Did you find a resolution?
Beiträge von N0neGiv3N
Willkommen in der Transport Fever Community
Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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Get a high clock speed CPU and a 4000 series GPU with at least 12GB VRAM. You should be in business after that for this game and the eventual sequel, but you will still need to heed Oberhausener68's warning.
Start your new map without generating many cities. If possible, try to plop street grids instead and place housing assets. This will give you the look of a city but without the burden of sims. You can manually add sims later with visitor magnets. Another magnet can be used for car traffic too. Keep these magnets at a minimum and you will be able to enjoy a mega map without much slowdown. It is time-consuming but it is worth it in the long run.
Don't worry about the specs too much. For people that don't follow these steps they will always stutter and lag even when a NVIDIA 6000 series comes along in a decade or so.
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Signs look excellent! Will the background colors of the signs be hardcoded or will they be customizable to different colors that the user would like?
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I've returned with more Right of Way!

This is Venola Junction which is located on the west side of the island. It serves the West Shore Line at all times ( Both Local and Express variants ). It also functions as a terminal for Trinity Line East.
This station contains 4 tracks {From the picture; the Tracks are: 1 [ ] 3 | 4 [ ] 2 }.
Local service stops on the outer tracks with Express service stopping on the middle tracks. The Trinity Line East only stops on the Track 2 side as the junction only has one track connection to that right of way. The approach to the Trinity Line can be viewed in the upper right of this picture.
Additional rail cars are periodically stored on the layup tracks on the southern end of the station. Those stub tracks are labeled 5 and 6 respectively .
Venola Junction also has a Control Point (CP) included which provides the elevated structure a nodehouse, substation, and Wayside Relay Cabinets. CP has two means of power; primary power from the power lines and a backup source from Solar Energy.
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As soon as you are completed with this I will begin to replace all my pre-existing third rail trackage with this one instead. This will allow a much more diverse amount of tracks that can have Third rail power.
Thanks JAG!
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Just use mastless tracks in the station. Delete the default tracks after a station is placed and replace them with any modded tracks you have that do not have catenary masts. electric line should still be there, just no poles.
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No; after they construct their vanilla-looking streets, go to them and manually change them with the wand to the type of street you want.
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3 lane traffic?
Forced Left Turn lane?
Yield level right turn?
You are a genius. A year ago people were dying to build setups like this in game!
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Thanks
It's fun too.
Are the diamond shaped girder walls separate from the bridge? I've been looking for some girder walls to use.
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This is the creation of one of my stations on the approach to Essex (Wayne) Bridge.
It is a station inside of a mountain side that supports a significant portion of the community of Essex. The first picture is how the station looked from the mouth of the mountain before any beautiful construction was done (revenue service was established). The second picture is the milestone of final completion!
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Jetskis being made in the game is amazing!
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Mod has been broken since July 27, 2023 update (BUILD 35716).
The Creator of the mod has spoken about it several times since July.
Here is a quote of what is going on:
" Open any game with the freestyle train station and draw a stretch of track. Then draw a stretch of platform-track next to it. Place the track and platform markers at the ends, a freestyle station will be built. It has worked this way for years. Now try again, but place a marker away from the track end: the mod will bulldoze the existing tracks but fail halfway.
The "buildProposal" command says there is an error, and nothing more. -> The code removes some track and rebuilds it as it was, except it is now part of a construction; I checked the nodes and edges and they matched. It always worked before, but there seems to be an extra check now, which blocks the rebuild, and no error description.
The freestyle station is now unplayable, please take a look at it. I may be wrong but the problem appeared in the last week or two - I always play the latest betas. Reverting to build 35320 makes the freestyle station work again."
Current Solution:
Open Steam, select Transport Fever 2, then properties (the wheel icon), then beta, then insert beta code buildArchive35320, then click check and opt in: this will revert the game to the last build that works with the freestyle station.
Modder has expressed there is nothing for him to fix in the mod itself, and that this must be fixed by UG. He has already logged a ticket with Urban Games on Steam. Nothing has come of it yet.
I also rely on this mod heavily, so if any update comes of this situation I'll definitely update this post.
Note: DO NOT SAVE YOUR GAME UNDER A BUILD NEWER THAN 35320 OR YOUR SAVE WILL NOT BE ABLE TO BE LOADED ON THE OLD VERSION!
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Option 1: Download the "Town Tuning Mod". Once in the game, turn your pedestrian population down a notch in the mod.
Option 2: If you're in sandbox mode, build a city but give them a low population. Build more roads that continue outside of this city. Download tons of Asset mods and place them yourself along with people magnets to make people visit them. This will give you big cities without as much lag, but beware it is time-consuming because you have to build the cities yourself.
If you do all your building while the simulation is paused, you will also have less lag.
Option 3: If you want a save that will last forever, download the "start paused mod" and do ALL of your building while the game is paused in a brand new free game. When you're done building, make a save and back that one up. Now you can start playing the simulation and look for issues in your map flow. When you find issues, reload that save you made before you started the simulation and apply any changes you want to that version. If you continue to do things in this manner you can have a fully developed map without any population spawned yet and the game will be performing at its best.
If you're a player that wants to simulate construction, maintenance, and more while the world is in motion then Option 3 is not for you.
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Thank you very much
I'll check it out later 
Tom Lange : it would be nice if I could. So changing existing (mod) files and adapting them to my needs works well. but I can't create files. I haven't found any useful online courses for lua or python, and the books are really expensive. and if at all it would stay with the scripting, because I don't trust myself to model. both in terms of the complexity of the programs and the artistic talent

There are some tutorials out there for Roblox regarding LUA that can be applied to Transport Fever 2 as it's only the basics.
Here is another specifically on scripting
Good Luck!
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Alternatively, you can access the full playlist below!
DE ISLAND: Cab Ride Series
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Fixed the issue by disabling the mod "Brook". No more flashing textures
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I also thought, that I reviewed the mods for duplicates, but the point is, that also the mods, that are not activated, count for the problem.
That changes things then because I don't usually pay attention to the mods I have downloaded but inactive. Thanks for letting me know!
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N0neGiv3N : I also played on 35320 for weeks without problems. The solution seems to be, that you delete mod files, that are duplicated, regardless, if they are activated for the current game or not. At least that solved the issue for me. With 35716 the game became more sensitive with duplicated mods.
I thought I had reviewed this already, but tonight I'll do a thorough review of my mod list to see if I have any duplicates.
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Check if you have installed a mod multiple times or defined a mod parameter multiple times. Then delete this mod and try again.
(It's probably easiest if you move all manually installed mods away and then gradually add them back to the mod directory.
what are your hardware specs?
Intel i7-8750H, GTX 1060 6GB, 32GB DDR4, 2TB HDD
Ran the game for 72 hours straight on build 35320, never had this happen.
In fact, I never had it occur once between March 3, 2023 - July 27, 2023.