Transport Fever 2

Transport Fever 2

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okeating Apr 25, 2023 @ 5:19am
What mod would you like to see next?
I am thinking about mod ideas for this game - writing the AI Builder means I am now totally familiar with the entire API and I could implement features that people would desire - if it is possible with the current API. Let me know your ideas!
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Showing 1-15 of 161 comments
BigG Apr 25, 2023 @ 6:31am 
move it like cities skylines
CashonWheels Apr 25, 2023 @ 8:43am 
Vehicle notifications when they arrive at a station or stop. In the top right of the vehicle window put a bell next to the rename icon. This way when I need to modify or reassign a train I don't have to follow it all the way to the next stop. I can do other things until I get the notification. Something else to could go next to the bell. PLUS a ghost icon next to the bell. When clicking this the train/ship/bus will stop in place and let other train pass though it like they did in railroad tycoon 3. Useful when trains are in jam due to construction.
Last edited by CashonWheels; Apr 25, 2023 @ 8:49am
trixsterdo Apr 25, 2023 @ 10:10am 
Train prioritisation where they are stopped at signals. For example passenger trains prioritised over freight trains as in the UK I believe. They game may already have some rules but this is not apparent to me as sometimes a train waits a long time to allow other trains stopping at their signal later to pass through.
alexsmith8526 Apr 25, 2023 @ 10:48am 
the class 455 in NSE, Connex and southern, the 465 in NSE and Connex/ southeastern the 319 in thameslink and NSE (must be AC or DC) and the 411 unit in both Jaffa cake and NSE also all the Thumpers and the old routemasters bus wise Leyland Titans, and the Lynx as well in fact there is lots that i can think of
GunRunner89X Apr 25, 2023 @ 12:25pm 
Would an 'Undo' button be out of the question??
DirkSchwa Apr 25, 2023 @ 12:58pm 
As a developer, I am really interested in all the work you did behind the scenes. I want to mod stuff myself, but I am overwhelmed by the stuff I need to learn:
  • 3D modelling (and all its facets)
  • Lua scripting
  • Tpf2 API
  • Tooling for all of the above
And I probably forgot stuff :steamhappy:
More 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.
Last edited by DirkSchwa; Apr 25, 2023 @ 12:59pm
SinergyX Apr 25, 2023 @ 3:52pm 
If its possible, better traffic management. Like forcing certain lanes or change crossings how they only allowed straight/left but not right. The several highway/ramp/intersection mods help a bit, but AI traffic still takes very 'simple' logic even on a 3 or 4 lane road.

Though i love building trains and busses, i like to also make a decent working traffic flow through each town.
N0neGiv3N Apr 25, 2023 @ 5:08pm 
I'd like to see the ability to restart a fully built map/save as though you never ran a single train on it/little to no agents, but still keep all the things that were built. This way you can still enjoy your creations instead of dealing with the late game side effects.

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?
Last edited by N0neGiv3N; Apr 25, 2023 @ 5:49pm
Tsubame ⭐ Apr 25, 2023 @ 7:22pm 
Originally posted by N0neGiv3n:
I'd like to see the ability to restart a fully built map/save as though you never ran a single train on it/little to no agents, but still keep all the things that were built. This way you can still enjoy your creations instead of dealing with the late game side effects.
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.
Oakshield Apr 26, 2023 @ 1:48am 
Things I would like to see are two things of RRT 3.

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 :)
Vimes Apr 26, 2023 @ 1:57am 
A picker / clone tool.....

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.
Last edited by Vimes; Apr 26, 2023 @ 3:06am
Blackdragonbird Apr 26, 2023 @ 4:32am 
I would like to see some mechanics that were removed from the previous version of the game. But also make them better.

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)
Last edited by Blackdragonbird; Apr 26, 2023 @ 12:42pm
okeating Apr 26, 2023 @ 10:36am 
Thanks for the good ideas so far. I think that certainly "move it" , "clone" and "undo" are viable. Unfortunately signal priority and junction routing are not - there is just not a way (as far as I can tell) to manipulate these through the UI.

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.
Blackdragonbird Apr 26, 2023 @ 2:14pm 
Originally posted by okeating:
Thanks for the good ideas so far. I think that certainly "move it" , "clone" and "undo" are viable. Unfortunately signal priority and junction routing are not - there is just not a way (as far as I can tell) to manipulate these through the UI.

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.:cleanseal:
bjs1943 Apr 27, 2023 @ 4:08am 
I would like a mod which shows the destination town of a passenger on the overview panel without having to click again on the details tab. i.e. on the first click on a passenger in a queue, the panel shows just the line on which travelling, and the destination stop instead of "Industrial building"
Bob
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Date Posted: Apr 25, 2023 @ 5:19am
Posts: 161