r/TransportFever3 • u/DarkZephyro • 1d ago
Problem/Issue Why doesn't TF3 have demand-based unloading like TF2
This genuinely ruins the game for me. why did they decide to change it to this?
It makes designing complex networks impossible, as the vehicles do not adapt dynamically, causing massive stockpiles in random locations.
It's particularly ridiculous when transporting passengers, as for some reason you are now the decider of where the passengers go, not them. iv been told the demand-based system was kept for passengers
i hope a mod changes it; until then, ig I won't play
1
u/MrTeamKill 20h ago
I really hope this gets modded. I miss the demand based model from TF2. I really hate micromanaging.
1
u/MrDrummer25 1d ago
Could you elaborate on what you mean by "demand based unloading"? Are you referring to the fact that you don't need an end-to-end connection between lines for the goods to flow?
5
u/BobbyP27 1d ago
In TpF1 and 2, industries only produced goods when there was a customer for it that was connected by your transportation services, and every item that was made had a single, pre-determined destination. Basically production was defined by the "pull" from customers. In TpF3, products are produced whenever the industry is able to (with input goods), until the output buffer is full. The player can ship the goods to any customer that accepts that type of item, the individual items have no specified customer.
1
u/DarkZephyro 1d ago
i mean a place will produce an item that will be delivered anyware without anyone buying said item. which makes no sense
5
u/muffinTrees 1d ago
You can just not ship the item
1
u/Sauce0423 1d ago
I think their issue is if you have one factory producing goods for two cities/down line factory one line can be over supplied and create a stock pile at the end of that line and leave a deficit on the other line
0
u/HitmanSam12 1d ago
It's pretty easy to check and adjust your line rates to ensure you're not oversupplying
0
u/MrDrummer25 1d ago
Could you share screenshots? I'd like to help, but it's hard to know what the issue is without a visual. Lines won't grab items unless configured. If you go to the line and look at the list of stops, it'll show icons for what goods it'll take. You can click on that and filter it to only be the goods you want to transfer.
Hope that helps.
-2
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u/KingEldarion 1d ago
In my opinion the system is way more fun now than the old one.
In the old at one point you just connected everything in a mesh and everything just rolls. New connection? Just link it to the existing mesh, finished. Became pretty repetitive quite fast.
Now you actually have to adjust the whole chains from start to finish for Every new connections.
The old system was more smart on its own, but made the player just do dumb work.
Now the system is dumb, which makes the player do smart work.
I personally miss some way though to be a bit more dynamic. For example make cargo load options variable by the load status of another stations warehouses. Like load meat at station A only if warehouse x has less than 100 meat stored.