Transport Fever 2

Transport Fever 2

Plebs Magneteer
31 Comments
com.lion 3 Jul @ 12:14pm 
thx for the advice
kamykaze13  [author] 30 Jun @ 7:30am 
Also, check out Advanced Person Magnet by VacuumTube for a more sophisticated Mod like this.
It looks like it's more up to date and has some more properties for configuration.
kamykaze13  [author] 30 Jun @ 7:26am 
Hey, I'd say commercial fits best for that. But, you could use multiple magnets for the same spot as well. Emulating Tourists and Workers or something.
com.lion 30 Jun @ 5:10am 
Hi, Whats the best Magnet for a Touristspot (Castle on a Hill)?
CC Johnson 23 Jun, 2022 @ 2:10pm 
Ok, thanks.
kamykaze13  [author] 23 Jun, 2022 @ 1:38pm 
I think it's set to 50 plebs per item.
CC Johnson 23 Jun, 2022 @ 12:15am 
Hi. Thanks for your work. How many places does one magnet provide?
kamykaze13  [author] 21 Aug, 2021 @ 2:42pm 
As far as I know, plebs have a 'daily demand'. They need a home, a job and a place where they're able to shop. If they're missing one of those, they get stuck in their daily cycle. That's how I remember it at least.
s.f.s.d 21 Aug, 2021 @ 11:53am 
Sorry to ask so dumb. But if I place one magnet (one dumpster or lamp), pedestrian start to spawn. But it is limited and after a while this magnet not working anymore. Is there only limited pedestrians in one magnet and after that that magnet will not work anymore? I want to use it as a pedestrians spawner near to bus stop. Thank you for reply.
kamykaze13  [author] 19 Jun, 2021 @ 2:09am 
@Uniban
There are three 'magnets' if you will. One that spawns citizens (they basically live in the spawner model), one that provides industrial needs (workplaces) and one for commercial needs (shopping). If you place an industrial magnet to a coal mine, plebs should want to travel there at some point. It's possible that you have to provide a bus-route for citizens without a car, but that depends on the distance. Citizens in general have a set daily routine. If I remember correctly it's Home > Work > Home > Shopping > repeat.
Uniban 10 Jun, 2021 @ 2:22pm 
Hello, I am quite new to TF2 so I don't know if I understand exactly what this mod does. When will I put it to let's say a coal mine, will people start appearing there and people from villages will want to get there? Can I simulate workplaces like this? Thank you for you answer.
davidrussell52 21 Aug, 2020 @ 2:15am 
Good idea, but the commercial and industrial are just there to make places for the plebs to go to, is it meant to stimulate the game to make houses around bus stops and plebs to house them.
hermmm 23 Mar, 2020 @ 1:12pm 
Das ist wirklich toll!hab mir einen Marktplatz mit Fussweg als abgrenzung gebaut,und mit deiner Bodenplatte gegen bebauung geschützt.Einen Kiosk angebaut da deine lampe drin und die Leute kommen aus dem kiosk halten sich schön an die wege gehen über den Marktplatz und umgekehrt.Alle deine Mods sind wirklich der hammer Dankeschön!!
Froggy_NL 28 Feb, 2020 @ 8:07am 
@kamykaze13
Thank you, is it possible to create a version and that a certain percentage use cars?

This is an excelent mod to create nice custom cities and villages. For example place a lightpole just close enought to a walkway but in a asset skyscraper and you have a nice residential building because it looks like people come and go true the door ;). But is is not nice to see a crowed city and not a single car... :(
kamykaze13  [author] 28 Feb, 2020 @ 7:51am 
Yes, that's correct.
Froggy_NL 28 Feb, 2020 @ 6:15am 
@kamykaze13
Did i see it correctly that peeps spawn by this mod does not use cars? They use public transport lines or they walk the entire distance to there destination.
kamykaze13  [author] 14 Feb, 2020 @ 9:00pm 
It's set to generate/accept up to 50 plebs, but only pedestrians.
Flatline 12 Feb, 2020 @ 4:13pm 
This generates lots of people, but little to no cars appear. Any tips for making more cars show up.
neldot 3 Feb, 2020 @ 3:31am 
Thanks, this is just what I was looking for, I will try it to simulate touristic destinations in my custom maps.
kamykaze13  [author] 12 Jan, 2020 @ 2:28am 
no
RenX 10 Jan, 2020 @ 10:24pm 
Does this generate/attract cars?
kamykaze13  [author] 31 Dec, 2019 @ 8:36am 
An additional info: if it's not appearing in your cities destinations tab, try sending some transportation to it and it should appear.
kamykaze13  [author] 31 Dec, 2019 @ 8:05am 
Thank you and happy new year to you too.
Starbucaneer 31 Dec, 2019 @ 8:03am 
Ok and thank you again. It will be very useful :steamhappy:
kamykaze13  [author] 31 Dec, 2019 @ 8:00am 
They should work like normal buildings. If it's connected people should be able to visit it, even from across the map. If they're interested that is. Have a look at the destinations window of your cities. But i didn't really test a maximum range. So it's possible if it's too far, people might have no interest in visiting it.
Starbucaneer 31 Dec, 2019 @ 7:53am 
This will be handy, I want people to travel to industry sites so it looks like they are "going to work". Will also make empty return trips on trains more cost effective. Does the attraction have a limited range?.

Thanks for creating and sharing,
Happy New Year!
kamykaze13  [author] 29 Dec, 2019 @ 1:25pm 
See the changelog. I added an ingame description and options for plebs generation and model selection.
Thoromir 29 Dec, 2019 @ 12:58pm 
Sorry, but what have you changed now? :-)
kamykaze13  [author] 29 Dec, 2019 @ 3:17am 
changed now :P
kamykaze13  [author] 29 Dec, 2019 @ 2:09am 
It only attracts existing ones. No generation.
Thoromir 29 Dec, 2019 @ 2:06am 
Does the Magneteer create additional Plebs or does it redirect the existing Plebs to visit the Magneteer?