Transport Fever 2

Transport Fever 2

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Quay Expansion Pack
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7.345 MB
1 Oct, 2023 @ 3:07pm
17 Oct, 2024 @ 3:02pm
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Quay Expansion Pack

Description
Quay Expansion Pack
Pack of rail stations, docks and associated assets to enhance detail along quaysides or wharfs. The mod pack consists of pre-fabricated rail and water stations that are designed to snap together using a commonly placed section of track.
The majority of the models are available from 1850.

Pack includes:
Rail stations:
- through and terminus passenger stations with two passenger terminals and a single goods terminal. Primarily based on the now demolished Weymouth Quay station (http://disused-stations.org.uk/w/weymouth_quay/index.shtml).
- standard cargo quay with optional platform (again based on what was seen along the Weymouth Tramway. Has two cargo platforms and a through line.
- cargo pier with two terminals
- cargo basin with rail swing bridge across basin mouth (found in rail depot section) with 9 terminals. Alters terrain below the model but it does not fill with water so you'll have to fix this yourselves. Also I suggest using water buoy waypoint to make sure ships take the right paths.
- small container station (available from 1960) with two cargo terminals, randomised container stacks and fixed cranes
Water stations:
- standard cargo dock with single berth
- series of berths for the various rail stations. These consist of a small section of quay with a section of track that will snap into position next to the appropriate rail station. The ship berths are offset so that it appears that the ship is docking at the rail station. These are available for the passenger station, cargo pier and basin.
Assets:
- swing bridge based on that seen at Ipswich Prince Philip Lock (found in rail depot section)
- empty quay section with single rail line
- fixed crane based on Liebherr FCC280
- rail mounted crane based on Babcock cranes seen along the old Ipswich dockside
- bent up rail end buffer stops with light
- container stacks (using the models and textures from the Cargo Asset Set)
- new recessed rail type

Dependent upon the following other mods:
- build with collision (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2660921894)
- cargo asset set (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1936342398)
- Rail served warehouse assets (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2952415982)

Known issues:
- have to use 'build anyway' to place some (or most) items
- ships sail straight through the pier and cargo station quay blocks - they do not register as blocking navigable waters

Many of the textures are sourced from the base game so thanks to UG.

I may get round to add more bespoke stations and piers…


If you like what you see drop me a tip or commission me: https://ko-fi.com/scotchbob

Popular Discussions View All (1)
2
5 Nov, 2023 @ 2:19pm
Issue with Passenger Station
Dark Ranger
34 Comments
µBunny 18 Jul @ 6:28am 
It looks nice, but there's to many train stations on it, or rather they are to small. They need to be able to fully let in trains that's at least 240 m long.
It look nice, but it's inefficiant as no more than 2 long trains can get in at the time.

Less stations with more length and entrence at the land side as well.

As it is now it's only useful for small shunter trains feeding a station near by that can take bigger trains.
Cdodders 24 Mar @ 2:22pm 
Being able to put signals on the quay sidings would be useful when sticking multiple docks togather
saspry 18 Feb @ 3:41am 
Hi... Can you please check the format of the links above? All except the last one generate an error for me :) Cheers mate.
Boogiing 17 Dec, 2024 @ 2:07pm 
having and issue where all curved sections of the quay tracks are not visible, game still acknowledges the fact that there is a track and will let you snap objects to it
Cdodders 27 Nov, 2024 @ 11:11am 
Would it be possible to have track options, including mods? Would like to run Third Rail EMUs from some of them
Sir.English (ColDelta) 15 Apr, 2024 @ 1:46pm 
Thanks Scotchbob, It's worked out.
Great man for such a quick response, Highly appreciated :steamthumbsup:
Scotchbob  [author] 14 Apr, 2024 @ 3:11pm 
Sir.English (ColDelta) - I think I have found the issue. I made a mess of making the networks within the models. I've gone though and updated all of them so now I hope the issue you found is resolved. Thank you for pointing it out. You'll need to demolish your existing cargo basin and place a new one down for the changes to take effect.
Sir.English (ColDelta) 13 Apr, 2024 @ 7:30pm 
Loving all of these additions, they're wonderful for harbours.
I've unfortunately ran into the issue: Quayside Cargo basin.

Basin offset berth does not register & Connect properly to roads/terminals etc all around them, even if said Terminals/roads have plenty of connecting-pathways. Which causes routes not to complete since Terminals don't see the cargo ports in the offset berth.

Any tips or a fix to this would be great!
MalleusCheaterasum 29 Jan, 2024 @ 4:43pm 
Good day! I seem to have a problem - quay basin offset part only seems to snap on the left side on the basin. Config windows shows "no parameters'. Anyone got an idea where i might have screwed up? Thanks in advance!
BareKoala 20 Dec, 2023 @ 4:58pm 
I have a question - I have the big quayside station with multiple terminals, and have snapped on the offset docks with 4 spaces for boats, but having the problem that the station isn’t “combining”. Ie there is a nearby factory which is included with the main body of the port, but the part which allows the boats to dock doesn’t include it (when it shades white to show it includes a factory). Is the fix to transport goods here separately and not try and make it all fit together?
Aside from this issue, this is an absolutely AMAZING mod, thank you so much!