Transport Fever 2

Transport Fever 2

52 ratings
EMP: Heavy Cargo Challenge (calculated cargo weight)
3
   
Award
Favorite
Favorited
Unfavorite
Misc: Script Mod
File Size
Posted
Updated
3.223 MB
Jan 29, 2021 @ 9:31am
Nov 20, 2024 @ 12:51pm
5 Change Notes ( view )

Subscribe to download
EMP: Heavy Cargo Challenge (calculated cargo weight)

In 1 collection by PMV
Economy Modding Pack
7 items
Description
Combine this mod with others from my modpack to change your experience even more.

NEW
> Vehicle with varied compartment-definitions are supported!
If you are a mod creater with such a vehicle, feel free to look here for details: transportfever dot net lexica[www.transportfever.net]
> Capacity list updated for reworked vanilla vehicle models and the K100E (Deluxe version content)


What does this mod do?
  • all Vehicle get a maximal transport volume and transport weight
  • all cargotypes get a cargo mass based on reality
  • instead of showing cargo in volume this mod will change it to its weight, so if a waggon can carray 50 units, it can carry real 50t
  • Demand of towns will be recalculated based on cargo mass, too. So, heavy cargo will lead to more demand in towns.
  • production of all industry x2
  • Bulkcargo will no longer be visual fully loaded. If a cargotyp has a high mass and the max. allowed weight would be exceeded, cargo volume will be visual lower, too. (for example iron)
  • Production chain of steel altered as it is the by far the haviest cargo
  • optional mod-setting to change unit to "loading volume" (beware: heavy cargo will result in very few loading capacity for all vehicle!)

Game Balance
Steel!{/b] So far it doesn't matter which cargo you transported. With real masses of cargo, it gets more complicated. Especially steel will play a bigger role. Some of you will like it but still play with ease. Others, however will see a very big logistical challenge when trying to make the steelchain working. I want to mention mods from Modwerkstatt for the theme of steel. They both get realisticaly high payloads from this mod, too:
For iron cargo this will help: Faals 150 and Faals 151 + Falrrs 153/152.

Trucks have a low payload till the middle of the 20th century. It is not a bug. So, quickly you will need alternatives.
Ships from base game are partially altered, yet
Planes from base game are not altered, yet.


Real payload and loading volume for trucks and trains are based from information across the internet. The values can be found in lua-file located under
res/scripts/pmv_heavycargochallenge/vehiclecapacities.lua
The values are mostly from reliable sources, some from not so reliable sources and a view are just guessed. Tips about wrong values would be nice, but please with reliable sources. I would also be very happy if you lively discuss them in the discussion area.


Compatibility
Vehicle mods need 2 new values inside of there "transportVehicle" definition, please see: transportfever dot net lexica[www.transportfever.net])
Vehicle mods without those values will somehow work, too. But, there will be a default value calculated based on the normal capacity definition. This calculation is pure guess and so the final capacity of that vehicle can be totaly off and then it will break the game balance.
If your favorite vehicle has no correct values, but you know the real payload and loading volume of it, tell it to me. I'm sure I'll find the time to add these values to the mod at a later date. :-)


Known script mods with new or changed industries should work. I have only briefly tested them and added masses for there cargotypes to this mods, but that should be enough:
  • Industry Expanded (with Add-On)
  • Yeol's Senseless Industries
  • Industry Diversity
Unknown mods with new or changed industrys can work, or crash. There is a good chance the game work, but if the other mod adds goods, these goods have to be known by my mod, too. Added industries that will need steel, silver or copper should be already changed by this mod and should work. But better to test and confirm first.

Of course, 2 mods that change the vehicle capacities will collide. So in most cases, the last loaded mod will win and defines the final capacites.

Other mods should always work as intended.


Can i remove or add this mod to an existing save?
Short: not intended!
Long: This mod is per design only for new savegames and when removed from that savegame, production chains will break. TPF2 have not crashed on testing, but while vehicles are auto. updated, this is not the case for buildings. If you really have to, here my tip: use the sandbox-mod to update all industries per hand and check all lines against capacity changes. Upgrade industries only by leveling up or down and then back again. Towns will only change over time.


Supporting me
If you want to support me, you can do so with PayPal:
[paypal.me]


Part of Economy Modding Pack
(c) 2021-2024 by Michael (PMV) Verhülsdonk
Popular Discussions View All (2)
1
Nov 20, 2024 @ 1:13pm
Fatal error = Crash game
1L_55555
1
Nov 20, 2024 @ 1:09pm
Crash with Schwarz Bau AG - UG trucks
ClaudeJ
20 Comments
PMV  [author] Sep 11, 2024 @ 1:34pm 
Long time but finally ... now it should be fixed :steamhappy:
(2^5)*41 Jul 30, 2023 @ 4:17pm 
this crashes for wagons where the number of loadConfigs entries is different between compartments, like this one https://steamcommunity.com/workshop/filedetails/?id=2842712338
Canadian_67 Nov 23, 2022 @ 1:29pm 
is this compatable with the new version of yeols senseless industries?
Z_nan Nov 16, 2022 @ 7:31am 
Fully understandable, the loss of that one mod I rarely use is non existent compared to the immense immersion the weight fixes brings!
PMV  [author] Nov 1, 2022 @ 10:57am 
@Z_nan
Thank you for reporting. There is a known incompatibility that effects a few mods like described above. I'm bussy this year with private stuff but when everyting goes well, i can work on mods again in beginning of next year. And i plan to fix this incompatibility.
Z_nan Nov 1, 2022 @ 5:55am 
The mod conflicts with the tram industrial railroad one, leading to constant crashes.
sszxdzaedddf Oct 29, 2022 @ 10:44am 
why are they soo fat man
PMV  [author] May 10, 2022 @ 9:43am 
@[PBS] Marek P
you are totally right ... many thanks for your report! Have fixed it :)
[PBS] Marek P May 9, 2022 @ 9:56am 
Passengers in this mod weigh 1ton each. Is that intentional? XD
Yolosaurus Rex Apr 19, 2022 @ 11:05am 
oh. Oki-dokes! Would you prefer I not post them?