Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
letrou 1 May, 2023 @ 12:26am
Industry prioritizing the wrong targets for intermediate goods?
Hi, I'm in a game where I'm at 1941, and am producing mechanized goods and automobiles. This smaller map has pretty much just one of everything, so for example it has one steel mill, one car factory, one mech. goods factory, one tools factory, etc.

My cars and mechanized goods both rely on machines, which rely on steel. Tools are also reliant on steel. So the steel needs to be prioritized for the right places in order to produce everything in the right amounts properly. Instead, I have:

1) Tools factory: A glut of steel stored at the factory, dependent on more planks to produce
2) Mechanized good factory: A glut of fuel, waiting for machines to produce mech goods.
3) Car factory: A glut of steel. waiting on machines to produce
4) Machine factory: A glut of oil, waiting on Steel to produce


When I look at consumers for the steel mill, I see:
>Car factory: Shipping 453
>Machines factory: Shipping 68
>Tools factory: Shipping 94

Now obviously for the tools factory I can just boost plank delivery. But for the car factory, why do I have 730 steel, no machines, and the steel mill is still sending much more steel proportionally to just sit at the car factory when it's needed instead at the machines factory to produce the machines needed at that same car factory? I understand the car factory needs 2 steel to each 1 machine, but I have a ratio of 730:0 stored there and my steel mill is still sending much more steel to sit at the the car factory vs the machine factory at a ratio of 453:68 which is around 8:1. It hurts more because I have another consumer for machines (mechanized good industry) that's also waiting for them.

The steel mill, car factory, and machines factory are all in the same industrial park. Trucks are moving materials between depots in the park, and none of the depots are overloaded with steel or machines waiting to be transported. Both steel and machines factory have a transport rate of 100%. as do all consumers of the steel mill's steel.

It feels like the "shipping" number from the steel mill should be much higher going to the machines factory than to the car factory and I'm not sure how to manipulate that.
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Showing 1-5 of 5 comments
Yeol  [developer] 1 May, 2023 @ 12:46am 
Thanks for the feedback, but unfortunately this is how TpF2 works. It has nothing to do with this mod, but how TpF2 handles cargo. Same problems are also in an unmodded game. It's very frustrating.
Last edited by Yeol; 1 May, 2023 @ 12:47am
GordonDry 1 May, 2023 @ 4:48am 
Indeed.
@letrou: To hack the system you could help yourself with dedicated dummy mini industries like from this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1978047222
That mod just uses all available cargo items, also from Yeol's Senseless Industry.
Put it after YSI in load order.
You just need to take care of the placement, those dummy mini industries should not share the same cargo station as the "normal" industries.
If you avoid overlapping of the "white areas" - which you get when clicking a station - it should work.
You can camouflage them with building assets and build industrial complexes, using short shunting services to a nearby cargo hub with those as mini cargo stations inside the area:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1920437817

You can decide if you use the mini industries as input, in/out or only output facilities.
Just use sane - low - values for the rates and you can have a neat small business industrial area.
Last edited by GordonDry; 1 May, 2023 @ 4:48am
letrou 1 May, 2023 @ 4:27pm 
Yeol, thanks for a such a quick reply, though I only saw it just now, I guess that mechanic gets more of a workout when more places contend for the same resource. I do want to say thanks while I have your attention for crating a great mod that gives me a completely different, and more realistic way to play the game.
letrou 1 May, 2023 @ 4:36pm 
GordonDry, Thanks for the suggested workarounds. Just to restate a bit, it sounds like the way to solve this problem would be to use this mod to create a separate steel stockpile (steel is output only w/no inputs) that is only accessible to the industries that are running short on steel? That would be one solution to pursue anyway using this mod, or I could get more creative in other ways

When I saw the Spitzkehre mod I immediately realized this is the way to go for my switchbacks up hills where I was using full-on stations before to turn trains around. That's a separate topic than this mod discussion, of course.

Short of somehow making the game prioritize more intelligently (or customizably) or creating a fully separate steel mill to supply different needs this may indeed be the best workaround/solution.
GordonDry 2 May, 2023 @ 3:01am 
You're lucky that the Spitzkehre mod just got some big updates the last few days after nothing was changed for a long time.
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