I'm referring to the rotation setting when you have the brush selected. There is a "Rotation" slider in the settings and it changes degree by 10 minimum when using any of the Terrain or Paint tools. More searching through the game files leads me to believe that it's not available for us to modify.
Beiträge von Spanky McGilligan
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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
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Aye, it's only on Steam. If you're in the GOG boat like I am you're s.o.l.

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In the base config file there are only ways to modify the size and strength of the brushes sizes and strengths. I've scoured through the files a bit and couldn't find anything relating to the degree, unless I passed over it. Is there any way to alter the brush degree that anyone knows of or are we pretty much stuck at jumps of 10?
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Apparently some of them are new for TpF2 based on some posts I've seen discussing TpF1's version of these factors. I may have to do some longer term experiments to see if they have long term effects. It'll be a good way to get my feet wet coming into this games modding ways from my previous ventures.
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In hindsight, I should have noticed the date on the post since the update is already out. I wouldn't have known how to activate it though since that's apparently a hidden keybind for debug mode so thanks for the info!
And it is indeed a very helpful tool.
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Inside the base config file there is a section with:
Code
Alles anzeigengame.config.locations = { town = { maxNumberPerArea = 0.2, -- km^(-2) variance = 1.0, -- dummy initialMinSize = 1.0, -- 0.5 - 2.0 initialMaxSize = 1.0, -- 0.5 - 2.0 initialSizeExponent = 2.0, -- 0.5 - 5.0 sizeFactor = 1.0, -- 0.5 - 2.0 allowInRoughTerrain = false } }From what I've witness through multiple tests, these seem to affect towns that are generated via Free Game and in the Map Editor when you use the town generation tool.
A couple of them seem easy enough and have clear, instant results in the game.
Such as maxNumberPerArea which generates a number of towns based its value times areas of the map... and then an additional bit in the equation that I don't know.
Then that value is further divided based on the Number of Towns setting when making a free game.
allowInRoughTerrain also comes as advertised.
I thought that initialMinSize and initialMaxSize were obvious too, but many town generation tests didn't seem to have any consistent result. Nothing obvious changed depending on those values, initialSizeExponent, or sizeFactor regardless of what kind of adjustment combination I tried.
Is there any documentation that says what these actually do? I haven't been able to find anything on it at all aside from basic guesses that ended up being incorrect.
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That ruler will be one of the best things this game can ever have once it's released. Is the beta version only available via the Steam beta tab? I have my game through GOG and the devs seem to treat it as second class from what I understand.
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Aah... a simple yet clever solution. I was aiming to see if I could just sell them after putting them in the line for a bit, but this also works. Thanks!
In my case I'll be using them all as they release with the times, but I'll make sure to return 1 to the depot before selling/replacing the rest.
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I'm a bit confused on how this achievement is supposed to work. Do you need to have the vehicles all active on the line at the same time or just have 1 of each vehicle active on the line at some point in time?
I'm trying to complete everything while playing normally, such as having actual lines serving a purpose instead of having a line off to the side in the middle of nowhere that I can just pile the vehicles up on, and it's becoming a bit of a nuisance having everything pile up behind a 18km/h wagon.
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Uuugh the crash dump. Why didn't I think of it... Yep, there are all my outputs. Thanks again.
I downloaded CommonAPI too!
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Oh man, you're a hero. Where is stdout.txt located generally? I haven't seen it in the game directory or in the appdata folder. I'm on the GOG release of the game if that affects anything.
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Hello. Is there a way in game to bring up a console/output window that shows the contents of print() from the LUA? It's becoming a hassle not being able to see those results and I can't for the life of me figure out how to see those outputs if there is a way.
Thanks.