Transport Fever

Transport Fever

Wagon Speed and Cost Balance v1.1
34 kommentarer
JetSmooth2000 14. sep. 2020 kl. 18:05 
Any plans for a TPF2 port?
Proud Wingman 17. dec. 2019 kl. 0:59 
Any chance for a revival for Transport Fever 2?
Rafn 4. dec. 2019 kl. 8:42 
Will you convert this to transport fever 2?
General Secretary Undertaker 26. okt. 2019 kl. 13:47 
Nicky mix the crazy tracks mod with it and boom high speed freight trains and passengers trains with cars older than dirt
Nicky 8. sep. 2019 kl. 3:19 
This is an excelent mod, i was always annoyed of how much the wagons were costign in maintenance.

However this mod makes the game way too easy. I'm playing on hard difficulty and i have no problem making millions even with stupid train lines.

I think you need to increase the cost of all the engines as well by a significant percent.
proteus124 7. jan. 2019 kl. 2:22 
Great mod, is there one for engines?
rage2014  [ophavsmand] 18. aug. 2018 kl. 9:49 
Thanks Umbra for the tip.
Zargachi 15. aug. 2018 kl. 23:27 
i solved my ploblem with the super price in the wagons.... to solve that i just put this mod as the LAST one to load, this make any wagon have 1000km/h but with "normal" prices
Rafn 1. maj 2018 kl. 18:50 
This mod does not change the -1 value. It changes the formula used to calculate the cost when something is set to -1 and does not factor in speed.
BGR 1. maj 2018 kl. 12:31 
Subsequent mods may change the cost value back to -1. If that happens would'nt the game make the cost of a vehicle outrageously high because the topSpeed is set to 1000km.
Ozgamer 16. apr. 2018 kl. 23:50 
the base game carriage at 1850 was charging me like 1m for a wooden carriage, wtf? your mod fixes that, instead now it cost me 79k, so thanks for a great mod.
Zargachi 12. feb. 2018 kl. 6:45 
for some reasom the game now is calculating the price of the wagons with the speed so a passager car in 1850 is costing 34.5M.... please fix that. (PS: the passager car is from the base game not modded)
Rafn 26. juli 2017 kl. 9:16 
Great mod - can't imagine playing without it :) One issue I noticed however is that the cost calculations are not applied to OnionJack's Finish wagons.

I tried figuring out how to fix it on my own, but I don't know much about scripting - looking through the MDL files for the wagons, they appear to have the railVehicle and transportVehicle properties which I think is what your mod checks for? The speed and cost remain unchanged however. Not sure what, if anything, you can do about it - but I am hoping you can come up with something or atleast tell me what to change in the MDL file for the wagons :)
Kinami 7. juli 2017 kl. 17:21 
Can you make a version that just balances the cost please?
rage2014  [ophavsmand] 12. maj 2017 kl. 16:31 
This modis adjusting cost only. It does not affect weight management.
Gfurst 9. maj 2017 kl. 20:24 
So let me ask you, with the weights rebalance done in the last game patch (apparently cargo takes weight?) doesn't it also throw the balance out for the mod?
rage2014  [ophavsmand] 28. feb. 2017 kl. 6:22 
Thanks for the bug report, I will investigate it and post back If I am able to reproduce your issues.
ebigunso 3. jan. 2017 kl. 0:31 
I have a bug report. I have some sounds missing in my game, with this mod active. It doesn't happen with the stock game so I suspect it is a mod's doing, and this one is the most suspicious. It is the only mod that affects all trains rather than just adding a single asset or so.

The missing sounds are, steam locomotive's startup sound sequence, and the sound of wagons rolling.

Just for reference, here is my entire mod list of the game I encountered the issue in:
-Left/Right Cargo harbor (note:I had no harbors built yet when I encountered the issue)
-More Multiple Units (note:I was at 1890s without any of the mod assets unlocked at the time of issue)
-Snow Mountains
-JR Companies Logo Set
-Wagon Speed and Cost Balance v1.1 (this mod)
rage2014  [ophavsmand] 25. dec. 2016 kl. 13:53 
@elbigunso if the mod you are talking about uses the speed of the unit to calculate costs then it will yield to unpayable costs for mods. It will depend on which order do you load the mods in the mod manager.
ebigunso 25. dec. 2016 kl. 10:50 
How will this work with "Auto Balance for Vehicle Mods" mod? Will it conflict?
rage2014  [ophavsmand] 23. nov. 2016 kl. 18:35 
@Christoph, thanks for your comments. Enjoy!
Christoph 23. nov. 2016 kl. 16:40 
@rage2014 this is absolutely wonderful. I've edited out the 1000 kph speed limits on the copy of the mod I'm using, but the cost rebalance is SOOO nice. Thank you so much!
rage2014  [ophavsmand] 22. nov. 2016 kl. 8:04 
@Gfurst because the equation that I created will yield to resulting costs that fall well below the cost of construction and operation of the locomotives.

I created an equation that yield to believable costs for modern units yet working better than vanilla for early wagons.
Gfurst 22. nov. 2016 kl. 8:01 
So can you explain a little better the results here?
Wagons have limitless speed limits (might as well limit to 360 since its the max), and also have their costs reduced but still proportional to weight and capacity? So how come the price will be predominatly driven by the locomotive?
captain403 20. nov. 2016 kl. 14:39 
Ok Thank you.
rage2014  [ophavsmand] 20. nov. 2016 kl. 8:22 
@captain403 It will affect all vanilla wagons and most mod wagons (providing they have been programmed in standard wagon nomenclature). If the mod wagon have a call for "engines" within the lua code it will be by-passed by this mod.
captain403 20. nov. 2016 kl. 6:28 
Would this affect any mod wagons or only the vanilla ones?
rage2014  [ophavsmand] 19. nov. 2016 kl. 8:42 
New Version 1.1 corrects the bug with the EU 1850 Stake Car which was not being modified.

This version is also published in the downloads section of "https://www.transportfever.net" under the "Transport Fever / Scropt Mods" cathegory.
aNyyMORE 19. nov. 2016 kl. 4:40 
Thanx, i dont mind wagon speed but upkeep is absurd, few wagons costing more upkeep than engine, pretty absurd :I
rage2014  [ophavsmand] 18. nov. 2016 kl. 17:48 
@anyymore I will find a way and post the instructions here.
rage2014  [ophavsmand] 18. nov. 2016 kl. 17:47 
@dr*hazet: Yes, that is weird, I will review the mdl file for that wagon to understand why the mod is not processing it.

@code: Absolutely, feel free to adapt to your liking. Regarding the equation., yes, I created it from scratch. Originally I only wanted to change the speed but realized that the game will scale all costs depending on the speed and resulting in 10-15 million per wagon. This is why I needed to create a formula to recalculate the costs. I prefer a formula to apply accross all cars over manually editing several values for each car.
halzet 18. nov. 2016 kl. 13:30 
You've missed the EU 1850 stake car with changing the costs. It still costs >200k.
Code 18. nov. 2016 kl. 9:13 
Nice mod, thanks for sharing it! Can I use it as a template for my own private cost adjustment mod? Also, I took a peek under the hud; are the formulae for price and running costs your own creation or are they based on other, maybe even the original formulae?
aNyyMORE 18. nov. 2016 kl. 2:19 
mod i was waiting for,could you upload somewhere GOG people can access?