Transport Fever 2

Transport Fever 2

AI Builder
Ferocious 24 Jul, 2022 @ 6:09am
Non-technical Feedback
Hi! I noticed that in my complete vanilla tests the mod doesn't detect any industries besides most basic resources. It detects stuff like wood, coal, ore, oil etc but no planks, building materials, steel etc. I uploaded my save (complete vanilla) for testing: https://mega.nz/file/u4pDCKzb#-C7UUWXGXV41F_5qK8KcDNn6_2bwLXPQQaoQPlhHnIE
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Showing 1-9 of 9 comments
okeating  [developer] 24 Jul, 2022 @ 8:18am 
It is designed not to offer any options until industries have a non zero production, so before showing planks from a sawmill there has to have been at least one delivery of logs to that sawmill.
Ferocious 26 Aug, 2022 @ 1:34pm 
FEATURE SUGGESTION:

ability to build train\road connections between two player-specified (pre-built) stations, allowing to create freight-hubs and transshipment points, e.g. several nearby coal mines to one train freight station for further long-distance transportation. For such stations it's okay if mod doesn't setup a line and doesn't buy vehicles ('cause demand may be unknown at this point), I think it'll be okay if it'd just allowed to specify two player pre-built stations and just lays tracks\roads and builds missing infrastructure. E.g. player points a road station (or an industry) and a train freight station (say a train-freight station is located in the middle of nowhere), so mod lays road to that train station and builds an unloading stop or a road station near the train station. Or e.g. player has two train freight stations in the middle of nowhere, so mod just lays tracks between the two stations, builds road stations and that's all.
Last edited by Ferocious; 27 Aug, 2022 @ 10:07pm
Ferocious 26 Aug, 2022 @ 1:41pm 
FEATURE SUGGESTION:

ability to explicitly prohibit building of tunnels and (maybe) bridges, even if it means that the route will be much longer or even impossible to finish (player is notified when the option is selected)

reasoning: sometimes, even if the "minimize earthworks" is maxed out (and the other priorities are minimized) mod still builds tunnels (VERY long and expensive) even when it's possible find a route without them (through gently sloping hills etc)
Last edited by Ferocious; 27 Aug, 2022 @ 10:04pm
Ferocious 26 Aug, 2022 @ 1:47pm 
And again, thank you for this awesome mod, it completely changes the game for me!
WingusMcDingus 22 Jan, 2023 @ 12:37pm 
Ability to make intrafactory lines, such as planks going to a machine factory, as I've noticed that lines are only made with raw resources.
Ferocious 28 Jan, 2023 @ 9:37am 
@WingusMcDingus it can build all sorts of lines, but you need to stock the sawmill with wood first or oil refinery with crude oil etc
okeating  [developer] 4 Apr, 2023 @ 3:25am 
@Ferocious I would be interested in seeing an example (screenshot?) of this behaviour, when it comes to route searching there is a tradeoff between how long you are prepared to wait vs how "optimal" the route is. In the current form if you simply "banned tunnels" you would just end up with a very expensive cutting really its about the search algo.
Ferocious 11 Jul, 2023 @ 7:41am 
@okeating for example here with maximized "minimize earthworks" and minimized "shortest route" it still chooses to go with long tunnel while with such settings I'd expect it go with something like what I draw in red (it's a valley between mountains so relatively flat): https://mega.nz/file/H1InyRqB#x7vKOk_p3hKPng4XGIRVuZy3fegMvfuQk8H7eE7H31A

There is a road so I suppose it may want to avoid it, but this param is also minimized (0 to default 15, I never change it to be more than that)

and another case, https://mega.nz/file/L4A3HJKQ#2kKD1EHmk1O82JfhjRu_uyidz26zxAwDSK2KGUP-FCo

here I can understand why it builds tunnel but I didn't checked the option to build grade-separated crossings, so I expect it to simply cross the roads and rails it may encounter and not to build tunnels and bridges at all as, again, I always max "minimize earthworks".

I agree that it's better to build crossings that way in cases where it's a fast mainline or a highway or at least busy intercity road, but there are a lot of cases where it's not.

So this is why I mentioned the option to explicitly forbid building tunnels or bridges for that matter, as I suspect it may be relatively simpler instead of trying to estimate is a tunnel or a bridge reasonable enough in every given case.

Oh, and another one if I may: it would be cool to have an option to have a route planner for industry too, 'cause sometimes instead of continuing the existing crude→oil→fuel it will build new separate line with separate train etc(new, red) and sometimes it recognizes that the existing line could be continued to final product industry (cont, blue):
https://mega.nz/file/u45XnQRA#eiEu7aTqxyOoNdjq2flj_Yml2X1ZibQLH58pG_THS88

above I mean that I tried it with these two fuel refs and in first case it ignored existing line and just built a new one while in second case it extended existing line to fuel ref
Last edited by Ferocious; 11 Jul, 2023 @ 7:51am
Ferocious 11 Jul, 2023 @ 7:56am 
and just one more, but it's kinda old, I took it in august '22 I believe: https://mega.nz/file/P8BzSKaD#V04OqJDyZsMaFl9PLORJ-4_1IMRv7NPtBClu8IYbwT4

here I believe it was trying to avoid the city, the road and the edge of the map, but still it's too long of a tunnel to be considered a reasonable thing

and btw, big thanks for the lite version of AI Builder! :steamhappy:
Last edited by Ferocious; 11 Jul, 2023 @ 8:03am
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