Cities: Skylines

Cities: Skylines

178 ratings
Random Train Trailers 2.1.0
File Size
0.292 MB
Feb 23, 2017 @ 3:39am
Nov 2, 2018 @ 9:57am
19 Change Notes ( view )

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Random Train Trailers 2.1.0

In 2 collections by Acc3ss Violation
Acc3ss' Mods
6 items
Random Train Trailers Trailer Pool
41 items
What it is
Random Train Trailers is a mod that can randomize the spawning of vehicle trailers. This increases the variety of vehicles in your city without actually needing more assets.

How it works
A config file contains the vehicles for which the trailers can be randomized and what trailers to use for each vehicle.
Some parameters can be specified to modify the chance of having randomized trailers and how 'rare' each trailer is. Check out this turorial page for info on how to get things going.

Questions you may have
Does this work for all vehicles?
It used to but I changed it to just cargo trains for technical reasons. It's most useful for that case anyway. If there's a need for other vehicle types let me know.

Can I use trailers from other assets?
A vehicle's trailer list can include any trailer (as long as it's of the same type of vehicle) including those of other assets.
Just don't go putting cargo trailers on passenger trains or whatever, the game does not like this and will probably start throwing errors at you. The same goes for using non-trailer assets as trailers.

Does this mess up my save?
No, it just changes the way vehicles spawn. Disable the mod and everything is back to normal. A game restart may be required though.

Workshop trains are too long, can I make them shorter?
Yes, either on a per-train basis using the editor or use the global limit in the mod options. (Setting the global limit to 0 disables it)

Is there a tutorial on how to use each setting?

This mod uses Harmony[] for detouring.
It also uses some UI code from AVO by SamsamTS.
Cargo Info for the method to get a train's cargo contents.

There are no mod compatibility issues as far as I know.


Major change list

Industries DLC Update (2.0.0)
Mod has been rewritten to be compatible with the new Industries patch. Trailer variations are used properly, including when using the mod's own cargo feature. You can enable it on the default cargo train if you want to see the differences between the game and the mod.

The mod now also supports 2 new cargo types: Mail and Metals. No idea if the game ever carries Mail by train, but when it does, you can have custom wagons for it! Metals could be useful for Coil wagons in combination with the DLC.

Note for Asset Creators
Check the Cargoes section (at the bottom) of this discussion page for info on how the mod handles the new Industries cargo types and submesh variations:

New in 1.6
Config files (RTT-Definition.xml) get loaded from asset and mod directories, making it possible for asset authors to include trailer configs with their assets.

New in 1.5 Cargo changes trailers!
Cargo-based trailer selection feature added. Trains can now have their trailers reflect the cargo they carry. More info here.

Popular Discussions View All (5)
Jul 30, 2017 @ 4:56am
PINNED: Config structure
Acc3ss Violation
Jan 6, 2018 @ 7:10am
PINNED: Asset Creator README!
Acc3ss Violation
Aug 20, 2017 @ 3:40am
PINNED: Tutorial - Getting started with Cargo
Acc3ss Violation
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Fluff Bunny Nov 12, 2018 @ 12:14pm 
Ok. Thank you. Yeah, you've put a lot of work into documenting this so I can see why you would add that
Acc3ss Violation  [author] Nov 12, 2018 @ 11:04am 
Oh right, that's not needed, I don't think that mod even does anything. It's just there because this mod might not be the most intuitive to use so I recommend people read some of the stuff on the page :P
Fluff Bunny Nov 12, 2018 @ 10:16am 
I understand "the ability to read" requirement is a joke, but is it really a required asset, will your mod really not work without it? I don't want to subscribe to something needlessly. Will your mod work without subscribing to it? It would be nice if you wrote somewhere in your description if this really needed or not, if this is just a joke.
Acc3ss Violation  [author] Nov 1, 2018 @ 9:17am 
Yeah, it should pick up all trailer assets, not just ones included with full trains.
aubergine18 Nov 1, 2018 @ 9:15am 
Does this work with individual trailer-only assets like those uploded by CV?


If so, and if it could also work with engine-only asssets, it would facilitate a new way of train building; instead of subbing full trains just to pick at their carcas, I could sub specific assets I want to use and build custom train from them. This would reduce asset bloat.
Phoenix C64 Oct 30, 2018 @ 10:26am 
nice, i'll give it a go this weekend :)
Acc3ss Violation  [author] Oct 30, 2018 @ 4:33am 
The mod has been properly updated for Industries, everything is working again as it should. It works nicely alongside the game's own cargo train variation system as well.
Acc3ss Violation  [author] Oct 25, 2018 @ 11:48pm 
Should be, although I'm not sure about the current state of this mod, might be slightly broken. I'll have to take a look sometime later.
Phoenix C64 Oct 25, 2018 @ 2:31pm 
but are both things compatible?
Acc3ss Violation  [author] Oct 25, 2018 @ 11:43am 
Yeah it does, but this randomizes them more :P And the game doesn't properly support custom cargo trains that use that feature at the moment either unfortunately.