Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
phobos2077 19 May, 2022 @ 4:55pm
Industry chains graph
So I'm trying to make sense of the industry chain, came up with this graph: https://docs.google.com/presentation/d/1fthzkobewhLcznEiK7YC9WaRsbuafRx0_4VHOqFlSOY/edit?usp=sharing

Maybe it will be of use to someone. I'm trying to decide if I want to keep all of these chains or simplify something to make my logistics a bit less messy.
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Showing 1-5 of 5 comments
Yeol  [developer] 19 May, 2022 @ 11:38pm 
Unfortunately Steam thinks your link is unsafe. Could you check it?
phobos2077 20 May, 2022 @ 1:03am 
You can just copy&paste it directly to browser url field.
Last edited by phobos2077; 20 May, 2022 @ 2:00pm
GordonDry 20 May, 2022 @ 1:36am 
FYI, there are addons that open links that are just text by double clicking inside the text, always in a new tab of course.
phobos2077 20 May, 2022 @ 2:00pm 
Last edited by phobos2077; 21 May, 2022 @ 3:23am
phobos2077 21 May, 2022 @ 2:44am 
After several days of studying the mod, I think the most efficient approach to get what I want from industry system will be to make a new mod based on Yeol's mod, instead of trying to make it as a "rebalance" mod. Basically my goals so far:

1. Change cargo weights to make sure vanilla vehicles work fine with them and as an attempt to give a direct financial reward to player for completing the chain. (already done via script mod)

2. Reduce the diversity of industries to make it somewhat easier to complete chains. Somewhere in the middle between current Senseless v2 and vanilla industries.

3. Make new era industries spawn more reliably so you don't have to purchase industries yourself. There's something about the ability to place your own industries that bugs me... I'd like to make it more of an exceptional tactic than the required one.

4. Region-based industry placement for dynamically spawning/closing industries (as described in another thread). Have some ideas how to implement it but it might be a separate mod altogether...

5. Take another look at Towns: if they should spawn/despawn dynamically, how they should grow, etc.


I would like to use Yeal's mod because it has several concepts that I think are great:

- Homogeneous town cargo demands.
- Different industries over the years.
- Going away from perfect puzzle-like formulas of vanilla game. (not convinced about this yet, but I want to try it for myself)


There's 2 ways to make a mod like this:

1. Script mod that requires Senseless Industries and surgically modifies stuff like cargo weights, industry availability and production rules. Some scripts will have to be overwritten like town script. This has the benefit of automatically incorporating small updates from the original mod, but it's more effort to work that way and there's a really BIG chance that another update will break this "mod for the mod".

2. Copy the whole mod and edit directly. This will be more efficient for me, but I would probably have to rewrite almost all of the scripts (luckily, there's not too much code). Proper credits will be given of course and permissions asked before publishing (if it ever goes that far).


PS: didn't want to create yet another thread for my rumblings...
Last edited by phobos2077; 21 May, 2022 @ 2:46am
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