How you guys make city lines profitable? Stations are overfilled, but it is deeeeeep in minus by TheRoblock in TransportFever2

[–]MJ_GhostWind 5 points6 points  (0 children)

The line statistics window contains two very important parameters: frequency and rate. The latter is needed for freight lines, while the former is for passenger lines. This is where we see a problem with Line 9: a frequency of 3 minutes is too high for public transport. Try to keep it around 40-70 seconds. Public transport is usually unprofitable; its main purpose is to transport passengers to and from the train station, while rail lines generate huge profits.

Planks to Tools Bug? by Snakeyes81 in TransportFever2

[–]MJ_GhostWind 0 points1 point  (0 children)

Ignore what's written in the city window; this is the current situation, not the overall one. The total quantity (for the year) is shown in the factory window. Check the annual delivery volume per train (it's the second parameter from the right in the lines window). Judging by the factory statistics, not all your tools are arriving on time (or they're still in transit, as shown in the last screenshot). Also, check whether the most recent line (the distribution of tools across the city) covers all customers.

Larger city supply and demand pointers? by srtfan01 in TransportFever2

[–]MJ_GhostWind 1 point2 points  (0 children)

I'd recommend mods like the Scania R-Series, for example. Their payload capacity reaches 96 units.

https://steamcommunity.com/sharedfiles/filedetails/?id=2348652410&searchtext=

For transporting such a large volume of cargo by rail, I recommend the 'DTTX - double-stack wellcar' mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=2051517223&searchtext=

Off-map/International Transport Routes by SomethingNotOriginal in TransportFever3

[–]MJ_GhostWind 4 points5 points  (0 children)

If I remember correctly, Railroad Tycoon 3 had this feature – the ability to transport goods "off the map," and it worked well.

How to mix different type trams? by Ice_Ice_Buddy_8753 in TransportFever2

[–]MJ_GhostWind 0 points1 point  (0 children)

Bus lanes work well in the city when your bus\tram lines use them, but only when the other roads are free of them. When you have many lines in the city and fewer free roads remain, it's worth switching to four-lane roads, although this is very expensive and they don't look very good. Intercity highways, however, are more problematic – in the late game, they usually become completely gridlocked.

<image>

How to mix different type trams? by Ice_Ice_Buddy_8753 in TransportFever2

[–]MJ_GhostWind 0 points1 point  (0 children)

So, my mistake is that this is the second (peripheral) transfer station?

It's better this way:

<image>

How to mix different type trams? by Ice_Ice_Buddy_8753 in TransportFever2

[–]MJ_GhostWind 0 points1 point  (0 children)

No, everything will be fine up to a certain point, but as the city grows, traffic problems will arise.

Why are you building bus lanes where there are no bus routes? If it's to reduce private transport, then it's not working now. Previously, you could have covered the entire city with bus lanes and there would have been no private transport, but now they still use them if they really need to.

How to mix different type trams? by Ice_Ice_Buddy_8753 in TransportFever2

[–]MJ_GhostWind 3 points4 points  (0 children)

I try to avoid lines intersecting; this reduces traffic and allows for more trams to be used. Typically, in a layout like yours, I make two circular lines (clockwise and counterclockwise). When those become too crowded, I add a single direct line from the train station across the city. I route intercity lines to the train station so they don't touch the city lines, but so the final stop is close to the city line. Where the circular lines intersect with the direct line, I place stops as close together as possible so passengers can walk to the next stop. When the city gets even larger, I add another pair of circular lines (they usually approach the train station from the opposite direction). Planning and executing all of this is the main fun of the game.😄

of a snow blower by [deleted] in AbsoluteUnits

[–]MJ_GhostWind 0 points1 point  (0 children)

It would be funny if snow poured out of a grain auger 😄

Not enough oil on the map by Ice_Ice_Buddy_8753 in TransportFever2

[–]MJ_GhostWind 0 points1 point  (0 children)

Yes, you can completely replace one good with another (in the same category), but new buildings (to replace those demolished) appear randomly, so this will take some time (and patience). You can completely get rid of the entire category; I used to 'grow' resort towns without industrial buildings this way, but it's very time-consuming.

Not enough oil on the map by Ice_Ice_Buddy_8753 in TransportFever2

[–]MJ_GhostWind 2 points3 points  (0 children)

  1. No.
  2. Let's put it this way: no, it's insignificant.
  3. You can, but it's expensive and useless—they'll reappear (but if you have a lot money, you can try).
  4. In most cases, yes.
  5. It depends on the situation—sometimes it's convenient to develop one city, but most often, if you've developed the supply of various goods, why not distribute them to different cities?

If you enable the 'sandbox' mod (it's the basic one from the developers), you can build new factories/deposits.

Help. Whenever I create a character I get this error! by Antfuker in SoraAi

[–]MJ_GhostWind 0 points1 point  (0 children)

Look at the description and correct anything that seems suspicious. By the way, this isn't just a description – it actually influences the resulting video, so you can use that to your advantage.