Transport Fever

Transport Fever

116 ratings
Cargo Generator
 
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Building: Town Building
Misc: Script Mod
File Size
Posted
0.852 MB
Jul 1, 2018 @ 6:50am
1 Change Note ( view )

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Cargo Generator

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Description
Cargo generators

This mod allows you to generate a different number of any cargo at any place on the map. Simply choose the type of cargo, the amount of cargo in YEAR, plop the generator in the chosen place. That`s all, you`re amazing! :)

Mod can be found in "Track assets" menu, in "Tools" category.

This mod contains only standard cargo from the original game! If you are looking for a generator for cargo from Industry DLC, check here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1687764826

If you want to have generators for all cargo, both standard and from DLC - subscribe to both mods!

Features of the mod:
1) This mod is similar to the mod "Cargo Magnet", but have the opposite function. If the magnets have only "receiving" function, then the generators have only "send" function.
2) You need to plop generators near the road, just like buildings spawns. Also you can plop it ON the road, or on the station. But not in the middle of nowhere. Magnet need connection to road system, by which cargo moves.
3) Generator can be destroyed at any time, also it can be upgraded to any size or cargo type.
4) However, mod can not be removed from savegame until you remove all generators from map. Just keep in mind.
5) In order for the generator to work, it must be connected by a transport line to any consumer of the cargo: industry, city or relevant cargo magnet. Generators will not produce loads "to nowhere".
6) Please note, that it takes a few month before magnet will "make order" and cargo will start to spawn on appropriate industries. And a few years (!) before production becomes stable. It`s game mechanics, you know.
7) In the later stages of the game, when there is a lot of transport, cargo and people on the map - when you trying to build, upgrade or demolish generator, the game can slow down and lag. Yep, this is unpleasant, but not critical - just wait until the game resumes.

Ways to use:
First of all, cargo generators are a good addition to Cargo Magnets. Working in a bunch, they create a completely working cargo chain. Now you can deliver cargo from anywhere to anywhere and in any quantity! You can build plants, factories or farms out of assets, and then make them "alive" and absolutely functioning with the help of generators. Or you can diversify the list of goods produced by in-game industries. You can bring more realism to your industrial zones in cities, forcing them not only to consume cargo, but also to produce it! Now your cities can provide themselves with everything they need or exchange cargo with each other. You can also simulate the export of cargo from somewhere on the edge of the map, or just boost some of your cargo lines and make them profitable etc. There are a lot of options, it all depends on you.

Advantages of using Cargo Generators:
- it has a more flexibility than manual construction of industries. So, you can generate any cargo (raw mat-s or final products) without the need to create full production chain;
- Together with the cargo magnets it makes possible to easily and quickly create cargo line wherever you like;
- You will get a stable production and use of your lines, without any stops;
- You can choose amount of cargo - from a few units to "OVER9000!" (actually, no - just up to 8192 so far, but it`s A LOT), and you can plop as many magnets as you want;
- Generators are small, compact, without collision, can be built wherever you want, and also at any time can be converted to a different size/type of cargo;

A few more words about:
Some people will call this mod (however, like magnets) a cheat, and they will be right. Yes, indeed, this mod breaks the basic principles of the game and can greatly facilitate/accelerate the process of development and earning money. But that`s why mods exists, right? Someone just don`t want to wait 30 years, while his railway line will become profitable. Someone is tired of struggling with stopping production and empty lines, and wants to create a small but stable flow of cargo without failures. And someone (as I, for example) likes to build cities and industries manually, out of assets. And at the end of construction, of course you`ll want to make your creation not only beautiful, but also useful, working, "alive" ... Generators and magnets will help you in this! So use it wisely, be creative, don`t forget to rate, and ask me if you have some questions.

Have a great success and big profits ;-)
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54 Comments
Max Well  [author] Oct 5 @ 3:20pm 
@jan.lemke92, hmm, let's check something:
- are you sure that you choose the same type of cargo in magnet/generator?
- are you sure that cargo vechicle can carry this type of cargo?
- did you build excacly cargo stations (not passenger)?

Also you can try to increase amount of cargo per year in magnet and generator.
jan.lemke92 Oct 5 @ 9:37am 
Super Mod. But with me no charge is generated. I put the Cargo Generators right next to the road and freight yard and at the receivers the cargo magnets. Trains also run between 10 and 20 minutes. But nothing is generated. Even after InGame years nothing happens.
Max Well  [author] Sep 9 @ 5:38am 
@[SVK] Andrej, good to know. You're welcome :steamhappy:
[SVK] Andrej Sep 9 @ 1:23am 
It works fine, thanks man. After like 60 minits I finnaly did it. And it works.
Literally Obama Aug 12 @ 6:36pm 
I have zero idea on how this works
Big Bad Wolf Jul 2 @ 11:36am 
Шикарный мод. Спасибо!:steamhappy:
Platypus540 Apr 23 @ 11:30pm 
btw the link to 'cargo magnet' mod in the description is broken :'(
Platypus540 Apr 23 @ 11:26pm 
Absolutely brilliant mod, no idea how it took me this long to find it! Basically makes assets a useable part of the game for me lol
Infriga Mar 21 @ 4:28pm 
Don't know how I missed this but thank you very much!
dsquires53 Mar 20 @ 12:16pm 
Thanks max, i look forward to using them