Transport Fever

Transport Fever

123 ratings
Cargo Magnet - v.1.2
   
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Building: Town Building
Misc: Script Mod
File Size
Posted
Updated
1.242 MB
25 Mar, 2018 @ 9:25am
1 Jul, 2018 @ 2:45am
4 Change Notes ( view )

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Cargo Magnet - v.1.2

Description
Cargo magnets

This mod allows you to generate demand on any cargo, in any place on your map. Just choose type of cargo, amount of demand per YEAR, and plop magnet in preffered place. That`s all, you`re amazing! :)

Mod can be found in "Track assets" menu, in "Tools" category

This mod contains only standard cargo from the original game! If you are looking for a magnet for cargo from Industry DLC, check here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1687770378

If you want to have magnets for all cargo, both standard and from DLC - subscribe to both mods!

Mod features:
1) Magnets have only "input" options, but not "output". They do not generate cargo by itself. For spawning cargo, use "Cargo generators".
2) You need to plop magnet near the road, just like buildings spawns. Also you can plop it ON the road, or on the station. But not in the middle of nowhere. Magnet need connection to road system, by which cargo moves.
3) Magnet can be destroyed at any time, also it can be upgraded to any size or cargo type
4) However, mod can not be removed from savegame until you remove all magnets from map. Just keep in mind.
5) Please note, that it takes a few month before magnet will "make order" and cargo will start to spawn on appropriate industries. And a few years (!) before production becomes stable. It`s game mechanics, you know.
6) In the later stages of the game, when there is a lot of transport, cargo and people on the map - when you trying to build, upgrade or demolish a magnet, the game can slow down and lag. Yep, this is unpleasant, but not critical - just wait until the game resumes.

Ways to use
First of all, it`s good addition to "Personmagnet" mod by JoeFried. His mod was an example and inspiration for me, so many thanks to him. And now you can not only create a passenger traffic to any place on map, but also create cargo traffic too! You can build small villages or towns with cargo demand far away in mountains, or create something like consignment warehouses, or imitate import, or just boost some of your cargo lines and make them profitable, or... There are many ways, I`m sure, your imagination will tell you much more.

Hey, Max Well, we have other similar mods like "Import/Export" or "Plop Town Buildings" and can plop buildings with cargo demand anywhere. So why we need your mod, huh?!

Max Well: no doubt, these mods are good and useful! But "Cargo magnet" have more flexibility. Look:
- You can generate demand on any cargo (raw mat-s or final products) without the need to create full production chain;
- Magnets are an excellent addition to the cargo generators. Working in a bunch, they allow you to easily and quickly create a cargo line anywhere;
- You can choose amount of cargo - from a few units to "OVER9000!" (actually, no - just up to 8192 so far, but it`s A LOT), and you can plop as many magnets as you want;
- Magnets has a small size, and also can be upgraded at any time;

Changes in 1.2:
- fixed "floating" upgrade window;
- part of the code was rewritten to fix lags and crashes in some cases;

So, guys, use it wisely, ask questions, rate, criticize, in a word - enjoy!
79 Comments
Max Well  [author] 27 Sep, 2020 @ 1:18pm 
@ТиТай, ну, я хотел соблюсти какой-никакой баланс, а не просто выкатить чит для игры. А если кому понадобится - пусть спрашивают, отвечу ещё.
Дед Исай 26 Sep, 2020 @ 10:31pm 
Спасибо уже нашел. Думаю подобная информация может понадобиться кому то еще... По умолчанию цена магнита 8м на раннем этапе может показаться слишком завышенной.
Max Well  [author] 26 Sep, 2020 @ 1:23pm 
@ТиТай, в папке мода по адресу "...\Steam\steamapps\workshop\content\446800\1341905147\res\construction\assets\tools\cargomagnet" есть файл "cargomagnet.con". Открывай Нотепадом или Блокнотом, листай вниз, в самом конце найдёшь формулу:"result.cost = capacount*1000" Изменяй 1000 для изменения цены. Больше число - больше цена, и наоборот. На всякий случай сделай бекап файла, чтоб не запороть мод.
Дед Исай 25 Sep, 2020 @ 1:24am 
Как изменить цену на магнит ?
Fish 22 Nov, 2019 @ 1:43pm 
Sadly, this mod and the generators mod lag my game so bad it becomes unplayable, even after adding only a few of these. Also, it would appear they have the same limitations of distance that the base game does, so I can't make a really long route to "anywhere" on the map using these as the mod description seems to indicate. Other than those issues, I love this mod, and wish those were fixed! I want to make a really long train route with no stops in between, just a winding mountain track with passing sidings! :)
Max Well  [author] 19 Sep, 2019 @ 6:44pm 
@Liv Marques oh, great news! You're welcome, enjoy =)
livythebot 19 Sep, 2019 @ 3:35pm 
It is working now!!!!!! :steamhappy:
I. f. love. you. Thanks for being so patient and helping moi.
Max Well  [author] 19 Sep, 2019 @ 2:58pm 
@Liv Marques, I dunno, really... The last one what can I suggest to do:
- download backup copy of this mod from here https://modsbase.com/nelk2ne0t2qn/1341905147_Cargo_Magnet_-_v.1.2.zip.html
- unzip it into the ...\steamapps\common\Transport Fever\mods
- in the list of mods you will find second Magnet mod, but it will have Manual source (icon with hand), try to use it.
livythebot 19 Sep, 2019 @ 2:41pm 
It worked before. But it has been a while I played this game. I reinstalled(the game) a few days ago and the magnet wouldnt work anymore.
Max Well  [author] 19 Sep, 2019 @ 10:41am 
@Liv Marques, I don't think it's because of conflict with another mods... There was no conflicts before.
Okay, tell me please - did magnets work before? Or it's broken from the first day you installed this mod?