Beiträge von tsilaicosneknurd
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Gasentladungsröhre
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Richtliniënkompetenz
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English
Hello,
maybe someone can quickly answer this question...
I want to make residential buildings send and receive stocks.. receive mail, send unsorted_mail and waste...
Is it possible? It does not seem to work or something is wrong in my code..Deutsch
Hallo,
vielleicht kann diese Frage jemand schnell beantworten...
Ich möchte Wohngebäude dazu bringen, waren zu empfangen und zu senden.. Post empfangen, unsortierte Post und Müll senden.
Ist das möglich? Es scheint nicht zu gehen oder ich habe noch einen Fehler im Codesnippet of the code / Auszug aus dem Script:
Lua: townbuildingutil.lua
Alles anzeigenif townBuildingParams.landUseType == "RESIDENTIAL" then local ruleCapacity = math.floor(params.capacity / 4 + 0.5) local outputCapacity = math.floor(params.capacity / 2 + 0.5) if (ruleCapacity > 0) then local mailIn = math.floor((params.capacity + 0.5) * 1.5) local mailOut = math.floor(mailIn * 1.5) local CargoList = { "MAIL", } result.stocks = { } result.stockRules = { } result.stocks[#result.stocks + 1 ] = { cargoType = "MAIL", type = "RECEIVING", edges = { }, moreCapacity = mailIn } result.stockRules[#result.stockRules + 1 ] = { input = { { 1, 0, 0 } }, output = { { 0, 0, 0 } }, capacity = mailIn } result.stocks[#result.stocks + 1 ] = { cargoType = "WASTE", type = "SENDING", edges = { }, moreCapacity = outputCapacity } result.stockRules[#result.stockRules + 1 ] = { input = { { 0, 0, 0 } }, output = { { 0, 1, 0 } }, capacity = outputCapacity } result.stocks[#result.stocks + 1 ] = { cargoType = "UNSORTED_MAIL", type = "SENDING", edges = { }, moreCapacity = mailOut } result.stockRules[#result.stockRules + 1 ] = { input = { { 0, 0, 0 } }, output = { { 0, 0, 1 } }, capacity = mailOut } end end
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Urkundenfälschung
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Spielleiter
Spielteilnehmervorher waren 2 andere Möglichkeiten und Wege bereits gegeben
seitenende.. da bin ich des öfteren schon beinahe reingefallen.. jetzt hab ichs mal geschafft
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#lscpu
Architecture: x86_64
CPU op-mode(s): 32-bit, 64-bit
Byte Order: Little Endian
CPU(s): 16
On-line CPU(s) list: 0-15
Thread(s) per core: 2
Core(s) per socket: 8
Socket(s): 1
NUMA node(s): 1
Vendor ID: AuthenticAMD
CPU family: 23
Model: 8
Model name: AMD Ryzen 7 2700X Eight-Core Processor
Stepping: 2
CPU MHz: 3699.927
BogoMIPS: 7399.85
Virtualization: AMD-V
L1d cache: 32K
L1i cache: 64K
L2 cache: 512K
L3 cache: 8192K
NUMA node0 CPU(s): 0-15
Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm constant_tsc rep_good nopl nonstop_tsc cpuid extd_apicid aperfmperf pni pclmulqdq monitor ssse3 fma cx16 sse4_1 sse4_2 movbe popcnt aes xsave avx f16c rdrand lahf_lm cmp_legacy svm extapic cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw skinit wdt tce topoext perfctr_core perfctr_nb bpext perfctr_l2 mwaitx cpb hw_pstate sme ssbd sev ibpb vmmcall fsgsbase bmi1 avx2 smep bmi2 rdseed adx smap clflushopt sha_ni xsaveopt xsavec xgetbv1 xsaves clzero irperf xsaveerptr arat npt lbrv svm_lock nrip_save tsc_scale vmcb_clean flushbyasid decodeassists pausefilter pfthreshold avic v_vmsave_vmload vgif overflow_recov succor smca#lsmem
RANGE SIZE STATE REMOVABLE BLOCK
0x0000000000000000-0x000000107fffffff 66G online no 0-32Memory block size: 2G
Total online memory: 66G
Total offline memory: 0B#lspci
1f:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1)
20:00.0 VGA compatible controller: NVIDIA Corporation GP102 [GeForce GTX 1080 Ti] (rev a1) -
Eimerleiter
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So I think I have managed that..
Ich denke, das habe ich hingekriegt...but now / aber jetzt:
../../src/Game/ecs/TransportVehicleSystem.cpp:948: void ecs::TransportVehicleSystem::HandleVehicleArrived(ecs::Engine*, const ecs::Entity&): Assertion `remainingCounts[i] <= previewCapacities[i]' failed.I looked through all vehicles, which have load... everything seems ok...
Ich habe alle geladenen Fahrzeuge durchgesehen... scheint alles ok...bleibt nur alle beladenen fahrzeuge ins depot zu schicken.. oder jemand eine bessere Idee?
oder alle Fahrzeuge anhalten.. und einzeln losschicken.. klingt nach viel arbeitOnly possibility I see is sending all loaded vehicles to depots.. or does anyone have a better idea?..
or stop all vehicles and try one by one.. which causes it.. sounds like excessive work.. -
Eigelb
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Grenzflächeneffekt
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Deutsch
Hallo,
ich versuche in einem Savegame verschiedene mods aufeinander anzupassen, die sonst inkompatibel sind..
Hat bereits alles geklappt, ich finde nur nicht die korrekte Stelle, wo die Waren der bereits platzierten Stadtgebäude modifiziert werden...
konkret geht es um die neuen Industrien (V. 2.54), Automobilindustrie, Post mod von nown release.
(die vertauschten IDs sind nicht das problewm, das ist leicht zu beheben)
es sollte bei shopping 5 waren geben.. anstelle von 4..
im code des automobilindustriemods habe ich das eigentlich korrigiert...Code
Alles anzeigenlocal function Commercial_Addition ( data, capacity ) local ruleCapacity = math.floor(capacity + 0.5) --if (ruleCapacity > 0) then -- data.stocks = {} -- data.stockRules = {} -- local cargoTypes = { "VEHICLE", "TOOLS", "FOOD", "GOODS" } -- local inputs = { -- { { 1, 0, 0, 0 } }, -- { { 0, 1, 0, 0 } }, -- { { 0, 0, 1, 0 } }, -- { { 0, 0, 0, 1 } }, -- } -- for i = 1, 4 do -- data.stocks[i] = { -- cargoType = cargoTypes[i], -- type = "RECEIVING", -- edges = { }, -- moreCapacity = ruleCapacity -- } -- data.stockRules[i] = { -- input = inputs[i], -- output = { { 0, 0, 0, 0 } }, -- capacity = ruleCapacity -- } -- end --end local inputTable = { { { 1, 0, 0, 0, 0, 0 } }, { { 0, 1, 0, 0, 0, 0 } }, { { 0, 0, 1, 0, 0, 0 } }, { { 0, 0, 0, 1, 0, 0 } }, { { 0, 0, 0, 0, 1, 0 } }, } local CommercialCargoList = { "TOOLS", "FOOD", "GOODS", "CLOTHES", "ALCOHOL", } local CargoList = CommercialCargoList if (ruleCapacity > 0) then data.stocks = { } data.stockRules = { } for i = 1, 5 do data.stocks[#data.stocks + 1 ] = { cargoType = CargoList[i], type = "RECEIVING", edges = { }, moreCapacity = ruleCapacity } data.stockRules[#data.stockRules + 1 ] = { input = inputTable[i], output = outputTable, capacity = ruleCapacity } end end return data end
aber es ändert sich nichts, auch neu platzierte gebäude (mit ploptownbuildings) erhalten nur vanilla-waren..
ich habe alle anderen mods durchsucht, nach "stocks" und keine weiteren stellen gefuden, wo das geändert wird gefunden (ausser ploptownbuildings, das deaktivieren des mods ändert aber auch nichts)...
hat jemand eine Idee, was ich übersehe?English
Hallo,
I try to make some mods I use for a savegame compatible.
It works already, but I don't find the right place, where to modify the stocks of already placed townbuildings.
It is the new industries 2.54 mod and some other automotive industry, post mod of nown release..
(the wrong Ids are not the problem, that's easy to solve)
there should be 5 shopping-stocks instead of 4
I corrected the parts in the code of the mod automotive industry..
(code see above)
but nothing changes, newly with ploptownbuildings placed townbuildings only show vanilla stocks.
I searched through all mods, but did not found any place where these stock values also get changed.. (tried also to disable ploptownbuildings)
Does anyone have an idea?
Hallo,
als je Nederlands spreekt, denk ik dat Engels of Duits goed voor je is.. -
so.. I decided to go deep into the codes of the different mods to get my savegame running correctly..
it's quite difficult to make it 100% compatible.. loading order is a problem.. some things of the NI-mod are needed by other mods loaded afterwards... but I assume the mod modifies some behavior of previously loaded mods.. that may be a conflict...one thing I couldn't figure out?.. where/when are already placed buildings being changed to receive/send goods (additional products and waste)? I only see code for newly created buildings...
thank you for any support
to clarify the problem:
already placed town buildings (commercial) only receive 4 different goods instead of 5.. and it seems to be fixed at numeric id, not dynamically generated by the code using the name of the goods...
(also newly placed town buildings show this behaviour.. ?)
now I get ../../src/Game/UrbanSim/stock_list_util.cpp../../src/Game/UrbanSim/stock_list_util.cppconst ecs::component::StockList&, std::map<int, std::pair<int, int> >&, bool): Assertion `stockList.stocks.size() >= ioa.size()' failed.if I manually plop the town building, only the vanilla stocks are shown
i do not matter about incorrect numeric ids, that can be corrected.. -
Wie ich das sehe ist die Flexity Swift TT und der ET 2010 ein und derselbe Triebwagen
ups.. glatt überlesen - klar
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du hast bei Karlsruhe noch die Bombardier Flexity Swift TT vergessen
https://www.google.com/imgres?…whCKAcwBw&iact=mrc&uact=8aber deine Idee finde ich gut
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thank you, I will try on a new savegame, does not seem to be savegame compatible..
hm, does not load:
../../src/Game/UrbanSim/pathfinder_util.cpp:268: void simulation_util::path_finder::{anonymous}::LinesExpander::VisitLines(const ecs::Entity&, transport::PathFinder<transport::LineSectionOptimized>&, int, float, float, const std::vector<ecs::Entity>*, std::unordered_map<std::pair<int, short int>, std::pair<transport::LineSectionOptimized, float> >*) const: Assertion `capacityPerVehicle > .0f' failed.some more fun while experimenting...
synthetic clothes
shopping waste... yeah.. capitalism!
order cars by mail.. -
I found the problem now.
Following mods are also incompatible to this mod:
Automotive Industry by SD70M (towns do not demand clothes or alcohol, but cars)
inner stations for industry by Atomic Dad (unchanged vanilla plants' production)could you add these incompatibilities to the description?
twisted the load order... some funny results...
advanced atomic physics in the distillery
alcoholic population and recycling carsjust a short while of fun...
../../src/Game/ecs/TransportVehicleSystem.cpp:948: void ecs::TransportVehicleSystem::HandleVehicleArrived(ecs::Engine*, const ecs::Entity&): Assertion `remainingCounts[i] <= previewCapacities[i]' failed. -
jetzt läufts mit 1655 mods