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The cargo shipping price would indeed be interesting, with the use of cooling cars more expensive then open flatbed, or express cargo (mail, food,...) more expensive then slow goods (sand, ore,...).
Not realistic? Yes, but might make more sense for economics aspect :)
Minority preference?
- I was thinking more about vanilla cargo types, where all primary cargo is heavy. For mail in your mod, if I understand correctly, it needs towns to receive goods first. So it can be considered to be high above in the supply chain and thus still keep it's low weight.
- I'm not sure about counter-intuitive. Personally when playing I always assumed cargo numbers already represented weight in themselves, so equal weights in base game didn't bother me as much. But in the long term, you will see lighter cargo lines always more profitable, creating even more incentive to have completed supply chains.
Even looking at the model of full steel wagon - it's only filled like 1/3 of total volume. So even visually steel cargo having 8 times the average weight doesn't make too much sense to me.
You can try my mod for good:
Outdated, cannot update because of cancel culture - v1.112:
https://www.transportfever.net/filebase/index.php?entry/5580-passagiere-sitze-güter-multiplikator-passengers-seats-cargo-multiplier
Up-to-date, via Dropbox - as I own the game via GOG and cannot upload here on Steam - v1.119:
https://www.dropbox.com/s/nyl2d3ta8gqqnye/gordondry_passenger_capacity_equals_real_passenger_count_1.7z?dl=1
https://www.dropbox.com/s/utzo1z6qhmnkd9a
This is a link to a text file with the changelog, you can check it to see if there is an update available as well:
https://www.dropbox.com/s/utzo1z6qhmnkd9a/gordondry_passenger_capacity_equals_real_passenger_count_1.txt?dl=0
For me mods that make passengers take all seats in vehicles don't make sense because I'm fine with 1/4 ratio built into the game. Using realistic numbers of people on the map just won't work for the kind of transport management gameplay I prefer.
1. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2810025459
Materials have gaps, as you can see in this screenshot (steel and planks). So based on this alone, the 7900 number is already wrong.
2. Because cargo is often measured in weight, you can say that one unit being visually represented as 1m3 cube is just a game abstraction and actual unit is weight. This is reinforced by the fact that vanilla game has equal weight for all cargo types. Passengers are exception because each one is represented by one character model.
3. Striving for 100% realistic values is not necessary in a game like this, at least not for all players. I agree with Yeol that intuitiveness is important (especially for immersion). But there is a middle ground between pedantic realism and gameplay balance.
I believe this balance worth it to be pursued.
PS: 30-capacity truck with top speed of 100km/h loaded with steel struggles to speed up beyond 30km/h on level road... this doesn't feel right at all. You can't "add more engines" to trucks, sadly. Yes, you can set up the line for them to go half-empty, but this is a kludge. Feels like weights shouldn't go beyond 3-4t when using vanilla vehicles.
as I suggested different cargo weights to Yeol back in the days - yes it was my fault
To 2.
my mod only fiddles with the internal capacities, the visual cargo animation stays the same
To 3.
of course, but I don't like those long but lightweight trains accelerating like sports cars
I don't understand why we need to argue about extremes. There's always a balance to be found :)
Another interesting find:
Copper production: 1x Copper Ore + 1x Coal => 2x Copper
Now the fun part, 1 unit of copper = 8900kg, 1 unit of copper ore = 2400. So somehow we gain several times the mass during production... weird.
PS: the same with Iron Ore. In vanilla it takes 2 ore + 2 coal to make 1 steel.
@Yeol
Also having different weights for cargos adds even more chaos (read: variety) which is good. In vanilla you can use the exact same ratio of cars/locomotives etc. and different cargo types become just icons, not having any meaningful distinction beyond their position in a 3-step production ladder.
Regarding the economic aspect, I guess just thinking about cargo weights will be a strategy for good early game lines... And later you still want to grow cities, so you'll have to complete every chain in order to satisfy every demand. Those weight differences should average out. Some lines will be more profitable, others will not break profit at all, similar to how many road lines work economically in vanilla.
So probably what I'll do is just tweak some numbers to make sure vanilla vehicles in all eras can reasonably work with them. Either that or just reset everything to 1200kg like in vanilla...
But I do not upload it for now.
I mean this edit pack:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2799634962/3271311587269153940/
As you can see, I partly followed my original idea. Cargoes try to follow this general trend, where it doesn't conflict with player's expectation. All weights are additionally rounded to 300kg, 1/4 of default 1200kg - for simpler math. Some cargoes I've made heavier. Final goods delivered to cities I've tried to make lighter or at least not heavier than source materials. This is the opposite of Yeol's approach where for some reason final goods were usually the heaviest.
I also changed the ratio for Copper Mill. Currently I'm using modifiers and postRunFn to surgically tweak stuff w/o actually copying any Senseless files. So it should be very easy to support new versions.
Now thinking about maybe disabling some industries and cargo types for my game. Vanilla industries are sure boring, but maybe 60 cargo types is a bit much?
This mod is such a great contribution, it has a plenty of very logical industry types, it's much easier now to tune/remove what you don't want. I don't know if I would add anything :)