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The other problem, and I consider this a bug, if a truck stop is placed close to a bus stop, the truck stop takes over the ID and name of that bus stop, and that breaks all the bus routes with the "passenger vehicles cannot use cargo stations" because the bus routes suddenly try to use the truck stop instead of their own stop, so I have to edit all the bus routes that use that stop so they work again. It's the same if you put a bus stop near a truck stop - it breaks the truck routes.
If you have savegames from a previous version, you may want to revisit the mod settings.
1. Thats weird, because I'm checking the entity right before posting the event. But yes, I'll add a few more checks.
2. That's probably an effect of finding stations. The reason for introducing this was to be able to place stops or stations close to railway stations, and name them correctly (e.g. "Paris Main Station" -> "Main Station"). Did you "start" around a train station which was named after the town?
Anyway, this should only happen for stations, as road stops are excluded from "propagating" their name.
Can you try reducing (or disabling) the station search radius and see if that helps? The default might be too large, so maybe reduce to "S". If that's still too much, I could add an "XS" option.
If all else fails, you can try to add a
debugPrint(reference)
before line 115 and check the console to see which construction it's snapping to.
2 things:
- using track splitter mod triggered a crash unexpectedly related to this mod, in that case `local station = game.interface.getEntity(param.entityId)` was actually nil, then would need just a bit of defensive programming by adding a nil check on `station`.
- is it possible to differentiate (road) stations from bus/truck stop that are snapped to road: because all the new stops I lay down in a city since I enabled the mod have the same name (name of the city)
Klasse funktioniert einwandfrei.
Danke Dir.
A few weeks ago I still thought "it would be great if the train stations and truck/bus stations could take over the respective names automatically". And zack there comes your mod.
class works fine.
Thank you. :steamhumbsup: