Transport Fever 2

Transport Fever 2

Extended Trackage
28 Comments
uzurpatorex  [author] 4 May, 2023 @ 1:19am 
If you load the Extended Gameplay _before_ extended trackage it seems to work fine :)
uzurpatorex  [author] 4 May, 2023 @ 1:16am 
Are you using Extended Gameplay and Extended Trackage? These mods are not really meant to mingle with each other because they override the standard game trackage.
tsilaicosneknurd 22 Apr, 2023 @ 11:49pm 
crashes (at least) for me:
Error message: error: [string "~/.local/share/Steam/steamapps/workshop/content/1066780/1940556785/res/config/track/main_1.lua"]:8: attempt to index global 'trackData' (a nil value)
stack traceback:
=[C](-1): __index
[...]/1940556785/res/config/track/main_1.lua(8): ?
File name: [...]/1940556785/res/config/track/main_1.lua
Minidump: [...]

Mod: "Extended Trackage" (*1940556785, 1) (consider removing this mod and contacting the mod author)
Tryrose 19 Apr, 2021 @ 9:38pm 
Could you make a version that uses vanilla game track and track balast colors?
uzurpatorex  [author] 4 Apr, 2021 @ 11:16pm 
OK - the speed bug should be fixed now.
uzurpatorex  [author] 31 Mar, 2021 @ 1:01pm 
In the mean time - enable 'all' vehicles when loading game and you should get 186h mph track
uzurpatorex  [author] 31 Mar, 2021 @ 12:58pm 
I'll look into it after I relase 1.3 of Extended Gameplay
South Buffalo Buzz 31 Mar, 2021 @ 12:40pm 
Like embolalia, I'm limited to 150MPH tracks even though it's 2015 or thereabouts. American. As I said in a previous post, there seems to be some hiccup in the transition to concrete sleepers where the top speed of 110 mph and the curve performance gets worse.
South Buffalo Buzz 14 Mar, 2021 @ 7:37am 
Something weird happened. In the transition to concrete sleepers, the top speed of the track stayed the same as the previous type at 110 MPH (American) but the curve performance actually got worse, but about 10 MPH anywhere the existing speed was less than 110. For example, a curve that was rated at 67 became 57 when updated. What's the point of a new track type that makes things worse?
MaxCheng95 8 Sep, 2020 @ 4:28am 
Is it possible to get the curve coefficient of the tracks in this mod? I'm trying to change to third rail track curve numbers to that of this mod but I have zero idea how the coefficients are being calculated for this mod.
Silly Lilly 14 Aug, 2020 @ 8:44am 
when will someone make a tool to make intersections on the track easier? so much time I spend on fiddling with the track builder when I want to allow trains to switch tracks when they leave a station, 9 out of 10 times the game won't let me do the X shape for no reason, first side work fine, then it won't do the other, so annoying!
embolalia 9 Aug, 2020 @ 1:00pm 
Is the fastest track not available when using US vehicles/units/something? The default American vehicle set does have a 186mph/300kph train from 2021, so having only 150mph track is unfortunate. I really like this otherwise, though!
Canadian_67 20 May, 2020 @ 10:46am 
when do i unlock the fastest track?
Supreme Guardian 5 Mar, 2020 @ 1:19pm 
I have the center catenary and it works fine
uzurpatorex  [author] 10 Feb, 2020 @ 11:22am 
It might be, haven't checked.
usagi tenshi ʚ₍ᐢ. .ᐢ₎ɞ 10 Feb, 2020 @ 10:02am 
Is this compatible with catenary replacements?
gekaufter Bot #66642 10 Jan, 2020 @ 3:36pm 
I wanted to adjust some numbers myself in this mod but if i copy&paste this mod on my harddrive and put it into "mods" there is an error regarding the mph/kph conversion. Any idea why?
DonnernderVogel 27 Dec, 2019 @ 2:36pm 
Good Mod , it gives a few more options for cost balancing with the lines without giving tons of unnessecarie speedlimits like other mods. But one thing you should look at. The "low cost track" in the following era should be as good as the middleprice track in previous. Now you have to up- or downgrade when you build new tracks in 1900 or 1950s. This feels unbalanced.
Nicky 27 Dec, 2019 @ 2:11am 
Thanks you for this mod, I was looking for something liek this!

And now, a question: is there a way to make some of teh older tracks obsolete ?
uzurpatorex  [author] 22 Dec, 2019 @ 11:36pm 
What vehicle set you are using? European, US or asian? In asian set you get HSR track in 1960. You should get 300km/h track in 1975, regardless.
danil1798 22 Dec, 2019 @ 4:06pm 
I'm in 1970 and don't have a high speed track available. The limit is 160 even though there are trains going faster already. Is is how it's supposed to be?
Creat 20 Dec, 2019 @ 2:51pm 
Sounds good to me, gonna give it a try in my next game. Thanks for the fast reply!
uzurpatorex  [author] 20 Dec, 2019 @ 1:40pm 
Its somewhat harder. Especially express tracks cost major $$.
Creat 20 Dec, 2019 @ 1:38pm 
how does the cost/upkeep comare to the base game? Is it "base game priced" but linearly adjusted for if it's better or worse, of is it effectively harder/easier than base game (in terms of purchase and maintenance cost)?
uzurpatorex  [author] 20 Dec, 2019 @ 5:35am 
Speed limits - realistish, meant to always give you track contemporary trains can run, but still sensible for a given era ( no 120km/h track in 1850 or somesuch ).

Curve limits - so it fits the game scale. 2km curves on 8km map just make no sense.
Zukakis 20 Dec, 2019 @ 5:17am 
Are those speed values real/close to real world or just to make the game more interesting? Thanks for the mod in any case!
uzurpatorex  [author] 19 Dec, 2019 @ 2:40pm 
It should depend on which vehicle set you have chosen. Euro/Asia -> metric, US -> imperial, all -> largest of two values
gekaufter Bot #66642 19 Dec, 2019 @ 1:32pm 
i would love a "metric" version with metric like values. e.g. 40 / 60 / 90
As a person familiar with the metric system and the ingame values, its quite odd having "not-round" numbers like 32, 64 or 72. nearly all ingame values are 40/45/50/55/60 ect