Matt

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  • in reply to: Suggestions/Fixes #16845
    Matt
    Participant

    If this has been mentioned i appologize but I want to make sure it is heard,

    Offtopic; havnt played in awhile, just got back into it right at the time i heard about USA dlc, this kinda entails into that USA dlc.

    US rail is alot different then European rail. The developers of TF are swiss, so I cant blame them for making a game using european vehicles, infrastructure, and financial buisness model. IE passengers are priority one and freight is almost forgetable.

    In the united states however, Freight is king, whereas passengers are almost forgetable. From the history channel about .96 cents per dollar for the rail company is earned via freight transport. And from blogs about trains in america vs european, its obvious that rail in the united states is tailored for longhaul, very heavy, bulk freight movement. Rather then quick passenger transport.

    The point im trying to make is this, the USA DLC should expand freight opportunities in the game. Make cities demand more then simply goods. Make it encouraging financially to run large bulk freight lines between different areas, rather then small little shuttles or road vehicles.I know this dosnt make much sense but… well i hope you guys get what i am getting at.

    Sorry its 5 AM my brain isnt working.

    in reply to: How do I add mods already created to a Steam Version of TF? #8147
    Matt
    Participant

    You dont NEED mod manager. I dont use it.

    1)Download the mod files you want to place into train fever.

    2) Backup trainfever (copy and paste it somewhere else, rename it to trainfeverbackup, incase something goes wrong or you want to revert.)

    3) follow what the mod instructions are. Bassically drag and drop specific files within steam/steamapps/common/trainfever.

    in reply to: Wanna add some new UI #8146
    Matt
    Participant

    Im pretty sure changing fonts and like editing the color of the UI is way within editable reach. Though things like adding graphs and general statistical information might be alot less likely to be done. I have a heaping suspision this is mostly hard coded.

    Lua console should work just fine within trainfever.exe, but i havnt tried it.

    in reply to: All released mods in a single place #7944
    Matt
    Participant

    @bobixaboxa; google translate the page.

    in reply to: Train Fever American Mod Pack #7807
    Matt
    Participant

    the 1st 2 are the same train 😛

    Big boy fuck yes.

    in reply to: [Discussion} Modding the industry #7770
    Matt
    Participant

    This would be my idea for industry flow:

    http://imgur.com/eDPVwMu

    Looking over my setup i forgot to put in one possible input Plastics -> tool and dye. other then that *shrug* its not complicated but i feel it adds alot.

    • This reply was modified 9 years, 7 months ago by Matt.
    • This reply was modified 9 years, 7 months ago by Matt.
    in reply to: [Discussion} Modding the industry #7753
    Matt
    Participant

    It would be great if we could be able to edit city needs and city production (Adding in parcels produced in cities along with passengers). If it is hardcoded, id love for the devs to release a modding kit that lets this be done. Otherwise we wait until someone with know how to do that..

    Unfortunantlly IMO the fact there is this block feels like the game gets severelly limited.

    in reply to: Change Train Description #7749
    Matt
    Participant

    If you know the German and can translate it to English or to Dutch, you can locate the descriptions of the vehicles in their respective .mdl files.

    On the other hand if you dont or are just wondering if the mods you have installed which are german have english replacements, you need to look at those respective mod threads/forums etc.

     

     

     

    in reply to: Money mod? #7728
    Matt
    Participant

    Ah alright. I thought you were being sarcastic since i did a really simple edit.

    I just took a vehicle.mdl file and copied it. Changed the name and its values. Thats about it xD.

    in reply to: Money mod? #7708
    Matt
    Participant

    Im hoping thats sarcasm lol 😀 Hey just in case for people that dont know what to be done.

    in reply to: Money mod? #7698
    Matt
    Participant

    Good enough workaround is to just make a money vehicle and let the money roll in.

    If you dont know how or are too lazy to edit 3 values, here you go.

    https://www.dropbox.com/s/qd8i9j2c7co94qi/MoneyCheat.zip?dl=0

    -Matt.

    in reply to: Cargo Editing Help #7565
    Matt
    Participant

    Alright. Thanks for the information guys! 🙂

    in reply to: Cargo Editing Help #7291
    Matt
    Participant

    Well that sucks x.x I wanted to create new industries. Wanted to make a little bit more of a complex freight chain (Feels to simple at the moment).. anyone know if the devs are going to release a modding kit that will allow this? I really want to change things more then simple reskinnings.

    -Matt.

    in reply to: [Question]Can I let the train speed over 300 km/s? #7081
    Matt
    Participant

    Can you ‘let’ it? No. However you can easily go and change the top speed of a train. Should also be relativlly easy to edit the top speed a high speed rail line can run at.

    in reply to: BUG: Passengers disappearing during transport #6012
    Matt
    Participant

    As far as I know this is not really a bug. Just an oversight on transporting. The game works the following both Freight and Passengers:

    Can i get from here to here within 20 Minutes (~ 1 – 2 ingame years.) And will it take me where i want to go (Source -> Destination. EX: Home to work. Freight supply to demand)

    If the game thinks it can it will start its trip. If it knows it cant it wont. The frequency of cargo travel however seems finicky. It shows the wait time from vehicle to another vehicle per station averages. But it dosnt show the true travel time from point A to B and there is no real way to determine how long it truelly takes for a ‘agent’ (freight, passenger) to get to where they want to go other then simply guessing.

    So bassically i believe that the game will send out an agent to do their thing. Even tho it calculates the time to get from point A to B less then 20 minutes, It doesnt count in the travel time. If vehicle spacing is bad (train 1 after another and then a huge wait for another train) it still will send out the agent and the agent dissapears later on since the travel time is too long. This includes at stations, and hilariouslly in transit. I thought of this as they simply die out in transit but its really the game just pulling them back since it took too long. Its not a bug. Just abit weird.

    Id say there should atleast be alittle compensation. Like half the usual income got from the dissapearing agent and the agent occupies the actual vehicle until a station to disembark.

Viewing 15 posts - 1 through 15 (of 15 total)