Transport Fever 2

Transport Fever 2

135 ratings
Plebs Magneteer
   
Award
Favorite
Favorited
Unfavorite
Asset: Brush Asset
Misc: Misc
Tags: Asset, Brush
File Size
Posted
Updated
326.013 KB
28 Dec, 2019 @ 3:17pm
29 Dec, 2019 @ 3:14am
2 Change Notes ( view )

Subscribe to download
Plebs Magneteer

In 1 collection by kamykaze13
kamykaze13 Mods
5 items
Description
This mod adds a simple lamp post (and other models), which acts as a magnet for commercial, or industrial needs for them plebs.
It's also able to spawn Plebs.

The mode is selectable and collision disabled, so you can plonk it down pretty much everywhere.
Just make sure it's connected to a road.

It may take a moment for the towns to register the new destinations.

Found under misc. assets.
It should be safe to add to, or remove from existing savegames.
Be sure to have a backup save, just in case you don't like it or something freaks out.
English and German translation included.

----

Credits: Urban Games

Disclaimer:
- You better not looking at the code. I have no idea what i did there. It just works.
- I'm not taking any responsibility for any harm that may be caused by this modification.
- Use at your own risk.

----

If you have an issue and feel like this mod is the cause, provide me with an error message, or a crash-log entry, or at least describe what happened and i'm happy trying to help you.
Messages like 'crashes the game' without any useful information will simply be deleted. I don't have time for this. Thanks.


Changelog:
v1.1 -- added a little ingame description -- added Pleb generator -- added model selection
31 Comments
com.lion 3 Jul @ 12:14pm 
thx for the advice
kamykaze13  [author] 30 Jun @ 7:30am 
Also, check out Advanced Person Magnet by VacuumTube for a more sophisticated Mod like this.
It looks like it's more up to date and has some more properties for configuration.
kamykaze13  [author] 30 Jun @ 7:26am 
Hey, I'd say commercial fits best for that. But, you could use multiple magnets for the same spot as well. Emulating Tourists and Workers or something.
com.lion 30 Jun @ 5:10am 
Hi, Whats the best Magnet for a Touristspot (Castle on a Hill)?
CC Johnson 23 Jun, 2022 @ 2:10pm 
Ok, thanks.
kamykaze13  [author] 23 Jun, 2022 @ 1:38pm 
I think it's set to 50 plebs per item.
CC Johnson 23 Jun, 2022 @ 12:15am 
Hi. Thanks for your work. How many places does one magnet provide?
kamykaze13  [author] 21 Aug, 2021 @ 2:42pm 
As far as I know, plebs have a 'daily demand'. They need a home, a job and a place where they're able to shop. If they're missing one of those, they get stuck in their daily cycle. That's how I remember it at least.
s.f.s.d 21 Aug, 2021 @ 11:53am 
Sorry to ask so dumb. But if I place one magnet (one dumpster or lamp), pedestrian start to spawn. But it is limited and after a while this magnet not working anymore. Is there only limited pedestrians in one magnet and after that that magnet will not work anymore? I want to use it as a pedestrians spawner near to bus stop. Thank you for reply.
kamykaze13  [author] 19 Jun, 2021 @ 2:09am 
@Uniban
There are three 'magnets' if you will. One that spawns citizens (they basically live in the spawner model), one that provides industrial needs (workplaces) and one for commercial needs (shopping). If you place an industrial magnet to a coal mine, plebs should want to travel there at some point. It's possible that you have to provide a bus-route for citizens without a car, but that depends on the distance. Citizens in general have a set daily routine. If I remember correctly it's Home > Work > Home > Shopping > repeat.