Transport Fever

Transport Fever

Passenger harbour - through traffic
25 Comments
Wilhelm924 26 Mar, 2020 @ 2:45am 
Looks nice

But I encountered a problem;
When assigning a route to it, the whole game froze.
Dylan 8 May, 2019 @ 4:33pm 
A through-version for cargo would be awesome too.
FL0R1AN 8 May, 2019 @ 6:29am 
Nice Job, now it works fine :-)
SPQR  [author] 8 May, 2019 @ 1:18am 
Thanks @Mickey, it's nice to get some good news. I was expecting a few bugs but they still stress me out!
Mickey 8 May, 2019 @ 12:41am 
everything works great thank you very much
SPQR  [author] 7 May, 2019 @ 3:15pm 
Okay... I've just finished some changes that should prevent my mods from conflicting with (cough) each other .
SPQR  [author] 7 May, 2019 @ 2:01pm 
I just learned a new thing... small refactor in progress...
FL0R1AN 7 May, 2019 @ 12:15pm 
Now i have this trouble:

.../steamapps/workshop/content/446800/1729410426/res/models/model/station/harbor/passenger_harbor_tat_high.mdl

res/scripts/transf.lua:103: attempt to perform arithmetic on field '?' (a nil value)

This error is usually caused by modding. The syntax of some game resources is not correct.
SPQR  [author] 7 May, 2019 @ 11:58am 
Oh heck! And I've overwritten the description again! Sorry.
SPQR  [author] 7 May, 2019 @ 11:58am 
@Mickey - that error should now be fixed. I'd appreciate if you could update, test and confirm.
SPQR  [author] 7 May, 2019 @ 10:13am 
@Mickey... oh wow. That's a good one. It looks like I left some of my protoyping in the final version. I'll get on it as soon as I've fixed a conflict with my cargo harbor mod.
Mickey 7 May, 2019 @ 4:02am 
I get this error message

steam/steamapps/workshop/content/446800/1729410426/res/models/model/station/harbor/passenger/mock-ups/passenger_harbor_tat_quay.quay.mdl.../harbor/passenger/mock-ups/passenger_harbor_tat_quay.mdl:7:attempt to call field 'setlogFile'(a nil value)
This error is usually caused by modding. The syntax of some game resources is not correct.
SpecialistZer0 5 May, 2019 @ 5:40am 
Yay! Thank you SPQR.
SPQR  [author] 3 May, 2019 @ 10:01am 
@Massa-Ba I already did!
Massa-Ba 3 May, 2019 @ 7:49am 
Good:steamhappy:Could you combine it with the high wharf version?
SPQR  [author] 2 May, 2019 @ 12:29pm 
@rose4100 what worries me about a cargo version is, how does the cargo get to the outer piers? I mean, do I have to have gantries?
rose4100 2 May, 2019 @ 11:22am 
This looks awesome! Have you thought of making a Cargo Port version? It always annoyed me how the game mechanics made ships spin on the spot to get out of a port.
Sqweloookle 2 May, 2019 @ 6:46am 
Thanking you! Beautiful! Though I would have had the bridge way higher.
LinusCN 2 May, 2019 @ 5:50am 
@SPQR Yes,it is wonderful!
SPQR  [author] 2 May, 2019 @ 5:37am 
@Vergissmeinnicht - error should now be corrected!
SPQR  [author] 2 May, 2019 @ 5:37am 
@Sir Meikel thanks! I'm sure people will want the same thing for cargo ships, and I have a cunning plan to make a proper canal port... but it's going to take a while...
Sir Meikel 2 May, 2019 @ 4:14am 
So much better than the vanilla harbors, even with left / right harbor mod. Some ships sail from left, others from the right and this is ONE harbor that makes for adequate shipping routes. Can't wait to replace those few harbors that I have in my current savegames. *thumbs-up*
SPQR  [author] 2 May, 2019 @ 3:01am 
@Vergissmeinnicht thanks... I'll do some more testing soon.
LB_Industries 2 May, 2019 @ 2:55am 
We players need that for Freight habours
LinusCN 2 May, 2019 @ 2:31am 
When there is only one terminal, the game will crash!