Transport Fever 2

Transport Fever 2

335 ratings
Population Factor
4
2
6
2
3
   
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948.170 KB
Mar 26, 2020 @ 10:47am
Mar 29, 2020 @ 4:55am
2 Change Notes ( view )

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Population Factor

Description
This Mod changes the number of people in the game by multiplying the capacity of new town buildings with a factor.

Usage
  • If you start a new game with the mod or if you create a city with the generator, all buildings get the modified values directly
  • When adding to an existing savegame, the effect shows up after a certain time:
    While the AI is automatically renewing the town buildings, the capacities of new buildings will be adjusted accordingly and the total values are adapting over time
  • You can deactivate the mod at any time. The modified capacities of existing buildings will be maintained and new buildings will have the normal values again

Effects
  • After updating all buildings, the total values (population, commercial and industrial) should be higher/lower by the factor than the target value to which the town wants to grow
  • The number and appearance of buildings is not affected, only the capacity
  • The towns have therefore the same size and the same cityscape (amount of skyscrapers)

The Factor (default: 2)
  • You can change it in the Mod Settings, either using the CommonAPI or alternatively in the file settings.lua, each before loading
  • For more population, set the value > 1 (decimal numbers are also possible)
  • If you want to improve performance, set the factor to a value between 0 and 1 (e.g. 0.5 for halving the population)
  • With a value of 0, each building gets the minimum capacity 1

With the Mod Settings, you can also change the Town Develop Interval, which determines how often the AI builds buildings and streets. During testing, however, I couldn't really find out whether this has any influence at all.

You can combine the mod with the editor from sandbox mode to vary the city size. So you can e.g. create large cities that are not too crowded.
Popular Discussions View All (1)
14
Jul 8, 2022 @ 5:59am
Crashes / Issues
VacuumTube
121 Comments
FingernailsAreYummy Sep 4 @ 3:36pm 
how exactly do i reduce the population
VacuumTube  [author] Apr 30 @ 12:50pm 
I am pretty sure I did it that way for a reason, most likely the game cannot handle capacity 0. But if you wanna try it goto script file adjustTownBuildingCapacity.lua and comment out the lines:
if capacity<=0 then capacity = 1 end
N0neGiv3N Apr 29 @ 8:38am 
Is there any value that a user can input to get a building capacity to be 0 instead of 1? I just want the buildings to appear in my world without anyone in them so I can have the look of the city but without the people slowing down my world.

If I could auto generate cities with 0 capacity it would make a world building so much easier and less time consuming than plopping assets one at a time.

If I have to change something in the mod files I will do that, but I just need some guidance.

Thank you
W Nov 27, 2023 @ 9:01am 
Sadly Im with @Tuvka - even without overload stations. The number of goods or people is reduced very fast. With enough capacity and not long waiting time... The idea was good.
thebigbluesky Nov 5, 2023 @ 12:56am 
Tuvka, do you mean stations are overloaded? If the number is blue it means there is not enough 'storage' for passengers/cargo, which causes a slow loss of product. Pretty sure it's not a flaw with this mod, though. Click on your stations, click 'configure' and add more passenger/cargo storage.
Dramaticuser Oct 24, 2023 @ 12:55pm 
what's logging?
Apex Jul 25, 2023 @ 1:54pm 
Soooo, in theory, right? When I set the factor lower in the config, I *should* get bigger cities in the sense of number of houses, but pop should be the same. Am I right?
Tuvka Apr 30, 2023 @ 3:00pm 
Bro, awesome mod! Was...

The problem is that since 2020 there have been many changes and it needs to be updated for the latest version of the game.
That was the introduction, and now the problematic facts:
I don’t know how the mod now affects the development and filling of cities, but when it is installed, then:
1) Passengers quickly get tired of waiting for the train at the stations and leave
2) Goods in factories also get tired of lying on the platforms and disappear, moreover, if the train took the goods and carried them far (1/4 - 1/3 of the average card), then the money for the delivered The train receives the goods, but the goods immediately disappears, it does not get to the city or to the transshipment station.

But, as soon as the mod is turned off, everything falls into place. Passengers wait for the train, the goods do not evaporate, but accumulate and wait for their train on the platforms.

Huge request to update. Please :)

p.s. 1850+ year in game for testing ;)
Rowan Mar 3, 2023 @ 6:22am 
Yes, it appears to be working now, thanks
VacuumTube  [author] Mar 3, 2023 @ 6:08am 
For modsettings to apply, game has to be reloaded.
Town tuning mod is doing something similar with population, maybe there is interference.