Transport Fever

Transport Fever

Precision Planner
94 Comments
P-M2020 30 Aug, 2024 @ 6:16am 
Hello from 2024, my game crashes when I select planner due to mod isn't compatible with Common API mod, can it be fixed? (by any chance)
Cuz, it's inconvenient to place expensive standard tracks instead of (for example) modded cheap yard tracks

Still, thanks for this wonderful mod :3
majid 001 24 Apr, 2021 @ 10:42am 
Hi @Grimdanfango, Do you have news on update of your Mod ? I bought TPF2 at its release, but without your mod I don't want to play it.
majid 001 17 Dec, 2019 @ 3:45pm 
@Grimdanfango Thank you this mod that I waiting for TP2.
A lot of success for you,
Dan  [author] 17 Dec, 2019 @ 5:15am 
@PassPass
Many thanks! I'm a bit busy with Christmas and other things at the moment, so haven't really had time to dig into TpF2 and its modding much at all yet... but I'm very much hoping to get stuck in in a month or two. I'm hoping by then that there'll actually be some updated modding-API documentation too! :-P
PassPass 17 Dec, 2019 @ 5:00am 
it's an excellent mode and a great job on transport fever 1 thank you
Dan  [author] 13 Dec, 2019 @ 9:03pm 
@PassPass
I'm tinkering around with it. A lot has changed though - I'm just trying to get to grips with the updated rendering and get it to display the elements properly... currently I have no idea whether the central mechanic of being able to convert a "construction" entity into usable track will even still work. It's possible I won't be able to find a workaround this time.

I shall certainly post a link here if I can get it working!
PassPass 13 Dec, 2019 @ 3:34am 
will there be an adaptation for fever transport 2 ?
rolypoly 13 Jul, 2019 @ 6:58am 
Yes, thank you that was it!
Works now after quitting game and then reloading.
Dan  [author] 13 Jul, 2019 @ 5:35am 
@Meatball Panini
You may be experiencing the graphical glitch that sneaked in with one of the later patches. Each segment should show the speed limit on the black rectangle floating above the middle of the segment. If it's just showing a blank rectangle, try saving, quitting out and reloading the game - that sometimes helps.
I still haven't had time to get to the bottom of why it happens.
rolypoly 11 Jul, 2019 @ 4:06pm 
How do I see what speed limit the track will be while planning? I know it tells you at the bottom at what point it becomes less than max, but that's useless, I need to know speed limit for each track piece, not the max speed. Is there a way?
Dan  [author] 29 May, 2019 @ 3:46am 
@Lone Starr
Yeah, it's a strange error - I've tested it without any other mods loaded, and it seems to randomly decide each time I load the game whether it's going to mess with the render-depth-shifting or not.
Still not sure if/when I'll have time to attempt to reliably reproduce it and work out how to solve it. But at least in the meantime, if you want to work around it, you may have luck simply restarting the game a couple times.
Sorry, not much of an interim solution, I know :-P

Glad to hear you're finding it so useful. It'd be cool to see some screenshots of stuff you've built with it, if you ever feel so inclined :-)
Lone Starr 28 May, 2019 @ 11:27pm 
@Grimdanfango: First things first: It is a great mod, I am building tracks more or less only this way.
But now for something completely different: Are ther any news on this front:
Grimdanfango [Autor] 18. Dez. 2018 um 20:51 Uhr
Just a quick note. I've noticed that under the new patch, the mod *sometimes* fails to display the gradient and speed-limit text correctly on the floating placards. Looks like they changed something with the rendering offset code.
I'm busy with work for a while, but I'll look into it as soon as I can and hopefully work out a fix.


It ceased to show anything at all, which is quite a loss especially for the speed limit prediction.

Kind regards, Lone Starr

Edit: I just disabled "ETCS Signals" mod (as did not seem to work at all) and suddenly PP shows all information again / properly.
Trollsama 27 Apr, 2019 @ 9:26pm 
i mean, im going to be honest, the more im using the mod the more its grown on me, im using it more than im not now too lol. in the end its no slower than how i was doing it before anyways. and its saved me a fair bit of money. ¯\_(ツ)_/¯
Dan  [author] 27 Apr, 2019 @ 10:11am 
Hehe, thanks. I didn't take it wrongly, and I had every intention when making it that it'd be up to the user to choose how best to use the tools. The rough planner is very much "stage 1", and probably the most useful step overall, as the game lacks any real way to plot a consistent gradient up/down hillsides. The precision tool is really just for mad-raving perfectionists like me :-P
Trollsama 27 Apr, 2019 @ 9:23am 
im looking forward to seeing what they bring to TP2 :P. But anyways I appreciate the effort, time and difficulty that went into the mod for sure. just to make sure it wasnt taken wrongly haha, the detail planner is deff cool and extremely useful, my playstyle is a bit more casual though and thats why i likely wont use it (extensivly... i have actually used it a little bit haha). thanks again for putting in all the time and energy you did to make this mod. I have nothing but respect for modders, Yall breathe new life into games, and make a good experence amazing.... all for absolutely nothing in return. ;) we dont praise modders nearly enough. so cheers!
Dan  [author] 26 Apr, 2019 @ 11:18pm 
@Trollsama
Yeah, I know it's laborious to use, but building something into the stock tracklaying system is waaay beyond the scope of the modding API. I spent a long time researching and testing back when I wrote it, and I feel like this was the absolute best solution I could come up with within the limitations - I mean, as it stands, the mod only works because I found a way to exploit a loophole in how station-conversion works :-P

Now that Transport Fever 2 has been announced, I'm *hoping* that they might have addressed this and put in a proper integrated planning mode... who knows, I might not even need to make a mod this time around :-)
Trollsama 26 Apr, 2019 @ 9:32pm 
Its a real shame you couldnt tie into the stock track laying system. I dont think i have the paitence to mess with the detialed track planning. but the rough planning is going to be incredably handy.... the in game elevation tool is almost just as bad as nothing haha.
Oldhip 26 Jan, 2019 @ 1:44am 
Now been around a while but still amazing. I can't believe you havn't created more mods, a big thumbs up.
Pressure Line 7 Jan, 2019 @ 3:38am 
A different part of the main line, doing more or less the same thing...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1617663203
Dan  [author] 3 Jan, 2019 @ 4:33pm 
@Pressure Line
Ah right. Thanks for posting! Always fun to see what people get up to with it :-)
Pressure Line 3 Jan, 2019 @ 1:11pm 
Only celebration. It really is a fantastic tool!
Dan  [author] 3 Jan, 2019 @ 10:53am 
@Pressure Line
Looks neat! Apologies, but I'm not quite following whether you're posting to celebrate the result, or asking for advice to improve it? :-P
Pressure Line 2 Jan, 2019 @ 11:37pm 
@Grimfandango: I had been teaaring my hair out trying to get this wee section built. It's part (most) of a 3.2km UpUp/DownDown main line section with a 110m total change in elevation, which goes through a 180 degree turn over 2km (50m elevation change) I had spent about half a day trying to get the part on the RHS of the screenshot to work without becoming a massively expensive viaduct or tunnel.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1612731062

Muchas gracias mi amigo!
Dan  [author] 18 Dec, 2018 @ 11:51am 
Just a quick note. I've noticed that under the new patch, the mod *sometimes* fails to display the gradient and speed-limit text correctly on the floating placards. Looks like they changed something with the rendering offset code.
I'm busy with work for a while, but I'll look into it as soon as I can and hopefully work out a fix.
jvp 15 Oct, 2018 @ 2:45am 
This is a great mod, ty. I don't really use the planning, but being able to place a bridge the way I want is priceless. One request though: CommonAPI support, there are quite a few cool bridges on the workshop that would be nice to have available :-D
go112 22 Aug, 2018 @ 12:30am 
oh thanks! Disnt know about the Shift bulldoze thing. And yep i had too many "stations" lol. After deleting all the rough planners i didnt need anymore it worked again ^^
Dan  [author] 21 Aug, 2018 @ 2:50pm 
@go112
Ah... well I've never done a full-on stress test. Probably had ~50 in play at one time, so there could conceivably be issues I'm not aware of. Might be best to plan one or two routes out at a time, fully convert them, then clean up before placing more.
<Shift>+click bulldozing helps, as you can skip having to click the "Confirm" prompt every time you bulldoze.

Still, shouldn't be anything in there that's *too* heavy, the poly count on the planners is kept fairly tight.
go112 21 Aug, 2018 @ 12:44am 
i think i have to many planners at one time. my game rashes lol
Dan  [author] 20 Aug, 2018 @ 5:54pm 
@go112
In Steam, you can use F12 in-game, then after you quit, it'll show you a window where you can upload them to your Steam account, set them public, and then share the links.
go112 20 Aug, 2018 @ 9:05am 
alright how can i send u some Screenshots? :D
Dan  [author] 17 Aug, 2018 @ 2:12pm 
@go112
Great, glad to hear it!
Throw up a screengrab or two if you build something you're proud of (and if you can be bothered of course :-), it's always good to see what people make with it.
go112 17 Aug, 2018 @ 2:08pm 
@grimdanfango i did and you really have to if you dont want to try and error for 5 hours :P Im trying to do a mointain track with it and its REALLY helpful once you understand it :D
Dan  [author] 17 Aug, 2018 @ 1:57pm 
@go112
Best of luck. If you haven't already, and can bear the sound of my voice droning on, I recommend watching my tutorial video. It's not the most intuitive of tools :-P
go112 17 Aug, 2018 @ 8:21am 
this looks very promising :D ill give it a atry :D
KnatteAnka 10 Aug, 2018 @ 1:01pm 
okey :D
Dan  [author] 10 Aug, 2018 @ 8:48am 
@[GoB]KnatteAnka
That's my point though - a mod like that will still cost lots of money raising/lowering the terrain. You can't turn off the cost of that per-track, you can only turn off all costs for all terrain manipulation (ie, cheat).
You also aren't "planning"... you're committing to those terrain alterations, and you'd have to spend more money and effort smoothing them back out if you decide the plans are wrong.

I know my mod is far from the most intuitive process for planning... but I exhausively researched the entire modding system to find the best way to do completely non-destructive planning, and this is the absolute best system I could come up with. There's simply no way to do it with standard track-laying tools.
It's a problem that I can't see there's any better way to solve, unless they overhaul the modding system, or add their own planning mode into the base game.
KnatteAnka 10 Aug, 2018 @ 7:52am 
What i thougt of is like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=808996270 but have it near no cost of building ;) that way you can plan the track or road without having high price and when you are happy with the design you "uppgrade" it to normal track or road ;)

And i do see a good use of a planning mod but to place segment for segment and not be able to do longer drawings easy i see as a problem.
Dan  [author] 10 Aug, 2018 @ 7:19am 
@[GoB]KnatteAnka
Not sure I understand what you're suggesting this in reference to.

But if the suggestion is "why have a planning mod?" or something to that effect:
- because zero-cost track/road still modifies the terrain, and that always costs money - most of the cost of building in fact. There's no way to disable that per-track-type.
It also costs more money to smooth back out if you make a mistake, makes a mess even with careful smoothing, and you can't rebuild houses, etc. which you demolished to make way for it.
KnatteAnka 10 Aug, 2018 @ 1:28am 
also 0 speed
KnatteAnka 10 Aug, 2018 @ 1:28am 
Why not have a road/track type with no cost to build or maintenance ;)
Dan  [author] 15 May, 2018 @ 8:04pm 
@xXxZOOLOO19xXx
Thanks.
I would like to do a roads-version at some point, but I would have to somewhat re-think how the mod worked, as roads in Transport Fever don't snap in the same way that tracks do - they have that "stretch to nearby roads/junctions" effect going on.
I don't imagine I'll get to it any time soon, but it's certainly on the eventual-to-do list... if I can work out how to make it work.
xZOOLOO19x 15 May, 2018 @ 5:19pm 
i like this mod. can someone make roads just like it?
Dan  [author] 7 Mar, 2018 @ 12:10pm 
@prefeller - just noticed your discussion post, answered further there, but short answer - afraid I don't know any way to load mods for campaign missions.
Dan  [author] 7 Mar, 2018 @ 11:56am 
@prefeller - Afraid I wouldn't know. I'm subscribed to it, and it currently appears correctly in the list under "Free Game" > "Advanced..."
If it's not there, I'd figure it'd be an issue with Steam delivering the files. If you want to install it manually instead, you can pick up the mod from https://www.transportfever.net/filebase/index.php/Entry/3393-Precision-Planner/
...and unzip it to \Steam\steamapps\common\Transport Fever\mods\
- that zip contains both metric and imperial versions, just make sure you only load one of them in your game.
prefeller 7 Mar, 2018 @ 1:36am 
Hello! I subscribe but mod does not appers in game menu. I do smth wrong or so?
Dan  [author] 20 Feb, 2018 @ 11:53pm 
@Rasputin - You can edit the params file in Notepad if you want to customise the values (don't use Wordpad - it'll mess up the encoding)
Similar to the info I gave cubicle.warrior below... go to \Steam\steamapps\workshop\content\446800\1167178513\res\scripts\
and edit "preplan_params.lua"

- search for "heightCoarse" - there's a lookup section and a menu-buttons section... edit in your prefered values, and save the file. Keep both sections matched up, or your button labels won't match the actual values.
Rasputin 20 Feb, 2018 @ 5:08am 
I need to build tunnel under sea bed, wonder if there is more options for ground level larger than the existing 30m / -30m from ground.
cubicle.warrior 5 Jan, 2018 @ 3:13pm 
@grimdanfango .... another thing I really appreciate is that I now can connect stations in a very pleasing matter. A bit of context: When I connect cities I like to use at least 4-platform stations unless it's a terminus stations. This way I can separate traffic that stops at the station from traffic that just passes thru.

I use the central platforms (#2 & #3 for a station with 4 platforms) for thru-traffic to allow for maximum speed, and the "outer" platforms for trains that need to stop. The problem is that I have to rejoin the tracks to a nice doubletrack eventually, while maintaining top speed for pass-thru trains. And of course I want to have a nice symetrical layout.

For cargo stations with 4 tracks, for example, this can be achieved by one bit of 5 3/8 with 500m radius followed by a bit of 5 3/8 with 435m radius.
Dan  [author] 30 Dec, 2017 @ 11:51am 
@cpu | skully - Thanks! Yeah, it's the only way I build bridges now too... one aspect where it's actually *less* complicated than the default - pre-shape the exact bridge you want and place it exactly where you want it, no M/N-key faffing and silly hump-back rail bridges :-)

Yes, I would definitely like to make a road-laying spin-off of this. I suspect it might have slightly different challenges, given the way road-laying uses that nearby-attraction effect for placed buildings, and can create road or junctions dependent on angle.
Alas, I'm rammed with real-world work for a while yet, so probably won't have time to put it together anytime soon.
cpu | skully 30 Dec, 2017 @ 2:45am 
I use this tool especially to build bridges, since it's much easier and better looking with the precision planner. Also, it ignores the height and collision checks, which is GREAT!

Are you planning a road / street version of this tool? It would be awesome!