Transport Fever 2

Transport Fever 2

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FFDmh2223 Apr 27, 2024 @ 5:54pm
Future of the game - Wishlist 2024
Hi everyone,

I am curious to everyone's thoughts on the future of this game. Do you think there will be a 3rd version? If so what are your top wish list items?

Larger maps
Real-locations/map generator
The mods and add-ons are what make the game
It would be nice to see switching and real railroading(locals) become a thing.
Game overall is pretty solid today but there are always things

What are your thoughts/wish list items?
Last edited by FFDmh2223; May 2, 2024 @ 6:34pm
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Showing 1-15 of 23 comments
Kyph Ymtor Apr 28, 2024 @ 9:27am 
My wish list for the last update to this game or TpF3:

1 The ability to expand the platforms at a truck station to maximum length, without having to guess how far back from the edge of the road to place the truck station, to be able to expand the platforms to maximum length without the road being in the way.

2 When placing a terminal train station, have the elevation of the station be the same level as the street that I am trying to place the main building at the end of the terminal next to, not the ground level at the center of the length of the platforms.

3 Make it easier to place assets like signs up on a high bridge by substituting the deck of the bridge for ground level when placing assets. Enabling Debug mode and pressing right Alt G made this a little bit easier, but still not as easy as I think it should be.

4 Have traffic lights with a green arrow for a protected left turn on streets that are wide enough to have a left turn lane. The game already has a protected advance green light for the bus lane which is very similar to a protected green arrow for a left turn lane.

My wish list for TpF3 that I do not expect in the last update of TpF2:

1 On country roads with at least 4 lanes, on long sections between intersections or junctions, have which lane a vehicle uses be determined by the maximum speed that the vehicle can go, so there will be a minimum speed for vehicles in the passing lane and have slower vehicles stay in the right lane.

2 Have the A.I. choose routes in cities with the fewest turns. Instead of a zig-zag route like go one block turn right, go one block turn left, go one block turn right, go one block turn left, go one block turn right, go one block turn left; have the route go straight for 3 blocks, turn right, go straight for 3 blocks.

3 Have collision for ships so that ships will slow down and not clip through each other.

4 have yellow lights work on railroad signals for trains to slow down when the next signal is red.

5 Kids and schools, and school busses, and school bus routes, and school bus stops.

6 What the heck do they make in the small industrial buildings within cities where people work? Just have the sources of raw materials like farms and forests and quarries, mines and oil wells be in rural areas away from cities. Have the mills and factories and processing plants and refineries be in or near the edge of a city and have people work there. Have all industrial buildings in cities make something. Have the industries that make finished products make more than enough for one city and ship products to other cities that don't make that product. Have fewer industrial buildings and more office buildings where people work in cities.
yoshinoya Apr 28, 2024 @ 11:53am 
Wishlist for TpF3: Have continent selection affect the town buildings too. The European style buildings look out of place elsewhere.

Town generation could also be more authentic to the continent, with European towns getting a lot of skyscrapers in the town centre only at era C but the level 2 era B buildings could be larger. Row buildings

Railyards where you can buy, stash and maintain trains. The current train depots could only fit locomotives. Probably make that a toggleable option in the map/savegame settings so it's not a forced difficulty spike.

I'm probably saying this because I constantly swap mods, but some sort of way to get rid of placeholder cubes. At least for trees.

Path signals, maybe? I feel like TpF2 train signals only work as block signals.

Upgrade tool that works over an area, as in Workers and resources Soviet Republic.

What could perhaps go in an update: Doppler effect that also works for event-based sound effects. Horns on passing trains are probably the worst offenders, but hearing train doors or crossing bells even after zooming out of the area is also annoying.

Personal pet peeve: Adjusting train pathfinding so stations don't count as signals. I don't have this behavior confirmed but it's the only explanation I have for trains running into each other on a single tracked route when there's a station in the middle of it. I could make every station double-tracked, but it doesn't look right when I'm building a realistic looking branch line.
RadiKyle Apr 28, 2024 @ 12:02pm 
Originally posted by yoshinoya:
Personal pet peeve: Adjusting train pathfinding so stations don't count as signals. I don't have this behavior confirmed but it's the only explanation I have for trains running into each other on a single tracked route when there's a station in the middle of it. I could make every station double-tracked, but it doesn't look right when I'm building a realistic looking branch line.

Hi, yes stations basically have built-in signals. More info here, including your deadlocked single-tracked station example:
https://www.transportfever2.com/wiki/doku.php?id=gamemanual:railwaysignals
yoshinoya Apr 28, 2024 @ 12:18pm 
Originally posted by RadiKyle:
Originally posted by yoshinoya:
Personal pet peeve: Adjusting train pathfinding so stations don't count as signals. I don't have this behavior confirmed but it's the only explanation I have for trains running into each other on a single tracked route when there's a station in the middle of it. I could make every station double-tracked, but it doesn't look right when I'm building a realistic looking branch line.

Hi, yes stations basically have built-in signals. More info here, including your deadlocked single-tracked station example:
https://www.transportfever2.com/wiki/doku.php?id=gamemanual:railwaysignals

Thanks. I wonder if it would be possible to let/make signals "see" beyond their own signal block. That could fix issues like this, but I don't know if it would cause some other issues
ajax_post Apr 29, 2024 @ 6:55am 
Originally posted by yoshinoya:
Thanks. I wonder if it would be possible to let/make signals "see" beyond their own signal block. That could fix issues like this, but I don't know if it would cause some other issues
Now, I don't know how real railways work but when placing signals in Train World, I can set a "no stop" instruction on any signal so that trains will pass the signal ONLY if the next signal is green.

Would be good to see such functionality added to TpF2 (or TpF3) signals.
Emma May 8, 2024 @ 3:20am 
A working economy would be nice, Maybe a real Challenge, Vehicle Breakdowns, Anything that relieves the Boredom !!!!!!!!!!!
Proper Vehicle Historical Specifications
for instance
Flying Scotsman, Game speed value 75mph actual Historical speed 100mph
Mallard Game Speed Value 90mph actual Historical speed 120mph
and where is the rolling stock that goes with them
This simulation is full of errors
I call it a Simulation as it is definitely not a game!!!!!!!!
Last edited by Emma; May 8, 2024 @ 3:36am
Zapp May 8, 2024 @ 5:06am 
Originally posted by Kyph Ymtor:
My wish list for the last update to this game or TpF3:

1 The ability to expand the platforms at a truck station to maximum length, without having to guess how far back from the edge of the road to place the truck station, to be able to expand the platforms to maximum length without the road being in the way.

2 When placing a terminal train station, have the elevation of the station be the same level as the street that I am trying to place the main building at the end of the terminal next to, not the ground level at the center of the length of the platforms.

3 Make it easier to place assets like signs up on a high bridge by substituting the deck of the bridge for ground level when placing assets. Enabling Debug mode and pressing right Alt G made this a little bit easier, but still not as easy as I think it should be.
Spoken like a true model builder :)
Zapp May 8, 2024 @ 5:09am 
Originally posted by Kyph Ymtor:
4 have yellow lights work on railroad signals for trains to slow down when the next signal is red.
YES. SO VERY MUCH THIS.

It is annoying to no end when express trains stupidly floor it just to have to come to a complete halt a few signal blocks up ahead.

If the yellow aspect meant AI drivers drove at half speed, trains would move MUCH smoother along the line with far fewer complete stops.
Zapp May 8, 2024 @ 5:10am 
Originally posted by yoshinoya:
Wishlist for TpF3: Have continent selection affect the town buildings too. The European style buildings look out of place elsewhere.
To be honest, just allowing people to mod the buildings would go a long way.
Zapp May 8, 2024 @ 5:12am 
Originally posted by yoshinoya:
Railyards where you can buy, stash and maintain trains. The current train depots could only fit locomotives. Probably make that a toggleable option in the map/savegame settings so it's not a forced difficulty spike.
While I would obviously love it if the game allowed/forced you to uncouple locomotives from their consists, I don't see that level of complexity ever appearing in this style of game.
Zapp May 8, 2024 @ 5:14am 
Originally posted by yoshinoya:
Personal pet peeve: Adjusting train pathfinding so stations don't count as signals. I don't have this behavior confirmed but it's the only explanation I have for trains running into each other on a single tracked route when there's a station in the middle of it. I could make every station double-tracked, but it doesn't look right when I'm building a realistic looking branch line.
You need to read this thread:

https://steamcommunity.com/app/1066780/discussions/0/4349990803077832703/
Zapp May 8, 2024 @ 5:21am 
Originally posted by yoshinoya:
Thanks. I wonder if it would be possible to let/make signals "see" beyond their own signal block. That could fix issues like this, but I don't know if it would cause some other issues
If signals could see into the next block (after the one it is protecting), you would be able to support three-aspect signaling! :-)

And if signals could see two blocks ahead (in addition to the current block of course), you would be able to support four-aspect signaling! :-)
https://steamcommunity.com/sharedfiles/filedetails/?id=3242151411

In this case (which I believe is British signaling) the fourth and new aspect would be the double-yellow aspect.

This would indicate that the current signal "should" be green because the next one is not red. However, since the **next* signal is yellow, this one should be "double yellow" - on high speed lines, you definitely need the extra warning in order to slow down appropriately.
Last edited by Zapp; May 8, 2024 @ 5:38am
RadiKyle May 8, 2024 @ 10:19am 
Originally posted by Emma:
for instance
Flying Scotsman, Game speed value 75mph actual Historical speed 100mph
Mallard Game Speed Value 90mph actual Historical speed 120mph

Hi, sometimes there are cases were record-setting locomotives were operated well beyond normal operating conditions, which the main service fleet wouldn't. Setting speed limits based on typical/safe fleet norms seems more realistic and balanced.

Regardless, today we can already modify any vanilla or mod loco to have any speed we want, no need to wait for a new game.
Hiigara May 8, 2024 @ 12:35pm 
Being able to create a station and save it as blueprint. While building clicking on a piece of track or road or signal will stick it to the mouse to build.
Block signals...block signals...block signals
lozacenz May 10, 2024 @ 2:25pm 
honestly, path signalling is great, works pretty well while being very simple to use. But the ability to set priority for certain routes (so freight trains will give way to passenger trains on a shared section, for example, or you can have an 'express' train on the main line that isn't constantly giving way to 'local' trains coming in from branches), or at switches go 'you can use Either this track Or this track' be it 'whichever is free' or 'the faster one unless obstructed' or the like for similar benefits (only, perhaps, more so) to being able to set alternate platforms at stations... And I suspect some sort of block signalling might interact better with some of that sort of thing.

having multiple different types of signals for when you need them (with path as the first/default) would be great... though also probably a horrible headache to get to work properly, never mind not confusing new players (I'm pretty sure we all know at this point that TpF2 does not explain itself well as is).
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Date Posted: Apr 27, 2024 @ 5:54pm
Posts: 23