Following the TF2 Spring Update of 2022, several new features were added. I knew I had to make this video when I saw the Very Hard mode. Plain Hard mode: • How to Not Go Broke St...
An here i am thinking that starting with OreGrain combo was cheesy, lol. Also never thought about multiple locos instead of double track. Very creative thinking indeed! Few things i found that could be beneficial: Set industry closure rate to max. Since very hard is all about both ways lines, sometimes you can just wait a little bit instead of using unprofitable industry. The longer the route the more wagons one can put on weak locomotive and have it keep max speed at least 2/3 of the track. Sadly it's not very effective on starter loco since it has almost the same maintenance as one wagon. But still it's a good idea to choose first industries as far as possible from each other.
I could be wrong, but setting industry closure to max means that steel mills are more likely to close. I have seen this happen only with a more modest route, but I was shipping coal/iron to a steel mill that wasn't shipping steel anywhere as you see in this demo.
I have been trying so many times to make a profit without success. I would make the most efficient traditional supply chains and still lose money because of the maintenance tax. Thank you so very much for this trick. Now I can finally play the game in the very hard mode. Subscribed!
While I respect that you figured this way out, I'm still in search of making money in this difficult mode in a more elegant way. I would have expected that the developers were to make us think through every step we make when planning routes, so that every penny works.
Use ship... It's more versatile than fixed cargo of train carriages... You can choose construction material as it is 1:1, or oil although it have to be supported by other means to ensure the ship are coming back with more than half load as the production ratio is 2:1...
interesting, I look for a similar starting setup, but I would have carts transport 400 iron and 400 coal to each steel mill and then run a trainline connecting the steelmills, usually with double track and lots of trains, with a volume of approx 200 iron and 200 coal both ways... if you add another steelmill the volume will increase to 266 on the first line... each iron mine produces then 133 for each mill... and so on... the lines connecting them have generally even load both ways... and if you link up the steel produced to a machine or goods factory, you can also ship the steel over these connecting lines... same principle, each steel mill produces evenly for each factory... if you link up 6 steelmills, some coal and iron drive all the way from mill1 to mill6, then the steel comes back to mill1 to be transported to the linked up machine factory... without those secondary lines that coal and steel would miss out on all these extra trips... same principle works if you connect oil refineries (petroleum/oil), sawmills (logs/planks), ...
I liked this video a lot. Always nice to encounter some fresh TPF2 material. I have zero problem with your strategy here. If people want to make realistic looking and behaving rail lines, play on an easier mode. There's not always economic logic with any aspect of this game. People forget we are only hired to move stuff. Whoever owns the industry has their reasons for wanting planks from the other side of the map instead of next door, so you are not exploiting game mechanics with this.
It's possible if the resources/factories are aligned just right. A logs/wood setup is more realistic since it's 1:1 and can start producing right away.
Wait, so you don't need to deliver other goods for this steel factory so that it doesn't get overloaded with coal/iron? i thought i wont make profits if i dont make the factory produce its "final" product
@@greezyhammer764 they actually distribute it as the receive it look at the loading bays it always fluctuates cause they send to cities with out your intervention
@@philip300000 I have had steel mills close out from under me. So, it is still susceptible to closing with these settings unless there's something I don't know.
i dont think anyone knows this but you can just sent raw materials to plants and get paid, rarely they shut down but it is profitable on very hard (logs into planks) or anuthing works really you just have to do really small supply lines
I've recently gotten back into TF2 playing on a specific map i really like, but that map is extremely grussom lol No nearby industry, i really like the new difficulty mode but it truly is a challenge.
So far, V. Hard mode seems like the only way is bi-dir freight, fully loaded both ways, but the track can't be too long or else can't afford the initial train.
How about Crude Oil to refinery and bring back Crude oil that is close to that refinery back to a refinery close to the 1st Crude oil * basicaly same but not with steel mill*
what i dont understand, u have nothin of the steel being delivered to cities. if the natural demand is filled and nothing is leaving the steel production to cities, how can u indefinitly make money?
That giant mutant train is something I hate and love at the same time
An here i am thinking that starting with OreGrain combo was cheesy, lol. Also never thought about multiple locos instead of double track. Very creative thinking indeed!
Few things i found that could be beneficial:
Set industry closure rate to max. Since very hard is all about both ways lines, sometimes you can just wait a little bit instead of using unprofitable industry.
The longer the route the more wagons one can put on weak locomotive and have it keep max speed at least 2/3 of the track. Sadly it's not very effective on starter loco since it has almost the same maintenance as one wagon. But still it's a good idea to choose first industries as far as possible from each other.
I could be wrong, but setting industry closure to max means that steel mills are more likely to close. I have seen this happen only with a more modest route, but I was shipping coal/iron to a steel mill that wasn't shipping steel anywhere as you see in this demo.
I have been trying so many times to make a profit without success. I would make the most efficient traditional supply chains and still lose money because of the maintenance tax. Thank you so very much for this trick. Now I can finally play the game in the very hard mode. Subscribed!
Thank you! I'm still busy with other projects, but planning to get back to making videos this summer.
While I respect that you figured this way out, I'm still in search of making money in this difficult mode in a more elegant way. I would have expected that the developers were to make us think through every step we make when planning routes, so that every penny works.
The key is to make your routes as long as possible as the crow flies. i.e. the most profitable route is diagonally corner to corner, if possible.
Use ship... It's more versatile than fixed cargo of train carriages... You can choose construction material as it is 1:1, or oil although it have to be supported by other means to ensure the ship are coming back with more than half load as the production ratio is 2:1...
interesting, I look for a similar starting setup, but I would have carts transport 400 iron and 400 coal to each steel mill and then run a trainline connecting the steelmills, usually with double track and lots of trains, with a volume of approx 200 iron and 200 coal both ways... if you add another steelmill the volume will increase to 266 on the first line... each iron mine produces then 133 for each mill... and so on... the lines connecting them have generally even load both ways...
and if you link up the steel produced to a machine or goods factory, you can also ship the steel over these connecting lines... same principle, each steel mill produces evenly for each factory... if you link up 6 steelmills, some coal and iron drive all the way from mill1 to mill6, then the steel comes back to mill1 to be transported to the linked up machine factory... without those secondary lines that coal and steel would miss out on all these extra trips... same principle works if you connect oil refineries (petroleum/oil), sawmills (logs/planks), ...
I liked this video a lot. Always nice to encounter some fresh TPF2 material. I have zero problem with your strategy here. If people want to make realistic looking and behaving rail lines, play on an easier mode. There's not always economic logic with any aspect of this game. People forget we are only hired to move stuff. Whoever owns the industry has their reasons for wanting planks from the other side of the map instead of next door, so you are not exploiting game mechanics with this.
Thank you! Yes, if you've seen my ONI videos, you know I skip reality straight away and proceed directly to absurdity :D
Kinda cheezzing it though. Can you do it with out cheezzing it?
It's possible if the resources/factories are aligned just right.
A logs/wood setup is more realistic since it's 1:1 and can start producing right away.
Wait, so you don't need to deliver other goods for this steel factory so that it doesn't get overloaded with coal/iron? i thought i wont make profits if i dont make the factory produce its "final" product
Don't need to make final product to make revenue. The steel mill will store tons of iron until you save-up to bring the coal (or vice-versa).
@@greezyhammer764 they actually distribute it as the receive it look at the loading bays it always fluctuates cause they send to cities with out your intervention
@@philip300000 I have had steel mills close out from under me. So, it is still susceptible to closing with these settings unless there's something I don't know.
Good news, everyone! GreezyHammer is back!
i dont think anyone knows this but you can just sent raw materials to plants and get paid, rarely they shut down but it is profitable on very hard (logs into planks) or anuthing works really you just have to do really small supply lines
Yes, usually there is enough time to bootstrap before they start to close
He remembered his youtube password !
:D
I've recently gotten back into TF2 playing on a specific map i really like, but that map is extremely grussom lol
No nearby industry, i really like the new difficulty mode but it truly is a challenge.
I find there is usually a hidden gem between 2 points somewhere from which to bootstrap, but may be hard to find sometimes.
PLEASE DO DERAIL VALLEY
Are the longer stations with updates? Default max station length was 520m which was 5 extensions total, and I see you made longer stations
Yes, stations used to be capped, but then they were extended, which helped
Nice Idea, but when playing with standard rules, it only works for a while, until the steel mills close.
Usually plan to bootstrap enough cash that when it starts to close, you can at minimum use a carriage to sell the goods, then it stops closing.
Is there a way not to cheese this using, f.ex passengers?
So far, V. Hard mode seems like the only way is bi-dir freight, fully loaded both ways, but the track can't be too long or else can't afford the initial train.
Please do a series of very hard mode.
Been taken away from YT for a while, but the plan is to come back this summer and I shall work on this
@@greezyhammer764 yeah, 👍
Factory
Roger that
How about Crude Oil to refinery and bring back Crude oil that is close to that refinery back to a refinery close to the 1st Crude oil * basicaly same but not with steel mill*
I tried this and its not working for me. The Crude oil is not loading onto the station. I dont understand why it works with iron/coal but not with oil
@@derdiggehund I tried it with logs/crude oil/coal/iron and it works so far for all. Thanks for the advice in the video.
Definitely. Also, a correction on my part: a vehicle will never unload a cargo at the same station where it picked it up.
How to cheese Very Hard would be an appropriate title. Really disappointing video.
your mum
what i dont understand, u have nothin of the steel being delivered to cities. if the natural demand is filled and nothing is leaving the steel production to cities, how can u indefinitly make money?
Smelter pays to fill the initial demand of iron/coal. In fact, the further away the iron/coal supply (as the crow flies), the more it pays.