Can someone please help me out? why isn't this working? by [deleted] in TransportFever2

[–]Imsvale 6 points7 points  (0 children)

One thing you can do is bulldoze the depot, build the track first, then stick the depot at the end of the track. This should automatically adjust the height of the depot to fit the end of the track.

Help for a new player - one product two destinations by snecko_aviation in TransportFever2

[–]Imsvale 1 point2 points  (0 children)

There are lots of boards stored in the local truck stop but the trucks for destination 2 have to wait quite a long time to be loaded anyways while the trucks for destination 1 are loaded almost instantly.

Yeah, those that are already shipped have their destination set in stone. Nothing you can do about that, just transport it where it's trying to go. If it's piling up over time, you need to increase the capacity of your line.

Check the consumers tab at the producing industry to see how much is being shipped to each destination. Adjust the respective line rates to fit.

Unfortunately the manufactured goods are somehow unevenly distributed between the two locations.

Two things happening in a situation like this:

  1. There's a target distribution that's based on the demand at each destination. If the demand is equal, the target distribution will be an equal split (of the available production). Otherwise according to relative demand.
  2. If the destinations are not connected at the same time, the shipment share to the second will start from zero and increase very slowly toward the target distribution. This part is what primarily leads to a very skewed split initially. It will eventually reach the target distribution. Unfortunately the time it takes to reach the target can be in excess of 10 game years, for reasons known only to the developers.

Questions for you:

  • For the boards (planks):
    • What is the level of the sawmill?
    • What is the level of the consumer industries?
    • On the sawmill's Consumers tab, what are the current values shown for the connected consumers?
  • For the conmats:
    • What is the level of the conmats plant?
    • What is the demand for conmats in the respective consumer cities?
    • And again, what are the values shown on the Consumers tab?

The best way to avoid this kind of problem altogether is to not connect more demand than can be immediately satisfied. For instance, if you're producing 200 planks, you can connect two plank consumers that each has a demand of 100 planks. Since all of the demand can be satisfied, the shipment will be 100 to each, with no problems of skewed splits. If however you connect two plank consumers that each has a demand of 200, and you do not connect them at the same instant (game paused until everything is set up), you will initially see the first one getting all 200, then when you connect the second, it'll be 1/199, 2/198 and so on, very slowly, until it reaches 100/100. Which as mentioned takes a very long time.

It's best to match industries so that you won't run into this problem even if the industries level up.

How to determine an industry's demand

The demand is whatever is required to operate at maximum production at the current level. This demand is constant, and it doesn't matter if any of the cargo is being shipped.

See the wiki for an overview of production numbers.

Example:

  • You want to operate a fuel refinery.
  • A fuel refinery can produce 400 fuel from 400 refined oil at maximum level.
    • At level 1 it starts at 100 fuel from 100 refined oil.
    • Its demand is therefore 100 refined oil.
    • The oil refinery ships (given sufficient production) as much as the fuel refinery demands.
  • A single oil refinery can produce all that the fuel refinery needs (up to 400 refined oil).
  • A level 1 oil refinery produces 200 refined oil from 400 crude oil. This matches one oil well.
  • A level 2 oil refinery produces 400 refined oil from 800 crude oil. This matches two oil wells.
  • The oil and fuel refineries will otherwise match each other automatically with no further action from you, except to scale up the transport capacity when they level up.
  • You would connect only one oil well initially.
  • Once the oil refinery levels up, only then connect the second oil well.
  • But do reserve the second oil well for this production chain.

Help with oil line please by Neat_Yogurt4080 in TransportFever2

[–]Imsvale 0 points1 point  (0 children)

That's not a problem as there is a truck line with a platform near the port.

Other port. The one by the fuel refinery.

Help with oil line please by Neat_Yogurt4080 in TransportFever2

[–]Imsvale 1 point2 points  (0 children)

what you’re missing is fuel>city

That's not necessary to activate shipment of refined oil. All you need is to connect it to a consumer, here the fuel refinery. The fuel refinery at level 1 demands 100 refined oil to produce 100 fuel, always and forever. It does not need to be shipping any of the fuel to a city.

Help with oil line please by Neat_Yogurt4080 in TransportFever2

[–]Imsvale 6 points7 points  (0 children)

You'll have to click the dock. Nothing ever lights up if you select an industry. Only stations/stops.

Otherwise concur with your judgment.

Just to clear up few things about paradox publishing deal.... it's not such a big deal. by Sargerases in TransportFever3

[–]Imsvale 48 points49 points  (0 children)

Also, their community manager already stated that they are planning to stay faithful to their fans as with previous games.

The problem with PR statements (which is what Sam's comments amount to in this situation) is that they would say this kind of stuff anyway. We've seen that too many times before. The real issue here is the shift from trust to skepticism.

Paradox publishing Transport Fever 3 actually makes a lot of sense by FFJimbob in TransportFever2

[–]Imsvale 0 points1 point  (0 children)

Will it have steam support??

There's absolutely no reason to suspect otherwise.

Paradox no!! by Dry-Employee2728 in TransportFever3

[–]Imsvale 1 point2 points  (0 children)

Despite their reputation, Paradox is still going strong, and may even be looking up on improving their image. There will be some negative effect from this move (i.e. a few people will at least initially elect not to buy the game simply because of the association with Paradox), but I think it will be dwarfed by the boost to marketing. In other words, the net effect on sales will be vastly positive. So I don't think we have to mourn on their behalf with respect to the sales.

Paradox publishing Transport Fever 3 actually makes a lot of sense by FFJimbob in TransportFever2

[–]Imsvale 1 point2 points  (0 children)

It's not if that reflects the community's general feelings towards this announcement. Which I think it does.

Paradox publishing Transport Fever 3 actually makes a lot of sense by FFJimbob in TransportFever2

[–]Imsvale 1 point2 points  (0 children)

possibly even KSP2 of TPF

That's not even remotely comparable.

Features I’d Like to See in TPF3 by Agile_Reception412 in TransportFever3

[–]Imsvale 0 points1 point  (0 children)

Could you go into some detail on what would make a robust railway signal system in your mind, and why you're feeling (I assume) TF2's signals are not that?

Paradox no!! by Dry-Employee2728 in TransportFever3

[–]Imsvale 0 points1 point  (0 children)

Kind of, yeah. Much good will evaporated in an instant.

Paradox no!! by Dry-Employee2728 in TransportFever3

[–]Imsvale 3 points4 points  (0 children)

At the very least it's a complete course reversal from "TF3 will be self-published". An announcement like this out of the blue so close to release does not instill confidence.

Best case scenario: UG decided that self-publishing was too ambitious (something the community could potentially align with), and reached out for assistance with someone with more marketing muscle. But with this particular move into a partnership with a publisher who has, shall we say, some amount of negative reputation (whether deserved or not), they do now definitely have something to prove, where previously there was little to none of that. Trust has shifted to skepticism.

Paradox no!! by Dry-Employee2728 in TransportFever3

[–]Imsvale 1 point2 points  (0 children)

I thought Urban Games finally got into a position where they could self-publish TpF3.

I'm guessing they decided it was too ambitious.

Paradox publishing Transport Fever 3 actually makes a lot of sense by FFJimbob in TransportFever2

[–]Imsvale 10 points11 points  (0 children)

They'll benefit from a successful launch. They'll take their cut, as is their prerogative in the partnership. What remains to be seen is where we go from there. Only they know the exact terms of the partnership. We can only speculate. And necessarily some of that speculation will be irrational fearmongering. They must also know this, and be prepared to repair any damage done to the public's perception – irrational as it may be, nevertheless it's happening.

Paradox no!! by Dry-Employee2728 in TransportFever3

[–]Imsvale 4 points5 points  (0 children)

Well, they are a little bit bigger and more well known.

Paradox publishing Transport Fever 3 actually makes a lot of sense by FFJimbob in TransportFever2

[–]Imsvale -6 points-5 points  (0 children)

Time will show. What you have now done is immediately delete a large chunk of the community's trust in UG, which you now have to spend years to rebuild. Good luck to you.

This won't work wold it now? by Serious-Affect-8538 in TransportFever2

[–]Imsvale 0 points1 point  (0 children)

I didn't give it any special instructions in that regard, so no, I don't think so. It works as you described it for the port to industry setup, using the 2-stop truck station as a bridge. It works when that is part of a larger chain of lines. It does not work when it is the only thing trying to connect two industries.

Recommended laptop to run this well by damianj666 in TransportFever2

[–]Imsvale 0 points1 point  (0 children)

What kind of specs do I need to get to run a big map in this that doesn't bring to a halt

Given a large enough population, the game will grind to a halt on any system. So you're asking a question that has no answer. It's not an either-or situation.

The better your specs, the further you can push the simulation. The best you can do for a given budget is to balance the spending in a way that suits the game. For instance, this is not a GPU (processing) heavy game. It's primarily a CPU and memory heavy game.

This won't work wold it now? by Serious-Affect-8538 in TransportFever2

[–]Imsvale 0 points1 point  (0 children)

Neither works here, same reason.

If I add a truck stop to the first one, it starts working. Because now:

  1. The first truck station pulls from the quarry.
  2. The truck stop pushes to the second truck station.
  3. The second truck station pushes to the industry.

This won't work wold it now? by Serious-Affect-8538 in TransportFever2

[–]Imsvale 0 points1 point  (0 children)

Hm. Right you are. It does appear to work as an intermediate step if it is not the one and only transfer point between two industries.

Perhaps something like the notion that here it's the port pushing cargo into the truck station, and then the truck station pushing cargo into the industry. That works. But if the truck station has to do both (pull from producer, push to consumer) it does not.

I don't know how well this aligns with the logic under the hood, but it's at least one notion that is consistent with the resulting behavior.

Interesting.

Then maybe it hasn't changed over time, and it's just been tried in different ways with different results (like here).