Transport Fever 2

Transport Fever 2

More Cargo Demands as City Grows
21 Comments
azure_wolf_22 Jun 10, 2023 @ 8:25pm 
Id far more appreciate getting a new 6-cargo demand for 1850 mod again
mav12222  [author] Feb 5, 2023 @ 2:43pm 
This mod is outdated as its basic premise is now an in game feature

Also, if you want to determine what specific goods a town demands, the just play in sandbox mod where you can do so.
rgreat Feb 5, 2023 @ 2:09pm 
Can you force all cities to have food as a demand from the start?
Hadrianna Isolina Apr 14, 2021 @ 6:19am 
could you lower the city grows without cargo supply? a town should not grow only with perfect destinations, and unlimited growth is truly a large problem
Starbucaneer Jan 16, 2020 @ 4:54pm 
Hi mav12222, been using this mod in my games and thought I should leave a note of thanks. Makes for a better dynamic as the towns progress and the demands grow. Thanks for creating and sharing! :2016popsicle::2017stickypopsicle::cleancake:

ps Will have to try out the higher capacity version next....
ghost-maker Dec 29, 2019 @ 5:21am 
So cool. Thank you.
mav12222  [author] Dec 22, 2019 @ 8:04am 
I have made a version with higher capacity values if anyone wants it, Its called More Cargo Demands as City Grows 2.
mav12222  [author] Dec 21, 2019 @ 6:20am 
This mod adds all 6 cargos, over time as the city grows and higher capacity buildings start to appear in cities. If you get the compatibility patch and the mail mod, then you can have 7 cargos.
phobos2077 Dec 21, 2019 @ 4:34am 
So how many cargoes a city can accept at maximum? Which mod is better for me this one or the original from FxUK?
Harag Dec 21, 2019 @ 2:30am 
Excellent work Mav, and also many thanks to FxUK for doing the original mods - glad you thanked him in the description.
Elmer_Caps Dec 20, 2019 @ 8:37pm 
great thank you
mav12222  [author] Dec 20, 2019 @ 8:20pm 
For anyone who wants it, there is now a compatibility patch/mod that makes this compatible with my mail mod.
Elmer_Caps Dec 20, 2019 @ 7:19pm 
ok, thanks i will try to find. hard hard already 12 hours to look
Elmer_Caps Dec 20, 2019 @ 7:17pm 
and above all how little do we know
can modify townbuildingutil.lua ??

;-(
mav12222  [author] Dec 20, 2019 @ 7:17pm 
That depends on the mods causing the conflict. If its another mod that modifies cargo demand in cities, it shouldn't be on at the same time as this mod.
Elmer_Caps Dec 20, 2019 @ 7:13pm 
Bonjour
Je suis très reconnaissant pour votre boulot.
Cependant, je me pose une question.
Pourquoi n'essayer vous pas de rendre les mod compatible les un avec les autre.
C'est vrais, les mods sont super, et sont encourager a etre télécharger par le jeu mais dès que l'ont en prend deux différent Tout plante et le jeu ne fonctionne plus c'est dommage.

Hello
I am very grateful for your work.
However, I have a question.
Why don't you try to make the mod compatible with each other.
That's right, the mods are great, and are encouraged to be downloaded by the game but as soon as we have two different ones Everything crashes and the game no longer works it's a shame.
mav12222  [author] Dec 20, 2019 @ 6:57pm 
they should clash as they modify the same file and lines of code in that file
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 Dec 20, 2019 @ 3:53pm 
But will the two Mods clash?
mav12222  [author] Dec 20, 2019 @ 3:38pm 
Depending on what people want I can increase the capacity values so its harder to get all 6 goods. The catch is that fewer buildings will demand the additional cargo.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 Dec 20, 2019 @ 3:05pm 
I'm going to assume that this Mod & FxUK's running together will certainly cause a conflict? More decisions.:cfacepalm::claugh:
AlwaysRM Dec 20, 2019 @ 1:49pm 
Nice