Transport Fever

Transport Fever

97 ratings
Automotive industry
   
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Building: Industry
Tags: Cargo
File Size
Posted
Updated
7.114 MB
Aug 19, 2018 @ 4:45am
Jan 4, 2019 @ 8:01am
2 Change Notes ( view )

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Automotive industry

Description
This mod adds a car factory to TPF, it requires either 2 units of steel or one unit of plastic and one steel each for production. From the input the factory creates the new freight type vehicles, which is consumed by the shops of the cities.

The cars can be transported in all vehicles that can load machines (except ones with compartments, because of missing script knowledge). New vehicles are not included, as covering all epochs would have been a huge amount of work.
If you are interested, you can add the new cargo under the name "VEHICLE" to your vehicle or industrial mod.

May be incompatible with other industry mods.


Disclaimer:
Please contact me, if you want to use files of this modification.
Uploading this modification in whole or in part on other sites is prohibited.
I accept no responsibility for damages to software and hardware.
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45 Comments
davidrussell52 Oct 8 @ 1:22am 
Hi Zukzf , this is a very interesting mod and one I have waited for since the start, I do hope it goes up very soon and it will add a new dimention
Yeol Oct 3 @ 9:31am 
Thanks!
zukzf  [author] Oct 3 @ 8:26am 
@Yeol Sure, go ahead
Yeol Oct 1 @ 1:20pm 
Dear Zuksf, I would like to use parts of your mod (eg the car models) to implement in my Industry mod in Transport Fever 2 (Senseless Industries). May I use parts of this mod, mentioning the source? Best regards,.
DPT Wanderer (new LP) Sep 6, 2019 @ 11:29am 
well albert you could say that they are manufacturing horse drawn vehicles (and then later move to automobiles)
Albert Pietrosanu Apr 10, 2019 @ 4:14am 
These mode is active in 1850... no god, you ken make an update to fix that?
Taylor47 Feb 23, 2019 @ 6:52am 
Don't see it on the map. Anything you have to do other than subscribe?
darren67 Jan 17, 2019 @ 5:46am 
Awesome! I love it...thanks for sharing your hard work.
kroki307 Jan 7, 2019 @ 10:07am 
Die ganze Disskusion hier bringt eigentlich nicht so viel, weil es trotzdem nicht funktioniert, kann das bitte jemand in einem Tutorial zusammen fassen und für jederman verständlich beschreiben.
Plotzenhotz Jan 4, 2019 @ 8:53am 
Gerade getestet. Residental verhält sich nun wei erwartet.

Allerdings haben jetzt Commercial gebäude mit nur "Person" plötzlich einen Cargo Demand - immerhin der richtigen Kategorie.

Bei Plop Town Buildings kann mna ja Cargo und Personen Demand setzen.

Du müßtest noch abfrgane, ob für ein Gebäude Cargo !=nil ist und entsprechend min/med/max auswerten.

Liebe Grüße und vielen Dank für deinen Mod.