Transport Fever 2

Transport Fever 2

Expanded Cargo Demands (Progressive)
37 Comments
𝓕𝔁  [author] 14 Apr, 2022 @ 9:33am 
@rpotsch Not sure, not checked it myself for, but it wasn't when I last checked. Mod conflicts can happen, check loading order. But new update for the game will be including similar to the base game anyway, so mod isn't needed anymore and probably won't work with new updated version. :steamhappy:
rpotsch 14 Apr, 2022 @ 8:37am 
This mod is broken.
ArielMomo 21 Dec, 2021 @ 1:09am 
i think somehow this mod is broken. Food and Material are supposed to be available from the beginning, and they don't pull much demand. This happens for cities which dont have the food or material icon floating above. So I keep trying to create a chain but the demands dont pick up.. (i have 0 or 1 in the consumer list (of the bakery for instance).
N00T 8 Sep, 2021 @ 8:14pm 
Sorry to hear you havent been active in TpF for a while. I know the feeling. Needless to say, this mod you created is fun to play with. makes it more immersive :D.
N00T 8 Sep, 2021 @ 8:13pm 
@RWB fx. My bad sorry lol. For some reason steam links fail to copy properly if i do multiple back to back.

I meant to link this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2265952996 .

You can pick what you want your demands to be and it changes them, including the icons above the towns instantly. I know nothing about modding but was curious if it might help solve your known issue.
𝓕𝔁  [author] 7 Sep, 2021 @ 8:53am 
FWIW, if somebody does know how to do it.. they are more than welcome to adapt this mod (no credit required) and post it as their own. I didn't make it for "sub numbers" as such, I made it because I wanted it myself.. would happily subscribe to another persons adaptation of it ;)
𝓕𝔁  [author] 7 Sep, 2021 @ 8:50am 
@NOOT - I don't think that's the mod you meant to link to (conveyor belt)?
I think I know the one you mean, unless its new, in which you went into map editor to change demands, however, the principle of it wasn't the same.

That changed the cities demands before map gen (and iirc, 3 was the max it could do).

In order to add some form of dynamic changing demand (even though its basic still), my mod "fakes" the demand by forcing buildings to demand products as the buildings are developed rather than altering the city as such. It looks at what the city initially demands and picks additional ones based on that initial one, and also works on existing maps (albeit takes time to generate) .

Things may have changed though, not entirely sure, haven't had any irl time to invest in it for a while, not even played it for ages :( and I love TpF
N00T 6 Sep, 2021 @ 2:15pm 
@RWB Fx.

I noticed some people have asked about why the icons above the cities dont update with the addition of new demands.

This mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2416585284&searchtext=truck+stop) which allows you to pick demands on a city somehow manages to update the icons above the cities when it changes the demands. Perhaps you could reach out to the mod developer and see if its something that could be used to improve your mod?
𝓕𝔁  [author] 10 Jul, 2021 @ 12:32pm 
Yup, I couldn't figure out how to change/add to it.
Overlord 10 Jul, 2021 @ 6:15am 
The city names does not show the required materials? Thats weird.
Bulldog 16 Apr, 2021 @ 2:34pm 
Thank you for helping me. I will use the static version 6 items per city.
𝓕𝔁  [author] 16 Apr, 2021 @ 12:22pm 
In the description, it does state:

"If added to an existing game, cities will need to develop to begin demanding new items."
𝓕𝔁  [author] 16 Apr, 2021 @ 12:21pm 
The 6 items mod works on existing saves, it just takes some time for the demands to show up, because they show up when new buildings are constructed. I did read :)
Bulldog 15 Apr, 2021 @ 10:35pm 
I like the static 6 items mod but that is good for only generating new maps. I don't see anything like that for existing maps. You never really answered my question. reread the last sentence of my paragraph below. Is there a mod that allows cities to demand all cargo at the start of a game or save game?
𝓕𝔁  [author] 15 Apr, 2021 @ 12:53pm 
Yes, the 6 items per city variant, as per the description above.
With the few products available to work with.. I did what I could to try and make things a bit more dynamic and change over time, regardless of historic accuracy.
Bulldog 15 Apr, 2021 @ 11:44am 
I use your mod but find that before 1990 I can produce steel but there is no demand for steel until 1990. Seems from a simulation standpoint of history 1990 is unrealistic. Steel was invented way before 1990. Yes I can drop off the steel for a profit at a machine factory. Yet the machine factory is not allowed to make machines. Is there a mod that allows cities to demand all cargo at the start of a game?
𝓕𝔁  [author] 4 Sep, 2020 @ 11:40am 
What is in the city table, at this time. Using the editor to change it, will change the cities base needs, but these are over-ridden with this particular variant of the mod, so regardless of what the city spawned as needing (or edited as needing) it will need what is shown in the city window.

One of the other variants, would change if you edited it.. because the needs are based around the initial city demands.
vitalii201 4 Sep, 2020 @ 9:52am 
New map. There are no conflicting scripts. What does this city still need: what's in the table with icons or what's in the editor? Why, in the editor, in the requirements, what is on the map? Is that how it should be? https://i.imgur.com/JxRpddI.jpg
Holy Athena 23 Jun, 2020 @ 2:26pm 
Out of curiosity, does the new modding update allow for you to add these requirements as dynamic, or help improve the mod at all?
optimusgd 22 Jun, 2020 @ 5:08pm 
Hello, I have a question. When I load this mod with preexisting map, with cities, should it change starting demands for cities automagically, or I must manually change them before to food/construction in map editor?
MeFoX 22 Jun, 2020 @ 5:09am 
New update and I think it is your time to repair this game and add more realism to it! :)
Sebastian 26 Jan, 2020 @ 12:46pm 
Ok, sorry for annoying you :)
𝓕𝔁  [author] 26 Jan, 2020 @ 7:17am 
I explained in the description. The city label (when zoomed out) is not dynamic in that it updates automatically based on what the city wants, it seems to be static and hard coded, so far I have not found a way to change it and have asked the dev's without response.
Sebastian 26 Jan, 2020 @ 7:10am 
The symbols next to the city name is showing wrong demands. For example it's showing the tools symbol instead of bread or the fuel symbol instead of the building material. Is it a conflict with another mod? It's the only industry mod I use.
Arcanjo 13 Jan, 2020 @ 7:18pm 
great idea and mod!
𝓕𝔁  [author] 5 Jan, 2020 @ 5:43am 
I have asked the dev's for help with what can be done, no luck yet though. It could probably be hidden by editing one of the style files though, but thought I would wait to see if there's possibility of forcing a refresh of it, showing accurate demands.
Snazz 5 Jan, 2020 @ 5:37am 
Nice. Is there a way to hide the icons next to the town name?
Phil42 4 Jan, 2020 @ 6:03am 
Awesome mod, thank you!
𝓕𝔁  [author] 3 Jan, 2020 @ 6:00am 
You're welcome ;)
MeFoX 3 Jan, 2020 @ 12:40am 
THANK YOU SO MUCH!!!
queen_gj 2 Jan, 2020 @ 6:10pm 
It's getting better
jbturf69 2 Jan, 2020 @ 5:40pm 
This is a great idea. cant wait to try it
𝓕𝔁  [author] 2 Jan, 2020 @ 1:54pm 
You can thank @MeFoX - they prompted me to do something along these lines ;)
shaunus82 2 Jan, 2020 @ 1:33pm 
There are quite a few mods now that add more goods per town, but this one just seems to make a lot more sense, and is something I will definitely use. Thank you.
Doc Ultra 2 Jan, 2020 @ 1:16pm 
This makes so much sense, I love it!
COR 2 Jan, 2020 @ 12:45pm 
good
𝓕𝔁  [author] 2 Jan, 2020 @ 12:20pm 
Added this by request for a more linear progression, starting with basic materials and working up to more. With 4 variants now available, I won't be making any additional ones, but hope you all like what I have achieved so far ;)