Tagged: Cargo Mod, industry chain, Mod Manager
- This topic has 40 replies, 20 voices, and was last updated 7 years ago by
QBABQ.
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October 1, 2014 at 21:46 #10576
Tegron
Participantthere must be some sort of interval when the number refreshes its set to month currently by +1/-1 atm… maybe change it to +1/-1 every 2-3 days.
December 4, 2014 at 03:34 #14188Gwinda
ParticipantThe Cargo mod has been updated to v1.3 (for TF Build 4688)
December 10, 2014 at 21:33 #14380Gwinda
ParticipantNew version 1.4 with multilanguage support.
- English
- German
- Russian
…see change note for more info at download page.Install with TFGM to get it all configured automatically.
December 11, 2014 at 01:33 #14393douglas
ParticipantAs always great mods comes from Gwinda!
March 8, 2015 at 14:13 #17787sprool
ParticipantI have a problem with this mod. Having to install all the files manually on a mac, I’ve not found a mod manager to work properly with mac file system yet. Now I get no more floating icons showing goods routes, and out of a possible 40 industry sites on a small map, only 4 or 5 are actually producing anything, and these are only making 1 unit a year. I’ve tried starting in 1850, 1900 and 1950 but I still get very few active industries and very low output rates.
March 8, 2015 at 17:17 #17793sprool
ParticipantOk I now understand the manufacturing model a bit more, I did not think it was possible to stimulate dormant industries but I see if you create a demand with an infrastructure then the manufacturing can be coaxed into starting.
It would be good to get more than just the domestic goods supply chain, so that steel,or wood, for example, can be used to make different things to supply into the towns.
March 8, 2015 at 18:35 #17795douglas
ParticipantYou should ready the Train Fever Interactive Guide to understand the basics.
Industries ONLY produce when there is demand. If industries are not linked with cities, they produce nothing. If they are not linked with suppliers, they produce nothing.
This is what makes Cargo Mod very hard, since you need to establish the entire chain first before getting any good. And until they produce enough to be profitable you have to take years or even decades of losses.March 9, 2015 at 20:54 #17814Yeol
ParticipantThis Cargo Mod is possibly one of the best mods out there for Train Fever! Great challenge! Very enjoyable puzzle to get the chain working.
Just one detail remark: the “Steel Mill” should be called “Iron Works” because it produces the iron pegs, and the name is confusing with the existing “Steel Works” which produces the actual steel. (Initially I hooked it up wrongly because of the confusing name)
Again, great mod, a must-have for all challenge seekers.
May 24, 2015 at 06:35 #18676Kethevin
ParticipantI am having difficulty using this mod with the USA dlc, the vehicles (trains and trucks both) do not recognize the cargo. Is there another version to work with the new content?
Thanks.
May 24, 2015 at 12:52 #18678Gwinda
ParticipantThe way cargo is handled in the game, each model needs to specifically support each cargo type. I haven’t modified the cargo mod for the USA DLC. I will put it on my list if there is any interest…
January 24, 2018 at 16:57 #22553QBABQ
ParticipantHi everyone 🙂 I know, that now we have 2018 and this topic is from 2014… :p But is anyone here, who can upload this mod? I can’t play Transport Fever, but I would really like to play with lots of options in industry on my Train Fever…
Thanks a lot 🙂
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