Transport Fever

Transport Fever

Capacity Increase +100%
77 Comments
[F-B] HOTWHEELS25372 Dec 16, 2019 @ 6:35am 
this mod has 2 other uses for train power and T/E, cargo are just has tricky to get it to work, just saying
𝓕𝔁  [author] Dec 16, 2019 @ 4:59am 
It may seem to work, but there might be problems. If I remember correctly, its when there are multiple cargo slots in the vehicle, it didn't work correctly. i.e 100 total capacity made up of 2 x 50 slots.
[F-B] HOTWHEELS25372 Dec 15, 2019 @ 11:24pm 
it really works as a power modifier too, for both games however it may conflict with multiple unit mods
𝓕𝔁  [author] Dec 13, 2019 @ 5:19pm 
I didn't even get a chance to fix this one properly :( Hopefully another script modder will make something ;)
HRTMT_PFL4UM3 Dec 13, 2019 @ 11:36am 
Hi is it possible to convert to TPF2?

thank you
𝓕𝔁  [author] Dec 2, 2018 @ 11:58am 
@Uffty - it was never meant to be a cheat, as such, just allow shorter trains.
However, as you can see, it doesn't work properly and hasn't for ages, I left it here so as not to cause issues with peoples games, but am not maintaining it any longer.
The Quiet Cab Dec 2, 2018 @ 11:27am 
This mod is good, but it also doubles price and maintenance costs which nullifies its use and purpose = useless. With or without mod is the same.
GodKingfaves Sep 24, 2018 @ 6:40pm 
is there a way to make it so when you increase the capacity it doesnt increase the cost of the vehicle? i changed mine to do *40 and the starter horse cart costs 600k
𝓕𝔁  [author] Apr 22, 2018 @ 3:26pm 
Ahh ok, yeah its based off current (vanilla) values not real world which as you say, is 4x.
So yeah, its 1/2 real life capacities.
alphaprior Apr 22, 2018 @ 2:42pm 
@RWB FxUK The game uses 25% of real world capacities so when I read 100% I thought it would be 4x. But as I said it's a good mod. I use real world capacities (4x) now and it's very crowded love it!
Nails Nathan Apr 21, 2018 @ 6:13pm 
@RWB. Now that's funny.
𝓕𝔁  [author] Apr 17, 2018 @ 9:02am 
@alphaprior - If the capacity is 10, multiplied by 2, making 20, that is a 100% increase.
Not sure how its misleading
Sqweloookle Dec 21, 2017 @ 7:04pm 
I've noticed that trains do not fill fully when it can carry what is present at the stations.
alphaprior Aug 27, 2017 @ 1:40pm 
it has a multiplier of 2 so it gives half of the real capacity not 100% title is misleading, it's a great mod though
SPQR Aug 8, 2017 @ 12:46pm 
@FX2K great advice... I'll do some balancing and come up with some sensible default settings.
𝓕𝔁  [author] Aug 8, 2017 @ 11:51am 
@SPQR - Awesome ;)
It might be worth listing the default mod values in the description, for those of us who are too lazy to re-configure it :D
SPQR Aug 8, 2017 @ 9:24am 
@FX2K I made a new mod inspired by yours: http://steamcommunity.com/sharedfiles/filedetails/?id=1104465202
SPQR Aug 7, 2017 @ 2:50pm 
I posted a thing here: http://steamcommunity.com/app/446800/discussions/2/1471967615857576277/

I've nearly finished a mod that gives similar functionality but has a config file so you can adjust rebalance capacities by vehicle type, time period and (to a limited extent) cargo type.
𝓕𝔁  [author] Aug 7, 2017 @ 4:44am 
@SPQR - I keep meaning to sort it, but haven't had any time recently, so not even looked at what changes are required. Feel free to do whatever you wish :)
SPQR Aug 7, 2017 @ 4:21am 
I've rewritten the mod.lua so that it works for split cargoes. I could post it here if the mod author doesn't mind and anyone is interested.
𝓕𝔁  [author] Jul 26, 2017 @ 2:42pm 
@General Chaos - I am aware it doesn't work with the ships split cargo, I will be taking a look at it.
I haven't played TpF in a while, needed a break from it :)
General Chaos Jul 26, 2017 @ 2:39pm 
With this new patch all are still working (don't know about aircraft yet still in 1890's) except when you buy new cargo/fuel ships. Pre patch ships still are doubled, just the new ships seem to be affected.
𝓕𝔁  [author] Jul 24, 2017 @ 4:06am 
@TheActor - I'll have a closer look with repalcement vehicles etc.
TheActor Jul 24, 2017 @ 3:58am 
Hi, all the new replacements have the old vanilla capacity's. I notice that because the ones still running on the line with same wagons who have the double capacity.
𝓕𝔁  [author] Jul 22, 2017 @ 5:51am 
@TheActor - I just loaded a game (which I don't use mods in) checked the capacity of a few vehicles, added the mod and they had doubled as expected.

What issue are you seeing? I know there is an issue with ship capacities since the split cargo was added, but it should still be working for most.
TheActor Jul 22, 2017 @ 5:17am 
Hi FX2K
Youre mod is not working anymore. It stopt about 1 weel ago. Perhaps you could find the time to solve the problem.
I'm looking forward to that
Greetz,
TheActor
𝓕𝔁  [author] Jul 13, 2017 @ 11:43am 
That may well be the case, if I get some free time over the weekend I will have a quick look, I can't promise anything though, I have been a little too busy to even play the game for ages :steamsad:
LeifH Jul 13, 2017 @ 10:21am 
Hi FX2K.
It seems that the capacity mod is not compatible with the new multicompartment ships that are in the upcoming patch. My ships dropped down to standard capacity.
Chloe Jun 19, 2017 @ 4:26pm 
so, in retro spec i can get more money with this mod by increasing the size of the cats, right? or will the money be the same but you get to transport more people?
Akagilnc Mar 24, 2017 @ 6:53am 
Will this mod worked in Campaign?
Aeraxon Feb 23, 2017 @ 11:47am 
Hi FX2K,
it worked with that tipp. Thanks. Eventhough I have not tested it for long I was able to launch the game and saw the capacities changed for cargo only but not for passengers. Without guarantee the code looks now like that:

for i=20,1,-1
do
if data.metadata.transportVehicle.capacities ~= null and data.metadata.transportVehicle.capacities .type ~= "PASSENGERS" then
data.metadata.transportVehicle.capacities .capacity = data.metadata.transportVehicle.capacities .capacity * 2
end
end


Thanks a lot for the help.

Aeraxon
Joseph Pichardo Feb 22, 2017 @ 3:19pm 
Thank you for answering
𝓕𝔁  [author] Feb 22, 2017 @ 2:50pm 
@Aeraxon - I know :( I did make a start on a formula to recalculate costs etc, trying to get it as close as possible to vanilla, so I could then re-use it to balance some things with this and other mods, but I could never get it to a state I was happy with, I since shelved the idea.
𝓕𝔁  [author] Feb 22, 2017 @ 2:48pm 
@twalmsley2011 - ID is 784327209, tip: you can get the ID by right clicking the workshop page, copying the url. The id is at the end of the url.

@Aeraxon: I haven't tested (and haven't looked at tpf scripts for a while either) but yeah it should be possible and easy enough to do.. a quick and dirty way could be:

Replace:
if data.metadata.transportVehicle.capacities ~= null then

if data.metadata.transportVehicle.capacities ~= null and data.metadata.transportVehicle.capacities .type ~= "PASSENGERS" then

P.S - I have no problem with changes being uploaded, I don't really have time at the moment to do so myself, so feel free. Same goes for anything I have on the workshop, none of it is "special" just a few simple edits here n there ;)
Aeraxon Feb 22, 2017 @ 12:10pm 
is there a possibility to change it so that it only applies to cargo (train and truck)?
i have basic knowledge in programming in java, but not very much experience. i have looked into the mod-file but was not able to figure out what to change to use it only for cargo.

regards
Aeraxon
Joseph Pichardo Feb 10, 2017 @ 5:56pm 
What is the id in C:\Program Files (x86)\Steam\steamapps\workshop\content\446800 I want to change the value, for my personal benifets, I am not going to re-uplaoding the file.
WarriorMe Feb 9, 2017 @ 3:00pm 
Is there a chance we will get seperate versions for Trams/Buses/Trains/Planes/Ships?
matrix47 Jan 9, 2017 @ 4:46am 
Unfortunately, this breaks the balance a little for trains, because locomotives costs are not affected.
Sunshine Dec 25, 2016 @ 3:40am 
Does this mod have influence on the ammount of agents that appears in the game?

Iám asking this because in later epoch my framerate drops every few years too 1 frame seccond.
alphaprior Nov 28, 2016 @ 6:06am 
I had the +50% version but I had trouble with crowded stations so switched to +100% and guess what.. trains and buses are full!. For example I have a line with 3 trains 450 passenger capacity when the pass from big cities they get full and there are still passengers waiting for the next train, by the time next comes they are again high in numbers. Is this normal game behaviour or it's caused by increased capacity as a side effect?
Ninjafroggie Nov 15, 2016 @ 6:47pm 
FX2K, can you do a non-steam version of the capacity and loading speed mods please? Pretty please?
Gfurst Nov 15, 2016 @ 5:20pm 
Yeah I've noticed this too, so what happens is that vehicles have more capacity but also costs more... so you have fewer vehicles... therefor you tend have longer frequencies, so what happens is lines are harder to be attractive and are generally not running as full.
In comparison on early game, most road lines are much harder to turn a profit, while trains are a bit harder (I'd imagine the locomotive doesn't increase cost), but frieght really shines, since it doesn't depend on how quick it is.
So overall I think it can be a bit harder. The entity generation too I don't think increases. I still like it though.
𝓕𝔁  [author] Nov 15, 2016 @ 2:50pm 
@widx - but you could buy less wagons / trains / buses / trucks so it balances out :P
widx Nov 15, 2016 @ 2:46pm 
this mod i found was ok for a say 1900 start cause i found with an 1850 start the running costs were way higher so super hard to make money on it increased capacity but also increased buy cost and maintenance costs by the same amount
Gfurst Nov 13, 2016 @ 3:04pm 
Can you tell me where are these config keys?
HAve you tested this though and observed if the amount of entities generated also increases?
Questioning just out of observation as it seems like vehicles still get crowded.
akaSkipper Nov 13, 2016 @ 8:07am 
just Tram please
Nicky Nov 13, 2016 @ 7:11am 
AAA, thank you !!!
𝓕𝔁  [author] Nov 13, 2016 @ 4:09am 
@Nicky, yes that's possible to do and is mostly in the code for the mod, but commented out, feel free to take a look. It's not something I will be looking to publish.
Nicky Nov 13, 2016 @ 1:34am 
Can you adapt your mod to target specific groups ? For instance just ships, just aircraft, etc ?
𝓕𝔁  [author] Nov 11, 2016 @ 7:18am 
I'm pretty sure that most vanilla vehicles are set to auto, i.e costs calculated from the stat's of other things, whereas mods like the Stadler Flirt, have a pre-set cost / maintenance.

In which case, using this mod would increase costs for vanilla stuff, but leave the maintenance costs for the Flirt as the author specified.