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Is there a way that an "Empty" cargo can be set to spawn static trailers like the other types can? There's a "None" cargo, but documentation says that spawns them with any type of cargo.
The empty cargo trailers are already a thing. The game has support for trailer variations and the mod does use that to make trailers appear empty based on cargo load of the train. Of course the assets themselves need to support these variations, but there are some out there that do and they work quite nicely.
I guess the simplest would be an option to check the vehicles load percent and then cut down the amount of trailers that can spawn to that percent of the maximum trailer count.
A more involved system, with the addition of an "Empty" cargo type for trailers, spawn those cars depending on how empty the vehicle's load is compared to the maximum.
Is something like that possible?
But nice to hear that you try to add copy and paste feature in the UI.
There is an unreleased copy-paste feature for the in-game editor UI which I want to release at some point, but that would still be pretty slow for such a large number of configs.
Thanks, for your reply. It's quite unfortunate that it's limited to one trailer config for one engine. I guess then I will try to copy and rename the crps...
Do you have an idea/recommendation how to set up quickly a lot of RTT cofings? I have around 50 engines which I want to act as single, double, triple and quad config, so I how have to make configs for around 200 engines.
Even if I would edit the RTT-Definitons.xml it would take very long. All trains would have the same trailer but different off sets, engines and trailer limits. Any Ideas how to speed up the progress?
I've also been able to replicate the issue with the vanilla trailers showing all submeshes. I'll take a quick look and see if I can find a workaround for it.
Like set up A: off set 0, trailer limit 15 and set up B: off set 1 trailer limit 30
Thaks for the quick reply.
First sorry, my bad, then I understood it wrong how the offset works. But I didn't used the vanilla save button. I only used the save button form the extended asset editor.
If you want to put an engine on the back or two at the front you'll have to do that in the asset editor and then use the start/end offsets to prevent it from being randomized away.
The submeshes all being present at once could be caused by using the default Asset Editor save button. Make sure to use the Extended Asset Editor save button to properly save the submesh configuration. There is also a cargo type preview selector in the Extended Asset Editor, you can use that to see if the submeshes are set up correctly.
Hello, I think I have an issue with Trailer Variation loader or RTT, i'm not 100% sure.
Im useing a workshop cargo train (which I edited in the extended asset editor and only has the vanilla cargo trailer). Changing these trailers in RTT is working fine. But if I set up a a end or start offset the trailer don't gets replaced by an engine. Instead there is the vanilla cargo trailer. Furthermore it looks like that the vanilla cargo trailer would spawn with all sub meshs at once, so the trailer is flickering around and muliple meshes are visble.
The vanilla freight train does have normal looking trailer.
If you want to see screenshots or logs feel free to contact me on discord. Ping me on the r/CitiesSkylines discord server or write me a DM. My username is the same like here.
What do I need to do when I select this engine for my train to rename it. For example, I configure a Cargo train to depart only from the Forest Industry station. I want it to be called "Forest Industry Cargo".
Is there this possibility?
If it is, check the mod's settings for the "Enable UI" toggle, it should also be enabled.
If both are enabled then maybe some other mod is interfering with the icon.
Thank you for the update. I will start to analyze this mod.
Passenger trains, metros and trams are now again supported! Configuration works the same as with cargo trains, except you can't use the cargo contents to change their appearance.
I want to make a longer consist of the same or slightly different light rail vehicles as is done in Portland Oregon, USA; older Type 1 cars that are high level and have stairs run in consists of 2 or 3 cars and have at least one newer Type 2 and above car that is low-floor barrierless to accommodate wheelchair passengers.
1. Yes, this is purely done in the game itself, no asset editor required.
2. The configurations do not create new assets. The mod modifies the trailers of a spawned train the moment it is created (or departs a station). Since spawned vehicles get saved in the savegame this info persists between loads without having to create a new asset.
3. No, you cannot assign a configuration to a specific station. But since the train consist can depend on what cargo the train carries (each wagon model can be assigned one or more cargo types) you will generally get oil trains departing from an oil field station and grain hoppers coming from a farming district station.
However, with my limited experience on the asset editior and none in actual modding, I'm not sure I understand how this works.
Unlike Extended Asset Editor, this all is applied in game, right?
Are the configurations actually creating new assets (local or workshop) or are they just within this one savegame?
Can the configurated train(s) be assigned to specific stations (like a food train to a station next to farming industry)?
Sorry for bothering, it might sound stupid, I know. This seems to be so much more powerful and versatile than Extended Asset Editor, very tempting...
If you can tell by my questions that I'd rather not use it, just let me know, I'd be fine
After RTFM, sorting out my installed trailers, adding them all to one collection, sorting cargo types, and making consists for all my trains, I am pleased to watch a reefer-only train roll out of my farm station with a load of dairy and beef products!
It literally takes care of all my train spawning restriction needs!
If there are invisible trailers then that is probably an asset issue as it's impossible for the mod to try and spawn trailers that you don't have. You'd have to figure out which asset is causing it.
i have not set any config yet, only the trailer limit option. i thought it would use all available ingame trailers (vanilla plus whatever i add as mod) but seems it is trying to pickup something i dont have and makes them invisible :/
A Mod caused an error [System.Exception]
Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: An exception was thrown by the type initializer for CitiesHarmony.Installer ---> System.TypeLoadException: A type load exception has occurred.
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception