Transport Fever 2

Transport Fever 2

Distribution Centre
72 Comments
Mad Hatter  [author] May 14 @ 5:09am 
That is very very odd. There is nothing here to make that happen. Hmmmm
Jimbo_1977 May 14 @ 3:10am 
I have infact had the situation that trucks arrived at this mod, that were not even instructed to go there, literally everything diverts there, & they turn arouind, irrespective of which entrance used & go back out the wrong way, causing traffic stand off (head to head vehicles)
deen_82 May 13 @ 8:54pm 
@Mad Hatter - no, as I don't think it's the waypoint issue as vehicle traffic works fine.,It's the pathing for to connect to other depots / industries. I suspect though that it's not necessarily this mod that's causing the issue but the North American Roads.

https://steamcommunity.com/sharedfiles/filedetails/?id=3481236081
Jimbo_1977 May 13 @ 10:47am 
I've gotta say I've never managed to get it to work with the waypoints either
Mad Hatter  [author] May 13 @ 8:29am 
well the fact that this works with other mods makes me wonder. So first daft question have you placed a waypoint like it says in the description
deen_82 May 12 @ 6:20am 
Love the mod, but I've come across a bug that I tried to fix on my end. For some reason the pedestrian / freight pathing doesn't work properly with PurpleStrawberry1997's North American Roads. I'm not sure which mod is causing it (I suspect the road mod), however I couldn't see a way of playing with the LUA file for this mod to check.
Jimbo_1977 Mar 29 @ 2:33pm 
I’m from Chelmsford, originally.
Jimbo_1977 Mar 29 @ 2:33pm 
😃
Robdog66 Mar 29 @ 2:30pm 
Ingatestone Essex GB.
Jimbo_1977 Mar 19 @ 2:33pm 
@Robdog66 nice idea,
That Ingatestone 🇨🇦 or the OG Essex 🇬🇧 Ingatestone?
Robdog66 Mar 17 @ 6:40pm 
Hey, do you think that you could model a few different delivery offices so the mail lorries could go to them and drop of mail? Like it's own delivery zone for the villages? ( Ingatestone needs to be on the list lol
takashi Dec 31, 2024 @ 3:49am 
Simply put, if any strange behavior occurs, the problem can be solved by setting two waypoints.
takashi Dec 31, 2024 @ 3:49am 
*Notes on using waypoints
Before I saw this comment, even if this logistics center was not on the route, the route would be automatically set if the roads were connected.The solution is to use points to the right and left of the main road intersection that leads to this building.
PhazezGova Dec 6, 2024 @ 9:41am 
Just saw it on youtube, mega beautiful. Thank you
your sub emo hoe Nov 20, 2024 @ 7:35am 
Nobody can read lol. Everything is perfectly explained right above the comments.
Thank you so much for this awesome mod<3
Mad Hatter  [author] Oct 24, 2024 @ 10:10am 
Not totally bugged - read the description that says READ THIS BIT....
BBR345TM1LK Oct 15, 2023 @ 5:52pm 
Still bugged, a shame too this would be a game changer.
kwpoint-favi Sep 5, 2023 @ 11:20pm 
Besten Dank - Prima Mod
Mad Hatter  [author] Jun 1, 2023 @ 12:59am 
Yep I really need to sort that but as per the above description and as per danger paws comment the answer for the moment is to put a waypoint just outside as the first point on the route.
wncol2004 May 31, 2023 @ 11:11am 
BUG: Causes the entire distribution to come to a complete halt when a truck tries to exit the entrance. I assign multiple distributions and one will always end up attached to two spots (even when it is assigned to one terminal) and try to exit the entrance causing severe traffic jam. and a total shutdown of distribution. This has been an issue for a very long time. If it worked, it would a high value asset to the game. But for now, it is not usable. Reference DangerPaws review. He describes the bug in more detail than I did.
lightfreak Mar 26, 2023 @ 7:27am 
Hammer Mod Danke
MadMat43 Jan 18, 2023 @ 9:22am 
i found that people in this game will built property through the warehouse and the "include asset".

maybe you could fix this in the next free time. thank you!
PzSniper Aug 30, 2022 @ 4:32pm 
* mdhtr/bay.mdl was removed because the following resources were missing:
- res/models/material/mdhtr/bay.mtl
DangerPaws Aug 27, 2022 @ 12:43pm 
Awesome looking warehouse! Thank you!

I confirm that is does confuses the hell out of my trucks. They go in as RHD and come out as LHD. What happens is: they enter and head to their bay, load up, go to the exit, turn around before actually exiting, go back to load up (while already full), depart again but this time towards the entrance, and try to exit via the entrance, on the wrong side of the road, thus blocking all incoming traffic unless they manage to escape before a vehicle arrives, in which case they end up blocking up the city as soon as they meet another... car face-to-face.

Adding a waypoint just outside the exit does seem to fix it though...
Nexcin Jul 29, 2022 @ 2:48am 
Left and right traffic is messed up. Sad, since its a cool mod
Globetrotter Jul 18, 2022 @ 12:29pm 
@Mad Hatter - Thank you - I will give it a try. Thanks for looking into it
Mad Hatter  [author] Jul 18, 2022 @ 10:16am 
Its to do with the shortest route to the next stop. Put a waypoint on the road just outside the warehouse and add it to your line and it should solve it.
Globetrotter Jul 18, 2022 @ 12:29am 
@madhatter - Thank you! I tried a third warehouse and same thing happened. It's strange because the first warehouse works fine but the following ones somehow change a right-hand drive vehicle to a left-hand drive vehicle. thank you for all you work!
Mad Hatter  [author] Jul 16, 2022 @ 6:40am 
hmmmm that is really odd. let me investigate.
Globetrotter Jul 16, 2022 @ 6:34am 
Firstly, thank you for creating the mod. Nice one. I've got 2 warehouses on my map. One behaves normally, however on the second one, trucks enter as right hand traffic then leave as left-hand traffic. They carry on up the roads on the 'wrong side' until meeting traffic head on and everything stops and a traffic jam is created. Is there a quick fix? Thank you in advance.
DanzaDragon Jul 1, 2022 @ 10:51am 
Can you make a version for Right Hand drive?

Currently for smooth flow you have to have the one way roads formatted for left hand drive. This means to avoid trucks constantly crossing paths back on the road you have to make a bridge or tunnel to flip sides.

Looks a bit silly :P

That aside, good job! I love how many bays this thing has, it's great for setting up many different lines :)
Mad Hatter  [author] Jun 13, 2022 @ 11:13am 
I think this is not the case. More likely that the mod reported is the one causing the issue and the timing was an unfortunate coincidence. It would be incredibly unlikely that these two mods conflict they don't touch the same area of the game at all.
gamebori Jun 13, 2022 @ 3:50am 
I had a crash saying something was wrong with the mod “UK 1820s Set” after installing this mod (“Distribution Centres / Goods truck stop”). Looks like some sort of conflict. I can't figure out how and where it conflicts though.
Not a big issue, since both mods are in a totally different era. Still curious if anyone else has this issue and how they are related.
The Glorious Darth Fader May 25, 2022 @ 7:50pm 
one way road and waypoint seems to have fixed my issue. Thanks all! :)
Mad Hatter  [author] May 17, 2022 @ 6:14pm 
@DaneBeard - It's a design choice. I decided that was a perfectly good way to solve the 'no reverse' issue as vanilla trains do that at the end of a line so why not trucks.
DaneBeard May 17, 2022 @ 9:06am 
I really like the model and the idea.. But I must admidt. when using bigger trucks it does not work that well.. with the game not having reverse for trucks/busses.
The turn around is a bit "clonky" i guess.. And I know critisim is so, so. when I the critiziser can´t make anything myself.. but trucks going into the hall and loading and comming out a nother gate. would almost be better. over the "turning on the spot".. But again. that being said.. I really like the model and the capacity.
Pedretti719 May 15, 2022 @ 11:39am 
@The glorious Darth Fader use onw way roads
Mad Hatter  [author] May 15, 2022 @ 8:23am 
okay so you may need to put a waypoint in as the pathing gets confused and 'can' dependent on where the next truck stop is, go the 'wrong' way into the face of the traffic.
I am investigating why the vanilla truck stops don't do this.
Once I've worked out why I'll fix the pathing in this mod.
Jimbo_1977 May 14, 2022 @ 10:20am 
@Sheepdog, I've been having that happen with other road cargo stations, since the official update, dont remember having this happen during beta.
I put my problem down to me using the drive on the left mod.
CaptKilo May 14, 2022 @ 8:47am 
This is super cool, but I also am expieriencing the same issue as @DarthFader.

I found a way to fix the trucks going the wrong way via a waypoint, but now I have AI traffic doing the same thing causing major traffic issues. It is somehow reversing all traffic to thinking the correct side of all roads are now the wrong side of all roads lol.
The Glorious Darth Fader May 13, 2022 @ 10:37pm 
maybe its me, but when using as a truck stop, incoming trucks and outgoing trucks use the same lane in the same gate, which results in stoppages (traffic jam)
Any tips on how to make it work correctly?
ksymicek May 13, 2022 @ 7:35pm 
The best warehouse / distribution center ever. Thanks Mad Hatter.
Laine May 13, 2022 @ 10:12am 
Thanks alot man (:
Mad Hatter  [author] May 13, 2022 @ 8:36am 
@Laine @kymicek - Capacity control added for you both.
Laine May 13, 2022 @ 4:32am 
can you up the number of capacity ? after the spring update you can have way more with the vanila terminaml when you configure it with a warehouse, awesome mod btw
johan-van-der-wielen May 13, 2022 @ 3:25am 
Schön gemacht. Ein gute Mod auch für Unser Familie. Mache diese Spiel mehr Tiefgang.
Omron360 May 12, 2022 @ 2:18pm 
Thanks for the mod.
kud713 May 12, 2022 @ 1:42am 
Sehr schöne Mod Dankeschön
Mad Hatter  [author] May 11, 2022 @ 8:30am 
@kymicek - Out of interest I decided to do a little test. I placed the warehouse and next to it I created a vanilla truck terminal the same length and you get 160 capacity per terminal.
Monke May 11, 2022 @ 12:01am 
finally, amazon fulfillment center