I will give it a test run next session, could be in about 3 hours.
hugedragonyk that other strings.lua does not make a difference. I have no idea.
doug perhaps the issue is on your side?
Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
I will give it a test run next session, could be in about 3 hours.
hugedragonyk that other strings.lua does not make a difference. I have no idea.
doug perhaps the issue is on your side?
The warehouse builds separate menu items for each five year period of time. It does this so that you will only see appropriate track types, regardless of when you access the station. This does mean that 30 lists of tracks get assembled each time you access the menu. If those lists contain a lot of calls to strings.lua, then it may be what is slowing the whole thing down.
I'll PM you a test version that forces the calls to strings.lua to take place in postRunFn. It will also allow you to change the five year period to something longer.
How the heck do you tag someone here?
[uep2]_06a_<Check_rails_series>
Update Notes: 2021 / 06 / 06
Fixed A1 and A2 check-rails height problem.
A1and B1 cancel the track bed and use a pure wooden base. I directly set t.ballastHeight to 0, (I just discovered that TPF2 binds the height of the catenary to this parameter..) This caused the catenary of A1 and B1 to be lower than the normal track.
This problem has been fixed, please download the update in time.
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[uep2]_06a_<Check_rails_series>
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In addition, you need to update and download the MOD. Fixed the error of A1, A2 rail surface height.
It's too late today. Tomorrow I will take the time to continue to update and optimize this MOD.
------------------2021.06.07---------------------
UEP2-12 <Emergency Pioneer Series> has been in intermittent making.
Currently, the first part:
(UEP2_12c)_<Emergency_Pioneer_Fire_brigade>(UEP2_12d)_<Emergency_Pioneer_Fire_station>
almost completed.
In order to facilitate everyone to understand all the settings in advance before the MOD release.
I made this explanatory picture in PDF.
(sorted by year 1850-2010)
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Very impressive!
cool😱💪💪💪
Verry nice 😍
Looks fantastic
Einfach nur Klasse, bin echt gespannt 🙋
Wieder einmal selbst übertroffen . grosse klasse .
Einfach Herrlich!
-------[UEP2] _00f---- 2021.06.11------ DONE
[uep2]_00f_<This_is_Tuk_Tuk>_( Truck + Asset ) v1.1 - ------- DONE
This MOD adds three unique Tuk-tuk to the game. (Truck + Asset)
They are:
1. Scammell_Mechanical_Horse
----(GRE \ LMS \ Default) (Available time: 1935)
2. Goliath_GD750
----(FOOD \ MILK \ Default) (Available time: 1951)
3. ShiFeng
----(Watermelon \ Default) (Available time: 1980)
Release:(DONE)
Download:
[uep2]_00f_<This_is_Tuk_Tuk>_( Truck + Asset )
STEAM:
https://steamcommunity.com/sha…iledetails/?id=2513534192
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nice
-------[UEP2] _30---- 2021.06.27------ DONE
[uep2]_30_<vehicle_recycling>_(3-in-1 )_[Industry + depot + station] - ------- DONE
Release:(DONE)
Download:
[uep2]_30_<vehicle_recycling>_(3-in-1 )_[Industry + depot + station]
STEAM:
https://steamcommunity.com/sha…iledetails/?id=2529285562
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----------ENGLISH-----------
urban_expansion_package_II
[uep2]_30_<vehicle_recycling_(3-in-1 )>
Available time: 1960 [Industry + depot + station]
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MOD introduction:
-(1). This MOD adopts [Industry + depot + station (3-in-1)], which can realize the integration of vehicle purchase, cargo production, and cargo transportation.
-(2). The available time of MOD is 1960. After 1960, you can find this MOD in the "Industry/urban_expansion_project_package_II" option.
-(3). Industry input/output: 1X fuel + 1X tools = 1X steel.
-(4). The MOD comes with a depot for purchasing vehicles.
-(5). The MOD has 3 truck stops for product transportation.
-(6). MOD comes with 5 product output levels, level 1-5 (200, 400, 800, 1500, 2000). MOD will automatically upgrade output according to product demand.
-(7). MOD uses the game's default industry chain. Compatible with all industry MODs.
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--- A known BUG :
When the industry is upgraded, the vehicle purchase button will become gray and unavailable.
(Because TPF2 itself does not support such MOD function integration, this is an unknown BUG. There is currently no solution.)
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The current problem has been reported to UG, waiting for a solution.
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Cool. I'm looking foward to it.
just had an idea; it would be ultimate if vehicles from the scrap yard depot would be available only after their regular availability ended and then at a reduced price .
But I don't think we can mod that, do you?
Be good to have the crashed vehicles as a separate mod too........
-------------2021-07-03 ----------------
The following video will show you all the features of a brand new 3-in-1 MOD.
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[UEP2]_32_Shopping_mall_1990_(3-in-1)
I took this MOD as a congratulatory gift for the release of TPF2-summer update.
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The logistics system of TPF2 has always been more traditional. Therefore, This large shopping mall was added to TPF2. (Industry + depot + station)
Shopping malls demand grain and produce food. You can send trucks to the shopping center to transport all kinds of goods, and the food in the shopping center will also supply the city. At the same time, as a station, it can also provide freight station services to the entire city.
This MOD is to perfect and supplement the logistics terminal of TPF2. Players can intuitively see the process of logistics transportation to the mall. This will be more real.
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Regarding the industry part of the MOD, we seek your opinions:
1. Keep the traditional mode of demanding 2X grain and producing 1X food.
2. Cancel the production mode and only keep industry demand, food/goods/tools/machine.
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Which model do you want?
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video:
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PIC:
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WoW! You have done really great work!!
Regarding the industry part of the MOD, we seek your opinions:
1. Keep the traditional mode of demanding 2X grain and producing 1X food.
2. Cancel the production mode and only keep industry demand, food/goods/tools/machine.
I think the second option is better.