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The internals are NOT designed to expand into a city building and I'm hoping this won't be one.
These are different difficulties to solve
https://steamcommunity.com/sharedfiles/filedetails/?id=2538066706
The thing that it misses the most is zoning and better tools to control city growth to your liking; the Advanced Town Builder mod does a decent job subbing in, but it is obviously not as perfect as proper zoning - including tools to allow specific buildings to be built based on age and/or height.
Other city management tools are optional; I realize that for the developers they are not the focus of the game, and they can be subbed by modded assets. Consider TpF as a pure city builder and landscaper with public transport building tools, and CS as a city manager game; though, to be honest, not a very in-depth one anyway.
I did Clapham Junction which included London Waterloo and London Victoria and the surrounds [parks/housing estates etc.].
I did the Tower of London too [using excellent mods] and laid all the buildings/track/viaducts even the catenary masts and register arms etc. myself.
I did have youtube videos of this, but I have pulled all my vids as I don't like youtube/google.
No game cities or industries where used, just a blank map [like cs].
There are many building mods you can use and people magnets to spawn people. Some buildings have built in people spawns.
In sandbox mode you can lay your own industry etc. also more using mods.
You can even lay several 'cities' together to make one super city [game wise].
Performance can take a hit though [as it does in the normal game later on] when you have too many buildings close together in complex areas.
Population Factor does not need CommonAPI to work. It will work with CommonAPI for access to settings, but without CommonAPI, the settings can still be accessed in the settings.lua file and the mod will still work.
Yes I know that. But if you put in the incorrect values, it can mess things up.
Yes I really hope zoning can be included in Transport Fever 2 in the future!
Well, I've never used CommonAPI so I can't say how different it would be than editing the lua file. Maybe using CommonAPI makes edits fool-proof, I don't know. I do know I've never had a problem editing an lua file so I, personally, don't have a need for CommonAPI, as the Population Factor mod also doesn't need it, as you stated. That would be your preference, which is fine. Nothing meant against you in your preferences. Just trying to clarify the difference between need and prefer. :-)
Well to be correct then. The mod doesn't need CommonAPI. You need CommonAPI.
No, you do not need that, nor I ever used to change the mod settings, you can change the values yourself in the Settings.lua file.
Is just a matter of changing the factor - the mod default is 2 - to a value of your choosing. As per the discussion, it should be under 1.
The worst that can happen, in case you type something wrong, is:
- If you add or remove an extra digit, then you will notice the population rising or dropping very fast. It is just a matter of double checking for typos.
- A syntax error due to a typo elsewhere will simply result in the game CTD or similar, at most. To avoid this, you can always backup the file before modifying it yourself.
The mod itself is pretty safe and can be added or removed at will at anytime, although population will take some time to get back to vanilla values.
Hey einstein. It has already been mentioned!
What do you mean by that? Read the mod description!