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From what others have said, it appears both mods have elements that acts like track, and may be both are trying to "plug into" the same thing. I've no idea about modding, but that kinda makes sense.
Nothing against Gwinda's mod, just trying to inform people who may have both enabled and struggling to work out the conflict.
Is anyone else experiencing black textures on this mod?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1918065716/2872668471923324968/
I have released v1.1 where you can configure the mods behavior via its config file.
See https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1918065716/2639606103279460078/
Did the reinstall fix it?
C:\Program Files (x86)\Steam\userdata\<YOUR STEAM ID>\1066780\local\texture_cache
Try to delete all file sin it and restart TPF2. It will rebuild the cache when you start a new game.
I will split the tracks into a second mod and add the older switches and power poles to that one too.
The "Invisible Way Point".
The current Default waypoint is to intrusive IMO.
The dwarf or shunting disc is my best option in the meantime.
The idea was to use these tracks after signals that limits speed (since it's not possible to set speed with a signal). There was some problems with grouping and filtering when the mod was first published. I know that a new grouping feature has been available in the later updates, I just need to see if I can organize it better, to not clutter the interface.
Thx gwinda - awesome!
All signals are made from the original Swedish drawings found in the national archives.
Are you in the future make waypoints (on same models?) to be used as eye-candy?
Toppenjobb!