https://steamcommunity.com/app…ns/0/1740009710701495302/
ZitatBat Eyes 11 Dec, 2019 @ 10:39am
Source of the problem is anti aliasing set to 4
It also made the starting cut scene all black
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ZitatBat Eyes 11 Dec, 2019 @ 10:39am
Source of the problem is anti aliasing set to 4
It also made the starting cut scene all black
Does it still happen when you do start a new game without any mod?
I asked for your savegame to check if I do see the rectangles too.
You mention that you do have a lot of mods, does one change the terrain and/or have been updated recently?
Hi guys,
here is one that may fit your needs:
Please note that:
- the pantograph is way lower than the catenary;
- the standard rails are quite larger than most trams' wheelsets;
- price and running costs are set by the game and are more expensive than with the tram version.
Could you please send your savegame?
You haven't changed your driver or GPU settings by the way?
What if you zoom in?
Have you tried to clear your texture cache? (C:\Steam\userdata\[YourSteamID]\1066780\local\texture_cache)
Modding fever is my favourite game too!
For further reference.
Answer by MrWolfZ:
Zitat> Hi. I did a quick check of the game's code and I'm afraid this is not possible, since at the time where I make the change to the number of levels it is not possible to find out whether an industry is a source or an intermediary.
>
> There are however other mods that may make this possible. For example the "Production X4" mod does not change the number of levels but just increases the production per level. That mod already checks if an industry is a source or intermediary and adjust the production for sources differently.
https://github.com/MrWolfZ/tra…/1#issuecomment-589933712
Would be worth to check how these mod works:
https://steamcommunity.com/sha…iledetails/?id=1935745533
VacuumTube also suggested, in an another thread , to use getCargoType (id), and also that {type = "SIM_BUILDING" can hemp to filter out actual production industries.
The mod distant industries by filippo.leon modifies it. Maybe the author does know more?
Hello nesquel,
what about. \ res \ scripts \ townbuildingutil.lua, by editing lines that defines the value of result.bulldozeCost ?
PS: it seems like the next patch is going to bring you what you are looking for:
Dieselizing a track is free as far as I know, since it doesn't require any adaptation. Does it? Nevermind, I get what you mean now.
As for electrifying, the price is set in .\res\config\base_config.lua :
game.config.costs = {
(...)
-- fraction of road/track cost
railroadCatenary = .3,
roadBusLane = .1,
roadTramLane = .2,
roadElectricTramLane = .4,
That is +30% on track's cost, if I get it correctly.
Thank you, I will test it out.
PS: I try to stay as far as possible from mathematics since I would probably mess it up without even knowing it
Cash, here is a list of available cargo in TPF2 by Jey_Bee :
Is it what you are looking for?
Thanks for your input guys!
Doug, if I could output a vehicle's speed with a time stamp , that could make it. [LightBulb] I'm gonna throw a rock and see where it lands.
DH-106 (or Comet ?), you are damn right, I could lay another track and use the total price as a base. [InsertAThumbsUpHere]
My goal is to measure line's length so I can determinate a vehicle/train's commercial speed. It probably could have other applications too though.
What I do for now, "simply" is to look in the headquarters' stats the total track length, which is close enough (since trains does stop before track's end, hopefully).
The wrecking ball element here is that it requires that the line you want to measure is the only one on the map, and thus would either require to destroy everything or keep track (!) of that total from the start.
Both are kind of a pain when you jump in an ongoing save.
Sadly GetLine doesn't provide much in that department.
Hi melectro,
you found a way to remove all stones and trees?
Hi,
Are these made now? Link?
Hi,
https://www.transportfever.net/filebase/index.php?entry/1221
As for a version for TPF1/2 :
Nordisches DLC für TPF / Nordic DLC for TPF
https://www.reddit.com/r/Trans…dlc_in_transport_fever_1/
Hallo zusammen,
Ich möchte messen, wie lang eine Schlange ist.
Kennen Sie eine kluge Methode, um das zu tun?
Hi all,
I want to measure how long a line is.
Do you know a smart way to do that?
It didn't when I added such vehicle on an existing line.
I'll give it a more thorough test later.
1) Why don't you just take the code you posted earlier and replace CONSTRUCTION by SIM_BUILDING?
Both way gives, almost, the same result. Thus I now use the shortest code.
(with "includeData=true" on the left, with "for" on the right")
[Blockierte Grafik: https://i.gyazo.com/0ae21a03e86cae4975118ce061672622.png]
2) I just simplified that code a bit. Doesn't it work? I think it should but didn't test it. Is there an error message?
It does work now, thank you. I forgot to not include the comment. My bad
doug interesting list indeed, thanks for sharing it. You didn't have any line set on the map?
My old computer doesn't quite allow me to take decent screenshots, however I enjoy your mod a lot, especially the "on the shoulder" views, ala 3rd person shooter.
Could the notifications about the shortkeys stay displayed a little longer, or even, optionally maybe, every time you switch into camera mode?
Hi Noisn ,
are you still looking for testers?
I am willing to test out what may still be missing and if the volume levels sounds right.