Transport Fever 2

Transport Fever 2

458 ratings
Move It!
10
8
4
2
3
11
5
3
4
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Track/Street: Track, Street
Misc: Script Mod
Tags: Move, MoveIt
File Size
Posted
Updated
515.153 KB
26 May, 2023 @ 3:26am
10 Aug, 2023 @ 8:57am
3 Change Notes ( view )

Subscribe to download
Move It!

Description
By popular request here is a tool that allows you to move nodes and constructions to allow fine control of placement of objects.

Features:
- Selection modes for nodes, segments and constructions (stations, depots, industries etc.)
- A preview of the new selection is drawn onto the terrain along with the result of the proposed offsets
- For segments there is the option to change the "edge type", i.e. add or remove tunnels and bridges, this allows you to easily elevate or bury a road or rail line. The default option will "KEEP" whatever it already was, but you can use "AUTO" which will automatically add a bridge or tunnel if the offset to terrain is greater than 10m, or you can manually force the particular edge type.
- When moving constructions with segment connections (e.g. road and rail stations/depots) Move It! will try to reconnect everything following the move (you can toggle off this behaviour)
- The X-Y coordinate offsets are (by default) aligned along the axis of the item being moved as this is convenient most of the time. This can be changed to the "absolute" axis which is useful when moving a large number of segments so they all move in the same manner (as opposed to relative to their own tangents)
- By default the normal validation is disabled (checks for collision, curvature, slope etc.). You can toggle this - sometimes it is useful because if (for example) you build a track with "too much slope" then you will have trouble if you want to double-track it later
- Z offset (elevation) has the option to be relative to the terrain (as opposed to relative the current position). This can be helpful in making a road/rail "hug" the terrain, or elevating/burying it
- Integration with my "Undo!" mod, if you have it installed then you will be able to undo any changes made with this mod. (This mod still works find without !Undo)

Limitations
- As with my Undo! mod, town buildings have proven a problem. It is possible to move the physical structure but it becomes an empty shell and no longer functions, for now town building movement is disabled
- Related to the above, moving streets with town buildings will cause all of them to dissapear.
- Even with validation disabled there may be some cases where it is unable to build, the message "Construction not possible" is basically a hard "no" from the game
- The "preview" is limited to painting onto the terrain, so changes in elevation (z) cannot be shown.
- Currently the "rotation" option is only applied to constructions as its probably not meaningful for nodes, and somewhat ambiguous for segments

I have been using this mod a while myself and I haven't had any problems, but as always, (auto) save frequently because this game can be fragile! Let me know if you have any issues and please try to include stack traces/log snippets if something goes wrong, along with what mods you were using.

Enjoy!
Popular Discussions View All (3)
1
11 Nov, 2024 @ 2:19pm
[Feature/Contribution] Finer handling + performance boost
VacuumTube
2
5 Jun, 2023 @ 3:21pm
List of un-movable constructions
GordonDry
0
26 Jun, 2023 @ 2:56pm
Freestyle Station Crash
joshiejack
49 Comments
SteelRodent 23 May @ 12:13pm 
Not saying this mod don't work, but with ~450 active mods it causes script overload and makes it borderline impossible to do anything (even without using Move It at all), because the game more or less dies whenever it has to bulldoze or build something. With just a few mods it's fine, just when you've got a lot of other stuff active, adding Move It becomes too much
infixo 16 Apr @ 4:00am 
Awesome mod. Been using it for quite some time and have 2 suggestions for improvement.
1. It is difficult to make small movements, like micro-adjustments, because getting that 1 or 2 on the slider is tedious. It would be great to have some sort of precision mode, where entire slider is like 10x less that usual.
2. A button to reset all sliders to zero. Resetting them one by one is tedious. Or even better, once you complete the move, they could reset by themselves.
Ötte 27 Feb @ 1:19pm 
This mod is nearly perfect and a real game changer - great work...

But I had a crash and as I couldn't find this as a known issue, I'll report this here.
I wanted to chance an industry building with a truck unload stop on the road. This creates a crash.
Far_Rockaway 10 Jan @ 5:54am 
is it possible to make it able to move assets and trees?
RamblinRick 6 Oct, 2024 @ 7:31am 
Great mod. Nice to see the C:S2 mod in TF2. I moved a Train depot, and the attached track moved with it. Well done! Thank you for the mod
Hot single psychic near you 10 Jun, 2024 @ 9:42pm 
Is there a way to move assets placed on tracks?
atheorsa 31 Mar, 2024 @ 3:18pm 
Hello! Is there any way to scroll when selecting bridge type?
VacuumTube 3 Feb, 2024 @ 5:37am 
Great mod, but would it be possible to have higher resolution of the numbers... I think adjustments below 1m might be useful somtimes.
Metssr 30 Sep, 2023 @ 7:37am 
Probably due to my bad English I do not yet understand how to procede. I occaisionally try to move a just placed Station. When I activate this MOD I see a screen wit a lot of words I don know the meaning of, But I manage to select f.i. the station I want to reclace a little because I builded a new - bigger stationbuilding. So selecting the old one works, but what have I to do to replace tie some distance away??
Mr.Oz 8 Sep, 2023 @ 10:50am 
"Construction not possible" is an annoying in game bug they have yet to fix since the first game. Here is a idea of where to start if you are looking for a fix to this issue with my TPF2 steam form.

https://steamhost.cn/steamcommunity_com/app/1066780/discussions/0/3167694551632212793/