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Rapporter et oversættelsesproblem
In any case, please please please read the mod description carefully,
turn on sandbox mode, and see the mod's available year.
Mfg Piet
With that I mean making it so we can select spesific track of other mods.
When I look at the video tutorial, I see that when the mine is placed that there is a station, so could you please be more specific on how to do that. I do not use replacement roads or tracks.
Ok - I'll try that.
anyways - it would have been nice to be informed that there are initial costs of 300M+ and operating costs of 30M+ every month. and even nicer if there would be a switch to turn the operating costs off and therefor not owning the mine.
it's a pitty - I like the mod and can't use it because of the costs. might work with "everything is 4 free" but I don't play the game this way.
Why are there costs in height of 30 Million? I dont' wanna own the mine. Just building it (300 M are cost intensive enough) and then transporting the stuff. Operating costs in tjis height can't be earned. Is it possible the have the mine not owned and only pay 4 the rails and station costs?
If you don't want to use this mod then try this
Use mods on the workshop and make your own mines.
ie.. Freestyle Industries by CashonWheels
can do this, Just set the mod up to do what you want it to do place it/them then add a few ploppable industrial buildings on them.
No 30million to buy it and no running costs either
have fun~
Availability: 1925
Again, sorry for bothering you :)
I'm on a business trip, so I can't see and respond to messages in time.
Note :that each MOD has its available time, the available time of this MOD is 1925.
The tools, food and chemical modified, and updated plants, show within the Industry build menu with no issues. But this mine one doesn't.
I have changed the order so that all of them load last, this one being the last, and it still doesn't show up.
The others do, as noted, and I have used the food processing one without issues.
Naturally sandbox mode is enabled.
Thanks
The tram and bus museum mod has not been upgraded based on the latest version of TPF2. .
At present, my work is relatively busy, and the released UEP2 series MODs are gradually upgraded in batches.
--------------------------
The current UEP2-MOD upgrade progress can be found at:
https://www.transportfever.net/thread/13178-tpf2-wip-urban-expansion-project-package-for-tpf2-lol/?postID=398196#post398196
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2586258613
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2586143937
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2671694648
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2586071405
and your tram and bus museum mod
now one of them I dont know which one is adding new roads but some of those roads have purple boxes as icon in the menu like medium road, medium country road these have purple boxes as icons. Is there anything you can do about that ?? I don't use any road mods at all.
V2.1 version update instructions:
2023/03/18
--------------
(Compatible with TPF2-35300 and later versions)
-------------------
Note 1:
After the MOD is updated, loading the game through the archive will prompt that the model file is missing and unavailable. Please delete the old model from the game map and re-place the updated mod.
Note 2:
After the MOD is updated, it will not work on the old version of TPF2. Users of the old version of the game, please go to the TPF2 forum to download the old version of the MOD file I reserved.
-------------------
-1. Updated the new vehicle model of TPF2.
-2. Optimized part of the MOD code, and adjusted the placement of model assets according to the size changes of the new version of the vehicle model after the TPF2 upgrade.
--------------------
V2.1 版本更新说明:
2023/03/18
--------------
(兼容TPF2-35300及以后版本)
-------------------
注意1:
MOD更新后,通过存档加载游戏会提示模型文件丢失不可用,请从游戏地图上删除旧的模型,重新放置更新后的模组即可。
注意2:
MOD更新后,将无法在旧版本的TPF2上运行。旧版本游戏用户请自行前往TPF2论坛下载我预留的旧版本MOD文件。
-------------------
-1. 更新了TPF2的新版载具模型。
-2. 优化了部分MOD代码,根据TPF2升级后新版载具模型的尺寸变化调整了模型资产的摆放位置。
--------------------
Open your folder:
X:\xxxx\STEAM\userdata\xxxxxxxxx\1066780\local\crash_dump\
Find the stdout.txt file, which records all mod conflicts and errors.
-------------
Most mod authors have no way to help players who use mods in their saves to solve problems, because I really don't know what mods players are using in their saves, which is the same as Schrödinger's cat.....
All I can do is to ensure that all my mods can run safely and normally in the game mode with default parameters, which is the basis for ensuring the normal game of compatible players. But I really can't do anything about the problem that players use some MODs to modify the default parameters of the game. This is not caused by my mod.
Players need to open your game log file, find the problem by yourself, then feed the corresponding problem to the corresponding MOD author.
That's your own choice.
I can't offer any help on running errors caused by using some mods to directly replace the game's default parameters.
Directly making MODs that replace the game's default parameters is not recommended by the game's official. such this mod, it is also extremely selfish and irresponsible to other MOD authors! ! This behavior will seriously affect mods made by other authors based on the game's default parameters! ! ! It will also cause serious problems for gamers to use the mods to run the game normally.
Read the MOD instructions carefully, MOD use precautions: Article 4.
Recently, UG released the TPF2 updated beta version on STEAM, and some players reported that the beta version and some UEP2-MOD had compatibility problems.
After get off work tomorrow night, I will start to use my free time to debug of UEP2-MOD that has been released now.
If you have used the TPF2-beta version and find any compatibility issues with the uep2-mod, please let me know in time.
------------------------------
You can also provide feedback through the TPF forum:
https://www.transportfever.net/index.php?thread/13178-tpf2-wip-urban-expansion-project-package-for-tpf2-lol/&postID=374816#post374816
-------------------------------
The red button will turn off the mod's industry mode, the mod is only used as a cargo station.
In the default mode of the game, I tested the mod without encountering problems.
Open your X:\XXX\STEAM\userdata\XXXXXXXX\1066780\local\crash_dump\ path and find the stdout.txt file, which records the conflicts and error messages you caused by using MOD.
No other modded mines on my map anywhere, just the normal game type.
(no other industry level mods in use when trying to use this)
Any reason why caused it to crash would help, thanks.
阅读MOD说明注意:第4条!!
Currently, all UEP2 - Industry Integration MOD series are based on the game's default industry chain design. For specific reasons, see:
https://www.transportfever.net/index.php?thread/13178-tpf2-wip-urban-expansion-project-package-for-tpf2-lol/&postID=370749#post370749
@tbird64
You may have used a mod that modifies the industry level, causing a conflict.
Yes, each mine has two railroads and four railroad stations. The station is set under the ore loading equipment, which is convenient for players to set up the train to turn around or combine multiple mines together.
@Alessandra
Each author's mod has its own characteristics. It's a lot of fun mixing it up. My mods are currently focused on extending the functionality of the game's existing industries and improving them.
I remember that another author in the workshop already released an oil platform mod.