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- 3D modelling (and all its facets)
- Lua scripting
- Tpf2 API
- Tooling for all of the above
And I probably forgot stuffMore questions come to mind: how did you test your code (unit tests, or manual tests)?
Anyway, I digress. You asked for mod inspiration and I would like to see a per line/per signal/waypoint way of prioritizing, but I am afraid the API doesn't support that.
Though i love building trains and busses, i like to also make a decent working traffic flow through each town.
Or, How about traffic management? Maybe something can be done for traffic street lane arrows so you can actually decide what appears.
Never seen this mentioned, but how about adding some more diversity in terms of the ethnicity of the people in the game?
Maybe this mod, ironically enough made by the OP, would help you do that, is surprisingly lag-free and can be used to remove tons of stuff at once.
https://steamcommunity.com/sharedfiles/filedetails/?id=2857104286
Or just activate Sandbox mod, and click on each city, and remove them in their entirety.
Also, there are mods that reduce population in the Workshop, Town Tuning and Population Factor, and another that stops development, No Town Development.
1) Preset docks doing an import / export. i.e. you deliver oil to a dock and get goods for it in return. Of course, this would apply to all resources and finished goods.
2) The ability of having some resources being used before their more modern counterparts come to use.
i.e. tools may require iron and wood (1850 [or earlier if the "early start" mod is used]), before switching to steel and wood (around 1880) and eventually steel and plastic (1950?);
Same idea would work for goods and machinery as well.
And another thing I'd like to see is having both the signals along the tracks as well as those at crossing change to a more modern version the moment the player starts electrifying the tracks.
Thorin :)
Click on the tool and then am asset and that would select what you have clicked on to be placed elsewhere on the map.
An asset already placed or a truck station or a depot or.......
A dedicated delete tool....
Choose to delete bus / tram type stops only.
Choose to delete a signal, only.
Choose to delete a way point, only.
So the tool would not need to be as exact as to highlight, as an example, a signal without also selecting a section of train track.
Perhaps I'm getting better but I often delete buildings due to not quite selecting the bus stop only or a section a train track, due to not quite singling out the signal.
A favourite section in the UI....
Have a category where you can add favourites that you often place on the map. If you have lots of assets it can take a while to find the few you regularly use.
Free Game save mod list.....
An option to save a selected mod list as a choice for a Free Game, and name that list.
I can start a Free Game and decide on a different set of chocs for the mod I select. For example choosing Expanded Industry and the Mail add-on, for me, mean other choices of mods are selected and others not. So once that mod selection and order has been chosen then I could save that and name it.
Grid Overlay option....
If possible a grid overlay. For easy of aligning assets, whether a click to snap could be offered would be a bonus.
Smaller brush tool increments.....
As noted in another post. You can only have 10 degree rotation on the brush tool for placing textures. Not useful at all when you wish to detail more precise. A 1 degree rotation option would offer greater flexibility.
Map Marker shortcuts....
Probably too much to expect a minimap but ability to assign keys to "push pin" type markers created on the map. So I press CTRL 1, as an example, and the screen goes to that assigned place on the map.
Perhaps more useful for those playing on Mega sized maps.
A recent history list......
A button on the bottom UI that brings up a list, with year dates, of when vehicles have been introduced, and what they are etc. I sometimes miss these message / windows that pop up telling me of a new more modern vehicle is available. Sometimes important, other times less so. But if I could click on a button that brings up a list, that could be emptied, of the most recent vehicle options available that would be useful.
I'll at others as I think on them.
Thanks for asking 👍Hope that you still think that, after such a list :D
BTW - Amazing set of mods you have made. Thanks for creating and sharing them. Appreciated.
1 - Make vehicles upgrade, sell, go to depot or change wagons composition only after reaching the next stop and unloaded the actual cargo;
2 - Tie the revenue and maintenance costs to the time scale of the map. In the previous game, if you halved the time speed, revenue and maintenance values were also halved. Now, the maintenance and revenue are unaffected by the time speed, basically if you halve the time speed, you start making 2x the original money for the same in-game time period, what makes the game more easy. I liked to play on slow speed to see and use as many types of vehicle as possible, and really feel each era.
I suspect any of these 2 aspects are not moddable anymore, but, here are my suggestions anyways.
Thanks. =)
*Edit:
I also had made this other suggestion during the beta phase:
https://steamcommunity.com/groups/transportfever2_mac_vulkan/discussions/8/3762231030855707911/
Thanks again. x)
I actually really did want to have a minimap too. We almost got one (map editor -> main connections). I did start to write some code but it was a bit hacky - like a grid of 1 pixel coloured buttons. I thought there must be a better way and put it on hold. I may see if there is a way to do it.
Do you think any of my 3 suggestions is moddable? I think only the 3rd one in the link for the beta group is, but, don't hurt to ask.
Bob