Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Eventually though you may wish to completely separate freight and passenger movements.
On Sandbox and/or No Costs, for those that want to replicate mixed passenger/cargo operations, which are very common in real life.
In passing: you can build two stations close together on tracks that cross, link their buildings with a short road, and avoid sharp curves where you want two routes to go roughly at right angles to each other.
Build the criss-cross a bit away from the Station, where the trains enter the single track in one direction. Place a two-way switch entering it on the Freight side right up against the criss-cross entry, but the Passenger one further back. That will cause a Passenger train even kinda close to entering the slip to get priority, while the Freight has to be right up to the slip to get in first. The Passenger will tend to enter ahead of the Freight and avoid the issue in the first place.
Build the side track and place a one-way switch just before the track split, and another right at the end of the side track, just before reentry, and another just after reentry - add no Switches on the main track along the side track. Place a Waypoint on the side track and add it as part of the Freight route.
Freight will always take the side track, necessary or no. If Passenger passes the switch at the split, it will take priority because it passed that Switch before the Freight passed the reentry Switch - both are the final Switch before the merge Switch, and since the Passenger passed final before merge first, the game gives it priority.
The Schedules mod will ensure this always happens even with short side tracks, or always happens with no side track because the freight always waits till the Passenger has entered before entering behind it.
And as was said, the above switching is only so-so in the game, without the schedule mod it's way easier to just give Freight its own track and call it a day.
A completely off-topic question: Are there any "must have" mods you can recommend (Currently I have none at all)?
https://steamcommunity.com/sharedfiles/filedetails/?id=1920437817
Stations like that are also useful for creating switchbacks for ascending steep hills where you either don't want or can't have loops in the line, and for creating things like reversing wyes if you're using a mod that prevents trains from 'flipping' in the station.
Really, though, it's just a matter of what's interesting to you.
Must-haves:
Start Paused
No more leaving to get coffee while the map loads only to come back to everything a wreck while the sim ran on its own:
https://steamcommunity.com/sharedfiles/filedetails/?id=2016623587
Achievements w/ Mods
Turns Achievements back on even tho you're starting paused:
https://steamcommunity.com/sharedfiles/filedetails/?id=1934088615
More Colors by LINX
Greatly expands the limited color pallette for lines:
https://steamcommunity.com/sharedfiles/filedetails/?id=1927330004
Campaign Inventors & Adventurers
The only add-on Campaign created by a TF2 player. Excellent work!! Urban should buy this mod and fix the bugs in it and publish it as official DLC:
https://steamcommunity.com/sharedfiles/filedetails/?id=2457092702
Helpful - Mods that deal with game issues:
Build with Collission
Sometimes the game freaks out and says you can't build something because of a collission. At times it's real, like there's no way to put that bridge over that 4-lane highway. But other times it's just upset it's going to destroy a house you're fine with destroying. This can get you around those frustrating moments:
https://steamcommunity.com/sharedfiles/filedetails/?id=2660921894
Zero Height Bridge
The height at which bridges enable is arbitrary and sometimes looks stupid. It can also at times prevent you from creating essential features like splits and criss-crosses because of the game's arbitrary inability to have those span bridge/land transitions. This can force the game to use a bridge where it doesn't want to:
https://steamcommunity.com/sharedfiles/filedetails/?id=2030394734
Roads: No End Year
After mid 1900s you can't draw those brown default paths anymore, and it can look a mess. This lets you keep drawing them. Unfortunately it also crowds the Roads menu:
https://steamcommunity.com/sharedfiles/filedetails/?id=1934908627
ext.roads footpaths standalone
Draw pedestrian-only footpaths to connect things that are juuuuust far enough apart that the game deems them as no longer connected. This can solve a lot of irritating in-game problems, like when it suddenly adds a new road to a city, making your road you built no longer connect to an important station - instead of destroying homes, patch it with a footpath:
https://steamcommunity.com/sharedfiles/filedetails/?id=1968514713
More Multiple Units
Gives you several late-game options for bullet trains. Allows you to right-size very fast trains. Critical for late-game USA where the only high-speed train is the massive Avelia Liberty - gives you multiple sizes to work with instead:
https://steamcommunity.com/sharedfiles/filedetails/?id=1938367681
Just for fun:
Modular Elevated Station
A mod that's very clunky in how it works but, once you cope with it, it produces a great late-game elevated station that lifts passengers to it via elevators, allowing you to destroy Passenger Stations and replace them with ones that sit above the city:
https://steamcommunity.com/sharedfiles/filedetails/?id=2030557897
Industry Production Levels v2.1
Enjoy maps that have many cities and just the one this or that industry, by letting any industry expand to meet any level needed supply, instead of having to connect multiple sources, some of which may not exist on some maps:
https://steamcommunity.com/sharedfiles/filedetails/?id=1970151023
Nafeys Universal Stake Cars
Extra, slightly less efficient train cars that can take any cargo. Also fun because you can see the contents of any train that uses them. Reduces game challenge, but, can also reduce frustration in complex supply chains:
https://steamcommunity.com/sharedfiles/filedetails/?id=2113300296
Industry Expanded Add-On: Mail and Waste
Industry receiving freight produces trash, that must be collected and shipped to Waste Processing, some of which will be recycled into Steel. Commerce receiving freight causes Residents in that city to produce mail (red mail), and demand mail from other cities (green mail). Red mail must be shipped to Mail Facilities that process the red into green (sort whose mail is for who) then shipped to city residents:
https://steamcommunity.com/sharedfiles/filedetails/?id=1962151270
Build with Collision as suggested above is a very handy mod indeed.
Some other general purpose very useful mods are:
https://steamcommunity.com/sharedfiles/filedetails/?id=2857104286
https://steamcommunity.com/sharedfiles/filedetails/?id=1991928620
https://steamcommunity.com/sharedfiles/filedetails/?id=2454731512
Concerning my 1st question: After playing around using signals to control the flow of traffic on my lines, the flow became a lot better - Especially when they are used to control how goods train enter the main line