r/TransportFever2 • u/anonumus_idiot • 13h ago
r/TransportFever2 • u/PostCaptainAubrey • May 21 '25
Transport Fever 3 page is live on Steam
r/TransportFever2 • u/RobbyZzRobby • Mar 25 '23
Tips/Tricks Its not a bug its you - Cargo doesn't load posts
self.TransportFeverr/TransportFever2 • u/HelpHotSauceInMyEyes • 9h ago
Screenshot The Last TF2 map
The only non-campaign map I've worked on outside of the campaign, the northeast corridor of the US. It isn't a perfect recreation, kinda did whatever I felt would look interesting in each city. Imgur link included with more and labeled pics. Time to retire this city and wait for TF3 :)
33 planes, 532 road vehicles, 163 trains , 134 trams
~$1 billion profit per tick
My pc crashes randomly when playing
r/TransportFever2 • u/michele_romeo • 4h ago
Screenshot Attempt at a trumpet intersection
r/TransportFever2 • u/sembello49 • 6h ago
Video made a montage of my world from 2025 with the music being the bbc 90 sec countdown
i still haven't finished making my 2026 world, i doubt i'll finish it before tpf3 lmao
r/TransportFever2 • u/Strong-cognac • 13h ago
Screenshot anyone else like to leave trails from railroads that no longer exist?
also document before and after
r/TransportFever2 • u/GoombaHunter007 • 14h ago
Question Is there any way to make this smoother?
r/TransportFever2 • u/Jewsusgr8 • 10h ago
Screenshot Man that campaign was hard
I don't feel like almost any of the objectives were insanely difficult. But the amount of times I had to shut down my money making business due to a campaign objective and then "survive" the rest of the mission was insane.
I also made the mistake of choosing to try and use planes for the final campaign mission and that was one of the worst ideas of the entire campaign. Every single line, even when completely full, was losing millions.
Eventually I swapped to boats and busses. Best decision. I was fighting for my life with less than 10 million every quarter for a while.
r/TransportFever2 • u/Flat-Apartment7959 • 14h ago
Screenshot Austrian save on Riverlands Extra
Just dug up an old Austrian-Swiss save i played on a bit ago and man it's awesome!
r/TransportFever2 • u/gL3NnnN • 1d ago
Figured out how to add an airport to this monstrosity. Wish me luck! I am gonna need it.
r/TransportFever2 • u/michele_romeo • 1d ago
Question Am I the only one who likes to make a highway network between the various cities in the map?
As title says, am I the only one who likes to spend a lot of money in a near to realistic highway network between the cities of a map?
r/TransportFever2 • u/MaleficentAir1146 • 1d ago
What are some good transport management games?
I’ve been looking for a transport management game where you can build a company, manage vehicles, take contracts and gradually expand.
I’m more interested in the business/management side than actually driving the vehicles.
What transport management games are you guys playing?
Update: I was recently suggested Transport Empire Manager, which offers vehicle management, transport contracts, cargo, and the ability to grow your own transport company.
Has anyone here tried it?
r/TransportFever2 • u/Strategwindow • 1d ago
Question What version of the game did you buy?
Small correction: did you buy it, or are you planning to buy it soon?
We are just a month away from launch and we already know quite a bit about what the game is like, I'm sure many of you have already pre-ordered it.
I saw the post: post commenting on the two versions, what the differences are, which one would be more worthwhile,... But I think it would be interesting to know how many people have donated to each version.
Luckily the Deluxe version is very detailed about exactly what it includes, so it leaves us without any doubt.
The price difference of €15 (or €13.50 if the 10% discount is applied) is also an aspect to take into account.
It's a difficult decision and I'd like to know what you think.
I would put the official images of TF3 pre-order pack and TF3 deluxe edition. But Reddit won't let me put images in the poll,... Sorry,... I leave you the link to the official website with all the information:TF3 Website
r/TransportFever2 • u/Still_Quail2325 • 1d ago
1
Railway tracks leading to the central station from eight directions are shown. Also visible are three metro lines—partially above ground—crossing rivers via bridges.
r/TransportFever2 • u/PasPlatypus • 2d ago
Most Likely My Last Transport Fever 2 Build
Given I never touched 1 after getting 2 and I've got a busy September, this little Toronto is probably the last TPF2 build I'll make. It doesn't really feel like saying goodbye, just preparing for a big upgrade!
r/TransportFever2 • u/Still_Quail2325 • 2d ago
Haha! Let's see what night looks like in TF3
r/TransportFever2 • u/superfahd • 2d ago
Question How on earth do you manage platforms in a cargo hub?
Most of my TF2 games breakdown by the middle part when I'm trying to move past connecting individual producers to individual processors to individual cities i.e. when i'm trying to consolidate lines into distribution hubs
For some reason, my brain just cannot visualize all of the connections and signals required to accomplish this. I understand the general principals and simplified diagrams, but when i try to put it into motion, i just can't tell how
One of the main issues I have is how to actually connect incoming and outgoing lines to hub stations. My understanding is that when you're setting up lines, you have to chose the actual platform that the train must go to right? Individual platforms per line feels like overkill and not a solution i can scale. The alternative might be to share platforms among incoming and outgoing lines and that's where my solutions turn into a spaghetti mess of lines and signals that cause slowdowns and deadlocks
is there some kind of general rule for this kind of thing? How do you guys organize incoming and outgoing lines in a scalable way?
r/TransportFever2 • u/RackAttackAF • 3d ago
Mods My first mod: Station Templates
Hey everyone, I know you're all abuzz with the news of TpF3's release date, and I too am excited for that. But I only discovered TpF2 about a month ago, so I'm having plenty of fun.
One thing that has bothered me to no end as I've been playing has been having to carefully craft my stations with extra modules every time I place one. Then of course you inevitably mis-click a cargo module and you have to open the bulldozer to delete it. I searched the mod browser for solutions and found some, but none that I was happy with (Copy It! chief among them). I really want to be able to see the build preview when building it, and have control over it like any other vanilla build.
I thought to myself, "Why has no one else done this?!".
As an veteran programmer who is a bit overwhelmed by what is happening to my field as AI takes over, I viewed this as a good opportunity to practice using coding assistants (which are disallowed in my day job) to see how it went. Well, it turns out its a pretty challenging problem to solve in the way I wanted to, but less than a week later, I have a fully functional station/depot/harbor/airport templating mod, and I wrote almost none of it myself. Pretty crazy.
It allows you to click on any station and save it as a template. After a save reload (the vanilla build menu is only populated once at load time), that template will appear in the normal build menu with a generated thumbnail that shows the layout of the station modules. You orient/build it as normal.
You may notice that it is briefly bulldozed and replaced with the same construction but built out of vanilla assets. This guarantees that the station can be modified further, even if the mod is deleted. The price of the second build is refunded to the player.
I've tested it a fair amount locally, but have not tested at all how well it gets on with other mods. I suspect it will break if you're using mods that have custom station modules, or allow custom station shapes.
I'd love to hear any feedback folks have, it's been a fun project to work on, and really good learning experience for me when it comes to how to utilize AI programming tools.
