Transport Fever 2

Transport Fever 2

Light rail tracks 1435 mm
35 Comments
Oldhip 6 Oct, 2024 @ 8:48pm 
agh forget it
WernerK  [author] 30 Sep, 2024 @ 6:22am 
Please read the instruction.
Oldhip 30 Sep, 2024 @ 12:48am 
Cant find anything to run on these or custom station
WernerK  [author] 24 Jul, 2024 @ 3:12pm 
You can do this with my "Parallel Tool" mod and VacuumTube's "Build With Collision".
Labuda 24 Jul, 2024 @ 11:19am 
how do you make this tracks in the road on the last photo?
RadiKyle 5 Jul, 2024 @ 9:04pm 
Ah ok I understand. I keep forgetting platform height is important sometimes. For freight I'm usually not too picky, and for passengers our trains here are stuck in 1955 so we still climb steps to board lol.
WernerK  [author] 5 Jul, 2024 @ 1:42pm 
The track doesn't really change the platform height, but the track is lower. So there's more distance from the bottom of the bedding (from where the platform height is calculated) to the upper platform edge.
RadiKyle 5 Jul, 2024 @ 10:53am 
@WernerK hey that's great thanks, I'll check it out!
I don't understand how the track type would change the platform height tho? I've never seen that with any mods (tracks or platforms).
WernerK  [author] 5 Jul, 2024 @ 5:20am 
Now I've uploaded the new version with unlockable tracks for modular stations. I don't think that Doug can patch his mod because the year is necessary. But he needs not to do this, because I've already implemented a solution for my mod and so I will do this for all my mods in future.

Theoretically you can use tracks with low bedding for all stations, i.e. also for those with normal high platforms. But they would become 35 cm higher. This may cause issues, so you should know what you're doing. The optimal way was if some modders could create special stations and platforms for low light railway tracks. I've done my bit :steamhappy:
RadiKyle 4 Jul, 2024 @ 8:21am 
Here are some other screenshots https://imgur.com/a/dQM4Esd
RadiKyle 4 Jul, 2024 @ 8:12am 
Hi @WernerK sure no problem, do you mean ground-level platform mods? If so I can give a list of the ones I found.

My own testing with the modified version of your mod (to enable station track modules) went well. The only issue was the conflict mentioned earlier with the Early Start mod. The author @doug does a lot of work for compatibility with other mods, so I think they could help find a solution for this.

My own station mod has been released, and you can see your track modules used in the last screenshot with some of my ground platform modules, as well as normal-height platforms from other mods. I think the blend between the ballast and the ground platform looks decent (it looks even better if using Shift-paint on the ground platforms, which I didn't know about when I made those screenshots).
WernerK  [author] 4 Jul, 2024 @ 2:36am 
Within the next days and after some work for the corresponding icons I'll publish the new version of this mod and it will support modular station tracks. I would be happy if I could know - for testing reasons - which mods already exist and how far you got with your own mod.
RadiKyle 17 Jun, 2024 @ 9:17am 
Yes there are definitely pre-1850 tracks. Steve Emfore's Early Rail series #1, and the Early Start mod is a dependency. (It allows pre-1800 starts too, but there's really no content available.)

I think it's better to adopt current filter methods rather than continue with a legacy year-based method (other than -1). I think those tracks should get updated, or patched / replaced by another mod. There are mods that add dozens of blank purple module icons, so this issue is actually much larger than just those few old mods that actually tried to hide them. I already started a patch/fix mod to either add the missing icons or just remove them completely.

For now I've turned off Early Start (my savegame is already after 1850 now) so I can continue testing your mod in stations, and I think it didn't break much. So far it's working well. Testing it along with the Rails Only mod in freight railyards (def not "light" rail lol!).
WernerK  [author] 17 Jun, 2024 @ 3:20am 
Before there was a better way to make track icons invisible in the construction menu some modders used a trick: They set the start year of such track types before 1850. Because I wanted to filter such track types I assumed that every track type starting before 1850 is a hidden type and also that the game doesn't regard such track types. But the mentioned mod does exactly this! So these tracks are detected as hidden. I implemented this rule in every of my mods showing dropdown menus with tracks or streets. I don't want to remove this because there are still some old track files using this trick. Perhaps I should set the lower limit to 1800 hoping that no one has the idea to run medieval or roman railways. ;-)

I should also check if there are tracks at all at 1800. But this would be a flaw of "Early Start" because most mods assume that tracks are always available.
RadiKyle 16 Jun, 2024 @ 6:19pm 
Found it! It's the Early Start mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2617346426) . A test map with only these 2 mods loaded reproduces it.
RadiKyle 16 Jun, 2024 @ 5:48pm 
Oh hey I'm getting a mod conflict in testing... For the connector, in the high bedding menu the standard track isn't there, it has "dummy" instead, and the low bedding menu just has "---not available---". So I try in a test map with pretty much all my track-related mods, and it's fine. So it seems that some non-track mod in my list is tripping it up. I see the "dummy" label in your scripts, hoping that's a clue... Any suggestion what type of mods might trigger this? Might help narrow down my search list.
RadiKyle 16 Jun, 2024 @ 3:44pm 
@WernerK hey that sounds great! And haha I went to make that change for testing and discovered I already did it before! Forgot I already tested this lol, goldfish memory! (I was trying to lower the rails more and, between your mod and themeatballhero's Rails Only mod, I learned that the game refuses to embed rails in the terrain. Altho..., hmm idea, brb... lol)
Ugh module icons, we so need a tool for that... "_module" "_module_catenary" all the things... 😵
WernerK  [author] 16 Jun, 2024 @ 2:52pm 
@RadiKyle: That sounds good. :steamhappy: I'll do this in the next version. But I have to insert an option chckbox and create some icons. Because this could last for a while, you could unlock them provisionally: In the mod.lua you find the lines 116 to 121 (local modules = ...). Remove them or comment them out, so they should appear in the modules menu as the well known blue squares.
RadiKyle 16 Jun, 2024 @ 1:32pm 
Hey @WernerK I think these could be great as station modules. There are already some platform mods these would work with, and I'm about to release more. Could you unlock them please? (I say unlock since base_mod.lua creates modules for all track types by default, so I assume that you're overriding it somehow.) Thanks much, cheers!
WernerK  [author] 5 Mar, 2024 @ 3:28am 
Oh, this is what you mean. This should be possible - but don't ask me how. Railway crossings are not my theme.
☠ Xenith Xenaku ☠ 4 Mar, 2024 @ 1:55am 
There's also this one by Majuen:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=915409215
I tried porting it to TF2 (it's for TF1) using a mod conversion tool, but it didn't work...

How it works is like this, when the tram comes, the traffic lights act as the crossing signals. They turn red to stop the cars from going across, then go back to green once the tram passes.

I'm kind of after a crossing like the above one for this game, that's why i asked if it was possible or not... though it might be because TF1 lacked traffic lights.
WernerK  [author] 4 Mar, 2024 @ 12:33am 
No, it's not possible. :steamsad:
☠ Xenith Xenaku ☠ 3 Mar, 2024 @ 8:13pm 
Is it possible to use the vanilla traffic lights, but for railroad crossings?
If it is possible, I would like a gated version and a non-gated version as well. They would make perfect tramway crossings.
Arnomrnym 29 Feb, 2024 @ 4:23am 
Sehr schön. 👍🏾😎 Danke
WernerK  [author] 3 Dec, 2023 @ 2:37am 
@mi--6: Zeche Zollverein, Trackside Buildings
mi--6 3 Dec, 2023 @ 1:35am 
in which mod are the buildings on image 2 and 3 ?
WernerK  [author] 2 Dec, 2023 @ 5:06am 
@yee1234TW: Should be possible, but is another theme.
yee1234TW 1 Dec, 2023 @ 6:44pm 
You can make a mod that makes all ballast disappear?
RaptorArk 1 Dec, 2023 @ 8:40am 
Very nice idea man
WernerK  [author] 1 Dec, 2023 @ 1:12am 
@Hallp :3: A base game train, but you must go back to 1900 (?)
372minecraftlover 30 Nov, 2023 @ 5:05pm 
just need an on street stop. beautiful!!
Hallp :3 30 Nov, 2023 @ 3:04pm 
Is this Steam Loco a base game Train or a mod? If is it a mod, link?
lollus 30 Nov, 2023 @ 7:33am 
Good luck! They told me they need it when industries spawn; I am sure there are other ways to spawn industries, but that would involve making constructions smarter and it's probably uncharted land. If you come and think of it, that check is not a bad idea per se.
WernerK  [author] 30 Nov, 2023 @ 7:00am 
I'm still waiting for UG's answer to my other complaints including the new two-nodes-forbidden-at-the-same-place "feature". :steamhappy:
lollus 30 Nov, 2023 @ 6:44am 
I have told UG to NOT change the terrain when snapping tracks along other tracks. I see you are also affected, please join me in the complaint.