Transport Fever 2

Transport Fever 2

108 ratings
TFUR modules (obsolete)
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Track/Street: Street
Tags: road
File Size
Posted
Updated
16.890 MB
Aug 4, 2020 @ 9:40am
Sep 23, 2020 @ 2:45am
17 Change Notes ( view )

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TFUR modules (obsolete)

Description
There is a new version available. steamcommunity.com/sharedfiles/filedetails/?id=2255314735

Any invites on Steam will be ignored. Please comment under my Youtube video. Also pls sub to my channel. More TPF2 stuff in the works.

ATTENTION! Please load TFUR Bridges and TFUR Roads first! Otherwise the game will crash!
TFUR=Transport Fever Urban Road, which is a counterpart of Cities Skylines' CSUR mod. However, this highway mod is more similar to Cities XXL's RHM, as the modules are placed down directly instead of being dragged out like a network as in CSUR.

THE CAR WILL NOT GO BACKWARDS AFTER THE 2020.9.22 UPDATE. THE COMMENTS ARE OUTDATED.
But still, don't try to use one-way to two-way modules on the main route of urban expressways. This is both ugly and will slow your traffic down. However, if you want to build interchanges with TFUR modules on non-expressways, put one-way to two-way modules at the nearest traffic light. This is both better looking and will not influence traffic that much.

This mod comes with ground and elevated modules, and each one can be configured as entry/exit and right/left hand drive. Snapping can also be toggled for each individual nodes.
With this mod, interchanges (much better than vanilla ones) can be built. I provide three examples in the preview pictures.
This mod is a WIP. More modules coming soon.

Update log 2020.8.5: removed collision for elevated modules. Now you can build roads directly beneath them.
Update log 2020.8.7: added pitch and yaw to elevated modules. Also added no pillar mode for them.
Update log 2020.8.8: set the default elevated module to have pillar, and a minor bug fix.
Update log 2020.8.13: This is a BIG UPDATE.
In this update, six more elevated and ground modules are added, including 1=1+1, 2=2+1, 3=2+2, 3=3+1, 4=3+2, 4=4+1. Module construction is split into four menus, two contains modules that has the same amount of exit lanes as entry lanes, while the other two contains one more exit lanes than entry lanes. Elevated and ground modules are still in two constructions, so there is a total of four. In addition, the code is revamped to allow easier editing and simpler future work.
Update log 2020.8.15: added four more modules for connecting one way roads and two way roads. The two way roads are new in TFUR, and they serve as exits of highways. Also terrain change for elevated module is completely eliminated. Before this update, there will be a small hole in the ground every time an elevated module is placed. After this update, it is gone.
Update log 2020.8.16: added three more modules for smooth lane changes, including 1=2, 2=3, 3=4. These modules can be configured as expansion/shrinkage and left/right.
Update log 2020.8.21: added trifurcate modules, including 3=1+1+1, 4=1+1+2, 4=1+2+1, 4=2+1+1. Also collision box of elevated modules are much more reasonable now. You can now place no pillar modules on water.
Update log 2020.8.25: This is the SECOND BIG UPDATE.
In this update, I greatly streamlined the models and textures for the modules, so now its size is A QUARTER of its previous size. Also, the construction is radically streamlined. Furthermore, a set of special modules for building road with side lane / roundabouts is added to this mod. With such radical change in construction comes some problems. The biggest of which makes all the previously constructed modules disappear. In this case, you should download the "rescue mod" : https://steamcommunity.com/sharedfiles/filedetails/?id=2209020835 and rebuild all the old modules to the new ones. The construction UI of old and new mods are also different: the old mod has two constructions per category, one for elevated and one for ground. The new mod only has one construction per category. Therefore, you can easily identify whether a module is old or new.
Update log 2020.8.27: added modules for specific entry/exit for roads with side lanes. Also further streamlined .con files. Now the number of lines is only a third of that a few days ago.
Update log 2020.8.27 (again): added more modules to x=y+(x-y+1) category, including 2=1+2, 3=1+3, 4=1+4, 4=2+4. This is probably the final state of this mod, and I don't see any upgrades in the short term.
Update log 2020.9.22: This is the THIRD BIG UPDATE.
I further greatly streamlined the .mdl files, now there are 43 instead of 74. However, this should present no difference to the end user. Also, I rewrote the paths inside modules, so U-turn is impossible in the modules, eliminating the possibility of cars going backwards. Also a benefit of making this change: the cars will go through the modules in a smoother fashion.
106 Comments
drulia Sep 30, 2020 @ 2:03pm 
These are great, could really improve the game looks and mechanics. Couple issues though, first game doesn't seem to recognise the modules as roads and if I do not have normal road connecting cities, game complains about interrupted connections in between cities. Another one is rather a suggestion. Currently splits and merges are very short and cars reduce their speed to crawling, could these modules have different length, to allow for lesser curve?
Thanks for a great mod!
TravelWhale Sep 27, 2020 @ 1:07am 
车之所以在单向变双向模块那减速,是因为连接模块的单向车道和TFUR道路宽度不一致吧...
如果主干道接的是大佬的TFUR道路,路过的车是不会减速的
如果大佬把宽度改宽点,说不定减速问题就解决了...
WAKE Sep 22, 2020 @ 5:32pm 
Upon further testing, it seems these types of modules are working fine if they're selected to be on ground, but elevated pillar/without pillar creates the problem with "entry" modules (the ones that are in epmodules_main_side.con) I have noticed this error on more than1+2=2+1, for example with this one as well: https://imgur.com/a/1jdPOdO
WAKE Sep 22, 2020 @ 2:52pm 
Some of the modules seem broken unfortunately, for example this is the 1+2=2+1 module (x+y=(x-1)+(y+1) modules with "ENTRY" toggled. here is link of image: https://imgur.com/a/LkayTQ1
WAKE Sep 22, 2020 @ 12:34pm 
Fair enough, will do :)
East Pavilion-er  [author] Sep 22, 2020 @ 8:14am 
@Wake I would say you should replace all the modules on your map even if it were't missing, because you have to do this to eliminate u-turns and cars driving backwards. It is not necessary to bulldoze all modules, however. You just need to upgrade each module and then upgrade back for the changes to take effect.
WAKE Sep 22, 2020 @ 6:20am 
After the update some of my modules (probably from TFUR old modules) are shown as a concrete layer with a little tiny cube of missing teture instead of any type of module. They still work, but I have to replace them with "newer" modules. I think the modules that are bugging are the ones from the "OLD TFUR" modules (from 2020.08.25) that I didnt replace but were left behind with the other mod.

Is this any bugfix possible or should I just start replacing them to the new modules? My savegame is huge so any sort of fix for the old modules looking correct would be a godsend.
印象空间 Sep 22, 2020 @ 5:30am 
@East Pavilion-er 好的,明白了,现在发现不是全部旧模块缺失,好像都是那些“入口”的模块透明化,暂时只是换了透明那些,以后发现有逆向的地方再更换了,太多了。
East Pavilion-er  [author] Sep 22, 2020 @ 4:36am 
@印象空间 以前建设的模块还是会逆行,所以如果想要根治逆行,还是得全部拆除重建。
印象空间 Sep 22, 2020 @ 3:48am 
哦,对了!请问这次解决的逆行问题,以前铺设的模块会默认修复这个问题吗?比如说丢失(透明化了)那些模块也不会逆行了吗?