Transport Fever 2

Transport Fever 2

Build with Collision
241 条留言
Bogyrect 9 月 16 日 下午 2:51 
Can you make a mod that overrides bridge upgrades "too much slope":steammocking:
Nexus-6 9 月 13 日 下午 4:13 
Hi I have subscribed to this mod on the game UI..so when I chose build a track there is no collision overide button..mod doesn't seem to work ..any ideas
bittersoul1172 8 月 29 日 上午 5:52 
I tried to upgrade some track I had built that would've had a "collision" if I'd upgraded it and the mod barely helped. Most of the track remains unupgraded.
leftbehind 8 月 27 日 下午 9:30 
Super useful mod!
Eugene 8 月 22 日 下午 1:20 
It's very cool mod
Eddi 8 月 11 日 上午 12:35 
i'm loving this mod, unfortunately it doesn't kick in when modifying modular stationss, so you can end up with stations that you plopped down but can't modify properly
train plane fan 6 月 27 日 下午 4:08 
Amazing mod! TPF2 makes stuff not able to be placed for no reason sometimes, so this is a big help!
VacuumTube  [作者] 6 月 17 日 下午 12:45 
@alexis You shall not bulldoze depots with vehicles inside. If I understand you right, it happens also after reloading without doing anything? This sounds like a untypical depot. Maybe only a part is deleted? Try removing everything.
Jo Jakob 6 月 17 日 上午 10:50 
Richtig tolle Mod, Danke :)
alexis 6 月 16 日 下午 3:25 
I ignored the warning of right-click bulldoze and now my save game crashes every 5-10 minutes (only happens when there is something in depot)

Assertion Failure: Assertion `depotUpgradesCompatible || street_util::IsDepotEmpty(stk.m_engine, stk.m_transportVehicleSystem, depotEntity)' failed.

In file: urban_games/train_fever/src/Game/construction/apply_proposal.cpp:512

In function: class std::vector<class ecs::Entity,class std::allocator<class ecs::Entity> > __cdecl construction_builder_util::Apply(class ecs::Engine &,const struct street_util::StreetToolkit &,struct construction_builder_util::ProposalData &)


__CRASHDB_CRASH__ struct AssertException: urban_games/train_fever/src/Game/construction/apply_proposal.cpp:512: class std::vector<class ecs::Entity,class std::allocator<class ecs::Entity> > __cdecl construction_builder_util::Apply(class ecs::Engine &,const struct street_util::StreetToolkit &,struct construction_builder_util::ProposalData &)
FiercePDW 3 月 12 日 上午 3:48 
If this mod did not exist i would not be playing transport fever 2
ShJames 3 月 9 日 上午 7:26 
The very best mod to have installed. It really allows for those most interesting designs.
Cervus 3 月 7 日 下午 12:35 
tysm
VacuumTube  [作者] 3 月 7 日 上午 10:54 
I think that was possible in an earlier version, but with the redesign of the gui I had to change something. You can TRY reverting that, but it's experimental and could lead to crashes.
Go to this line https://github.com/Vacuum-Tube/Build_with_collision_1/blob/24fd470cc5439b49ec27f8dfe9392ec974d77b4e/res/config/game_script/build_with_collision.lua#L171
and change to "proposalparam = param" as above. Using the variable directly instead of a copy could make such upgrades that include constructions possible. On the other hand, when you click on the button after the proposal is no longer highlighted, the variable pointer might be lost, resulting in a crash.
Cervus 3 月 5 日 上午 7:14 
is it possible to add catenaries to stations please!
its so annoying that i have to remove the tracks and then the lines fuck up cuz of the dumb game
that doesnt let me work the lines
seux294 2 月 2 日 上午 6:32 
Top Danke
VacuumTube  [作者] 1 月 12 日 上午 9:33 
Small update: >Bulldoze< with Collision can now be used more easily - directly by right-clicking! As before, isolated vehicles and depots with vehicles cause a crash, so be careful. In bridge pillar situations, it always worked for me without complications.
VacuumTube  [作者] 2024 年 11 月 19 日 下午 1:40 
I tried several things to enfore the upgrade with the new bridge replacement window in the case of collision, unfortunately it is not possible
Conan 2024 年 10 月 13 日 上午 8:14 
Vielen Dank für die MOD :)
☠ Xenith Xenaku ☠ 2024 年 10 月 6 日 上午 12:49 
Could you add a "Replace Anyway" box when it comes to railroad crossings and bridges as of the latest patch, that gets annoying fast?
RadiKyle 2024 年 9 月 29 日 上午 6:26 
No the station already has a collision somewhere and no modules can be removed (vanilla behaviour). The "bulldoze anyway" button appears but it doesn't do anything. If it's not possible to make it do anything, then maybe the button should not appear in stations?
VacuumTube  [作者] 2024 年 9 月 29 日 上午 1:57 
@RadiKyle I have found out that modular stations indeed send proposal events when the bulldozer tool is used (but not for normal additions), explaining that the button shows up. However, I could not reproduce a situation where the removal of a module would cause a collision. If I understand correctly that there is no critical behavior, I guess no change is required from my side.
VacuumTube  [作者] 2024 年 9 月 29 日 上午 1:51 
I know Bulldoze with Collision can be tricky. Try to zoom in and isolate the piece such that no other elements are in the way. The button will stay at its position as long as the mouse does not hover on another element. So try to chase it over grass. (Technically I think it could be handeled like constructions and upgrades with a simple right/left click, but I was afraid of accidental activation. Also, there are cases where bulldoze anyway leads to a crash)
Vencaok 2024 年 9 月 28 日 下午 11:47 
po aktualizaci není funkční
RadiKyle 2024 年 9 月 28 日 上午 6:52 
@Numenor yes I have the same. Sometime right-click drag will get the mouse over the button but then it might not do anything, like the situation I mentioned below with seaport modules.

@VacuumTube any ideas about that seaport situation? You mention it shouldn't appear within modular stations, but I've seen it often in them, it doesn't do anything.
Numenor 2024 年 9 月 28 日 上午 4:57 
I may be dumb 😅 but when the button "Bulldoze Anyway" appears on screen, I can't click it because it moves along with the mouse, and always stays out of reach 😂. Basically I "chase" the button, trying to click it, but it moves away.
The problem does NOT affect the "Build Anyway" button, only the "Bulldoze Anyway" one.
VacuumTube  [作者] 2024 年 9 月 26 日 下午 12:34 
What do you mean? For me (and apparently others) it works fine.
Balance 2024 年 9 月 25 日 上午 7:42 
It seems the new update has blocked this mod from installing. Would it be possible to update it?

It's the last major update, so it should only be once :)
SteelRodent 2024 年 9 月 24 日 上午 3:39 
@VacuumTube yes and no it's reproducable. After some fiddling I found that the problem seems to be that the road bridge was in-between the joint nodes in the track underneath, and making it wider would've made it go past the nodes, and since it was a low bridge there may not have been enough gap left. I ended up demolishing and dragging the bridge across at a slightly different angle and then it wasn't an issue fitting the 6 lane road. I'm guessing the game just got into a domestic with the mod about what is and isn't allowed. This was before the new update, though, so it may behave different.
RadiKyle 2024 年 9 月 24 日 上午 3:24 
Yes vanilla port. Nothing in stdout. Screenshot: https://ibb.co/KxXcJ3s
VacuumTube  [作者] 2024 年 9 月 23 日 下午 11:59 
Are you talking about the vanilla port? For modular stations, this mod should not show up anything at all, as it doesn't cover modular constructions. You could also look into stdout if there is more info.
RadiKyle 2024 年 9 月 23 日 上午 9:27 
Hi I'm configuring a seaport and want to bulldoze a dock piece. The red message says "Docks outside of navigable waters" and clicking Bulldoze Anyway does nothing. Should it work in this case?
VacuumTube  [作者] 2024 年 9 月 22 日 上午 7:31 
Is it reproducable?
SteelRodent 2024 年 9 月 22 日 上午 1:48 
That was a road bridge btw. It apparently disapproved of the multiple switches in the rail track underneath the bridge
SteelRodent 2024 年 9 月 22 日 上午 1:40 
My game didn't like "upgrade anyway" when trying to turn a (modded) 4 lane bridge into a 6 lane. Completely locked up the game and the screen when grey... and after a bit Windows lost patience with it

===== Build With Collision - Please submit this message to the mod author - https://www.transportfever.net/filebase/index.php?entry/6501-build-with-collision/
urban_games/train_fever/src/Lib/UI/Component.cpp:1847: void __cdecl UI::CComponent::RemoveChild(class UI::CComponent *): Assertion `it != m_children.end()' failed.
__CRASHDB_DUMP__ 66b3b727-75b2-4480-9f7c-9009b689d7b5
urban_games/train_fever/src/Lib/UI/Component.cpp:1847: void __cdecl UI::CComponent::RemoveChild(class UI::CComponent *): Assertion `it != m_children.end()' failed.
__CRASHDB_DUMP__ 45e750a8-3423-4ab8-90d2-b5da6afa1473
===== Build With Collision - Error Handler:
Thread did not respond to ping. Possible hang detected!
VacuumTube  [作者] 2024 年 9 月 19 日 上午 7:30 
It will appear when the game doesnt allow bulldozing streets, most commonly because of "bridge pillar collision". There are cases where something cannot be removed due to more critical reasons, in that case there is no workaround.
Lagcom 2024 年 9 月 18 日 上午 7:23 
How does the "Bulldoze Anyway" work? I haven't been able to get it working because I don't know how I'm supposed to trigger it :/
VacuumTube  [作者] 2024 年 9 月 15 日 上午 2:43 
Should work as before with the new version
Hushey 2024 年 9 月 6 日 上午 7:14 
this now works! you need to be on standard it wont work on beta
TheRandyPanda 2024 年 9 月 3 日 上午 11:31 
Bulldoze anyway doesnt work. 1*
s4r4hb3th 2024 年 8 月 19 日 上午 3:14 
Indispensable
45j54 2024 年 7 月 10 日 上午 6:48 
shut up and take my steam points
The Former 2024 年 6 月 19 日 下午 6:03 
I never knew I needed a "how about I do anyway" button, but goodness did I need it.
mzk7 2024 年 6 月 17 日 上午 7:39 
GOAT
イリナ・白雪 2024 年 5 月 20 日 上午 8:18 
Love this mods.

Don't know if this one causes exception and crash, but after I place the airport using 'build anyway' button near water, the plane behaviour is weird and makes the game crash every time the plane landing, but when I put an airport normally the plane behaviour is normal and no crash.
other than the airport I've no issue with build anyway for other building, tracks, or roads.
mmcomes2u 2024 年 4 月 4 日 上午 7:09 
Dankeschön :steamthumbsup:
LAIDAN22 2024 年 2 月 19 日 下午 1:55 
I absolutely love this mod, i want to report one bug i'm coming across while using this mod

I currently use japanese elevated stations mod "[je_4]Modular Station & Elevated Modular Station 3"

every time you want to edit the station after it's been fully connected to tracks not built inside the edit config tab for stations, you can't add or remove anything. Tracks can't be deleted (inside the station) and changing the structure also doesn't work either.

The only way to by-pass this is deleting all incoming rails connecting to any rail connections into the station by a certain distance. This is pretty much the only time the mod doesn't allow deletion or forced building regardless if theres a collision or not.

If any you can't replicate it or need further detail i'll be subscribed to the thread. Regardless of this awesome mod, this is one of the must need things to play modded :steamthis:
Franimus 2024 年 1 月 3 日 下午 3:51 
Thanks!
VacuumTube  [作者] 2024 年 1 月 3 日 下午 12:14 
@Balik ke Kips no
@Franimus Did you try the experimentalTunnelAndBridgeMinHeight option?
You could also try this: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2855421164
Franimus 2024 年 1 月 2 日 下午 4:16 
Is there anything that will toggle forcing tracks/roads to conform to terrain instead of digging/bridging? Preferably up to a good max slope limit?