

Don't be shy
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Showing 1-15 of 15 comments
COCKHEAD 9 Jan, 2020 @ 6:44am 
I think you are well on the right track, a major improvement from the vanilla game, well thought out industry chains nothing to worry about that a quick industry balance wouldnt fix.

I think you dont want to make it to complex otherwise it just becomes a pain. Right now is great IMO.
Malhorme 9 Jan, 2020 @ 3:11pm 
Hi.

Thank you for your hard work.
Playing since a few days on a large map, medium difficulty, low to medium amount of industry.
Everything is quite expensive so i have not set up large chains yet. I do like the complexity it brings.
I struggle a bit with the initial placement of distribution centers: too far and too rare to allow a quick start, i had to manually add a few to make the map viable.

I would suggest adding a low revenu easy to set up chain, to allow start up on difficult maps.

That is all for now, i now plan to set up transprtaton for workers to my industries.:-)
Yeol  [developer] 9 Jan, 2020 @ 10:52pm 
Hello Malhorme, thank you for your feedback, and the suggestions. Starting a game with Senseless is indeed a lot harder than the original game, and that was also the intention. But you are right to mention, that it should at least be possible to start with something. I will re-balance some parameters so easy starting pairs of industry types are more frequent. Good suggestions!
Genshu 10 Jan, 2020 @ 3:51am 
So far I like, no, i love, every aspect of your mod. Your ideas are great and the frequency you show in updating your mod is astonishing. I do also like the way you handle suggestions and keep an open mind, even though it's your baby.

I'm on board with all future plans you have listed, and I do believe the industry chains are very balanced at the moment.

One thing I couldn't get out of my mind since you implemented workers for industries, is that there could be also negative affects applied if workers can't find a way to industry, so you get a little extra challenge in late game.

Maybe it would be possible to add late game challenges with said events as well. That would be totaly sick!
Yeol  [developer] 10 Jan, 2020 @ 4:20am 
Indeed, the workers are going to have a role somehow in the functioning of the company and the industrial plants. But I need first to understand how this trigger/event/mission thing works in TpF2. For the moment I've no clue. But it should be possible, ...

I've a lot of plans, but the technical part (read: my total lack of knowledge about the event system) is holding back the implementation. ;)
lorenthy 10 Jan, 2020 @ 9:08am 
I share the comment of @Jiburiruu. With 1 Shopping Center and 1 Industrial Park each at the end of a large map, it is not easy to quickly start the production chains in 1850!
Regarding workers for industries, I have not yet set up transportation, but to know: Just connect a city and the industry in activity for travelers to move automatically?
The labor requirements of the industries are the same whatever the industry?
If I can allow myself a suggestion: It would be good to see in the window of insdustia the need in worker (number), if it is possible.
GordonDry 10 Jan, 2020 @ 1:37pm 
Actually "fibre" is coming out of nowhere. Well, out of a factory called "Cottom Emporium" or so.
But without input.
Is it cotton? (which does not fit to temperate)
Is it linen? (would be flax or hemp. hemp makes conservatives cough)
Last edited by GordonDry; 10 Jan, 2020 @ 2:22pm
Yeol  [developer] 10 Jan, 2020 @ 2:04pm 
With fibre, I intended to represent the natural fibres like cotton, linen,... When I was testing with the climate zones, I was trying to create flax for temperate climates, and cotton for desert or tropical climates. I failed to create one cargo for both products, and I did not want to have too much of the same.

But cotton had already in 1850 dominated over flax in Europe, so I created the cotton import company to represent the importation of cotton on temperate maps.

And the cargo "fibre" had to have a name. "Cotton" or "linen" was not possible because they exclude each other, so I used the more general term "fibre".

I'm not 100% happy with this at the moment, and possibly I will introduce something climate zone dependant. But not now. I would like to leave the product chains as they are for the moment. I saw that people started to unsubscribe at an accelerated rate. So time for a pause and let things settle.

I'm fiddling and tweaking, nothing more.

Last edited by Yeol; 10 Jan, 2020 @ 2:04pm
GordonDry 10 Jan, 2020 @ 2:37pm 
I can live with that.
Somehow we went throught the same - obvious - process.
You in practice, me in theory.
COCKHEAD 10 Jan, 2020 @ 3:34pm 
Al the people unsubbiing are scared of a challlenge. I love it how it is
Yeol  [developer] 14 Jan, 2020 @ 12:37am 
Hahaha. scared of a challenge...

But in fact, I don't think Senseless is THAT more difficult than the vanilla game, or other cargo extentions. It's different, and more complex, but the method is the same: transport cargo from A to B.

I think that most players are not interested by industry chains, or any in particular. The casual player takes it as it comes, the high detailer does not "play" but builds for the fun of it, The min/maxer will min/max any system proposed, The roleplayer will build with its own fantasy and scenario, The simulator will try and simulate the world as true as possible.

For me, the vanilla cargo system (2-cargo per city) did not feel correct. I did not like at all the new concept. So I try to make it different, something the matches more what I expected from the game (within the possibilities the game offers me to modify it). So, to me it's not about the challenge, but about the concept and the feel of the system, and the satisfaction of transporting things with a logic. Not just a puzzle game.

There are many ways to play the game, and all are valid and do not need Senseless to make it a better game. The most important thing is to have fun. And if Senseless can add to that value, then it fulfills its purpose.
GordonDry 14 Jan, 2020 @ 6:41am 
Small thing, not really an issue, but ...
res\config\cargo_types\copper_ore.cargo - Copy.lua
should be
res\config\cargo_types\copper.cargo.lua
I would say ;)
Yeol  [developer] 14 Jan, 2020 @ 6:54am 
Of course, I missed that one. It will be corrected with the next update. Thanks for mentioning, GordonDry! ;)
Yeol  [developer] 15 Jan, 2020 @ 5:52am 
I'm trying to make Senseless work with imported maps. On these maps cargo in towns and industries are following the vanilla concept (2 random cargo types per town), and industries are not compatible with Senseless.

Would you be interested so that Senseless modifies the initial industry and cargo setup of imported maps, so they are playable with Senseless? Or are you doing the job manually (deleting industries and towns, and replacing them in sandbox mode before starting a game)

What are your ideas and experiences ?
Genshu 15 Jan, 2020 @ 8:33am 
Until now I played only random generated maps with senseless. But i did think about playing a prebuild map and decided not to because I didn't want to play without senseless.

So, yes, I would be interested in such feature, but in my opinion a solution for the "or-function" should have priority.

It would be a nice addition, but not that important.
Last edited by Genshu; 15 Jan, 2020 @ 8:33am
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