Transport Fever 2

Transport Fever 2

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Priority signals for tracks
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Track/Street: Signal
Misc: Script Mod
File Size
Posted
Updated
9.334 MB
27 Mar, 2023 @ 4:21pm
8 Feb @ 11:31am
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Priority signals for tracks

In 1 collection by lollus
game changers
21 items
Description
Priority signals for tracks.
Place these before an intersection and ordinary signals (or a station) behind. Trains entering the intersection via priority signals will have priority over those entering via ordinary signals (or from stations).

Getting priority:
To prioritise trains over a longer stretch of track, place more priority signals farther ahead of the intersection. You can add up to 4 of those. If you have a station track closely preceding a priority signal, trains on it will receive priority as soon as they start.
If you place no priority signals on one branch, or you place them too far from the intersection or from each other (see the notes), trains entering the intersection from that branch will not get priority.

Giving priority:
If you place no ordinary signals or stations on one branch, or you place them too far from the intersection (see the notes), trains entering the intersection from that branch will not give way.
If you place an ordinary signal too far from an intersection, trains passing it will grind to a halt. This is ugly; to fix it, ask UG to give us an api to turn signals red.

Notes:
1) Priority signals are expensive, only use them where you really need them.
2) Switch priority computations on and off with the icon in the bottom bar. When they are off, priority signals will behave like standard signals. When you turn them on, or you start a new game, it might take a few seconds before priorities start working.
3) Every branch linked to an intersection with priority signals needs a signal (of any type) or a station near the intersection.
4) Every signal has a white arrow that appears when you open the signal menu. Two-way priority signals only prioritise trains running along the white arrow - not those running against it. This is akin to ordinary two-way signals and waypoints.
5) Some mods such as advanced statistics or digital displays hog game_script.update(). The game can only take so much, so you might need to choose.
6) You can use invisible priority signals and decorate them with functionless signals from some mod.
Popular Discussions View All (3)
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23 Nov, 2024 @ 7:22am
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lollus
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21 Mar, 2024 @ 3:39am
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RadiKyle
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31 Mar, 2023 @ 5:38am
Somethoughts.
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51 Comments
lollus  [author] 25 Apr @ 3:59am 
I don't understand, sorry.
joshwiz23 3 Apr @ 8:46am 
I like the passin segment. I thought thats what ordinary signals are supposed to do? but when i tried with ordinary signmals the game just ignores and the signla is green then 2 trains get stuck on the one way track. even right in front of this station when the train is stopped there or on its way to the station. elsewhere it can work so idk the issue.
What is the difference with priority signals i dont get it? thx
lollus  [author] 10 Jan @ 6:51am 
You decide which tracks get priority and which do not, the signals do not look at train speed. I use "fast train" as short for "train transiting along a track with priority signals".
Old Knotty 19 Dec, 2024 @ 6:46am 
This looks interesting, thank you for developing the mod. Before I try it out, what constitutes a faster or a slower train? For freight trains, I usually try to make them all have close to the same weight and power. This helps them fit behind one another in each block between signals, making the most of busy tracks. How, then, would the priority signal decide which train to let through first?
Brummbær 2 Nov, 2024 @ 8:53am 
This is probably the one feature I was missing in game right from the beginning. It's frustrating, when your highspeed trains stop, because a slow cargo train just got to it's signal a bit faster. Would be even better if we could designate trains as priority, but this mod solves the problem almost as well. Good job =)
Jean-Luc Picard 9 Oct, 2024 @ 5:57am 
I tried again yesterday with the old version of Transport Fever 2 (pre autumn patch) and it seems to work just fine. I would be very grateful if you can take a look again and update to the current version, I guess the new autumn version with three way switches broke your script!
lollus  [author] 7 Oct, 2024 @ 4:08am 
Stations end the route calculations, ie priority a signal before a station will not affect what happens after the station.
Jean-Luc Picard 6 Oct, 2024 @ 9:33am 
Does the routing stop at stations completely are does it consider passing tracks for faster lines built into the station?
lollus  [author] 10 Jul, 2024 @ 8:18am 
You may have a concurrent mod, or an error in the layout. If it worked before, it is weird that it fails now, after no changes whatsoever.
You may have a new mod that hogs gameScript.update(), maybe the minimap?
† Young Gun Tenne † 9 Jul, 2024 @ 3:42am 
Ergänzen sollte ich noch, dass die untergeordneten Fahrten mitten auf der Weiche stehen bleiben, sie fahren dann nicht mal komplett vorbei