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Transport Fever 2 - Tips and tricks for budding logistics moguls

In this post I have collected a few tips about Transport Fever 2 for you and also go into the game mechanics. Because if everything is a black box and you don't know why what is happening, you can't do yours too well Optimize transport routes and your trafficright? : D

The game itself can sometimes not really look into the cards, so that some information is not so easy to understand. You can learn more about the game mechanics here, and there are a few Tips and tricks for beginners and advanced userswith which you can find your way around the game better!

Overview of this page

If you want to know how to do it fast trains overtake slow trains, take a look at my separate post!

Tips for building, rotating and upgrading

This small chapter is about the absolute basics of building and improving your infrastructure.

Press N or M to Rotate buildings during construction. If you hold Shift, you can turn fine-tune.

To change the height of roads and rails when building roads, that is Build bridges or tunnels, after dragging the section, press. (Period) or, (comma). This will raise or lower the end of the section. A Curvature of the current section You can go up or down (arch bridge or underpass) by pressing N or M during construction.

You can Change road types later. To do this, click on the magic wand symbol ("Upgrade") in the street tree menu and select the desired street type from the small tabs. In the early days you only have city streets (Urban) and country roads (Country) available, later you will have one-way streets (One-Way) and highways (Highway).

A window then opens on the right in which you can still choose whether tram tracks and / or a bus lane should also be added.

To the Change direction of a one way street, just right-click on the street section you want to change in upgrade mode.

Vehicles usually always use the shortest route. That is not always desired - for example. when trucks are not supposed to drive through residential areas. You can go on roads and rails Set waypoints (see picture above). You can add these to your lines as “stops” so that the vehicle takes a desired route.

In the case of rails, you can do a similar thing Retrofit overhead line and upgrade from normal rails to high-speed rails. In the case of rails, however, illogically, there is no upgrade tool, but instead the track modification tool further to the left (Wrench).

Interface tips

The interface looks a lot better after Transport Fever 1, but it's still a bit bulky and, well, I'll tell you, not quite perfect.

Pin the window

So is currently for example. the line statistics or the line view (for individual lines) automatically closedas soon as you open the construction window for new streets, stations or stop signals on train routes. This is really annoying because then of course you want to know how the line runs or want to see how it changes when a signal is set.

tip: You can do most of the windows “Force” to stay openeven if you open a new window. There is a small pin at the top right next to the close icon. If you activate it, the window is pinned and stays open, if you close it yourself.

Only show currently visible elements in overviews

In Transport Fever 1 there was already a top right in the line overview little eye. If it was activated, the overview no longer showed all lines alphabetically, but only those that were can currently be seen on the screen. So very practical.

This is also available in Transport Fever, wherever several lines, but also vehicles and stations are displayed in one window, i.e. in the line statistics, in the line manager and in the vehicle manager, but also in the vehicle or station overview.

tip: What is new is that you can also use the line filter with Assigning vehicles can use. It's incredibly convenient because you don't have to scroll through your dozens of lines! This makes assigning a lot faster - at least if the line you want is currently visible. If not, you may be wondering. That is the only reason to turn the filter off for once: D

stop time

Did you know that you in Transport Fever 2 without mods the Let time pass more slowly or even stop completely can?

The small intervention in time does not change anything in the processes: vehicles continue to age normally and you also receive "monthly" bills. But if you particularly like an era, you can play it for as long as you like. There are no more new vehicles added and buildings, fashion and private vehicles are no longer adapted - or much later.

You can find the time setting at the bottom right if you click on the Date display clicks.

Urban growth under the microscope

Transport Fever involves not only making a fortune through the transport company, but also getting involved in the flourishing cities to please. If you connect cities well to passenger traffic and supply them with the goods they want, cities will grow on their own.

If you want to know more, you can also take a look at the city window. There you can find out exactly why a city is growing or not.

The factors that affect urban development are actually pretty self-explanatory, but I'll cover them briefly anyway. Especially since I understood one thing myself only late: D

Divided into Goals, supply and quality there are various factors for the development of a city that we can or should consider.

care One thing is clear: the more of the required products we make available to the city, the better. This then gives a percentage bonus on the population.

The points below quality work the other way around. Here we start on “very good” and get a penalty if the sub-points worsen. These are:

  • Stops: Too many passengers at the stops mean that the waiting time for the individual is too long or that some people are not transported at all
  • Traffic / traffic jam: Traffic jams in the city naturally also have a negative effect on the quality of life - see tips on this below
  • Emissions: Of course you don't want to have it either, see below for more information (there is also a video!: D)

By the way, for these three points there are corresponding ones in the drop-down menu on the left edge of the screen Info overlaysthat you can use to identify problems!

It's not that easy to seriously worry about congested stops and emissions. You can of course expand a congested train station to increase its capacity, but that doesn't solve the underlying problem. Here you have to work intensively on your lines and the line tact.

And now the two points below aims. This is about them Number of goals achievable for the city's residents - on the entire map! It is divided into destinations that can be reached by public transport and destinations for private transport, i.e. road connections on the map.

In plain language this means for you: The more cities you connect to your network, the better it is for each individual city.

The development of a new city through good transport connections does not only bring something to this city, but also everyone else too. That’s really awesome! In contrast to Transport Fever 1, where we only connected the last bugs in the mountains with a bus line out of boredom or pro forma, this now also helps your other cities. So you should make an effort: D

By the way, the goals that can be achieved for private transport are time-dependent. If a Sim takes too long to complete a goal, it is considered "unreachable". So if you turn sand paths into real roads, that means a higher driving speed, and thus that your residents can reach more destinations. Think about private traffic and the construction of expressways / highways but that this could be so attractive to your Sims that they would rather drive a car than train!

Commission link to MMOGA

info: You can legally buy your game key on MMOGA. After adding the link to your game library, you can download the game from there. If you click on this commission link and buy something there, I get a small portion of the purchase price as commission. The does not cost you anything extra, but I'm happy about it: D

»Why does Lucyda set commission links?

Tips against traffic jams

In the later game, private traffic increases dramatically in Transport Fever 2. You know that, it's just the way it is. Everyone wants to drive a car. Then pull it up eternally long traffic jams through the cities. The city acknowledges this with poorer growth. The fault is often just a single, poorly regulated intersection.

Transport Fever 2 now also offers some functions Control of the flow of trafficthat we already know from Cities: Skylines. You could read through my Cities: Skylines article with tips for a better traffic flow and thus less traffic jams, because many of the principles described there now also apply in Transport Fever 2.

These include, for example, these points:

  • Right-angled junctions are poisonous for the flow of traffic
  • Traffic lights are mostly pointless

You want the cars to go and not stop. The fewer cars have to brake, the faster they move forward. That means: Eliminate obstacles that cause your cars to brake.

Right-angled junctions on a thoroughfare through the city are a good reason for long traffic jams. If the vehicles do that, tear down the two road sections at the intersection if necessary and connect the main route with a gentle curve.

Traffic lights and their benefits

Transport Fever builds independently Traffic lights at the intersections. Most of the time there is only one main thoroughfare through the village, where most of the cars cavort. There is usually less traffic from the outgoing side streets. If there are traffic lights here and the "main artery" is constantly stopped, just so that a few cars trickle through here and there, you get a traffic jam.

Ergo: Most of the time you can Simply remove traffic lights. Traffic lights only make sense if there is roughly the same amount of traffic from three or four directions. Then it has to be regulated somehow. Outside of a city I would do that with a roundabout, see below ^^ But inside there is often only one traffic light.

You remove traffic lights in the traffic jam viewby clicking on the traffic light symbol on the intersection, you can see this in the screenshot above.

Use appropriate road types

Tip: If possible, work on main arteries with at least four lanes of roads. They have one higher hierarchy than two-lane roads and therefore get longer traffic light phases.

tip: Transport Fever 2 likes to automatically build the smallest road variant (the one without a center line) that also has the lowest speed limit. These roads are not so popular because cars are slower there, even if the route would actually be shorter. You can encourage cars to take such a route by using the Road better.

On at least four-lane streets or at least two-lane one-way streets you can Bus lanes help a lot. This means that your service vehicles (for goods and passengers) always have their own lane that private vehicles are not allowed to use. So if there is already a traffic jam, your goods and passengers will still arrive faster.

It also goes into micromanagement if you join One way streets working. But they are incredibly powerful (see also my Cities: Skylines article linked above), because with them you can specify that traffic can only flow away at an important intersection. You determine that not more sheet metal arrives here and you can shift the problem to where it hurts less.

Last but not least a note: Private traffic prefers faster roads to slower roads. Even if that's a (small) detour. If you want to encourage cars to take a particular route, you can upgrade it to a higher-ranking road. But keep in mind that a lot of traffic can then channel itself here - maybe more than actually wanted.

Roundabouts are great intersections!

A roundabout can work wonders at busy intersections outside the built-up area, because then all vehicles can drive at the same time.

Sometime in the second half of the 20th century, Transport Fever offers you Prefab intersections in addition to motorway junctions, this also includes a Roundabout. You can find it a little hidden in the road tree menu under a button that looks a bit like a target, on the left above the selectable road types.

Interested in Let's Plays and more videos about Transport Fever 2? Then take a look at my YouTube channel, there is a lot to see! If you like what I do there, leave me a Like or Subscription - I would be very happy: D

In the standard version, however, the top is initially very small and only has a single lane. In the settings on the right you can use the Number of trackschoose and with a slider the Change the size of the top. Very convenient!

If there is a lot of traffic, you should consider that rectangular entrances / exits can hinder the flow of traffic again. Here it can make sense to build a very large roundabout and build very gentle entrances and exits with one-way streets so that the cars hardly have to brake.

Use other road connections for stations

In the first Transport Fever, traffic jams repeatedly formed at the charging stations because there were several platforms on them, but only one road access. So the driveway was a Bottleneck, because of which I prefer to occupy charging stations with just one line.


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The problem no longer exists. By default, charging stations and bus stations still only have one street access, but you can now expand the stations. And so almost any number build more road accessesso that your trucks and buses can now drive on it from any direction.

If you have two or more lines on one station, you should use this! With the help of waypoints, you can also use the driveways only as entrances and exits, as in the following screenshot.

Vehicle age, emissions and operating costs

Anyone who played Transport Fever 1 and slowly transported the first 15 years in-game in Transport Fever 2 will ask themselves: Where is the automatic vehicle replacement?

Replace vehicles automatically no longer works in Transport Fever 2!

This takes a lot of getting used to at the beginning and I also moaned because we now have to take care of the vehicle replacement by hand. If we want a replacement. Because: The age of the vehicle no longer increases the operating costs as it used to!

Instead, it worsens with age Condition of vehicles. A brand new vehicle has the status “very good”, it changes over time from good, mediocre, bad to very bad. This has the optical effect that your vehicle is getting more and more rust and dirt, but above all the emissions of the vehicle are also increasing.

I'm not sure if emissions mean noise or pollution - it could be both: D

A vehicle achieves the status “very bad” as soon as it has reached its “service life”. It is there when you buy the vehicle.

You used to obsolete vehicles replaced. In Transport Fever 2, you can do that too, but you don't have to. You could replace it because a new generation of vehicles is faster or transports more. But if you are happy with the capacity or maybe you like the old vehicle for nostalgic reasons, then keep it simple.

It is advisable to take a look at the vehicle overview (button at the bottom right of the game) every few years and sort it by vehicle age or condition. Then you can see immediately where the problems are and can replace the vehicles on these lines all together if necessary.

In order not to have to live with a very bad vehicle condition, you can use the Increase operating costs manually. Imagine the vehicle being scrubbed and serviced in the stations.

  • If you set the maintenance to "high", you pay 25% more maintenance and the vehicle status always remains at "mediocre".
  • You can also set the maintenance to "very high". Then you pay 50% more than normal, but your vehicle will always be kept in very good condition and thus neither increase its emissions nor ever get dirty and rusty!

Note: If you increase the operating costs late, e.g. if the vehicle condition is already very bad, don't you see the effects right away. It will take a while for the condition to improve! Otherwise you could just quickly increase the operating costs for a second and then reset them again.

reduce emissions

High emissions are bad for your city growth. You can keep the worst dirt / noise spinning clean with increased maintenance, as just described. But compared to some of the other fatal mistakes you can make, that's not all that important.

Tip: By the way, you can easily expose the really dirty / noisy vehicles in a city using the vehicle statistics (4th button from the bottom right on the right). Show only the visible vehicles with the eye filter and sort them according to emissions.

Count for emissions only the residential buildings. The emissions there should be as low as possible. That means: Keep everything that causes (high) emissions as far away as possible from your residential areas! So divert lines with trucks via waypoints and don't necessarily set train stations directly into residential areas.

The worst thing you can do to your people is to put an airport right in front of them. Those things are really bad, especially the big airports.

Incidentally, the severity of emissions at airports depends on the Orientation of the runway from. To the left and right of it, they quickly decrease again, but the range of emissions increases significantly on approach and take-off.

Tip # 1: Align your airports so that planes do not fly in and out of your cities.

It is also important to know that airplanes cause higher emissions at startup. Logical. Then the pilots push the throttle through to the stop. It's really loud and dirty. And also clearly visible in the emissions view!

Tip # 2: Make sure that there are no cities in the starting direction. The approach channel for Transport Fever 2 is the side with the small tip at the start of the runway. The tip is the approach lighting of the runway, so that pilots can see at night how around they should land.

By the way, at large airports you can choose the starting direction change in retrospect!

To change the take-off direction at large airports, go to the airport configuration and first tear off the old approach lighting. You can then reset the approach lighting under "Misc".

By the way: From 1980 you can also use large airports upgrade with another runway! (Thanks Dmitri for the info: D)

Tips for putting trains together

If you want to put together a new train - regardless of whether via the vehicle replacement or brand new in the depot, you can put it together in Transport Fever 2 configure firstbefore you buy it. At the beginning I was a bit confused because I kept clicking on “Buy” and then I was surprised that the locomotive and wagons were kept separate from each other in the depot.

So for trains, first click on "Add" directly on the locomotive or on the wagon. Then the individual vehicle is first shown in the overview below, see screenshot below. You can add or remove any further locomotives or wagons. When you are satisfied, click on "Buy" on the right - only then do you spend money.

tip: Be careful not to overwhelm the locomotive! If you too many wagons hang on, the locomotive will have trouble pulling your stuff. It doesn’t get going so quickly and on inclines it runs out of juice, so that it may only crawl up the mountain at 3 km / h (I already had it - doesn't have to be).

tip: To the right of the train preview it says like that Performance of your turn is rated, check out the screenshot above! I have a strong locomotive here, and the wagons are currently rated as “good”. More wagons would eventually result in a mediocre or poor rating.

At the very beginning of the game, there are no such powerful locomotives. They are only mediocre with just three or four cars. Mediocre is still ok, but a locomotive with so few wagons is not worth it. So another tip: if you buy a second locomotive, well two locomotives in a row, the horsepower add up and you can attach more wagons to it.

tip: You can do trains too configure afterwards - e.g. new wagons added or old ones removed. And you can do that at any time without you sending the train to the depot! Simply click on the wrench symbol for the selected train in the vehicle manager. This will send the train back to the configuration and you can adjust it while driving. (Thanks to Kevin for the hint!)

Further road accesses at train stations

As with the street stations above, the same applies to train stations: Build more street entrances. This is not about a real road access for vehicles, but that Accessibility for pedestrians and goods is just as important.

Under "Misc" you can build further street entrances in the station configuration. This is a great advantage for your passengers, especially in the case of very long train stations and train stations that are blocked on all sides, because they do not have to walk to the main building to get to their platform.

Danger: Don't forget to connect the entrance to a street too!

What applies to pedestrians also applies to goods. The Range of a train station for goods starts from the street entrances.

If you build another street access at a large train station at the other end, the range of the train station is extended accordingly and the goods unloaded here can supply many more commercial / industrial buildings in case of doubt. Or you can build a truck charging station outside of your city center thanks to the extended range.

Incidentally, the passenger and goods buildings for the train station, which you can build later, also offer street access!

Relieve overloaded stations

Sooner or later everyone experiences this: Overloaded stations! Red alert, a nightmare! If a station is too full of goods or passengers, it is considered to be “overloaded”, which means that gradually excess goods are destroyedto make room. Passengers are not destroyed, they just leave.

Of course we don't want that.

Overloaded stations can be recognized in the corresponding info overlay, but you can also see it at individual stations small exclamation mark in the station overview.

This is how you can quickly remedy the situation: When the station is full, just enlarge it! Railway stations can be extended, just like platforms on truck stations. If you create more space, the station is no longer considered overloaded and nothing is destroyed.

tip: If a platform is not full of goods, but is still displayed as overloaded, then is also expanding the station building! If your train station only has a small goods platform as a building, it does not hold as many goods as a train station with a large storage building next to it. I only noticed that after many hours of play: D

But be careful: Of course, that doesn't solve the underlying problem. Unless you are unloading a full shipload of 300 ore on a truck station, which would quickly overload the station, the overload is mostly due to goods and passengers not taken away fast enough become.

Here's a long-term remedy:

  • Replace vehicles: New generations of vehicles are usually faster and have a greater capacity. This means that the same amount of vehicles can remove a lot more stuff at once
  • Buy additional vehicles to improve the pace. Too many vehicles are of no use either, because they would otherwise jam at the stations
  • Convert sand paths to real roads: You have to upgrade the original sand paths by hand. This improves the pace because sand paths limit the maximum speed for vehicles (40 km / h instead of 80 km / h)

So you should definitely work on improving the pace of the transporting line or increasing its capacities!

At airports and harbors, you can't easily enlarge the loading area anyway. At most, you can replace small airports or port docks with large ones - this increases the capacity.

However, when large (airports) ports are congested, there is nothing you can do except improve the clock so that the stuff can be picked up faster.


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Supply chains: Help, my factories don't produce anything!

At some point you will probably experience that a factory does not deliver goods even though you supply them with raw materials. Shipping just doesn't go up or it even flashes.

Around Identify and fix problems in supply chains, you first have to understand exactly how they work. You can also watch the following video, because I explained it :-) Or just read on.

This is how supply chains work in Transport Fever 2

First of all, you need raw materials (Wood, coal, ore, stones, grain, crude oil). These raw material industries always produce at their maximum. And don't worry: they'll never run dry either.

You can then manufacture some raw materials directly End products process (stones -> building material, grain -> food), others must first Intermediates (Boards, steel, plastic, oil) are processed before they go into final production (goods, machine parts, fuel).

You then deliver the end product to the cities that need this end product. To do this, you have to build a goods unloading station in the city near the end customers. You can see exactly where the products are needed within the city in the goods overlay.

Your job is now that Bring products to the next customer - So from the raw material supplier to intermediate and / or final production and then to the right cities. To do this, you have to set up complete supply chains: one truck station near the supplier and one station near the buyer. In between there is a transport line and there must be vans on the line that must also be able to transport the product in question.

By the way, you can of course choose between supplier and buyer use more than one mode of transport: By truck to the train station, from there by train and at the end again by truck to the customer. No problem - as long as the lines are fully equipped with the appropriate stations and vehicles.

Production, shipping and transport

Every industry has one Overview display with bar graphs for the three important points of production, shipping and transport:

  • production: Shows whether an industry produces goods and how active it is.
  • shipping: Shows how much of the manufactured products the industry sends, i.e. delivers to the next station.
  • transport: Shows what percentage of the shipped goods actually reach the next recipient.

In the case of raw material suppliers, the production value is always at its maximum. Here you just have to pick up the goods.

Production - supplying the factory with resources

In the case of intermediate or final productions, you of course also have to take care of the delivery of the required resources. Only then can a factory produce.

Production chain rule # 1: For an industry to produce, all you have to do is fill it with raw materials. When she gets the raw materials she needs, will produce them. And you get the money to deliver the resources.

In other words: If you deliver wood to the sawmill, then the sawmill also produces, regardless of whether the boards are picked up afterwards or not.

The production value therefore represents how well the factory is supplied with raw materials.

Shipping - delivery of products for removal

The big BUT: Just because a factory produces something does not mean that it also releases the product and places it at the nearest collection point. The technical term for this is "shipping„.

Production chain rule # 2: Industries need reachable customers in order to ship.

For a factory - regardless of whether it is a raw material supplier or a processing industry - to ship its products, two conditions must be met:

  1. At the end of your removal chain, there must be demand, so there must be buyers
  2. The removal chain must function seamlessly, so vehicles must be assigned and they must also be able to transport the product

If the conditions are met, the factory will ship. But only as much as the customer can use - you can see an example of this below.

The shipping value indicates whether customers are correctly connected to the industry.

If no customer is connected, the goods produced are simply thrown into the trash can! It is produced, but the products are not delivered.

Transport - Efficiency of onward transport

The third value in the industry overview, transport, is only information about how well the onward transport to the next customer (factory or end customer) works.

A low value for transport means that somewhere Goods are lost in the removal process. If it says 50%, only 50% of the goods sent will also reach the customer. The reason for this are mostly overloaded stations where goods are destroyed.

Attention: With newer supply chains it takes a while until the transport value is meaningful. If the dispatched products are transported on several lines, it can take a long time for products to reach the customer at all - transport is set to 0 for this time.

Find the fault in your production chain!

From these values ​​you can now conclude what the problem is:

  • Low value in production: Few raw materials are being delivered, check your supply chain!
  • Low value when shipping: Further transport does not work / does not work properly, or there is no need, check the removal chain, including the location of the unloading station!
  • Low value during transport: Goods are lost on the way. Check whether there are overloaded stations where the goods are slowly being destroyed because they are not picked up quickly enough. This can usually be remedied by a better cycle, i.e. additional vehicles or possibly a new generation of vehicles (with more capacity and higher speed). In the case of trucks, it is often worth expanding the road so that the trucks can drive there faster.

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How to increase the shipping of an industry in Transport Fever 2

It can happen to your factory no or only a few goods shipped, even though you have set up onward transport. But the mistake is still yours! : D As described, you should look at the further transport chain. I've already had this problem. Here are a few ideas on how to increase shipping:

  • It could be one Line in the right quarter are missing within your city, so that only a few or no corresponding commercial / industrial buildings are covered - so there is very little need for the goods, and therefore the industry sends only a little. As soon as you deliver the goods to a freight station that covers as many buildings as possible with corresponding needs, your industry will also ship more.
  • You could wrong road transporter have used. In Transport Fever 2 there are also variants of road transporters that specialize in different goods. It once happened to me that I used carriages that did not transport my product. The link that actually connected the industry with the customer was missing.

Change maps afterwards & activate sandbox mode

If you have created a map in the map editor yourself, it can happen that you only realize afterwards that you screwed up:

  • Industries could be completely out of place at the end of the world
  • Perhaps there is even a complete lack of necessary industry
  • Too many cities demand bricks, for example, and too few demand fuel
  • You would actually need more cities so that the map is not so empty.

In any case, there are many reasons why you subsequently change industries or cities could want.

You can level or otherwise transform the terrain at any time during the game. However, by default it is not possible to implement industries or change cities and their desired products.