Transport Fever 2

Transport Fever 2

Town tuning
208 kommentarer
lollus  [ophavsmand] 29. aug. kl. 8:39 
The geometry, new destinations etc can slightly improve performance. This mod is about towns and also about performance, which are inextricably linked in the game.
leftbehind 28. aug. kl. 17:21 
I freaking love this mod!

One suggestion: I only use it for setting cargo needs, but there's all those sliders and stuff at the top of the tab panel. Could an "Advanced..." button be added to toggle visibility of those settings; when "hidden" only the Cargo needs section would be displayed.
joshwiz23 17. apr. kl. 14:19 
what does the geometry, new destinations, faster town development interval, ai streets cross at various corners settings do?
joshwiz23 17. apr. kl. 14:16 
is this comatible with performance tuning?
lollus  [ophavsmand] 8. apr. kl. 14:01 
Что за бессмысленный комментарий. Проблема, вероятно, кроется в компьютере.
Симбирский 8. apr. kl. 3:15 
вылетает игра с этим модом
PzSniper 12. jan. kl. 16:49 
Ah did not knew! Cool
lollus  [ophavsmand] 10. jan. kl. 14:59 
If you take ownership of roads, they will stop spawning side roads.
PzSniper 10. jan. kl. 9:50 
Thanx but i mean INSIDE the city AI spawn many ugly road intersection LOL
lollus  [ophavsmand] 10. jan. kl. 6:49 
You can take ownership of roads to prevent side roads spawning; I don't think the game allows more than that.
PzSniper 5. jan. kl. 8:45 
how can i control road intersection?? AI spawn too many
quanquan 1. dec. 2024 kl. 18:04 
Can the increase in demand due to the increase in years be added?
𝐎ᥣᑯ𝐑𝖾ᑯ𝐅ⱺ𝗑 10. nov. 2024 kl. 22:30 
Can I disable diners with this mod?
Malý Mladý 28. okt. 2024 kl. 12:32 
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. okt. 2024 kl. 14:17 
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  [ophavsmand] 27. okt. 2024 kl. 13:26 
No I am afraid not. Destroy and rebuild the town with the sandbox.
Taylor 26. okt. 2024 kl. 18:13 
i deleted all shops in my town its 0, will this mod bring them back?
lollus  [ophavsmand] 22. okt. 2024 kl. 10:56 
I think the game sets a minimum per building and we cannot undercut that.
DownerDan 20. okt. 2024 kl. 3:21 
As an example: at default setting "0" a town demands 1000 goods. At setting "---" it demands around 600-700.
crogiez 20. okt. 2024 kl. 0:25 
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  [ophavsmand] 13. okt. 2024 kl. 16:57 
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. okt. 2024 kl. 12:25 
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 kl. 10:23 
Thanx, you're the best! :steamthumbsup::steamthumbsup:
lollus  [ophavsmand] 11. sep. 2024 kl. 11:34 
OK added the tooltips.
MisterHamstring 10. sep. 2024 kl. 7:37 
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  [ophavsmand] 1. sep. 2024 kl. 15:30 
It's in the mod settings, before you start a game.
Kinowa ベース 31. aug. 2024 kl. 20:57 
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  [ophavsmand] 13. aug. 2024 kl. 12:50 
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 kl. 14:48 
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  [ophavsmand] 15. feb. 2024 kl. 1:38 
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 kl. 1:28 
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 kl. 20:55 
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 kl. 19:00 
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 kl. 20:52 
Okay, thank you for your quick answer.
lollus  [ophavsmand] 3. sep. 2023 kl. 12:51 
No it's not, there would be conflicts.
BeNii13 3. sep. 2023 kl. 0:50 
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  [ophavsmand] 7. juli 2023 kl. 6:44 
Remove anything that tampers with town capacities. I added lots of features so I am not going to miss any of those.
andrew 6. juli 2023 kl. 8:29 
any known conflicts?
lollus  [ophavsmand] 6. juli 2023 kl. 7:31 
You may have other mods that compete with this. Remove them.
andrew 6. juli 2023 kl. 2:49 
hi when i change a town industry it works fine but after a while it all reverts back any ideas?
lollus  [ophavsmand] 16. juni 2023 kl. 15:09 
It is in the mod settings before you start a game.
HenryStark89 16. juni 2023 kl. 14:22 
Where can I find the bar for avoiding skyscrapers?
lollus  [ophavsmand] 7. juni 2023 kl. 4:09 
Ask UG to allow this. The more we ask, the better.
Oldhip 7. juni 2023 kl. 3:57 
Shame we cant control each town on there own.
lollus  [ophavsmand] 19. maj 2023 kl. 13:50 
"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. maj 2023 kl. 3:28 
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 kl. 17:16 
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  [ophavsmand] 8. apr. 2023 kl. 13:54 
If they answer, kindly copy it here.
hannebambel002 8. apr. 2023 kl. 13:23 
@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 kl. 14:32 
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.