Transport Fever 2

Transport Fever 2

Plebs Magneteer
31 kommentarer
com.lion 3. juli kl. 12:14 
thx for the advice
kamykaze13  [ophavsmand] 30. juni kl. 7:30 
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  [ophavsmand] 30. juni kl. 7:26 
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. juni kl. 5:10 
Hi, Whats the best Magnet for a Touristspot (Castle on a Hill)?
CC Johnson 23. juni 2022 kl. 14:10 
Ok, thanks.
kamykaze13  [ophavsmand] 23. juni 2022 kl. 13:38 
I think it's set to 50 plebs per item.
CC Johnson 23. juni 2022 kl. 0:15 
Hi. Thanks for your work. How many places does one magnet provide?
kamykaze13  [ophavsmand] 21. aug. 2021 kl. 14:42 
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 kl. 11:53 
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  [ophavsmand] 19. juni 2021 kl. 2:09 
@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. juni 2021 kl. 14:22 
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 kl. 2:15 
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 kl. 13:12 
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 kl. 8:07 
@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  [ophavsmand] 28. feb. 2020 kl. 7:51 
Yes, that's correct.
Froggy_NL 28. feb. 2020 kl. 6:15 
@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  [ophavsmand] 14. feb. 2020 kl. 21:00 
It's set to generate/accept up to 50 plebs, but only pedestrians.
Flatline 12. feb. 2020 kl. 16:13 
This generates lots of people, but little to no cars appear. Any tips for making more cars show up.
neldot 3. feb. 2020 kl. 3:31 
Thanks, this is just what I was looking for, I will try it to simulate touristic destinations in my custom maps.
kamykaze13  [ophavsmand] 12. jan. 2020 kl. 2:28 
no
RenX 10. jan. 2020 kl. 22:24 
Does this generate/attract cars?
kamykaze13  [ophavsmand] 31. dec. 2019 kl. 8:36 
An additional info: if it's not appearing in your cities destinations tab, try sending some transportation to it and it should appear.
kamykaze13  [ophavsmand] 31. dec. 2019 kl. 8:05 
Thank you and happy new year to you too.
Starbucaneer 31. dec. 2019 kl. 8:03 
Ok and thank you again. It will be very useful :steamhappy:
kamykaze13  [ophavsmand] 31. dec. 2019 kl. 8:00 
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 kl. 7:53 
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  [ophavsmand] 29. dec. 2019 kl. 13:25 
See the changelog. I added an ingame description and options for plebs generation and model selection.
Thoromir 29. dec. 2019 kl. 12:58 
Sorry, but what have you changed now? :-)
kamykaze13  [ophavsmand] 29. dec. 2019 kl. 3:17 
changed now :P
kamykaze13  [ophavsmand] 29. dec. 2019 kl. 2:09 
It only attracts existing ones. No generation.
Thoromir 29. dec. 2019 kl. 2:06 
Does the Magneteer create additional Plebs or does it redirect the existing Plebs to visit the Magneteer?