Transport Fever 2

Transport Fever 2

Construction Mover
60 条留言
lollus  [作者] 10 月 8 日 下午 2:06 
So you are getting a warning, try updating your common api or just ignore the warning.
howfindnpl 10 月 8 日 下午 1:56 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3358107194
This mod requires the Construction Mover as a prerequisite, but even after enabling the mods in order, CommonAPI still prompts that the mod whose ID is 2748222965 is missing. Works fine, no bugs, just shows warnings when loading.:needy_cat:
lollus  [作者] 10 月 6 日 上午 7:40 
This mod has no prerequisites, and I made no mods that require it either. What mods are giving you trouble?
howfindnpl 10 月 2 日 上午 3:15 
Have a long-standing issue that results in errors when using CommonAPI— I’ve already placed this module at the front. However, when enabling the mods that require this one, it prompts that this mod is missing, and the mod ID and this mod's ID are the same... Other prerequisite mods do not have this issue.:mikuDIVA:
lollus  [作者] 8 月 7 日 上午 10:34 
OK I don't know those mods. Where are they?
FearAndDreams 8 月 7 日 上午 9:25 
Yes, my game version is up to date. I tried using interchange models from other mods but failed. Here is the console error log, ​​but I've confirmed it's not caused by your mod​​ – the same error persists even when I disabled your mod. Thank you for the clarification, and apologies for the confusion.
lollus  [作者] 8 月 7 日 上午 8:00 
What have you done exactly? Have you got the latest version?
FearAndDreams 8 月 6 日 上午 6:49 
File name: res/construction/construction.zip/street/t_interchange.con

Key: game/config/ConstructWithModules

Minidump: C:/Program Files (x86)/Steam/userdata/364195442/1066780/local/crash_dump/ab0ebdd0-d89e-4bfe-bdc4-08d208d28055.dmp

Mod: no mod (consider removing this mod and contacting the mod author)

In file: urban_games/train_fever/src/Lib/lua/State.cpp:753

In function: void __cdecl lua::State::Call(int,int)
FearAndDreams 8 月 6 日 上午 6:49 
Exception type: Lua exception

This error is usually caused by modding. Some game resources contain incorrect data.

Details:

Error message: error: [string "res/construction/construction.zip/street/t_interchange.con" ]:82: attempt to perform arithmetic on field 'scale' (a nil value)
stack traceback:
=[C](-1): __mul
res/construction/construction.zip/street/t_interchange.con(82) : fn
@res/config/base_mod.lua(1057): _originalUpdateFn
@D:/SteamLibrary/steamapps/workshop/content/1066780/2748222965/res/scripts/lolloConMover\conChooser.lua(87): ?
@res/config/base_config.lua(42): ?
lollus  [作者] 4 月 28 日 上午 12:09 
What do you mean by custom maps? Map mode? It works when I play a map, not sure when I make one.
Or perhaps you are trying to move something that cannot be moved, such as a station or an asset without ground texture?
helga-c 4 月 27 日 下午 11:47 
Unfortunately, I observed that this fantastic mod does not work in custom maps. I mean it does not activate. I cannot find any way to set a key shortcut or anything similar. Can you help me? Thank you from Italy.
N0neGiv3N 2 月 18 日 上午 9:13 
I had no clue this mod existed. Now I can move building Blocks after placing them!
lollus  [作者] 2024 年 2 月 11 日 下午 12:49 
Both Werner's markers and the fences use the old api. I blacklisted Werner's markers and I am going to blacklist more obsolete (yes!) mods as I stumble upon them.
Ms.TAKE 2024 年 2 月 9 日 下午 1:48 
@WernerK - :ontoagoodthing:
WernerK 2024 年 2 月 9 日 下午 1:44 
If you've got issues with my marker based tools using Construction Mover from 1.10 to 1.12, there's now a tool called 'Neat Freak' which removes the remaining markers and invisible trigger constructions.
Adie Gibbs 2024 年 2 月 9 日 下午 12:54 
Since the update it seems when using the fence mod you can not delete separate sections only whole thing. If the Construction Mover mod is disabled it's fine.
WernerK 2024 年 2 月 8 日 上午 2:06 
Hi. You find them in the discussion. I hope that will be it. But there could appear new cons in future, especially with the 'mrkx' identifier. I'll also try to implement a new deleting routine, but only when there are larger updates.
lollus  [作者] 2024 年 2 月 8 日 上午 1:38 
Hi man, tell me the con names and I will add them to the black list.
WernerK 2024 年 2 月 7 日 下午 3:41 
Currently there is still a conflict with my mods 'Marker Node', 'Ramp Equalizer° and 'Splitter'. They all leave - partly invisible - garbage objects. See discussion. For all who have already used these mods in combination with Construction Mover, I will offer a garbage cleaning mod called 'neat freak'.
Adie Gibbs 2024 年 2 月 2 日 下午 12:22 
What's Changed... still looks the same to me
Ms.TAKE 2024 年 2 月 2 日 上午 11:52 
At first glance it looks like interference is gone, thank you.
lollus  [作者] 2024 年 2 月 2 日 上午 11:29 
Try now.
Ms.TAKE 2024 年 2 月 1 日 下午 3:10 
Your recent update somehow managed to cripple "Marker Start/End" mod by WernerK - marker arrows does not disappear when expected (are stacking infinitely) until base construction is deleted, and only then can be deleted as if they were assets, one by one with confirmation.
oshawotta737 2023 年 7 月 27 日 下午 4:16 
It won't let me select any construction at all. It doesn't even give me a little indication I can select a suitable object.
lollus  [作者] 2023 年 7 月 27 日 上午 11:05 
Read the notes: select something suitable, then move it.
oshawotta737 2023 年 7 月 26 日 下午 8:25 
Hi! When I turn the button on, nothing happens. what could cause conflicts?
lollus  [作者] 2023 年 3 月 28 日 上午 5:14 
The game does not allow moving anything we'd like to.
You can only move constructions that have a piece of road, a piece of track or a bit of ground texture (basically the constructions that ask for confirmation when you bulldoze them), and you can never move stations or depots.
This works well with the street fine tuning or the stairs and lifts in the freestyle station. Some (good) assets work, too.
staituk 2023 年 3 月 28 日 上午 1:25 
i dont know what i am doing wrong, i have the circle ticked, but i never get a pop up when i click on things,
Falzone 2022 年 9 月 26 日 上午 10:02 
No worries, thank you for the clarification. It seems most modders haven't done this when it comes to vehicle asset props :(
lollus  [作者] 2022 年 9 月 26 日 上午 8:18 
Not all constructions can be moved. The mod developers must add some ground texture or terrain alignment (I think) to make them movable.
Falzone 2022 年 9 月 25 日 下午 11:45 
Is there a way this can work on vehicle props? I've downloaded a lot of vehicle assets from the workshop to add extra flavour to maps, but placing them on any kind of incline means they remain horizontal, and half in the air, half sticking in the ground. As such it puts me off using anything like this. Will your mod include these assets in the future?
lollus  [作者] 2022 年 9 月 13 日 上午 5:27 
I just released an update to make fine adjustments half as large, ie half as large as in the game.
Francis_Kee 2022 年 9 月 8 日 下午 11:59 
Very Good Mod! But could you make the adjustment in the direction of the XYZ more shrink everytime? The adjustment angle is too large now
PzSniper 2022 年 8 月 28 日 下午 3:51 
It works...but ONLY with objects placed by the player... for exanple it doesn't move vanilla depots
lollus  [作者] 2022 年 8 月 5 日 上午 11:34 
Read the notes: when it is on, select a construction.
Paulusderbear 2022 年 7 月 28 日 上午 1:49 
Its not working i have only red button clicking on it does nothing
lollus  [作者] 2022 年 4 月 10 日 下午 12:33 
Sorry, I have no idea, try it.
Juju83 2022 年 4 月 10 日 上午 10:44 
Does this mod works in Map Creator mode?
yanico 2022 年 2 月 14 日 上午 10:37 
FINALLY!!!!! This should have been the first mod ever made!! Thanl U sooooo much!!!
WernerK 2022 年 2 月 13 日 下午 3:48 
This is funny. :steamhappy: I had the same idea because it is often so difficult to adjust the height of the doorsteps of asset houses and I had to rebuild them completely. And after I had improved the inclination of some steeper streets with my ramp equalizer the doors of some houses hung in the air and I thought: "Now you must write such a tool!" But now YOU have done it and I have saved a lot of time for creating other mods. Thank you! :steamhappy: One thing could perhaps be improved: The window often covers the object you want to move and so you can't see it. So a window which remains always at the same place - where you can shift it - would be nice in a future version.
Enzojz 2022 年 2 月 11 日 下午 1:37 
Move it!
ustasad2 2022 年 2 月 11 日 上午 8:56 
Ok Thanks
lollus  [作者] 2022 年 2 月 11 日 上午 8:46 
Try the stairs that come with the freestyle station, or the road constructions that come with the street fine tuning, or the departure / arrivals boards.
Simple assets, town buildings, stations, depots etc cannot be moved.
ustasad2 2022 年 2 月 11 日 上午 8:42 
Which constructions?
lollus  [作者] 2022 年 2 月 11 日 上午 7:17 
You move a construction along three axes, parallel to the map axes and centred on your construction. The X axis goes from west to east. The Y axis goes from south to north. The Z axis goes up.
You rotate a construction around three axes parallel to the map axes and centred on your construction.
Just use it, you will see. It's really that simple.
Elje0ett 2022 年 2 月 11 日 上午 7:05 
I am confused, can you move relative to the map and the node or not?
lollus  [作者] 2022 年 2 月 11 日 上午 6:25 
It follows the coordinates in the map. Turn the map until north is north - or don't give a damn and see what the arrows do. That's what I do.
Elje0ett 2022 年 2 月 10 日 上午 8:44 
Does the mod move it relative to the map so North East and so on relative to the map or is it realtive to the thing being moved, so if its not parallel to the map does it move relative to the map or the rotation of the thing being moved.
I may failed explaining it.
lollus  [作者] 2022 年 2 月 10 日 上午 6:18 
In theory, you could make a construction with two crossing roads and a dummy ground texture, like 1 cm x 1 cm.
Then, you could level that. But I reckon it's easier to cut the offending piece of road with the slicer (from the street fine tuning), bulldoze it and rebuild it straight.
4mB3r197 2022 年 2 月 10 日 上午 5:40 
Ah, thanks. I'll try. I was hoping to level roads which were unleveled when adding crossroads to a slope.