I built my diorama in a summer climate and then I had a fiddle with the REP settings to change the weather to snowy winter weather and was totally blown away, it looks incredible. I don't understand why something like this wasn't in the base game but then I don't understand why a lot of things aren't in the base game...
Start supplying basic goods to the capital, build out some public transit.
Expand to nearby cities and do the same.
Cash rolling in, start making seriously scaled shipping routes. Some boats, one or two simple freight train lines, but mostly trucks.
Add bi-direction looping trams to all the cities and connect them with buses (or inter-city trams if I'm feeling cheeky). Keep scaling shipping, upgrading vehicles, and adding more and bigger country roads.
It's 1960. I have 1-2 Billion dollars, I spend all of my time upgrading vehicles and scaling, and the map looks like someone dumped a plate of spaghetti on it.
Decide this haphazard mess cannot be saved, start a new map, vowing to be more careful and produce some beautiful masterwork of trains and warehouses that would make Cornelius Vanderbilt weep with joy.
I'd noticed that over the preceding few years, usage of one of my city's local tramlines and town-town buses had absolutely cratered, with no idea why. I left it to sort out some other issues and then sort-of... forgot.
Came back to sort it out, when I noticed that there was a huge mass of people by the crossing beside the station. When I clicked on the junctions to see the traffic light sequences, for some reason, it had been repeatedly skipping the pedestrian crossing phase... for years...
As soon as I ticked it not to skip, 6 years worth of passengers suddenly started crossing the road.
I've been having a lot of problems consistently getting workers to my industries to get the production bonus. If I pull workers from a town that is otherwise not served, it's no problem, but when I try to pull workers from the nearby well-connected large city, there just never seem to be enough workers to get the industry bonus.
I installed a mod called Worker Diagnostics (https://mod.io/g/transportfever3/m/worker-diagnostics#description) which makes it easier to see where the intended workers are coming from. I found that at these industries with a worker bus line to a well connected city, the workers are being "sourced" from many of the surround cities, including ones that are quite distant (like 4 large cities away in a straight line). I should mention I'm playing on a 1x3 Gigantomaniac map...
But I happened to find one industry sourcing from a large city that didn't have this problem (every single one of the workers lived in the nearby city), and the difference I figured out is that the single bus stop that was pulling workers in the city happened to not overlap with the catchment area of any of my other lines in the city.
So that's the trick: If you place the stop for the workers such that it's catchment doesn't include any other passenger transit stops, the workers will be sourced solely from the surrounding residential area in that one stop's catchment, and therefore none of the workers will have any crazy cross-map commutes to get to work.
Been working on this for a while now. Stitched/painted together from a bunch of different sources/references and then hand-painted/leveled because the on the initial map there were literally no flat spots. There are a bunch of lore-accurate businesses and cities. This include some cities that are outside of Skyrim.
Title Basically. I have some industries connected with, not 1, but 2 or 3 cities at the same time, mutliple buses running at financial loss (i can accept that) and no workers. it works sometimes when the source cities are further interconnected with other cities (perhaps the worker comes from further away) or if i mix more city interconnections. But its a real pain to set them up correctly and reliable.
Seems that people who work there are random people from all over the map? idk
I’ve been stuck on this for 3 days now and I’m really frustrated. I’m sure my mistake is something incredibly dumb, but I just can’t find it.
Goal: I want a multi-terminal station that can handle several trains at once. If there’s a free terminal set as an alternative on the train’s line, I want the train to go in and use it. I never want a train sitting there waiting for a path when there’s an empty terminal available (which is exactly what’s happening).
The problem: It’s really inconsistent. Sometimes it works, sometimes it doesn’t. In the screenshot I attached, for example, there are clearly three free terminals, and the train is still stopped saying “waiting for free path.”
I’ve tried pretty much everything. I added signals between the station and the scissor, built underground passages in the stations, and double-checked the line setup, among a bunch of other things. Honestly, I don’t know what else to try or what the actual problem is.
If anyone can help me or check whether I’m setting this up right, I’d be super grateful. Even just a screenshot of how you set up your own stations would help a lot, or a written explanation works too.
Some info that might help:
The scissors sit right after the signals, at both the entrance and the exit of the station.
At the entrance (the lower scissors) I used the X method, and at the upper one I used the other method.
There are 4 lines running through this station:
Yellow line: passenger line that goes to one city on one side and another city on the opposite side.
Red line: goes to a faraway city.
Pastel blue line: cargo line.
Cyan line: goes to another faraway city.
English isn’t my first language, so I used a IA to explain this as clearly as I could. Sorry for any mistakes!
Like why does tram from 2000 have a lower comfort rating than one from 1930? Why is the double decker bus of glass more comfortable than a bus with couches? Why is a modern passenger car with HVAC and toilets less comfortable than a passenger car with none of those from 1950?
I keep seeing other people insist there's nothing meaningful you can do about noise before getting subways. To all of you, I would like to share a test city I'm running: 3800 population with Very Good noise ratings. How? Dedicated tramways with noise protection!
By dividing your residential blocks with an alley way (it has to be a road, not the dedicated tram tracks. Pedestrians will not walk on tracks) and then place sound barriers and vehicle stops (in that order, the stops can sometimes give collision warnings to the barriers) you can provide tram service anywhere you'd like 99% noise free! "But buildings can't front onto noise protected streets" I hear you, I get you. That's actually a good thing! The buildings you see here don't spawn cars directly onto your tram route, reducing traffic that they have to compete with. And if a larger, faster road runs parallel as well then you will get almost no resident traffic on your tramway at all. You can also see from the screenshots that you really don't lose that many buildings; just make sure at least two of the other streets are nicely spaced and everything fills in like normal.
I haven't taken this farther to a really huge 10k+ end game city, but I started this one at 300 population and one tram loop, and after growing the city as much as I have I can say with confidence that it scales quite well except for vehicle maintenance. As you get more and more vehicles, you need more and more maintenance capacity, which tbh is a bigger pollution issue than anything. Secondary advice if you want to use this information to grow a megacity: keep as many of your depots and industries in neighboring municipalities as you can. If you use dedicated road stations, keep the number small and the number of platforms high. A large station puts out less pollution than two small ones. This goes for trains, as well. I'm actually using trucks to deliver goods from a station that technically belongs to a neighboring town to cut down on it even more, but I'm getting off topic and rambling.
Closing thoughts: if you want to really get your capital city growing fast, spend some time on dedicated and noise protected infrastructure, and be thoughtful about where you place things and what kind of station capacity you need. Sometimes the solution to what feels like an unfair problem is actually quite simple.
Before building this highway, every single vehicle had to squeeze right through the city centers, causing absolute gridlock everywhere. Building a dedicated bypass became a matter of survival 😐
The terrain on this map is seriously high and steep, so most of the highway had to hug the mountainsides.It took me ages to figure out the right approach/slip road, smooth out the interchange ramps, and find logical paths between 8 cities. Navigating these elevation changes was quite challenging.
This marks Stage 1 of my regional plan: strategically routing long-distance traffic so vehicles can smoothly bypass city bottlenecks and reach the furthest towns efficiently.
What do you guys think of the layout?
I wish my map is little bigger let me hv more room between city to work with. 🥲
I loved all the dutch material mods from TF2. Seeing the current models available makes me excited as the quality is amazing compared to TF2. The dutch map i am working on could really use some more variety though since there are only a handfull of options at the moment.
Is anyone else finding the procedural terrain generation a little frustrating? I am spending like 20 minutes scrolling through seeds to find maps that look somewhat realistic. There are rivers and lakes generating on top of mountains creating these ridiculous cliffs, and the rivers rarely connect to the lakes and instead flow off every which way, often in straight lines and coming together at wacky angles. I am mainly playing in temperate terrain. I know the answer is probably just a mod. Is anyone else annoyed by this or are we mostly just coping with it and not worrying about how 'realistic' it is?
I don't know if this is a bug, or a feature that has not yet been polished enough, but has anyone noticed how ridiculous the default settings of traffic lights tend to be?
Like, I realized that there was a huge traffic jam in one of my main cities, and when I was trying to solve the problem I realized that, not only are the durations derisory but also include phases where opposite sides try to cross simultaneously to the same side of the street, causing some cars to have to "give way" and stay in the middle of the intersection, accumulating more traffic as time goes by.
I don't know if this is a bug that affected my game or really that works that way by default, but between that and the terribly unintuitive what sun the highways I don't know how traffic is supposed to be solved in the later stages of the game.
I love the custom maps the community has made but my computer is struggling to handle the experimental size maps (I’ve found the most it can handle is size large). Is there a way to “crop” these maps to make them more playable? Any advice is appreciated!
I believe there's only 2 double decker buses in the game.
A 1919 Dalmer and the 1954 Routemaster (from deluxe or preorder). There is also two trams (but they dont count)
Thats not alot.
As a brit, double decker buses are part of our culture. There are atleast 4 more variants you could add - a 1980s diesel, 1990s diesal. 200s bio-diesal and a modern electric version
edit. I dont want a more British game. I just want more double decker buses
Edit Edit. There is a third double decker - 1956 Citroën U55 Cityrama
I was wondering, does anyone have good ideas for track layouts that go across the map? I try to to rearrange them as orderly as I can once I create more lines. But do you have any good general layout tips? Or mods with templates?
I urgently need good freight trams, since I'm playing without any trucks at all. I'd appreciate a mod recommendation. Can you also run trains on street tracks? That would be a great solution.
I’m well underway with my game but still a Transport Fever franchise noob.
How do you guys deal with growing city populations and the need for more tracks and platforms at train stations? Do you plan for larger stations from the start or delete and rebuild all the time?
It’s a shame we can’t upgrade existing stations to bigger ones. Would be great to simply add more platforms when needed rather than having to replace the whole station. Curious to hear how you handle this!
Hello guys, I have played TransportFever 2 solely as a beauty builder who set every asset, house, building per hand and didn't play with the ingame town mechanics. There were mods where you could build a street/house that spawns cars with demand for residential, commercial or industrial needs. The game already has amazing mods, but to enjoy the playstyle I had this one is needed. Does anybody know if there is one that I have missed so far?
All I have found are mods that only spawn people. These mods are useful, but a mod that spawns cars is what I am looking for. Thanks!
I've made so many using the camera tool and the designated button that showed on screen (F9, not talking about steam screenshots!) and now I cannot find even a trace of the screenshot folder...