Transport Fever

Transport Fever

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FlexPort v1.1.3 BETA
   
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3.275 MB
25 Feb, 2019 @ 12:21am
17 May, 2019 @ 5:59pm
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FlexPort v1.1.3 BETA

Description
FlexPort: Flexible Industries import/export port

You can export any cargo here, and import any other cargo you may need. However, it will not do straight alchemy, you need to have some activity at the dock:
* transport any surplus cargo to the FlexPort
* it will be turned into "FlexPort Credits"
* you need to transport these credits from one terminal to another, using either trucks or trains (modified trucks and wagons are provided that can carry only credits)
* once the FlexPort credits have been delivered to another terminal they will be converted into the cargo type you need for import.

There are lots of terminals in the FlexPort:
* 4x mainline rail terminals (import/export cargo to/from the rest of your network)
* 10x pier rail terminals (inter-terminal credit transfer)
* 6x pier truck terminals (inter-terminal credit transfer)
* 6x ship terminals (import/export cargo to/from the rest of your network)
* 2x bus stops (you could for example specify one as "unload only" to have more people walking around the terminal)

The FlexPort is physically large (512m x 256m), approximately 8x the size of a normal industry.

Can optionally also be placed as land-only version (without ship piers).
Can optionally also behave as a simple rail/truck(/ship) cargo station without any alchemy.

Overview of the commerce process:
FlexPort accepts all (vanilla) cargo types and "sells" them to the export market, giving you "FlexPort Credits", a special cargo type that is only of use in a FlexPort. When you need any type of cargo to transport to your city, the FlexPort will take those credits and "buy" the goods you need:
https://steamuserimages-a.akamaihd.net/ugc/954105271812482101/4EF09F434ABFA38BBD0460492C6903292545FBFF/
It would of course be much easier to simply "alchemy" one type of cargo into another type, but having FlexPort Credits means you need to have either trains or trucks running around the port transporting credits from one terminal to another. You could also set up two FlexPorts across the water from each other and use a ship to transport credits, giving a more immersive sense of "export <x>, import <y>" (FlexPort Credits version of ships added in v1.0.2).
YouTube video showing alchemy in action: https://youtu.be/fbMT7Jluiu0

It is possible to disable FlexPort Credits entirely, in which case you will have direct alchemy from one product to another that is in demand.
To disable FlexPort Credits: create an empty file "disable_flexport_credits.lua" in the "res/scripts" folder (under Steam that will be "\Steam\steamapps\workshop\content\446800\1666449081\res\scripts\disable_flexport_credits.lua"). Delete this file to restore normal FlexPort behavior.
Note: do not attempt to disable FlexPort Credits in an existing save if you have a FlexPort built that uses credits, or purchased any FlexPort-specific vehicles. You can work around this by selling all FlexPort-specific vehicles, and setting any built FlexPorts to "Cargo Station" mode, save the game, create res/scripts/disable_flexport_credits.lua, then reload your savegame.

Notes:
* Do not add FlexPort into an existing savegame (at least any with lines or vehicles), it will probably crash (confusion about new cargo types appearing in the game).
* There are possible compatibility issues with IndustryDLC. Some users starting new games report it works OK, others have problems. Exact cause of problems has not yet been discovered.
Popular Discussions View All (1)
30
15 Aug, 2019 @ 7:49am
Crash Reports
SoftwareSimian
138 Comments
[CN]突击队队员 3 Feb, 2024 @ 3:36am 
FlexPort mod: finish building FlexPort 02/03/24 18:36:37
c:\build\tpf1_steam\src\lib\model\edge_geometry_util.cpp:122: struct transport::EdgeGeometry __cdecl transport::MakeSplineEdge(const struct CVec3f &,const struct CVec3f &,const struct CVec3f &,const struct CVec3f &,float): Assertion `result.length > .0f' failed.

when I changing building option , game crashed.
look like some variant are broken and crashed by preview.
Locomotor79 16 Jul, 2023 @ 1:25pm 
make this for TS2
Fenris 11 Feb, 2021 @ 12:49pm 
too bad, really enjoyed this port, but tpf1 is broken for me, so I can't use it anymore
SoftwareSimian  [author] 11 Feb, 2021 @ 12:39pm 
Sorry, no. I haven't been so excited with TpF2 so I haven't ported any of my industry mods and have no current plans to do so.
Fenris 11 Feb, 2021 @ 12:17pm 
Love the mod, and I know you said no earlier. But it's been a year, and will you be porting he mod to TPF2, because I'd really love to be able to keep using it.
Volodiy 13 Sep, 2020 @ 11:25pm 
Думал наконец-то получится сделать логистику... но игра вылетает при попытке строительства(
Mr.Oz 15 Jun, 2020 @ 3:44am 
I liked the mod concept but ran into a new issue with any trains big or small count, its the trains themselves when i route them to the port the game will either crash because of 'well' railroadcrossing/stocklist errors so yeah, the mod is bugged when placed near a large amount of trees or after using the tree placement mod, for example or having trains with really long cars stop at this location, it sometimes crash when selecting it with no crash report besides a minidump.

I like the port it was a great fit for my 8000x8000 map build. but it crashed a lot on my end, will try a different location with less trees later to see if it continue to happen.
SoftwareSimian  [author] 3 Jan, 2020 @ 6:45pm 
@Lanceloth: I don't expect to port FlexPort to TpF2 anytime soon, sorry.
Lanceloth 3 Jan, 2020 @ 2:36pm 
Würde mich freuen den FloxPort auch bald in TPF2 nutzen zu können
Bluu 3 Jan, 2020 @ 12:32am 
I can't place it down