On Transport Fever 3: — players on mod.io (PC, Xbox, PlayStation) · — positive · mod.io page
— modders visited · — gate scripts generated · —live mods using the format
Fill in the form and the finished .con file writes itself on the right. Nothing is sent anywhere; this page runs entirely in your browser. Save the file into your mod under res/construction/asset/ with the name shown, ship your model as usual, and Pay Your Tolls will find the gate, count every vehicle through it and charge the toll. No script, no dependency: without Pay Your Tolls your gate is simply a decoration.
PYT compatible file namepyt_gate_ + your mod name + gate name
Detection centreconstruction origin, 18 m radius. Keep it on the road centreline.
Then, in your mod
Save the file as pyt_gate_your_mod_name_your_gate_name.con inside res/construction/asset/. The pyt_gate_ prefix is what makes it a toll gate. Never rename it after publishing: the path lives in players' saves.
Ship your .mdl, meshes, materials and textures as for any construction.
Do not list Pay Your Tolls as a dependency. Your gate works without it.
Add "Pay Your Tolls compatible" to your Workshop page with a link back here or to the Pay Your Tolls Workshop page. That credit is the only thing the licence asks for. Players who have both mods will see the gate counted, named and listed in the Toll Ways table.
Get featured on the Pay Your Tolls Workshop page
If you use this generator to make your toll gate compatible, let me know! Leave a comment on the Pay Your Tolls Workshop page or ping me on Discord (man_hun). I will gladly feature your mod and link directly to it on the main Pay Your Tolls page, so the players who use Pay Your Tolls can find and download your custom booths.
Mods already using this format
Pay Your Tolls for Transport Fever 3 (on mod.io) finds toll gates by their model's file name: any placed model whose file name starts with pyt_gate_ becomes a toll, counted in an 18 m circle around the model's origin. Fill in the form and three files write themselves on the right: a build-menu entry (.con.lua), a small placement script (.script.lua) and the lines for your _content.json. Nothing is sent anywhere. No dependency: without Pay Your Tolls your gate is simply a decoration.
PYT TF3 compatiblemodel file name starts with pyt_gate_
Detection centrethe model's origin, 18 m radius
Then, in your mod
Save the .con.lua and .script.lua into content/my_gates/, next to your model.
Add the lines from the _content.json tab to the "files" list in your mod's _content.json. TF3 only loads listed files, so your model's meshes, materials and textures must be listed too.
In your .mdl, set the collider to type = "NONE" so the gate can stand over a road. TF3's Model Editor resets it to a box on every save.
Give the entry pictures: gate@2x.tga (menu icon, 240 x 150) and gate_preview@2x.tga (720 x 405) in the same folder. Without a preview the info box shows plain blue.
Keep every file and folder name lower case (TF3's upload validator warns on capitals), and never rename the model after release: placed gates are saved by model.
Say "Pay Your Tolls compatible" on your mod page with a link to Pay Your Tolls on mod.io or this page. That credit is all the licence asks for.