Railroader

Railroader

 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Machete.Panda 7. jan. 2024 kl. 11:54
List of Commands - /help Limited
If you pull down the console and type /help, it gives you the basic list of commands. Usually you can find the sub commands for each basic command by typing in (for example) /set ?. However there is no sub commands list. Anyone have the full list of ALL commands and their sub commands?
Oprindeligt skrevet af DorniNerd:
The commands under /help are out of date. Ill be working to get posts with some of our more important stuff up in pins soon... Until then, see here:

Console

Toggle the console window with the backtick/tilde key, or the button in the upper right corner.

Send messages to other players by typing a message and hitting enter, or use slash commands.

Slash Commands

/tp <place> - Teleport character to a location on the map. Example: /tp whittier. Also works with cars: /tp SOU630.... A good use for this is to teleport to the dispatcher's office by using /tp ds
/wait <hours> - Allows time to pass in game. Does not move trains faster.
/weather - Change the weather. Does not affect track conditions.
/stats <off|ms|fps> - Enables/disables stats display showing best, average, and worst values.
/mode <sandbox|company> - Sets the mode of the current game.
/set CarID headlight 1 (dim) or 2 (bright) -Turns headlights on those equipped

Experimental/Sandbox-Only Slash Commands

In the following, <car> refers to the reporting mark for the car. For SOU630, /set SOU630 _condition 1.

/fill <tender> 1 - Fills a tender with coal and water to 100%. 0.5 fills to 50%.
/setload <car> <load> 100% - Sets the load of the given car to, or * to set the loads of all cars coupled to the selected car. Should only be used with compatible cars. Example: /setload * pulpwood 100% or /setload * coal 100%.
/set <car> _condition 1 - Repair the given car to 100% condition. (Host only.)
/money cheat <amount> - Add money to your account
/progression - Gets IDs for current milestones
/progression advance <ID> - Use to progress your milestone forward by 1 phase
/set CarID headlight 1 (dim) or 2 (bright) - Turn on light for equipment (including obs car)

IDs for Progressions/Milestones

[s2] S2 Ela Bridge to Bryson
[s3] S3 Bryson Bridge to Fontana
[alarka-jct] Alarka Jct
[alarka-branch] Alarka Branch
[sd-ewh] SD Diesel Fuel Stand - East Whitti
[sd-bryson] SD Diesel Fuel Stand - Bryson
[s5] S4 Fontana Bridge to Nantahala
[s6] S5 Red Marble Grade to Andrews
[sd-andrews] SD Diesel Fuel Stand - Andre
[s1] S1 West of Whittier
[db-engsvc] Dillsboro Engine Service
[db-yard] Dillsboro Yard
[sd-dillsboro] SD Diesel Fuel Stand - Dillsbo
[sctc] Signals - Core
[sig-hw-bk] Signals - Hemingway to Brooks
[sig-mc-na] Signals - McClain to Nantahala
[sig-to-an] Signals - Topton to Andrews
[sig-tv-sy] Signals - Thomas Valley to Sylva






LOADS:
This is a list of commodity IDs I've found to be in the game INCLUDING MOW stuff like ballast, etc. Feel free to add to it:

lumber-dimensional
boxcar-furniture
coal
lime
salt
oil
logs
pulpwood
boxcar-metal-stock
boxcar-parts
diesel-fuel
farming-supplies
farming-machinery
mining-supplies
chemicals-1
chemicals-2
chemicals-slurry
copper-ore
paperboard
pulp
caustic-soda
sugar
hides
tannic-acid
leather
schist
paper
salt-cake
ballast
gravel
building-supplies
rebar
concrete
bridge-section
bridge-seats
rails
ties
debris
mow-machinery
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Viser 16-30 af 59 kommentarer
St John 21. maj 2024 kl. 19:18 
I am trying to get to sandbox to remove some cars. I type /mode<sandbox> and the response "command not recognized" or something similar. Also what is command for removal
DorniNerd  [udvikler] 22. maj 2024 kl. 5:27 
Oprindeligt skrevet af St John:
I am trying to get to sandbox to remove some cars. I type /mode<sandbox> and the response "command not recognized" or something similar. Also what is command for removal

You type /mode sandbox

No "<>", those are used to tell a person where they need to write a variable and are supposed to be removed when a person enters the command.
St John 22. maj 2024 kl. 9:09 
Thank you!
Madhuntr 24. maj 2024 kl. 11:36 
is it possible to edit the Company Shortcut in the editor?
i put in the wrong shortcut at the start and see no option to change it.
Company name being locked in is also a thing i would love to see changed so you can maybe rebrand later when you had a better idea for a name or just want to basically rebrand.
is it possible via Console or somewhere else?
already tried the savefile it just breaks the file and i have no idea about hex editors.
maybe make it possible to rebrand in a save?
Mfg
Mad

Edit: Forget this question.
I was just too dumb to read properly XD
Sidst redigeret af Madhuntr; 24. maj 2024 kl. 11:40
Fluffy 28. maj 2024 kl. 1:33 
Is it possible to ad money to the game anymore either a certain command or a free cheat engine ?
DorniNerd  [udvikler] 28. maj 2024 kl. 5:08 
Oprindeligt skrevet af Fluffy:
Is it possible to ad money to the game anymore either a certain command or a free cheat engine ?

If you check the command list, you will see one for the money command which you can use in sandbox mode. Sandbox mode you can also use to spawn in equipment.
Sidst redigeret af DorniNerd; 28. maj 2024 kl. 5:08
TheGreenRobot 9. juli 2024 kl. 7:49 
With the "/set <car> _condition" command, is it possible to sabotage a newly purchased locomotive's condition down to 0%? You see, I like writing stories about the shenanigans that happen on my Railroad. This is mostly for my own entertainment. I enjoy weaving dumb little stories together about my locos, their backstories, their history on my Railroad, the jobs they perform, and how they interact with the other Engines too.

Now, I've been making preparations to buy a new Berkshire for the Railroad. The backstory I've given this loco goes like this: "The Berkshire comes from the Erie Railroad in Pennsylvania. He got into a nasty accident one day and, instead of being repaired, got cannibalised for spare parts and left to rust. Our Director somehow managed to buy this Berkshire for 1 Freaking Dollar! As was expected; the locomotive was in no state to run when it arrived. So, we have to restore the Engine first before we can utilise it's mighty power."

----
So, yeah, is it possible to wreck an Engine through one of these commands? I'd really like to have to haul a wrecked loco to a shed then gradually repair it. The operational challenges it'll pose are bound to contain a wealth of story-worthy material to write about. Although, I really don't want to repeatedly crash this Berkshire and ruin my safety rating for my "vision"... :v
DorniNerd  [udvikler] 9. juli 2024 kl. 10:57 
Oprindeligt skrevet af TheGreenRobot:
With the "/set <car> _condition" command, is it possible to sabotage a newly purchased locomotive's condition down to 0%? You see, I like writing stories about the shenanigans that happen on my Railroad. This is mostly for my own entertainment. I enjoy weaving dumb little stories together about my locos, their backstories, their history on my Railroad, the jobs they perform, and how they interact with the other Engines too.

Now, I've been making preparations to buy a new Berkshire for the Railroad. The backstory I've given this loco goes like this: "The Berkshire comes from the Erie Railroad in Pennsylvania. He got into a nasty accident one day and, instead of being repaired, got cannibalised for spare parts and left to rust. Our Director somehow managed to buy this Berkshire for 1 Freaking Dollar! As was expected; the locomotive was in no state to run when it arrived. So, we have to restore the Engine first before we can utilise it's mighty power."

----
So, yeah, is it possible to wreck an Engine through one of these commands? I'd really like to have to haul a wrecked loco to a shed then gradually repair it. The operational challenges it'll pose are bound to contain a wealth of story-worthy material to write about. Although, I really don't want to repeatedly crash this Berkshire and ruin my safety rating for my "vision"... :v

I mean yes, you can set whatever condition you want with it.
TheGreenRobot 9. juli 2024 kl. 17:05 
That's wonderful news! :D
What would the command look like for 75%, 50%, and 0%? I'm asking for the sake of clarity, and for any future Railroaders who might have the same questions I do 20 years from now.
DorniNerd  [udvikler] 9. juli 2024 kl. 17:06 
Oprindeligt skrevet af TheGreenRobot:
That's wonderful news! :D
What would the command look like for 75%, 50%, and 0%? I'm asking for the sake of clarity, and for any future Railroaders who might have the same questions I do 20 years from now.

You could write after the _condition .75, .5, 0. Or do percentages.
TheGreenRobot 10. juli 2024 kl. 0:46 
Awesome! Thank you very much for the help man. :]
zacharisdechilli 31. juli 2024 kl. 3:58 
Didn't see this on the list.
Load ID
repair-parts = Engine house service parts.
boxcar-parts = machine parts

only posting because I got them confused.
geedee55 18. okt. 2024 kl. 18:13 
Hi DorniNerd,
I was recently removing excessive Mods to simplify my railroad and decided to remove "LeifsBrysonEastyard" Mod when I was almost finished completing the milestone for Wild Oak Cottonworks.
I have a feeling that this has messed with the completion of the Cottonworks milestone as cars are no longer arriving at the interchanges to complete the works and the Cottonworks has not appeared (I have previously seen it in sandbox mode).
Obviously the East Bryson Yard Mod (LeifsBrysonEastyard) was actually the milestone required for the Cottonworks to be built on (I did previously achieve this milestone).
I put the East Bryson Yard mod (LeifsBrysonEastyard) back in the mods directory and jumped a day in time to check whether anything happened but nothing appeared.
I also tried the console command:
"/progression advance TMM_Bryson_Cottonworks_Building" but got an "unhandled error" response in both sandbox and company modes.
How do I get this milestone back without restarting my 400 hour game?
DorniNerd  [udvikler] 19. okt. 2024 kl. 13:07 
Oprindeligt skrevet af geedee55:
Hi DorniNerd,
I was recently removing excessive Mods to simplify my railroad and decided to remove "LeifsBrysonEastyard" Mod when I was almost finished completing the milestone for Wild Oak Cottonworks.
I have a feeling that this has messed with the completion of the Cottonworks milestone as cars are no longer arriving at the interchanges to complete the works and the Cottonworks has not appeared (I have previously seen it in sandbox mode).
Obviously the East Bryson Yard Mod (LeifsBrysonEastyard) was actually the milestone required for the Cottonworks to be built on (I did previously achieve this milestone).
I put the East Bryson Yard mod (LeifsBrysonEastyard) back in the mods directory and jumped a day in time to check whether anything happened but nothing appeared.
I also tried the console command:
"/progression advance TMM_Bryson_Cottonworks_Building" but got an "unhandled error" response in both sandbox and company modes.
How do I get this milestone back without restarting my 400 hour game?

Unfortunately, I can't do a lot to help here. You can try to revert the progression then advance it, that might work? Modding isn't officially supported, so it is a bit outside my wheelhouse.

However: Rebuilding a save isn't a difficult process, just in case you can't figure it out. My advice you should talk to the mod makers themselves.
geedee55 19. okt. 2024 kl. 16:08 
That's odd. I thought both of the milestones (Wild Oak Cottonworks & Bryson East Yard) were part of your standard game, not separate Mods.
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