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
2 - buy suitable vehicle in the depot.
3 - assign the vehicle to a line. You do that by clicking on the arrow at the top left corner of the vehicle manager.
https://steamcommunity.com/sharedfiles/filedetails/?id=2985657927
Do note the vehicles need to be able to access the line in question. If you try to assign a train to a line it cannot physically reach - i.e. depot not attached to the network, different segregated rail lines, depot not electrified when trying to assign electric vehicles, etc. - then you will be unable to assign the vehicle to the line. More of an issue with trains and trams, but can happen with road and ship vehicles as well.
Many rail games have special "portal" buildings, which can automatically spawn, or generate, trains. The idea is similar to how hobbyists use tunnels to hide that their model railroads have physical limits and must stop somewhere. Trains that emerge from tunnels/portals we imagine come from "off map".
This is useful. A simple example is: your map models your local town. Portals make mile-long intermodal container freight trains appear, drive across your map, and then enter another portal to disappear.
You can often set up parameters for portals. How often show a train spawn. Randomize their consists (good for mixed freight, and overall to make two oil trains not look identical if you can randomize which exact tank cars that appear). Some games even allow you to preconfigure several consists, and then the portal randomly selects one of them to spawn, each time it's time for a new train.
That's inbound portals.
Outbound portals simply accept trains and removes them. (You'll build this to look like they're driving into a tunnel, for example, and then they "leave the map").
Transport Fever 2 is a train game. So obviously someone's going to ask:
How do you set up train spawning?
It's as if nobody even though of train portals, and how useful they are to create a bustling train network.
==========================================
I believe the answer to the question is: there are no portals, and mods cannot add this functionality at all. You can purchase trains at depots, but only manually, you can't set up that happening automatically.
==========================================
If you want a long intermodal to run across that map of yours, you'll have to purchase one, and place industries on your map, and set up a route so the train will load and/or unload as desired. You might model a class III shortline, and not want to have to pay for that class I intermodal, and then you'd be out of luck with this game.
There's no notion of having trains just for show, trains that don't belong to your network. You have to pay for all trains you see.
This basically means you will only set this up when you're running on easy mode or in the sandbox, where money don't matter.
If anyone knows of a way to set up trains spawning (and despawning) automatically, do tell us, but I haven't found a single suggestion it is possible, on the developer's roadmap, or even discussed before.
do it like model railways, build a hidden station.
define extra long waiting times in that hidden station ---> it becomes a hidden train storage
I didn't try it so far but that vid looks promising
https://www.youtube.com/watch?v=QedcoCilj6k&t=69s
(If the game insists I still buy these "teleporting trains", fine - this functionality presumes a sandbox approach anyway)
Cheers
Do note only assets that allow you to set up a street entrance, and have it enabled when being built, will generate car traffic. Without them, assets will only generate foot or public transport traffic.
For example, the Advanced Person Magnet; it can be built without and with street entrance; only with a street entrance it will generate road traffic.
https://steamcommunity.com/sharedfiles/filedetails/?id=2249726960