Transport Fever 2

Transport Fever 2

Expanded Cargo Demands (6 per city)
94 Comments
𝓕𝔁  [author] 20 Jun, 2022 @ 4:23am 
Yeah, it shouldn't be and should have been hidden (since I don't remove mods)
So hidden now... which means you may not see this @ilivTransportFever2 :steamhappy:
AverageEuropeanTramEnjoyer 19 Jun, 2022 @ 10:53am 
This mod is not needed anymore, it's basically useless to this point. The new Spring update has this feature now.
PhazezGova 5 Jan, 2022 @ 6:25am 
Is the mod up to date? :)
𝓕𝔁  [author] 2 Nov, 2021 @ 8:54am 
@zain - try removing the file: /steamapps/workshop/content/1066780/1953649197/res/scripts/townbuildingutil.lua

It shouldn't be needed, if it breaks, you could always unsub & resub to get it back.

It's been a while, so I'm not 100% certain atm, but I do recall I stopped using vanilla files, but could not remove them from the mod (since existing subscriptions, retained it) so I still included it to replace the previously modded version from the initial release with a vanilla file.
ZAIN 2 Nov, 2021 @ 5:01am 
Thanks for the reply, so after hours of testing, the error seems to happen when I select the TROPICAL climate on a map. If I select anything else it does not crash. I have no idea why this is happening tho but maybe that can help trace down the issue...
𝓕𝔁  [author] 1 Nov, 2021 @ 2:16pm 
Sounds like a conflict with another mod, try moving this mod to the top of the mod order list or bottom.

Whilst it does include townbuildingutil.lua in my file, it is vanilla, some other mod is in use that is calling for "random_shrub_town"
ZAIN 1 Nov, 2021 @ 1:50pm 
Any idea to whats causing this?

Error message: error: res/scripts/constructionutil.lua:144: group 'random_shrub_town' not found
stack traceback:
=[C](-1): ?
=[C](-1): error
@res/scripts/constructionutil.lua(144): addGroups
@res/scripts/constructionutil.lua(262): addModelsAndGroups
@C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/1953649197/res/scripts/townbuildingutil.lua(78): updateFn
@C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/1953649197/mod.lua(329): ?
@res/config/base_config.lua(41): ?


File name: res/construction/building/era_c/res_2_3x4_01.con

Key: game/config/ConstructWithModules

Mod: no mod

In file: ..\..\src\Lib\lua\State.cpp:592
jhughes 10 Jul, 2021 @ 4:28am 
@fetfrumos96: There is another version of it posted .. I have not tried the new version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2524533770
𝓕𝔁  [author] 8 Jun, 2021 @ 7:58am 
No idea, sorry. It seems the author removed it from the workshop.
Fetfrumos96 8 Jun, 2021 @ 4:01am 
Compatible with Industry Diversity by Magnetic Reaper
- Adds new resource chains and city demands Where did this mod go and will it return to the game?
letrou 16 Sep, 2020 @ 10:24am 
Thanks for the mods. I found that playing with the "static 6," the early game strategy was even harder because each city only demands a few of each item. You can build a line that supplies fuel to one city but it's sipping that fuel instead of gulping it like in the default game so you don't make a profit until you rope in other cities but that costs to build out too. On the flip side I imagine that mid to late game may be easier because once you have a hub or all/most goods present in the network newly added cities immediately get all their needs filled. Of course you need to make industry supply enough too. It certainly requires you to use a completely different strategy and makes it fully different from the base game. That's a nice shakeup.
Taylor 19 Aug, 2020 @ 5:15am 
Can you get it to work on new game?
TelMan 14 Apr, 2020 @ 5:22am 
Hi Fxuk, thanks for getting back to me mate. :)
𝓕𝔁  [author] 13 Apr, 2020 @ 6:35am 
The reason the "third demanded good" mod can show it, is because its adding a residential demand using the editor. You will notice it cannot show two demands for an industry.

So far, there is absolutely no way I can find to manipulate these icons to allow multiple industry/commercial demanded goods. I emailed the dev's for help/info and got no reply, as expected. I'm all ears, if anybody else knows how.

P.S Its not so bad with this variant, easy to know that all cities require all goods, but would be nice for the 4 items per city one, etc.
TelMan 13 Apr, 2020 @ 12:43am 
Hi FxUK, as usual you surpass with your mods. In regards to not being able to show the demand icon in the city name. Apparently this mod : Third Demanded Good can show it. Is there anyway you can add this into your now. As I tend to use the demand icons in the town name to make decisions about what to supply. If not doable, that is cool just wondering. :)
𝓕𝔁  [author] 14 Mar, 2020 @ 4:59pm 
It doesn't change the industry, it uses vanilla industries and just changes what the cities demand.
Check out Industry Diversity or Expanded Industry (linked in description) if you want something like that.
melihucar 14 Mar, 2020 @ 3:19am 
Is there an economy / industry tree for this mod ?
𝓕𝔁  [author] 2 Jan, 2020 @ 10:02am 
If you are using industry mods that add city based products, you may notice a difference after todays update, this is because previously, the 6 commercial/industrial cap was not being honoured, which in turn meant you could have demands for every single city based items, per city. Whilst play testing this it was clearly too much and lowered overall demand quantites, making it unprofitable to fullfil, so a hard cap of 6 (plus any residential demands) is now in place.
Damgam 2 Jan, 2020 @ 2:31am 
Now all we need is compatibility with multiple industry mods <3
𝓕𝔁  [author] 1 Jan, 2020 @ 11:51am 
Mod was updated and no longer contains an edited version of townbuildingutil.lua, meaning it should be a lot more compatible with other mods that make changes to buildings, such as capacities etc. The file still exists in my mod because steam doesn't remove it as part of the update process, so I have simply over-written it with the default game file
𝓕𝔁  [author] 1 Jan, 2020 @ 10:02am 
It will still work, however, because cities where already generated, they need to begin expanding before additional items will begin to show in demand. Check the overlays or city info window (and not the zoomed out icons)
Hinkel 1 Jan, 2020 @ 9:50am 
The mod is not working on custom maps?
For example I play a Europe map, but all cities just accept 2 goods.
𝓕𝔁  [author] 30 Dec, 2019 @ 7:38pm 
@Gorby - if four items is any good, I added it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1953649197

I thought it would be a good idea and considering my dynamic one already does this from 1920-1990, it was easy enough to adapt.
Gorby 30 Dec, 2019 @ 6:02pm 
Oh cool, thanks. Yours works well I just don't want that many cargo needs per city.
𝓕𝔁  [author] 30 Dec, 2019 @ 5:57pm 
There is one, but you have to edit the cities in sandbox to add the demands.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940025822
Gorby 30 Dec, 2019 @ 5:49pm 
If there was a mod that just added one cargo need per city - for the residential buildings, making a total of 3 per city - I would definitely download that... just saying....
𝓕𝔁  [author] 25 Dec, 2019 @ 1:55am 
Sent you a PM. It's just a typo with the filename ;)
Magnetic Reaper 24 Dec, 2019 @ 7:42pm 
I can't seem to get your compatibility fix to work. I friended you so we could easily exchange messages so i can get it working, if you're up for it.
𝓕𝔁  [author] 24 Dec, 2019 @ 11:06am 
@CashonWheels - hover over the title and it shows the full title, or does for me at least ;)
CashonWheels 24 Dec, 2019 @ 10:27am 
FYI I can't tell your mods apart when I activate them for a new game. Plus your user name is not in mod.lua so it does not appear when activating mod.
𝓕𝔁  [author] 23 Dec, 2019 @ 11:25am 
Also, don't forget, industries have max output caps, so depending on how many cities/industries you have on your map, it might not be possible to supply every city with everything they need.

Also, considering the % growth modifier is basically the % of current demand levels that you are supplying, the more buildings of that type grow, the less and less likely that you can supply to that level and therefore, will eventually get to a point where 0% growth is a thing, per item.
𝓕𝔁  [author] 23 Dec, 2019 @ 10:53am 
Mind you, the game is hardly balanced as is, from 1850 to 1900 you can accumulate billions and money is just thrown at you for the rest of the game :P I do like the early struggle, but its short lived, so then I tend to just play the logistical challenge of making a complex network efficient.

2 per city kind of killed that later aspect because once you had a city supplied, it was done, so not only was you rich beyond your wildest dreams, but that single line setup in 1850 was still working its magic 150 years later, aside from increasing capacity. At least now I have something to do, supplying the cities with as many goods as possible.

𝓕𝔁  [author] 23 Dec, 2019 @ 10:49am 
I couldn't tell you, precisely because I am having performance issues just building stuff, so whilst I have been playing I haven't progressed too far through the early 1900's yet. But, without the mod a city may have say 20 food industry buildings demanding say 100 food, whereas with the mod, it would be more like 10 food industry and 10 tools industry, accepting 50 of each. So I would have thought growth would be stumped (so to speak) by supplying just one and growth would match vanilla by supplying two.

Hmmmm. I wish my game worked properly.
phobos2077 23 Dec, 2019 @ 10:03am 
Hm that's an interesting point. So let's say supplying one cargo type to the town gives you at max 20% growth rate bonus (I don't know the actual max value, anyone?). So if you supply both cargoes you get +40% bonus. Now if I use this mod (including dynamic version) and supply all 6 types of cargoes (but the total amount of cargo items is the same), does that mean I'll now get +20%*6 = +120% growth rate?

If that's the case, this mod would destroy late game balance completely.
Stuart Hunter 23 Dec, 2019 @ 9:40am 
Been enjoying playing with this so far, haven't come across any issues.

This time i'll thank the actual author ;)

Cheers @FxUK
𝓕𝔁  [author] 23 Dec, 2019 @ 9:14am 
I know :P but I like to think of them as "specialised products" rather than basic amenities.
So, as cities progress and things become more accessible, specialist products start popping up everywhere.
Nationality 23 Dec, 2019 @ 9:07am 
Hmm... I'll give that a shot. I do like the three cargo types from the beginning, though. It's not like there's a town that needs tools and not food.
𝓕𝔁  [author] 23 Dec, 2019 @ 9:01am 
That's why I am using the dynamic version. Early game its default, mid game you start to get 2 more and late game all of them. Because they start to grow and aren't there from the start, newer products will begin with much lower demands, until the cities develop more.
Nationality 23 Dec, 2019 @ 8:58am 
Great mod. Is there any way to slow down city growth due to cargo supply? My only issue with the mod currently is that cities grow ridiculously fast. It would be nice to have growth tied to the total demand for all commercial/industrial goods, rather than just one good individually.
RoPMon 22 Dec, 2019 @ 12:24pm 
𝓕𝔁  [author] 22 Dec, 2019 @ 12:23pm 
Пожалуйста ;)
RoPMon 22 Dec, 2019 @ 12:22pm 
Аааа))) спасибо блин так бысто круто круто))) удачи вам!!! спасибо большое)
RoPMon 22 Dec, 2019 @ 12:11pm 
я играю свои сцены с годами делаю обновление потребности города с помощью sandbox mode меняя любой груз в городе он изменяется за счет вашего мода)))
𝓕𝔁  [author] 22 Dec, 2019 @ 12:03pm 
Ahh ok, I get you. I will publish the old script later. I changed it because after playing it really wasn't working out too well, for me and others (see comments)

Ах, хорошо, я вас понимаю. Я опубликую старый сценарий позже. Я изменил это, потому что после игры это действительно не получалось слишком хорошо, для меня и других (см. Комментарии)
RoPMon 22 Dec, 2019 @ 12:00pm 
Нет) мод супер ну зачем его полностью менять надо было создать другой можно пожалуйста старый скрипт)
𝓕𝔁  [author] 22 Dec, 2019 @ 11:58am 
Translated: How to remove random (I want to carry goods and not a variety of all types)

I'm not sure what you mean by that, if you don't want a variety, don't use the mod??

Я не уверен, что вы подразумеваете под этим, если вы не хотите разнообразие, не используйте мод ??
RoPMon 22 Dec, 2019 @ 11:54am 
Как убрать рандом((( хочу возить грузы а не разнообразие всех типов((((((((((
𝓕𝔁  [author] 22 Dec, 2019 @ 7:38am 
Yeah, me too. I was just so overjoyed :P that I got it working in the first place, I had to share it... but after playing with it active (well the variant of it) for about 8 hours I soon realised one building accepting all products wasn't the way to go, like I say, I had already changed it my end but wasn't sure whether to update this (which I have now done) or create a variant ;)

The comments helped me decide updating this was the right thing to do.
BioDiesel112™ 22 Dec, 2019 @ 7:33am 
i think thats more Realistic as the Vannilla system thanks a lot buddy :steamhappy: