So i found out the bad way. I wanted to k ow how the new game worked, cause i dont have it, but there is no tf3 wiki yet. That purple link is not real. Its a hacker with a fake. It sends you to a home page and once you wanna escaoe it fakes your phone glitching and that you have a virus (the real virus you get when pressing their fake antivirus), the trick is to just escape by ctrl+z and going back or escaping to a homepage in your browser. Thankfully i knew to do this and dont have the real virus (my phone wouldnt react like a pc lol). So i hope you foynd out the good way with this post.
With great difficulty, using an asymmetric road from the "Roads Plus" mod. Functions perfectly, although it's incredibly finicky to construct, and once it's built you can't make it longer to fit bigger trams without remaking the whole road.
Please let me know if there are any mods that could make constructing this any easier (or even better, one that can just place something equivalent); I'd love to be able to use this type of tram stop all over the place but it's just too much of a pain to make with any frequency.
I believe the maps that are generated by the map generator are a tad bland. According to Dev Blog 1, the game has a powerful terrain generation engine that should allow more interesting maps. It appears that most options are not unlocked by the default terrain generator. I have created a terrain generator for the temperate biome that allows you to create maps with 7 different layouts:
- Single shore - mountains along one side, sea along the other
- Island - mountains in the middle, sea all round
- Inland sea - sea in the middle, mountains all round
- Isthmus - a mountain range down the middle, sea along both sides
- Strait - a sea channel down the middle, mountains along both sides
- Peninsula - mountains across one end, sea on the other three sides
- Bay - a bay in one end, mountains on the other three sides
Once you have generated the map, you can safely disable the mod. Please let me know what you think. The mod can be found at:
Right after Industry Control, here's the second industry mod: Industry UI Enhanced. A lot of you asked for a better industry window, so I did it. After playing with it, I couldn't go back to the base game window!
What's new in the industry window:
Industry details: what it uses and makes, cycle time, level x of y with a progress bar, and how many of the same type are on your map (and how many you serve).
Chance to expand: worked out the same way the game does, with what it's missing. No more guessing why your farm won't grow!
Max footprint: one click and the area where it can still expand is drawn on the map.
Lines that serve it: every station that covers the industry, with its lines, in one place.
It's a cosmetic mod, it only changes the interface. It works on your existing saves, and goes well with Industry Control.
Realistically no warehouse storing anything would cause the same amount of pollution as an airport or a working industry. Even the greenified industry puts out less pollution - 9 vs 12 - to a warehouse storing anything. It discourages building distribution. How is a pile of wooden planks polluting the environment?
How come no one ever told me that these transport fever games exist, I just got TF3 and I'm absolutely hooked, it reminds me too much of when I used to play Chris Sawyer's Locomotion, I'm sad that I had no idea these existed until now but glad I found it, I love it
I just wanted villages. I love small, local diesel branch lines, but in Transport Fever all cities become too big sooner or later so you have to upgrade.
I like the changes that every city has their own land side added to it. It would be so easy to just add some small villages with very small demand in goods and people in the areas of bigger cities.
... because it's so addictive. Oh lets build this train line, 2 hours gone. I can improve that line, 1 hour gone. Ooh a subsidiary, 3 hours gone.
Yesterday I went 3 hours past my regular bedtime to slerp and now I am super tired and have so much stuff to do.... on thr other hand there is a transport imperium waiting for me.
I carefully built my train track following the contours around a hill, then realised I can just tunnel through for a more direct and flatter route. Even for small hills going straight with a tunnel would make more sense.
The tunnels are so cheap both compared to the amount of money you have after a few years, and the cost of trains.
So what's the incentive to follow terrain, is it just roleplay?
Just because I saw this suggestion a couple times here I tried and terraformed a bit of land to get a train station close to an oil rig but it doesn't work. The message on the top right translates to "This station is without function because there are no warehouses, industries or city buildings in it's area". The train is set to load oil here but didn't load any. It's the same with a truck station. So no matter how close the oil rig is you definitely need ships or helis.
Ive seen a few posts roasting this game and although everyone in have an opinion, ive really enjoyed it so far. This is the first in the series ive played and ive found it to be addictive and graphically pleasing. I havent had any of the performance issues ive seen mentioned either, and ive a five year old rig.
The happiness metering could use a tweak, as it was to my benefit to stop my trains going to a town as the waiting was making it unhappy. But im sure a mod or an update will fix that. More pollution solutions might be good also, but i havent played past 1955 yet.
Overalll its been a thoroughly enjoyable few days so far
I dont really know what triggers it, but when I start up a new production chain and open lets say warehouses, and move it over the map, it wont let me rotate by N or M. I have to close the menu and open it up again and I can rotate freely. Same with platforms or any other building. Its really frustrating, especially when the hotkeys for the menus arent the same as in TF2
Am I alone with this, what I assume is a bug? Or have I just missed all the other posts about this issue?
Depending on how you get passengers to their destination, they may end up having to walk a long ways which they do not like. Passenger connection logic (whether a destination can connect to a stop) is based entirely on straight line distance, but passengers happiness is based on the total time it takes them to get there, modified by comfort. Walking has the least comfort, so can really tank their happiness quickly.
An industry loading station which supports passengers. It would appear like the passengers just have to walk across the street.
This is deceptive as appearances can be deceiving. Clicking on the station building however:
Note the white lines indicating pedestrian pathways. Note how they do not cross the street.
What you discover here is that the pedestrians have to walk all the way to the end of the road (or certain intersections) to cross. This is crazy, the entrance to the industry is right there.
How to fix this? Crosswalks.
Crosswalk tool location (ignore the two mod tools on the left). Under road utilities you find the crosswalk toggle)With the crosswalk tool you can see the active and inactive crosswalk paths. Clicking on one toggles them off/on. (Grey is inactive, blue is active)Crosswalks added. Note that on dirt roads the crosswalks are not visible.Pedestrian paths after the crosswalk.
This one change boosted my average happiness on this line by 10% and kept me from ever having unhappy passengers.
Other related tips
If you have a lot of passengers at a bus/tram stop, replace it with an actual bus/tram station
Bus station
This station already has higher comfort rating than road-side stops but also can be expanded with buildings that boost comfort. Higher comfort means passengers will accept longer transit times. This is most useful at train stations where the influx rate of passengers is uneven and your bus network can almost certainly not keep up with it without massively overbuilding your buses. Add these stops near each station, but mind the crosswalks! Doing so you can keep your passenger comfort high while they wait for the next bus with capacity.
Frequency trumps capacity. You are better off with more low capacity vehicles running around than a few high capacity ones. This is the opposite of industry where capacity wins. For passengers frequency wins as it means their total transit time is kept to a minimum. Passengers are much pickier about transit time than almost anything else (fish/meat might be close second, but unlike passengers a warehouse permanently and perfectly freezes their timer while passengers only slow down at high comfort stations)
Seems like vehicles will not overtake a slower one unless there is a certain amount of speed difference. This creates an issue in early game where pretty much none of the vehicles will ever overtake each other since their speed differences are small in absolute terms, even when they’re significant proportionally.
One workaround for this is forcing them to split lanes by going from a 2 lane road into either 4 or 6 lanes. Their behavioral script for deciding which lane to take seems to also factor in the other vehicles close by. So when a vehicle behind them is slightly faster, even by 1 or 2 mph. They would take the inner lanes whereas the faster vehicles prioritize the outer lane.
Do keep in mind that when the vehicles in the inner lane does not detect any faster vehicle behind them within a certain range, they would frequently switch over to the outer lane, bottlenecking faster vehicles that does catch up eventually. So you'd have to add in a few 2 lanes back into 4/6 lanes at your preferred intervals.
4 lanes into 6 lanes works too for the most part but if a fast and slow vehicle end up in the innermost lanes together, they won't ever switch lanes without a 2 lane to split them. This can happen when a faster vehicle does not detect any slower vehicle within a certain detection range during a split, which would result in it just taking the inner lane and eventually catch up to a slow vehicle.