Transport Fever 2

Transport Fever 2

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Ladripper 1 Dec, 2024 @ 11:37am
Mod that adds a station with no waiting time
Hi, does a mod exist where I can place a station that acts more as a "choosable waypoint" as in it works the same as station with primary and secondary platforms, but the trains don't stop. I've tried with regular stations where the max waiting time is set to 0 seconds, but the trains still stop, if only for a bit


Edit for clarification:

Say you have a single rail going in one direction. That rail then splits up into 3 and each can accommodate one train length before the three rejoin back to one. Normally with the regular line tool the trains will only go on one of the three rails and if you had say 2 trains they'd all line up neatly behind one another, completely ignoring the other 2 available rails, making it impossible for a train that would be headed in another direction after the "buffer" to overtake them.
With those "choosable waypoints" I could tell the trains to go to either one of the three rails, making the two blocked ones line up side-by-side and leaving the third rail and entrance clear, thus allowing the third train to pass.

This is just one example, but this could also fix problems with having signals after the final switch in front of a station with multiple allowed platforms (with some micromanagement).

Additionally there would in the best case scenario be a way to rank prioritization for each at that particular point for edge cases
Last edited by Ladripper; 1 Dec, 2024 @ 5:25pm
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Showing 1-6 of 6 comments
RadiKyle 6 1 Dec, 2024 @ 4:14pm 
Hi, that sounds a lot like what waypoints do. Vehicles just pass thru them without stopping. Or do you mean something else?
Ladripper 1 Dec, 2024 @ 5:25pm 
Originally posted by RadiKyle:
Hi, that sounds a lot like what waypoints do. Vehicles just pass thru them without stopping. Or do you mean something else?
Yes, but I mean waypoints that trains can choose which one to go to at a given point.

Say you have a single rail going in one direction. That rail then splits up into 3 and each can accommodate one train length before the three rejoin back to one. Normally with the regular line tool the trains will only go on one of the three rails and if you had say 2 trains they'd all line up neatly behind one another, completely ignoring the other 2 available rails, making it impossible for a train that would be headed in another direction after the "buffer" to overtake them.
With those "choosable waypoints" I could tell the trains to go to either one of the three rails, making the two blocked ones line up side-by-side and leaving the third rail and entrance clear, thus allowing the third train to pass.

This is just one example, but this could also fix problems with having signals after the final switch in front of a station with multiple allowed platforms (with some micromanagement).

Additionally there would in the best case scenario be a way to rank prioritization for each at that particular point for edge cases
RadiKyle 6 2 Dec, 2024 @ 11:02am 
Ah ok, no unfortunately the game doesn't support dynamic pathing like that. The game creates a route for a line and then every vehicle assigned to that line follows that route always. They won't use any other track. (The only exception ofc is alternate platforms in stations.)

The closest you can get to this today is the Priority Signals mod, which provide some limited control over which tracks stop/move first at junctions.

Maybe we'll finally see this in a future edition of the game. I say this because the final update for TpF2 added the ability for road vehicles to pass slower vehicles on multi-lane roads. This didn't exist before. It's fundamentally the same concept tho, where vehicles monitor the path ahead in real time and will choose a faster lane if needed. That's exactly what we're looking for with rail (tho probably with signals so we can control it better).
Last edited by RadiKyle; 2 Dec, 2024 @ 3:25pm
saibottpf 2 Dec, 2024 @ 12:43pm 
That would be a neat feature/mod. I have had the same idea when playing.
Ladripper 2 Dec, 2024 @ 1:00pm 
Originally posted by RadiKyle:
Ah ok, no unfortunately the game doesn't support dynamic pathing like that. The game creates a route for a line and then every vehicle assigned to that line follows that route always. They won't use any other track. (The only exception ofc is alternate platforms in stations.)

That's why my ideas basically was having it "emulate" a station, but the train doesn't actually stop or slow down there, but if it doesn't exist, all I can do is hope
RadiKyle 6 2 Dec, 2024 @ 3:33pm 
Yeah I get ya now. It would have been an interesting workaround solution. Unfortunately the game is hard-coded that vehicles always stop at stations in the line's schedule. And the stuff that can be modded is mostly limited to how things look, rather than how they actually operate.
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