Transport Fever

Transport Fever

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awesomepossum Feb 22, 2019 @ 10:52am
freight/cargo max distance?!
ok so im farly new to the game... did a few games up to like 1920ish, but i never liked how close everything is.. i want long routes with long trains ;/ .... so i started a game on that wiplash map.... and there is a max distance for cargo to travel? this is really upsetting ....

ive seen a few posts that came back from search and it seems 20km is the limit for cargo to transfer? there is no mod for this to allow super long routes?


for instance on the wiplash map i have oil from spittle flat shipped via ship to the oil refinery near mosquito bay, the tankers then take the fuel back to the oil depot where there is a train station that distributes the fuel.. it will go as far as meteor bay but not sawtooth or whishbone... there is no other oil on the map.. so im guessing there has to be a mod workaround for this?? i cant see someone puting this much work on a map and not knowing about a 20km limit without a work around ....

same problem with the steel mill in wishbone.. it wont bring the steel to the factory behind joburg... ;/

oil - > fuel routing

https://steamcommunity.com/sharedfiles/filedetails/?id=1663519774

fuel -> wishbone route

https://steamcommunity.com/sharedfiles/filedetails/?id=1663519272
Last edited by awesomepossum; Feb 22, 2019 @ 11:01am
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Showing 1-11 of 11 comments
Autocoach Feb 22, 2019 @ 11:01am 
There are usually two things that stop a very long route from working assuming the set up is correct and should work .

Poor frequency - difficult to say where the cut off is but if we are talking 20 mins you could be in trouble.

Customer/Supplier won't pay the price for delivery . There is a hidden max price willing to be paid for delivery which may well increase over time with faster trains . Price being ticket price x (distance + 7 x increase in height if any) x 2 for freight . Therefore if you don't wish to reduce the distance you can reduce the ticket price by parking a slow loco on a spur off the line as ticket price comes from the slowest vehicle on the line .

Also you need to rule out the cheaper options for this fuel because they will always be taken in preference.

Last edited by Autocoach; Feb 22, 2019 @ 11:03am
awesomepossum Feb 22, 2019 @ 11:03am 
so get the slowest train, add it to the line, but trap it somewhere so it dosent congest traffic and it might get them to use it with the faster trains?
Autocoach Feb 22, 2019 @ 11:05am 
Originally posted by wallabi:
so get the slowest train, add it to the line, but trap it somewhere so it dosent congest traffic and it might get them to use it with the faster trains?

Yes - this may work as the cheap loco will reduce the price increasing the possible distance .

Also you need to rule out the cheaper options for this fuel because they will always be taken in preference.

canophone Feb 22, 2019 @ 11:06am 
Originally posted by Autocoach:
Poor frequency - difficult to say where the cut off is but if we are talking 20 mins you could be in trouble.

Apart that frequency should generally be quicker than 20 minutes, I believe it's more to do with rate per year and infinite time! It is possible to trigger line usage at frequency with more than 60 minutes between vehicles. And of course, there's the maximum price, also when cargo prefers the cheapest set of lines to destination.
awesomepossum Feb 22, 2019 @ 12:15pm 
Originally posted by Autocoach:
Originally posted by wallabi:
so get the slowest train, add it to the line, but trap it somewhere so it dosent congest traffic and it might get them to use it with the faster trains?

Yes - this may work as the cheap loco will reduce the price increasing the possible distance .

Also you need to rule out the cheaper options for this fuel because they will always be taken in preference.


worked like a charm :) thx for the work around..

finally moving fuel the super long route :))

https://steamcommunity.com/sharedfiles/filedetails/?id=1663590135

work around depots :) ... just throw up a 1 way signal as they train leaves the depot.. works like a charm :)

https://steamcommunity.com/sharedfiles/filedetails/?id=1663617356
Last edited by awesomepossum; Feb 22, 2019 @ 12:43pm
Autocoach Feb 22, 2019 @ 2:09pm 
Could just pause the trains of course. What's with the 10 depots ?
awesomepossum Feb 22, 2019 @ 2:51pm 
i was thinking it would also add asthetics having a train yard somewhere.. then i remberd there all gonna be the same 1850 train.... lol. ill make it look nicer latter just wanted to makesure it worked.. maby get that round about depot mod also and maby make a re-skin mod myself that lets met select a visual of every train type but really has the stats of that 1850 guy ;/
genemead Feb 22, 2019 @ 3:35pm 
Maybe you like long trains going long distances, but the game doesn't.
awesomepossum Feb 22, 2019 @ 3:43pm 
yea.... and with the slow train on pause work around it just makes the profit for the trains u use on the route barely break even... :( but for things like getting the steel half way across the entire map to the workshop so it can supply machinery to the towns near it without the long distance work around it more than makes up for the loss..
RabbitRidge Feb 22, 2019 @ 8:14pm 
All that matters from my experience is what Sims are willing to pay for transport ticket prices under the current/purposed circumstances. Call me crazy but I use Frequency as a secondary consideration when trying to improve profits, not "The" determining factor. I can say with confidence Cargo generally has much higher Frequency tolerance than Passenger service overall in the vanilla game.

Edit: many factors such as time period, infrastructure, competing services, population size and preference distribution all come into play for consideration...but again this pertains to the vanilla game.
Last edited by RabbitRidge; Feb 22, 2019 @ 10:58pm
CashonWheels Feb 28, 2019 @ 5:58am 
This works like GOLD if you turn down the locomotives' speed setting to 1. I duplicated the .mdl of an old steam locomotive and did the speed adjustment while I was there I added no end date to the loco, plus got rid of the locomotives sound set and animations. I had a little used, long line that charged $1070 a mile. After I added the above locomotive its line's ticket price fell to just $107! That's an exact 90% discount for my captive customers! Now suddenly this train leaves full every time! Cities are get a 90-100% supply rating for goods and tools. Where as before I could barely get 40% for each.
But be warned if you are using NOT using pork barrels or the no costs mod this will greatly reduce the routes income.

In the future I plan to make a museum out of all the parked locomotives!
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Date Posted: Feb 22, 2019 @ 10:52am
Posts: 11