Transport Fever

Transport Fever

68 ratings
Cargo harbour - perpendicular, "modular"
 
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Station: Cargo Harbor
Tags: Harbor, Harbour
File Size
Posted
4.249 MB
Apr 28 @ 12:04pm
1 Change Note ( view )

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Cargo harbour - perpendicular, "modular"

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Description
Beta/proof of concept.

I've always wanted a cargo harbor where the quays are perpendicular to the shore, like, y'know, a real dock.

So this is an ugly proof of concept for which I still need some help, but the basic thing actually does work - like you can see on the image.

Each module is either "main" or "extension." The only difference between main and extension is the building and the main street connection on the landward side.

Every module has a single pier with a terminal on either side.

Every module counts as a separate station - nothing you can do about that.

For each module, you can chose to have a left or a right connector, or both. This allows you to connect another module.

Placement of the five-module port in the image was a little fiddly, but all five connect to each other, and to the the truck station. This enables a much more realistic port.

=== to do ===

I'm still having a few issues controlling collisions with roads and other buildings - this is mostly tweaking.
I'll add some clutter back in at some point - I decided this was worth uploading once the cranes were on, but there's always more stuff...

=== help needed ===

If you love making 3D models, and want to prettify this mod, please let me know. I've created it by deforming the meshes from the vanilla game so they look "okay from a distance." I don't have time to learn Blender right now.

I can't work out how to force shipping routes to route around the piers. If anyone knows how to do this, I'd be very happy to learn! In the mean time, this won't happen often if you use these modules on the coast. And it only happens if there's a route that passes the port without stopping.
Popular Discussions View All (1)
4
May 11 @ 10:30am
Bugs and Conflicts
SPQR
< >
18 Comments
bihlbo May 11 @ 12:08am 
I love it! When prettifying the mod, I wouldn't mind the option of the station taking up more real estate, more like the vanilla stations. It gives it more of a weighty feel, and sometimes that's attractive. Maybe a "station extension" with a vehicle depot attached.
SPQR  [author] May 7 @ 10:28am 
@Dylan I've added another image that shows my mod playing nice with Gwinda's in controlled conditions (only other mods present is the UG no costs mod). Head over to the "bugs and conflicts" discussion (above the comments section) to discuss this further
SPQR  [author] May 7 @ 1:39am 
@Dylan, thanks... Pretty much everyone else is too, so I'll spend a little time making sure they play nice together...
Dylan May 6 @ 9:18pm 
@SPQR Yeah, I forgot to mention I am also using the Left/Right cargo port mod.
SPQR  [author] May 6 @ 5:22pm 
"image." an image, not a link. It must be getting late...
SPQR  [author] May 6 @ 5:21pm 
@Dylan I just added a link above showing my test savegame with a route between my ports and vanilla ports. My test savegame only has my mod and the UG no costs mods active. The problem you're getting sounds like a bad scoping error in a script mod... check your other mods and see if you can find where the conflict arises.
Dylan May 6 @ 4:36pm 
With this mod enabled, I've noticed that the default port's are disabled. I can still place them, but I can't add them to a route. It's almost like they become just an asset.
SPQR  [author] May 1 @ 2:53pm 
@Mac compatibility with Industry DLC is not an issue, since this is just a port. The issues with the Flexport arise because it's not really a port, it's an Industry.
Mac May 1 @ 2:16pm 
is it full compatible to Industry DLC? If Yes, may give some tips to the modder from Flexport, he has problems to make his mod compatible to Industry DLC
Sir Meikel Apr 30 @ 8:48am 
Loved them at first sight - tried them - love them even more now. Fantastic idea and a great enhancement to how maps look. *thumbsup*