Transport Fever 2

Transport Fever 2

Track Builder
43 Comments
RadiKyle 15 May, 2024 @ 6:17pm 
@Erasian the Extra Capacity for Old Rail Stations mod has just been updated to support this mod now too.
WernerK  [author] 13 Apr, 2024 @ 10:44am 
@Eresian: Currently there is no way to do this. If you want such a feature try the mod "Spitzkehre" from EAT1963, but I think it hasn't got an option of showing visible load.
Eresian 13 Apr, 2024 @ 9:42am 
This is a powerful mod, I didn't realize it had so many great features. My tracks look so much better now. But I'm wondering, is there a way to multiply the capacity of station tracks? I'm sifting through the files carefully but I don't see any way to do that, and I don't understand most of what's going on. The capacity multiplier mod doesn't seem to affect these stations either. Help would be greatly appreciated!
mattiasmun 7 Jan, 2024 @ 10:43am 
@WernerK: Alright, thanks for your reply.
WernerK  [author] 30 Dec, 2023 @ 11:12am 
@mattiasmun: This would be too much work. Beyond that, this mod is already complex enough. What would be the advantage? If you need shorter segments, lay it multiply or use the splitter mod.
mattiasmun 30 Dec, 2023 @ 6:08am 
@WernerK: Hi, can you make it so that the number of nodes
per rail is variable instead of always three, please?

For example:

local numberOfNodes = math.ceil(railLength / 100 + 1)
(F.S).Moriarty 9 Dec, 2023 @ 12:52am 
This is an awesome mod, excellent work!
rat 20 Jul, 2023 @ 6:27pm 
incline track when
WernerK  [author] 6 Jul, 2023 @ 7:18am 
@armyrugger14: I don't understand what you want. This mod is usually for single tracks or parallel single tracks but not for switches. If you need a switch mod I recommend my Switch Kit DE/AT (only German types) or Track Design Patterns by enzojz for track ladders and multiple switches. Tunnels and bridges are priceless indeed but should not. This is a bug I must fix. :steamhappy:
armyrugger14 5 Jul, 2023 @ 8:49pm 
@WernerK, So I use your track system especially for switches and when I need to split tracks off. Can I make a request/suggestion? I have found the place I most need assistance in is when I'm bringing multiple lines into a station. I usually use 3 switches to move trains across 4 lines of track. Also I use a second track mod for shunts off the mainline for cargo, it has an expandable design so I can choose between 2 and 10 tracks to split. I love how you mod allows for the tracks to be going into a tunnel or a bridge and when I need to go into a tunnel or a bridge it is priceless. So thank you for the mod, Just asking if you might make those 2 upgrades on your next update.

Side note: I've never had a crash with your mod and I usually have between 40-50 mods running when I'm using it.

(If English is not your primary language I apologize if this does not translate or come across correctly)
WernerK  [author] 7 Apr, 2023 @ 12:55pm 
@Papupi: I have found at least one reason for crashes, maybe this is what happened to you. It hasn't to do with the Track Builder but with BuildWithCollision. If you use this tool and close the construction menu at the same time a collision is reported the game will hang. I have informed the author of this tool, and I think there'll soon be a fix.
WernerK  [author] 4 Apr, 2023 @ 7:18am 
@Papupi: It might have to do with the March update of the game. So many things have changed. But it could also be an incompatibility with another mod. Or both. Please send the full stdout to bahnbaubude[?]arcor.de. It could be helpful if you check the following things:

- Does the error appear if you switch off the info panel?
- Are there only issues with rigid constructions and stations? Change the status setting.
- Try changing other settings.
- Build a simple test map with no other mods. Does the error still appear?
- Do you use the classic GUI mode? Do you use special settings of the game?
- Which OS do you use? Windows?
- Do you use one of these mods: BuildWithCollision, NEP², CommonAPI, Track/Street Reducer? Try disabling them.
- Does the error always appear or only sometimes?


[?] = @
Papupi 3 Apr, 2023 @ 5:14pm 
its honestly very weird, it has happened like 7-8 times in the last 3 days and its annoying having to load for 15 mins a save again and again, the circumstances this has happened have always been right after i place either stations, or locked track sections, i can place the tracks, and between 5-15s after, the game just decides to die for no reason, i have been using this mod for so long and i dont understand how or why its happening, the weirdest thing is that i have not touched any mods since the last week, i can pass you the stdout if you want to have an eye
WernerK  [author] 3 Apr, 2023 @ 4:52pm 
@Papupi: What do you mean with "placing a station". For my understanding: You place a normal (rigid) track from the tab "track constructions" i.e. not from "buildings"? I have chosen the same settings and cannot reproduce the error. Did you get further information in the stdout - perhaps a line number or so? Did you connect your track with an existing track or in a special situation?
Papupi 3 Apr, 2023 @ 12:59pm 
particleSystems = { },
position = { -4655.93359375, 7643.380859375, 47.199996948242, },
simBuildings = { },
stations = { },
townBuildings = { },
transf = { -0.55557018518448, -0.83146965503693, 0, 0, 0.83146965503693, -0.55557018518448, 0, 0, 0, 0, 1, 0, -4649.615234375, 7652.5981445313, 44.199996948242, 1, },
type = "CONSTRUCTION",
}

Additional info for entity 950141:
entity is not known, it was probably being added on the crash site
Thread did not respond to ping. Possible hang detected!
GC Called
Destroying failback ui done
urban_games/train_fever/src/Game/Game.cpp:555: class CGame *__cdecl GetGlobalGame(void): Assertion `g_game' failed.
Thread did not respond to ping. Possible hang detected!
Received SIGABRT
Thread did not respond to ping. Possible hang detected!
Calling thread crashtrace handlers
thread: 28832
(empty)

thread: 34084
(empty)

All thread handlers called
Minidump Callback
Papupi 3 Apr, 2023 @ 12:59pm 
werner, for some reason, this mod is giving me way too many issues recently, after placing a station the game hard crashes

},
depots = { },
fileName = "track/_wk_track_builder.con",
id = 798094,
name = "Track Builder construction",
params = {
paramX = 0,
paramY = 0,
seed = 38,
wktbAngle = 0,
wktbBuildDirection = 0,
wktbCatenary = 1,
wktbEqualizeSlope = 3,
wktbHeightDiff = 0,
wktbInfo = 1,
wktbLgcm = 0,
wktbLgm = 19,
wktbOther = 0,
wktbParallelTracks = 0,
wktbRampEnd = 0,
wktbRampStart = 51,
wktbRhm = 3,
wktbRm = 0,
wktbShape = 2,
wktbSlopeFactor = 0,
wktbStatus = 0,
wktbStructures = 0,
wktbTrackDist = 8,
wktbTrackDistFactor = 0,
wktbTrackType = 2,
wktbTunnels = 0,
year = 1960,
},
WernerK  [author] 14 Aug, 2022 @ 6:09am 
jvp: Ok, you have preempted me. I wanted to give you the same advice. And I would give it to all who have the same problem. There seems to be chaos with the main version numbers at the steam upload. I even did not succeed in resetting this thing, and if I make a new test upload with v2.4 it is becaomes also suddenly 1.4! I think it is a steam or UG issue.
jvp 14 Aug, 2022 @ 5:54am 
I've tried v2.5 downloaded from transportfever.net , no crashes and it seems to work perfectly, so problem solved, at least for me :-)
WernerK  [author] 14 Aug, 2022 @ 4:46am 
I think it is necessary to reset it to the last version (2.4) before I make a new update attempt. If someone has already mad use of the new stop/return track function tracks using it will be replaced by a placeholder. Sorry for this, but I cannot find any error.
WernerK  [author] 14 Aug, 2022 @ 4:21am 
@jvp and all: There is something strange. Although it is uploaded as Version 2.5 - I checked it again - it's registered in the mod menu of the game as Version 1.5. I don't know why. There has never been such a version. I try to reupload it now and then check if it has still got the wrong version number.
WernerK  [author] 14 Aug, 2022 @ 3:46am 
@jvp Can you tell me what is written in the stdout (only the last lines before the crash message)?
jvp 14 Aug, 2022 @ 1:36am 
Quick update. I tried installing the Track/Street Reducer mod and I'm still getting the crash, so something else seems to cause issues...
jvp 14 Aug, 2022 @ 12:53am 
Game crashes after the latest update to this otherwise excellent mod, the dump seems to suggest that some reference is missing to the "Track/Street Reducer" mod (which I haven't installed) is that mod now a pre-req for this?
WernerK  [author] 1 Jun, 2022 @ 5:34pm 
@level2347: I am working on it. But roads behave different from tracks: They bend when attaching them. So I have to find a special mechanism to stop this. It is not so easy. :steamsad:
level2347 1 Jun, 2022 @ 11:20am 
Very helpful mod! Big thanks!

It would also be nice if there where a mod like this but for roads.
Ronchi 2 Feb, 2022 @ 11:57pm 
Thank you so much for the reply, you sir are a legend.
WernerK  [author] 2 Feb, 2022 @ 2:53pm 
@Ronchi: Go to Settings, select Bridges > Stone Bridge (or another bridge type), place it somewhere on a possibly flat terrain and press the [ . ] point key to lift the bridge until there is no error message. If it's too high, lower it with the [ , ] comma key. Then switch off Bridges and lay the track below. It won't work vice versa and it won't work at every place below. If you want to build extreme low bridges, install the 'Build with Collision' Mod by VacuumTube additionally. So you can even ignore error messages.
Ronchi 31 Jan, 2022 @ 12:58pm 
Hi There, How did you create the bridge in the picture ? I have messed with all the settings but cannot get this to work.
WernerK  [author] 18 Nov, 2021 @ 4:08pm 
@berkhofsolaris: So the next days you could look there for :steamhappy:messages. Posting code is much easier than here in the chat. I don't want to open further accounts on discord or github. By the way, today I have found a shorter formula for calculating curves by coincidence. :steamhappy:
berkhofsolaris 18 Nov, 2021 @ 12:13pm 
Thanks again. Will try in the weekend to make sense of it all.
PS. I do have an account on transportfever.net but not very active anymore.
WernerK  [author] 17 Nov, 2021 @ 8:02am 
@berkhofsolaris The most important function for curves is geo.createPositiveCurve. The basic formula is in geo.makeCurveNodePoints. But you will also need geo.addEdge for creating the final edges. All these functions you can find in wktb_geoutil.lua. If you have special questions, we should start a chat - or you should open an account on transportfever.net
berkhofsolaris 16 Nov, 2021 @ 11:44am 
@WernerK, perfect, changed it to STREET_CONSTRUCTION for the road. You don't want to know how much time I spend trying to figure this out. I will try to understand your introduction in the weekend when I have more time. Thanks again!:steamthumbsup:
WernerK  [author] 15 Nov, 2021 @ 4:51pm 
@berkhofsolaris: Constructing curved tracks means a lot of trigonometry and it is very complex. It is not so easy that I could explain it in a few sentences. I have written an introduction on https://www.transportfever.net/lexicon/index.php?entry/356-kurven-konstruieren/
It's not yet complete but you could get an idea how it works. It's only available in German, but you can translate it by google.

Do you mean the new "rail constructions" menu? Declare it as
type = "TRACK_CONSTRUCTION" in the .con file, put the .con file into a directory named "construction/track". That's it.
berkhofsolaris 13 Nov, 2021 @ 7:55am 
How did you manage to curve the tracks, I want to do the same with the roads, but simpeler. However your code is too complex for me. And also how did you manage to remove it from the asset the the other menu?
berkhofsolaris 8 Nov, 2021 @ 11:54am 
Thanks for this, I'm also building street segments. This is especially for trolleybuses.
WernerK  [author] 4 Nov, 2021 @ 2:00pm 
@Dgidge: I'm planning a similar mod for roads. But there is a problem to solve: Roads laid this way would always be flexible, so you could normally not attach a segment exacty to another. I am testing a workaround for this, but I think it will last some time.
WernerK  [author] 4 Nov, 2021 @ 1:54pm 
@briansyston: Yes - if you use an additional mod which makes all tunnels dark. No - if you use a mod for a single dark tunnel type. Perhaps in a future version.
WernerK  [author] 4 Nov, 2021 @ 1:49pm 
@donmiwi: Ja.
donmiwi 3 Nov, 2021 @ 4:31pm 
ist der Mod mit NEP2 kompatibel?
briansyston 3 Nov, 2021 @ 6:06am 
Can there be dark tunnels ?
Dgidge 3 Nov, 2021 @ 2:21am 
I use your mod for a long time, and I asked myself if you could do the same with roads ? Great work anyway :)
frank.blumenland 2 Nov, 2021 @ 7:03am 
gute arbeit vielen Dank
rb58nl 1 Nov, 2021 @ 5:07pm 
Let's see how this works... Thanks.