Transport Fever 2

Transport Fever 2

MOTRAS / German Stations for MOdular TRAin Station
198 kommentarer
lennardo_97  [ophavsmand] 24. aug. kl. 5:35 
(2/2)
1. Use an equal length of flexible modules on both ends of the station
2. Force the station to determine the starter module as stopping position by placing platform module only alongside the starter module, but NOT alongside the following normal track (ramp modules are still possible, but since your station is two platform modules wide anyway, it might not be necessary). You can cover up the whole with platform assets.
2. Or, devide your platform into two terminals by placing the following order of modules:
curves-starter-normal-gap-normal-starter-curves with adjacent platform over the whole length. Then fill the gap by building some normal track (not a track module). This will give you two terminals per platform and you can choose the one that fits more to your desired stopping position. However, this will reduce the loading speed if the train is longer than the terminal, altouugh it visually still fits into the platform.
lennardo_97  [ophavsmand] 24. aug. kl. 5:35 
@Mika Yes, that's a known issue and the reason why I recommend a symmetrical layout in the "guide for flexible modules". The reason for that issue is that the station script only counts the number of normal track modules to determine the stopping position and I have no influence on that. However, if the station script determines that the starter module is where the train should stop, my script can determine the actual stopping position.

So generally, you have the following options and can decide which one works best for your station layout:
(1/2 due to limited characters)
Mika 23. aug. kl. 9:54 
@lennardo_97: I have a bit of a problem.

I have a station I'm in the process of building that on one of the platform has 1x Flex Starter module, 2x normal tracks, 1x Flex Starter module and 3x curved tracks/platform (280m in total).
However, I experience that trains entering the platform only use the flex modules, the normal tracks and the first 20-30m of the curved tracks, leaving almost 100m of curved tracks/platforms unoccupied by the train, even though it does not have all its cars inside the platform length.

Image 1: Track setup [i.gyazo.com]
Image 2: Two cars left to enter the platform [i.gyazo.com]
Image 3: Approx. 100m left of unoccupied platform [i.gyazo.com]
Image 4: Train has fully stopped and started boarding, though not using the full platform [i.gyazo.com]
Mister Darkus 4. aug. kl. 13:09 
@lennardo_97: Auch bei veränderter Mod-Reihenfolge tritt derselbe Fehler auf. Immer wieder mit anderen Mods von MaikC. Vielleicht bekommst du da ja was geregelt :)
lennardo_97  [ophavsmand] 26. juli kl. 3:02 
(2/2 wegen Zeichenlimit...)
Da ich auch viele Mods von MaikC nutze und diese Fehler nicht habe, kann es sein, dass entweder durch ein Update oder durch eine sehr alte Version des problematischen Skripts der Fehler ausgelöst wird. Wenn das selbe Skript in mehreren aktiven Mods vorkommt, wird nur das in der Ladereihenfolge zuletzt stehende wirksam.
Du kannst also mal schauen, ob sich das Problem verändert, wenn du die älteste oder die neuste Mod von MaikC in der Ladereihenfolge ans Ende setzt.

Mehr kann ich im Moment leider nicht vorschlagen.
lennardo_97  [ophavsmand] 26. juli kl. 3:02 
@Mister Darkus Ich habe in meinen Mods leider keinen Einfluss darauf, wie die Skripte anderer Mods mit den verschiedenen Modifkations-Schnittstellen des Spiels umgehen. Hier sieht es für mich so aus, als würde das andere Skript einen vom Spiel bereitgestellten Datenblock mit etwas eigenem ersetzen, was dann einen falschen Datentyp liefert. Das problematische Skript scheint "res/scripts/eatglobal/eat_mod.lua" zu sein, was wohl in mehreren Mods von MaikC enthalten ist.
Ich kann schauen, ob ich mein Skript in der Hinsicht etwas resilienter machen kann, um sowas abzufangen. Aber ich habe nur begrenzte Hoffnung, da ich erstmal davon ausgehe, dass ich Schnittstellen des Spiels so nutzen kann, wie sie dokumentiert sind. Wenn das eine andere Mod verändert, habe ich keinen Einfluss darauf.
Insbesondere verursacht es ja neue, noch unbekannte Fehler, wenn dann irgendwo die erwarteten Daten fehlen.
(1/2)
Mister Darkus 22. juli kl. 7:26 
@lennardo_97: Update: Sowohl deine MOTRAS als auch MOTRAM AddOns haben massive Probleme mit mehreren Workshop-Mods. Bisher sind mir Probleme mit sämtlichen von MaikC erstellten Mods aufgefallen, die jedes mal für Crashes und nicht mehr ladbare Spielstände sorgen. Vielleicht kannst du dich mal auf die Suche nach Script-Konflikten oder so begeben, davon hab ich leider keinen Plan... Die Crash-Meldung bezieht sich jedes mal auf die eat_mod.lua, siehe meinen Screenshot weiter unten.
lennardo_97  [ophavsmand] 14. juni kl. 2:47 
@Mister Darkus, Ja, genau richtig interpretiert! Sehr gut, dass es jetzt funktioniert :)
Mister Darkus 11. juni kl. 16:20 
@lennardo_97: https://prnt.sc/T2dKf7yY5kdn

les ich da richtig raus, dass es Probleme mit dem "Güterwagenpaket 1b - KPEV, DRG, DB, DR (Verbandswagen)" gibt, Workshop-ID "3460397174" ?

Edit: Hatte noch ne alte Version von dem Güterwagenpaket-Set aktiviert. Paket 1 ist in a und b gesplittet worden, ich hatte noch die alte Paket 1-Version aktiviert. Nach dem Deaktivieren kam ich auch wieder in's Safegame! :) Vielleicht hilft das anderen auch, deswegen lass ich's mal stehen :)
lennardo_97  [ophavsmand] 29. maj kl. 1:59 
@Rangers_Royal, see also the comment on the basic german stations mod. However for this mod, the Motras main mod needs to be compatible and uploaded to mod.io as well, so you have to ask Eisfeuer (the author of Motras) as well.
Rangers_Royal 28. maj kl. 16:53 
Can you add on mod.io for console please ?
Mister Darkus 25. maj kl. 11:34 
@lennardo_97: ist ne andere Fehlermeldung. Base-Mod ist auch aktiviert und in der Ladereihenfolge vor deinem Addon. Ich schaue mal, dass ich es später nochmal auf nem seperaten Spielstand ausprobiere, dann schicke ich dir die Fehlermeldung.
lennardo_97  [ophavsmand] 24. maj kl. 1:07 
@Mister Darkus, wenn du die gleiche Fehlermeldung kriegst, prüf bitte ebenfalls, dass die Motras-Basismod aktiviert ist. Da diese Mod hier ein Addon für Motras ist, kann sie ohne Motras nicht funktionieren.
Falls du einen anderen Fehler kriegst, schick bitte mal die Fehlermeldung.
Mister Darkus 4. maj kl. 17:24 
@lennardo_97: hab die selben probleme, echt ärgerlich jedes mal crashes zu haben :(
lennardo_97  [ophavsmand] 7. apr. kl. 4:29 
@Silbersittich: Prüf mal bitte, ob du die Motras-Basismod ("MOTRAS Project", siehe Link in der Beschreibung) in der aktuellsten Version installiert hast und *in der Ladereihenfolge zuerst* aktiviert hast. Der Fehler sieht sehr danach aus, als würde diese Mod fehlen oder zumindest nicht zum richtigen Zeitpunkt beim Laden gefunden werden.
Silbersittich 26. mar. kl. 13:37 
b da wiederholen sich die letzten Absätze so...gut 500 Mal. das dürften die ganzen Zahlen, die sich verändern von allen Mods sein, die ich aktiviert hatte...
Hoffe dass es nicht an meinem Account oder Gerät liegt...denn bei einem Kumpel hat die Mod keine Probleme bereitet...
Hoffe auf mögliche Lösungen...
Viele Grüße und danke im voraus
Silbersittich 26. mar. kl. 13:36 
(x86)/Steam/steamapps/Workshop/Content/1066780/2643419858/res/scripts/motras_station.lua'
no file 'C:/Program Files (x86)/Steam/steamapps/Workshop/Content/1066780/1936432049/res/scripts/motras_station.lua'
no file 'C:/Program Files (x86)/Steam/steamapps/Workshop/Content/1066780/2060021503/res/scripts/motras_station.lua'
Silbersittich 26. mar. kl. 13:36 
Message von TpF2:

Exception type: Lua exception
This error is usually caused by modding. Some game resources contain incorrect data .
Details:
Error message: error: [string "C:/Program Files (x86)/Steam/steamapps/Workshop/Content/1066780/2332028710/res/construction/Station/rail/db/motras/gs1motras.con"]:1:module 'motras_station' not found:
no field package.preload['motras_station']
no file 'C:/Program Files (x86)/Steam/steamapps/Workshop/Content /1066780/2332028710/res/scripts/motras_station.lua'
no file 'mods/modwerkstatt_ddorf_hbf_1/res/scripts/motras_station.lua'
no file 'mods/modwerkstatt_ice3neo_1/res/scripts/motras_station.lua'
no file 'mods/modwerkstatt_mireo_1/res/scripts/motras_station.lua'
no file 'C:/Program Files (x86)/Steam/steamapps/Workshop/Content/1066780/1957631242/res/scripts/motras_station.lua'
no file 'C:/Program Files
Silbersittich 26. mar. kl. 13:36 
Moin, ich hoffe sehr, dass mir geholfen werden kann...
Nachdem ich mich entschieden habe, ein Schönbau-Projekt anzufangen, war ich mir sicher, dass ich diesen Mod brauche. Seit er existiert beäuge ich ihn schon mit Sehnsucht, da meine Deutschen Bahnhöfe mittlerweile halt alle fast gleich aussahen...
Doch bereits als ich das erste Mal (auf einem anderen Gerät) versucht habe, diesen Mod zu benutzen, scheiterte ich. Das Spiel lud die Map nicht, sondern stürzte ab. Was mir damals nicht so tragisch vorkam, doch jetzt fühl ich mich als könnte ich eine esentielle Mod nicht benutzen...
Daher versuchte ich es erneut, gelöscht und wieder installiert...
Und O Wunder, es ist immer noch am Abstürzen...:/
lennardo_97  [ophavsmand] 24. nov. 2024 kl. 10:44 
I am not using Discord often enough to see any messages and when I do, it's not while doing anything related to Transportfever. So please use transportfever.net for this purpose.
kaskader2000 24. nov. 2024 kl. 2:55 
@lennardo_97 i am registered, but i would prefer discord, if you have you can add me, the same name as my steam account
lennardo_97  [ophavsmand] 24. nov. 2024 kl. 2:33 
@kaskader2000 Do you have an account on transportfever.net? You can write me a message over there. I pefer that because it allows file exchange and is a bit more overseeable than steam chats.
kaskader2000 23. nov. 2024 kl. 6:05 
hello, can you add me to friends? a question about making addon to your mod.
lennardo_97  [ophavsmand] 21. sep. 2024 kl. 2:45 
@La Grenouille Sorry for the late answer, I haven' been online for a while. In the Screenshot the game crashed because the Modutram main mod was missing, which is required for the tram version of this mod as well.
I also know the problem where the game freezes in loading screen without error message. However, this only occurs when you load a safegame from inside another game. So I recommend to always go back to main menu before doing the mod loading experiments.
But in the main problem around the V200 I still have no ideas. Have you already contacted the author of the V200?

@Focaccina In Motras-Bahnhöfen sind Treppen und Aufzüge einzeln platzierbare Bauteile. Du findest sie einzeln im Menü und die Orientierung ergibt sich aus der Position an der sie gebaut werden.
Focaccina 6. sep. 2024 kl. 4:53 
Huhu, hab eine kleine Schwierigkeit: Ich wollte die Überführung mit Aufzug platzieren, kriege aber nur einen Turm ohne Treppe oder Aufzug. Was hab ich falsch gemacht? Mit N/M ändert sich nix
La Grenouille 23. juli 2024 kl. 12:59 
Okay, I have now played around a bit with a clean game and something new happened. I tried to first just load the clean game with all the station mods, including the tram version of Mortas. Game crashes and can't load. https://imgur.com/a/iKp8q0J
So, I removed that one specificially, and the game loads just fine. Stations work and didn't notice any problems with the mods then.

I then tried to load in the V200 mod you linked. The game just freezes in loading screen and goes unresponsive.

I then tried to reload the game without the v200, but then load the tram mod from within the game. Game freezes. I haven't tried it yet on my actual save-game, as I am a bit scared of something going wrong and corrupting the save somehow :/
lennardo_97  [ophavsmand] 22. juli 2024 kl. 12:17 
In the clean game, the Motras main mod is still missing. If you are sure that you had it activated, you should check the installation (unsubscribe and re-subscribe or use the manual installation from transportfever.net , but do not install from both sources at the same time).

I am running out of ideas because I cannot reproduce the problem... :(
La Grenouille 22. juli 2024 kl. 6:53 
https://imgur.com/zVqumyl I hope I did it correct now with the clean game :/

Anyway, I tried changing the load order. both from the main menu when loading into the save game. Nothing happened there, it just didn't load the mods in (I turned off all teh station mods). When I tried to reload the game (from within the save game running) it just froze during loading screen. No crash message or anything, just went unresponsive.
lennardo_97  [ophavsmand] 22. juli 2024 kl. 5:42 
It seems like some kind of intereference with a script from the V200 locomotive https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1905400714
But I don't understand why it is happening now, because the last update was almost a year ago. You can try to swap the loading order of the V200 mod and this mod, maybe it changes the behaviour.
In the meantime I will try to reproduce the error. Currently it is not happening to me, maybe because I am using a manually installed version of the V200 which is older that the last update.

In the "clean game" the Motras main mod is missing. Please check if you have it activated and also check if it is in the loading order in front of the German Stations Addon.
La Grenouille 21. juli 2024 kl. 10:48 
https://imgur.com/a/8HDNOZo

The crash message from my "clean game" try you suggested. When I disable the mod in my save game the game works fine, just that all the station assets are missing. I can't see (or don't know where to look) that my game had any updates since yesterday. Let me know if you need the entire crashdump from either error message.
La Grenouille 21. juli 2024 kl. 10:36 
Error message: error: E:/SteamLibrary/steamapps/workshop/content/1066780/2332028710/mod.lua:163: attempt to index local 'params' (a function value)
stack traceback:
=[C](-1): __index
@E:/SteamLibrary/steamapps/workshop/content/1066780/2332028710/mod.lua(163): getLanguage
@E:/SteamLibrary/steamapps/workshop/content/1066780/2332028710/mod.lua(170): v
@res/scripts/mod.lua(102): origApplyModifiers
@E:/SteamLibrary/steamapps/workshop/content/1066780/1905400714/res/scripts/eatglobal/eat_mod.lua(298): ?


File name: E:/SteamLibrary/steamapps/workshop/content/1066780/2332028710/res/construction/station/rail/db/motras/gs1motras.con

Minidump: E:/Steam/userdata/35995532/1066780/local/crash_dump/45d81fc8-9535-4802-9258-3db66bdaccc7.dmp

Mod: "MOTRAS / German Stations for MOdular TRAin Station" (*2332028710, 1) (consider removing this mod and contacting the mod author)
lennardo_97  [ophavsmand] 21. juli 2024 kl. 8:06 
@La Grenouille could you send me the exact error message? Otherwise I do not know where to look at. And please check if you have any mods newly activated or removed from the game, because interference with another mod is the most probable cause of the crash.
You can also try to start a new game with only this mod and the Motras main mod activated. If this works, the crash is caused by interference.
La Grenouille 21. juli 2024 kl. 4:08 
Hi!
I love this mod and it always worked for me. Until today. When I try and load my current save game, it crashes the game and gives me a "Lua exception" message in regards to something with "local params".

Never had this issue before, and my game hasn't updated since I played yesterday.
lennardo_97  [ophavsmand] 6. juli 2024 kl. 6:08 
Until now I did not know about this issue with the displays, which probably means that it is something that depends on the loading order of the Standard and the Motras Versions of this mod if they are used in the same safegame. Anyway, I will check it and try to reproduce it.
Elje0ett 4. juli 2024 kl. 1:06 
In retrospect, what I was trying to create in the begging would never have been functional, good thing I found a functional and easier way. One problem I still have with your mod is that the platform information displays that are younger than the 1995 version are all just placeholders for me? Is that something you know of? I can still place assets but I have verified the game so it's kinda weird.
lennardo_97  [ophavsmand] 3. juli 2024 kl. 10:08 
Glad to read and actually see that it works, even if it is not the way I expected. And thank you for the nice words :)
Elje0ett 2. juli 2024 kl. 3:13 
Update, what I have been trying to create has been fully possible all the time. I have just not really been so smart with using everything that I have. It was even better without having to modify anything as I have been able to do it without any assets at all so it's fully functional. I just wanted to say that you made a very good mod.
Elje0ett 1. juli 2024 kl. 13:41 
Wait, i think have been fucking wasting my and your time. I think I can build this without any home made mods. I can just have stairs on the right and left and just have a longer tunnel. I will try tomorrow. If it works you will offically be the best modder. The china tunnel man created a masterpeice but he gave up modding so the you will be the best one.
Elje0ett 1. juli 2024 kl. 13:39 
lennardo, thank you for helping me with the instructions on how to do it. Take into consideration that I am very bad at modding. I managed to create a option for a "Open_end" easily. But I didn't really understand what you mean with "add the "no wall" option in the menu of this asset", should I add a file that is a empty model somewhere in the folder for the mod? Becayse right now when I chose a empty end it just puts some normal stairs there.
lennardo_97  [ophavsmand] 22. juni 2024 kl. 6:36 
@asmsiantar22h Yes, all mod tracks will appear automatically in the track menu of the Motras station.
lennardo_97  [ophavsmand] 22. juni 2024 kl. 6:36 
Sorry for seperaring the instructions but steam does only allow 1000 characters per comment :/
lennardo_97  [ophavsmand] 22. juni 2024 kl. 6:35 
2. Add the lines in the placement script where no model should be placed instead of wall or stairs.
Starting from line 224 for the tunnel start and line 464 for the end, there are two big else-if clauses. For the tunnel start, look for "elseif params.start_center==4 then", and then add another line with "elseif params.start_center==5 then" in front of it. Do the same for the tunnel end where "end_center" is used. This basically tells the script to do nothing if the option you added is selected.

Keep an eye on the syntax. If something goes wrong, you will get an error message either during loading the game or when you select the asset with the affected options. You can press ^ to see the console with the error message ingame. It will probably tell you where to look.
And it is completely normal that something does not work as expected on the first try ;)

Good look!
lennardo_97  [ophavsmand] 22. juni 2024 kl. 6:35 
@EljeOett Yes, probably that is something you could do. If you have created a copy of the mod, open the file res/construction/assets/lennardo97_db_underpasses.con.
You need to do two things:

1. Add the "no wall" option in the menu of this asset.
At the beginning of the file the options are defined and you will the menu points for "start_center" and "end_center". At the end of the "values" list of these menu points, you can add something like "open end" (or whatever you want to see in the menu) with the same syntax as the other values.
asmsiantar22h 13. juni 2024 kl. 7:34 
Does this support Mod Tracks (Tracks from Mods (e.g: Angier tracks)?
Elje0ett 10. maj 2024 kl. 13:33 
Hello again. I am still working on the same map as I did the last time I talked with you. Now I don't really want to wait much longer as summer is coming up with a lot of free time. Therefore I kinda want a way of building my masterpiece station with your mod. As stated before I need this mod's platform with underground stairs that connect without the wall. I understand that you don't want to update the mod. Therefore I think that a good compromise is that we somehow create a custom file of off this mod so you don't have to update and I don't have to wait. I know how to create a file copy off of this mod. If it's just as easy as creating a empty model file for the whole in the underground passage then I can do that myself, coding I should be able to do with some help. Just wondering if it's as simple as I think it is then maybe you can do it as I don't really have some real knowladge of creating mods.
lennardo_97  [ophavsmand] 20. apr. 2024 kl. 8:23 
@Pstar7 Das kann zwei Gründe haben:
Wenn mit demselben Fahrzeug die Türen in Stationen eines anderen Typs (insbesondere andere Gleise) auf der richtigen Seite öffnen, liegt es am Gleis-Modul. Da müsstest du dich direkt an Eisfeuer (den Autor der Motras-Basismod) oder an den Modder der betreffenden Gleise wenden.
Wenn das Fahrzeug an anderen Stationen dasselbe Problem hat bzw. bei anderen Fahrzeuge in der Station alles richtig funktioniert, wende dich an den Fahrzeug-Modder.
In meiner Macht liegt dieses Thema leider nicht.
Pstar7 19. apr. 2024 kl. 6:40 
Bei mir ist des Problem das wenn ich U-Bahn Gleise setze die Türen immer auf der falschen Seite aufgehen
Elje0ett 18. dec. 2023 kl. 11:12 
Ok. thank you very much. I have had this save since 2022 so I have about 1.5 years more to wait.
lennardo_97  [ophavsmand] 18. dec. 2023 kl. 10:36 
I try to avoid these types of quick fixes due to three reasons:
First, the "quick-and-dirty" fix comes with a relatively huge overhead of publishing the mod in both variants on steam and transportfever.net (testing, packing files, writing descriptions, distributing the correct versions everywhere, etc.).
Second and more important, it reduces the chance that I make a real update, because there would be already some kind of this function.
Third reason is, that in this specific case I already know that people would ask why their connected tunnels are not functional. So this is why I want to make it right on the first shot.

But I added the idea to my list of higher priority update ideas, so be sure I will do something about this when I am working again on this project.
Please have some patience, I will come to it sooner or later.