Transport Fever

Transport Fever

142 ratings
Extended Gameplay and Immersion
Scenario: Europe, USA
Tags: Vehicle
File Size
225.514 MB
Nov 18, 2018 @ 8:04am
Sep 19, 2019 @ 2:06pm
10 Change Notes ( view )

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Extended Gameplay and Immersion

Extended Gameplay and Immersion Mod ( EGI ) by Uzurpator

This mod is a result of my recent return to the TF. I played for a bit and decided that the game is cool, but could be more intresting if certain things were shuffled around. Transport Fever now, two years after its release, a fine game, but it still requires some polishing to get to its fullest potential.

So I decided to burn a week or two to bring the game closer to where I would like it to be. Considering that I am a train-nut, I spent most of my attention on railroads.

My goal is to use the base game's assets to create more accessible, and variable gameplay experience. I set a goal to make the game more then „use the fastest locomotive to haul those cars to win”. EGI will make you resolve real railroad issues such as grade, power/weight or weight in general. At the same time the game is set to expand slowly, allowing you to acclimatize yourself with its mechanics. The start is slow, especially from the year 1850, but at no point you shall be faced with a wall of difficulty.

Unless you configure the mod to be that way.

This mod is mostly for those who prefer to concentrate on how the game plays instead of treating it as a virtual model railroad. Its focus is mostly game balance, not historical accuracy and it also adds some touches to the game that make it more pleasant to play.

For further details please consult egi_readme.txt, it is located in the mod's directory. Just use your os'es search function.

Synopsis of some features:
- 24 new generations of freight cars ( 144 new vehicles in total )
- 9 new track types
- 5 new passenger cars
- numerous balance tweaks
- new freight car running cost formula
- seamless integration with most vehicle mods
- oalmost 150kb of LUA code
- difficulty settings
- ease of use changes ( reversed locomotives, day length change, vehicle rakes )
- lots of other small tweaks

- added display of lay and upkeep cost of track to the track tooltip

- added three generations of tracks, each comprised of three track tiers
- curve speed limits are more permissive
- arranged bridges into ever increasing tiers of both speed and cost
- resolved some moire/dithering issues on track rendering
- US locomotives have, just like EU ones, their tractive effort, and, if relevant, weight calculatd from physical properties
- Fixed All America Golden Sand being available since 1935, instead 1955, increased speed to 100mph
- Passenger cars now have a running cost formula similar to that of freight ones

- increased capacities of third generation freight cars, so now they are a proper upgrade over the last version of generation 2
- european locomotives now mostly have their statistics calculated from physical properties, this provides better progression of vehicles, without any of them dominating your vehicle choices
- added additional passanger car for the US theme to fix the gap in the 1850-1858 period
- added a better detection of steam emitters - this solves issues with some workshop vehicles
- fixed bounding boxes of US freight cars. Now they ride coupler to coupler
- reworked steam from the main stack from locomotives, now it is more life like - with exhaust being overwhelmed by ash and then by condensing steam. Particles are now also animated.

- Minor balance changes to the second generation EU freight cars ( increased capacity by 1 )
- Added terrain generation switches to the config file
- Added added time freeze switch to the config file
- Fixed some color blending issues in UI
- Fixed EW_II and BC4 bounding box info

1.11 Changes
- Removed LNER animation, because the original author wished so.

1.1 Changes
- More tips during game load
- Fixed LNER A4 Connectig gear animations ( ported earlier mod, I was not clear enough on this in this section. I apologize to the original author )
- Upgraded particle effects ( steam, old diesel, modern diesel )
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redbus36 Mar 22 @ 7:17am 
Hi, really looking forward to this for TF2 - any progress?
Sabomoth Jan 3 @ 12:54am 
Can't wait for at least the generational and multiple cars to be in TP2. Keep it up.
Heimer Dec 8, 2019 @ 4:29pm 
Thanks, that worked. I adjusted the day length to "very_long" in the mentioned config file for this mod. I don't need the 4X progression mod anymore. Great mod you have made. I enjoy the extra challenge before Transport Fever 2 launches!
uzurpatorex  [author] Dec 7, 2019 @ 3:18pm 
edit egi_configuration.cfg for the same mod ( 4x slower time ) - the file is in your tpf installation directory
Heimer Dec 7, 2019 @ 2:47pm 
With this mod active, it disables the 4X slower progression mod. Before 1 food cart could get back on a relatively short run, over 2 years had passed.
Zaponium Dec 4, 2019 @ 11:56pm 
This just might be the best mod to ever be uploaded to steam
uzurpatorex  [author] Dec 4, 2019 @ 2:43am 
Thanks. Yes. I will be porting and expanding EGI on TpF2
Black_Nik Dec 4, 2019 @ 2:34am 
Thanks for the work you've done!
Will there be a similar mod for TF2?
James_the_1st Nov 29, 2019 @ 4:26pm 
Now that I've had a chance to play with the mod a little, I must say I like it! The early game makes much more sense now. It's nice being able to actually build train lines instead of sitting around waiting on the horse carts.
James_the_1st Nov 28, 2019 @ 9:31pm 
I just found this mod, looks well thought out!