Transport Fever 2

Transport Fever 2

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Gwinda's cost mod
   
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Misc: Script Mod
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208.474 KB
5 Nov, 2019 @ 8:27pm
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Gwinda's cost mod

Description
ID: 1907210983

This is Work In Progress!

Those of you back in the Train Fever time might remember Gwinda's Cost mod that allowed you to micromanage costs and prices. They could not only be turned on/off they could also be scaled up/down to fine tune your game experience.

I'm now in the process of converting it to Transport Fever 2 and thought you might like this early WIP version. In the mod's Config folder you will find the config file to set the scaling of a few parameters.

So far you can turn off about everything, including stations, airports, harbors and their configurations.
You can scale costs through the cost settings for, terrain editing, road & track options, Demolition.

I will update with more config settings over time.

NOTE!
There is a bug (?!?) when you demolition a town building. It still cost you money even if it says 0$ and auto demolition also cost money. I have notified UG about it.
Popular Discussions View All (1)
0
26 Jan, 2020 @ 11:45pm
PINNED: MOD CONFIGURATION
Gwinda
38 Comments
Une Pintade 11 Jul, 2023 @ 3:57pm 
same problem as other cost mods, it makes every building free such as station, tunnels and bridges
Yrol Akiyama 16 Mar, 2022 @ 12:01pm 
Lainor, many many thanks to you :o)
Yrol Akiyama 16 Mar, 2022 @ 12:00pm 
I just tested This Mod and Lainor's Fix with TPF2 Version 34983 (October 20, 2021)
and it works :o)

Make sure to precisely copy Lainor's Fix, the game is casesensitive!

Also:
If you, as i, only wanted to reduce running costs,
change in both these files
1907210983\mod.lua and
1907210983\config\config.lua
everything to 1.00 except data.metadata.maintenance.runningCostScale ( which i keep at 0.50 )
Lainor 28 Feb, 2021 @ 12:45pm 
I think, i found a way for the scaling the purchasing and maintenance costs. I change the line 32 to "data.metadata.cost.priceScale = 0.5" and line 35 to "data.metadata.maintenance.runningCostScale = 0.5" with these settings costs will be set to 50% of normal values. Hope this helps
Lainor 28 Feb, 2021 @ 12:27pm 
Hello, in the release notes for version 29372 there is a note like " Added factors to control calculated costs and maintenance". Is this the change that you were waiting?
Peter Llew 8 Jul, 2020 @ 5:07pm 
ya i think it works though will need to mess about with it more as i did try and ajust the values a bit but in game the prices for vehicles and maintenance dident seem to change even after replaceing stock so its possible that the way i changed the code just disabled the code all toghther instead of allowing it to be ajusted by %
Gwinda  [author] 8 Jul, 2020 @ 3:38pm 
@Peter of... I have been waiting for this last update so the prices can be adjusted by factors instead (not possible before this last TPF1 update). I have not yet verified that it has been fixed the way I expected it to be. There are a bunch of mods that I finally can finish if this last update have the missing pieces.
Peter Llew 7 Jul, 2020 @ 7:01pm 
hello iv found a way to fix the costs of vehicles so you can modify them by a muiltiplier instead of a fixed cost. in the mod.lua change data.metadata.cost.price = 0.0 to data.metadata.cost.priceFactor = 100.0 this will set costs to 100% of normal values and you can just change this how you wish. same for maintenace change it to data.metadata.cost.priceFactor = 100.0
Hope this helps anyone whos trying todo a bit of balenceing when using mods that change cargo capacity. im not a coder in anyway just experimenting with things to try and get something to work
Eb_TheKillerBunny 24 May, 2020 @ 2:51am 
I really want a mod like this to address what is (IMO) major balance issues in the game.

I have one problem though: by default it makes the cost of all trains 0.00 (after setting the config file to all 1.0 and 10.0 for TrackFactor).
Looking through the code I tried setting all 0.0 values to 1.0 which I assumed to be default values. After doing that it set the cost of all trains to be int(C / 10,000,000) where C is the original cost.

I'f you'd like me to run a debugging version and send you the result I'd be more than happy.
Note 1: I am running 70 other mods as well as experimental map sizes
Note 2: I do not know how to code in lua so I just guessed based on similarity in syntax to c++
Note 3: I have never modded TF2
Havan_IronOak 2 Apr, 2020 @ 9:08am 
I'm excited to try this mod. It addresses a few issues that I've had with the game from the get go. But I have a few questions... is there anyway that purchase prices can change over time? Ideally I'd like to NOT spend 70,000 for a truck stop in 1850 but in 1900 that would be a bargain. Likewise there are some maintenance costs that don't make sense to me. In particular maintenance on way-point markers seems outrageous, particularly in that I use them to address what I think are shortcomings in the AI.