Transport Fever 2

Transport Fever 2

Grain in Boxcars not Gondolas v2.0.7
39 Comments
CUADRADITOS 28 Nov, 2020 @ 3:51pm 
Thanks, didn't see it! But I prefer your mod, was more realistic fot TpF1!
SoftwareSimian  [author] 28 Nov, 2020 @ 3:02pm 
@Cuadraditos: I did that for Transport Fever 1 , but it's a large amount more work and less compatible since it involves placing load models into the vanilla wagons, and makes it incompatible with other mods that may also replace vanilla wagons.

But this mod may work for you (I haven't tried it):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940889083
CUADRADITOS 28 Nov, 2020 @ 9:31am 
Can you make a same mod for gondolas could carry construction material? thanks so much!
vitalii201 28 Sep, 2020 @ 8:30pm 
Thanks for adding and clarifying.
SoftwareSimian  [author] 28 Sep, 2020 @ 6:07pm 
@vitalii201: I have added support for High Cube Boxcar. Not specifically for that mod, but for any mod that uses a compartment-style cargo definition. Yes, there are (at least ) three different ways of defining which cargo can be carried in a TpF2 wagon. The adjustment I have made just now works for High Cube Boxcar (and similar) where there's a single compartment defined that contains the possible cargo types. I have not tested it with a boxcar that has multiple compartments, nor one that has different cargo types specified for different compartments. If somebody decides to make such a mod and this mod breaks, please let me know.

The container-on-flatcar style of car is not so easy to add cargo types to since the cargo is visible and needs to show up as a model in the game. I haven't looked into it in great detail as to how possible or easy it is.

The open wagons that carry coal and stone, those are exactly the kinds of cars that this mod is supposed to remove grain from.
SoftwareSimian  [author] 28 Sep, 2020 @ 6:00pm 
v2.0.7 - 2020-09-28
* add support for High Cube Boxcar and similar wagons that define cargo in terms of a single compartment
vitalii201 27 Sep, 2020 @ 7:40am 
- Can you add Grain for High Cube Boxcar , Máv Lgss , DMA Cargo Wagons , FS Cargo Wagons set (except "zags" of course)?
- Return the Grain to Máv Faccpp 2K ( Máv Faccpp 4K ), Falns 121 , - the description is not specified, but the game provides; VTG Tank Car Fleet ("Dust waggon") and vanilla Hopper ?
SoftwareSimian  [author] 14 Aug, 2020 @ 6:17am 
v2.0.6 - 2020-08-14
* add Generic UK Freight Wagons v3 to do-not-modify list of wagons since they're "universal" cars
SoftwareSimian  [author] 26 Jul, 2020 @ 10:23am 
v2.0.5 - 2020-07-26
* add compatability with mods like JK's GWR Van Waggons that put wagons into /vehicle/train instead of /vehicle/waggon
* add compatability with wagons that have capacity specified using TpF1-style transportVehicle.capacities instead of TpF2-style transportVehicle.compartments
SoftwareSimian  [author] 6 Jul, 2020 @ 11:57am 
v2.0.4 - 2020-07-06
* add Generic British Wagons & Brake Van to do-not-modify list of wagons since they're "universal" cars
vitalii201 31 May, 2020 @ 10:23pm 
@SoftwareSimian, thanks for fixing!
ShraGan 31 May, 2020 @ 7:22pm 
Yay! 😁
SoftwareSimian  [author] 31 May, 2020 @ 7:10pm 
v2.0.3 - 2020-05-31
* compatibility with Nafeys Universal Stake Cars mod
ShraGan 31 May, 2020 @ 6:42pm 
If I can help to make my mod compatible, I'm happy to help if I can. 😊
SoftwareSimian  [author] 31 May, 2020 @ 4:17pm 
@vitalii201: To clarify, you're talking about a conflict between this mod and "Nafeys Universal Stake Cars Pack"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2113300296

I know I had to make some exceptions in the TpF1 version of this mod for Nafeys. The cargo system is a bit different in TpF2 but I will investigate and see what needs to be changed for this mod.
vitalii201 31 May, 2020 @ 1:47pm 
Conflict with id=2113300296 https://i.imgur.com/H6t6zhi.jpg
When both mods are enabled, disabling trains does not help: another, non-freight (!) Train is added to the "error" https://i.imgur.com/vPmEBmC.jpg
Changing the boot order does not help.
SoftwareSimian  [author] 13 Jan, 2020 @ 6:58pm 
v2.0.2 - 2020-01-13
* treat Fodder same as Grain, if using another mod that defines Fodder cargo type
SoftwareSimian  [author] 13 Jan, 2020 @ 6:44pm 
Actually, the way the new cargo system works it seems quite tolerant. You can, apparently, define a vehicle as carrying whatever cargo types you want in the loadModel section regardless of whether said cargo type actually exists. So if I define a boxcar to carry fodder and don't have Senseless enabled, that's not a problem. I experimentally added both fodder and monkeys as cargo types and it had no issues, although obviously since nothing defined those cargo types elsewhere it has no in-game effect, but it doesn't cause problems either.
I'll release a new version with fodder as a handled type.
jhughes 13 Jan, 2020 @ 6:21pm 
but as i said .. it will likely error out if the Senseless Industries mod is not installed.
jhughes 13 Jan, 2020 @ 6:15pm 
This is what I did:
https://pastebin.com/tnunW5vs
SoftwareSimian  [author] 13 Jan, 2020 @ 6:14pm 
@jhughes: In TpF1 it was trivial to see what cargo types were defined in the game (and therefore if another mod that added cargo types (like New Industries) was installed. But their new mod system has completely broken that and I haven't found any workaround to get a list of defined cargo types in TpF2...
jhughes 13 Jan, 2020 @ 6:10pm 
Sure.. But I didn't do any logic to actually check if the mod is installed.. I'll post to pastebin in a couple seconds.
SoftwareSimian  [author] 13 Jan, 2020 @ 1:51pm 
@jhughes: can you show me your modifications, either copied into pastebin or email me ask.software.simian@gmail.com
jhughes 13 Jan, 2020 @ 12:44pm 
@SoftwareSimian: I modified this to also remove fodder with the Senless Industry Mod. You can probably do a better job of it though.
CUADRADITOS 10 Jan, 2020 @ 12:48am 
Thanks a lot!
CUADRADITOS 9 Jan, 2020 @ 11:49am 
Can you make a port of the other mods "ship power increase" and "plane wight decrease"? Awesome and simple scripts that helps a lot!
[TBR] Factical Tuckwit 21 Dec, 2019 @ 4:02pm 
Cheers for the prompt fix - all appears to be working well now :-)
SoftwareSimian  [author] 21 Dec, 2019 @ 12:48pm 
v2.0.1 - 2019-12-21
* bugfix: boxcars with added grain would get a (usually unused) duplicated compartment for food as well
SoftwareSimian  [author] 21 Dec, 2019 @ 12:24pm 
I've found the problem, I just need to figure out why it's happening and fix it. Right now the mod is double-inserting Grain, so it's effectively doubling the capacity and only filling one compartment. Obviously that's not right, but it is actually carrying to "correct" amount of cargo for that vehicle. I should have a fixed version out soon.
[TBR] Factical Tuckwit 21 Dec, 2019 @ 12:06pm 
Also just noticed, un-modded the boxcar capacity is just 4, with this mod it's now 4-8, is that the cause perchance?
[TBR] Factical Tuckwit 21 Dec, 2019 @ 11:05am 
First train boxcar available, when I arrive at a full grain platform it only sets 50% of the carriages to grain and the other 50% to food, if I then go to the food factory - it will drop off the grain but only load to 50% food - leaving excess food on the platform.
I regularly use combined runs for crude / oil / fuel where they reformat themselves after each dropoff and I am guessing that this is the effect you are also aiming for with grain / food?
If you catch me online I can stream for you to observe / discord voice to assist
SoftwareSimian  [author] 21 Dec, 2019 @ 8:58am 
@[TBR] Factical Tuckwit: To aid my testing, please let me know which boxcar you're using that's showing this problem.

Note: If a multi-compartment car picks up any cargo of some type, even just 1 unit, that compartment will be locked to that type of cargo. If you have 100 grain and 1 bread to pick up, it's possible that your 100-capacity boxcar will have 1 bread and 50 grain, this is normal for the game.
If, on the other hand, you have nothing but grain to pick up and it's still only using one compartment that's not right, and I will try to find the problem.

Multi-compartment rail vehicles are new in TpF2 so the code logic is very much changed from the TpF1 version of the mod.
[TBR] Factical Tuckwit 20 Dec, 2019 @ 11:20pm 
It's defaulting 50% cars to grain - the other 50% to bread even when there is a full platform of grain to collect from, it's only using 50% capacity
canophone 17 Dec, 2019 @ 2:30am 
Boxcars even carried coal and ore in early days ..
key house 16 Dec, 2019 @ 4:27pm 
@ludicrousFox In the US and Canada grain was primarily carried in special boxcars all the way into the 1970s with select railroads continuing to use them in to the 1990s. http://tracksidetreasure.blogspot.com/2009/01/cp-grain-boxcars.html
trainexpert 16 Dec, 2019 @ 3:18pm 
Awesome! I always hated carrying grain in an open car! I always rather have used a hopper, but I totally forgot this was a thing railroads did.
Nartur Arkano 16 Dec, 2019 @ 1:58pm 
There's also no livestock in TpF2 . . .
LudicrousFox 16 Dec, 2019 @ 1:48pm 
What the heck, you would never haul grain by boxcar, this mod is pointless.