EMP: Heavy Cargo Challenge (calculated cargo weight)

If you liked this item, please rate it up on Steam Workshop page.

Author: PMV

Last revision: 10 May, 2022 at 16:41 UTC (1)

File size: 3.39 MB

On Steam Workshop

Description:

Combine this mod with others from my modpack to change your experience even more.

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. There is a plan to release a table with those values used in this mod. Until then, the lua-file is 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 on steam or here (<link>).

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. Maybe i find time to add the values to this mod, too. 🙂

A vehicle with varied compartment-definitions is currently not supported, such as different wagons per one vehicle definition. An error message will be displayed on load. Please disable vehicle-mod for now.

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. Towns will only change over time.

Part of Economy Modding Pack

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.