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        <title>Transport Fever Wiki - modding:developerinfo</title>
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       <dc:date>2026-04-15T00:42:22+00:00</dc:date>
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    <image rdf:about="http://www.transportfever.com/wiki/lib/exe/fetch.php?media=wiki:dokuwiki.svg">
        <title>Transport Fever Wiki</title>
        <link>http://www.transportfever.com/wiki/</link>
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    <item rdf:about="http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:baseconfig&amp;rev=1741076570&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Base config</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:baseconfig&amp;rev=1741076570&amp;do=diff</link>
        <description>Base config

Overview

All main aspects of the game world can be configured in the file base_config.lua, which can be found in the folder res\config\.

It is structured as follows:


game.config.costs = {
  -- general cost configuration
}

game.config.cargotypes = {
  -- table with cargo types
}

game.config.terrain = {
  -- configuration of generator, shaders, textures, and vegetation
}

game.config.environment = {
  -- lighting, fog, sky box and environment map
}

game.config.audio = {
  -- co…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Bridges</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:bridges&amp;rev=1741076570&amp;do=diff</link>
        <description>Bridges

Overview

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 res\config\bridge\.

The file has the following format:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Constructions</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:constructions&amp;rev=1741076570&amp;do=diff</link>
        <description>Constructions

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>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Directory structure</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:directorystructure&amp;rev=1741076570&amp;do=diff</link>
        <description>Directory structure

Important notice

All text files (models, meshes, scripts etc.) should be encoded in UTF-8. Also, it is recommended to use lower-case file names to avoid problems on case-sensitive OSes / file systems.

Mod layout

The game’s installation folder (usually</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Maps</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:maps&amp;rev=1741076570&amp;do=diff</link>
        <description>Maps

Overview

In addition to random maps, it&#039;s possible to create custom maps. The only thing you need is a heightmap in form of a greyscale image. In an accompanying map.lua file you can specify the height range of your heightmap and it&#039;s possible to add towns and industries.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Missions / Campaigns</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:missionscripting&amp;rev=1741076570&amp;do=diff</link>
        <description>Missions / Campaigns

Overview

A mission in Transport Fever is made up of an info file, a save game and a mission script. Every mission is part of a campaign, and the files and folders are structured accordingly. That is, every campaign is a directory in</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Models</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:models&amp;rev=1741076570&amp;do=diff</link>
        <description>Models

Models are stored in the .mdl format in the res\models\model\ folder.

Overview

The format consists of geometric information for different levels of detail (LODs) and meta-data. For each LOD, there are a separate hierarchy of meshes (optionally organized in groups), animations, events, and a material configuration.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Multiple Unit</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:multipleunits&amp;rev=1741076570&amp;do=diff</link>
        <description>Multiple Unit

Overview

A multiple unit configuration files specifies a set of parameters to define a specific locomotive and wagon configuration. They are stored in .lua files in the folder res\config\multiple_unit\.

The file has the following format:</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Reference</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:reference&amp;rev=1741076570&amp;do=diff</link>
        <description>Reference

Overview

It is important to understand the file and directory structure of mods. Resources in the mods res folder mirror the structure of the games original ‘’res’’ folder, but a mod contains additional metadata.



Learn more about the</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Scripting</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:scripting&amp;rev=1741076570&amp;do=diff</link>
        <description>Scripting

Overview

The main file of every mod is mod.lua. This file contains the mod&#039;s metadata as well as the functions that are executed when the game is initialized.

The file has the following format (also see Directory structure):


function data()
return {
  -- metadata
  info = {
     -- as described in Directory structure
  },

  -- options to show in the advanced game settings menu (optional)
  options = {
    -- format: category = { list of key/name pairs }
    terrain = { { &quot;test1&quot;,…</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Script mods</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:scriptmod&amp;rev=1741076570&amp;do=diff</link>
        <description>Script mods

Examples

The best way to learn is probably to study existing game content. Also, the following mods are part of the installation and serve as example:

	*  urbangames_no_costs_1: sets all cost related variables to zero (script-based)
	*</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modding:developerinfo:soundsets</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:soundsets&amp;rev=1741076570&amp;do=diff</link>
        <description>Sound sets

Overview

A sound set specifies a set of audio files and how their gain/pitch should be modified when played, depending on some input values. They are stored in .lua files in the folder res\config\sound_set\.

The file has the following format:</description>
    </item>
    <item rdf:about="http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:start&amp;rev=1741076570&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Mod development</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:start&amp;rev=1741076570&amp;do=diff</link>
        <description>Mod development

Overview

Transport Fever can be modified and extended by mods. Mods overwrite, add, or manipulate existing resource files. These resource files are kept in a folder named res.



There are many different types of resources:

	*  Scripts (models, materials, constructions, configurations, …)</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Publish Mod on Steam Workshop</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:steamworkshop&amp;rev=1741076570&amp;do=diff</link>
        <description>Publish Mod on Steam Workshop

If you would like to share your mod with others, you can upload it to Steam Workshop. Just consider following steps.

Add tags

Make sure you have included to mod.lua some tags describing your mod. They are used by Steams search engine.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Streets</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:streets&amp;rev=1741076570&amp;do=diff</link>
        <description>Streets

Overview

A street configuration files specifies a set of parameters to define the properties, dimension, features and visuals of streets. They are stored in .lua files in the folder res\config\street\.

The file has the following format:


function data()
return {
	-- property and dimension definitions
        -- ...

	materials = {
                -- material definitions
	},
	assets = {	
                -- asset definitions
	},
	bridges = {
                -- bridge definitions
	},
}
…</description>
    </item>
    <item rdf:about="http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:tools&amp;rev=1741076570&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Modding tools</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:tools&amp;rev=1741076570&amp;do=diff</link>
        <description>Modding tools

Model Viewer

Overview

The Model Viewer can be used to 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 the different logos. Also, passenger load (seats) can be tested. Please note that it&#039;s currently not possible to test cargo load indicators.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Town buildings</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:townbuilding&amp;rev=1741076570&amp;do=diff</link>
        <description>Town buildings

Town buildings are a subcategory of construction files. Although town buildings can be configured in the same way as any other construction, they have certain restrictions and conditions.

Overview

Town buildings are stored as .con files in the folder</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Tracks</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:tracks&amp;rev=1741076570&amp;do=diff</link>
        <description>Tracks

Overview

A track 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 res\config\track\.

The file has the following format:


function data()
return {

    -- name, description, availability

    -- shape configuration

    -- ballast configuration

    -- sleeper configuration

    -- rail configuration

    -- catenary configuration

    -- track configuration

    -- speed …</description>
    </item>
    <item rdf:about="http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:tunnels&amp;rev=1741076570&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T08:22:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Tunnels</title>
        <link>http://www.transportfever.com/wiki/doku.php?id=modding:developerinfo:tunnels&amp;rev=1741076570&amp;do=diff</link>
        <description>Tunnels

Overview

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 res\config\tunnel\.

The file has the following format:


function data()
return {
	name = _(&quot;Standard tunnel&quot;),
	carriers = { &quot;ROAD&quot; },   -- or { &quot;RAIL&quot; }
	portals = {
		{ &quot;railroad/tunnel_old.mdl&quot; },
		{ &quot;railroad/tunnel_double_old.mdl&quot; },
		{ &quot;railroad/tunnel_large_start.mdl&quot;, &quot;railroad/tunnel_large_rep.…</description>
    </item>
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