Transport Fever 2

Transport Fever 2

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Tansit Oriented Development
   
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Misc: Script Mod
File Size
Posted
Updated
532.336 KB
Feb 20, 2022 @ 10:35am
Jul 17, 2024 @ 10:35pm
4 Change Notes ( view )

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Tansit Oriented Development

Description
Encourages towns to focus development around stations.
There are two ways it does this:
1. In the background as part of the simulation, every few simulation steps (configurable) it will pick a random passenger station and send a command to develop the town in the vicinity. To mitigate potential performance impact, this is throttled at a configurable time interval.
2. You can actively command towns to develop around *all* your passenger stations! Note that on well developed maps this may cause a noticeable pause while development is executed.

Notes: This has no effect on the towns "target" size, instead the intention is to shift development towards transit stations. If you are aggressive with its use then you can get towns to temporarily exceed their target size, but they will shrink back down over time.

Update notes 1.1:
- Added feature for "smart" station selection
- Fixed bug of build while paused

21 Comments
✠♠Kn1gHtFuRy♠✠ Jul 18, 2024 @ 12:55am 
Can you also fix the name of the mod? Should be 'Transit'.
okeating  [author] Jul 17, 2024 @ 10:36pm 
I have pushed a fix that should address these issues
WingusMcDingus Nov 4, 2023 @ 3:43pm 
stopped using this mod as it causes crashes
https://mega.nz/file/wAAwhRSK#uSuGyeyXeHA5YMacXVdzcSVc9MAzLsbqZ5bPLEjPMz8
thats the crash file
mattiasmun Jul 18, 2023 @ 5:25am 
Hi.

I keep getting this message in the console.

Can you please look in to it?

An error was caught:
[string "res/config/game_script/transit_oriented_development.lua"]:41: stack index 2, expected number, received nil: not a numeric type (bad argument into 'sol::basic_object<sol::basic_reference<false> >(sol::basic_table_core<false, sol::basic_reference<false> >, ecs::Entity, scripting::ComponentType, sol::this_state)')

stack traceback:
[string "res/config/game_script/transit_oriented_development.lua"]:9: in function <[string "res/config/game_script/transit_oriented_development.lua"]:7>
[C]: in function 'getComponent'
[string "res/config/game_script/transit_oriented_development.lua"]:41: in function 'developNearStation'
[string "res/config/game_script/transit_oriented_development.lua"]:260: in function <[string "res/config/game_script/transit_oriented_development.lua"]:260>
[C]: in function 'xpcall'
mattiasmun Jul 18, 2023 @ 5:25am 
[string "res/config/game_script/transit_oriented_development.lua"]:260: in function <[string "res/config/game_script/transit_oriented_development.lua"]:247>
okeating  [author] May 27, 2023 @ 11:01am 
I have pushed an update that now does a much smarter selection, although the option to use the random method is still present. Build while paused is now fixed.
tsilaicosneknurd Apr 25, 2023 @ 8:37am 
for instance, problem was, I was building a big train station and city grows into the area I wanted to build in. And deleting town building is way too expensive.
TerraNova Apr 25, 2023 @ 8:14am 
@tsilaicosneknurd The author mentioned sometime last year that the issue may be related to how Transport Fever handles it's own internal code, not the mod code itself. Though I don't really see how the towns developing while paused would be an issue, as that usually means more demand?
tsilaicosneknurd Apr 25, 2023 @ 7:43am 
Same Problem as MaxCheng95 mentions.
deactivated the mod, because towns were growing while game was paused
Vice President Jul 26, 2022 @ 5:23pm 
so... is this not passive...?
why is there a window