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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.
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.
Honestly, I'm unlikely to make any new mods in the next week before TpF2 comes out.
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 :-)
But assuming you don't have IndustryDLC and you get the FlexPort placed on the map, it seems to work as intended.
* fix: "error: key not found: productionLevel" (again)
* 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
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.
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?
* 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
* add option to disable ship piers, allowing land-only placement
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
* add option to control which cargo types are used for input and/or output
* fix: "error: key not found: productionLevel"
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)
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.
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.
Some users report success with a new game, so it doesn't hurt to try.