I think game.interface.bulldoze() has been removed from the game entirely.
Beiträge von doug
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Have you considered using a runFn modifier:
addModifier( "loadConstruction",yourCallbackFunction )
to change the maintenance costs of each industry to zero?
Then if wouldn't matter that the game considered you the owner.
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Write them out to a temp file. I don't think there is any other way.
I tried saving similar information into 'game.dsd.useful_mod_information'
The table I created only existed within the postRunFn - nowhere else.
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Two things:
1. The info.lua file lacks an 'info' block. The data is there, but is not in the correct block, so the mod shows up on the list with no name, author, etc.
2. The spk.lua file will need to be manually converted to a .con file and relocated to a res/construction folder. Probably not a huge task.
Doug
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Sorry, you're right. Just found the file.
The building file itself looks like this. The wastebins, clock and seats are separate model files, but they can be added if you wish.
I can put it together over the weekend.
Doug
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That particular building is from a mod. You would need the author.
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Am I missing something by using Google translate?
I have recently been working on moving @Nelso's High Capacity Road Station over to TpF2. I do have it working fairly well:
https://steamcommunity.com/sha…iledetails/?id=2122849075
I can confirm that you can change the options for a given station after it is built (number of lanes, length, side entrances, etc.)
It's not a train station of course.
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Alles anzeigen
Moin
habe da folgende Fehlermeldung:
Die angeblich fehlenden Mods sind aber vorhanden und sogar zuvor geladen.
Grundsätzliche Frage: Was soll geschehen, wenn man auf den Workshop -button drückt?
Wie funktioniert eigentlich das Update?
Mir fehlt eigentlich eine Anleitung für den Mod, auch für den Bahnhofsadapter, vielleicht hab' Ichs nur nicht gefunden.
Wäre für einen Link danbar.
Merci
Klaus
Apologies for the response in English. You can safely ignore the error message. As you can see here, I had the same message, and the Metronom works just fine:
CommonAPI2 Entwicklungsdiskussion, Fragen & Antworten
I'm sure eis_os will sort it out when he has the chance.
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game.interface is only valid in the runFn section of the mod.lua file.
It is not available in the various modifier callback functions.
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Laß mich noch kurz die Nieten nachzählen

You must be a fellow refugee from the MS Flight Simulator World!
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The table 'game' has a number of new functions, maybe check to see if one of them addresses your language requirement.
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I'm sure it could be done. I don't think it would be fundamentally any different from Enzojz's underground station, which can have two or more layers merged into a single station.
He would be the one to advise as to the difficulties to be expected...
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Enzojz's Underpass mod is required for the underground station mod to work.
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OK, so you actually want:
for i = 1, #data.metadata.transportVehicle.compartments do
for j = 1, #data.metadata.transportVehicle.compartments [i] do
data.metadata.transportVehicle.compartments [i] [j][1].capacity = 396
end
end
I think...
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for j = 1, #data.metadata.transportVehicle.compartments [1] [1] do
data.metadata.transportVehicle.compartments [1] [1][j].capacity = 396
end
I think that will work...
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Claude,
It is because there is a table, within a table, within a table.
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Excellent. Glad to hear you got it working!
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As I later thought about this, I realized you probably only need the first function. You could adapt it to be your callback for the addModifier.
My example was a little more complex because I was checking for the ability of the vehicle to carry goods before I added mail.
I don't think you will have issues with visible cargo. Capacity is separate from the definition of the visibility conditions in the model file. If you are in fact adding a new cargo type, you can copy the visibility definition from one of the existing entries when you create the new entry.
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Thank-you for the Canadian content in those mods. I, for one, really appreciate it!