Transport Fever 2

Transport Fever 2

115 ratings
Splitter
   
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Track/Street: Track, Street
Misc: Script Mod
File Size
Posted
Updated
313.382 KB
Feb 21, 2022 @ 3:47pm
Nov 2, 2024 @ 3:29am
5 Change Notes ( view )

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Splitter

Description
Splits track or street segments.

Saves additional construction work if segments are to be shortened or inserted subsequently. Enables the construction of additional bus, tram and cargo stops along short streets without destroying adjacent AI buildings. Ideal for pinpoint insertion of switches. Can also be used in connection with the 'Ramp Equalizer' mod to shorten inclination changes. In direct split mode, the segment to be cut - pre-indicated by an orange marking - is split directly with the splitter (jackhammer icon in the 'Assets' menu in the 'Tools' category). If the location is unfavorable, the segment can be pre-marked with 'Marker Start/End', selectable in the 'Assets' menu in the 'Tools' category. Then select the splitter and click on the intended separation point.

Important notes:

- Splitting with pre-marking only works if the 'Marker Start/End' mod is installed.
- Intersections and constructions (stations, rigid segments or switches) cannot be split.
- There is a restore function. Nevertheless, the AI development along streets gets lost at this.
- The integrated info panel offers a control option. For checking the result, the 'Info Tool' mod is recommended. The arrangement of the track and street segments can be made visible in the debug mode of the game by pressing [ALT GR] + [L].
- To avoid conflicts with the AI, it is advisable to only carry out construction work in pause mode.
- The mod does not contain its own tracks or streets and can easily be removed again.

- Known issues:

- Very short segments before street intersections can get a too steep inclination. This can be fixed with the 'Ramp Equalizer' mod, but the adjacent AI buildings will be lost.
- The arrangement of masts, lamps, street furniture and bridge piers will change in most cases.
- An intuitive handling at bridges and tunnels was bought with the disadvantage that splittings are only possible in 1 meter steps there. For the vast majority of purposes, however, it should be sufficient.
- On bridges and tunnels, the orange marking stripe follows the terrain and not the route. In the case of the tunnels, this may even be advantageous.
- The markers and the info panel remain active when selecting assets such as the eraser or groups of trees that do not send feedback when toggled.

Legal stuff:

Original components from UG are accessed, the rights of which are owned by the game manufacturer. Unauthorized distribution not permitted! Adoption of parts of the content for the development of other mods permitted under cc-by-nc (attribution, non-commercial). Install and use at your own risk.
15 Comments
Blackdragonbird Feb 22, 2023 @ 6:03am 
Understood. Thanks for the info. =)
WernerK  [author] Feb 21, 2023 @ 5:53am 
@Blackdragonbird: You could only merge two segments exactly if they are exactly the ones that have been splitted before. I've not experimented with arbitrary segments but I'm sure they won't fit. You sometimes see the problem when the UG AI tries such things and changes a straight plus a curve into a parabola. And this is a result I don't want to have. Merging more than two segments would be even more chaotic because you cannot replace any combination of segments by a single segment. This is the law of Beziér mathematics.
Blackdragonbird Feb 21, 2023 @ 5:19am 
Hi man, your mods are superb. I have a question, is possible to create a reverse of this mod? A tool that can join 2 segments? I ask because sometimes you have a lot of small pieces when buildings tracks or streets, but demolishing all of them and rebuild to make them merge sometimes make you lose the original shape of the original segment.

It could check if the new merged pieces could have the original shape of the original 2 pieces and give an alert that the shape will change before you accept it.

Thanks. =)
optimusgd Sep 27, 2022 @ 2:27am 
@Cornishman: AFAIR if AI traffic have only one route to desired destination, over your tramtracks for example, because its a road anyway, it will use them no matter what. So you must have another parallel road for AI traffic, and then "Bus Lanes" option at your road will work as intended.

Also AI houses attached to your tracks, if there is one, will generate AI traffic with only one route - over your tracks. "Player ownership" are not preventing the AI from spawning houses, its just disable automatic road type changes.

There is some mods exists with AI houses spawn disabled roads (your tramtrack road is not a such one), also manually placed fences alongside the road from some mod assets will help preventing such behavior. Your tramtrack "road fences" are just visual decorations and can't prevent houses to spawn.
anthony Jun 15, 2022 @ 10:58am 
Thanks for this mod. I am using it to make bridges of exactly the length that I need, something very hard to do in vanilla when drawing them out from an embankment,
WernerK  [author] Feb 28, 2022 @ 10:24am 
@Cornishman: Please tell me which mod it is - and I'll check it. Perhaps the street is not "country" type. Maybe there are adjacent AI houses which cause individual traffic and should be avoided.
Cornishman Feb 27, 2022 @ 3:10pm 
@WernerK: thanks for the answer. The path I'm using is (under Roads) Tram specific roads / Tram tracks with fences - and yes - I set is as YES to "Bus Lanes" / "Electric" / "Player Ownership" but still the blooming AI traffic uses it ! The fact is this pathway looks like it is specific ONLY for trams anyway... everything I try in maps (not just this map) seems to end up with AI traffic so pissed off that I'm trying do deny any road connection between 2 towns - so they just use my tram tracks
WernerK  [author] Feb 25, 2022 @ 1:56pm 
@Cornishman: I assume you use a "tram only" path with two tracks defined as "Country Road". You must set it to "AILock" and "Bus Lane". So it cannot be changed by the AI and has no lanes for individual traffic. But trucks could pass yet. You have to set waypoints along these truck lines so that they circumvent the tram path.
Cornishman Feb 25, 2022 @ 6:22am 
Hi WernerK - this is great - I have a further request URGENTLY NEEDED in my opinion. We need street which permit only trams / busses. I cannot get any mod anywhere to prohibit AI traffic. To my shock, I built the only connecting "path" between two towns with the "dedicated tram-lines only" mod ... and guess what... yup, AI traffic all now running down the tramlines to get through to the other side. Can you help us? - Thanks - David
Richard Dastardly Feb 22, 2022 @ 11:47am 
@WernerK ah! a slight misunderstanding. All working now, thankyou.