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Just wanted to inform you of something funny then ask you something
Information: I messed with the mod files (only changed the language stuff, dw, I didn't break your mod lmao) to change the names of stuff to make sense with the total overhaul mod I'm using! I'll provide a few lines of code for you to appreciate
object_MetroStationExecutionSmallSpawner Metro EXECUTION
buildtoolbar_popup_obj_MetroStationExecutionSmallSpawner A small metro station of the public transport system.\n\nPlace it near Public Executions. Only Execution Ticketholders will use this Metro Station. If this station is not placed, they will get out at the SECTOR Metro Station instead.\n\nYou can only use 1 EXECUTION Metro Station.
Question: If I add the Metro 2.0 version... will it... be compatible with this one? And if not, can I just remove this one without messing with my current save file? (If the Metro 2.0 immediately changes the stations to ones from their mod that would also be useful lol)
Get Metro Stations 2.0 here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1942497132
New features include:
- rotatable metro stations,
- compatibility with both cemetery mods,
- a Delete button on the stations,
- a Toggle button to show/hide the metro beacon,
- semi transparent metro roof,
- roof objects from never used material tiles to spice up the metro roofs,
- the possibility to have more than 1 station of a certain type, entities will choose nearest station!
I see where the problem is after spitting through the source code.
The metro stations only 'know' how to deal with visiting friends from my first Cemetery mod.
I'll need to update this mod so it also knows how to deal with friends from the newer Cemetery mod. In my latest CombiPack this has already been adjusted, but I can't simply copy/paste that metro script inside here, because that one only knows how to deal with the newer Cemetery which is baked into CombiPack, lolz.
Not sure when I'll be able to update this mod, but this bug will be taken are of, no worries.
What you can do for now is grab the combipack via manual download (see guide above) and then copy/paste its MetroStation.lua and MetroStationSmall.lua files to overwrite the ones inside this mod. I guess that should work (most likely only for new arriving friends, not the ones already on the map)
@HamischWHC I've merged the tool from the CombiPack mod to do this for you.
- on escape maps, the Exit MetroStation will now provide a legal way to escape. Simply walk into the metro, wait a few, and it will zap you to the map edge.
-The Metro Station Beacon on top of the map can now be dumped in case you want to expand the land. Follow the steps mentioned in the description above.
Example:
Map has 1 prison station, 1 parole metro station, and 1 exit station. Results:
- All people except parole members will use the prison station to enter and exit station to leave.
- Parole members enter and leave via the parole station.
that would have been a lot of work..lol
Besides the metro stations, there is a metro station beacon at the peoples' spawning point on top of the map. It makes a list of x/y points of the stations on creation and has no script running afterwards.
The only way to get it working again is to edit the savegame with notepad++ and find/replace MetroStationBeacon with None. When loading the map again, the beacon is then deleted and a new one will spawn as soon as new visitors arrive.
You might also want to find/replace TeacherClone, SpiritualLeaderClone, ParoleOfficerClone, ParoleLawyerClone, AppealsLawyerClone, AppealsMagistrateClone and MetroGuard with None.
I found the Visitor's metro bugged after I expanded my prison. The guards keep coming and grap each vistor, but they won't disappear when they arrived to the station.
Then, I del the station and place a new one. I found the guards spawn at the old station's location. The new station seems like it doesn't function normally.
I noticed a tired Visitor walking somewhere... His MetroStation didn't delete him on time, so the mod got updated to spawn a new MetroGuard to fetch him. Also decreased the interval at MetroStations when to search or people who want to leave.
It won't look as neat as it is now, because when they get moved to the edge the game engine needs a few moments to calculate a new route for them to leave the map. So they are roaming for a few before they walk off.
An update will come soon to fix this issue.
Though I must say, this mod is funny
BUT... it was the only way to make visitors etc not spawn at the road, but somewhere on the map so you can make an island without roads. Spawning them just out of the blue on the beach would even be... you get the point. So they HAVE to come out of something which hides them being spawned, hence a Metro Station was the most logical solution to make this happen.
As for the comic factor it matches the rest of the funny style of the game, so who cares afterall :p
Makes sense..................................................................................................................................
At least it doenst connect to main metro system of the city, right? Right?