Transport Fever 2

Transport Fever 2

Natural Town Growth
166 Comments
infixo 28 Mar @ 3:42pm 
I noticed that the city sizes presented in the Town Statistics do not correspond with actual city sizes - they are smaller by approx. 20%. E.g. city is 1507 on the City info screen and Town Stat shows 1228. This started after I installed the mod. Is this a known issue? If so, is there a known fix or workaround?
Tommyc86 16 Feb @ 11:23am 
does the town tuning mod stop this from working
knuddelsfreak93 13 Jan @ 12:13pm 
I admit SteelRodent, the mod is very useful and nice to play, but in a big map with lots of cities of which many are from the beginning relatively big, it becomes chaotic during the progress.
Me for example is playing in the moment a big map. For many decades it works properly, but when the cities became bigger and bigger, I really had (and still have) problems managing the transport via street, so that most of the lines on the street generate more debts than income and in the end I hadn't enough money for creating anything. Conclusionally I had to use the cheat for generate money, so I could (and still can, I didn't reach the end of modifying the street network) improve my street, e.g. the highway with the mod for four lanes e.g., so that the traffic becomes more adjustable.
ZUUL 25 Sep, 2024 @ 6:47pm 
I get an internal error when I try to use this mod
baronjutter 25 Sep, 2024 @ 5:31pm 
Mod is cool but my city is just in a constant state of replacement construction, often with the exact same building. Is there any way to slow down the construction and demolition cycle?
nate18492 3 Jul, 2024 @ 1:07am 
A recommendation, this mod is very powerful and makes cities grow extremely fast, so my advice is turn it on when you want a city to grow than once your satisfied with that city's size than turn the mod off.
Malfabeto 18 May, 2024 @ 3:41am 
@SteelRodent sounds like real life to me lol
SteelRodent 30 Apr, 2024 @ 11:56am 
while the mod works and I guess does what it's supposed to, it causes the cities to grow very big and generate an an enormous amount of traffic, well beyond what's possible to combat with public transport. Since the vanilla game already generates a significant portion of the population who will always drive their car after 1970, it just becomes unmanageable. The mod is great if you want to turn your map into a city state, but it becomes a bit ridiculously extreme for the game's scale. I also found the mod has a rather massive performance impact, which gets incrementally worse with bigger maps and more cities. On a huge map with a "high" amount of cities, the mod effectively made the game unplayable after 1990, and disabling this mod gave me another 20 fps
Bonkers 19 Mar, 2024 @ 12:24pm 
It seems that cities destroy older buildings and builds new ones instead of just building new ones. This causes the cities to not grow at all but instead just become modern
Grzegorz 23 Jan, 2024 @ 10:15am 
All the mod did was just create ton of skyscrapers in my small town
Scupper Lacke 9 Jan, 2024 @ 5:23am 
Auf der einen Seite eine echt tolle Mod, auf der anderen Seite bremst sie das System ganz enorm, eine Mitfahrt wird von ständigen Rucklern überschattet. Schade, denn sonst würde ich die Mod ständig im Einsatz haben.
Toms87 6 Jan, 2024 @ 7:23pm 
This mod is great... but as others have said, cities become massive and cause massive traffic jams. Also the game slows down too much. I might switch off for my next build -.-
Static_Green 27 Jul, 2023 @ 2:30pm 
Does this mod still work?
nosedigger 22 May, 2023 @ 6:07am 
@b0nk
Dropping cargo at the station that should consume it fully will do that, buy it will not magically appear in the city cargo list, because it takes time to be transferred from the station to the buildings in the catchment area. I thought it was a bug, but I think that's how game functions.
b0nk 22 May, 2023 @ 5:32am 
Buildings are very often being demolished and rebuilt (every building in my town is built in 1885 despite starting in 1850) which makes it impossible to supply all the required cargo because the destination buildings no longer exist after the cargo has been shipped, causing the cargo to simply disappear in transit. The source industry is shipping 33 units and says transport is 100%, but the supply is only 8/33. The relevant buildings are all covered by the cargo unloading catchment area.
Gregory_TheGamer 10 Feb, 2023 @ 1:29pm 
It's a good mod, but it also makes it near impossible to have a neat tiny town with a handful of residents (I like to place them to close the gaps between towns on my railroads sometimes). It's therefore definitely not without its flaws, as when you play on a fixed year (i.e. 1899) towns will not grow anymore. Was cool having it when starting out, I ended up removing it from my savegame.
FENRIS f*ck Russia [rus=mute] 14 Oct, 2022 @ 12:07pm 
Great mod ! too bad it slows down the game to an unplayable level once I reach a certain population :(
nosedigger 11 Oct, 2022 @ 7:12pm 
@InPT
I've noticed the same, after few years all the towns are grown to the same number. Have you shared/committed somewhere these changes you explained, or do I have to do it manually ?
Thanks for the help.
InPT 9 Oct, 2022 @ 2:20am 
Found an issue: when setting the initial random town capacities, they all get the same value.

The RNG is seeded with the current time (in seconds) for each town, but the towns are all generated in the same second so... same values.

-- I observed math.random always returning the same numbers, therefore
-- we forcefully reseed the random generator
math.randomseed(os.time())

Moving the to the init() function fixes the problem.

In addition: after playing around with values in spreadsheet I realized it's growing **very exponentially** in late game (because game also further applies multipliers based on transport & supply).

So I added one extra step in the calculation to average the calculated result with original, f.e.: residentialCapacity = (residentialCapacity + initialCapacity) / 2;

This makes city growth a bit more linear, with little difference to the mod's formula in the early game, a bit by 2000, and a big difference (about 1/2 size) on very late game.
Mr_WolfZ  [author] 8 Jul, 2022 @ 6:58am 
@Dr Hell_Bent I suggest playing around with the numbers in the spreadsheet to see the effects of the various parameters. That said, I'm not sure how effective only changing the growth per year would be. I would suggest also slightly reducing the other growth parameters (e.g. changing cargoSupplyFactor from 0.5 to 0.45 etc.)
Dr Hell_Bent 25 Jun, 2022 @ 4:35am 
I reduced growth factor from 0.33333333 to 0.2, will that do the job in the mod file?
Dr Hell_Bent 25 Jun, 2022 @ 2:36am 
Works great for me.
A little too fast though, how can i reduce growth? By about 15% would be enough
itsrafa 11 Jun, 2022 @ 10:42am 
@Mr_WolfZ Sweet! I truly enjoy playing with this mod. I tweaked the numbers to slow down town growth quite a bit, makes for a much more realistic gameplay!
Mr_WolfZ  [author] 11 Jun, 2022 @ 12:24am 
@itsrafa @KMFrench1 I haven't played with the new update yet (and I currently don't plan too), but given the large number of subscribers of the mod I assume it is working just fine, since otherwise I would have expected lots of people complaining about issues.

Judging by the update's release notes, it appears that the new sliders only affect the percentage modifiers, while this mod adjusts the base values, which are then further adjusted with the percentage modifiers. If this assumption is correct, then the mod should work just as before and can now even be tweaked with the new sliders.

And the mod was already working with other mods that added extra cargo demand to towns, so it should work just fine with the new option for having more than 2 goods. If you are technically inclined you can see that in the source code I just loop over all cargo types the town accepts and sum them up to calculate total supply. Therefore any number of cargo types per town is supported.
KM.One 9 Jun, 2022 @ 11:54am 
I was just wondering how the spring update effected this mod?
1. Is this mod still useful?
2. Does it even still work?
3. How does it work with towns now having more then 2 goods?
4. Is there anything else that I have not thought to ask, that the spring update may have effected?
itsrafa 8 Jun, 2022 @ 5:58pm 
Does this overrides the sliders from the spring update? I'd like to keep using it as it gives you more control over city growth. Sliders on spring update have a 25% increment step :/
Harag 2 May, 2022 @ 6:34am 
@Overlord thanks for that, I'll not use it and just try the build in game settings when it drops.
Overlord 22 Apr, 2022 @ 5:54am 
@Harag I would not use it even now - check my comment below. To your question no it wont be needed you can use sliders and set everything as you desire. So you can have like 1000 thousand city even in 1850.
Harag 22 Apr, 2022 @ 5:47am 
Anyone know if this mod is still needed with the upcoming TF2 update that is due out 10th May?
Overlord 10 Apr, 2022 @ 4:35am 
Is there any lite version of this mod? I always get to a point that my game slows down and my cities are huuuuuuge. It is too much for this game to handle. On the other hand when not using this mod my cities in 1985 have like 500 citizens which is also bad in a way and yes cities are more like villages.
Overlord 5 Apr, 2022 @ 3:10pm 
Did some extensive testing and this mod is awesome on default maps created by the game. I dont recommend using this mod on large (experimental) workshop maps where is like 30 - 50 cities. In 1950's the simulation starts to be very slow no matter the simulation speed. Cities close together grow into one huge mess (it looks like a real life except the stupid roads placed by AI) but the game does not handle this well when you have 5 large cities with 3K + population connected into one huge area. Whole map and every city basically grew into huge traffic jam clusterfuck. I had to install different mod to halve residents in every city and it helped little bit.
briansyston 20 Feb, 2022 @ 3:54pm 
Has anyone got odd looking blocks with letters and numbers on them like F3 F4 and so on ??? Is there a term for this so i can look up a fix ?
DrDecent 4 Jan, 2022 @ 5:05am 
@Mr_wolfZ Thanks for the tip! I figured it out. It was the new Nvidia Driver that was the issue, I rolled back to the previous version, and it is stable again. Im currently running 497.29.
Mr_WolfZ  [author] 3 Jan, 2022 @ 6:20am 
@DrDecent the mod is still working fine for me (I just launched a game with it). Not sure why it is crashing for you. Can you please validate the game file integrity via Steam? Not sure what else you could do.
DrDecent 29 Dec, 2021 @ 4:32pm 
Heard about this mod in a YT video. But it keeps making my game crash to desktop. Dont have any other mods either, so I guss it "broke" with the update?
Z_nan 22 Dec, 2021 @ 1:11pm 
@Martin Says more about your setup than the mod, If you have sufficent hardware this mod makes the game much more fun.
Martin 12 Dec, 2021 @ 2:42am 
Danger mod. It increase Town Growth to unlimit and after 60 years game is unplayable, because wardware can not has enaf power to simulat tousannds o person a trafic. Trafik will be overloaded a catastrofe in the streets. Do not use it!:steamthumbsdown:
Metssr 8 Dec, 2021 @ 7:05am 
Hi @Mr_Wolfz I use your MOD and have a question. Is see that the Sandbox MOD from Urban Games is disabled in the Townwindow so I cannot edit de need for goods. Can it be this is because your MOD is active?
attenzionee 7 Dec, 2021 @ 11:06am 
Installed this Mod on a lategame savegame. It boosted all my cities above 3500k and seems a bit overpowered. I got so much money :D
MoonooM 30 Nov, 2021 @ 10:27am 
Very very very Nice!
sMartY 11 Jul, 2021 @ 10:27am 
@ALEX: Yes i play it this way and it's an awesome combination :)
Mr_WolfZ  [author] 2 Jun, 2021 @ 11:53pm 
@ALEX yes, the mod is written in a minimally invasive way that really shouldn't cause any conflicts, so it should work fine with that mod as well. when I was still playing the game, I was using this mod together with like a hundred others that changed cargo demands and other things and it worked just fine
ALEX 2 Jun, 2021 @ 3:01pm 
compatible with Expanded Cargo Demands?
OOZ662 15 May, 2021 @ 5:24pm 
Is there a way to get towns to respect their "zones" as they expand? Having all three kinda of buildings (especially industrial ones) mixed in with each other looks really gross on top of requiring weird little truck routes to keep them supplied.
Montanha 26 Mar, 2021 @ 7:11am 
Muito bom
Lokdaveram 17 Jan, 2021 @ 7:01am 
Спасибо. Все работает. Города реально растут как на дрожжах. К этому моду ставьте еще No emissions, который убирает выбросы + моды на рост продукции и уровни предприятий и будет вам счастье.

Thanks, all works great with No emissions mode.
MetroTrekker 7 Jan, 2021 @ 11:51am 
Does this work with Workshop maps where towns are already placed?
Cowsmuuthie 6 Jan, 2021 @ 2:22am 
Ich habe eine Stadt, die, seitdem ich die Mod hinzugefügt habe, sich stetig verkleinert, obwohl sie gut angebunden ist und beliefert wird. Inzwischen hat die Stadt nur noch einen kleinen Kern (~200EW), um den herum sehr viele unbebaute Straßen sind. Die anderen Städte auf der Map haben ~3000EW. Kann das mit der Mod zu tun haben?
Viscy 4 Jan, 2021 @ 10:48am 
Thanks
Flaming Kitty 23 Dec, 2020 @ 4:47am 
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