Beiträge von doug

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    What an industry consumes and produces is ultimately determined in its updateFn. In the vanilla industries, the stockListConfig table is used as the basis for creating the rule.

    Therefore, whenever an industry's updateFn is called, you are in a position to redefine what it is doing (assuming you have defined your own updateFn, rather than letting industryUtil.lua do it for you.)

    This could be by way of a date determination, or by user input through menu parameters, or both, or something else entirely. You're still stuck with one input rule and one output rule at a time, but they can be changed easily enough.

    The updateFn is called each time the user clicks on the industry's configuration menu, as well as when it is built. Also, when you use some type of script event to make a change to it.

    @xmnovotny's Bulk upgrader for stations/industries set's the ownership of the station or industry to call its updateFn. This has the downside of charging the player with the maintenance costs of the industries, but you can avoid that by simply setting the maintenance costs to a nominal value.

    Is this failing even with the stock dampftram?

    I ask because it does have a sound set defined.

    Your code will not add a soundset if one is not already defined. The 'if' statement at line 35 will fail and you won't get the new sound set.

    You can get around this with:

    Code
    if type(modelData.metadata.railVehicle["soundSet"]) ~= "table" then modelData.metadata.railVehicle["soundSet"] = {}  end
    modelData.metadata.railVehicle.soundSet = {horn = "", name = "tram_steam" }

    This will make use of the built in mod parameter features. It might be a better way to go than CommonApi2, as you won't need to restart the game to get the options you want:


    It's actually not as bad as I thought. The game does remember your menu choice, and will continue to use it. Stations built before the mod was introduced will use the first item on the list.


    (Google)

    Es ist eigentlich nicht so schlimm wie ich dachte. Das Spiel merkt sich Ihre Menüauswahl und wird sie weiterhin verwenden. Stationen, die vor der Einführung des Mods erstellt wurden, verwenden das erste Element in der Liste.

    Yes, you can add further options to the list. Just add the items to the lists at the top of the .con file.

    For existing stations, when you modify the station, the texture gets forced back to whichever texture is first in the list. The short term workaround here will be to create a separate .con file for each texture set you want to use. I'll see if I can solve this another way.


    (Google)

    Ja, Sie können der Liste weitere Optionen hinzufügen. Fügen Sie einfach die Elemente zu den Listen oben in der .con-Datei hinzu.

    Wenn Sie bei vorhandenen Stationen die Station ändern, wird die Textur auf die Textur zurückgesetzt, die zuerst in der Liste steht. Die kurzfristige Problemumgehung besteht darin, für jeden Textursatz, den Sie verwenden möchten, eine separate .con-Datei zu erstellen. Ich werde sehen, ob ich das anders lösen kann.

    I've been following this thread using Google Translate, so my apologies if I have misunderstood something.

    I believe the attached will help you solve the issue.

    I modified the stock 'modular_station.con' file so that the choice of textures for that platform is menu driven, rather than being selected automatically, based on the year of construction.

    At the top of my version, you will see three tables of values - the first is the list of choices the user will see, the second is the list of mdl files that make up the center section of the platform, and the third is the list of mdl files that make up the two outside sections of the platform.

    You could then add your own items to these lists and thus be able to have a platform of your liking.


    dsd_modified_freight_terminal_1.zip

    Something like this:

    Yes, I think you can comment out the setPlayer command. The mod seemed to work for me without it being present.

    I don't know, perhaps the mod author thought that should be the price of messing with the industry production levels.

    The other possibility is that he thought that the setPlayer command was required to force a call to the industry's updateFn. Not the case - the upgradeConstruction function does this on its own.

    ich hab die Fehler Meldung nicht nachstellen können.
    weder mit noch ohne Debug Modus

    das einzige was ich nicht hab ist die CommonApi

    Try using the copy of tom_edgeutil_v1_1.lua that originally shipped with the Kanshi station. I made several changes to the one you're using to address the errors that OP has encountered.

    This works:

    Setra Busses

    After seeing an error in stdout, I had a look at the sound config for seamon_setraserie_1:

    soundsetutil.addEvent(data, "horn", { "vehicle/bus_old/bus_old_horn.wav" }, 18.0)

    soundsetutil.addEvent(data, "openDoors", { "vehicle/bus/bus_old/bus_old_open_door.wav" }, 5.0)

    soundsetutil.addEvent(data, "closeDoors", { "vehicle/bus/bus_old/bus_old_close_door.wav" }, 5.0)


    I think you have an extra folder in those strings. There is not folder called 'bus' in the stock sound folder structure, or you mod.