Wolf’s QoL and Difficulty Tweaks [0.2.22]
This mod is aimed at improving the quality of life in this game by making changes to a significant number of definition files to re-balance game-play to how I believe it works better. This includes but is not limited to adjusting trains, replacing housing upkeep from wood to wealth, introducing goods upkeep to various city services and industrial buildings, increasing distances for road reach and building area, along with looking to introduce new entities using existing assets.
Current Mod Version: v.1.6.0 (See change notes for details)
Supported Game version: 0.2.25
Disclaimer: This work is solely my own as I explore modding Sweet Transit, if you copy any of my work please remember to at least give credit where credit is due. Please note that it’s only tested on released updates and not on Experimental branch. If it’s a version behind the game I will endeavour to release an update within a day or two where possible. It is a work in progress that may change with each new version but I will try to limit the changes to small increments that allows players to adapt with each update.
Conflicts: Due to the large number of entries in the definitions files that it changes there are possibilities with any that edit upkeep, distances, etc. however I will ensure my edits are as minimal in impact and weighted to minimise this.
- Replaced housing upkeep from all wood to wealth with a small bit of wood
- Reduced/re-balanced upkeep for most buildings – particularly the extreme resource upkeep being reduced
- Adjusted/introduced upkeep to some structures to offset some of the massive reduction in wood upkeep
- Balanced build costs (particularly resource costs) for some things such as upgrades/storage, bridges, etc.
- Increased storage for all types of buildings in a balanced way, will work on this further but even if shrunk the game adapts well to this
- Doubled train fuel capacity so refuelling isn’t occurring after travelling 100 tiles or so (will balanced further later)
- Re-balanced train speeds
- Doubles or increases road distances for Stations and service buildings to lessen the spam
- Tweaked game rules to remove some of the unnecessary roadblocks (requiring producing 200 coal before building a sawmill for example)
- Enabled the ability to have multiple types of industries with the one distribution centre
- Redesigned Brickworks/Oil Refineries (removed road requirement on one building, introduced input storage tanks, etc)
- Introduced late-game Diesel and Large Station
- Increased the zoom out level at which it changes to map to allow for larger area to view when building
- Increased map generation from 128 to 256
As I learn how to tweak these better I am looking to do the following:
- Continue to balance the current implemented changes
- Rebalance housing to allow larger growth
- Rebalance consumption in line with larger housing
- Slightly reduce penalties such as for not having a travel line
- Further tweak/adjust game rules
- Introduce different styles of engines (Express vs Freight variants)
- Once all of the above is done, I will begin working on version 2 which will separate out the storages and require more thought into infrastructure and allow for more varied types of stations/industry layouts. This will mean industries will require building their own storages instead of relying on production buildings to increase capacity automatically.
If you have bugs, suggestions or feedback let us know in the appropriate threads.
If you like the work please rate it up, favourite it, add it to your collections, share with other train sim fans!!! xD