Transport Fever 2

Transport Fever 2

138 个评价
Plebs Magneteer
   
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Asset: Brush Asset
Misc: Misc
标签: Asset, Brush
文件大小
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326.013 KB
2019 年 12 月 28 日 下午 3:17
2019 年 12 月 29 日 上午 3:14
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Plebs Magneteer

在 kamykaze13 的 1 个合集中
kamykaze13 Mods
5 件物品
描述
This mod adds a simple lamp post (and other models), which acts as a magnet for commercial, or industrial needs for them plebs.
It's also able to spawn Plebs.

The mode is selectable and collision disabled, so you can plonk it down pretty much everywhere.
Just make sure it's connected to a road.

It may take a moment for the towns to register the new destinations.

Found under misc. assets.
It should be safe to add to, or remove from existing savegames.
Be sure to have a backup save, just in case you don't like it or something freaks out.
English and German translation included.

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Credits: Urban Games

Disclaimer:
- You better not looking at the code. I have no idea what i did there. It just works.
- I'm not taking any responsibility for any harm that may be caused by this modification.
- Use at your own risk.

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If you have an issue and feel like this mod is the cause, provide me with an error message, or a crash-log entry, or at least describe what happened and i'm happy trying to help you.
Messages like 'crashes the game' without any useful information will simply be deleted. I don't have time for this. Thanks.


Changelog:
v1.1 -- added a little ingame description -- added Pleb generator -- added model selection
31 条留言
com.lion 7 月 3 日 下午 12:14 
thx for the advice
kamykaze13  [作者] 6 月 30 日 上午 7:30 
Also, check out Advanced Person Magnet by VacuumTube for a more sophisticated Mod like this.
It looks like it's more up to date and has some more properties for configuration.
kamykaze13  [作者] 6 月 30 日 上午 7:26 
Hey, I'd say commercial fits best for that. But, you could use multiple magnets for the same spot as well. Emulating Tourists and Workers or something.
com.lion 6 月 30 日 上午 5:10 
Hi, Whats the best Magnet for a Touristspot (Castle on a Hill)?
CC Johnson 2022 年 6 月 23 日 下午 2:10 
Ok, thanks.
kamykaze13  [作者] 2022 年 6 月 23 日 下午 1:38 
I think it's set to 50 plebs per item.
CC Johnson 2022 年 6 月 23 日 上午 12:15 
Hi. Thanks for your work. How many places does one magnet provide?
kamykaze13  [作者] 2021 年 8 月 21 日 下午 2:42 
As far as I know, plebs have a 'daily demand'. They need a home, a job and a place where they're able to shop. If they're missing one of those, they get stuck in their daily cycle. That's how I remember it at least.
s.f.s.d 2021 年 8 月 21 日 上午 11:53 
Sorry to ask so dumb. But if I place one magnet (one dumpster or lamp), pedestrian start to spawn. But it is limited and after a while this magnet not working anymore. Is there only limited pedestrians in one magnet and after that that magnet will not work anymore? I want to use it as a pedestrians spawner near to bus stop. Thank you for reply.
kamykaze13  [作者] 2021 年 6 月 19 日 上午 2:09 
@Uniban
There are three 'magnets' if you will. One that spawns citizens (they basically live in the spawner model), one that provides industrial needs (workplaces) and one for commercial needs (shopping). If you place an industrial magnet to a coal mine, plebs should want to travel there at some point. It's possible that you have to provide a bus-route for citizens without a car, but that depends on the distance. Citizens in general have a set daily routine. If I remember correctly it's Home > Work > Home > Shopping > repeat.