#Transport Tycoon Games (Open TTD, TpF2, etc...)
2911 messages Ā· Page 3 of 3 (latest)
Wich mod's do u used to build that?
https://steamcommunity.com/sharedfiles/filedetails/?id=2272471342&searchtext= https://www.transportfever.net/filebase/entry/7483-nep-addon-for-natural-environment-professional/ I believe this is all that i used to make that.
Dies ist ein Add-on Mod für NEP (Natural Environment Professional) mit Erweiterungen und Verbesserungen.Diese Mod fügt einige Optimierungen zu NEP hinzu. AuĆerdem finden sich Anleitungen, wie man nur bestimmte Teilfunktionen von NEP nutzen kann.ā¦
Nice, ty
I just paid attention to this
Techincally they are just ships with cargo shaped like wagons, although how damn neat it would be that you could actually carry trains on barges... never gonna happen though, if Urban Games can't even figure out distant signals let alone something like this
Oh that's quite cool
Alright, so I'm making a New York save now...
That person's also made some really cool freight barges and prr locomotives
https://steamcommunity.com/sharedfiles/filedetails/?id=3482263556 also this looks really useful for just making good looking trains (though it'd assuredly break what little game balance exists)
Oh yeah I have those already
Wonderful mods
And for me balance tbf ain't an issue because I usually play sandbox (just trying to build pretty)
Kinda wish we could generate a coastal map, something kinda like NYC irl
I like playing with money but using the pork barrel mod to give infinite cash, that way I can more easily what parts of the network aren't working as intended
oh god the pork barrel mod 
I will never forget the Steam workshop page of it on TpF1
"in Greece they call it... German money" 
That's actually a cool way to do it
Weāre excited to reveal the very first in-game trailer for Transport Fever 3, featuring some of its most stunning vehicles!
Transport Fever 3 features the largest fleet in the series, ranging from historical classics to the most sophisticated high-tech methods for travel. Vehicles are the stars of the show and this video gives you a look at s...
ok THAT is cool
PEAK
also underground stations, holy shit??
there is now 270 models
Okay ooo
Finally we have widebody planes
Yeah that's super exciting for them to finally be in vanilla
Also I wonder if they will add more categories for planes, because for now we just have small and large, and if they keep it, it might become problematic to have a B737 and an MD-11 in the same one. Especially if they add some more airport customisation (I hope they really do!)
Ah yes, Cologne trade fair/deutz
But I have my doubts that that's the same tram
K4000 looks to me
I love them
Maybe K4500 a bit more
Hmmm
But Stadtbahn looks cool
I will use that to death
Yeah definitely a K4000
But I'm more interested in there being 2 coupled together in that screenshot, probably just hopium on my part but I wish that means we can couple trams together in the ui
if the k4500 carried that livery then maybe
I would love that
I would also hope they add metros
And 3rd rail as an option
And better construction of underground stuff
i just want more uk vehicles too š
mods too ig
but I feel like the british modding community had a bit of a decline
all the ppl who made really quality stuff left
not only the british
Russian modding is the only one that seems really active
I mean some Russian modders literally were hired to make official content
When TpF2 got it's new models in 2023 or so, they were made by those Russian modders
everyones moved on i guess
celmis gone to work for TSW, dont know where mrtransportguy or cw_315 went
Speaking of replacing old models, despite being the vehicle trailer that really didn't clarify if all the old models have been nuked. Can definitely tell the track, tunnels, bridges are new splines which is great after nearly a decade of using the same splines as Train Fever, but we haven't seen any of the trains with the worst Train Fever models like the C40-8W or the Mikado.
The only things I recognized were definitely new models of previous vehicles were the steam truck and stagecoach (horses with less robotic movements are nice, but their stride was basically a gallop, bit overkill). Also, why the hell was the stagecoach even in there with a new model if the game starts in 1900?
i do have people in mind that want to start contributing though
hopefully they will enjoy TPF3 and hop on the bandwagon
Well one game only needs so many Class 66s cough TSW cough but when a new shiny thing comes along with new features to utilize and higher expectations for model quality then someone might be more motivated to make another better class 66
At least, I hope modders upskill
Hurts a bit that MSTS conversions are viable mods in #2 because that's still better than default Train Fever slop. Hopefully with #3 here it will be the MSTS conversions that look like slop, not the default content
I mean compared to some newer stuff out there in game models are slop
Tbf stagecoaches were still quite used in 1900, I am not sure at all though how much use we'd have out of them, maybe until like 1920 they'd be viable?
It depends on the area, but while local cabs and wagons were common into the 1920s, stagecoaches as inter city transport generally only survived until the railways arrived in an area
Nach einer kompletten Neukonzeption und trotz ein paar weiter bestehender Zweifel wird diese Mod hiermit verƶffentlicht.Das āExtended Tram System ETS Meterspurā ist ein umfangreiches Set an optimierten TramstraĆen, speziellen Fake-Tramgleisen inā¦
this looks so cool
Site is unreachable for me
maybe someone will even recognize the station that "inspired" my build š
man I haven't touched TpF2 in over a year
Mathias 
Yeah, that looks like a decent height for a bridge xD
Peak toast
New rolling stock delivery
now has london, birmingham, manchester, liverpool and newcastle added, hope they can do more at some point
already cooking up some lines (even got bakerloo to finally reach hayes)
Does it do a decent job of simulating population distribution?
OTTD music is such a vibe
Its so great to have on in the background whilst studying ect
gonna find out when i got a sparse network
so far its
although tbf, theres this
https://youtu.be/CJnswVYDC2U?t=947 Some new footage and info on TPF 3 (in German, at the timestamp ~15:30)
My personal highlight: Signal priority for trains
In unserer sechsten FYNG Show prƤsentieren euch AK und @maurice_weber wieder neue Trailer, Gameplay und Premieren - darunter ein neues Dev Diary zum Gothic Remake.
00:00 Intro
00:50 Into the Fire
07:11 Atre: Dominance Wars
11:46 Shards of Order
12:26 Screamer
15:20 Transport Fever 3
17:54 Die Gilde: Europa 1410
23:00 Puppen-Intermezzo 1
23:23...
Trams actually gonna be useful
oh I'm even more intrigued now, that tram has now been shown both as a single unit and two units coupled together (#1165354988004987000 message), so variable length trams will actually be a thing for the base game??
a pair of red Metrocars at the old South Shields station, 2013
live laugh love subway builder
314 trains at peak hours
with the most popular stations so far being..
Wait thereās signal priority in TPF3! Damn thatās nice
i always forget youre here, too @green badge
I'll take that as a compliment 
š
That should do for one day of adventscalendar
Es ist schon wieder soweit.Von vielen vorfreudig erwartet, ƶffnet der Adventskalender heute wieder sein erstes Türchen.Wie immer ist er auf der Startseite des Forums zu finden, alle Türcheninhalte werden aber auch hier bekanntgegeben.Die Türchen ƶffnenā¦
The series of First Look videos gives players a quick overview of major new features in Transport Fever 3. In this third episode, we turn our attention to the management tools and the infrastructure that drives your transport network. You'll see how road and rail laying have evolved, see underground trams in action, get an overview of vehicle ma...
proper looping and new track textures by default š
Built in traffic lane manager heck yes
Being able to add waypoints directly from the line editor is nice too, taking a page from Cities Skylines there
Wish we were getting a planning mode, but it helps that trees naturally grow back when destroying stuff
No more permanent scars on the landscape because of an oopsie
Taking a closer look at the first look video, and the metroliner definitely has a new model, way more detail around the pantograph, paintjob looks more PRR inspired than Amtrak Phase IV inspired, and they got rid of the unneeded Amfleets in between each power car. Thank goodness they dropped the old version, and this does bode well for all of the old models being gone
Also Metroliners side by side with a TGV Duplex is a vibe. Don't know which vibe, but it's one of them
Ach, die sbk 424 gibts auch schon? Vƶllig verpasst
Yes i made them;
https://www.transportfever.net/filebase/entry/7928-br-424-s-bahn-kƶln/
https://www.transportfever.net/filebase/entry/7929-br-422-und-423-s-bahn-rheinland-mod/
āPreisgekrƶnte Züge für die S-Bahn Kƶlnā
so titelte der AVV über die Einführung der modernisierten BR 424 bei der S-Bahn Kƶln.Die von der S-Bahn Hannover übernommenen Elektrotriebzüge wurden im Rahmen ihres Umzugs einer umfassenden Modernisierung beiā¦
Um die Modernisierung des S-Bahn Netzes im Rheinland vollstƤndig zu machen,hier noch die Beiden ET 422 und 423 im Aktuellsten design.ich mƶchte mich auch für die VerspƤtung entschuldigen. Ich schreibe diesen Text gerade um 13:13Um das Repaint zuā¦
Wow they look great š
ofc, i made them
Do you have a download for that Ćeske Ärahy locomotive?
Large locomotive drag
Because I love it
I'm hoping cargo weight in TPF3 matters in a realistic way. Here in TPF2 land even with mods it is super hit and miss to come up with a freight car that has a sensible load rating
From the videos so far, cargo capacities seem pretty similar, perhaps lower, so not holding out tons of hope for that
Weāre getting working sound barriers atleast
For context, I spent all day setting up a list of mods to get a playthrough going with Senseless Industries and a bunch of US vehicles. I haven't really done a full 1850-present playthrough with an industry mod and custom vehicles before so I wanted to do that before TPF3. More realistic cargo weight is punishing with the early trains (hopefully for modern trains this means I actually have use for things with 100,000 pounds of tractive effort), but I know from testing that there is some nonsense like autofloods (1990s tech, so not my problem...yet) only holding ~60 tons of coal when they should be good for ~100 tons
Nice choo choo
Someday this will all be GEVOs (I wonder if TPF3 will have any freight locomotives for the US set newer than the C40-8W? They reference "2030" so maybe we'll have some speculative future tech even), but I'll be sad to see all the locomotives with less horsepower than my car go away with the start date being changed to 1900.
It's this mod on the Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2136394180
There are surprisingly few train mods for US trains from 1850-1910 (ish). Perhaps that's part of the reason why TPF3 will start in 1900, but it's also a reminder of why the default content needs to be high quality: I'm still using a bit of default equipment (from the Train Fever era!) here
Yep someoneās not gonna get paid. The routed a S-Bahn onto my high speed lines and I canāt sell it because im doing challenge not allowing me to sell stuff

On a happy note! Reworked some stuff!!
Todayās pictures
Who didn't tell me that you could hold shift to reverse any train car
I have been maintaining a mental list of things that still bug me even after having 600 mods enabled, and I was going to complain that too many things need the modder to make a special 'reversed' variant of the locomotive/car
Then I wanted to move a car to the rear of the train and remembered I could use 'shift' on the arrow > to send something directly to the back (or front)...yet I didn't remember that this also lets you flip vehicles
Got a proper little rail network going. With senseless industries, it's quite a chore to make any goods that towns demand. But now that I'm doing just that, this area will be quite the hub going forward. Though it's still hilariously overbuilt given how crappy train performance and train capacities are in 1875
you can do that??
I am not sure which mod is doing it, but a bunch of the industries I'm serving have towns spawning on them. I get the idea but I was not planning on this and I am not going to be able to make enough goods to keep all these idiots happy
The line only gets busier
That angle looks so ottd
That's pretty
Moving the camera up high then zooming in a lot gets closer to isometric perspective. From a graphics standpoint it's definitely possible to make a 3D camera use a true isometric projection, but I don't think the TPF camera tool can do that
OpenTTD camera be like:
Even customizable traffic light phases? God I will be mad if they mess this one up
I was wondering when we were going to get the dev blog
Ah I had a feeling that trams could have custom configurations of wagons like trains, good to see that confirmed. Biggest limitation of TPF2 cargo tram mods is that the number and type of wagons needs to be predetermined
And good to have confirmation that the signal priority is managed in each line, as opposed to each signal. Though I can still think of situations where it would be good to set a specific signal as a high priority signal regardless of which train is using it.
Oh and if multi-block reservation is a thing, maybe we could get multi aspect signals? (Let a man dream)
Why yes, this junction mess definitely is required by my ambitions
completely rebuilt Felling station on my TPF 2 save to be much closer to the real life one, before and after
I've been staring far too closely at everything released for TPF3 so far to understand how cargo is going to change (the one constant between every Fever game so far is that cargo is different every time!) and it definitely feels like there will be a teething period...I'm sure everyone who tries will figure it out but I still have concerns.
- Cargo doesn't have a set destination, which to me sounds like it will introduce a hell of a lot of micromanagement to make sure cargo goes where you want it to go, when this was automatic before. Sure, the cargo distribution could be stupid, but it's a lot easier to say "no, don't load additional goods on that leg of the journey" and fix the problem than to say "on this leg you drop off 25% of goods, on the next leg you drop off whatever is left and load food instead, then at the next one..."
- Pretty certain that stations no longer store cargo at all, so vehicles can only load/unload cargo if there is a storage facility (industry or warehouse) connected. I get that this is kind of required because cargo doesn't know where it's going (cargo doesn't 'know' which platform it should wait on, thus it can't wait on any platform at all), but it feels to me that it could be annoying to fiddle with warehouses in situations where they don't feel necessary. I really hope that station buildings can store cargo, or that warehouses can be integrated into stations.
- The cargo truck drop-off was missing in one of the shots showing all the road stations. Will we need to bulldoze buildings to fit in larger cargo stations? Though we also saw a warehouse placed inside a city, so maybe warehouses can be used to distribute goods throughout a city instead of placing truck stops everywhere? That would be a nice advantage of the warehouse system.
- What happens if you can't unload cargo due to over-supply? In things like OpenTTD, over supply isn't a problem as everything accepts cargo infinitely, and in prior Fever games it isn't a problem because the cargo distribution system would never send more cargo than a destination could handle and industries had infinite input storage. Feels to me that unless there is some way to delete cargo you could run out of storage and then end up with cargo stuck on vehicles because there's nowhere to unload it.
- I'm actually kinda fine with not needing to worry about maxing out an industry's 'production' 'shipping' and 'transport' bars since that always felt more complicated than it needed to be, but it's not clear what causes a raw material industry to upgrade. Manufacturing industries seem to have no upgrades at all, giving max production right away but relying entirely on boosters to increase production. I wonder how consequential that will be, is one industry going to produce enough to supply multiple towns? (The most interesting logistical challenges come from having a mismatch between the number of sources and number of destinations for cargo)
- Industries appear to have limited input and output storage, which I guess means we can't set up partial industry chains anymore (eventually, the input or the output will fill up), and will have to revert to the Train Fever method of setting up the entire industry chain. Since it seems like towns will start out demanding raw materials, that doesn't seem like a huge roadblock but I worry that might make it difficult to get started in the early game.
- Don't know if you noticed, but it seems that the steel mill produces two types of steel; steel coils and steel plates. It's novel for the Fever series to have an industry that produces multiple things, but again I'm worried about those cargo stockpiles. If one fills up, does it block the output of the other one?
Though with all of that, I have to wonder if there's some performance consideration. Like, Transport Fever 2 can't just say "there's 100 steel here" and leave it at that; every single piece of steel has to know where it is going and how it wants to get there. Since it sits still at a station that isn't going to be a constant load on the pathfinder, but it is a nonzero load. Meanwhile, with TPF3 not keeping track of where cargo "wants" to go, it really can get away with saying "there's 100 steel here" (except for the fact that steel appears to be split into coils and plates) and leaving it at that. That is vastly less data to keep track of (just one number and a type, instead of 100 different data structures) which could, though perhaps shouldn't, add up to a noticeable performance impact. I guess I would prefer a smooth 60 fps with manual cargo management over inconsistent 45 fps with automatic cargo management.
As much as people like to think of optimization as multithreading and cleverly choosing algorithms and data structures that maximize efficiency, a lot of times optimization just comes down to doing less work, and making cargo "dumb" is a good way to do less work.
Some of you might have noticed there was ugly terrain here last time, but after like 3 minutes of trial and error I now know how to retaining wall (I think this is from the freestyle station mod? I should really try to make a station with this mod)
I am now unstoppable and will probably use this in a few other places
Oh boy I love diagnosing crashes! I think an industry downgrading is causing a crash for some dumb reason, and I would rather continue building but I'm also curious to debug. If only it didn't take literal minutes to load this map
And through the power of "nuh-uh" I have modified the script to prevent the error. Probably an awful solution but A: I hate LUA and the number of syntax error crashes I got is a testament to that and B: this game is not long for this world and nobody is going to update their mods to fix this weird edge case I made
Maybe turn on creative mode for a second to set āauto upgradeā off
Oh never mind! You fixed it
Decided to try and make something Spanish
Does it look a little bit good?
New fun problems, TPF2 now decides to randomly, but repeatedly, hang. Log is just spam of terrain_util::GetHeightAt: pos not valid: (-nan(ind) / -nan(ind)) which definitely sounds like a problem, but because it's not a 'true' crash (the game still runs, just wasting all computation power on getting an error) I don't get any information on what is trying to GetHeightAt. Fun! TPF3 needs to cope with mods better than this.
Hmmmmmmm
On a whim I tried changing āwiki.transportfever2.comā to āwiki.transportfever3.comā and thereās already a bit of wiki there (been up for a month it seems) https://wiki.transportfever3.com/doku.php?id=modding
Thereās quite a lot in there actually, but one thing that might not be obvious is that there is no mention of Steam Workshop. Things like the store page have never mentioned Workshop explicitly, so there was no reason to expect it to be used this time. The documentation implies only mod.io (if you want to get the mod to consoles) or community sites are options for TPF3. I figure thereāll be a fuss when that is revealed, much like when Cities: Skylines 2 said they were doing Paradox Mods only.
I'm guessing since it also directly launches on console that they gonna do it completely via mod.io instead of having two official ways, one of which being limited to one specific platform
oh the entire scripting reference is there as well
skimming through it there seems to be a lot of interesting changes
Modest number of undisclosed mechanics and modding features can be gleaned, like how cargo payment will depend on time and distance travelled, instead of max vehicle speed and distance. āXPā seems to be a thing in addition to reputation. Landmarks will require (lots of) cargo to construct, but then provide passive AoE bonuses when built. Seems like particle effects and animations can be driven by custom scripts, which should allow for a lot more interesting behaviors, like random road numbers (without the jank required to do the same in TPF2).
Aaand canāt reach it anymore, DNS error š
I guess TPF2 wanted to give you a birthday present
But Iāll give you a happy birthday to you
If they wanted to give me a present they should have just invited me to the beta 
Hear my ramblings and respond by saying āyeah no we wonāt do that just make a mod if you want that featureā
Then Iāll respond like āyeah but I donāt like LUAā
I don't get how some people make locomotives where the radius rod is animated depending on the direction of travel of the locomotive...then fail to quarter the wheels
Simultaneously exceeding the animation detail of some steam locomotives in train simulators...and also failing to do something people did in MSTS
PRR 0-6-0 in forwards...
And in reverse
But the wheel cranks are perfectly aligned on left and right (both cranks are at the top of the wheel)
For a two-cylinder locomotive, you want the left and right cranks misaligned by 90 degrees (one quarter rotation, hence 'quartering') for smooth power delivery.
My question is just...how does one know to animate the valve gear correctly, but not to quarter the darn wheels
TPF3 better freaking fix the missing catenary poles at junctionsā¦but I think what weāve seen so far shows they have not
It's 1918 now, so I finally have locomotives powerful enough to comfortably handle multi-thousand-ton trains, giving opportunities for actual distribution networks.
Perhaps I should not have tried for a megalomanic map. I've covered like 1/3 of the map and the game is not very happy as I depart the territory of frame drops and enter the territory of the game simply not running at real time, even at 1x speed
Apparently there's some TPF3 event in New York tomorrow? Look out for news I guess
the wonders of manual timetabling
watch it all go poof when the first train breaks down
That isn't quite right xD
this is fine
Trams don't have nearly enough capacity for my purposes, so I've plowed through a couple of the city clusters to make interurbans. Losing money like crazy because it's impossible to balance this game but the city growth is probably worth the cost.
The tram wires don't vibe well with the train wires at railroad crossings. Makes me wonder how that works in real life, can't imagine that happens much though
oh
and yes, both have OHLE
At least that has street view but the heavy rail is unelectrified
The mainline grows
I gave up on TpF2 a while ago but recently I have found myself at the throttle of locomotion
didnt play locomotion growing up but I did play transport tycoon deluxe (basically the mobile version of this game) a shitton and recently I found out theres an open source version of locomotion out, so I figured I'd revisit this game
I never thought I'd revisit this genre of games as I really was not fond of TpF2 but I have to say, Im quite enjoying this
makes me a bit more inclined to give TpF3 a try when it drops
Oh Locomotion...
I played the mobile transport tycoon quite a lot, until it became broken on newer iphones that is
A wonderful game ngl
dude it was like one of my alltime favorites
Same
like I said I played it religiously a lot
It plus Roller Coaster Tycoon Classic
nice to see someone else knows :)
I also find something really pretty in these 2 game's graphical style. Like, for example on mobile you can also have RCT 3, which is 3d low-poly graphics, but I much prefer these classic graphics to it
mhm mhm
I think thats definitely a reason why openTTD never really clashed with me when I tried it
the artstyle was just eugh to me, whereas I love Locomotions'
Yeah, the classic graphics suit the game way better, compared to the 3d low poly style
anyway before I forget, for those interested:
(requires you have a copy of locomotion already, can be found on steam for like 6 bucks)
Haven't tried locomotion on PC though, cause I've just played TpF, but on mobile it was such a nice thing. Especially so cool to have it on a long flight or something, considering it's one of very few games that work fully offline with no limits
Such a shame on new iphones it's broken
I knoooowwwww
At least RCT Classic still works
all my favorite childhood games on mobile have been wiped off in one form or another
TTD being a prime example
I remember there was one time I actually played it like, really really far and made it to the 90s where you unlock the SD70
At least openTTD has an a android port iirc
I dont think Ive ever made it that far in one of these games since then
though that can uh, change lol
I think i ve made it to 2000 but it was w no mods i think
I never played mods either
I'll be honest, Chris Sawyer probably made some of the most influential videogames. I mean, Locomotion is the father of all transport tycoons essentially, and Roller Coaster Tycoon is the father of all theme park games as well
Father is an understatement lol, I feel like every transport tycoon game since has basically been locomotion but with fancier graphics and such
I mean, essentially yes
Locomotion defined transport tycoons as a genre
Same with RCT, it defined theme park tycoons as a genre
moreso mean like nobody has really tried to take the genre to new hights I guess? like I feel its sorta stayed the same, largely why I didn't vibe with TpF2 imo
TpF3 seems to me like its actually trying to be something newer though so I must say I am interested
The newer games just have 3d view, fancy graphics, just a bit more possibilities, not being locked to a grid etc
(also its gonna include trams from my city I feel obligated to buy it)
But at their core idea, they're the same as these 2 originals
Lucky you
idk if I'd say that, I think this is the only time something from my state / city has been represented in a video game 
mhm mhm
Im hoping TpF3 will be good
I really, really wanna see a game that feels different in this genre
I'm quite sure it will be
from what I've seen, I do think it will be
I mean, I'm sure it's gonna be at least better than TpF2, and that's very strong already
Plus from what I've seen, it looks like the base game will have more realistic and as such more beautiful terrain, which makes me very happy
I do really like how the industries are gonna be in the new game
yeah that too
I never liked the look of TpF2
Won't have to rely on a lot of custom building, world gen mods and custom maps for beautiful stuff
Honestly default TpF2 doesn't look too great, good enough for a transport tycoon but not really good enough if you want to build beautiful worlds
I tried to get into building too but there was just a lack of assets and stuff I wanted
it does kinda bug me how much of a lack of road vehicle mods there are compared to trains because I always liked to have a large mix of the two
Yeah, with building you heavily depends on mods
I wish I could send some screenshots of my older maps, but those are lost now I think
I have seen some people build some pretty sick stuff though yeah
Here's the map I had on the older PC
The whole town is hand-placed
(Don't mind C43s in the water, they're warships)
yeah holy shit, thats really nice
that would be neat
It's also funny how I have the patience to do such stuff with some games but not with others
I feel that
Like, notably in TpF2 and Minecraft I can spend a lot of time building
Meanwhile in Planet Coaster it just doesn't go, at all
Route building in TSC either
I lose my motivation for any kind of route building in train sims like
rapidly its nuts
Workers and Resources is so far the only game thats had me build shit where I can be locked the fuck in for like, 10 hours in one sitting lmao
Tbh a few games did that for me, but I usually don't notice the time
The only game where I do notice the time is Satisfactory
Because every 2 hours it sends you a reminder. "How about drinking some water?" "Rest is important, sometimes", etc
Well I booted up the old laptop and moved over the savefiles, time to see if they work
š
I also love how satisfactory recognizes how addicting it is
good on the devs for that
update
this is more addicting than I figured
I managed to launch the save, turns out it helps when you install the TpF2 version of the mod
if you need any help just give us a shout, i have screwed my game over more than once so im rather fit in reading the Errors
Itās happening, the streamers played the game https://youtu.be/kkv2CYyNmx0
After hands-on experience with the game, here's everything I learned and what I think! What are you most excited for?
Big thanks to the folks at Urban Games for inviting me out to play it!
PC Specs āŗ http://specs.squirrel.tv/
BUY GAMES legally and securely āŗ http://bit.ly/2e24Viw
Second Channel āŗ http:...
easily the greatest game ever
10/10 no notes
Squirrel being squirrel, he says a bunch of things we already knew or that werenāt even new to TPF3. Anyway, things I thought were interesting:
- Campaign seems to be more intentionally designed as a ātutorial with a storyā, vs previous games where the campaign was more of its own thing.
- This sounds weird (maybe he misspoke?), but Squirrel suggested that subsidies give an upfront payment that has to be paid back when the subsidy is complete. This could mean they act like a low interest loan, but with stipulations, which is an interesting thought.
- I think this was hinted at, and it was definitely leaked with the wiki, but prospecting is something that becomes available at higher levels (yes thereās a progression/exp/level-up mechanic) to found new raw material industries. Unclear if you can build processing industries.
- Also leaked, landmarks are unlocked with levels, then can be built using cargo resources, then provide a passive bonus to a region (thereās a lot of talk of regions, still no clue how those operate).
- Town growth specifically depends on supplies, bonuses(?), happiness, reputation, delivery (this is different from supplies?), traffic, pollution, and noise. Will need to learn more about how each of these operates.
- The āboostersā (workers, fertilizer, tools, etc.) for increasing production speed of industries donāt pay any money themselves, so the monetary incentive is entirely down to delivering additional output products. (Donāt use boosters unless you intend on delivering the additional resources produced.)
- You only get paid for moving cargo when it reaches its final destination, which removes some cheese that existed in previous games and incentivizes more direct routes. I wonder how this affects the vehicle finances, do transfer vehicles show a loss, or is there ātransfer creditā like in OTTD?
He also says heās unsure if goods spoil, in the leaked wiki there was a timer defined for each type of good, and it seems delivering after this timer expires has some sort of extra penalty. I doubt this is Gleba where the cargo spoils into a different cargo type (imagine needing to handle spoilageā¦in another game) or disappears from existence, but weāll see.
Another youtuberās take, this guy has B-roll that Iāve not seen before. New First Look video coming soon? https://youtu.be/-KA1FTiJq6k
Hello You Fool! Thanks for watching! Can we get 200 Likes?
ā¤ļø BECOME A MEMBER: https://www.youtube.com/@SeniacTwo/join
š WEBSITE: https://www.seniac.com/
š§¢ MERCH: https://seniac-shop.com/
ā¤ļø MAIN CHANNEL: https://www.youtube.com/@Seniac
š THIRD CHANNEL: https://www.youtube.com/@SeniacTHREE
Get a personalised video from me!...
I must say I really like the new vehicle models
they look like actual machines now instead of just plastic toys like they did in the previous games
interested in seeing what other asian and american trains are shipping with the game
All the vehicle models from 2014 need to be taken to a farm upstate
Thereās junk for MSTS with more polygons and better texture work than the original Train Fever vehicles
yeah š
Tbh, the part I still like the most is the new environment XD
Im really excited about the new cargo management
it always seemed so lame and simple in TpF2
so stuff like warehouses is really cool
In my current TpF2 run Iād really like to have warehouses, thereās just not enough room on station platforms and inside station buildings, and thatās after having mods to increase capacity. Dedicated warehouses just seem so much more scaleable.
Iām a bit mixed on manually managing cargo, but honestly the automatic cargo distribution in TpF2 is freaking insane and sometimes needs so much babysitting that you might as well be doing it manually
for me this is all a welcome change, I hated how it worked in TpF2
I swear every time I see a vehicle count specified for this game the number gets bigger. Seeing some places specifying 300+ vehicles now, and specifying 2033 as the last campaign mission (oh getting speculative are we? Every transport game to speculate about future vehicles has gotten it wrong soā¦have fun I guess.)
Do we have any info on whether we finally get dynamic numbers and stuff?
Annoying to have tons of planes flying around yet every one of them having the same reg
It was leaked in the modding wiki that thereās new scripting features that can manipulate vehicle models in real time, and dynamic numbering on the F7 was given as an example mod. Now that means itās probably not included by default on every vehicle, but it should be vastly easier to mod in.
Dev interview: āIām not gonna say any names, but if you have a good game and you bring out another game that completely ruins your brand then itās just gone forever, and itās really really hard to come back from something like thatā hmmm couldnāt imagine which name wasnāt being named there š
took me a few seconds to think who that would be
kerbal space program?
this the first game that comes to mind
Thatās certainly one of them but thereās a different one that is more similar to Transport Fever
Certainly not a specific game that shares an acronym with a first-person shooter?
Although tbf, I think that it's the
publishers who ruined it, not the devs. The publishers released one game just before it that was a total flop, and so they went "We need this one released tomorrow, even though we all know it needs 4 more months of development"
And it was all downhill from there
cities skylines?
Shhh, we're not gonna say any names
i doubt paradox browses this server, they re probably busy with fixing eu5
Well they even changed devs soā¦complete mess all around
And the poor Urban Games guys just cannot escape comparisons to it. Every thread is like āBetter not be like citiesā
āDonāt be excited bro, remember you were excited for that other game and it was a mess? Yeah that could happen here, so stop being excited.ā Freaking doomers
Tbf, I kinda doubt we'll have that
CS2 became bad because they were forced to release early, and then couldn't keep their promises etc
Here there is no reason at all for an early release, they don't have to cover for any other games or anything
And as for keeping promises... they have Sam. I'm sure he won't let any false promises slide
Sam like āyeah no there isnāt going to be multiplayer in this oneā bro is a pro at shooting down multiplayer dreams
I think he's a really really skilled person in terms of community management tbf
He really helped TSW a lot back in the day
iceflake seems to be turning it around at least
Ive heard their changes and stuff have received positive feedback and its reignited some hope within the community
mhm mhm
Their first update feels like the kinds of things modders might do when given the source code, will have to see if their ambition grows from reasonable tweaks to tackling any of the weirdness deep in the simulation
wait really?
damn
maybe there is hope
Ive just been giving it time
though even if iceflake makes it good
Im probably not gonna think about touching the game until we get more mods for vehicles and stuff like roads and railways
I hate the default vehicles, they drive me mad
Tbh road mods are essentially obsolete now
There's 1 mod that lets you edit/create any road you like
I mean like the textures themselves look like ass
and I dont get why all the roads have that weird ass white path thing on them
but that also drives me nuts
Ah, that yes
like ?????
Well, it's simply because they went for more cartoon-y graphics this time
White lines on the roads are the lanes being worn down. Even though worn down parts should be darker really
I dont think thats what a worn down lane looks like but idk 
dont even get me started on the railroad tracks either
it really annoys me they didnt bother changing how track laying works from CS1
so you get the same abysmal looking junctions and sidings n shit
Case in point: Thereās a steam forum thread thatās basically āCity Planner Plays promoted Cities Skylines 2 and it was bad, therefore because heās promoting Transport Fever 3 now, it must be doomed to the same fate as CS2ā
My dude, the people who get to promote the game are not the ones who control the game
š
why are people this dumb lol
if anything hes been a major voice in helping CS2 become better by voicing the work iceflake has been doing ??? like, lol???
That crowd wouldnāt be happy with CPP unless he bitched constantly about CS2, but constant negativity isnāt his style.
I can say that's really not exclusive to CPP and CS2
It's just that for some reason the majority of game communities are only happy with content creators who bitch about the few issues the game has over and over again
For real
And when a content creator has something positive to say, that's right away called bootlicking
thats the one without SV
Huh is the tram using the same voltage on the overhead or is that isolated somehow?
Either way TPF fails as the tram wires are at a lower height than the rail wires
I think they are both isolated
That's probably the safest approach. Just leave dead wires there so the pantograph has something to follow
@gleaming turtle whats your opinion about this? š
Though that reminds me that I still want to put your S-Bahn Kƶln 424 on my map xD
Done. Even replaced one of my S-Bahn Hannover 424 for it xD
The best pictures of my save game so far
I would recommend buidling the OHLE by urself
Loooks 10 times even better
so tempted to do that on one of my saves, it looks so nice
Well o canāt get most OHLE to work sadly
Also is that a custom built map or na?
Because love it
It's the lousanne- sion map
you need more mods for it
Could you get me a list? (Potentially)
Of like the bare essentials
Die Mod fügt dem Spiel ziehbare Oberleitungen hinzu. AuĆerdem enthƤlt sie zusƤtzliche Versionen der NEP-Gleise mit unsichtbarer Oberleitung (rostige Gleise).Die vorhandenen Oberleitungen und Gleise werden nicht verƤndert!Es wird die Mod Stromtrassen vonā¦
On this page there are the other mods you need linked
replaced the OHLE around one of the stations on my save as a test, and it looks so much better
Thank you ā¤ļø
Where can I find the wires (or do those require another mod for the wire mods to work (the OHLE wires)
noicce
for id,asset in pairs(game.interface.getEntities({radius=1e42}, {type="ASSET_GROUP", includeData = true})) do if asset.models["jag_ausrichthilfe.mdl"] then api.cmd.sendCommand(api.cmd.make.removeField(id)) end end
Put this into the command bar and press enter to delete all those white crosses at once
How do I access that (Iām on MAC)
Alr thanks
(I have deleted most white crosses manually at this moment)
another station to have the OHLE replaced, before and after
TPF2 looks so good, is that hard like to do ur own network ?
i would say its easy to learn, but quite hard to master, and even harder to do a recreation of a real life system
For example signals and catenaries, is that own placed ?
yes, but by default, the OHLE automatically appear if your tracks are electrified, but i have a mod that hides them so i can place my own OHLE
Yeah so that's like TSC route building mostly
another area to get new OHLE
decided to do something cursed, paint a 423 to stand in for the 555
People who can casually reskin scare me
Boo!
Your signal placement hurts my soul 
It's just a shy signal
I know itās bad but I donāt know where I need to place em correctly 
hi guys, someone have mod for czech slovak platforms?
I think the southern edge of my map is cursed, come back to add new connections in the south east and again I get the game hanging. 1:3 ratio megalomaniac continues to be a bad idea, TpF3 canāt come soon enough.
Nice choo choo
Now this is railway engineering. Perfectly consistent 1.4% grade with very little cutting or filling. I'm ready to send some hideously underpowered trains over this hill
Just need to figure out how I'm going to fit in a station for that quarry, probably need to use one of them curved stations
I still wonder: can trains stall in tpf
No I think even the least powered train will inch along at like 3 kph
utilising the new 350 mod to replace the 321's and 323's ive been using on the regional WCML services
I had a feeling thereād be a new First Look this week https://youtu.be/09WJsb-N_04
It this series of First Look videos, players will get to see new features of Transport Fever 3 for the first time. In this latest episode, we're looking at the tycoon gameplay and how your transport networks and the decisions that go into making them will shape cities and the regions surrounding them. We're showing off the new city demand system...
Should answer a few questions
Variation of the same music as the industries first look, can only assume its part of the OST
- lots of difficulty sliders hinted at, including for new game mechanics, to tune things as you like
- new loan system with multiple choices, instead of one big loan you can borrow from/pay to whenever you want
- town growth is quite different; thereās no longer a magic target population the town will grow/shrink to, instead it continually grows or shrinks depending on how well or poorly its needs are met (but larger towns are naturally harder to keep happy, so there is a natural limit to growth)
- town needs are supplies (+) (amount of people/cargo transported, the main way to motivate growth), bonuses (+), reputation (+), happiness (+) (ie: waiting times and comfort of passengers), delivery (+) (ie: delivering cargo on time), traffic (-), noise (-), and pollution (-)
- goal of the system seems to be allowing for larger and larger cities than ever before (that one shown on the last scene is yuge!), so long as you can keep on top of those negative factors like noise and pollution
- noise only affects residential buildings, but pollution anywhere in a region affects the whole region, so you canāt entirely avoid upsetting the Greens by building out in the wilderness (I suspect that reputation impact is also region-wide)
- regions seem to be like city limits, each town has its own region around it (Sam refers to them as a āmunicipalityā which is a good way to think about it)
- the TGV duplex and metroliner have been changed to only use the pantograph on one unit, just like the real things which transmit power between coaches
- your headquarters gives a region-wide bonus, doesnāt have to be directly inside the town for that to work, and is modular with a variety of upgrades unlocked thru the experience system
- as hinted before, you also unlock landmarks which give their own region-wide bonuses and require cargo to be constructed, instead of money
Surprised there was no mention of prospecting in this one, that keeps showing up everywhere except official news
Blog post on the website also officially confirms TpF3 will release on Mac and Linux day 1, for you apple eating penguins out there
I'm really exited for this game
Huh in one of the scenes it definitely looks like the baffles between tram coaches are animated, donāt think that was possible before. But couplers on the cargo trams definitely arenāt animated, so perhaps itās a limited system.
Sam has clarified that it is not the OST, but similar. (Same artist? I know itās not entirely unheard of to have the OST musicians make special trailer music.)
Like the new hud
New UI seems to have gone for more drop-downs than tabs, I see the logic in it. Show you the loose, imprecise info very visibly (all the red/green/yellow icons) and then only give more specific data when clicking on the drop-down
You can see the things that are going on much quicker and they stand out more
In two it was just mostly numbers and the same blue
wtf is that bus
Is baby
I fell down the rabbit hole, that seems to be a Rampini Hydron
But the vehicle selection has definitely been expanded in all eras, a previous teaser showed what can only be a 1940s bus from Stockholm (albeit horizontally flipped as we drove on the wacky side of the road back then)
Porsche š
didnt they say there was like 250+ vehicles now?
its like double what TpF2 had
Recently they have been quoting āover 300ā, and previously it was āover 275ā so itās only gone up somehow
TpF2 has been marketed as āover 200ā, and thatās including a few things in the 1850-1900 era that will be gone
But I donāt know what counts as a āvehicleā here, we counting different specializations of the same truck as different vehicles?
I don't think specializations are counted separately, they claimed 120 vehicles for tpf1 but checking the vehicles list on the website (that's surprisingly still online) there's actually 176 entries. Ofc not a one-to-one mapping, but enough to say they're underselling the number
so I'll happily buy the 200+ for tpf2 as that added the asian vehicle set, and by the same logic I don't see much problem with 275+ for tpf3 as there's clearly more vehicles inserted in the middle, and a potential fourth vehicle set entirely (unless the sub-arctic just isn't getting one, but after 4 games that would feel like a weird trend to break)
oh they axed that era in this game right?
literally the most useless era lol
HORSES FOR 50 YEARS BAYBE !!!!
Now you only get like 5 years before honse goes obsolete
So you still get honse, you still get vehicles from like 1880 (we have seen the Mogul shown in footage and that thing is from 1885). It really only means like 20 vehicles (including coaches and freight cars) will be gone.
And modders will add 1850 back within like a week
Agree
All you get is honse
Plus like 2 locomotives
yawn
boooorrrrrriiiiinnngggggg
lamest era of transport history
Rewatching on my big monitor and at the point where pollution is pulled up it seems there's wind?
But it doesn't seem to matter where exactly pollution is, just which region its in, so I don't know how wind would have an impact. Much less 1 meter per second of it.
Also it's 2026 and they have a $25 million+ budget but still floating sections of catenary
It's on screen for like 3 frames, but this seems to be the good ol steam tram-with how trams can now be modular, that suggests we can choose the number of coaches it has (and presumably it could haul both cargo wagons and passenger coaches simultaneously).
Doing some math with the size of the station at the start of the final scene, converting that into a distance along one of the roads in the city (the station becomes too small to measure accurately), then converting that to distance of the entire viewport (the horizontal length is much more accurate than the vertical length, in that the vertical length is an under estimate) and considering we can't even see the edge of the world...this map is big. Not necessarily megalomaniac, but at the least this is very large, though only a 1:2 very large fits this, so could even be equivalent to a huge map in TpF2.
And that's quite a lot of quite large cities. With loads of infrastructure connecting everything. They have guts to be showing this, hopefully their confidence is well placed. Though I don't think anyone would have built so much stuff if it were a crashy laggy un-fun mess.
I choose to assume this is just a slight oversight considering the game still isnāt done and this will be fixed ??
I highly doubt it will be any different to before
Itās been a massive complaint from many for ages and nothing has been done
Well idk how you'd make it work on junctions
In order to fix that you need to manually place assets, can't really do it with autogenerated catenary poles
And well, even if you found some way to make them generate in those spots, it'd look bad anyway and people would complain anyway
Got tired of the whole game freezing thing on my main map, might have to accept that I can't touch some parts of the map, so I went to check this to kill time. I determined there are 329 'vehicles', as in, separate entries in the list of things you can buy in depots. If that is how UG counted vehicles, they definitely would be marketing bigger numbers on the store page. However, if I remove all passenger coaches, freight wagons, and duplicate variants of vehicles (eg: considering all 4 Kenwork K100s as just 1 single vehicle) then I get 213 vehicles. 213 is a very reasonable number to reference as "200+"
Also like 35-40 of the 329 are likely candidates for being removed with shifting the start to 1900
Anyway, when TPF3 references 275+ or 300+ vehicles, that might mean 75 or so new 'vehicles' but potentially over 100 new 'things' when considering that some vehicles will have multiple variants for different cargo specializations, cargo tram wagons probably aren't counted, and there are definitely some new train coaches/wagons that probably wouldn't be counted. I bet a lot of that count is the cargo tram locomotives and helicopters.
Hmm yeah
I downloaded and installed all "Temporal8" + "CZTR" grf's for this video and installed StreetTraffic1 AI.
In OpenTTD 15.0, you can install NewGRF files directly in-game.
Go to "New Game" then go to "NewGRFsettings".
Click the "online content" buton and download all the GRF's you want and close the window.
Then click "Add" so that all the GRF's ...
my god lol
this feels so... wrong
what
seeing openTTD with graphics like that, Ive never seen it before
Yesyes I understood
I still think the pixel art is better
It was a "what" of surprise
Same, the pixel art graphics are iconic, so iconic that anything else looks wrong
I mean to potential new players it might be a nice way to get into the game
although I'm obviously more on the TpF side than OTTD side so...
Ohhhh lol. My bad š
captrain spotted 
You donāt like captrain?
I like them because they have a NS 16/17/1800
least weird AI formation
the hell is it pulling
Clearly all the budget was spent on the powercar
I gotta tweak the buying costs next time
new dev blog
Always 3 weeks after the first look video
Large Lad returns
- Prospecting officially being mentioned, sounds like youāll be able to choose which region will be searched for raw materials, but will we be able to look for specific resources? Prospecting needs to have a bit of unpredictability so you canāt just magic up a new raw material whenever and wherever you want.
- The company levels up as towns grow, so town growth is pretty explicitly linked to progress.
- Sounds like the number of destinations a town can reach with public/private transport isnāt a direct factor in growth (but more connections still helps indirectly)
- Reputation is reduced by deforestation (TTD flashbacks) and terraforming, but increased by planting trees or just waiting. No mention of ālocal authority wonāt allow thisā being a penalty, might just interfere with town growth which interferes with game progress, so thatās still a downside.
Nice... but man I still hope for proper distant signals
better signalling overall
seems like that won't be here either
man dude
this game is shaping up to be good actually
this brings me hope that i'll actually enjoy it instead of hating it like I did with TpF2
why did you hate TpF2 though?
To me it felt like it didnt improve on the transport tycoon genere at all. It literally just played like locomotion or something but with fancier graphics. Thats definitely simplifying it heavily, and I am aware there were lots of improvements but idk, the game just felt stale to me
it was a loop of just "place train line between point A and B, put train on track, profit"
from what I can tell TpF3 seems to be stepping up to actually be something new and different
Itās interesting seeing people annoyed by the āgamificationā of TpF3 as if the series of games has somehow previously been a serious economic simulation and the change is a betrayal of the franchise
idk if I would put my view that way, though I never played any of the prior TpF games so
Gamification is fine, TpF2 to me just felt like it didnt have much new to offer over any other games in the transport genre if that makes sense
TpF2 doesnāt have a level-up mechanic, but thatās not because itās very serious and realistic, it doesnāt have a level-up mechanic because the management side of things is incredibly shallow
I see
A 4,000 horsepower electric locomotive costs the same to operate as a 4,000 horsepower steam locomotive. Cargo and passenger use the same equation to determine how much they pay (but cargo has a 1.75x multiplier so it pays more per unit). On most trains, the wagons cost more than the locomotives cost.
TpF2 makes no damn sense if you look at it for 5 minutes, but some people notice the word āexperienceā doesnāt exist in the game therefore it must be hyper accurate.
what i think also happened is that with TpF 2
lost the plot when it comes to economy.
To me Transport Fever was more of a virtual railway thing, I always played with no costs on š
you can barely make money of passenger routes, whilst the simplest Cargo routes just give off more money then you can spend
but only if you use Steam or Diesel Locos.
Same most of the time
Even if TpF3 changes none of those TpF2 mistakes (we have every reason to think it will change everything) the extra mechanics can add some sorely needed depth. Like, I would assume electric locomotives make vastly less pollution than steam, so even if electric isnāt any cheaper to run (which it should be) it would still have an advantage. That adds strategy.
fair
thats kinda what Im thinking, theres a lot of new things coming that I think will make the game fresh
that said i think the Implementation of Sound-Pollution was half assed in Tpf 2 if i recall correctly
Emissions in TpF2 just donāt matter enough and you donāt have enough control over them. Everything also has nearly the same emissions regardless of engine type. The ideal strategy is to just ignore it and deliver more cargo to counteract the (at worst) -50% growth penalty
At least TpF3 has other negative factors to town growth, and noise has more strategy to it, like adding sound barriers.
But I hope they also rebalanced the existing numbers, so that electric things are actually meaningfully quieter than combustion stuff
Okay so prototyping some stuff (I know the crossovers donāt make any sense)
Any opinions on this? https://store.steampowered.com/app/1677970/Railroad_Corporation_2/
In the city's bustling heart, amid the clatter of trains and the bustle of commuters, your journey begins. As you step into your newly established office, a map spreads out before you, and with dreams of the corporation in mind, you're ready to lay the foundations of your railroad legacy. The city streets may be crowded, but your path is clearāā¦
$39.99
308
Been playing it, has an interesting twist on the railroad tycoon format, but its kinda limited by the devs not being super experienced
But I appreciate its like the only railroad tycoon that actually considers fuel efficiency, so diesel stuff is cheaper than steam not because a dev arbitrarily decided so but because the diesel thing is 30% efficient while the steam equivalent is 10% efficient
I have my qualms about if that banner is AI generated
but the game itself looks nice
kind of a middle ground between OpenTTD and TpF
Area still WIP
Yes
Euhh, I donāt know for sure because I got a shit ton of em installed, Iāll look through the 700+ mods I have installed on this playthrough tho
100%
how much ram u have
bro my pc dying on 300 mods
32 gb ram btw
gimme ur steam link if u want
wanna see how much hours u got
i mean link to ur profile
Iāll look myself till
g
aaaaaaaaaaaaaaaaaaaaaa
But idle times and just being in game and doing smth else xD
pfft
That's why the DB is always late
Nope š
Then it's because of the DML
No it's your fault
Donāt mind the wires missing in some places
Sam really be hinting on the comments on the official website that we are getting close to TpF3 release date announcement
Also the TpF3 steam page hasnāt had an update, not even the automatic ones, in like 2 weeks, quite unusual
Hmm true
I see TriStar
have we had that in tpf2 before?
Nope
We didn't have any helicopters (or VTOL aircraft)
Tbh TpF2 on aircraft side was rather bland
TpF3 seems a lot better
At the very least we're getting widebodies
yeah finally
Honestly
Making a game about transport and not including the 747 is criminal
Although I would say planes never really were the focus, especially considering that you're limited to just your map
I still kinda hope they add outside connections, but if nothing's been said at this point, that's really unlikely
The planes and boats have always been on the smaller side given the maps and whatnot
How dare a transport game not have a Panamax boat Sir the maps are 20km x 20km, Panama itself is wider than that
Tbh boats are also (from my experience) rather tough to get any profit with too lol
Planes on the other hand are basically free money from my playthroughs
Cargo payment is pretty damn jank
Anyway they also mention console beta is happening, and if anything is happening at all on console then release is imminent. I know from certain experience that MS/Sony donāt let you send stuff out, not even for a beta, until itās gone through certification and that is one of the last things you do in development.
Donāt you hate it when the game routes a ICE 3 over a local one track line?
and then there is me
just fucking sending it through my cargo station 
(that also means ICEs btw)
Average detour in theRuhrgebiet
bred
Waaaait can you send me the link to that RHC 66? (If itās not a private repaint ofc)
I love these sheds
Wich map is this?
My own buuut the map is on the steam workshop and Iāll link it here in a sec
The shed is exploring the forest
Kisses
čøę°ę代ććé»åćøćććÆć»ć«ć¢ć¼ćć®äøēć§ééē¶²ćę§ēÆćēŗå±ććć¦ććééć·ć ćSteam To Electricćēŗč”Øļ¼
https://www.gamespark.jp/article/2026/05/01/165917.html?utm_source=twitter&utm_medium=social&utm_content=tweet
ę“å²äøå®åØććē¬åµēćŖćć¶ć¤ć³ć®åč»ćē»å “ćććØć®ććØćč±åÆćŖēØ®é”ć®é§ ćē·č·ÆćŖć©ćć¢ć³ćććÆćć¦ćććŖćēŗå±ćē®ęćć¦ććć¾ćć
god damn it i forgot the tweet gets untranslated when embedded here
anyways some pixel railway tycoon game
I saw that
not really interesting imo
doesnt really set itself apart from any other transport tycoon games
From the Steam Age to Electrification. Announcement of the railway sim "Steam To Electric," where you build and develop railway networks in the world of voxel art!
https://gamespark.jp/article/2026/0
5/01/165917.html?utm_source=twitter&utm_medium=social&utm_content=tweetIt will also feature trains with unique designs that actually existed in history. Unlock a rich variety of stations and tracks to aim for even further development.
oooh it has the George Bennie Railplane!!! and that bizarre monorail
man I wish someone made the Railplane for TpF2 or 3, although it would be extremely complicated, especially for a rather useless gimmick thing to most people
one thing I imagine (?) by being voxel styled, maybe it could be easier to create content for it
adding it to the wishlist, although yeah my main focus is TpF3
another station rebuild
What happened to self publishing yo
I swear to god if they fuck over TpF3 like they did CS:2 Im gonna lose it
Based on the article all rights remain at UG, mitigating some of the risks
Aw hell naw š
Why the hell would they need a publisher now?
Heck in the comments Sam is suggesting that itās already feature complete, which makes sense given what weāve seen, but that means a publisher is going to have nearly no impact aside from taking their cut
And possibly dictating the course of the game after release š
All DLCs ever made by Urban for their games, you can count them with one hand, at least right now
Yeah
Most reasonable story here is that as a small company UG canāt quite get away with long development cycles with minimal income and figured they were going to run out of money if they did marketing and such. Publishers handle marketing costs, you just have to sell your soul pay them back more than in full over the life of your game
But realizing you need help only after your game is feature complete is bad
Idk I was lowkey really looking to pre-order / buy on launch but lowkey Im thinking Im gonna give it like a year and see where the game ends up

wonder if stuff already in the game might be being cut for DLC š
well I guess I should now pay more attention to other tycoon games
like that voxel game
which ones that
OHH
that has loads of potential imo
sadly contains an artstyle which might throw people off tho
yeah
but it might also make modding easier, although what do I know
there's a Chinese modder in TpF2 making voxel styled trains already
I wonder how earlier would have TpF3 been a thing if not for the pandemic
hell, TpF2 was spared of it by a mere few months
lmaooo
ofc Steam would hide the dislikes
Voxel Tycoon?
nah steam to electric
I mean, I kinda get it, but at the same time the vocal minority always blows everything out of proportion, ask me how I know. I would've prefered them to release TpF3 on their own, but a partnership with Paradox doesn't automatically make the game turn bad
yeah but people have good reasons to be skeptical
the game might as well be good on start, but the plans for its future are now very uncertain
not to mention it will most likely now be more expensive than indended
There is a difference between being skeptical and right away urging everyone to un-wishlist it
well people have a right to voice their disagreement somehow.
Wait 3 days and you'll see comments like "All the people who are still excited are dumb fanboys who have room temperature iq"
I know what trolls are, I've been on internet for 19 years at this point
I don't mind people stating their own opinions, and I do agree this change is not for the better, but those comments are just bit excessive
Well, not all of them obviously
But some of them
Well the more excessive ones must be people with a prior history with Paradox
nobody with a good sense of reason wants to support anti-customer companies
Maybe, or just people who can't control their emotions too well. It really could be either, or a mix of both
well I can sometimes relate to that 
I think both of you guys are making good points here
Basically, I would just urge people to wait for it and see how it goes
We don't know what's the extent of the partnership anyway
smells like just a publisher to me
atleast from what was worded
no changes to the game whatsoever
It could even be just a release thing
i just dont get why they need a publisher though
Like DTG had with City Transport Simulator
i thought they were ok on their own
Support the initial release and first few months, then give the reigns fully back to the developers
Idk, but I assume they did have some reason
CTS is one of the most expensive games on my wishlist, and doesn't exactly have a great rating lol
Honestly haven't tried it
i dont invest in CTS because the DLC prices are genuinely high in my eyes
and the C2 variant thing locked behind a season pass genuinely pisses me off
invest
I did play TramSim (which is essentially CTS the previous attempt), both Vienna and Munich. Ended up refunding both. But part of that was simply not finding much enjoyment in trams
Thats what I smell coming out of this but weāll see
š
Show them screenies yo
Honestly really sad they didn't rework airports and airplanes much, but also it's quite well-understood that TpF is mostly about trains
Don't think so
colours
Oooooo
Different liveries on the same loco, that's good
Renfe ššššššš
Assuming that's a default thing of course
Pretty
I like that trams now can be done as proper light rail
With full stations etc
everything is in this folder
makes me wonder if tram train networks will now be possible
You mean trains crossing onto tram tracks and vice versa?
Cause I think in TpF trams have always been a different gauge
But that would be really cool though
if they are showing turntables... I guess there could be potential for switching? š
Actually I didn't even realise it's a turntable 
like... how??? 
it's the damn focus of the image
turntable operation needs some type of point to point operation that is beyond the basic stuff that TpF used to have
in TpF2 and older, routes could only have stations as end points, maybe waypoints in the middle
and other stations of course, but turntables do require a more complex pathing logic than that
I mean, I did see that it's a turntable, but I didn't give it much value cause I didn't realise that wait, it's TpF, it doesn't normally have those lol
some tried to make turntables as mods, but only ever worked as decorative items (like most things anyway lol)
wonder if they will allow for different turntable sizes, would be neat for mountain lines
or hell, even smaller (and cheaper) tunnel gauges, but perhaps that's indeed asking too much
Thats from the Mod Thingy announcement
so is this
these too
ah
Itās a smart Tron
For real, the āoh they are just publishing they donāt own the IPā argument doesnāt mean much. Your publisher can force you to do dubious things even if they donāt own you
āOh I made a deal with the devil but instead of selling my soul I only sold my houseā doesnāt diminish the fact that you are dealing with the devil and the devil canāt be trusted and will get you to do things you wouldnāt otherwise do.
The solution to dealing with the devil is not to lower the stakes of your deal with the devil, it is to not deal with the devil at all.
https://www.instagram.com/p/DX_6DXDCPlr/?utm_source=ig_web_copy_link&igsh=MzRlODBiNWFlZA==
even more images @twilit musk
sam has spoken
I personally trust Sam
Although
"The post release DLC plan and pricing etc. are not impacted by this partnership"
That would mean they did have plans for DLC and stuff
Maybe
I donāt know
But I hope that it wonāt be bad
And if itās a dlc worth paying and fairly priced
I'm curious to see what that ends up being, cause firstly TpF never really had DLCs - only TpF2 early supporter/deluxe, but I'd consider that as more of an exception. I think it was for a game anniversary or something? Don't remember
Secondly, I'm sure they know very well that adding vehicles and maps as DLCs will not work because of just how many great mods the game gets. So I wonder if it's something unique because of that
If it is in fact something unique, I really don't mind paying
Train Fever did have a DLC, it was the American content
Although this was all the way back in 2014-2015
May I remind y'all of the Nordic DLC?
How many times has a game dev said āwe arenāt compromisingā and then their product comes out as a compromised mess
Iāll believe it when I see it, and they seem fairly intent still on not showing any gameplay
Yeaaahhhh
probably deluxepacks
oh you already mentioned it
Yeah, but tbh, I'm pretty sure at least 90% of the people who bought the deluxe pack for TpF2 did so entirely to support the game, not because it's particularly interesting to them
So I doubt they would really work on a continuous scale
Like Iād buy a $5 thing with 3 interesting vehicles and 3 random things nobodyās ever heard ofā¦but not if that moneyās going to Paradox, ew, and not if itās a buggy mess or if itās the 30th time theyāve done a pack like that
Sorry for pinging, but I just found out they actually did mention it in one of the videos
The series of First Look videos gives players a quick overview of major new features in Transport Fever 3. In this third episode, we turn our attention to the management tools and the infrastructure that drives your transport network. You'll see how road and rail laying have evolved, see underground trams in action, get an overview of vehicle ma...
(timestamped)
"Trams are now also able to operate as light rail, running independently of roads and connecting to traditional rail, allowing you to integrate hybrid services simply"
oh good
RAAAAHHH FUCK YEAH
Only evidence for that is that of all like 25 minutes of gameplay weāve seen, a decent amount has a mix of vehicles on the same map, which would be reasonable to do in marketing so you can show off more vehicles at once
Also I donāt think theyād reach 275-300 vehicles if they were dropping anything
I mean, they could be just combining them without removing any vehicles
Tbh I don't really care too much cause I'll most likely use mods for 99% anyway
yeah, if they do remove any old vehicles modders will bring them back
happened with the Concorde in TpF2
smth im curious about with tpf 3 is if they are going to fix or at least optimise the game slow down issue on highly populated saves
would make playing on the bigger maps a lot better
Thats cool!
Thank you!
Cursed stuff here...
Manchester on my Race to the North save
built some skyscrapers and the Metrolink

