Transport Fever 2

Transport Fever 2

99 ratings
Cargo Magnet
   
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Tags: cargo, Magnet
File Size
Posted
Updated
802.554 KB
7 Oct, 2020 @ 11:28am
13 Nov, 2020 @ 6:37pm
5 Change Notes ( view )

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Cargo Magnet

Description
Attract demand for cargo.
This is a simple mod, which adds a small asset under Misc assets. The purpose is to create a point on the map where you are able to deliver cargo.
Collision is turned off for the asset, so you could build something like a house or other item on top of it.


Let's say you want to create a bakery on the countryside, but because it is outside of a town, the game do not create demand for cargo. You select a food item as cargo, and place this where your bakery building will be, and then place the building on top of it. Then add some cargo delivery point nearby. And voila you can create a line which deliver food items.

My original intent was to be able to create beautiful maps (aka schönbaus) where you do not depend on the original game logic for cargo demand.

Changelog
  • Version 1.1: Added possibility for two types of cargo, and also an option to adjust demand and consumption.

Notes and known issues
  • There is a road piece attached to it, which is required to be able to connect to the cargo network. So you should not remove it, but you can up or downgrade it. I will in a future version make some more options for customizations.
  • For the asset itself, I found some generic model from the game library, which is small enough to be hidden, but still possible to find if you want to remove it.
  • I have tried to translate the few strings of text in the mod to all the languages the game support, but I have used online translation, so if you see some weirdness or have better ones, please tell me.
  • There will not be an icon indicating the demand, but it will work. I am trying to improve the configuration dialog, so it will tell you what is the correct demand.
  • Occasionally there will be crashes if you try to open the cargo chain destinations in the delivering industry property window, I am investigating this and see if I can come up with a solution. But there seem to be some limitation in the game, so for now try to avoid opening and looking at the property dialog.
  • For any questions, bugs, or ideas for improvement, please speak up.
Popular Discussions View All (3)
6
1 Jul, 2023 @ 10:06pm
Crashing issue
doug
0
11 Apr, 2023 @ 5:32pm
Crash report
Ims
0
18 Jun, 2021 @ 10:49am
"Verbrauch" und "Frachtnachfrage" nicht selbsterklärend.
GordonDry
21 Comments
Jimbo_1977 22 Mar @ 3:08am 
Dunno if you are still modding, but any chance of an update to this, so the road isn't so large, I want to place this inside another asset, (to make act like a museum) but the road is far too large to hide
Mr.Krash 6 Feb @ 12:11pm 
Здравствуйте. А нельзя ли сделать магнит как в первой версии TF, чтоб его можно было ставить где угодно, а не только у дороги?
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Hello. Is it possible to make a magnet like in the first version of TF, so that it can be placed anywhere, not just by the road?
KC 3 Feb @ 9:10am 
Hallo. ist es möglich eine unsichtbare Straße zu nehmen? Oder nur eine flache Fläche.
Ich finde die Idee sehr gut, nur würde ich mir eine andere Straße wünschen, ohne Bürgersteig und am besten, wenn sie übermalbar wäre.
Ist es auch möglich, den Verbrauch zu erhöhen? Bei mir steht er nur auf 4. Habe aber gelesen in der TXT, dass das bis über 1000 gehen soll. Ich möchte eigene Fabriken beliefern.
Metssr 26 Jan, 2023 @ 7:36am 
I am sure unerested in this MOD, but can I have the "Pleps Magneteer" MOD active as well?
wabbithunta 27 Feb, 2022 @ 5:59am 
you could always use CashOnWheels Trading Post, or his Freestyle Industries mod, and as far as I'm aware that uses all current goods for import/export. Link that to a Customs House mod and you can add pleb magnets for even better results!
:steamthumbsup:
Hushey 16 Jul, 2021 @ 4:19am 
can you do the same but for passengers so we can build asset things and people want to go there
Aksorn 23 Dec, 2020 @ 8:24am 
I wish to use the opposite kind of item, such as an "invisible cargo maker".
Then we could create our own coffee plantation, stone quarry, fishing boat pier, cow farm... (using various assets) instead of the standard designs.
Superhai  [author] 5 Dec, 2020 @ 5:32am 
Good question, the definition comes from the Urban Games mod api, so I am not really sure how it adjust to changes in the game time. When I have time, I will try to measure how it works in different settings. Maybe I will change the values in the slider to match that effect.
新小岩老学长 5 Dec, 2020 @ 1:51am 
Oh, thanyou. I have fond one. Cargo magnet is really a great mod, and I have a little question: what does "ONCE A DAY " means about requirement. I have paused the date in the game, so now my time in game becomes all about "minutes", so I want to know how many requirements does this magnet made in one minutes.
Superhai  [author] 25 Nov, 2020 @ 1:14pm 
There is already a peoples magnet in the workshop, actually several. For generating people as guests not belonging to a town I have to look around if the game can support it.