Transport Fever 2

Transport Fever 2

115 ratings
Expanded Cargo Demands (Progressive)
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1.707 MB
2 Jan, 2020 @ 12:09pm
5 Jan, 2020 @ 4:23pm
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Expanded Cargo Demands (Progressive)

Description
TLDR: This mod starts with Food and Construction materials, then adds additional demands to cities, in the order shown, 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 Expanded by Col0Korn
- Adds new resource chains

Due to the fixed item progression, this variant isn't really suitable for use with expansive industry mods, that add city based products into the demand tree, since they will not spawn in the cities. Use one of the alternative versions instead.

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

In 1850
You will start with 2 demands per city, Food and Construction Materials

From approx 1920
Your cities will also begin to demand Tools & Fuel for all cities

* 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)

From approx 1990
Your cities will also begin to demand Goods/Machines for all cities

* 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)

Known issue
Currently, The zoomed out overview (City name/icons) does not correctly indicate demands, but clicking the city does and they are accepted 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.
37 Comments
𝓕𝔁  [author] 14 Apr, 2022 @ 9:33am 
@rpotsch Not sure, not checked it myself for, but it wasn't when I last checked. Mod conflicts can happen, check loading order. But new update for the game will be including similar to the base game anyway, so mod isn't needed anymore and probably won't work with new updated version. :steamhappy:
rpotsch 14 Apr, 2022 @ 8:37am 
This mod is broken.
ArielMomo 21 Dec, 2021 @ 1:09am 
i think somehow this mod is broken. Food and Material are supposed to be available from the beginning, and they don't pull much demand. This happens for cities which dont have the food or material icon floating above. So I keep trying to create a chain but the demands dont pick up.. (i have 0 or 1 in the consumer list (of the bakery for instance).
N00T 8 Sep, 2021 @ 8:14pm 
Sorry to hear you havent been active in TpF for a while. I know the feeling. Needless to say, this mod you created is fun to play with. makes it more immersive :D.
N00T 8 Sep, 2021 @ 8:13pm 
@RWB fx. My bad sorry lol. For some reason steam links fail to copy properly if i do multiple back to back.

I meant to link this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2265952996 .

You can pick what you want your demands to be and it changes them, including the icons above the towns instantly. I know nothing about modding but was curious if it might help solve your known issue.
𝓕𝔁  [author] 7 Sep, 2021 @ 8:53am 
FWIW, if somebody does know how to do it.. they are more than welcome to adapt this mod (no credit required) and post it as their own. I didn't make it for "sub numbers" as such, I made it because I wanted it myself.. would happily subscribe to another persons adaptation of it ;)
𝓕𝔁  [author] 7 Sep, 2021 @ 8:50am 
@NOOT - I don't think that's the mod you meant to link to (conveyor belt)?
I think I know the one you mean, unless its new, in which you went into map editor to change demands, however, the principle of it wasn't the same.

That changed the cities demands before map gen (and iirc, 3 was the max it could do).

In order to add some form of dynamic changing demand (even though its basic still), my mod "fakes" the demand by forcing buildings to demand products as the buildings are developed rather than altering the city as such. It looks at what the city initially demands and picks additional ones based on that initial one, and also works on existing maps (albeit takes time to generate) .

Things may have changed though, not entirely sure, haven't had any irl time to invest in it for a while, not even played it for ages :( and I love TpF
N00T 6 Sep, 2021 @ 2:15pm 
@RWB Fx.

I noticed some people have asked about why the icons above the cities dont update with the addition of new demands.

This mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2416585284&searchtext=truck+stop) which allows you to pick demands on a city somehow manages to update the icons above the cities when it changes the demands. Perhaps you could reach out to the mod developer and see if its something that could be used to improve your mod?
𝓕𝔁  [author] 10 Jul, 2021 @ 12:32pm 
Yup, I couldn't figure out how to change/add to it.
Overlord 10 Jul, 2021 @ 6:15am 
The city names does not show the required materials? Thats weird.