Transport Fever 2

Transport Fever 2

Natural Town Growth
169 条留言
sorrow297 10 月 29 日 下午 3:58 
bro is GOATED for this:steamhappy:
Mr_Sia 10 月 14 日 下午 11:46 
be careful of using this map if you are in the mid game or late game, it will explode you cities
Theholyone90 8 月 22 日 下午 7:20 
I need this, you do not understand how much trouble this will save me in the future.

Thank you, internet person, for saving me my sanity just a little bit.
infixo 3 月 28 日 下午 3:42 
I noticed that the city sizes presented in the Town Statistics do not correspond with actual city sizes - they are smaller by approx. 20%. E.g. city is 1507 on the City info screen and Town Stat shows 1228. This started after I installed the mod. Is this a known issue? If so, is there a known fix or workaround?
Tommyc86 2 月 16 日 上午 11:23 
does the town tuning mod stop this from working
knuddelsfreak93 1 月 13 日 下午 12:13 
I admit SteelRodent, the mod is very useful and nice to play, but in a big map with lots of cities of which many are from the beginning relatively big, it becomes chaotic during the progress.
Me for example is playing in the moment a big map. For many decades it works properly, but when the cities became bigger and bigger, I really had (and still have) problems managing the transport via street, so that most of the lines on the street generate more debts than income and in the end I hadn't enough money for creating anything. Conclusionally I had to use the cheat for generate money, so I could (and still can, I didn't reach the end of modifying the street network) improve my street, e.g. the highway with the mod for four lanes e.g., so that the traffic becomes more adjustable.
ZUUL 2024 年 9 月 25 日 下午 6:47 
I get an internal error when I try to use this mod
baronjutter 2024 年 9 月 25 日 下午 5:31 
Mod is cool but my city is just in a constant state of replacement construction, often with the exact same building. Is there any way to slow down the construction and demolition cycle?
nate18492 2024 年 7 月 3 日 上午 1:07 
A recommendation, this mod is very powerful and makes cities grow extremely fast, so my advice is turn it on when you want a city to grow than once your satisfied with that city's size than turn the mod off.
Claudio Castro 2024 年 5 月 18 日 上午 3:41 
@SteelRodent sounds like real life to me lol
SteelRodent 2024 年 4 月 30 日 上午 11:56 
while the mod works and I guess does what it's supposed to, it causes the cities to grow very big and generate an an enormous amount of traffic, well beyond what's possible to combat with public transport. Since the vanilla game already generates a significant portion of the population who will always drive their car after 1970, it just becomes unmanageable. The mod is great if you want to turn your map into a city state, but it becomes a bit ridiculously extreme for the game's scale. I also found the mod has a rather massive performance impact, which gets incrementally worse with bigger maps and more cities. On a huge map with a "high" amount of cities, the mod effectively made the game unplayable after 1990, and disabling this mod gave me another 20 fps
Bonkers 2024 年 3 月 19 日 下午 12:24 
It seems that cities destroy older buildings and builds new ones instead of just building new ones. This causes the cities to not grow at all but instead just become modern
Grzegorz 2024 年 1 月 23 日 上午 10:15 
All the mod did was just create ton of skyscrapers in my small town
(F.S).Moriarty 2024 年 1 月 9 日 上午 5:23 
Auf der einen Seite eine echt tolle Mod, auf der anderen Seite bremst sie das System ganz enorm, eine Mitfahrt wird von ständigen Rucklern überschattet. Schade, denn sonst würde ich die Mod ständig im Einsatz haben.
Toms87 2024 年 1 月 6 日 下午 7:23 
This mod is great... but as others have said, cities become massive and cause massive traffic jams. Also the game slows down too much. I might switch off for my next build -.-
Static_Green 2023 年 7 月 27 日 下午 2:30 
Does this mod still work?
nosedigger 2023 年 5 月 22 日 上午 6:07 
@b0nk
Dropping cargo at the station that should consume it fully will do that, buy it will not magically appear in the city cargo list, because it takes time to be transferred from the station to the buildings in the catchment area. I thought it was a bug, but I think that's how game functions.
b0nk 2023 年 5 月 22 日 上午 5:32 
Buildings are very often being demolished and rebuilt (every building in my town is built in 1885 despite starting in 1850) which makes it impossible to supply all the required cargo because the destination buildings no longer exist after the cargo has been shipped, causing the cargo to simply disappear in transit. The source industry is shipping 33 units and says transport is 100%, but the supply is only 8/33. The relevant buildings are all covered by the cargo unloading catchment area.
Gregory_TheGamer 2023 年 2 月 10 日 下午 1:29 
It's a good mod, but it also makes it near impossible to have a neat tiny town with a handful of residents (I like to place them to close the gaps between towns on my railroads sometimes). It's therefore definitely not without its flaws, as when you play on a fixed year (i.e. 1899) towns will not grow anymore. Was cool having it when starting out, I ended up removing it from my savegame.
FENRIS 2022 年 10 月 14 日 下午 12:07 
Great mod ! too bad it slows down the game to an unplayable level once I reach a certain population :(
nosedigger 2022 年 10 月 11 日 下午 7:12 
@InPT
I've noticed the same, after few years all the towns are grown to the same number. Have you shared/committed somewhere these changes you explained, or do I have to do it manually ?
Thanks for the help.
InPT 2022 年 10 月 9 日 上午 2:20 
Found an issue: when setting the initial random town capacities, they all get the same value.

The RNG is seeded with the current time (in seconds) for each town, but the towns are all generated in the same second so... same values.

-- I observed math.random always returning the same numbers, therefore
-- we forcefully reseed the random generator
math.randomseed(os.time())

Moving the to the init() function fixes the problem.

In addition: after playing around with values in spreadsheet I realized it's growing **very exponentially** in late game (because game also further applies multipliers based on transport & supply).

So I added one extra step in the calculation to average the calculated result with original, f.e.: residentialCapacity = (residentialCapacity + initialCapacity) / 2;

This makes city growth a bit more linear, with little difference to the mod's formula in the early game, a bit by 2000, and a big difference (about 1/2 size) on very late game.
Mr_WolfZ  [作者] 2022 年 7 月 8 日 上午 6:58 
@Dr Hell_Bent I suggest playing around with the numbers in the spreadsheet to see the effects of the various parameters. That said, I'm not sure how effective only changing the growth per year would be. I would suggest also slightly reducing the other growth parameters (e.g. changing cargoSupplyFactor from 0.5 to 0.45 etc.)
Dr Hell_Bent 2022 年 6 月 25 日 上午 4:35 
I reduced growth factor from 0.33333333 to 0.2, will that do the job in the mod file?
Dr Hell_Bent 2022 年 6 月 25 日 上午 2:36 
Works great for me.
A little too fast though, how can i reduce growth? By about 15% would be enough
itsrafa 2022 年 6 月 11 日 上午 10:42 
@Mr_WolfZ Sweet! I truly enjoy playing with this mod. I tweaked the numbers to slow down town growth quite a bit, makes for a much more realistic gameplay!
Mr_WolfZ  [作者] 2022 年 6 月 11 日 上午 12:24 
@itsrafa @KMFrench1 I haven't played with the new update yet (and I currently don't plan too), but given the large number of subscribers of the mod I assume it is working just fine, since otherwise I would have expected lots of people complaining about issues.

Judging by the update's release notes, it appears that the new sliders only affect the percentage modifiers, while this mod adjusts the base values, which are then further adjusted with the percentage modifiers. If this assumption is correct, then the mod should work just as before and can now even be tweaked with the new sliders.

And the mod was already working with other mods that added extra cargo demand to towns, so it should work just fine with the new option for having more than 2 goods. If you are technically inclined you can see that in the source code I just loop over all cargo types the town accepts and sum them up to calculate total supply. Therefore any number of cargo types per town is supported.
KM.One 2022 年 6 月 9 日 上午 11:54 
I was just wondering how the spring update effected this mod?
1. Is this mod still useful?
2. Does it even still work?
3. How does it work with towns now having more then 2 goods?
4. Is there anything else that I have not thought to ask, that the spring update may have effected?
itsrafa 2022 年 6 月 8 日 下午 5:58 
Does this overrides the sliders from the spring update? I'd like to keep using it as it gives you more control over city growth. Sliders on spring update have a 25% increment step :/
Harag 2022 年 5 月 2 日 上午 6:34 
@Overlord thanks for that, I'll not use it and just try the build in game settings when it drops.
Overlord 2022 年 4 月 22 日 上午 5:54 
@Harag I would not use it even now - check my comment below. To your question no it wont be needed you can use sliders and set everything as you desire. So you can have like 1000 thousand city even in 1850.
Harag 2022 年 4 月 22 日 上午 5:47 
Anyone know if this mod is still needed with the upcoming TF2 update that is due out 10th May?
Overlord 2022 年 4 月 10 日 上午 4:35 
Is there any lite version of this mod? I always get to a point that my game slows down and my cities are huuuuuuge. It is too much for this game to handle. On the other hand when not using this mod my cities in 1985 have like 500 citizens which is also bad in a way and yes cities are more like villages.
Overlord 2022 年 4 月 5 日 下午 3:10 
Did some extensive testing and this mod is awesome on default maps created by the game. I dont recommend using this mod on large (experimental) workshop maps where is like 30 - 50 cities. In 1950's the simulation starts to be very slow no matter the simulation speed. Cities close together grow into one huge mess (it looks like a real life except the stupid roads placed by AI) but the game does not handle this well when you have 5 large cities with 3K + population connected into one huge area. Whole map and every city basically grew into huge traffic jam clusterfuck. I had to install different mod to halve residents in every city and it helped little bit.
briansyston 2022 年 2 月 20 日 下午 3:54 
Has anyone got odd looking blocks with letters and numbers on them like F3 F4 and so on ??? Is there a term for this so i can look up a fix ?
DrDecent 2022 年 1 月 4 日 上午 5:05 
@Mr_wolfZ Thanks for the tip! I figured it out. It was the new Nvidia Driver that was the issue, I rolled back to the previous version, and it is stable again. Im currently running 497.29.
Mr_WolfZ  [作者] 2022 年 1 月 3 日 上午 6:20 
@DrDecent the mod is still working fine for me (I just launched a game with it). Not sure why it is crashing for you. Can you please validate the game file integrity via Steam? Not sure what else you could do.
DrDecent 2021 年 12 月 29 日 下午 4:32 
Heard about this mod in a YT video. But it keeps making my game crash to desktop. Dont have any other mods either, so I guss it "broke" with the update?
Z_nan 2021 年 12 月 22 日 下午 1:11 
@Martin Says more about your setup than the mod, If you have sufficent hardware this mod makes the game much more fun.
Martin 2021 年 12 月 12 日 上午 2:42 
Danger mod. It increase Town Growth to unlimit and after 60 years game is unplayable, because wardware can not has enaf power to simulat tousannds o person a trafic. Trafik will be overloaded a catastrofe in the streets. Do not use it!:steamthumbsdown:
Metssr 2021 年 12 月 8 日 上午 7:05 
Hi @Mr_Wolfz I use your MOD and have a question. Is see that the Sandbox MOD from Urban Games is disabled in the Townwindow so I cannot edit de need for goods. Can it be this is because your MOD is active?
attenzionee 2021 年 12 月 7 日 上午 11:06 
Installed this Mod on a lategame savegame. It boosted all my cities above 3500k and seems a bit overpowered. I got so much money :D
MoonooM 2021 年 11 月 30 日 上午 10:27 
Very very very Nice!
sMartY 2021 年 7 月 11 日 上午 10:27 
@ALEX: Yes i play it this way and it's an awesome combination :)
Mr_WolfZ  [作者] 2021 年 6 月 2 日 下午 11:53 
@ALEX yes, the mod is written in a minimally invasive way that really shouldn't cause any conflicts, so it should work fine with that mod as well. when I was still playing the game, I was using this mod together with like a hundred others that changed cargo demands and other things and it worked just fine
ALEX 2021 年 6 月 2 日 下午 3:01 
compatible with Expanded Cargo Demands?
OOZ662 2021 年 5 月 15 日 下午 5:24 
Is there a way to get towns to respect their "zones" as they expand? Having all three kinda of buildings (especially industrial ones) mixed in with each other looks really gross on top of requiring weird little truck routes to keep them supplied.
Montanha 2021 年 3 月 26 日 上午 7:11 
Muito bom
Lokdaveram 2021 年 1 月 17 日 上午 7:01 
Спасибо. Все работает. Города реально растут как на дрожжах. К этому моду ставьте еще No emissions, который убирает выбросы + моды на рост продукции и уровни предприятий и будет вам счастье.

Thanks, all works great with No emissions mode.
MetroTrekker 2021 年 1 月 7 日 上午 11:51 
Does this work with Workshop maps where towns are already placed?