JamesJustice told us a Mega Warehouse was so cheap it felt like cheating. He was right. Now you choose how much it hurts.
In plain terms: three new settings in the mod setup let hardcore players make warehouses expensive to build and to run; left alone, nothing changes.
Neu in 2.4: Drei neue Einstellungen im Mod-Setup machen Lager für Hardcore-Spieler teuer im Bau und im Betrieb; unverändert bleibt alles wie bisher.
📜 Every update so far, in English and German: tfbpx.com/pyt-mega-warehouse-history.html
A player clicked his 1900 camp and watched his frame rate fall from 60 to 17. The camp had been counting every crate, sixty times a second. Now it counts them when a truck actually brings one or takes one away.
In plain terms: the warehouse window no longer slows the game, the alternative bays stay as you set them (one switch per warehouse decides whether they're handed out by themselves), tram rails survive an Upgrade, and the 1900 camp's yard gets carts, crates and barrels.
Neu in 2.3.3: Das Lagerfenster bremst das Spiel nicht mehr, die Ausweichbuchten bleiben, wie du sie einstellst (ein Schalter je Lager entscheidet, ob sie von selbst vergeben werden), die Straßenbahngleise überstehen ein Upgrade, und der Hof des 1900er-Lagers bekommt Karren, Kisten und Fässer.
A reviewer called the Classic camp a city. We looked at it from the air and he had a point: 720 metres end to end. Epod drew it again on a napkin, and the napkin won.
In plain terms: the Classic layout now packs the way Epod sketched it — tanks and the office in front on the left, cold rows and rack halls on the right with the timber yard behind them, bunkers and barns at the back — a 5,000 camp on 460 x 330 m instead of 720 x 330. Compact is unchanged. And the 1900 camp is yours to dress: pick its ground, brick and roof when you build it, and change them later in the Upgrade box.
Neu in 2.3.2: Das 1900er-Lager lässt sich gestalten — Boden, Backstein und Dach wählbar, auch später im Upgrade-Fenster. Das klassische Layout packt jetzt nach Epods Skizze — Tanks und Büro vorn links, Kühlreihen und Regalhallen rechts mit dem Holzhof dahinter, Bunker und Scheunen hinten — ein 5.000er-Lager auf 460 x 330 m statt 720 x 330. Kompakt bleibt, wie es ist.
A reviewer opened our station window and his frame counter fainted. We had told the game to keep an eye on a third of his map for cargo. It only ever needed to watch the yard.
In plain terms: the Mega Warehouse's station window no longer drags the frame rate down — one catchment circle per station instead of one per bay plus a grid over the site — the game's trees no longer stand in the yard, and the Compact layout packs the camp into two columns.
Neu in 2.3.1: Das Stationsfenster des Mega Warehouse zieht die Bildrate nicht mehr herunter — ein Einzugskreis je Station statt einem je Bucht plus einem Raster über das Gelände — und die Bäume des Spiels stehen nicht mehr im Hof.
A player asked why our warehouse wouldn't let trams in. We said 'soon'. Our art department said 'soon'. It turns out 'soon' meant Wednesday — for the camp and the shed both.
In plain terms: cargo trams can use the Mega Warehouse — the 1900 camp's truck yard and the 1960 shed — with real rails and overhead wire, and every line that stops here gets all its bays as alternatives by itself.
Neu in 2.3: Güterstraßenbahnen können das Mega Warehouse nutzen — den LKW-Hof des Lagers von 1900 wie den Schuppen von 1960 — mit echten Schienen und Oberleitung, und jede Linie, die hier hält, bekommt alle Buchten als Alternativen von selbst.
Our NEW button bounced like a puppy at the door, shoving every button beside it. It has been rehomed. And clicking the PYT row could pull the rug out from under the game — the rug is now nailed down.
In plain terms: clicking the PYT row no longer crashes the game, the NEWS button is gone, and PYT — Settings no longer stutters on big maps.
Neu in 2.2.2: Ein Klick in die PYT-Leiste lässt das Spiel nicht mehr abstürzen, der NEWS-Knopf ist weg, und PYT — Settings ruckelt auf großen Karten nicht mehr.
Our little brother found a way to crash the game by switching everything off. We checked: the big one could too. Not any more.
In plain terms: a safety fix — switching off every cargo in a warehouse can no longer leave it without a store (which crashes the game).
Our truck bays treated every lorry like a stranger — one speed for all, and specialists made to wait. They've been on a hospitality course.
In plain terms: the warehouse's truck bays now load and unload every kind of cargo at 2x, like the game's specialised truck stations.
Our windows politely asked the PlayStation for a close button. The PlayStation doesn't have one, took offence and walked out — taking your whole interface with it. We've had a word.
A player told us he couldn’t stop his warehouse taking a cargo. He was right — the lowest a cargo went was 50. So now there’s an Off switch, and it’s polite about what’s already on the shelves.
In plain terms: switch off any cargo you don’t want stored; its space goes to the others of its kind.
Watch the 1960 shed in action — one minute, real in-game footage.
How to upgrade — 30 seconds, step by step.
It’s 1960. Your trucks are bigger, your towns are busier, and nobody has time to reverse into a loading bay any more. Meet the 1960 drive-through shed: trucks drive in one end, load along the docks and drive straight out the other.
🙏 Thanks to Sascha (
P4NtR / @ZoneOffGames) for showing Mega Warehouse on YouTube — his “only four truck stops” started the bigger truck offices, and the 12-lane office is his.
Playing with unlimited money? Our warehouse tried to write “infinity dollars” in its notebook and fell over. It now counts to infinity like the rest of us — it just writes “inf”.
Our PYT icon got a little too excited about its news and wouldn't stop bouncing. We've had a word.
Mega Warehouse has had a mega upgrade!
First, let's get something straight. This isn't a bug-fix update.
We fumigated the warehouse before opening day and made sure there weren't any bugs hiding between the crates.
But after such an overwhelmingly positive launch — 100% thumbs up! — we thought, why stop at making a warehouse that works?
Let's bring it up to the PYT standard and give it a little of that magic some of you have come to expect from us.
So, as a thank-you to everyone who's supported our little mod, we've been busy.