Transport Fever 2

Transport Fever 2

Grain in Boxcars not Gondolas v2.0.7
39 comentarios
CUADRADITOS 28 NOV 2020 a las 15:51 
Thanks, didn't see it! But I prefer your mod, was more realistic fot TpF1!
SoftwareSimian  [autor] 28 NOV 2020 a las 15:02 
@Cuadraditos: I did that for Transport Fever 1 , but it's a large amount more work and less compatible since it involves placing load models into the vanilla wagons, and makes it incompatible with other mods that may also replace vanilla wagons.

But this mod may work for you (I haven't tried it):
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1940889083
CUADRADITOS 28 NOV 2020 a las 9:31 
Can you make a same mod for gondolas could carry construction material? thanks so much!
vitalii201 28 SEP 2020 a las 20:30 
Thanks for adding and clarifying.
SoftwareSimian  [autor] 28 SEP 2020 a las 18:07 
@vitalii201: I have added support for High Cube Boxcar. Not specifically for that mod, but for any mod that uses a compartment-style cargo definition. Yes, there are (at least ) three different ways of defining which cargo can be carried in a TpF2 wagon. The adjustment I have made just now works for High Cube Boxcar (and similar) where there's a single compartment defined that contains the possible cargo types. I have not tested it with a boxcar that has multiple compartments, nor one that has different cargo types specified for different compartments. If somebody decides to make such a mod and this mod breaks, please let me know.

The container-on-flatcar style of car is not so easy to add cargo types to since the cargo is visible and needs to show up as a model in the game. I haven't looked into it in great detail as to how possible or easy it is.

The open wagons that carry coal and stone, those are exactly the kinds of cars that this mod is supposed to remove grain from.
SoftwareSimian  [autor] 28 SEP 2020 a las 18:00 
v2.0.7 - 2020-09-28
* add support for High Cube Boxcar and similar wagons that define cargo in terms of a single compartment
vitalii201 27 SEP 2020 a las 7:40 
- Can you add Grain for High Cube Boxcar , Máv Lgss , DMA Cargo Wagons , FS Cargo Wagons set (except "zags" of course)?
- Return the Grain to Máv Faccpp 2K ( Máv Faccpp 4K ), Falns 121 , - the description is not specified, but the game provides; VTG Tank Car Fleet ("Dust waggon") and vanilla Hopper ?
SoftwareSimian  [autor] 14 AGO 2020 a las 6:17 
v2.0.6 - 2020-08-14
* add Generic UK Freight Wagons v3 to do-not-modify list of wagons since they're "universal" cars
SoftwareSimian  [autor] 26 JUL 2020 a las 10:23 
v2.0.5 - 2020-07-26
* add compatability with mods like JK's GWR Van Waggons that put wagons into /vehicle/train instead of /vehicle/waggon
* add compatability with wagons that have capacity specified using TpF1-style transportVehicle.capacities instead of TpF2-style transportVehicle.compartments
SoftwareSimian  [autor] 6 JUL 2020 a las 11:57 
v2.0.4 - 2020-07-06
* add Generic British Wagons & Brake Van to do-not-modify list of wagons since they're "universal" cars
vitalii201 31 MAY 2020 a las 22:23 
@SoftwareSimian, thanks for fixing!
ShraGan 31 MAY 2020 a las 19:22 
Yay! 😁
SoftwareSimian  [autor] 31 MAY 2020 a las 19:10 
v2.0.3 - 2020-05-31
* compatibility with Nafeys Universal Stake Cars mod
ShraGan 31 MAY 2020 a las 18:42 
If I can help to make my mod compatible, I'm happy to help if I can. 😊
SoftwareSimian  [autor] 31 MAY 2020 a las 16:17 
@vitalii201: To clarify, you're talking about a conflict between this mod and "Nafeys Universal Stake Cars Pack"
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2113300296

I know I had to make some exceptions in the TpF1 version of this mod for Nafeys. The cargo system is a bit different in TpF2 but I will investigate and see what needs to be changed for this mod.
vitalii201 31 MAY 2020 a las 13:47 
Conflict with id=2113300296 https://i.imgur.com/H6t6zhi.jpg
When both mods are enabled, disabling trains does not help: another, non-freight (!) Train is added to the "error" https://i.imgur.com/vPmEBmC.jpg
Changing the boot order does not help.
SoftwareSimian  [autor] 13 ENE 2020 a las 18:58 
v2.0.2 - 2020-01-13
* treat Fodder same as Grain, if using another mod that defines Fodder cargo type
SoftwareSimian  [autor] 13 ENE 2020 a las 18:44 
Actually, the way the new cargo system works it seems quite tolerant. You can, apparently, define a vehicle as carrying whatever cargo types you want in the loadModel section regardless of whether said cargo type actually exists. So if I define a boxcar to carry fodder and don't have Senseless enabled, that's not a problem. I experimentally added both fodder and monkeys as cargo types and it had no issues, although obviously since nothing defined those cargo types elsewhere it has no in-game effect, but it doesn't cause problems either.
I'll release a new version with fodder as a handled type.
jhughes 13 ENE 2020 a las 18:21 
but as i said .. it will likely error out if the Senseless Industries mod is not installed.
jhughes 13 ENE 2020 a las 18:15 
This is what I did:
https://pastebin.com/tnunW5vs
SoftwareSimian  [autor] 13 ENE 2020 a las 18:14 
@jhughes: In TpF1 it was trivial to see what cargo types were defined in the game (and therefore if another mod that added cargo types (like New Industries) was installed. But their new mod system has completely broken that and I haven't found any workaround to get a list of defined cargo types in TpF2...
jhughes 13 ENE 2020 a las 18:10 
Sure.. But I didn't do any logic to actually check if the mod is installed.. I'll post to pastebin in a couple seconds.
SoftwareSimian  [autor] 13 ENE 2020 a las 13:51 
@jhughes: can you show me your modifications, either copied into pastebin or email me ask.software.simian@gmail.com
jhughes 13 ENE 2020 a las 12:44 
@SoftwareSimian: I modified this to also remove fodder with the Senless Industry Mod. You can probably do a better job of it though.
CUADRADITOS 10 ENE 2020 a las 0:48 
Thanks a lot!
CUADRADITOS 9 ENE 2020 a las 11:49 
Can you make a port of the other mods "ship power increase" and "plane wight decrease"? Awesome and simple scripts that helps a lot!
[TBR] Factical Tuckwit 21 DIC 2019 a las 16:02 
Cheers for the prompt fix - all appears to be working well now :-)
SoftwareSimian  [autor] 21 DIC 2019 a las 12:48 
v2.0.1 - 2019-12-21
* bugfix: boxcars with added grain would get a (usually unused) duplicated compartment for food as well
SoftwareSimian  [autor] 21 DIC 2019 a las 12:24 
I've found the problem, I just need to figure out why it's happening and fix it. Right now the mod is double-inserting Grain, so it's effectively doubling the capacity and only filling one compartment. Obviously that's not right, but it is actually carrying to "correct" amount of cargo for that vehicle. I should have a fixed version out soon.
[TBR] Factical Tuckwit 21 DIC 2019 a las 12:06 
Also just noticed, un-modded the boxcar capacity is just 4, with this mod it's now 4-8, is that the cause perchance?
[TBR] Factical Tuckwit 21 DIC 2019 a las 11:05 
First train boxcar available, when I arrive at a full grain platform it only sets 50% of the carriages to grain and the other 50% to food, if I then go to the food factory - it will drop off the grain but only load to 50% food - leaving excess food on the platform.
I regularly use combined runs for crude / oil / fuel where they reformat themselves after each dropoff and I am guessing that this is the effect you are also aiming for with grain / food?
If you catch me online I can stream for you to observe / discord voice to assist
SoftwareSimian  [autor] 21 DIC 2019 a las 8:58 
@[TBR] Factical Tuckwit: To aid my testing, please let me know which boxcar you're using that's showing this problem.

Note: If a multi-compartment car picks up any cargo of some type, even just 1 unit, that compartment will be locked to that type of cargo. If you have 100 grain and 1 bread to pick up, it's possible that your 100-capacity boxcar will have 1 bread and 50 grain, this is normal for the game.
If, on the other hand, you have nothing but grain to pick up and it's still only using one compartment that's not right, and I will try to find the problem.

Multi-compartment rail vehicles are new in TpF2 so the code logic is very much changed from the TpF1 version of the mod.
[TBR] Factical Tuckwit 20 DIC 2019 a las 23:20 
It's defaulting 50% cars to grain - the other 50% to bread even when there is a full platform of grain to collect from, it's only using 50% capacity
canophone 17 DIC 2019 a las 2:30 
Boxcars even carried coal and ore in early days ..
Key House 16 DIC 2019 a las 16:27 
@ludicrousFox In the US and Canada grain was primarily carried in special boxcars all the way into the 1970s with select railroads continuing to use them in to the 1990s. http://tracksidetreasure.blogspot.com/2009/01/cp-grain-boxcars.html
trainexpert 16 DIC 2019 a las 15:18 
Awesome! I always hated carrying grain in an open car! I always rather have used a hopper, but I totally forgot this was a thing railroads did.
Nartur Arkano 16 DIC 2019 a las 13:58 
There's also no livestock in TpF2 . . .
LudicrousFox 16 DIC 2019 a las 13:48 
What the heck, you would never haul grain by boxcar, this mod is pointless.