Transport Fever 2

Transport Fever 2

Expanded Cargo Demands (4 per city)
54 条留言
𝓕𝔁  [作者] 2021 年 12 月 8 日 下午 12:17 
Nice one ;)
Digihuman 2021 年 12 月 8 日 上午 11:12 
Thanks for the response, turned out it is fully compatible, I was just an idiot and had the mod load order wrong, so it wasn't functioning properly. :)
𝓕𝔁  [作者] 2021 年 12 月 8 日 上午 9:00 
It may not be, out of the box, but its likely v. easy to make it compatible, as per the "Mod Authors" section in the description, if you open the file specified there, you will see a simple list of items for industry/commercial/residential (residential by default is empty)

Essentially, you would need to add the new items to that list for it to generate via this mod.
When you open the file, you will see what I mean and hopefully it will be easy enough ;)
Digihuman 2021 年 12 月 8 日 上午 4:57 
Is this compatrible with the Mail and Trash add-on for Industries Expanded? I had both set up but for whatever reason wasn't getting any generation when meeting the demands.
Fetfrumos96 2021 年 6 月 8 日 上午 9:54 
Sorry! And so it would be very useful and more varied.
𝓕𝔁  [作者] 2021 年 6 月 8 日 上午 9:14 
I'm afraid I do not have the time atm to even contemplate making new resource chains.
Fetfrumos96 2021 年 6 月 8 日 上午 8:58 
You can do something similar. If possible, please add please, I will be very grateful, otherwise it’s bad when there is vanilla and there is no choice yet. And it was more interesting to play when there is a large selection in the city.
𝓕𝔁  [作者] 2021 年 6 月 8 日 上午 7:59 
No idea, sorry. It seems the author removed it from the workshop.
Fetfrumos96 2021 年 6 月 8 日 上午 4:02 
Compatible with Industry Diversity by Magnetic Reaper
- Adds new resource chains and city demands Where did this mod go and will it return to the game?
𝓕𝔁  [作者] 2021 年 6 月 7 日 上午 11:03 
You're welcome to use anything I have done, no credit required, if any of its useful.
Unfortunately, got a lot going on IRL atm, so not spending any time with mod's / or even playing tpf much.

Looks interesting :)
mauporte 2021 年 6 月 7 日 上午 6:42 
Hi RWB, I've been working on a demand overhaul mod and I was wondering if you would care to help me out or at least let me borrow your code, I made a post in the TF2 forums that explain my progress so far as well as what my mod aims to do (with several illustrations). I would appreciate it if you were to look at it:

https://www.transportfever.net/index.php?thread/17311-introducing-demand-overhaul-mod/
SanZ 2021 年 5 月 12 日 上午 10:50 
Hi RWB and photoshotter,
I change the formular to:
if( i % 2 == 0 ) then
j = i+1
else
if(i == prodCount) then
j = i-2
else
j = i+1
end
Now I have all combinations + I can load old games
The city´s in old games get the new combinations time by time and lost the old time by time.
Or you destroy all Industries, then they get instantly the new.

Before the change every city has GOODS and FUEL. And this is a little bit boring.

The Mod is with the Change much better. By the way Great Job :steamthumbsup:
So you should think about to update it or make a new "better Expanded Cargo Demands" ;)
Godric Whiffindor 2021 年 4 月 29 日 下午 5:44 
Great mod... To get around the 2 icon limitation on what the city shows I just rename the city to add the two extra demands. This got me thinking, is it possible for the mod to add icons for the extra demands to the city name?
𝓕𝔁  [作者] 2020 年 8 月 19 日 上午 7:04 
The icons over the city will only show 2 demands, focus on the city and you should see the rest. Yes it works on any map, new games and existing.
Taylor 2020 年 8 月 19 日 上午 1:49 
Hi does this work with workshop maps? as i only see 2 for each city
photoshotter 2020 年 4 月 14 日 上午 9:56 
Thanks for your quick answer and the information you gave me!
So the only thing i had to do was to change the calculation of the place of the good. To reach my goal I just had to change the last formula j = i +1. So it jumps from the last slot forward to the first, not to the one before. The result is as i wanted. Now the goods are paired the following:
FOOD = GOODS
GOODS = TOOLS
TOOLS = FOOD

Works perfectly for me, thanks a lot!

And yes, I see the problem with existing saves... Only change, if you haven't already established connections.
𝓕𝔁  [作者] 2020 年 4 月 14 日 上午 7:53 
Hi Photoshotter, yes I know exactly where you are coming from, I had to "pair" the new demanded item with an existing "city default" item to ensure only 4 would develop within a single city, but those 4 could vary city by city. However, I cannot change this due to how it works.. doing so would change everyones current save, causing the "modded demand" in each city to change over time to that specified in the script.

However, if you want to do it yourself you can edit
Steam\steamapps\workshop\content\1066780\1953649197\expanded_industry.lua

Changing the order of the items in the list. It works by choosing the item next to the base city item (if its the last item as a city default, it goes to the one before it), so if the city starts with Food, then by default goods will be generated.


commercialList = {"FOOD", "GOODS", "TOOLS"},

If you wanted Food to be paired with tools, then you would change it to:

commercialList = {"FOOD", "TOOLS", "GOODS"},


photoshotter 2020 年 4 月 14 日 上午 5:48 
Hey mate,
thanks for this nice mod.
There is one thing I recognised and wanted to ask you:
In theory it would be possible to create all combinations of demanded goods with your mod. But in game, it doesn't work like this, because there are missing combinations.

When choosing a good you get a second one as second demand.
Tools = Goods
Food = Goods -> should be Tools
Goods = Food

The same goes with the industrial demands:
CM = Fuel -> should be Machines
Machines = Fuel
Fuel = CM

I hope you understand what I mean. Maybe you could change this in the script? That way you could always freely choose, which goods are combined. So you could combine every one with any other.
𝓕𝔁  [作者] 2020 年 2 月 21 日 上午 4:47 
Have you checked the city info window (not just the town label) since they don't show on the label (when zoomed out) only the city panel.

If still nothing, you may have a mod that perhaps replaces expanded_industry.lua conflicting with it. Try changing the load order to first or last.
Zombiefrank 2020 年 2 月 21 日 上午 4:39 
Using the 4 demands per city mod. Should the extra demands be available straight away when I start a new game? I can still only see 2 per city.
RoPMon 2020 年 1 月 30 日 上午 6:03 
{链接已删除}
RoPMon 2020 年 1 月 30 日 上午 5:55 
Можно несколько вариантов производств? пример : бревна - доски , железо - инструменты , рандом здания, пример : промышленная зона - разные здания?
RoPMon 2020 年 1 月 30 日 上午 5:50 
Загляните в папку с модами в папке "\res\scripts\expanded_industry.lua", если вы еще этого не сделали. Вы можете определить некоторые дополнительные параметры, например, иметь возможность производить изделия в городской промышленности (например, промышленная зона принимает топливо и инструменты, а затем производит машины).
Oskar1504 2020 年 1 月 9 日 上午 10:40 
Is it possible to add new items to cities when they have reached a certain growth rate?

In the other mod it depends on the year.
Flexible Games 2020 年 1 月 6 日 下午 12:54 
I'll try that!
𝓕𝔁  [作者] 2020 年 1 月 6 日 上午 1:20 
@Flexible Games - you could try editing
Steam\steamapps\workshop\content\1066780\1953649197\res\scripts\townbuilding.lua
(This is the vanilla file, only included because I couldn't delete it from the mod)

Perhaps changing:
local ruleCapacity = math.ceil(params.capacity / 4)
to something like:
local ruleCapacity = math.ceil(params.capacity)
Flexible Games 2020 年 1 月 5 日 下午 9:07 
Would there be a way to increase the amount of the demanded items per building?
I'm planning a series for my Youtube channel and need a massive product sink.

In other words, a building that would normally demand 2 tools can we mod to demand 8?

That way while more than one type per zone is demanded that demand is high enough to be profitable.

Basically, can I get a version of this that x4's the demanded quantity per building?
𝓕𝔁  [作者] 2020 年 1 月 5 日 上午 10:45 
Nope, no conflict I know of, I am using that mod myself too ;)
Snazz 2020 年 1 月 5 日 上午 9:27 
Thanks, I like the idea of the Progressive one.
I take it there's no conflict with Natural Town Growth?
𝓕𝔁  [作者] 2020 年 1 月 5 日 上午 5:45 
Oh, and I am playing this one with Industry Diversity ;) Initially, the 6 per city cap didn't hold with an industry mod, so you could end up with 12 demands per city, but I forced the cap to remain recently on that variant too, which I think makes it play out better, overall.
𝓕𝔁  [作者] 2020 年 1 月 5 日 上午 5:41 
Because it doesn't become overwhelming, you cant just supply what you want to where you want from the start, like the 6 per city one, there's still something forcing your hand, but there is added complexity over vanilla too. But, I'm also playing the progressive one, with industry expanded and a production increase mod, which I'm enjoying too.
𝓕𝔁  [作者] 2020 年 1 月 5 日 上午 5:36 
:)
Snazz 2020 年 1 月 5 日 上午 5:36 
Why is this your favorite version? :)
RoPMon 2020 年 1 月 4 日 下午 8:54 
Спасибо!!! Просто класс игра и еще трамваи грузовые появились в игре))) Я так рад игре и вам!!! Вот моя игра - https://ibb.co/j8kjsy1 - https://ibb.co/VjMPXvd
RoPMon 2020 年 1 月 3 日 上午 7:59 
Ужасно много грузов - табак - тросник - мороженное - шампанское - лимон - устанешь писать)) даже дорожное покрытие))) Как текстуры доделают - будет ли мод со всеми грузами? Мне кажется голова заболит)))
RoPMon 2020 年 1 月 3 日 上午 7:50 
А все я понял) Текстуры не доделали))) https://ibb.co/HN0DDY0
MeFoX 2020 年 1 月 3 日 上午 12:40 
THANK YOU SO MUCH!!!
RoPMon 2020 年 1 月 2 日 下午 8:38 
Спасибо что переводите) Текстур песка нет((( https://ibb.co/nrvdT4B - я карьеру не играл не знаю) Благодаря вам можно свою игру по вкусу создать, просто меняешь название и все!!! Реально спасибо вам!!!!!
𝓕𝔁  [作者] 2020 年 1 月 2 日 下午 7:02 
You would need something like an industry building set to accept cars, maybe a car showroom mod. But for now you could probably copy/modify an industrial building to accept them

Google translated:
Вам понадобится что-то вроде промышленного строительного комплекта для автомобилей, может быть мод автосалона. Но на данный момент вы могли бы, вероятно, скопировать / изменить промышленное здание, чтобы принять их
RoPMon 2020 年 1 月 2 日 下午 5:43 
Спасибо вы всегда рады всем помочь))) Голова взрыв) - чтобы промышленная зона принимала топливо и инструменты, а затем вырабатывала машины - и куда мне везти машины???
𝓕𝔁  [作者] 2020 年 1 月 2 日 下午 12:19 
@ProZaPass - Look in the mod folder under "\res\scripts\expanded_industry.lua" if you haven't already. You can define some additional options, such as having city based industry able to produce items (i.e have the industrial area accept fuel and tools, then output machines.)

Google translated:
Загляните в папку с модами в папке "\res\scripts\expanded_industry.lua", если вы еще этого не сделали. Вы можете определить некоторые дополнительные параметры, например, иметь возможность производить изделия в городской промышленности (например, промышленная зона принимает топливо и инструменты, а затем производит машины).
𝓕𝔁  [作者] 2020 年 1 月 2 日 下午 12:15 
@MeFox - This is defo the last variant I am doing, but.. I can see why you would want it.. and could see it playing out quite nicely.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1957533107
RoPMon 2020 年 1 月 2 日 下午 12:11 
Переводчик плохой(
RoPMon 2020 年 1 月 2 日 下午 12:10 
Я люблю Вторичное производство в городах а Первичное случайное - передвигаю не значительно для реальности) https://ibb.co/RgmVW2W
𝓕𝔁  [作者] 2020 年 1 月 2 日 下午 12:09 
Рад слышать / Glad to hear that @ProzaPass :)
RoPMon 2020 年 1 月 2 日 下午 12:04 
https://ibb.co/x7JkCtQ - https://ibb.co/3Bk6PH9 - Это как я играю))) Спасибо вам за ваши старания!!! Игра реально интересней)
MeFoX 2020 年 1 月 2 日 上午 11:38 
FxUK, thanks a lot.
𝓕𝔁  [作者] 2020 年 1 月 2 日 上午 11:26 
@MeFox - Yeah, it wouldn't be difficult to do something like that, although it means having another variant. Let me look into it, no promises though.
MeFoX 2020 年 1 月 2 日 上午 10:19 
Yep, It's quite obvious. But are you able to do something like I mention below? 1st era since 1850 - two static demands for all cities: food and building materials, later eras more random demands?