Transport Fever 2

Transport Fever 2

Bigger Train Stations
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TastyFlavour  [开发者] 2022 年 4 月 19 日 下午 4:48
Bugs & Errors
Any bug or error message you got with this mod enabled?
Let me know in the comments section!
最后由 TastyFlavour 编辑于; 2022 年 5 月 17 日 上午 11:38
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正在显示第 1 - 15 条,共 25 条留言
Yoda 2022 年 8 月 5 日 上午 8:31 
Hello, the Mod (Beta and Normal) does not work with German Stations.
TastyFlavour  [开发者] 2022 年 8 月 18 日 下午 6:38 
引用自 Meister Yoda
Hello, the Mod (Beta and Normal) does not work with German Stations.

It's fixed now.
pepof82 2022 年 11 月 26 日 上午 12:38 
I have discovered that it is not compatible with French PLM Stations. I have commented it in the incompatibilities thread.
最后由 pepof82 编辑于; 2022 年 11 月 26 日 上午 12:59
TastyFlavour  [开发者] 2023 年 1 月 11 日 下午 1:15 
引用自 pepof82
I have discovered that it is not compatible with French PLM Stations. I have commented it in the incompatibilities thread.

This is also fixed now.
xddrdfcdc5 2023 年 2 月 4 日 上午 5:11 
Hi i still have trouble with the random platform when i put a main merchandise entrance
pepof82 2023 年 2 月 4 日 上午 7:31 
I also have this trouble.
TastyFlavour  [开发者] 2023 年 2 月 5 日 下午 1:59 
引用自 xddrdfcdc5
Hi i still have trouble with the random platform when i put a main merchandise entrance

Do you have a screenshot? So I can rebuild the station?
TastyFlavour  [开发者] 2023 年 2 月 5 日 下午 1:59 
引用自 pepof82
I also have this trouble.

Do you have a screenshot? So I can rebuild the station?
xddrdfcdc5 2023 年 2 月 7 日 下午 2:31 
引用自 TastyFlavour
引用自 xddrdfcdc5
Hi i still have trouble with the random platform when i put a main merchandise entrance

Do you have a screenshot? So I can rebuild the station?
https://imgur.com/a/OXBLdPE here is the screenshot
BrySkye 2023 年 3 月 13 日 下午 2:42 
So it seems that with how the mod is currently implemented, the French PLM stations are a dependency/required download.
ie, if you have this mod enabled, you will have blanked out options for the 2 PLM stations in the stations menu, and selecting them leads to an internal error message.
This is resolved if you download and enable the stations.

Pointing this out as a potential oversight saying as the stations are not described as being required, and its not the case for the other compatible stations.
TastyFlavour  [开发者] 2023 年 3 月 13 日 下午 2:57 
引用自 BrySkye
So it seems that with how the mod is currently implemented, the French PLM stations are a dependency/required download.
ie, if you have this mod enabled, you will have blanked out options for the 2 PLM stations in the stations menu, and selecting them leads to an internal error message.
This is resolved if you download and enable the stations.

Pointing this out as a potential oversight saying as the stations are not described as being required, and its not the case for the other compatible stations.

It is still a free choice if you want to use them or not.
Just don't select the blue square and you're good to go.
🔰 2024 年 10 月 8 日 下午 2:59 
has there been a solution to the random platform bug? im encountering it as well and its severely limiting the use of the mod...
it seems to have something to with alternating cargo / passenger platforms

edit: the issue lies in the transtationutil.lua in the "head" section. i guess he cant recognize properly if its a head section or not and then builds the connection anyway even if its not head (not sure why the position is so off though, probably because x/y are switched as its not head so the coords are wrong)
edit2: here is the section where he creates the wrongful connection / platform:

if head then
for i = 0,20 do
local this = result.GetAddonAt(leftOrRight and 3 or 4, jMin, coordI + i - 1)
local front = result.GetModuleAt(coordI + i, coordJ)
if front or this then
local i2 = coordI + i
local j = coordJ + (leftOrRight and -1 or 1)
local l = leftOrRight and 7 or 0
if result.GetModuleAt(i2, j) then
break
end
result.connector[1000 * i2 + 100 * j + l] = {i2, j, l, 0}
else
break
end
end
for i = -1,-20,-1 do
local this = result.GetAddonAt(leftOrRight and 3 or 4, jMin, coordI + i - 1)
local front = result.GetModuleAt(coordI + i, coordJ)
if front or this then
local i2 = coordI + i
local j = coordJ + (leftOrRight and -1 or 1)
local l = leftOrRight and 7 or 0
if result.GetModuleAt(i2, j) then
break
end
result.connector[1000 * i2 + 100 * j + l] = {i2, j, l, 0}
else
break
end
end
else
最后由 🔰 编辑于; 2024 年 10 月 8 日 下午 3:33
TastyFlavour  [开发者] 2024 年 10 月 8 日 下午 3:21 
引用自 🔰
has there been a solution to the random platform bug? im encountering it as well and its severely limiting the use of the mod...
Nope. I have no clue
🔰 2024 年 10 月 8 日 下午 3:27 
im looking into it right now and was able to narrow it down a little so far (check the edit of the last comment)
🔰 2024 年 10 月 8 日 下午 3:43 
and some more info so far: https://imgur.com/a/8QqUiXg

in that picture you can see that its not happening on every node. when i build a head section everything is fine everywhere. if i build at the side every red node makes the problematic platform connector while every green node doesnt. hope this helps.

edit: and when printing the value of the "head" variable, when connecting to a faulty node then this is the result:

false

false

false

true

false

false

false

true

so for whatever reason, selecting one node triggers the code multiple times and it contains true twice. no idea why, yet but i hope you might know why or have an idea

the debug result when placing at a head position is identical to the one above, on every head node.

when debugging the working nodes on the side then all are "false".
最后由 🔰 编辑于; 2024 年 10 月 8 日 下午 4:23
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