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modding:consoles

Modding for consoles

Mods are an essential part of the gaming experience with Transport Fever 2. Urban Games is very grateful to all modders who contribute to the game with their mods and thereby enrich the gameplay experience for the entire community.

These guidelines for Transport Fever 2:Console Edition mods are continuously refined and made more precise in collaboration with the modding community.

General requirements

  • Mods must be non-commercial and accessible in full for free to all users.
  • Mods must not contain offensive or inappropriate content.
  • Mods (aka User Generated Content) must comply with mod.io’s Term of Use.
  • Mods must follow the instructions from our modding manual.
  • Mods must additionally comply with the specific technical requirements below.

Technical requirements

  • Mods must be in English; additional localizations are allowed. This also includes the description on mod.io.
  • Mods must use resources efficiently:
    • Contain only necessary files
    • Minimal number of textures and adequate texture resolution, use of DDS textures with mip maps.
    • Optimised use of level of detail (LODs) distances, least detailed LOD mesh files (blob files) have less than 1MB
    • The maximum file size (unpacked) is 200MB
  • Mods for consoles are not permitted to
    • include shaders
    • include brand names or logos in textures that infringe the rights of rightholders
    • alter fundamental gameplay features (e.g. introduce larger map sizes), to avoid potential problems with game stability
    • alter the UI with new interactable components from the UI modding API due to the absence of controller support for modded UI components
    • use low level lua script functionality beyond what the scripting api provides, e.g. loadfile
  • Mods should work standalone and not be depending on other mods.
  • Mods must be safe to add and to remove from the game.
    • If this is not possible for any reason, a warning statement (with a possible workaround) must be included in the mod description and the mod parameter severityRemove in the file mod.lua must be set to “CRITICAL”. Mods flagged as CRITICAL cannot be removed from save games on consoles.
  • Mods must have all text files (models, meshes, etc.) encoded in UTF-8.

Name, description and images

The mod name, description and images are the most relevant elements to gather attention by the users. Hence it is important to have a consistent and appealing quality.

Name

The name of your mod is the first thing users will see, making it crucial for their decision to explore further. It should be clear, memorable, and in title case for consistency.

  • Use Title Case (e.g., “Awesome Mod Name”) to ensure uniformity across all mods.

Images: Thumbnail and Screenshots

The thumbnail for mod.io needs to be named modio_preview.jpg and be placed in the folder of the mod. It has to have

  • 512×288 px or more
  • 16:9 aspect ratio
  • at most 8MB file size

The motive of the thumbnail should have

  • the main subject of the mod in focus
  • only english texts, if neccessary at all
  • no brand logos on it if the mod is also available for console
Not good Good

The basic requirements also apply for the additional screenshots:

  • 16:9 aspect ratio
  • only english texts, if neccessary at all
  • no brand logos on it if the mod is also available for console

Description

The description will be shown in the ingame browser and on the website. It is mandatory that the description is provided in english. Not all formatting types are supported ingame, hence we recommend to use the following ones:

  • Paragraph, Header 1, Header 2 and Header 3
  • Bold text
  • Unordered and ordered lists
  • Horizontal lines

It is not recommended to use tables and embedded images or videos in the description. Both images and videos can be added to the gallery at the top instead.

Resources Types

A detailed explanation on the requirements of resource files can be found in Resource Types.

WAV Files

WAV files must comply to the format described here Sound Files.

Batch script for converting WAV files to 16-bit, 48kHz, mono audio, requiring FFmpeg to be installed.

Usage: Place this file in your mod folder, configure the FFmpeg install path in the batch file, and then run it to convert all WAV files to the expected format.

Mod validator tool

To make modding for consoles easier, we have created a mod validator tool. This tool gives you a quick overview of the status of your mods regarding the needed changes for consoles and is able to show you some of the most common mistakes and flag them right away for faster fixing. You can find more information here.

Publishing mods for consoles

Mods can be uploaded in the PUBLISH tab of the mod browser. This tab is only visible if at least one mod is present in the “staging_area” directory of your userdata folder.

The window consists of three main parts:

  • A list of all mods that exist in the staging area 1. The mod that should be published can be selected here.
  • A section with mod specific information 2. This information is read from the mod.lua and applies to both mod.io and the Steam Workshop.
  • A section with platform specific information 3. This information depends on the platform that is chosen in the “Platform” dropdown.

Only mods that are published to the platform mod.io can be made available for consoles.

Perform the following steps to publish a mod that is available for consoles:

  1. Ensure that you are logged in to your mod.io account on the MOD.IO tab.
  2. Select your mod from the list 1.
  3. Add a change log message.
  4. Select “mod.io” from the “Platform” dropdown.
  5. Enable the checkbox “Console Compatible”.
  6. Add a short summary that describes your mod in one sentence. If not provided, the first sentence from the description will be used.
  7. Select PUBLISH and wait for the upload to complete.
  8. Go to mod.io and set your mod to visible.

Creating a console variant of a mod

PC Console Hint
Do not check the Console compatible checkbox if the mod is not compatible with consoles at all.
Check the Console compatible checkbox if the same version of the mod is compatible with consoles.
✔* Create a console specific variant of a mod by duplicating the mod directory in the staging area and renaming it to modName_console_majorVersionNumber for example “myFancyMod_console_1”. During the publishing process the game will automatically upload both variants and use the one containing _console in its name for the consoles and the other one for PC.
Console exclusive mods can only be uploaded directly on mod.io. Make sure to only zip the content of the mod folder, not the folder itself for upload.

While mods are automatically released for PC, they must be manually approved for consoles. Urban Games is committed to making a wide range of mods available for consoles whenever possible. After the release of the new mod hub, the selection and testing of mods will be an ongoing process, with mods being released at regular intervals, known as “regular mod drops”.

modding/consoles.txt · Last modified: 2024/09/27 14:05 by thomas