Transport Fever 2

Transport Fever 2

Extended Gameplay Two
88 Comments
joe-frosch 26 Feb @ 9:08am 
gibt es eine Anleitung
Pitagoras991 7 Jul, 2024 @ 3:29am 
No i gdyby to wspierało ten mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2849246327&searchtext=rails

oraz industry expanded to TF2 stałoby się grą dla hardkorów
Pitagoras991 28 Jun, 2024 @ 12:57am 
Me too
This mod just simply does not like universal (== with ability to carry goods from diffrent categories eg. flatbed and covered) railroad cars. What an pitty. Especially with such good mods like that one, the american (40Ft?) flatbed and numerous container carriers
LexiKatta 27 Jun, 2024 @ 12:21pm 
Sorry, only just noticed the reply (I'm bad at noticing things) Mainly mods like this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236981041 the speed limits and capacities are so poor that it makes using them unviable.
Pitagoras991 27 Jun, 2024 @ 9:52am 
Boczniak też używa sterego modelu

W sumie stare i nowe modele można by wykorzystać aby było więcej typów/rodzajów pojazdów?

Bo akurat w boczniaku i cysternie 4 osiowej (i w wagonie krytym model roku 1950) dosyć mocno się różnią...
Pitagoras991 25 Jun, 2024 @ 12:21am 
I jeszcze 2 rzeczy

1) wspracie dla tego EZT
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2093990123&searchtext=series

On ma obrotowe fotele i dosyć specyficzną mechanikę wyświetlania pasażerów.
Ilość miejsc dla pasażerów w nim to ilość zaprogramowanych w pliku miejsc / 2
(Bo każdy fotel jest liczony 2 razy bo są obrotowe)

2) Głowica napędowa z Re450 do zakupu oddzielnie jako lokomotywa
Pojedyńczo i podwójnie jak ET41 bo to rzekomo według parametrów dobra lokomotywa towarowa w grze. Niektórzy grają na modach dodających ją oddzielnie
Pitagoras991 23 Jun, 2024 @ 12:17am 
No i EZT ED9M ma nierealne zestawienie
W realu zestawiany jest tak
(dam oznaczenia PKPowskie członów, silnikowy to ten z panto, pozostałe są bez napędu)
R+S+S+R
R+S+S+D+S+R
R+S+D+S+S+D+S+R

I tak dalej

Co drugi wagon ma być motorowy
Pitagoras991 23 Jun, 2024 @ 12:14am 
I jeszcze sprawa domyślnych zestawów pojazdów
Do zestawu europejskiego dodaj ruskie lokomotywy (+EZT i SZT).
przynajmniej spalinowe i elektryczne (bo co do parowozów to nie jestem pewien)
czyli CzS4, WŁ80, TE3, ED9M, RA2, ES1 te dodaj na pewno

A do zestawów azjatykiego i ameryksńskiego dodaj wczesne lokomotywy elektryczne europejskie
Ae 4/7, Re4/4, E94
(Bo w zestawie azjatyckim BARDZO brakuje wczesnych elektryków)
Pitagoras991 23 Jun, 2024 @ 12:03am 
I sprzydałby się opis ładowności

np. 9-15 mało co mówi

W opisie wagonu ile jednostek (jeżeli dobrze rozumię,to jet to w modzie jednostka objętości a ile wagon może zabrać zależy od jego objętości i ładowności co jest bardzo realistyczne!) np. węgla, ile zboża itd. może zabrać


A jakieś oficialne taktyki gry na tym modzie?
Pitagoras991 22 Jun, 2024 @ 11:52pm 
7) Zostawianie dowolnie długiego kupowania późnych wersji pojazdów - dobry pomysł, gdyby nie to, że np. w 2010 roku mam do zakupu parowozy - może by je jakoś wykluczyć z tego?
8) Dodać do zakupu oddzielnie wagon rozrządczuy z Re450, bo pasuje do zwykłego piętrusa
9) Czy to jest kompatybilne z deluxe edition?


A co do game balancu ogólnie - najgorzej jest z samolotami... Samolot towarowy latający w 2 strony załadowany (powrót może być nawet w połowie pusty) to jest fabryka pieniędzy...
A ich wydajność przewozowa to żart....
Pitagoras991 22 Jun, 2024 @ 11:52pm 
Bo tak
1) Jeden z wariantów SM42 z moda jest wykrywany jako układ osi 3+1 a nie 4+0
2) Cysterny czteroosiowe typu europejskiego wciąż kożystają z starych (przed updatem) modeli
3) EZT i SZT - miło by było gdyby były dostępne w różnych wariantach długościowych
4) Pojazdy z modów - gdy mod dodaje różne malowania lokomotywy to w tym modzie różnią się tylko siłą pociągową - a może by tak generować wersje o różnych prędkościach i mocach jak domyślne?
5) Pojazdy z modów - czy wagony uniwersalne (platformy gdzie ładujesz ładunki z różnych kategorii (cysternowe, kryte, platformowe, lorowe) działają poprawnie?
6) A może by tak dodać obsługę Industry Expanded?
uzurpatorex  [author] 22 Jun, 2024 @ 12:13pm 
Rozwijany - niekoniecznie, ale bugi mogę połatać, jak będzie trzeba.
Pitagoras991 22 Jun, 2024 @ 3:35am 
Czy ten mod jest jeszcze rozwijany?
Bo znalazłem kilka błędów
Ponadto mam kilka pomysłów i pytań...
uzurpatorex  [author] 6 May, 2024 @ 3:50am 
Actually, you are the first one :) Which mods get corrupted?
LexiKatta 2 May, 2024 @ 8:18am 
I'm sure you get asked this a lot, but would it be possible to have an option to disable a certain section of the rebalancing, for example, I love the passenger rolling stock changes however it seems to screw over a load of cargo rolling stock mods.
Ranau 11 Dec, 2023 @ 12:42pm 
Stations seem to be missing the mod's rails.
supercjman77 1 Aug, 2023 @ 8:32pm 
ok! just making sure it was intended
uzurpatorex  [author] 30 Jul, 2023 @ 11:05pm 
That is a feature of the mod - you get more early locomotive selection in the 1850-1865 period - each 'biome' gets same 5 early steamers. It deviates from that onwards.
supercjman77 30 Jul, 2023 @ 4:24pm 
when i was playing on a sandbox game with vehicles set to american and balance in the mod set to american, though the russian and european locomotives were still there in 1860
uzurpatorex  [author] 30 Jul, 2023 @ 11:24am 
It should work like this. Did you get it sorted?
supercjman77 24 Jul, 2023 @ 5:29pm 
is it possible to set it up so I only get the vehicles from one scenario? I am getting european asian and american locomotives even though im on the american setting in game
tsilaicosneknurd 22 Apr, 2023 @ 4:08am 
ty
uzurpatorex  [author] 21 Apr, 2023 @ 10:37pm 
I uploaded a fix to the bb36000 crash.
uzurpatorex  [author] 21 Apr, 2023 @ 11:52am 
I'll look into it.
tsilaicosneknurd 20 Apr, 2023 @ 10:36pm 
I get this? does it sound familiar?

Error message: error: ~/.local/share/Steam/steamapps/workshop/content/1066780/2403182754/res/scripts/extended_gameplay_two/get_vehicle_properties.lua:616: attempt to index field '?' (a nil value)
stack traceback:
=[C](-1): __index
@~/.local/share/Steam/steamapps/workshop/content/1066780/2403182754/res/scripts/extended_gameplay_two/get_vehicle_properties.lua(616): ?
@.....2403182754/res/scripts/extended_gameplay_two/modify_locomotive.lua(164): ModifyLocomotive
@...../2403182754/res/scripts/extended_gameplay_two/extended_gameplay_two_core.lua(44): OnLoadModel
@...../2403182754/res/scripts/extended_gameplay_two/extended_gameplay_two_core.lua(92): v
@res/scripts/mod.lua(102): origApplyModifiers
@...../2931987001/res/scripts/eatglobal/eat_mod.lua(298): ?


File name: ..../2158825401/res/models/model/vehicle/train/bb36000_1500V_menu.mdl
uzurpatorex  [author] 21 Feb, 2023 @ 11:42pm 
Yes. Pretty much. The 'clutter' is 90% of the mod after all.
Jamiebear 21 Feb, 2023 @ 2:29pm 
Okay i guess i will just have to not use this mod then as it add's way to much clutter
uzurpatorex  [author] 20 Feb, 2023 @ 12:39pm 
No plans to do anything remotely like that. Sorry.
Jamiebear 19 Feb, 2023 @ 3:24pm 
Can you make it so you can disable the variance of Locomotives and Rolling Stock?
Binaryclock03 31 Jan, 2023 @ 11:21am 
Thank you! I usually set it down to hard in the early game and set it to fever when I get to 1870ish
uzurpatorex  [author] 31 Jan, 2023 @ 11:19am 
I'll adjust the cost of lower speed track in the next release :) As a workaround - play on 'medium' or 'easy' unltil you get to proper system saturation with trains.
Binaryclock03 31 Jan, 2023 @ 11:16am 
This mod is amazing and I cant play without it now. That being said, the first ~5 years of a playthrough are incredibly difficult with the low speed trains you get and how expensive track maintenance is. Would it be possible to add some cheap low speed track that only sticks around for the first 10ish years to help deal with the difficulty of these first few years?
Doxs Roxs 18 Dec, 2022 @ 2:42am 
It works, thank you for the quick update and a great mod! :steamthumbsup:
Running with hard/hard right now. But could not switch it up to fever yet.
Just not enough power yet to make the grades with a decent setup.
Playing on my map with 1 km height difference though so insane amount of heavy grades. :p
Will definitely try it again later though.
Doxs Roxs 17 Dec, 2022 @ 12:58pm 
That is awesome, thank you! I'll have a look later tonight and see if it works :)
uzurpatorex  [author] 17 Dec, 2022 @ 8:56am 
Fixed. Should work now for both challenger mods
Doxs Roxs 17 Dec, 2022 @ 7:44am 
Wow, you are fast. Thank you. I will look into it and see what I can figure out :)
Sorry I forgot to link the mod, its this one that I use from meatballhero: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2547425060&searchtext=challenger
uzurpatorex  [author] 17 Dec, 2022 @ 7:20am 
Ok,I've got it. Working on a fix. You can add your own custom vehicle info in 'get_vehicle_properties.lua' -> WorkaroundForLocomotivesWithWeirdAxleConfig function
uzurpatorex  [author] 17 Dec, 2022 @ 7:01am 
Which mod is it?
Doxs Roxs 17 Dec, 2022 @ 6:07am 
I have a 4-6-6-4 Alco Challenger mod, and while most locomotives seem to work well with this mod this one has issues. Axles are 2+0 and adhesive weight is very low, as is tractive effort. Any idea what might be missing in the mod file for the Challanger? I have no problems messing around in the lua files, Im just looking for some pointers if you recognize the issue :)
AverageEuropeanTramEnjoyer 22 Oct, 2022 @ 3:34am 
Thank you so much!
uzurpatorex  [author] 22 Oct, 2022 @ 12:39am 
Thank you. I have a fix ready and will upload an update shortly.
AverageEuropeanTramEnjoyer 21 Oct, 2022 @ 3:13pm 
With this mod, and the Twindexx Vario double-deck rail cars Br. 445 (DB) mod, the game crashes while loading and sends a crash report.
Yamete Kudasai 25 Sep, 2022 @ 8:22am 
- With single tracks you might run into traffic issues - Don't be afraid to double head locomotives. Double steam engines looks a bit silly but it's a good way to transport more goods without increasing traffic -> Making more efficient use of your tracks
- Reuse track where possible.
- As far as I can tell the maximum speed of the track does not affect ticket prices, only the max. theoretical speed of the train. It can be beneficial to upgrade a train to a theoretical top speed of 50kmh even if it can't possibly reach that speed on the track. This should make trains more profitable without increasing track maintenance cost - Be aware that those trains tend to be more expensive to maintain. Decide on a case by case basis.

Bonus tips not regarding trains:
- Trucks are a decent way to make money if the producer and consumer are close to each other.
- Shipping cargo is insanely profitable due to them requiring barely any infrastructure to maintain
Yamete Kudasai 25 Sep, 2022 @ 8:22am 
So for those of you struggling to turn a profit before about 1880, here's some tips.
Rail infrastructure upkeep is very expensive with this mod and will easily eat away your profits if you're not putting at least some planning in.

Use as little rail as possible
- Go straight from A to B if possible, even if that means digging expensive tunnels. Use at your own discretion to stay realistic.
- Don't build double tracks unless it's absolutely neccesary. Learn how to build bidirectional single track lines with passing loops. It's really easy.
- Make full use of production capabilities. It's not profitable to run a track from A to B only to end up transporting 80 pieces per year. Don't be afraid to shoot for rates of 300-400 and don't bother with completing a production chain early on.
ClaudeJ 20 Aug, 2022 @ 5:20am 
Hey there,
awesome mod, in its genuinest meaning !
So much variety and a more challenging gameplay, what's not to love ?

Do you plan to make us of the strings.lua at some point ? Could be nice to localize things such as vehicles names and specs.

Cheers
TheViper492 5 Jun, 2022 @ 8:56am 
Right I get that the cost settings are already put in there, but I'm saying that with the last major update they added the ability to adjust what stuff costs. So, for example, I like to adjust my advanced settings so that infrastructure is twice as expensive to maintain, and trains are half as expensive to maintain. I do this because IRL track work is way more expensive than running some empty grain hoppers back to the farms, but in the game on harder difficulties running empties is impossible even though it's very prototypical. I'm saying I with the mod took advantage of these new advanced settings and adjusted the costs with your settings. Leave it default and nothing changes, but using the advanced sliders you could edit it to your playstyle. It's a new feature that'd be really awesome if the mod took advantage of.
uzurpatorex  [author] 5 Jun, 2022 @ 1:54am 
The cost settings are 'baked in' into the mod from the start. The further you go on the difficulty setting, the more expensive it becomes.

Also - the track curve is limited to the maximum speed of the track. So - a 60km/h track will only allow to build a curve that allows 60km/h.
TheViper492 3 Jun, 2022 @ 2:04pm 
So I noticed that this mod doesn't work with a lot of the new advanced map creation settings. Primarily, the ones that allow you to adjust how much vehicles and infrastructure cost to maintain. Normally I tweak these quite a lot, but with this mod, I can't. Real shame. I really want to play it otherwise. Also I noticed that the new tracks you added don't lose speed when they go too sharp. Looks real weird having a train cruise full speed around a tight corner lol.
Dourbracken 14 Apr, 2022 @ 5:49pm 
Also, the Berkshire visually ages far too quickly, as in it's 10 months old and already filthy.
Ant_86 14 Apr, 2022 @ 3:09pm 
Now this is probably a smooth brain question but where are the times generated and stored? If you could point me to the file/s, that would be grand