Euro Truck Simulator 2
More Jobs per City
Hi, is there any good MOD you know that add more jobs per city? from a city to have more delivery options to more cities, companies, distances, cargo type, etc. Thanks.
< >
Сообщения 1630 из 44
Автор сообщения: micha
Ah, I never thought about it that way - each job actually is a real physical trailer in the yard..

But that shouldn't apply to cargo jobs (ie, player-owned trailers).

As for me, I'd be _very_ happy with some sort of integrated "Virtual Speditor" mod. Or even a mod which just regenerates jobs without time passing (effectively giving you "more jobs" just without the option of seeing them all at once).

I'm so bleeping sick of waiting for the game to generate -any- Munich-to-Vienna job right now that I've temporarily stopped playing and moved onto other games.
I do feel ya! man. Been there...
@micha the cargo jobs are generated from a list of ten seed values (which are actually future times in the game's minute based time continuum) and since you don't see the cargo that is to be loaded then all you need is an empty bay to pull up to. As to your anguish over the jobs you are after not showing up, mentally I just shrug and go do something tangential, whilst keeping an eye open for the job(s) I'm after. I completed the French Eco stuff that way, and Industry Standard in the Batlcs - some times those jobs showed up and weren't in reach, so rinse and repeat, other times they cropped up when I actually wanted something else (I completed Industry Standard all the way from Corsica because the final piece of the puzzle popped up the first day I landed on the island to explore)

@metpei Freight Market jobs are always there on the yard and if you go away and come back again during the lifetime of those jobs they will be in the same slots. WoT jobs materialise/dematerialise before your eyes.
def/cargo/cargo_name.sii
cargo_data: cargo.aromatics_m { name: "@@cn_aromatics@@" fragility: 0.5 adr_class: 3 group[]: refrigerated volume: 1 mass: 129.274 unit_reward_per_km: 0.23205 unit_load_time: 30 body_types[]: _lowbeelcale prob_coef: 5.0 }

That last line in bold isn't a default entry in cargo data, but it does exist. Max at SCS Forums posted this tip about cargo spawning. The default value is "1.0" which means the probability of a job for that cargo appearing. I added that prob_coef attribute which increases that probability by 5. I see a lot more jobs more frequently for my Maxicube trailers since adding that line in the trailer mod.
Good luck.
Автор сообщения: room217au
def/cargo/cargo_name.sii
cargo_data: cargo.aromatics_m { name: "@@cn_aromatics@@" fragility: 0.5 adr_class: 3 group[]: refrigerated volume: 1 mass: 129.274 unit_reward_per_km: 0.23205 unit_load_time: 30 body_types[]: _lowbeelcale prob_coef: 5.0 }

That last line in bold isn't a default entry in cargo data, but it does exist. Max at SCS Forums posted this tip about cargo spawning. The default value is "1.0" which means the probability of a job for that cargo appearing. I added that prob_coef attribute which increases that probability by 5. I see a lot more jobs more frequently for my Maxicube trailers since adding that line in the trailer mod.
Good luck.
Danm bro! i really wish to knw how to do any of that! but thanks that sounds awesome!
Автор сообщения: The Pitts
@metpei Freight Market jobs are always there on the yard and if you go away and come back again during the lifetime of those jobs they will be in the same slots. WoT jobs materialise/dematerialise before your eyes.
I can't find now example, so maybe it was WoTr or mod :lunar2019smilingpig:
Автор сообщения: WEXLER24000
Danm bro! i really wish to knw how to do any of that! but thanks that sounds awesome!
Is it just the default trailers and cargo you want to see more of?
I'm off to work soon but I can write a mod for the default cargoes tomorrow and post it on Workshop.
No harm in tryin', right?
Автор сообщения: room217au
Автор сообщения: WEXLER24000
Danm bro! i really wish to knw how to do any of that! but thanks that sounds awesome!
Is it just the default trailers and cargo you want to see more of?
I'm off to work soon but I can write a mod for the default cargoes tomorrow and post it on Workshop.
No harm in tryin', right?
OMG dude! Ofcourse not! for real??? That'll be awesome! I can test as soon you make it.
Отредактировано elWexler; 21 фев. 2020 г. в 16:52
Автор сообщения: room217au
[
Is it just the default trailers and cargo you want to see more of?
I'm off to work soon but I can write a mod for the default cargoes tomorrow and post it on Workshop.
No harm in tryin', right?
You propably know too is there any possibilities to remove SCS cargo or at least box trailers minimum?!
Автор сообщения: metpei
You propably know too is there any possibilities to remove SCS cargo or at least box trailers minimum?!
In the same files I mention above, you will see the attribute:
body_types[]
I assume you can comment out (ie. # or // at the beginning on any line) the body_types you don't want to see?
Автор сообщения: WEXLER24000
OMG dude! Ofcourse not! for real??? That'll be awesome! I can test as soon you make it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2004462589

You'll prolly have to sleep a couple of cycles to see any changes.
Let me know how it goes. It might be my imagination that it's actually generating more cargo jobs :)
Отредактировано room217au; 22 фев. 2020 г. в 9:29
Автор сообщения: room217au
Автор сообщения: WEXLER24000
OMG dude! Ofcourse not! for real??? That'll be awesome! I can test as soon you make it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2004462589

You'll prolly have to sleep a couple of cycles to see any changes.
Let me know how it goes. It might be my imagination that it's actually generating more cargo jobs :)
WOW Dude! I'm On it rn!
It may not be working as intended. It should be noted here that 'probability' is the key. There's no guarantee of any particular trailer/cargo appearing at any given moment.
I know, for example, that in ATS the Oversize Cargo DLC "Pilot Boat" cargo is extremely rare so there IS coding that governs this situation.
Автор сообщения: room217au
Anyway, mod deleted.
Ye, did't worked (for me at least) however Thanks for the disposition man. that was a nt
< >
Сообщения 1630 из 44
Показывать на странице: 1530 50

Дата создания: 16 фев. 2020 г. в 17:51
Сообщений: 44