Transport Fever 2

Transport Fever 2

Population Factor
VacuumTube  [developer] 28 Mar, 2020 @ 3:03am
Crashes / Issues
Here you can post information about crashes or problems.
Please include:
  • When does the crash happen / What were you doing ?
    • In the game (when building sth, clicking sth, randomly)
    • While the game is loading
    • In the loading menu (when adding mods)
    • At game start
  • How does the game crash?
    • CTD (Crash to Desktop without visible message)
    • Freeze
    • Lua Error
  • Error message / What does stdout[www.transportfever.net] say?
Further, if you think, it is significant:
  • Do you play with mods? (which might interfere?)
  • Your system specs
  • Your graphic settings
Last edited by VacuumTube; 28 Mar, 2020 @ 3:04am
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Showing 1-14 of 14 comments
James 13 May, 2020 @ 12:39pm 
Thank you very much for making this mod, which is exactly what I've been looking for. I'm having a little trouble with it at the moment though, and would appreciate some help.

I applied the app to an existing saved game and set a population factor of 0.7. Some of the towns behave as I expected them to - after a period of adjustment as new buildings with smaller capacity appeared, they settled into a pattern of the actual population being about 70% of the target population.

Other towns, after the initial dip in population, don't grow at all, regardless of what happens to the target population. I have towns where the actual population is less than 40% of the target population, and not growing. From observation, these towns do build new houses to replace existing houses with more modern ones, but don't expand the number of houses.

I thought this might be temporary while buildings renew, but I've left it 25 years and there's been no change.

I have quite a few other mods applied but none which affect population. Just vehicles etc.

Any help would be greatly appreciated.

Thank you.

VacuumTube  [developer] 14 May, 2020 @ 1:02pm 
Originally posted by lcyrrjp:
From observation, these towns do build new houses to replace existing houses with more modern ones, but don't expand the number of houses.
That's correct.
I haven't fully understood the town building (renewing) process yet. The effects might differ from case to case and towns not always care about the target. What sizes do your towns have?

Some effects with lower factors might be caused by round the numbers.
You can also activate logging in the settings, to see what's going on.
James 15 May, 2020 @ 11:58am 
They vary from 62 to 749. On the whole the bigger towns are more likely to keep growing, although that’s not always the case. I don’t think the towns completely ignore the target population. One town had a definite jump in population when I supplied it with some goods. However, there are other towns where goods have been provided and the population has remained completely flat.

Looking at the total map population, from the moment I activated the app, population (which had been increasing steadily) fell 6% in 5 years. It then rose 5% over the next 13 years. It then stayed completely stable for the next 10 years (the high and the low during these 10 years are just 19 people apart). I’ll play the map a bit longer to see what happens but I suspect the population is ‘stuck’ now, regardless of how many more transport connections I make.

I’ve activated logging in the settings too, so I’ll see what it shows.

.
VacuumTube  [developer] 17 May, 2020 @ 9:03am 
You could also change the Factor and wait some years and observe the effects
Caesium-137 19 Jun, 2020 @ 9:58pm 
Hello, may I ask will it automatically increase land use? I have pop. factor = 3.00 and want to make a small town, so I set the land use = 50 : 50 : 50. However, when I re-open the land use editor later, it went up again and again and at last reach around ~230 and even residential tall buildings (SKYSCRAPERS) are built. Is there any way to fix this (control the unstoppably-growing population)? Thanks!



Thank you very much for all the mods!
Last edited by Caesium-137; 19 Jun, 2020 @ 9:59pm
VacuumTube  [developer] 20 Jun, 2020 @ 1:00am 
The land use values (base values) are not changed by this mod.
The filter is global for the current game.
80810402 9 Dec, 2020 @ 6:58am 
There is a bug in using this mod,the final population is just (initial population)*(percent of private transport - percent of quality)*2,other factors are directly ignored for population growth.
VacuumTube  [developer] 9 Dec, 2020 @ 7:33am 
How do you prove that? This is not how the mod works.
80810402 10 Dec, 2020 @ 1:48am 
I choose different cities, through changing the different factors, come to the above conclusion. You can choose any city and test my conclusion.——final population is just (initial population)*(percent of private transport - percent of quality)*2
VacuumTube  [developer] 10 Dec, 2020 @ 12:42pm 
how could you think, this applies for all cases? I didn't implement that formula (couldn't even)

first things first:
initial size + all the rating (+ or -) percentages = target size
This should always be exact.

Now, the real population should equal about the target.

With population factor, the real population should be the factor of the target (see town window on mod site). It may take a while, when numbers change, and if real population is still different, I can't tell you why because no one understands the game town building algorithm.
Last edited by VacuumTube; 10 Dec, 2020 @ 12:45pm
Zargon 31 Dec, 2020 @ 6:42am 
Originally posted by lcyrrjp:
Thank you very much for making this mod, which is exactly what I've been looking for. I'm having a little trouble with it at the moment though, and would appreciate some help.

I applied the app to an existing saved game and set a population factor of 0.7. Some of the towns behave as I expected them to - after a period of adjustment as new buildings with smaller capacity appeared, they settled into a pattern of the actual population being about 70% of the target population.

Other towns, after the initial dip in population, don't grow at all, regardless of what happens to the target population. I have towns where the actual population is less than 40% of the target population, and not growing. From observation, these towns do build new houses to replace existing houses with more modern ones, but don't expand the number of houses.

I thought this might be temporary while buildings renew, but I've left it 25 years and there's been no change.

I have quite a few other mods applied but none which affect population. Just vehicles etc.

Any help would be greatly appreciated.

Thank you.


Hello

The description given here is also what I myself notice in my current map using the mod: all of my towns remain at the elevated initial value and do not grow to the target value when this increases through improvements or deliveries. The way I see it the town just starts with x times its initial population but does not grow at all anymore.
SethToast 29 Jun, 2022 @ 6:07pm 
https://steamhost.cn/steamcommunity_com/app/1066780/discussions/0/3413180683581517896/

I made a thread regarding an issue I had. It turned out that the issue went away after uninstalling this mod. Felt like putting this here for anyone else experiencing this.
VacuumTube  [developer] 30 Jun, 2022 @ 1:12pm 
Thanks, this has been mentioned before.
The cause is not obvios to me, as this mod only adapts "personCapacity".
Sounds like another ugly hardcoded thing, probably cargo demand depending on persons.
In townbuildingutil.lua the Com/Ind stocks should be setup and be independent from personCapacity.
TheGoodBoy 8 Jul, 2022 @ 5:59am 
i have the problem that i have mod installed but i can´t edit the mod settings because the mod wasn´t in the editor. I don´t know why but the mods i installt aren´t in the mod folder from the game and i don´t want to copy the filles of all my mods can anyone help me?
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