Transport Fever 2

Transport Fever 2

Town tuning
206 Comments
joshwiz23 17 Apr @ 2:19pm 
what does the geometry, new destinations, faster town development interval, ai streets cross at various corners settings do?
joshwiz23 17 Apr @ 2:16pm 
is this comatible with performance tuning?
lollus  [author] 8 Apr @ 2:01pm 
Что за бессмысленный комментарий. Проблема, вероятно, кроется в компьютере.
Симбирский 8 Apr @ 3:15am 
вылетает игра с этим модом
PzSniper 12 Jan @ 4:49pm 
Ah did not knew! Cool
lollus  [author] 10 Jan @ 2:59pm 
If you take ownership of roads, they will stop spawning side roads.
PzSniper 10 Jan @ 9:50am 
Thanx but i mean INSIDE the city AI spawn many ugly road intersection LOL
lollus  [author] 10 Jan @ 6:49am 
You can take ownership of roads to prevent side roads spawning; I don't think the game allows more than that.
PzSniper 5 Jan @ 8:45am 
how can i control road intersection?? AI spawn too many
quanquan 1 Dec, 2024 @ 6:04pm 
Can the increase in demand due to the increase in years be added?
𝐎ᥣᑯ𝐑𝖾ᑯ𝐅ⱺ𝗑 10 Nov, 2024 @ 10:30pm 
Can I disable diners with this mod?
Malý Mladý 28 Oct, 2024 @ 12:32pm 
I have a tip for everybody - don't use Natural Town Growth mod with this one if you want to have control over the towns' growth (seems obvious but I spent several hours wondering why doesn't it work properly)
Taylor 27 Oct, 2024 @ 2:17pm 
i found out how you can do it with your mod, you just click the good anf food option in industry and residential. once grown back un click and just leave the commercial checked :)
lollus  [author] 27 Oct, 2024 @ 1:26pm 
No I am afraid not. Destroy and rebuild the town with the sandbox.
Taylor 26 Oct, 2024 @ 6:13pm 
i deleted all shops in my town its 0, will this mod bring them back?
lollus  [author] 22 Oct, 2024 @ 10:56am 
I think the game sets a minimum per building and we cannot undercut that.
DownerDan 20 Oct, 2024 @ 3:21am 
As an example: at default setting "0" a town demands 1000 goods. At setting "---" it demands around 600-700.
crogiez 20 Oct, 2024 @ 12:25am 
hello thank you for town tuning because i use often .
is it same for industry ?
how can configure a industry added by sandbox ?
thank you
lollus  [author] 13 Oct, 2024 @ 4:57pm 
You are trying to reduce the demand, ie the "cargo needs" that appear in the info window when you click a building. The smallest value is 0.1. How did you get to 0.7?
DownerDan 8 Oct, 2024 @ 12:25pm 
Hey there,
first of all many thanks for this mod, it's part of every map I play.

Setting the "Industrial and commercial capacity factor (ie demand)" to the lowest (---) only cuts demand by maybe 30%

Is there a way to reduce it even further by editing the script-files?
MisterHamstring 12 Sep, 2024 @ 10:23am 
Thanx, you're the best! :steamthumbsup::steamthumbsup:
lollus  [author] 11 Sep, 2024 @ 11:34am 
OK added the tooltips.
MisterHamstring 10 Sep, 2024 @ 7:37am 
Please can you add the following:
under the "Tuning" tab, when I hover over the cargo needs, can you show the name of the cargo?
So, when I hover over the "Fuel" icon, the name "Fuel" pops up as a tooltip?
Would be very helpfull. I'm using the Endless Industries mod.
lollus  [author] 1 Sep, 2024 @ 3:30pm 
It's in the mod settings, before you start a game.
Kinowa ベース 31 Aug, 2024 @ 8:57pm 
how do you do this? It doesn't show the settings when I go to tuning.

As a bonus, you get switches to control the AI:
- avoid new skyscrapers (new buildings only),
- set the eras for town building styles (new buildings only),
- build roads with non-square corners (new roads only),
- develop towns more frequently,
- limit the geometry settings to increase performance,
- alter the chance that sims seek new destinations.
lollus  [author] 13 Aug, 2024 @ 12:50pm 
Most things this mod does are pretty basic api calls. I never seen those problems, but 1) I don't use any other town mods and 2) I never built specialised towns, such as mostly industrial, mostly commercial or mostly residential.
derMeister47 12 Aug, 2024 @ 2:48pm 
I've tried to create a bunch of small villages on my map, with either very small industrial and commercial zones on none at all, and the residential areas were supposed to need wood and coal (to match the colder climate of the map). When I tested it by plopping a few towns and running for 5 years, I noticed the following:
- materials delivered to residential areas do not affect population growth (which was expected)
- towns tuned down to 20-30 ind/com do not grow well regardless of factors that were satisfied
- if I select more than one material to be demanded, buildings require all the selected good types at the same time and not one or the other
- town growth does not cause new materials too be demanded, only the ones hand-picked by me
Are those effects intentional? Can they be changed?
Also, I tried to use your mod with Advanced Town Builder (people here claimed they work well together) as well as without it. The only remotely related mod I was using is Urbanization.
lollus  [author] 15 Feb, 2024 @ 1:38am 
Start the game. Press "load", then "settings". That will take you to the mod list. Now click the mod entry: description and settings will appear.
Ahsoka Tano 15 Feb, 2024 @ 1:28am 
how do I access the menu in the 4th screenshot? I have looked in every UI panel in game and can't find it for the life of me, even though I found it before
Alysterwolf 21 Jan, 2024 @ 8:55pm 
I found problem in render distance too, and Town Tuning is the only three non-official mod i installed. The other two is "all available from 1850" and "achievement with mods"
Hushey 26 Dec, 2023 @ 7:00pm 
this is changing my in game render distance - can you turn that off by default i've just spent 3 hours going thru my mods trying to fix this...
BeNii13 5 Sep, 2023 @ 8:52pm 
Okay, thank you for your quick answer.
lollus  [author] 3 Sep, 2023 @ 12:51pm 
No it's not, there would be conflicts.
BeNii13 3 Sep, 2023 @ 12:50am 
Hey, is it possible to re-activate the editor in the town menu with your mod active or are there conflicts with that tab when i try to edit the stats? I dont like to use the sliders as they are not very precise (just my own opinion). Also a great mod, many thanks!
lollus  [author] 7 Jul, 2023 @ 6:44am 
Remove anything that tampers with town capacities. I added lots of features so I am not going to miss any of those.
andrew 6 Jul, 2023 @ 8:29am 
any known conflicts?
lollus  [author] 6 Jul, 2023 @ 7:31am 
You may have other mods that compete with this. Remove them.
andrew 6 Jul, 2023 @ 2:49am 
hi when i change a town industry it works fine but after a while it all reverts back any ideas?
lollus  [author] 16 Jun, 2023 @ 3:09pm 
It is in the mod settings before you start a game.
HenryStark89 16 Jun, 2023 @ 2:22pm 
Where can I find the bar for avoiding skyscrapers?
lollus  [author] 7 Jun, 2023 @ 4:09am 
Ask UG to allow this. The more we ask, the better.
Oldhip 7 Jun, 2023 @ 3:57am 
Shame we cant control each town on there own.
lollus  [author] 19 May, 2023 @ 1:50pm 
"Consumption factor" is a parameter of town buildings, which roughly translates into "supply effectiveness". If you raise it, you will need to deliver fewer goods to obtain the same effect (growth).
Dromeascr 18 May, 2023 @ 3:28am 
how exactly does decreasing demand work? I don't see the town requiring any less amount of materials after I press it and the game unfreezes so would you kindly share how exactly demand and supply effectiveness work? What's the difference between the two exactly?
Seb1001 8 Apr, 2023 @ 5:16pm 
Thanks a lot hannebambel002. I'm really looking forward to an answer. If it's possible, maybe lollus will be able to 'perfect' this tuning mod :)
lollus  [author] 8 Apr, 2023 @ 1:54pm 
If they answer, kindly copy it here.
hannebambel002 8 Apr, 2023 @ 1:23pm 
@sebastian.gorecki88 I contacted urban games with the question, if it is possible to limit the building capacity for higher levels (e.g. up to 8 people) without affecting the game mechanics. So cities could still grow, but with fewer Sims. I look forward to the answer:steamhappy:
Seb1001 7 Apr, 2023 @ 2:32pm 
Another interesting thing is that I also tested and changed only residential personcapacity. In that case, the game also limited the number commercial and and shopping buildings and they didn't grow to their full potential either. I suspect the game may be using the actual number of residents (sum of personcapacity of residential buildings) and stop town growth if that number is much lower than the sum of capacity values for a given town. It is really annoying as town growth is one of the main rewards for me in the game and without it, it is much less engaging (I know this moan is more to the devs than modders :) ) They allowed to tweak personcapacity but it often breaks town growth algorithm.
Seb1001 7 Apr, 2023 @ 2:32pm 
I have done some testing (unfortunetely don't have screenshots now but will try to reproduce). The town growth behaves very weird when you reduce the capacity. I tried to both use your mode @lollus but also tweaked the townbuildingutil game file. The results are the same. If you e.g. half number of residents (i.e. personcapacity = capacity/2, towns often stop to grow, and definitely don't reach the full potential. With halving of personcapacity, you would expect that the population will reach half of the max population (the final target population displayed at the bottom of the town overview) but it actually reaches much lower number, especially for large cities.
lollus  [author] 7 Apr, 2023 @ 7:17am 
No, I just tried, it does not look like that. Perhaps you have a competing mod, or bad local transport?