Transport Fever 2

Transport Fever 2

386 ratings
Distribution Centres / Goods truck stop
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File Size
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31.395 MB
6 May, 2022 @ 5:44pm
13 May, 2022 @ 8:32am
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Distribution Centres / Goods truck stop

Description
This mod contains a set of warehouses - Available from 1970

They can be found as truck stops in the madhatter category

There are 5 colour schemes

Branding for 10 companies

The warehouse has the option to have depot turned on / off and assets turned on / off

So the building can be placed either as a depot or as an asset.

As a depot the warehouse has 19 terminals each terminal can handle 200-ish goods.


2022 - 05 - 13 update -

On request there is also a setting for capacity this offers 3 options

Standard - 200 goods per terminal

High - 400 goods per terminal

Huge - 1000 goods per terminal



Notes:
Screenshot 4 shows the ideal road layout for connections. This might not be your ideal layout but for this mod its the one that works best.

Screenshot 5 shows where to find the mod

There is something slightly weird happening with collision detection and the front building/car park.
This is being looked at.

*** READ THIS BIT ***
There is an issue where sometimes due to where the next connection is the trucks will come out the wrong entrance
This is a pain because the trucks will travel the wrong way down the street reversing them then makes them travel the wrong way up the street. To stop them doing that put a waypoint just outside the warehouse.

The reason this is happening is because of how i've wired up the paths. It turns out that vehicles will turn 'REALLY' sharp corners if tpf thinks its quicker to go a different way. To fix it I will have to redo the paths out of the warehouse that the vehicles follow.
Popular Discussions View All (1)
0
16 May, 2022 @ 5:04am
shared capacity
doug
56 Comments
ff379zz 15 Oct, 2023 @ 5:52pm 
Still bugged, a shame too this would be a game changer.
kwpoint-favi 5 Sep, 2023 @ 11:20pm 
Besten Dank - Prima Mod
Mad Hatter  [author] 1 Jun, 2023 @ 12:59am 
Yep I really need to sort that but as per the above description and as per danger paws comment the answer for the moment is to put a waypoint just outside as the first point on the route.
wncol2004 31 May, 2023 @ 11:11am 
BUG: Causes the entire distribution to come to a complete halt when a truck tries to exit the entrance. I assign multiple distributions and one will always end up attached to two spots (even when it is assigned to one terminal) and try to exit the entrance causing severe traffic jam. and a total shutdown of distribution. This has been an issue for a very long time. If it worked, it would a high value asset to the game. But for now, it is not usable. Reference DangerPaws review. He describes the bug in more detail than I did.
lightfreak 26 Mar, 2023 @ 7:27am 
Hammer Mod Danke
MadMat43 18 Jan, 2023 @ 9:22am 
i found that people in this game will built property through the warehouse and the "include asset".

maybe you could fix this in the next free time. thank you!
PzSniper 30 Aug, 2022 @ 4:32pm 
* mdhtr/bay.mdl was removed because the following resources were missing:
- res/models/material/mdhtr/bay.mtl
DangerPaws 27 Aug, 2022 @ 12:43pm 
Awesome looking warehouse! Thank you!

I confirm that is does confuses the hell out of my trucks. They go in as RHD and come out as LHD. What happens is: they enter and head to their bay, load up, go to the exit, turn around before actually exiting, go back to load up (while already full), depart again but this time towards the entrance, and try to exit via the entrance, on the wrong side of the road, thus blocking all incoming traffic unless they manage to escape before a vehicle arrives, in which case they end up blocking up the city as soon as they meet another... car face-to-face.

Adding a waypoint just outside the exit does seem to fix it though...
Nexcin 29 Jul, 2022 @ 2:48am 
Left and right traffic is messed up. Sad, since its a cool mod
Globetrotter 18 Jul, 2022 @ 12:29pm 
@Mad Hatter - Thank you - I will give it a try. Thanks for looking into it