Transport Fever 2

Transport Fever 2

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Track/Street Modifier
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Track/Street: Track, Street
Misc: Script Mod
File Size
Posted
Updated
357.535 KB
28 Aug, 2022 @ 10:27am
14 Mar @ 5:51pm
10 Change Notes ( view )

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Track/Street Modifier

Description
Changes the appearance or direction of tracks or streets along already laid sections.

This mod is something of a magic wand++. While the original has severely limited functionality, more is possible with the Track/Street Modifier:

- Conversion of longer sections, also across different track or street types
- Mirroring (path reversal) - segment by segment or continuous - to change sides of masts etc.
- Add or remove bus and tram lanes as well as bridges and tunnels without reselecting
- Replacing bridges without annoying shortenings by 'landslides'
- Replacing normal embankments by bridges and vice versa
- fast variant testing
- collision-free handling possible
- 'Restore' function

Important notes:

- The 'Marker Start/End' mod from version 1.4 (preferably from 1.9) must be installed.
- Special information on the individual settings is available as tooltips in the 'Assets' 'Settings' dialog: Simply touch the corresponding elements with the mouse cursor!
- Processing always runs in the direction of the marking arrows.
- The preview segment is only a template for the subsequent conversion and cannot be installed anywhere. A yellow segment means that the existing type will not be changed.
- If the preview segment touches collision-protected higher objects, it is not possible to trigger the construction process. In this case please click somewhere else. The preview can also be moved using the [M], [N], [,] or [.] keys.
- The use at streets in built-up areas can lead to the destruction or displacement of the adjacent AI buildings.
- Signals, waypoints, shelters and loading stations are retained and do not change sides when the path is reversed.
- There must not be any intersections, constructions (stations, rigid segments or switches) or interruptions within the marked section.
- To continue editing a marked section with another tool or to try out variants, you can switch off 'Auto-delete markers'. Then the markers are retained.
- The section length is limited to 50 segments.
- 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 and to speed up processing, it is advisable to only carry out construction work in pause mode.
- The mod can be removed again. But loading the savegame the next time, a warning for missing resources appears. You can ignore it, see 'Known issues'.

Known issues:

- The markers remain active when selecting assets such as the eraser or groups of trees sending no feedback when toggled.
- After changing segments with stops or waypoints, the assignment to lines gets mixed up or broken.
- After removing the mod and reloading the savegame, the yellow tracks and streets for the preview are regarded as used for construction although they are only temporarily used and deleted again. The appearing warning, being permanently stored in the savegame, is a flaw of the game.
- If normal embankments are replaced by bridges, the pillars are missing. Workaround: replace the defective bridge once more by the same type.

Legal stuff:

Original components from UG are accessed, the rights of which are owned by the game manufacturer. The rights of the 'ParamBuilder' script are owned by VacuumTube. Unauthorized distribution not permitted! Adoption of parts of my own content for the development of other mods permitted under cc-by-nc (attribution, non-commercial). Install and use at your own risk.
Popular Discussions View All (1)
0
24 Nov, 2023 @ 11:16am
Dump changing bridge type on standard track
lollus
10 Comments
AraxEthyr 28 Nov, 2022 @ 12:04pm 
Großartiges Werkzeug. Ich mag schon gar nicht mehr ohne bauen. :steamhappy:
GrumpyZade 30 Aug, 2022 @ 5:45pm 
@wernerK I'll somehow love you even more when that happens. It was a pain just figuring out how to get rid of/add assets to a road and change the width. It's because of that that I haven't tried much with tram roads
WernerK  [author] 30 Aug, 2022 @ 1:44pm 
@ blackwizard1812: You have the same thoughts as me, but unfortunately it is not possible to alter single properties except those I already do handle with my mod. Street and track properties such as top-speed, ballast, masts must be changed before starting a game and this can only be done by creating new street or track types. It is a flaw of the game, but I can't do anything against it except - and this I will do in future - creating a mod for designing individual street or track types before starting a game. This will mean creating mods without programming knowledge.
blackwizard1812 30 Aug, 2022 @ 12:19am 
hi, great thx, I will try it ASAP.
Would it be possible to alter properties defined in track/road config? such as :
- top-speed,
- ballast/sleepers models,
- masts (use case would be to replace them with invisible model and then place assets instead)?
Laying down a track, then reconfiguring it is much more convenient than having billions of config to handle every case ;)
WernerK  [author] 29 Aug, 2022 @ 2:26pm 
@ Elje0ett: This is not possible so I won't do this.
Elje0ett 29 Aug, 2022 @ 10:55am 
Would it be possible to make the mod be able to change between the diffrent embankments?
WernerK  [author] 29 Aug, 2022 @ 10:28am 
@ Elje0ett: Yes, it can.
Elje0ett 29 Aug, 2022 @ 10:07am 
But can it change between bridge and embankment?
WernerK  [author] 29 Aug, 2022 @ 9:10am 
@ Elje0ett: No, that is not possible.
Elje0ett 29 Aug, 2022 @ 8:24am 
Can you force change embankments from the normal ones (sloped at ca 45 degrees) to the steep ones (sloped at ca 80 degrees) on networks too with this mod?