Transport Fever

Transport Fever

193 ratings
Logistics Distribution Centre
   
Award
Favorite
Favorited
Unfavorite
Station: Truck Station
File Size
Posted
Updated
3.016 MB
May 8, 2019 @ 8:20am
May 9, 2019 @ 6:29am
5 Change Notes ( view )

Subscribe to download
Logistics Distribution Centre

Description
A place where trucks on regional routes exchange goods with trucks on local routes.

This is a goods distribution centre. Goods arrive on trucks from factories, and can then be distributed to a town. I wanted something to look appropriate (and not take up too much room)
on the edge of a town.

You can choose from two appearances: old - which suits older eras, and new - which suits newer eras.

There are 9 different configurations.

The connectors in the "top" section are what I imagine to be for regional truck routes, so you can have LEFT, RIGHT or both.
(In the images you can see one where there are both left and right; the blue route is goods coming from factories; the orange route is goods being taken away to the next town.)

The connectors in the "bottom" section are what I imagine to be for local distribution to your towns; you can have 2, 3 or 4 terminals.
(In the same image, you can see a pink route and a red route. The pink one is going to a commercial area across town. The red one to a nearby industrial area).

There's another area that shows all the different configurations. All are available in both "old" and "new" styles but I didn't want to overcrowd the image!

35 Comments
SPQR  [author] Aug 4, 2021 @ 12:52pm 
@hanspni it's conceivable that there's some odd behaviour that's due to the mod having multiple external connections - but I've never used the standard truck stop as a final delivery point; I prefer to have a single final delivery point for each type of good, so maybe that's why I never noticed it.
hanspni Aug 4, 2021 @ 5:58am 
I loved it, added gras and other vegetation around. That i normally only does when developing my industry area. I have 3-4000 hours of playing this game. But i am a experience player. First i notice was the construction plant stopped deliver when using gate 5, not 1 single brick, demand was huge. Since it was no industry close the distribution center obvious had no demand. Goods for shop worked as it was a lot of it local. I had to change back to another distrubution center and demand got back to normal. It was no problem with connection to my other center, but to my delivery point in the city. It might work if i used other local delivery point, but not with those i use in city. Why i can`t tell, but it did. Adding a screenshot so u can see it dropped and how it got back to normal when i changed. https://steamuserimages-a.akamaihd.net/ugc/1695028253257500768/D39644B30705D1D3AD6A1E8AD0C9265E6AED8A7B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
SPQR  [author] Aug 4, 2021 @ 4:03am 
@hanspni - I'm glad you like the mod, but the effect you describe is impossible. There is no non-native code in the mod that affects distribution behaviour (the only code in it is for transforming models). It acts EXACTLY like the vanilla truck stops, so goods will leave it in response to demand.

The difference with the vanilla truck stops is that because it's the entry and exit roads that determine the origin point of the distribution area, *it distributes over a wider area." Although not all that much.
hanspni Aug 3, 2021 @ 8:49pm 
This is my experience with this mood: It solve your logistic problems and it`s a beatiful distribution centre. But the mayor issue is that it don`t distribute cargo. At least not to "drop poimts" that i use in the city. It sendt all goods to another centre that cover another part of city. And it deliver to it`s local area. Almost nothing to rest of city. My distributiom dropped from 7000 to 3000 with this mood. And most of the 3000 was shipped to the other distribution central. So the issue is between this centre and drop points. And i`m doing it correct, i have several of thousands of playtime with this game. To bad because i loved how it looks and how it was organized.
SPQR  [author] Sep 5, 2019 @ 4:04am 
@TheGreenFellow it's worse than that. Segments don't have a fixed length, it all depends on the vectors when you build, so often you have to divide a road by creating a junction, first. This turns one segment into two vectors, which enables you to delete the offending segment... unless you've had the road too steep error in which case the best solution is to delete a chunk of roads and put in extra junctions manually that you delete when you're finished, so there are more segments...
TheGreenFellow Sep 4, 2019 @ 6:47pm 
(Protip about that: if you go into bulldoze mode, you can see the 'segments' of the road that the game seems to work around, if you aim your connection points at where these segments meet, you'll avoid the road humps)
TheGreenFellow Sep 4, 2019 @ 6:46pm 
I don't think he's talking about terrain, that's just the game's kinda wonky road connection behavior in general. I actually go around fixing automatically built roads all the time that wind up creating oddly steep and short segments...hopefully that'll be better in TPF2
SPQR  [author] Aug 30, 2019 @ 1:31am 
@RolandBP yeah you need some fairly flat terrain, if nothing else because I still haven't completely understood how assets modify the terrain immediately around them.
RolandBP Aug 29, 2019 @ 8:29pm 
I have made use of this mod in several locations and although it was tricky to get it connecting to an existing road without it causing the existing road to develop humps, with some care I finally got it to work nicely.
Many thanks I am happy with its usefulness :steamhappy:
TheGreenFellow Jun 19, 2019 @ 1:02am 
Turns out I did wind up needing it, but I've found they're best used together rather than one or the other! Thanks for these mods!