Transport Fever 2

Transport Fever 2

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Tansit Oriented Development
   
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Misc: Script Mod
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532.336 KB
20 feb 2022 om 10:35
17 jul 2024 om 22:35
4 wijzigingsnotities (weergeven)

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Tansit Oriented Development

Omschrijving
Encourages towns to focus development around stations.
There are two ways it does this:
1. In the background as part of the simulation, every few simulation steps (configurable) it will pick a random passenger station and send a command to develop the town in the vicinity. To mitigate potential performance impact, this is throttled at a configurable time interval.
2. You can actively command towns to develop around *all* your passenger stations! Note that on well developed maps this may cause a noticeable pause while development is executed.

Notes: This has no effect on the towns "target" size, instead the intention is to shift development towards transit stations. If you are aggressive with its use then you can get towns to temporarily exceed their target size, but they will shrink back down over time.

Update notes 1.1:
- Added feature for "smart" station selection
- Fixed bug of build while paused

22 opmerkingen
Thorin The Lukan 19 mei om 14:31 
Another crash caused by this once reaching a certain date when on a save. No clue why. https://drive.google.com/file/d/1UhCJAdy7tFW-UHXTEz980ynEu2uq4V9S/view?usp=sharing
♠Kn1gHtFuRy♠ 18 jul 2024 om 0:55 
Can you also fix the name of the mod? Should be 'Transit'.
okeating  [auteur] 17 jul 2024 om 22:36 
I have pushed a fix that should address these issues
WingusMcDingus 4 nov 2023 om 15:43 
stopped using this mod as it causes crashes
https://mega.nz/file/wAAwhRSK#uSuGyeyXeHA5YMacXVdzcSVc9MAzLsbqZ5bPLEjPMz8
thats the crash file
mattiasmun 18 jul 2023 om 5:25 
Hi.

I keep getting this message in the console.

Can you please look in to it?

An error was caught:
[string "res/config/game_script/transit_oriented_development.lua"]:41: stack index 2, expected number, received nil: not a numeric type (bad argument into 'sol::basic_object<sol::basic_reference<false> >(sol::basic_table_core<false, sol::basic_reference<false> >, ecs::Entity, scripting::ComponentType, sol::this_state)')

stack traceback:
[string "res/config/game_script/transit_oriented_development.lua"]:9: in function <[string "res/config/game_script/transit_oriented_development.lua"]:7>
[C]: in function 'getComponent'
[string "res/config/game_script/transit_oriented_development.lua"]:41: in function 'developNearStation'
[string "res/config/game_script/transit_oriented_development.lua"]:260: in function <[string "res/config/game_script/transit_oriented_development.lua"]:260>
[C]: in function 'xpcall'
mattiasmun 18 jul 2023 om 5:25 
[string "res/config/game_script/transit_oriented_development.lua"]:260: in function <[string "res/config/game_script/transit_oriented_development.lua"]:247>
okeating  [auteur] 27 mei 2023 om 11:01 
I have pushed an update that now does a much smarter selection, although the option to use the random method is still present. Build while paused is now fixed.
tsilaicosneknurd 25 apr 2023 om 8:37 
for instance, problem was, I was building a big train station and city grows into the area I wanted to build in. And deleting town building is way too expensive.
archie 25 apr 2023 om 8:14 
@tsilaicosneknurd The author mentioned sometime last year that the issue may be related to how Transport Fever handles it's own internal code, not the mod code itself. Though I don't really see how the towns developing while paused would be an issue, as that usually means more demand?
tsilaicosneknurd 25 apr 2023 om 7:43 
Same Problem as MaxCheng95 mentions.
deactivated the mod, because towns were growing while game was paused