Transport Fever

Transport Fever

FlexPort v1.1.3 BETA
138 Comments
[CN]突击队队员 3 Feb, 2024 @ 3:36am 
FlexPort mod: finish building FlexPort 02/03/24 18:36:37
c:\build\tpf1_steam\src\lib\model\edge_geometry_util.cpp:122: struct transport::EdgeGeometry __cdecl transport::MakeSplineEdge(const struct CVec3f &,const struct CVec3f &,const struct CVec3f &,const struct CVec3f &,float): Assertion `result.length > .0f' failed.

when I changing building option , game crashed.
look like some variant are broken and crashed by preview.
Locomotor79 16 Jul, 2023 @ 1:25pm 
make this for TS2
Fenris 11 Feb, 2021 @ 12:49pm 
too bad, really enjoyed this port, but tpf1 is broken for me, so I can't use it anymore
SoftwareSimian  [author] 11 Feb, 2021 @ 12:39pm 
Sorry, no. I haven't been so excited with TpF2 so I haven't ported any of my industry mods and have no current plans to do so.
Fenris 11 Feb, 2021 @ 12:17pm 
Love the mod, and I know you said no earlier. But it's been a year, and will you be porting he mod to TPF2, because I'd really love to be able to keep using it.
Volodiy 13 Sep, 2020 @ 11:25pm 
Думал наконец-то получится сделать логистику... но игра вылетает при попытке строительства(
Mr.Oz 15 Jun, 2020 @ 3:44am 
I liked the mod concept but ran into a new issue with any trains big or small count, its the trains themselves when i route them to the port the game will either crash because of 'well' railroadcrossing/stocklist errors so yeah, the mod is bugged when placed near a large amount of trees or after using the tree placement mod, for example or having trains with really long cars stop at this location, it sometimes crash when selecting it with no crash report besides a minidump.

I like the port it was a great fit for my 8000x8000 map build. but it crashed a lot on my end, will try a different location with less trees later to see if it continue to happen.
SoftwareSimian  [author] 3 Jan, 2020 @ 6:45pm 
@Lanceloth: I don't expect to port FlexPort to TpF2 anytime soon, sorry.
Lanceloth 3 Jan, 2020 @ 2:36pm 
Würde mich freuen den FloxPort auch bald in TPF2 nutzen zu können
Bluu 3 Jan, 2020 @ 12:32am 
I can't place it down
davidmoore668 3 Dec, 2019 @ 3:42pm 
It is not Front to back it is side to side so it can work with buses and trams as well O.K. Thankyou. :-)
SoftwareSimian  [author] 3 Dec, 2019 @ 12:49pm 
Why would you want 1000m-long passenger piers when none of the ships are anywhere near that long?

Honestly, I'm unlikely to make any new mods in the next week before TpF2 comes out.
davidmoore668 3 Dec, 2019 @ 12:20pm 
Dear SoftwareSimian

Can you make a Passenger harbor Like your flex port with 2 to 12 docks up to 1000 meters long before T.F. 2 comes out Please & Thankyou :-)
SoftwareSimian  [author] 28 Oct, 2019 @ 4:45am 
No, you're correct, it's still considered a beta-grade release, and there's not much I can do to make TpF1 less likely to crash. The only instances of actually crashing I'm aware of are related to unknown bugs in the base game that may cause a crash on placement (but if you get it placed then all is good), and the general incompatibility with IndustryDLC which is unfixable.
But assuming you don't have IndustryDLC and you get the FlexPort placed on the map, it seems to work as intended.
Oldhip 27 Oct, 2019 @ 6:52pm 
obviously not going to get fixed.
Oldhip 21 Oct, 2019 @ 8:55pm 
Yep, crashed the game.
cfruge 13 Oct, 2019 @ 9:55pm 
soon as i find a good spot to build it the game crashes
optimusgd 11 Oct, 2019 @ 1:02pm 
Can you add Common API support please? I'm playing Sea of Islands map and want to use narrow gauge rails and trains with this port because islands are too small for full scale railroads
SoftwareSimian  [author] 26 Sep, 2019 @ 8:17am 
No, the game is a bit quirky when it comes to placing very large constructions. Sometimes you can play with it all day without problem, other times just moving the mouse 1 pixel with a large construction selected brings a crash. There's nothing I can do to prevent the crashes unfortunately. Try zooming to the potential build zone first, before selecting the FlexPort from the build menu.
BWNouke 26 Sep, 2019 @ 7:53am 
I found a good spot on my map and can place it perfectly but if I dare even have the thought to zoom in, The game just crashes! Is it my PC or what?
paw1999 16 Jun, 2019 @ 2:21pm 
Crash: When the Train and Truck approaches the non-Ship Port.
SoftwareSimian  [author] 20 May, 2019 @ 9:08am 
@flyers6: you can try using the non-ship version that is a bit smaller and doesn't require coastal placement.
flyers6 20 May, 2019 @ 6:41am 
Too big. loose 30 min trying to find a suitable coastal location and align it.
SoftwareSimian  [author] 17 May, 2019 @ 5:59pm 
v1.1.3 - 2019-05-17
* fix: "error: key not found: productionLevel" (again)
SoftwareSimian  [author] 15 May, 2019 @ 11:40am 
v1.1.2 - 2019-05-15
* restore default speed limits on FlexPort Credits boxcars (80/120/160 km/h) and trucks (15-100 km/h) to allow transport between multiple FlexPorts
* minor translation change
SoftwareSimian  [author] 15 May, 2019 @ 11:31am 
@Rockfarmer: FlexPort Credits are just another type of cargo. You can transport them however you want (rail, truck, ship), as long as you use a vehicle that can carry FlexPort Credits.

Number of workers is the worker demand at the FlexPort: citizens will come there to work, so provide a bus route or something to let them travel there.
Rockfarmer 15 May, 2019 @ 1:52am 
I have tried the non-port version and still struggle. It is probably more about the map than the port though. Simply because we cannot edit terrain at the shoreline, it is nigh impossible for me to find a suitable location with the port version. Perhaps a half size/quarter size variant with only 1/4th of the import/export allowed could be a nice for future development?
Another question: Can I use 'normal' infrastructure to move the flexport credits? (i.e. resource -> flexport terminal -> flexCredit truck -> normal harbour -> flexCredit ship -> normal harbour -> flexCredit train -> flexport terminal?)
Also, what does the number of workers mean?
SoftwareSimian  [author] 15 May, 2019 @ 1:02am 
@Rockfarmer: since v1.1.0 there is an option to place a FlexPort without the "port", just a rail yard with truck terminal. Should be much easier to place (and a bit smaller).
Rockfarmer 15 May, 2019 @ 12:49am 
Is there any chance that a version with a smaller footprint of the flexport is in the pipeline? I'm playing Colonel Failures new peninsula map, and I cannot find anywhere that allows me to place the structure, simply due to undulating terrain and uneven shorelines.
SoftwareSimian  [author] 5 May, 2019 @ 1:30pm 
@Tactical Combat Peanut: note that since v1.1.0 the "port" part is optional, and you can just have a rail/truck terminal, if that fits your map better.
Fortune Calls 5 May, 2019 @ 12:16pm 
The flexport credit concept is interesting. I am not sure the big port will always fit my game, but I can see myself attracted to export truck stations, and connecting to a few select flexport accepting wholesale locations.
SoftwareSimian  [author] 3 May, 2019 @ 10:42am 
v1.1.1 - 2019-05-03
* remove cargo type entirely from industry recipe list if import and/or export are disabled
* add rail terminals on curved tracks when ship piers disabled
* improved translations
SoftwareSimian  [author] 2 May, 2019 @ 1:03pm 
v1.1.0 - 2019-05-02
* add option to disable ship piers, allowing land-only placement
Mac 1 May, 2019 @ 2:13pm 
To make it compatible to Industry DLC, may work together with the modder from that DLC or with SPQR the modder from another Cargo Port
SoftwareSimian  [author] 30 Apr, 2019 @ 5:50pm 
@Fenris: You're using the stopping point at the opposite end of intended. The train should pass all the way through the industry. Refer to the screenshot (at the top of the mod page) showing the terminal numbers: for right-hand running you should come from the right and stop at terminal 21, from the left at terminal 24; for left-hand running you would use terminals 22/23. See the youtube video in the mod description and note how the very-long coal train goes all the way into the FlexPort and stops on the far side.
Fenris 30 Apr, 2019 @ 1:03pm 
When a train mooves in on stops 21 - 24, it stops with the final cart partially on the passthrough, and with a lot of space out the front, is there anny way you could fix this/are you working on it? Just want to know wether or not I should keep my hopes up.
screenshots:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1727323295
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1727322995
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1727307799
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1727296013

Btw, this is in the "Cargo Stasion" config
SoftwareSimian  [author] 29 Apr, 2019 @ 7:04am 
v1.0.6 - 2019-04-29
* add option to control which cargo types are used for input and/or output
* fix: "error: key not found: productionLevel"
SoftwareSimian  [author] 26 Apr, 2019 @ 8:02am 
@HereticUK: You're on the right track, you're not doing anything wrong, you just haven't waited long enough.
You are correct that credits simply need to be transported between any two piers, it does not matter which piers. You can set up a simple truck loop running around a single pier, or you can set up something more complex connecting every pier by truck and/or rail, it doesn't matter. Partly this was to allow users to set up activity animation at the FlexPort so that it looks like a bustling place.
(cont'd)
SoftwareSimian  [author] 26 Apr, 2019 @ 8:02am 
@HereticUK: (cont'd)
FlexPort is at its heart an "industry", and industries have certain hardcoded behaviours, one of which is they want to fill up their "output" stockpile first before releasing any goods for sale. As a side effect (by design I believe) this means the industry has demand for raw materials even before the line to transport output to customers has taken effect, so gets the lines active sooner.
FlexPort supports all 18 types of cargo, so it will first want to fill up 18x stock piles of output goods with 40 or so units of cargo before it produces anything according to real demand. It's the same as any transformative industry, it's just more apparent when there is so much output to fill first. By rough calculation you'll need to deliver about 1400 units of crude oil to fill all the output storage before extra planks and steel are produced to feed your demand.
HereticUK 25 Apr, 2019 @ 11:53pm 
Okay, I seriously cannot figure this mod out. I have an export line (crude oil) and I have created demand by setting up lines carrying planks and steel to a goods factory and then goods from the factory to a town. I also have a train shunting credits between two of the piers (I assume it doesn't matter which piers, but it's not at all clear). The raw materials being created are: iron ore, coal, stone, wheat and cattle. There is no "demand" for these products, so why are they being created? What am I doing wrong?
MaSTeR 22 Apr, 2019 @ 12:12pm 
@Sqweloookle: while building just select port behavior as a cargo station.
Sqweloookle 11 Apr, 2019 @ 7:02pm 
Sweet, okay cool. Thanks
SoftwareSimian  [author] 11 Apr, 2019 @ 8:24am 
@Sqweloookle: sure there is, just set the mode as you desire. I forget the exact wording I used, and I'm travelling right now so can't check, but there is a mode where it does no alchemy and simply functions as a very large port + rail station + truck station. It might in fact be the only build option.
Sqweloookle 11 Apr, 2019 @ 6:23am 
So there isn't any way to make a port like that simply be a port like the vanilla one as I'd love to have one that has a train station built in?
Narrowgauge07 8 Apr, 2019 @ 5:23pm 
ah ok
SoftwareSimian  [author] 8 Apr, 2019 @ 8:17am 
It's not possible to automatically spawn a FlexPort on the map, the industry placement AI isn't smart enough to handle waterfront industries, nor robust enough to find/create suitable terrain of the required size.
Narrowgauge07 7 Apr, 2019 @ 8:06pm 
this is actully really cool. my only problem is is that i can spawn in other industries
it would be cool if this randomly spawned on lakes on the map so i don't have dem cheats
but its still a great mod and also cool for stuff like the sw1500 mod and stuff.
SoftwareSimian  [author] 7 Apr, 2019 @ 7:29am 
IndustryDLC and NewIndustries are the same thing from my perspective.
Some users report success with a new game, so it doesn't hurt to try.
Lord Raccoon 5 Apr, 2019 @ 6:37pm 
So its not compatible with industry dlc, but what about new industry 2.4.2?
delroy1989 2 Apr, 2019 @ 6:48am 
thanks for fixing this problem