Transport Fever 2

Transport Fever 2

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Expanded Cargo Demands (Dynamic Growth)
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1.122 MB
19 Dec, 2019 @ 5:55pm
5 Jan, 2020 @ 4:23pm
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Expanded Cargo Demands (Dynamic Growth)

Description
TLDR: This mod adds additional demands to cities as time passes and your cities grow.

Alternative Versions:
> Static Version - 4 items per city. (My favorite)
> Static Version - 6 items per city.
> Dynamic Version - 1850: 2 items, 1920: 4 items, 1990: 6 items.
> Progressive Version - 1850: 2 food/construction, 1920: + tools/fuel, 1990: + goods/machines.

Compatibility:
This mod should be set to load above/before any industry mods, to ensure the best compatibility.

Compatible with Industry Diversity by Magnetic Reaper
- Adds new resource chains and city demands
Compatible with Industry Expanded by Col0Korn
- Adds new resource chains

Third-party compatible mods that include residential demands, will increase the number of items demanded by the cities, additional industrial/commercial goods will stick within the set limit of 2,4 or 6 max per city

Industry mods that use only the base products for city supply are compatible by default, however mods adding products can be made compatible by the mod author - see info at the bottom of the description for more details.

This mod is not compatible with other mods that make changes to townbuildingutil.lua

In 1850 you will start with 2 per city, as normal.

From approx 1920 an additional 2 demands will begin to form in your cities
Building capacity and the primary item will determine the new demand(s)

* Level 1 buildings have a
  • 80% chance of default item,
  • 20% of a secondary item
* Level 2 buildings have a
  • 50% chance of default item,
  • 50% of a secondary item
* Level 3 buildings have a
  • 33% chance of a default,
  • 33% chance of 2 items and
  • 33% chance of 1 secondary item.
* Level 4 buildings accept 2 items, based on the primary demand (x or y)

This allows a maximum of 4 items in total being demanded by the city.

From approx 1990 all demands will begin to form in your cities
Building capacity will determine the item(s)

* Level 1 buildings accept one of any item
* Level 2 buildings accept one of any item
* Level 3 buildings accept 2 items (x or y)
* Level 4 buildings accept 3 items (x or y or z)

This allows all available items being in demand by your cities.

This will add variation to how cities develop over time and will require you to grow your cities in order to accept more items, think of it like the local businesses expanding from a small local store into a multi-floor department store ;)

Known issue
Currently, The zoomed out overview (City name/icons) does not show the additional demands, but clicking the city does and they are accepted (See screenshot). I believe this is hardcoded in the engine.

Save game safe?
This mod is save-game safe and can added/removed at any time.
If removed, just bear in mind that additional demands will remain in your cities until the buildings change/upgrade or are replaced. If added to an existing game, cities will need to develop to begin demanding new items.

Mod Authors
Industry Mod authors, specifically those adding new products for city consumption, can include a compatibility file to enable this mod to pick use the new products, by simply adding their product(s) into the relevant list.
Copy and edit the file listed below, so its in the same path within your mod: res/scripts/expanded_industry.lua
The default file (with some comments) can be found:
Steam/steamapps/workshop/content/1066780/1940838524/res/scripts/expanded_industry.lua

Load order needs to have expanded cargo above any industry mod
1 - Expanded Cargo
2 - Industry Mod
This will over-ride the defaults with the options specified in your mod, however only one additional product mod will work at any one time, although can obviously contain multiple new products
102 Comments
𝓕𝔁  [author] 11 Jul, 2024 @ 1:11pm 
With the updates to the game, I no longer felt this was necessary so have discontinued and unlisted it (its been unlisted for quite some time) but I left it for existing users who had it subscribed. Sorry to hear its not working on linux, but there's little I can do.
npatek 11 Jul, 2024 @ 11:13am 
This mod causes TF2 to hang when run on Linux.
I switched from Windows to Linux.
The about 350 mods I used ran on Windows.
It took me a weekend to figure out which were blocking the start on Linux.
I found a few of them, mostly German mods.
Also this one causes TF2 to hang on startup at about 80%.
Probably an issue with file names.
𝓕𝔁  [author] 1 Jun, 2022 @ 4:12pm 
@kincaid - its possible that the new update has broken things with this, due to the changes to cargo demands within a city. I would think that perhaps this mod is no longer needed?
Kincaid 1 Jun, 2022 @ 7:29am 
At around 1900 in my game my city started to demand tools. Short after that the demand was gone, then they demanded tools again and this goes on now for a couple of years. Is this normal?
Davey McBallsack 11 May, 2022 @ 4:39pm 
no worries was just curious as to whether there is a parameter within a town that can be used to determine the rate at which new cargo building spawn relative to the primary types. Maybe things are a bit different now with their implementation of additional town demands. If you ever get some time and feel motivated to get back into the game and modding I'd be interested to know if it's possible.
𝓕𝔁  [author] 11 May, 2022 @ 7:43am 
Hi @Davey McBallsack - unfortunately, I have no clue, I haven't had time to even give the new update a good going over, let alone think of modding things as of late.
Davey McBallsack 11 May, 2022 @ 4:05am 
I loved this mod before the latest summer update. Unfortunately now the game adds in the additional cargo demands at a much reduced ratio to the main 2 town requirements. Is it possible to modify the ratio so that it spawns the new cargo types at a similar ratio to the initial ones?
jerrylau405 17 Mar, 2022 @ 3:48am 
Thanks for making this mod. I wonder if this would become compatible for with latest "Expanded Production Chains [BETA] 1.3"
𝓕𝔁  [author] 19 Dec, 2021 @ 12:11pm 
The quantity in-demand increases based on size of city and your supply, as normal.
The idea here was a kind of evolution of "things" over time, ignoring how simple the stock items are. i.e early days - lots of construction, mid - a little more advanced and final - higher tech (well, if you can call machines/amazon parcels higher tech) but along those lines anyway :D
Manu 19 Dec, 2021 @ 9:35am 
Shouldn't the amount of demanded products be related to the size of the city instead of the time in history?