Transport Fever 2

Transport Fever 2

Rail & Track Industry
80 Comments
melectro  [author] 2 Jul @ 4:12am 
@Walletsch, Nein, sie sind in der Konstruktion
Walletsch 26 Jun @ 1:18pm 
Kann ich die Depots deaktivieren bei der Fabrik?
KC 18 Feb @ 7:50am 
zu früh gefreut, habe es länger auf schnell laufen. Ist als wenn die Morlocks rufen. Habe den Wert auf 0 gesetzt , bei Stufe 10. Selbst bei 2 geht hier die Post ab. LOL
KC 18 Feb @ 7:38am 
Vielen Dank, was für eine Tipp. Jetzt ist alles wieder entspannt.
VacuumTube  [author] 17 Feb @ 12:41pm 
Doch in der con, such mal ganz unten nach
[code]result.personCapacity = { type = "INDUSTRIAL", capacity = 10*(level+1)}[/code]
Die Anzahl der Arbeitsplätze hängt also vom Level ab und ist Level x10. Entweder den Faktor verkleinern, durch eine Konstante ersetzen oder die ganze Zeile rausnehmen, um gar keine Plätze hinzuzufügen. Die Konstruktion muss dann einmal aktualisiert werden.
KC 17 Feb @ 9:30am 
Hallo malectro, aus dem Gleislage kommen 100erte von PKW´s. Die Blockieren alles. A: woran kann das liegen, oder B; in welchen Dateien muss ich suchen suchen, um das abzustellen? Ich kenne mich in den.con ein wenig aus, aber dort steht das mit Sicherheit nicht drin. Das ist wie ein Besuchermagnet mit sehr vielen Autos.
Vielen Dank im Voraus
melectro  [author] 4 Sep, 2024 @ 8:10pm 
When the rail industry increases production, you also need to have a steady flow of steel. Do you have control that the incoming stock does not run out before the next delivery?
misamangame 4 Sep, 2024 @ 3:52am 
Hello is there a way how to rise demand so both industruies will raise production when they have resources ? I'm running out of high speed rails and production is just painfully slow..
melectro  [author] 12 Jul, 2024 @ 7:11am 
@Zerstörerxx23, Es funktioniert, du bist derjenige, der sich nicht über die erforderlichen Einstellungen informiert hat.
Zerstörerxx23 11 Jul, 2024 @ 3:17pm 
Nicht installieren - doesnt work
Poppy 18 Jun, 2024 @ 6:53pm 
hey kann es sein das die mod nicht mit gleismods kompatibel ist? ich finde keine mod tracks im baumenü leider :/ ansonsten echt coole mod
Britto 7 Mar, 2024 @ 4:21pm 
Can you increase the size of the storage of rails or maybe add a way to add additional storage using buildings like the modular stations etc.
CHINZIG 28 Dec, 2023 @ 5:46am 
Loving this so far. Would be good if the mod worked with industry closure. Would make you work faster to get the industry up and running.
VacuumTube  [author] 6 Sep, 2023 @ 11:43am 
Did you enable the mod option to disable the scripts?
Screenshots are often helpful.
scoobline 27 Aug, 2023 @ 1:06pm 
Hi, I added the Rail and Track Factories, each being about $15M each. I went to add the Warehouse and it was about $512M. Reading the guide on TransportFever.net , it appears the cost of the warehouse base cost (for easy mode, Level 1) is $375k.

I did enable the No Cost Mode and was able to build the warehouse. However, I am not seeing a Track Stock Info Dialog when I select the warehouse config.

I am not sure what I am doing wrong. Any help would be appreciated. If helpful, I can send screenshots.

Thanks
SWISS_65 29 Jul, 2023 @ 11:08am 
Nur alleine was ich schon im Video angesehen habe es ist Perfekt Umgesetzt das ganze mit den Animationen . Herzlichen Dank für ganze was ich sehr schätze. :steamhappy::steamthumbsup:
VacuumTube  [author] 3 May, 2023 @ 2:01pm 
The idea of this mod is to have additional restriction
Oldhip 2 May, 2023 @ 5:25pm 
Love this idea but to many restrictions and settings for me, so am taking it out
tsilaicosneknurd 21 Apr, 2023 @ 5:45am 
ok, now I found the chapter. dynamic industries must be disabled, you wrote where I can find the setting.
Unfortunately I prefer playing with dynamic industries, so no Rail & Track Industry :-(
tsilaicosneknurd 21 Apr, 2023 @ 5:34am 
what does that mean (crash starting a new game):
__CRASHDB_CRASH__ lua::LuaException: ../../train_fever/src/Lib/lua/State.cpp:452: void lua::State::DoBuffer(const char*, int, const string&): error: [string "*2849246327_1::res/config/game_script/track_stock_info.lua"]:15:
---------------------------------
Rail & Track Industry - Dynamic Industries are not supported!
The savegame options must be set to:
Industry closure frequency = Never
Industry density target = Disabled
Madhuntr 1 Apr, 2023 @ 1:07am 
hat sich gerade erledigt XD. habs gefunden
Madhuntr 31 Mar, 2023 @ 1:18pm 
Mal eine Frage. die Fabriken upgraden sich zwar von der Produktion her, aber gibt es den nicht auch die Möglichkeit das die Fabriken selbst sich erweitern mit Gleisen auch?
Start war in 1850. Ist es so gewollt oder muss ichj mir dann selber die Fabriken mit Gleisanschluss bauen
Mfg
PS: Absolut geiler Mod. Verändert das ganze Spiel
Túróspite16 20 Mar, 2023 @ 2:59pm 
I really like this mod, it adds depth and more replayability to the game. Although there is one thing I would recommend you add to the mod, and that is to include 760mm tracks from austria fever 760mm:infrastructure mod. Lots of people use narrow gauge lines in the game, and 760mm tracks requiring less resources would improve this mod even further adding more realism.
melectro  [author] 13 Mar, 2023 @ 8:40pm 
@manitobawolf21 That wasn't any useful information!

If you like to have some help you need to describe the problem, what is happening and then the best is to send us the log file "stdout.txt".
Bot Myriana 22 Feb, 2023 @ 12:18pm 
This really confirmed my feeling towards the game that it lacks logistical challange beyond a positive net balance. I wish this would extend byend rails and actually include other resources such as construction materials and fuel for your locomotives. I dont expect you to ever do that tho. But still this mod is very inspirational. Thank you for taking it on.
I also enjoy the integrated station aspect of the mod. Makes things come more to life something else I really want to see more. Thank you, makes the early game alot more interesting!
VacuumTube  [author] 10 Jan, 2023 @ 9:01am 
No. But you can upgrade one warehouse to Lvl10, then it stays active even with full stock, so cargo demand will continue.
Dave 9 Jan, 2023 @ 2:40pm 
Excellent mod, thank you very much.

Is there a way/mod to export/sell the tracks once built? Want to keep the factories functional but may stop needing track soon.
VacuumTube  [author] 11 Dec, 2022 @ 4:08am 
As I said this has already discussed on page 3 (of the comments) and before. There you find the explanation why it is not possible atm.
Twisted Blade 11 Dec, 2022 @ 3:45am 
@VacuumTube i read your site on the mod i was just asking if you you are going to add it to where it is dynamic becuase when i play before downloading this mod i had that setting to where the industries will disappear and the only way to get a new one is for me to build one but i do like that you have to build your tracks and placing it it makes it more relistic in away
melectro  [author] 29 Nov, 2022 @ 9:10pm 
If you look at the location of the cranes, you will understand that you cannot have electrical wiring on the tracks used for loading and unloading by means of a crane. This is why some tracks are not electrified. The tracks outside the crane will be electrified.
Zargon 26 Nov, 2022 @ 7:18am 
Hello all, could anyone explain the difference between the tracks in the track industry factory?When I enable catenary on the factory's tracks, it only electrifies the 3 last tracks. However these are also the tracks that are not used as terminal tracks (it only uses the tracks built in the concrete surface?)? Does this make it impossible for electric trains to interact with the factory?greetings to all, nice mod too
VacuumTube  [author] 23 Nov, 2022 @ 11:59am 
There are no shaders in this mod.
Could you please elaborate what you mean with "breaking" and send the error message / stdout.txt
NiceCozyHat 23 Nov, 2022 @ 10:59am 
update: OK SO IT BREAKS THE GAME FULLY, DO NOT INSTALL THIS
NiceCozyHat 22 Nov, 2022 @ 3:38pm 
Hey, so uh there's an issue with a shader in this mod, could you fix it?
VacuumTube  [author] 14 Nov, 2022 @ 12:56pm 
see page 3
Twisted Blade 13 Nov, 2022 @ 5:23pm 
just woundering is this mod going to support the dynamic part of the game
melectro  [author] 2 Nov, 2022 @ 11:04pm 
@Trebuchosaure, Thank you for sending new ideas. This seems to be best done in a separate mod.
melectro  [author] 2 Nov, 2022 @ 10:58pm 
version 1.3 published, Fix ships with passenger and cargo can also carry rails+tracks
Trebuchosaure 2 Nov, 2022 @ 2:52pm 
@VacuumTube, what do you think of my suggestion ? :steamhappy:
VacuumTube  [author] 31 Oct, 2022 @ 1:21pm 
@Elje0ett Have a look at the mod option we added to deactivate the gameplay part - see the description. Please remember that turning it on again can create problems.
VacuumTube  [author] 31 Oct, 2022 @ 1:18pm 
@TheDutchRanger Modern ships work at least. It affects ships that have passenger and cargo. We have to see if we can adjust the compartments script.
Elje0ett 31 Oct, 2022 @ 10:30am 
Can you make a version of this mod that is just normal, I like the factory but I dont want the problem of having enough meteres of track.
The works looks amazing but that is the only thing I want, a factory that makes building material/tools from steel and nothing more.
Trebuchosaure 31 Oct, 2022 @ 9:13am 
@melectro : I have a suggestion : After building the new lines, what should we do with the remaining tracks ?I propose to create a cargo system with track works ? the tracks are sent thanks to work trains to track works, which are technically factory, and can send back waste (linked with the waste/post mod) :-P
Jimbo_1977 30 Oct, 2022 @ 7:12am 
Oh heck, ship cargo types, good point!
TheDutchRanger 30 Oct, 2022 @ 7:00am 
I just started a map with this mod and the ships won't seem to transport rails and tracks looking at the cargo types it can carry, atleast for the klondike and earlier, is this intended or have I just not giving it enough time to produce rails?
melectro  [author] 22 Oct, 2022 @ 7:48pm 
I have published the update.
BasicallyMental 22 Oct, 2022 @ 7:57am 
Thank you, i'll wait for the update- Unfortunately there is always cargo arriving somewhere as it's a fairly large map
VacuumTube  [author] 22 Oct, 2022 @ 2:31am 
It looks like the timepoint when the mod is added is not good because some other script for cargo arriving is executed before initilization. I sent a fix to melectro for update. However, in the meantime, you can try saving at another point (when no cargo is arriving) and adding the mod there.
VacuumTube  [author] 17 Oct, 2022 @ 10:51am 
Can you send me your savegame (including .sav.lua)
BasicallyMental 16 Oct, 2022 @ 6:19pm 
Error message: error: [string "C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/2849246327/res/config/game_script/track_stock_info.lua"]:139: attempt to index field 'warehouseCons' (a nil value)
stack traceback:
=[C](-1): __index
C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/2849246327/res/config/game_script/track_stock_info.lua(139): cargoArriving
C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/2849246327/res/config/game_script/track_stock_info.lua(209): ?

This is the error I get. I have the dynamic industries disabled.