Transport Fever 2

Transport Fever 2

184 ratings
Collision tile
   
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Asset: Brush Asset
File Size
Posted
1.956 MB
Mar 5, 2020 @ 11:12am
1 Change Note ( view )

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Collision tile

In 1 collection by Relozu
Create waters
2 items
Description
Here you can find a tile as an asset with collision. It serves to protect a certain area from development by being embedded in the ground there.

Features
  • collision tile with several options for scaling, rotation and effective range in height
  • collision tile can be used in two modes, in the second mode it is more visible due to the different display
  • asset category "misc"

Modes and other options (change in the "mod.lua" file)
Path to the mod.lua file
[...]/Steam/steamapps/workshop/content/1066780/2014570720

Change mode:
  • standard:
    collisionfns.changeColliderMode (false, 40)
  • "false" must be replaced by "true"
  • the numerical value stands for the height of the block in meters and can be adjusted almost arbitrarily (limitation: 0 <= n <= 4000)

collisionfns.changeColliderMode(false, 40)
collisionfns.changeColliderMode(true, 40)

Change the distance until a collision tile is hidden by the game (visibleTo):
  • the default value for a tile is 400
  • a change can be overwritten (example)
    collisionfns.useCustomVisibleTo(true, 800)
  • an example of a small value: 100; an example for a large value: 2000 (limit: 10 <= n <= 8000)

Tips and hints for use
  • the height of collision tiles can be changed by default with the comma and the dot key
  • when using the second mode, the original tile is the bright yellow area under the block, it should be completely hidden
  • the second mode puts a block on the collision tile, which shows the horizontal dimensions
  • the height at which the tile acts is not visible in the second mode, but this can be e.g. almost reach with the bulldozer by hovering over a tile/block
  • placed collision tiles can be removed using the asset eraser
  • in rare cases very narrow collision tiles are ignored by the game and roads are built over them

More download sites
Collision tile on transportfever.net:
https://www.transportfever.net/filebase/index.php?entry/5248/

(partially manually edited computer translation)
31 Comments
Relozu  [author] Feb 4, 2023 @ 5:07am 
@23m5 Danke.
Von mir gibt es bis jetzt nur die Quader-Platte. Mehr Assets sind von mir im Moment nicht in Planung.
23m5 Jan 20, 2023 @ 5:20am 
Eine sehr hilfreiche Mod! Vielen Dank dafür! Gibt es eigentlich auch andere Assets, z.B. Bäume, die nicht durch die KI überbaut werden können?
StopNLean Aug 10, 2022 @ 11:13pm 
thanks man
Relozu  [author] Mar 8, 2022 @ 11:29am 
@Hadrianna Isolina Sorry for the late reply. The collision tiles are supposed to be hidden in the ground or in other objects. Otherwise you can enter a smaller value in the file "[…]/Steam/steamapps/workshop/content/1066780/2014570720/res/scripts/relozu_collision_tilefns.lua" in line 51, instead of 10, to allow smaller values.
Hadrianna Isolina Feb 18, 2022 @ 5:03am 
even collisionfns.useCustomVisibleTo(true, 10) could be visible from street view. could it be even lower?
Relozu  [author] Dec 23, 2021 @ 6:02am 
@Hadrianna Isolina Exactly, you can switch whether you see the large cuboid, it does not change the impact of the collision tile.
Hadrianna Isolina Dec 18, 2021 @ 6:32am 
when using [collisionfns.changeColliderMode (false, 40)] mode, the collision tile still works?
Relozu  [author] Jul 19, 2021 @ 7:59am 
@Energo The mode with the big box is just to see better what you are doing. Under the box is the completely yellow collision tile and only this has to be hidden under the ground or somewhere else. Once you are done, you can change the mode back and then nothing should be visible from the plates and boxes.
"visibleTo" means how far the object is visible to the player and at what point it is hidden.
Does that answer your questions?
By the way, the "waterfns" thing was an error in the description, which I have fixed now, thanks.
Energo Jul 17, 2021 @ 2:29pm 
Could someone please explain me if I can protect the already built and filled with assets areas? I think I've tried everything. Maybe I don't understand something but the way to put the tile under the ground means some preparations BEFORE and you must also clearly "see" what you are going to do there exactly and what to place - this is not always possible. I thought the 2nd variant will work but all I got is a big "cube" instead of tile. I can't understand what to do with it :(
I thought it is possible to hide the tile playing with waterfns.useCustomVisibleTo(true, 800) - tried different values but the result was always 100% the same.
Maybe I do something wrong or in my case (see the beginning) this mod is useless?
Thx