Update history

PYT - Mega Warehouse

Every release, newest first. Back to the mod page · mod.io

2.4YOUR GAME, YOUR RULES

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.

  • New: three settings in the mod setup, before a game loads — Build cost (the game's price, or 2, 3, 5 or 10 times it: the build menu, placing, Grow and Upgrade all charge it), Running cost (the game's upkeep, or $25k to $300k a year per 500 of capacity per cargo, replacing it — booked once a game month under Road maintenance) and Extra cost when full (0 to 200% more for a full camp)
  • New: the sliders show the prices for a 500 camp as you move them, with a short chart underneath; each warehouse's window shows its own running cost and a Size / Buy / Min / Max chart for your settings
  • Tip: the running cost counts the cargos switched on, since each one reserves its space — switch off what a camp doesn't store and its bill drops at once
  • Left at Game / Game / 0%, the warehouse costs exactly what it did
  • Better: the alternative-bays keeper waits for a rebuild to finish before it looks at the lines
  • Thanks: to JamesJustice for the idea

Deutsch 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.

  • Neu: drei Einstellungen im Mod-Setup, vor dem Laden eines Spiels – Baukosten (der Preis des Spiels oder das 2-, 3-, 5- oder 10-fache: Baumenü, Bauen, Vergrößern und Upgrade verlangen ihn), Betriebskosten (der Unterhalt des Spiels oder 25.000 bis 300.000 $ im Jahr je 500 Kapazität und Fracht, statt des Unterhalts – einmal im Spielmonat unter Straße/Unterhalt gebucht) und Aufschlag, wenn voll (0 bis 200 % mehr für ein volles Lager)
  • Neu: die Regler zeigen beim Verschieben die Preise für ein 500er-Lager, darunter eine kurze Tabelle; jedes Lagerfenster zeigt seine eigenen Betriebskosten und eine Tabelle Größe / Kauf / Min / Max für deine Einstellungen
  • Tipp: die Betriebskosten zählen die eingeschalteten Frachten, denn jede reserviert ihren Platz – schalte ab, was ein Lager nicht lagert, und die Rechnung sinkt sofort
  • Bei Spiel / Spiel / 0 % kostet das Lager genau so viel wie bisher
  • Besser: der Buchten-Verwalter wartet, bis ein Umbau fertig ist, bevor er die Linien ansieht
  • Danke: an JamesJustice für die Idee

📜 Every update so far, in English and German: tfbpx.com/pyt-mega-warehouse-history.html

2.3.3QUICK ON ITS FEET

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.

  • Fixed: opening a warehouse's window cost a lot of frame rate (60 down to 17 fps on a big 1900 camp) — the stores were re-read every frame; now only when a truck loads or unloads, and every 10 seconds for crates going off
  • Fixed: alternative bays came back after you switched them off — a check in the background put them back after every reload. It's gone: a stop gets every bay only when you add it or make a new line, and the new bays after an Upgrade. Your “don't use” stays as you set it
  • New: Auto-assign alternative bays in the warehouse's window, one switch per warehouse, kept in your save — on: every line stopping there may use every truck bay, new lines and the new bays after an Upgrade too; off: every line keeps its own bay and nothing changes what you set in the line window
  • Fixed: with the camp's own Tram track option, the yard's rails and wires vanished after an Upgrade (the trams still drove) — they stay now
  • New: the 1900 camp's yard is less bare — horse-less carts (flat, hay and water), crates, barrels and a water trough stand about in the free spots
  • Thanks: to Stephen Spry for both reports

Deutsch 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.

  • Behoben: das Fenster eines Lagers kostete viel Bildrate (60 auf 17 fps bei einem großen 1900er-Lager) – die Lager wurden jedes Bild neu gelesen; jetzt nur, wenn ein Lkw lädt oder entlädt, und alle 10 Sekunden für verderbende Kisten
  • Behoben: Ausweichbuchten kamen zurück, nachdem du sie abgeschaltet hattest – eine Prüfung im Hintergrund setzte sie nach jedem Laden wieder. Sie ist weg: ein Halt bekommt jede Bucht nur noch, wenn du ihn hinzufügst oder eine neue Linie anlegst, und die neuen Buchten nach einem Upgrade. Dein „nicht nutzen“ bleibt
  • Neu: Ausweichbuchten automatisch zuweisen im Lagerfenster, ein Schalter je Lager, im Spielstand gespeichert – an: jede Linie, die dort hält, darf jede Lkw-Bucht nutzen, auch neue Linien und die neuen Buchten nach einem Upgrade; aus: jede Linie behält ihre eigene Bucht, und nichts ändert, was du im Linienfenster einstellst
  • Behoben: mit der eigenen Straßenbahn-Option des Lagers verschwanden Gleise und Oberleitung im Hof nach einem Upgrade (die Bahnen fuhren trotzdem) – sie bleiben jetzt
  • Neu: der Hof des 1900er-Lagers ist weniger kahl – Karren ohne Pferde (Pritsche, Heu und Wasser), Kisten, Fässer und ein Wassertrog stehen auf den freien Plätzen
  • Danke: an Stephen Spry für beide Meldungen
2.3.2STYLE THE OLD WAREHOUSE YOUR WAY

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.

  • New: the Classic layout re-packed to Epod's sketch — its two bands kept, the stores where Classic always had them, a third less ground at 5,000. The 500 and 1,000 camps keep their old Classic shape, which is the smaller one there
  • New: three style rows for the 1900 camp — Ground (Auto follows your map's climate, Dirt road, Mossy, Dirt, Dark soil, Gravel), Brick (Red, Dark red, Brown, Sooty, Yellow stock, Whitewashed) and Roof (Slate, Shingles, Red tiles, Grey tiles, Corrugated iron) — all the game's own materials; the first of each is the old look, so no camp changes until you pick
  • New: the same three rows in the camp's Upgrade box — restyle a built camp in place, stock, lines and split kept
  • New: a 1900 camp is dressed — grass patches and the game's own trees and bushes in the gaps between the buildings, the same after every Upgrade
  • New: an existing Classic camp re-packs on its next Upgrade — the buildings move, the stock and the split stay. Until you upgrade it, it keeps its footprint
  • Fixed: the 1900 camp looked too new — the office, the fence and the tank bases wear the game's own brick and stone now, the one brick the barns already had, and every 1900 roof the game's weathered slate
  • Fixed: the truck office's name board was blank — it shows the station's name now, so renaming the station renames the board
  • Thanks: to Chris and Ingo (BGS Transporthaus) once more — it was the Classic camp in their video

Deutsch 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.

  • Neu: das klassische Layout nach Epods Skizze neu gepackt — seine zwei Reihen bleiben, die Lager stehen, wo sie im Klassischen immer standen, ein Drittel weniger Fläche bei 5.000. Die 500er und 1.000er behalten ihre alte klassische Form, die dort die kleinere ist
  • Neu: drei Stilzeilen für das 1900er-Lager — Boden (Auto passt zum Klima der Karte, Feldweg, Moosig, Erde, Dunkle Erde, Kies), Backstein (Rot, Dunkelrot, Braun, Rußig, Gelber Backstein, Weiß getüncht) und Dach (Schiefer, Schindeln, Rote Ziegel, Graue Ziegel, Wellblech) — alles Materialien des Spiels; der erste Eintrag ist der alte Look, bis ihr wählt
  • Neu: dieselben drei Zeilen im Upgrade-Fenster — ein gebautes Lager neu einkleiden, Bestand, Linien und Aufteilung bleiben
  • Neu: ein 1900er-Lager ist bepflanzt — Grasflächen und Bäume des Spiels zwischen den Gebäuden, nach jedem Upgrade gleich
  • Neu: ein bestehendes klassisches Lager packt sich beim nächsten Upgrade neu — die Gebäude rücken, Bestand und Aufteilung bleiben. Bis dahin behält es seine Fläche
  • Behoben: das Lager von 1900 sah zu neu aus — Büro, Zaun und Tanksockel tragen jetzt den Backstein und Stein des Spiels, denselben Backstein wie die Scheunen, und jedes Dach von 1900 den verwitterten Schiefer des Spiels
  • Behoben: das Namensschild des LKW-Büros war leer — es zeigt jetzt den Stationsnamen, umbenennen benennt auch das Schild um
  • Danke: noch einmal an Chris und Ingo (BGS Transporthaus) — im Video war das klassische Lager
2.3.1LIGHT ON ITS FEET

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.

  • New: the Compact layout packs tighter — the quarters in two columns, racks and cold rows under the barns, tanks beside the crane under the bunkers (Epod's sketch) — a 5,000 camp on 460 x 330 m instead of 400 x 440. An existing Compact camp re-packs on its next Upgrade: the buildings move, the stock and the split stay. Classic stays the spread-out option
  • Fixed: the frame rate with the station window open — the camp's catchment was a 300 m circle for every bay plus one every 200 m across the site, and the game computed and painted every one of them; now one circle per station, as the game's own stations have. An industry that only reached the station through a far corner's circle may need a road now
  • Fixed: trees in the yard — the game only clears them under a model, so the whole plot is tiled with invisible ones; nothing is left standing in the sand
  • Fixed: a bay named 'Flatbed' in the station window — 'All Cargo Types' again (the game names a bay after the last cargo class listed)
  • Fixed: the shed's roof vents stood over the glass roof lights — all along the roof now
  • Fixed: the 1960 cantilever rack's cargo board hung behind the next row's column — moved into the clear bay
  • Fixed: the 1900 rack's outside stair climbed to blank brick — it ends at a loft door now
  • Tip: the warehouse snaps to a road, as the game's depots do, and a snapped ghost won't turn — hold C (the game's no-snap key) to place it free, then N / M turn it
  • Thanks: to Chris and Ingo (BGS Transporthaus), whose review on YouTube put a frame counter on it and found most of this list — watch the review, from 14:05

Deutsch 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.

  • Neu: das kompakte Layout packt dichter — die Viertel in zwei Spalten, Regale und Kühlreihen unter den Scheunen, Tanks neben dem Kran unter den Bunkern (Epods Skizze) — ein 5.000er-Lager auf 460 x 330 m statt 400 x 440. Ein bestehendes kompaktes Lager packt sich beim nächsten Upgrade neu: die Gebäude rücken, Bestand und Aufteilung bleiben. Klassisch bleibt die weitläufige Variante
  • Behoben: die Bildrate bei offenem Stationsfenster — der Einzugsbereich des Lagers war ein 300-m-Kreis je Bucht plus einer alle 200 m über das Gelände, und das Spiel hat jeden davon berechnet und gezeichnet; jetzt ein Kreis je Station, wie bei den Stationen des Spiels. Eine Industrie, die die Station nur über den Kreis einer entfernten Ecke erreicht hat, braucht jetzt eventuell eine Straße
  • Behoben: Bäume im Hof — das Spiel räumt sie nur unter einem Modell weg, darum ist das ganze Gelände mit unsichtbaren gekachelt; im Sand bleibt nichts stehen
  • Behoben: eine Bucht hieß im Stationsfenster 'Sperrgut' — wieder 'Alle Frachtarten' (das Spiel benennt eine Bucht nach der zuletzt gelisteten Frachtklasse)
  • Behoben: die Dachlüfter des Schuppens standen über den Glas-Oberlichtern — jetzt alle längs des Dachs
  • Behoben: das Frachtschild des Kragarmregals von 1960 hing hinter der Stütze der nächsten Reihe — in das freie Feld gerückt
  • Behoben: die Außentreppe des Regals von 1900 führte auf blanken Backstein — jetzt endet sie an einer Bodentür
  • Tipp: das Lager rastet an einer Straße ein, wie die Depots des Spiels, und ein eingerasteter Geist dreht sich nicht — C gedrückt halten (die Nicht-Einrasten-Taste des Spiels), dann drehen N / M
  • Danke: an Chris und Ingo (BGS Transporthaus), deren Review auf YouTube einen Bildzähler drangehalten und das meiste dieser Liste gefunden hat — Review ansehen, ab 14:05
2.3DING DING, TWICE

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.

  • New: Tram track — None / Tram / Electric tram — in the build settings of every Mega Warehouse, camp and 1960 shed alike, and in the Upgrade box of one already built (rebuilt in place — stock, lines and split kept). The gates get the game's own tram track; the bays and the shed's lanes take cargo trams
  • New: rails through the whole yard — round every bend, into the bays, through the shed — and, with Electric tram, our own poles (cast iron at the camp, galvanised steel at the shed) and wire at the game's own height. Inside the shed the wire hangs from the building
  • Fixed: 'every bay as an alternative' never worked — our line-reading call returns nothing in TF3, and we're sorry it took a player to show us. Now it does, with no checking in the background: a line that stops here gets every other bay the moment you add the stop (from any window), open the warehouse's window or finish an Upgrade — and once when a save loads
  • The garages stay the trucks' depot (buses and trucks); trams come from a tram depot, as in the game
  • Thanks: to jhughes, whose Factory Buffer question started all this

Deutsch 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.

  • Neu: Straßenbahngleis — Keins / Straßenbahn / Elektrische Straßenbahn — in den Baueinstellungen jedes Mega Warehouse, Lager wie Schuppen von 1960, und im Upgrade-Kasten eines schon gebauten (am Ort neu gebaut — Bestand, Linien und Aufteilung bleiben). Die Tore bekommen das Gleis des Spiels; die Buchten und die Spuren des Schuppens nehmen Güterstraßenbahnen
  • Neu: Schienen durch den ganzen Hof — um jede Kurve, in die Buchten, durch den Schuppen — und bei Elektrisch eigene Masten (Gusseisen am Lager, verzinkter Stahl am Schuppen) und Fahrdraht in der Höhe des Spiels. Im Schuppen hängt der Draht am Gebäude
  • Behoben: 'jede Bucht als Alternative' hat nie funktioniert — jetzt schon, ohne Prüfung im Hintergrund: eine Linie, die hier hält, bekommt alle anderen Buchten, sobald du den Halt setzt (aus jedem Fenster), das Fenster des Lagers öffnest oder ein Upgrade abschließt — und einmal beim Laden
  • Die Garagen bleiben das Depot der LKW (Busse und LKW); Straßenbahnen kommen aus einem Straßenbahndepot, wie im Spiel
  • Danke: an jhughes, dessen Frage beim Factory Buffer das alles angestoßen hat
2.2.2QUIET PLEASE

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.

  • Fixed: on big saves the game could freeze for about a second every 10 seconds, even with no window open — the same fix as PYT - Minimap 1.4.1
  • Fixed: clicking the PYT icon or a tile in its row could crash the game — the button was taken away while the game was still handling the click (seen together with the Mod Bar mod)
  • Gone: the NEWS button in the PYT row. It bounced and pushed other buttons around, and you told us you didn't want it — we listen
  • Tidier: the PYT row shows one settings cog (some setups showed two), and the 'fade until the mouse is over it' setting is always in PYT — Settings
  • Smoother: with PYT — Settings open on a big map, its performance meter no longer stalls the game every 10 seconds (it could make the sound flutter) — it reads once when you open it, then every 2 minutes
  • Thanks: to QuickNiq for the crash log and honest feedback, and to the Mod Bar players who spoke up

Deutsch 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.

2.2.1NEVER EMPTY-HANDED

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).

  • Safety: with every cargo switched off, the warehouse keeps its first cargo on — a warehouse with no store at all crashes the game (found in PYT - Factory Buffer)
2.2FANCY BAYS

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.

  • Truck bays load and unload at 2x for every kind of cargo — bulk, liquid, goods, flatbed and universal
  • Specialised trucks (tankers, tippers, box vans) no longer lose speed to 'Specializations don't match' at our bays
  • PYT - Mixed Cargo trucks load every compartment at full speed here
  • A warehouse you built before: change any of its settings once and its bays take the new speed
  • PYT — Settings: the PYT button can fade until your mouse is over it, and a Language choice for the PYT windows
2.1.1CONSOLE FRIENDLY

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.

  • In plain terms: on PS5, the PYT news and Settings windows no longer crash the interface. On PC nothing changes
  • Thanks: to Maxmadimus, whose Pay Your Tolls report found it
2.1THE MRHAMSTRING SYSTEM

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.

  • Click a cargo’s icon in the Storage split to switch it off: it isn’t stored here any more, its icon goes grey and locks, and its space is shared by the other cargos of its kind. Click again to switch it back on
  • Holding stock? You choose: Off once shipped out (nothing more comes in, the space frees up as it leaves, off when empty) or Destroy (gone at once, space freed now)
  • All off / All on for a whole kind — every liquid off in one click, say
  • Sliding a cargo right down to 0 switches it off too; Balance leaves switched-off cargos alone
  • Thanks: to MrHamstring, who asked for exactly this
2.0DRIVE RIGHT THROUGH

YouTube Watch the 1960 shed in action — one minute, real in-game footage. YouTube 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.

  • The 1960 shed has its own button in the PYT warehouses tab, from 1960 on. The same locked store for every cargo — tanks, bins, racks with a travelling crane, a cold store, a gas station and its own truck depot.
  • Truck lanes: 4, 6, 8 or 12. Each lane is one stop, just like the game’s own truck station: the first truck drives to the front, the next pull up behind it, and they all load at once. Every lane is added to your lines by itself.
  • Real staff. People from your towns come to work here — 2 to 16 jobs by size. No staff: loading 3x. Fully staffed: 5x. The warehouse window shows who’s at work.
  • A bus stop for the staff in front of the office — buses only, passengers only. Trucks never use it.
  • Lit for the night shift. Light masts fill every dark corner of the yard.
  • Upgrade a camp into the shed from 1960 — same stores, same stock, same split. The upgrade can now add truck bays and lanes too.
  • A bigger garage: the truck depot looks after 12 to 24 trucks at a time (was 8).
  • Your language on the sign: the office board shows your company’s name and “Warehouse” in your game’s language.
  • The 1900 camp got a polish: a dirt yard, the whole truck yard cobbled from gate to gate with stone kerbs, a glass roof on the rack hall, brick gables and a crane sized to its yard.
  • An easter egg: build the 12-lane shed and take a close look through the office window.

🙏 Thanks to Sascha (YouTube 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.

1.3.2MONEY’S NO OBJECT

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”.

  • In plain terms: with unlimited money (sandbox), a Storage split, an upgrade or adding truck stops no longer crashes the game with a Lua error
1.3.1THE ICON SITS STILL

Our PYT icon got a little too excited about its news and wouldn't stop bouncing. We've had a word.

  • In plain terms: The PYT icon at the top of the screen no longer pulses. The NEW tile only moves inside the PYT row when you open it, and stops once you've read the news.

1.3A MEGA UPGRADE!

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.