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        <title>Transport Fever 2 Wiki modding</title>
        <description></description>
        <link>https://wiki.transportfever2.com/</link>
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       <dc:date>2026-04-16T02:39:40+00:00</dc:date>
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        <title>Transport Fever 2 Wiki</title>
        <link>https://wiki.transportfever2.com/</link>
        <url>https://wiki.transportfever2.com/lib/exe/fetch.php?media=favicon.ico</url>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-01-28T09:26:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Animals</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:animals&amp;rev=1643358401&amp;do=diff</link>
        <description>Animals

The animals as a seperate model type and wildlife animals are a new feature in Transport Fever 2. Basically they are models as any other object in the game but they have some unique events and a special metadata block.

Metadata

In addition to the general</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:api&amp;rev=1623870957&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-06-16T21:15:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>API Reference</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:api&amp;rev=1623870957&amp;do=diff</link>
        <description>API Reference

The api resources that can be accessed in game scripts and other areas of scripting are documented in the API Reference. This reference is not yet complete but will be expanded in the near future.

It is recommended to use the console to test commands. To get debug output of table structures, you may use</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2023-09-06T15:03:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Base Config</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:baseconfig&amp;rev=1694005383&amp;do=diff</link>
        <description>Base Config

Global properties that are relevant for the simulation and gameplay aspects are defined in the config table. It's initial values are loaded from the base_config.lua file in the res/config/ folder. 

To set new values for the properties, call:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-21T09:40:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Bridges and Tunnels</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:bridgestunnels&amp;rev=1742546431&amp;do=diff</link>
        <description>Bridges and Tunnels

Bridges and tunnels for streets and tracks are defined with config files too.

Bridges

A bridge configuration files specifies a set of parameters to define the properties, dimension, features, and visuals of tracks. They are stored in .lua files in the folder</description>
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    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:cargotypes&amp;rev=1591833750&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-11T02:02:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Cargo Types</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:cargotypes&amp;rev=1591833750&amp;do=diff</link>
        <description>Cargo Types

Cargo Types are used to define the different freights that should be transported in Transport Fever 2. They are configured in .lua files in the res/config/cargo_types/ folder.

Configuration

The basic structure of a cargo type config is:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2020-06-20T11:10:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Climates</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:climates&amp;rev=1592644236&amp;do=diff</link>
        <description>Climates

Transport Fever 2 has the ability to define different climate zones. They vary in the look and feel of the environment, as they have different plants, colors, terrain textures and lighting.

Configuration

A climate zone is defined in a .lua</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-09-27T14:05:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modding for consoles</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:consoles&amp;rev=1727438724&amp;do=diff</link>
        <description>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.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-07-04T01:11:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Construction Basics</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:constructionbasics&amp;rev=1625353898&amp;do=diff</link>
        <description>Construction Basics

The concept of constructions, introduced with Transport Fever, is very powerful. It allows to configure and create a lot of different building types and assets in just one format. This includes stations, depots, industries, town buildings and different kinds of assets. They are stored in</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-08T09:50:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Construction Types</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:constructiontypes&amp;rev=1744098648&amp;do=diff</link>
        <description>Construction Types

There are many different types of construction that are available in different menus and provide different features. To distinguish between the different types, there are different keys for the type property.
Constructions in the</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-01-28T17:04:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Environments</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:environments&amp;rev=1611849843&amp;do=diff</link>
        <description>Environments

Environments define the sun light, atmosphere, water coloring and skybox. The configuration is done in .lua files, which lay in the res/config/environment/ folder. They basically look like this:


function data()
  return {
    
    light = {...},
    
    atmosphere = {...},
    
    water = {...},
    
    skyBox = {...},
    skyRotation = .0,
  }
end</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-05-13T12:57:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>External Tools</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:externaltools&amp;rev=1652439423&amp;do=diff</link>
        <description>External Tools

Every modder has individual preferences which programs he likes to use for modding. Here are some recommendations and hints on tools that are often used in the community. The list below is not exclusive, there are many other compatible programs.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-03T08:27:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Scripts</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:gamescripts&amp;rev=1614756467&amp;do=diff</link>
        <description>Game Scripts

With game scripts, it is possible to provide functions that are called in certain situations. Game script files are located in res/config/game_script and they contain a data() function:


function data()
  return {
    save = function() end,
    load = function(loadedstate) end,
    update = function() end,
    guiHandleEvent = function (id, name, param) end,
    handleEvent = function (src, id, name, param) end,
    ...
  }</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2020-06-22T22:29:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Ground Textures</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:groundtextures&amp;rev=1592857760&amp;do=diff</link>
        <description>Ground Textures

The ground textures are used in constructions to provide a suitable ground for the models. Basically, a ground texture configuration is a mask annotation that provides the information to use the right terrain material for a certain mask value. The ground texture configuration are stored in</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-05-13T12:45:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Ingame Tools</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:ingametools&amp;rev=1652438725&amp;do=diff</link>
        <description>Ingame Tools

There are several tools available ingame to test and debug content. To activate these features, the debug mode has to be enabled. To do this, change the according debugMode value in the settings.lua to true or toggle the option in the game settings advanced options.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:introduction&amp;rev=1592642504&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-20T10:41:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Introduction</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:introduction&amp;rev=1592642504&amp;do=diff</link>
        <description>Introduction

While the vanilla game of Transport Fever 2 provides the player with a great number of models and content from different regions of the world, some people prefer to extend the variety further by adding more content. Others like to tweak some game mechanics or to alter some configurations to better suite their style of gameplay. The modding support of Transport Fever 2 reaches from the addition of new model content over the altering of existing contents to the scripting possibilitie…</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:landscapeassets&amp;rev=1591696977&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-09T12:02:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Landscape Assets</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:landscapeassets&amp;rev=1591696977&amp;do=diff</link>
        <description>Landscape Assets

The terrain generators use some specialized assets like trees and rocks to decorate the generated landscape. They are generic models with a special metadata block to recognize them as tree or rock.

Metadata

There are several additional metadata blocks for trees and rocks:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:localizations&amp;rev=1592644386&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-20T11:13:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Localizations</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:localizations&amp;rev=1592644386&amp;do=diff</link>
        <description>Localizations

It is possible to provide additional translations for the game. The strings are stored in precompiled .mo libraries. They can be found in the res/strings/ folder. There is a subfolder for each natively supported language: de for German,</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:missions&amp;rev=1592644499&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-20T11:14:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Missions</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:missions&amp;rev=1592644499&amp;do=diff</link>
        <description>Missions

Transport Fever 2 ships with three campaign chapters. For modders, it is possible to provide additional campaigns or single missions. These are then available over CAMPAIGN in the main menu.

Folder Structure

The campaign related files are located in the res/campaign/</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:modcomponents&amp;rev=1649261021&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-04-06T18:03:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mod Components</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:modcomponents&amp;rev=1649261021&amp;do=diff</link>
        <description>Mod Components

Mods are folders with a specific file hierarchy:


  mods/
    urbangames_sample_mod_1         (1)
      config/                       (2) (optional)
        ...
      documents/                    (3) (optional)
        ...
      res/                          (4) (optional)
        ...
      mod.lua                       (5)
      image_00.tga                  (6) (optional)
      strings.lua                   (7) (optional)
      workshop_preview.jpg          (8) (optional)
   …</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:modeleditor&amp;rev=1693413066&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-08-30T18:31:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Model Editor</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:modeleditor&amp;rev=1693413066&amp;do=diff</link>
        <description>Model Editor

The Model Editor is an assisting tool that can be used to import, view and test models.

The tool allows playing animations, changing the age (dirt and rust overlay) and the color of a vehicle as well as showing different label configurations. Also, passenger seats and cargo loads can be tested.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:modifiersfilters&amp;rev=1622361252&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T09:54:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modifiers and Filters</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:modifiersfilters&amp;rev=1622361252&amp;do=diff</link>
        <description>Modifiers and Filters

It is possible to modify and filter game resources from vanilla and mods by using resource modifiers and filters in the runFn function in mod.lua file.

Resource Modifiers

Modifier functions allow to modify resources on the fly at the time they’re loaded. This is useful to edit the same value in multiple files. in fact, it’s much more convenient than copying and editing all affected files by hand. Furthermore, multiple modifiers can be added by different mods without one …</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:modtags&amp;rev=1625754890&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-07-08T16:34:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mod Tags</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:modtags&amp;rev=1625754890&amp;do=diff</link>
        <description>Mod Tags

The Steam Workshop is divided in several categories. Each of the categories has some distinct tags that are used for subcategories. Transport Fever 2 supports the following tags:

Scenario

	*  Temperate
	*  Dry
	*  Tropical
	*  Europe
	*</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:modularconstructions&amp;rev=1674038743&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-01-18T11:45:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modular Constructions</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:modularconstructions&amp;rev=1674038743&amp;do=diff</link>
        <description>Modular Constructions

With Transport Fever 2, the concept of modular constructions was introduced. They are built like every other construction with parameters but can be edited afterwards by adding and removing some parts like pieces of a puzzle. These parts are called modules. The locations where they can be placed are indicated by slots.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:modvalidator&amp;rev=1731940580&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-11-18T15:36:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mod validator tool (for console modding)</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:modvalidator&amp;rev=1731940580&amp;do=diff</link>
        <description>Mod validator tool (for console modding)

Most mods need some additional changes in order to be published not just on PC but on consoles as well (using mod.io)

The mod validator tool was created in order to make the life of modders easier. This tool gives modders a quick overview of the status of a mod regarding most of the required changes for consoles and is able to show you some of the most common mistakes and flag them right away for faster fixing.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:names&amp;rev=1592060245&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-13T16:57:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Names</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:names&amp;rev=1592060245&amp;do=diff</link>
        <description>Names

There are several types of objects which get random names assigned by the game. It is possible to define lists of names for several regions and to translate them in severals languages. The list files are located in res/config/name2/&lt;region&gt;/&lt;language&gt;/</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:people&amp;rev=1643358548&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-01-28T09:29:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>People</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:people&amp;rev=1643358548&amp;do=diff</link>
        <description>People

To make the game world more lively passengers, pedestrians and drivers are simulated as animated characters. The character models are located in res/models/model/characters/ and identified by a special metadata block.

Metadata

The model files consist of the following parts:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:playlists&amp;rev=1713963359&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-04-24T14:55:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Playlists</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:playlists&amp;rev=1713963359&amp;do=diff</link>
        <description>Playlists

Playlists allow to create a list of music tracks that the game can play in the background while playing.

The configuration of playlists are located in the res/config/playlist folder and have to end with a .plist.lua suffix and file extension. The script needs to have a</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:publishing&amp;rev=1727331952&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-09-26T08:25:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Publish a Mod</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:publishing&amp;rev=1727331952&amp;do=diff</link>
        <description>Publish a Mod

Once a mod is finished, you may consider to upload the mod to a place where other users may download it to use.
Beside the Steam Workshop, which is the major mod ressource for most TF2 players, be sure you make use of our partner mod.io (especially if you want to make your mod available for PS5 and Xbox Series S as well) as well as other hosters where mods for Transport Fever 2 can be distributed. Depending on your preference, you may decide if you use one or more of these.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:railroadcrossings&amp;rev=1624608502&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-06-25T10:08:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Railroad Crossings</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:railroadcrossings&amp;rev=1624608502&amp;do=diff</link>
        <description>Railroad Crossings

Railroad Crossings are defined in .lua configuration files in the res/config/railroad_crossing/ folder. They use models that can have certain animation events. 

Configuration

The configuration file of a railroad crossing has several properties:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:repaintmods&amp;rev=1592643546&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-20T10:59:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Repaint Mods</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:repaintmods&amp;rev=1592643546&amp;do=diff</link>
        <description>Repaint Mods

A very common use case for mods is the addition of liveries to existing vehicles. These are usually called Repaints. There are several kinds of repaints regarding the level of complexity:

	*  Different textures for existing models
	*  Different textures and additional meshes for existing models</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:resourcetypes&amp;rev=1603282677&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-10-21T14:17:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Resource Types</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:resourcetypes&amp;rev=1603282677&amp;do=diff</link>
        <description>Resource Types

The game resources as well as the mod resources consist of code files (scripts, configurations, ...), 3D files, texture files and soundfiles. This page describes the structure of the most common ones.

Code Files

A lot of information is stored in code files. Code files in Transport Fever 2 usually use the following file extensions:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:scriptingbasics&amp;rev=1599138020&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-09-03T15:00:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Scripting Basics</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:scriptingbasics&amp;rev=1599138020&amp;do=diff</link>
        <description>Scripting Basics

There are plenty of scripting possibilities for Transport Fever 2. Beside the functions in other game resources like constructions, there are some general possibilities:

	*  runFn function in mod.lua is a function that is called when the mod is loaded.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:shaders&amp;rev=1607961214&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-12-14T16:53:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Shaders</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:shaders&amp;rev=1607961214&amp;do=diff</link>
        <description>Shaders

Shaders are small data processing programm snippets that are used by the GPU to calculate what is drawn on the screen. This covers the 3D meshes as well as textures. Beside the lighting and shadowing, atmospheric effects like the reyleigh scattering, light emission and other effects are realized with shaders too.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:soundeffects&amp;rev=1646673191&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-03-07T18:13:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Sound Effects</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:soundeffects&amp;rev=1646673191&amp;do=diff</link>
        <description>Sound Effects

The immersion of the game is not only supported by the graphics but also by an appealing sound design. It is therefore possible to specify a large number of sound effects in Transport Fever 2.

Sound Files

All sound files used by Transport Fever 2 are located in</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:soundsets&amp;rev=1634635108&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-10-19T11:18:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Sound Sets</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:soundsets&amp;rev=1634635108&amp;do=diff</link>
        <description>Sound Sets

Sound sets are configuration files that group several sounds together to get an appropriate sound background. This is used e.g. for vehicles. The sound set .lua files are located in the res/config/sound_set/ folder. They need to have a data() function that returns a data struct like below:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:syntax&amp;rev=1599082027&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-09-02T23:27:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Syntax</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:syntax&amp;rev=1599082027&amp;do=diff</link>
        <description>Syntax

This page gives a brief introduction into the used scripting language.
See the documentation of resource types for the internal structures of files.

For all scripts and the other external resources which are not hard coded into the game binary, the LUA language is used. LUA is a script language which is used by many programs to offer extendability and customization.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:terraingenerators&amp;rev=1592644266&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-20T11:11:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Terrain Generators</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:terraingenerators&amp;rev=1592644266&amp;do=diff</link>
        <description>Terrain Generators

Terrain generators are used to generate a heightmap and distribute tree and rock assets on them. They are configured in .lua files in the res/config/terrain_generators/ folder. The basic structure is:


function data() 
return {
  climate = &quot;temperate.clima.lua&quot;,
  order = 0,
  editorOnly = false,
  name = _(&quot;Temperate&quot;),
  params = {...},
  updateFn = function(params)
   ...
  end
}
end</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:terrainmaterials&amp;rev=1591697572&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-06-09T12:12:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Terrain Materials</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:terrainmaterials&amp;rev=1591697572&amp;do=diff</link>
        <description>Terrain Materials

Terrain materials are the used for the coloration of the terrain. In Transport Fever 2 it is possible to assign a 2D texture that is projected on small upright standing faces to emulate grass or wheat growth.

Textures

The terrain materials themselves are defined in</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:tracksstreets&amp;rev=1724851538&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-28T15:25:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Tracks and Streets</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:tracksstreets&amp;rev=1724851538&amp;do=diff</link>
        <description>Tracks and Streets

Tracks and streets are defined by config files in the res/config/track/ or res/config/street/ folders. 

Tracks

A track configuration file specifies a set of parameters to define the properties, dimension, features and visuals of tracks. They are stored in</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:trafficlights&amp;rev=1644869492&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-02-14T21:11:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Traffic Lights</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:trafficlights&amp;rev=1644869492&amp;do=diff</link>
        <description>Traffic Lights

Traffic lights are used at urban street intersections. They are visual indicators of the traffic control regulations. 

Configuration

Traffic lights are configurated in a .lua file in the res/config/traffic_light/ folder. It's content is:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:userinterface&amp;rev=1635841305&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-11-02T09:21:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>User Interface</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:userinterface&amp;rev=1635841305&amp;do=diff</link>
        <description>User Interface

The existing user interface of Transport Fever 2 can be extended as well as additional interface components can be added via modding.

Style Sheets

The visual style of user interface elements is controlled by style sheets in res/config/style_sheet/</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:vehicleadvancedtopics&amp;rev=1605980726&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2020-11-21T18:45:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Vehicle Advanced Topics</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:vehicleadvancedtopics&amp;rev=1605980726&amp;do=diff</link>
        <description>Vehicle Advanced Topics

This page contains different topics relevant for some vehicle modding projects.

Reversible Trains

Rail vehicles can be configured to not flip when turning around in a station, but instead to reverse direction. The lights and the driver position can be configured accordingly.</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:vehiclebasics&amp;rev=1652118085&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-05-09T19:41:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Vehicle Basics</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:vehiclebasics&amp;rev=1652118085&amp;do=diff</link>
        <description>Vehicle Basics

Vehicles are the models that are moving around the game world to transport passengers or cargo. Currently there are two types of vehicles:

	*  Vehicles that can be bought and managed by the player (buses, trucks, trams, trains, ships and planes)
	*  Vehicles that are controlled by the AI to represent the private transportation (</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:vehicletypes&amp;rev=1712755897&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-04-10T15:31:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Vehicle Types</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:vehicletypes&amp;rev=1712755897&amp;do=diff</link>
        <description>Vehicle Types

Vehicle models in Transport Fever 2 are bound to one of the means of transportation road, rail, water or air. The distinction between the types of vehicles is achieved by specialized metadata entries in the .mdl-files for each type.

In the sections below, there are some identifiers that are used frequently:</description>
    </item>
    <item rdf:about="https://wiki.transportfever2.com/doku.php?id=modding:waypointssignals&amp;rev=1652440918&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-05-13T13:21:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Waypoints and Signals</title>
        <link>https://wiki.transportfever2.com/doku.php?id=modding:waypointssignals&amp;rev=1652440918&amp;do=diff</link>
        <description>Waypoints and Signals

Waypoints and Signals are models that can be attached to tracks. They have a special set of events for animations too.

The basics about models can be found in the model definition section.

Metadata

In addition to the general .mdl properties, there is a further metadata block called</description>
    </item>
</rdf:RDF>
