I have fixed and published the "No mapping for the unicode character exists in the target multi-byte code page" issue.
Beiträge von Gwinda
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Hi Gwinda, im not on MY Computer so I can confirm it on monday.
No worry, I have no time until the USA DLC project files has to be sent (this week).
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Ich bekomme mit der neuesten Version die Fehlermeldung:
"No mapping for the unicode character exists in the target multi-byte code page" beim hinzufügen neuer Mods, die vorher ohne zicken funktioniert haben.
I have with the newest Version following error while adding Mods (all Mods works fine with older TFGM):
"No mapping for the unicode character exists in the target multi-byte code page"
And further, the newest version cannot be added to the windows-taskbar via Rightclick.Is there any chance to send me the old version or fix this?
Did the problem solve itself or does it still exist?
Can you please send me a link to a mod causing this problem? -
Can you please attach a link the a mod that gives this error so I can try to find out what's going on.
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(@ Gwinda: TGFM does not work on Linux)That is right Thank you for helping out here.
To generate a new config file use the cmWriteConfig command.
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Will the Vehicle ageing displayed in the Info Box from the Vehicel? Cause it still says x Years instead of 0?
Because the time doesn't stand still, vehicles will continue to age But there is no upper limit. If you also run the cost mod, the age has no impact on maintenance price (if maintenance is disabled)
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also ich hab timeless mod und cost mod heute erst runtergeladen ebenso die lua console
If you use TFGM you don't need the Lua console. TFGM will run the scripts automatically when enabling/disabling the mod.
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getFromYear comes from the Timeless mod. This function is located in the timeless_config.lua file (generated by timeless_mod when enabled). In TFGM you can right click on the timeles mod and select "Reset config file" to generate a new one.
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Just a tip.
A larger map spawns more industries and increase the possibility to have all resources within "range". -
Yes, i have a Savegame manager on the idea list. Unfortunately there is no simple way of checking mod dependencies in the save game file, especially if it's a modified vanilla file.
Just a simple game save file manager is very easy to implement -
Yes I'm still working on a localized tag system and in parallel I'm updating other mods and working on new contents for the USA DLC
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Sorry for the inconvenience, I was to fast there. I have updated to v2.10 and it now takes care of the earlier installation.
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I have double checked the version here on train-fever.net and it displays:
Train Fever Extended Lua Console 6.2 by Gwinda
Based on Lua 5.2 Lua.org, PUC-Rio
>Are you 100% sure you are running the right version?
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Are you sure you have the latest version of LuaTF.exe (or LuaTFx64.exe)
When you start it, it should display:Train Fever Extended Lua Console 6.2 by Gwinda
Based on Lua 5.2 Lua.org, PUC-Rio
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Hallo,
bei der Installation werden nun ja ALLE gefundenen Dateien bearbeitet. Dies ist jedoch nicht immer wünschenswert (z.B. bei Fakes).Ich würde mir wünschen, dass man Dateien gezielt von der Bearbeitung ausschliessen kann. Zum Beispiel durch eine entsprechende Kennzeichnung am Anfang der jeweiligen Dateien, wie z.B. "no_costmod" oder auch "no_timelessmod".
@Gwinda, wäre es möglich, dies zu implementieren?
Liebe Grüße
EnnoI don't speak German and Google translate gave me some weird translation. But I think I know what you mean.
Technically it's not a problem. The hurdle is how this would be configured in a way that is easy for users with no Lua experience. I do have some interesting ideas to implement in TFGM that would make this more easy to configure, but there is no easy solution right now.I will keep this in mind on future development.
Thank you.
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It sounds like the wrong script has been running. If you use TFGM, you don't need the LuaTF.exe anymore. TFGM will run the scripts automatically for you.
After the mod has been enabled the cost_mod_config.lua should look like this:Code
Alles anzeigen--[[ cost_mod configuration file version 1.5. The factors are multiplied witht the costs. 1.0 = 100% 0.5 = 50% 2.0 = 200% 0.0 = free ]] -- Cost factor for building rail signals SignalFactor = 0.0 SignalFactor_Maintenance = 0.0 -- Cost factor for building train stations TrainStationFactor = 0.0 TrainStationFactor_Maintenance = 0.0 -- Cost factor for bying train waggons WaggonFactor = 0.0 WaggonFactor_Maintenance = 0.0 -- Cost factor for bying busses BusFactor = 0.0 BusFactor_Maintenance = 0.0 -- Cost factor for building railroad crossings RailroadCrossingFactor = 0.0 RailroadCrossingFactor_Maintenance = 0.0 -- Cost factor for building bus, tram and train depots DepotFactor = 0.0 DepotFactor_Maintenance = 0.0 -- Cost factor for building bus stations BusStationFactor = 0.0 BusStationFactor_Maintenance = 0.0 -- Cost factor for building streets StreetFactor = 0.0 StreetFactor_Maintenance = 0.0 -- Cost factor for bying trucks TruckFactor = 0.0 TruckFactor_Maintenance = 0.0 -- Cost factor for bying trams TramFactor = 0.0 TramFactor_Maintenance = 0.0 -- Cost factor for bying train engins TrainFactor = 0.0 TrainFactor_Maintenance = 0.0 -- Cost factor for building tram stations TramStationFactor = 0.0 TramStationFactor_Maintenance = 0.0 -- Cost factor for building cargo stations CargoStationFactor = 0.0 CargoStationFactor_Maintenance = 0.0 -- Cost factor for building bridges BridgeFactor = 0.0 BridgeFactor_Maintenance = 0.0 TerrainFactor = 0.0 -- Cost factor for rais and lower terrain RoadOptionsFactor = 0.0 -- Cost factors for bus lane and tram tracks TrackFactor = 0.0 -- Cost factor for laying railroad tracks, switches, catanery, on bridges and in tunnels
All .mdl files will have a xxxx_Maintenance multiplied with the maintenance cost. xxxx is the name of the group, such as Bus, Train, Tram etc...
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What system are you running on?
Is there an error message when enabling the mod?
What file did you download? -
Sorry, I completely forgot about this request.
I have updated to v2.0 with divided maintenance costs. -
Train Fever doesn't know anything about the Cargo mod, so when updating Train Fever will overwrite some of the Cargo mod's changes to the vanilla files. To repair your installation, simply install the Cargo mod again.
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I'm working on the Cargo mod for the moment, but in parallel I'm working on the restore point rollback and a tag system.