Transport Fever 2

Transport Fever 2

Expanded Cargo Demands (Dynamic Growth)
102 Comments
𝓕𝔁  [author] 11 Jul, 2024 @ 1:11pm 
With the updates to the game, I no longer felt this was necessary so have discontinued and unlisted it (its been unlisted for quite some time) but I left it for existing users who had it subscribed. Sorry to hear its not working on linux, but there's little I can do.
npatek 11 Jul, 2024 @ 11:13am 
This mod causes TF2 to hang when run on Linux.
I switched from Windows to Linux.
The about 350 mods I used ran on Windows.
It took me a weekend to figure out which were blocking the start on Linux.
I found a few of them, mostly German mods.
Also this one causes TF2 to hang on startup at about 80%.
Probably an issue with file names.
𝓕𝔁  [author] 1 Jun, 2022 @ 4:12pm 
@kincaid - its possible that the new update has broken things with this, due to the changes to cargo demands within a city. I would think that perhaps this mod is no longer needed?
Kincaid 1 Jun, 2022 @ 7:29am 
At around 1900 in my game my city started to demand tools. Short after that the demand was gone, then they demanded tools again and this goes on now for a couple of years. Is this normal?
Davey McBallsack 11 May, 2022 @ 4:39pm 
no worries was just curious as to whether there is a parameter within a town that can be used to determine the rate at which new cargo building spawn relative to the primary types. Maybe things are a bit different now with their implementation of additional town demands. If you ever get some time and feel motivated to get back into the game and modding I'd be interested to know if it's possible.
𝓕𝔁  [author] 11 May, 2022 @ 7:43am 
Hi @Davey McBallsack - unfortunately, I have no clue, I haven't had time to even give the new update a good going over, let alone think of modding things as of late.
Davey McBallsack 11 May, 2022 @ 4:05am 
I loved this mod before the latest summer update. Unfortunately now the game adds in the additional cargo demands at a much reduced ratio to the main 2 town requirements. Is it possible to modify the ratio so that it spawns the new cargo types at a similar ratio to the initial ones?
jerrylau405 17 Mar, 2022 @ 3:48am 
Thanks for making this mod. I wonder if this would become compatible for with latest "Expanded Production Chains [BETA] 1.3"
𝓕𝔁  [author] 19 Dec, 2021 @ 12:11pm 
The quantity in-demand increases based on size of city and your supply, as normal.
The idea here was a kind of evolution of "things" over time, ignoring how simple the stock items are. i.e early days - lots of construction, mid - a little more advanced and final - higher tech (well, if you can call machines/amazon parcels higher tech) but along those lines anyway :D
Manu 19 Dec, 2021 @ 9:35am 
Shouldn't the amount of demanded products be related to the size of the city instead of the time in history?
𝓕𝔁  [author] 18 Aug, 2021 @ 9:10am 
Not the point of the mod, sorry Michael. There are other mods that increase the available goods / production chains.
Michael R 17 Aug, 2021 @ 12:10pm 
Nobody needs alcohol and other new products ?
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 19 Jul, 2021 @ 2:19am 
OK, thanks. Different Link, newer version, and author. Should be corrected above though.:armchair::kopi:
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 18 Jul, 2021 @ 7:03am 
This Mod is no longer available on the Steam Workshop:

Compatible with Industry Diversity by Magnetic Reaper
- Adds new resource chains and city demands
𝓕𝔁  [author] 10 May, 2021 @ 2:15pm 
? is it not working or something, admittedly not played for a while, but sure it was ok about 2 weeks ago
Francisco 10 May, 2021 @ 5:17am 
Can you update the mod the latest version? Thank you :Gifting:
Orph3us 4 May, 2021 @ 12:01pm 
Would it be hard to create a version that is a 4 items dynamic growth? I think 4 is perfect for variety in cities, but really enjoy generating needs dynamically... I'm quite torn between the two versions.
Simpario 27 Jan, 2021 @ 4:18pm 
Howdy FxUK, just wanted to say it's awesome how active you are in the comments answering people's questions!

I had a question myself, how this mod influences town growth. With additional demand of different resources, does this mean if I meet these new demands the town could grow much faster as well? Thanks in advance for any clarification!
dorin31 13 Nov, 2020 @ 1:21pm 
Is this rebalanced, concerning city growth: If I supply 1/1 Food for example, will the city have a 100% bonus growth ? And if my chain breaks for whatever reason, Will my population tend to go down by half. If this is the case, it's the pop ratio will be too sensitiv.
Sir Ludicrous 5 Oct, 2020 @ 3:36am 
Great mod i just came to this question tho:
If i supply a city with all 6 instead of just 2 goods, (and lets assume i nail a 100% supply rating) does that also mean that ill get 3x as much extra population from supplying all 6 types of cargo?
optimusgd 22 Jun, 2020 @ 3:36pm 
I got it, thx
𝓕𝔁  [author] 22 Jun, 2020 @ 3:24pm 
Dynamic is random items, you start with random items per city.
In 1920 you will get 2 additional random types per city.

Progressive is fixed, you always start with food/construction in all cities.
In 1920 all cities will always get tools / fuel added.
optimusgd 22 Jun, 2020 @ 11:37am 
Hello, I'm sorry, English is not my native language, and I can't understand difference between Dynamic and Progressive versions of your mod. I already read both mods descriptions twice or more, and they look pretty similar for me. Can anyone clerarly explain the difference to me please?
joramvr 1 May, 2020 @ 6:34am 
Looks like cool mod. Only mis a option that it depends on the size of the city. Like from 750 population an extra product demand is created in stead of the year.
Colibru 16 Feb, 2020 @ 1:21am 
FxUK [Autor] 8. Jan. um 15:33 Uhr
Are you delivering the sand to an industry too?
I must admit, although I am playing with the same industry mod atm, I have been testing more than playing recently. I'm wondering if it produces 100 fuel and 100 sand, rather than 200 of whatever is in demand, if that makes sense.

Might be worth checking with Col0Korn (assuming it is Industry Expanded)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1950013035



So this means if i produce Slag and Steel i also have to care about the slag?
Immersive
Didn't realise this because you don't see how much the output (or outputstorage) is
the_ja 8 Feb, 2020 @ 4:29pm 
good job :)
watta75 19 Jan, 2020 @ 12:18pm 
Any news about this? "Currently, The zoomed out overview (City name/icons) does not show the additional demands"
𝓕𝔁  [author] 16 Jan, 2020 @ 9:47am 
@merlinx_AT what do you mean description seems wrong?
The other mod, industry diversity, will work with with 3 of these mod variants, the only one it doesn't really work with is the progressive one because that has fixed city outputs by date.
meRlinX_AT 16 Jan, 2020 @ 8:57am 
Hello,
description seems wrong.
Industry Diversity https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940082959 needs Expanded Cargo Demands (4 per city)
𝓕𝔁  [author] 8 Jan, 2020 @ 7:54am 
Awesome, will have to remember that one myself :steamhappy:
weoiss 8 Jan, 2020 @ 7:21am 
The sand was the problem, thank you very much for your help!:steamhappy:
weoiss 8 Jan, 2020 @ 7:08am 
No, do you think, this is the problem? I will check this.
𝓕𝔁  [author] 8 Jan, 2020 @ 6:33am 
Are you delivering the sand to an industry too?
I must admit, although I am playing with the same industry mod atm, I have been testing more than playing recently. I'm wondering if it produces 100 fuel and 100 sand, rather than 200 of whatever is in demand, if that makes sense.

Might be worth checking with Col0Korn (assuming it is Industry Expanded)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1950013035
weoiss 8 Jan, 2020 @ 5:26am 
Thank you for your quick reply, I've tried it but unfortunately nothing has changed :( I add a screenshot with the city: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1963310769
𝓕𝔁  [author] 8 Jan, 2020 @ 4:30am 
@weoiss - Yes, try and position them so there is a bit more coverage of industrial buildings, you should then find the 100 (Versand) from the factory will increase and more will be output and deliverable to your city.

The same (or similar) problem can be seen if you completely disconnected the line from industry to city, it will still accept raw materials and produce output, but they will be discarded by the factory because there is no ongoing demand.
weoiss 8 Jan, 2020 @ 3:42am 
If I unterstand you correctly, I have to increase my truck stops at the cities? :)
𝓕𝔁  [author] 7 Jan, 2020 @ 3:35pm 
Ok, so the industry can produce enough, but it seems like you may not have all buildings demanding fuel, in the truck drop-off catchment areas, the 100 (Versand) shows how much demand you have for that factory. Screenshots helped, I was mistaking your question originally ;)
weoiss 7 Jan, 2020 @ 1:26pm 
I've made two screenshots, I hope they explain my problem: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1962841950
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1962840013 there you can see that not enough petrol is supplied, although the industry could theoretically produce enough. Thank you for your help.
𝓕𝔁  [author] 7 Jan, 2020 @ 1:22pm 
Unless I am mistaking your question, that is. As in, you don't have enough output to supply all your cities with the additional demands.
𝓕𝔁  [author] 7 Jan, 2020 @ 1:21pm 
It will increase the max output of industries, but your cities only accept what they accept, until they grow. If you use it on vanilla, then its a bit "cheaty" but if you want to supply all cities with all demands, then you either use something like this to produce enough cargo... or you have a larger number of industries on the map, i.e low towns, very high industries.
weoiss 7 Jan, 2020 @ 1:18pm 
Will it increase my shipment level?
𝓕𝔁  [author] 7 Jan, 2020 @ 1:06pm 
@weoiss - since you have more cities to supply with cargo and the vanilla industries have an output cap, I would recommend one of these:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1935745533
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1935720873
weoiss 7 Jan, 2020 @ 12:32pm 
I have the problem that the needs of my cities grow with the population size, but the industries do not provide more goods.
𝓕𝔁  [author] 5 Jan, 2020 @ 4:07pm 
@lux3y - actually, I might have found a away to fix compatibility with the Town Building no end year mod - watch this space
𝓕𝔁  [author] 5 Jan, 2020 @ 3:57pm 
Also, its worthwhile to note that a 50% growth modifier doesn't mean a continued growth of 50%.
It relates to 50% over a base value.
𝓕𝔁  [author] 5 Jan, 2020 @ 3:52pm 
That's no different to how the game is vanilla, when a city is small especially. When you supply a the demand, you get a percentage growth modifier that is essentially the percent you are supplying of the demand. So when the town grows, the % modifier will begin to drop until you supply more product. The percentage will lower and settle just like the vanilla ones do, until you supply more products to satisfy the now higher demands.
Nicky 5 Jan, 2020 @ 3:18pm 
This kind of mods have a problem. The secondary demand is easily satisfied (low quantities needed) but they offer a huge percentage of growth boost.

What is the solution for this ?
𝓕𝔁  [author] 5 Jan, 2020 @ 2:53pm 
p.s Thanks for providing the mod list, at least I now know the cause, have updated the description of the two dynamic ones that it affects.
𝓕𝔁  [author] 5 Jan, 2020 @ 2:50pm 
It will be due to: Town buildings: no end year mod.
Essentially, that will be making the game ignore the buildings era's and my 2, 4, 6 mod selects demands based on the era of the building being constructed. i.e Era A = 2 demands, Era B = 4 demands, Era C = 6 demands. Nothing I can do about that, at the moment, I'm afraid.