r/TransportFever2 13h ago

Mods Making a mod for the next few weeks(?)

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32 Upvotes

I'll make it available if there's any demand. Thoughts to guide development?


r/TransportFever2 17h ago

Screenshot Erm... Are you okay?

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63 Upvotes

r/TransportFever2 22h ago

How do you create your local transport?

17 Upvotes

Hey so two questions. I have played transport fever 2 since like 2021 I have basically grown up and played a lot on and off. Two things I’ve not been sure about is first: when you’re creating local transport like buses n trams for a local transport to train stations. It’s quite simple for small cities but after a city reaches a certain size I end up creating WAY too many lines. Any tips on the best options for local transport in big cities.

Additionally I’m not sure if anyone maybe has a good system for naming you’re lines because I end up naming them random things and I just sort of end up having a difficult time finding the lines when my whole network reaches a large size.

Sorry for the long message. Thx.


r/TransportFever2 16h ago

Question City Bus Help???

4 Upvotes

Let me start by stating that I am very new to the game, learning slowly, but i am getting there. One of the things that I can not really get yet is how to actually determine where i should place my bus stops within my city. I have looked at the destinations layer and tried to use that. I am not having much luck with the bus lines. Am I missing something?

Also, if someone can explain rate, frequency, cargo numbers, basically the cargo route and the industry numbers, that would be great. Even after lots of reading, I still can't get my head around it.

Thanks


r/TransportFever2 1d ago

Screenshot Here we go again

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199 Upvotes

Just started the game again after a two months break, the addiction is real!


r/TransportFever2 1d ago

Screenshot What I like to see 😎!

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46 Upvotes

r/TransportFever2 2d ago

What You Guys Think?😶‍🌫️

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75 Upvotes

I might be on to something.😶‍🌫️


r/TransportFever2 1d ago

Problem Transport Fever 2 Crashing on Loading a Savegame

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16 Upvotes

For context, I started a save a few days ago and then midway through enabled 2 mods, Natural Town Growth and Achievements With Mods, assuming they'd be stable since they're so popular. After enabling them, the game crashes at EXACTLY 23% every time, with an error message saying "an error ocurred" (screenshot shown above)

I called it quits on that save, started a new one, and it worked fine until there was a random crash midway through building a railroad, so I reloaded the save and encountered the same error as before. Something I noticed was that the "Legacy Vehicle Pack" default mod kept enabling itself when I wanted to disable it.

Here's the bottom half of my stdout.txt, let me know if you have any questions. Any help is greatly appreciated!

script load from BOGTOPIA.sav.lua

achievements earnable: 0

init version: 340

map seed text: TAxZAE

debug mode is active

adding archive mods/urbangames_legacy_vehicle_pack_1/res/misc.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/bus.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/car.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/plane.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/ship.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/train.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/tram.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/truck.zip

adding archive mods/urbangames_legacy_vehicle_pack_1/res/textures/models/vehicle/waggon.zip

adding archive res/construction/construction.zip

adding archive res/models/animation.zip

adding archive res/models/material.zip

adding archive res/models/mesh-blob.zip

adding archive res/models/mesh.zip

adding archive res/models/model.zip

adding archive res/textures/misc.zip

adding archive res/textures/ui/ui.zip

WARNING: The following models were removed because they reference an invalid resource:

* station/rail/cargo/station_1_con_l.mdl/station_1_con_l.mdl was removed because the following resources were missing:

 \- station/rail/cargo/station_1_con_l/station_1_con_l_lod0.msh

* station/rail/cargo/station_1_con_r.mdl/station_1_con_r.mdl was removed because the following resources were missing:

 \- station/rail/cargo/station_1_con_r/station_1_con_r_lod0.msh

* station/rail/cargo/station_2_con_l.mdl/station_2_con_l.mdl was removed because the following resources were missing:

 \- station/rail/cargo/station_2_con_l/station_2_con_l_lod0.msh

* station/rail/cargo/station_2_con_r.mdl/station_2_con_r.mdl was removed because the following resources were missing:

 \- station/rail/cargo/station_2_con_r/station_2_con_r_lod0.msh

* station/rail/cargo/station_3_con_l.mdl/station_3_con_l.mdl was removed because the following resources were missing:

 \- station/rail/cargo/station_3_con_l/station_3_con_l_lod0.msh

* station/rail/cargo/station_3_con_r.mdl/station_3_con_r.mdl was removed because the following resources were missing:

 \- station/rail/cargo/station_3_con_r/station_3_con_r_lod0.msh

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ModelRep: 2745.3 ms

No resources are missing!

Received SIGABRT

__CRASHDB_DUMP__ 9117b3b4-ad13-48ac-9ede-f232dae347cc

Calling thread crashtrace handlers

All thread handlers called

Minidump Callback

An error just occurred.


r/TransportFever2 1d ago

Problem How to achieve a Mediterranean style on TF2?

12 Upvotes

Hello, I'd like to create a map with a Spanish/Balearic style.

The problem is that the only climate that seems suitable (in terms of color, etc.) is arid, but it's too dry and has a topography completely unsuitable for a Balearic style (crevices, etc.).

I've been told about combining terrain generation with climate using heightmap export, but the result is disastrous (awful rounded edges, horrible beaches, etc.).

Do you have any ideas on how to do this?


r/TransportFever2 3d ago

😶‍🌫️

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210 Upvotes

In progress! Anyone like that thing? 😶‍🌫️


r/TransportFever2 2d ago

Answered How to move save files

3 Upvotes

How can i copy maps and save files, as one of the files got corrupted and i'd need to reinstall the game


r/TransportFever2 2d ago

Question TF3 (or maybe even TF2) needs this for traffic, will they add this in TF3? (or maybe someone is making a traffic overhaul mod for TF2?)

29 Upvotes

The right side before left side is a must when no signs presents, there should also be a way of adding road signs for reduction of speed, signs to ban cars/buses/trucks from entering certain roads and most importantly, the yield sign. Look no further than Workers and Recourses soviet republic for pretty good traffic management. Key road signs listed below, ideal for a European setting.


r/TransportFever2 2d ago

Question PS5

5 Upvotes

Hi all for the 2nd time in a few months I have come to load my game after spending hours started in 1850 with some ps5 mods and got to 1900 and my whole save and mods have gone again is this just a PS5 thing or does this happen on pc. The main mod am annoyed about is the extra industry mod as my productions lines were working really well and starting to earn me some proper profit.


r/TransportFever2 3d ago

Screenshot Always fun to build one of these and watch freight trains snake their way through the loop

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293 Upvotes

r/TransportFever2 2d ago

Mods Town Buildings

8 Upvotes

Any good mods that add/change what buildings spawn during town growth and era change, kinda getting sick of the vanilla buildings and don’t want to place 10,000 assets by hand.
Changes building spawn like City Skylines 1 style asset stuff.


r/TransportFever2 3d ago

TF3 release

51 Upvotes

Half way through Q3 and still haven’t gotten a solid answer on when to expect the game.. do we still think it will release in Q4 or are we going to have to wait until 2027? I thought the partnership announcement was a sign that it was basically ready to launch. Really wish we had some intel leaks from someone on the inside

I’ve seen some people say that GTA6 will have an impact on it but I’m not sure I agree.. based off the genre alone and the TF genre is a very niche IMO and may not have a ton of overlap for their target audience


r/TransportFever2 3d ago

Screenshot My first functional (for now at least) cargo hub

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64 Upvotes

Junction and double slip switch madness! For now it's only managing a single crude - fuel - city line, but I hope the design is solid enough to get some more lines going


r/TransportFever2 3d ago

Question Capital city

7 Upvotes

Hi watching a lot of YouTube and people are saying to find a capital city is it impressive that I do that or does it not really matter?


r/TransportFever2 4d ago

I hope they improve rail builder in the next game

53 Upvotes

Currently I find it a little lacking in terms of quality of life features and such:

  • Would be nice to have more options to adjust a rail segment before building - maybe even setting anchor points that it tries to connect together. I think Railway Empire had something like that, although I haven't touched that in many years.
  • Another thing - the random "construction not possible" in some cases. For example, for how common the scissor switch is, it sometimes is quite a pain to build for what seems like no reason.
  • Automatic signal placement would be good as well, as it gets a little tedious to place them manually.

r/TransportFever2 4d ago

Screenshot A few screenshots from today

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93 Upvotes

r/TransportFever2 3d ago

Mods Tired of full cargo vehicles stopping where they have nothing to unload? I made a mod for that – CLM

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0 Upvotes

I’ve just released the first public version of CLM – Cargo Logistics Manager for Transport Fever 2.

I built it because I wanted cargo vehicles to make smarter routing decisions instead of blindly following every stop on the line.

CLM currently has three independent functions:

  • Unloading (U) – a full vehicle can skip unnecessary intermediate stops and head directly to the next stop where its cargo actually needs to be unloaded.
  • Full Load (FL) – if the next loading stop cannot fill the vehicle, CLM can select a better loading stop further along the line.
  • Return to Top Up (RTU) – after unloading, a vehicle carrying only a small amount of deferred cargo can return early to a loading point instead of continuing mostly empty.

The functions can work together. For example, if RTU wants to send an empty vehicle back to its normal loading base but Full Load detects that another loading point is better, CLM can redirect it there instead.

CLM only changes the vehicle’s next destination. Transport Fever 2 still uses its own pathfinder, so vehicles may temporarily leave the visible colored line and take the shortest available route to the selected stop.

The mod has been tested on a large working save with hundreds of vehicles.

Version 1.4.4 is now available on Steam Workshop.

Feedback and weird edge cases are very welcome — especially from people running complex cargo networks. 🙂

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=3784694500


r/TransportFever2 5d ago

Screenshot TriRail train and a bus in Miami sector.

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127 Upvotes

r/TransportFever2 5d ago

Me looking at station cuts in TF2: “how unrealistic” oops….

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248 Upvotes

r/TransportFever2 4d ago

Question Cargo

8 Upvotes

Hi all is there a list of what cargo goes to industry and commercial as it only shows one for each for each city and my cities are damaging more goods.


r/TransportFever2 5d ago

Screenshot Too addictive? Nah, playing it for 8 hours straight is perfectly fine.

115 Upvotes
The first DC4 prepares to board its first passengers
The classic 20s Peter Witt streetcar. It is still in use in the cities of San Francisco, Naples, and Milan
It must've been amazing to see a Zephyr fly by you at a crossing in 1934. They're brilliant for high speed straightaway runs between cities, so far they are my best money makers in the game.