Transport Fever 2

Transport Fever 2

Tansit Oriented Development
22 Comments
Thorin Wolf 19 May @ 2:31pm 
Another crash caused by this once reaching a certain date when on a save. No clue why. https://drive.google.com/file/d/1UhCJAdy7tFW-UHXTEz980ynEu2uq4V9S/view?usp=sharing
✠♠Kn1gHtFuRy♠✠ 18 Jul, 2024 @ 12:55am 
Can you also fix the name of the mod? Should be 'Transit'.
okeating  [author] 17 Jul, 2024 @ 10:36pm 
I have pushed a fix that should address these issues
WingusMcDingus 4 Nov, 2023 @ 3:43pm 
stopped using this mod as it causes crashes
https://mega.nz/file/wAAwhRSK#uSuGyeyXeHA5YMacXVdzcSVc9MAzLsbqZ5bPLEjPMz8
thats the crash file
mattiasmun 18 Jul, 2023 @ 5:25am 
Hi.

I keep getting this message in the console.

Can you please look in to it?

An error was caught:
[string "res/config/game_script/transit_oriented_development.lua"]:41: stack index 2, expected number, received nil: not a numeric type (bad argument into 'sol::basic_object<sol::basic_reference<false> >(sol::basic_table_core<false, sol::basic_reference<false> >, ecs::Entity, scripting::ComponentType, sol::this_state)')

stack traceback:
[string "res/config/game_script/transit_oriented_development.lua"]:9: in function <[string "res/config/game_script/transit_oriented_development.lua"]:7>
[C]: in function 'getComponent'
[string "res/config/game_script/transit_oriented_development.lua"]:41: in function 'developNearStation'
[string "res/config/game_script/transit_oriented_development.lua"]:260: in function <[string "res/config/game_script/transit_oriented_development.lua"]:260>
[C]: in function 'xpcall'
mattiasmun 18 Jul, 2023 @ 5:25am 
[string "res/config/game_script/transit_oriented_development.lua"]:260: in function <[string "res/config/game_script/transit_oriented_development.lua"]:247>
okeating  [author] 27 May, 2023 @ 11:01am 
I have pushed an update that now does a much smarter selection, although the option to use the random method is still present. Build while paused is now fixed.
tsilaicosneknurd 25 Apr, 2023 @ 8:37am 
for instance, problem was, I was building a big train station and city grows into the area I wanted to build in. And deleting town building is way too expensive.
archie 25 Apr, 2023 @ 8:14am 
@tsilaicosneknurd The author mentioned sometime last year that the issue may be related to how Transport Fever handles it's own internal code, not the mod code itself. Though I don't really see how the towns developing while paused would be an issue, as that usually means more demand?
tsilaicosneknurd 25 Apr, 2023 @ 7:43am 
Same Problem as MaxCheng95 mentions.
deactivated the mod, because towns were growing while game was paused
Vice President 26 Jul, 2022 @ 5:23pm 
so... is this not passive...?
why is there a window
okeating  [author] 14 Jun, 2022 @ 2:03pm 
@EoF To be honest, I don't really know, its just that the api includes a "develop town here" command, so this mod calls it, how the game behaves after that is down to the core TPF2 code.
MaxCheng95 12 Apr, 2022 @ 6:48am 
Question: Is it intentional that the mod would check for development around stations even if the game is pausing?
EoF 9 Mar, 2022 @ 5:03pm 
Does this mod only develop the town once when it is being executed or does it have any permanent effect on the development distribution of a city? Does this mod affect the capacity and level of buildings near stations?
SpecialistZer0 6 Mar, 2022 @ 8:57pm 
I was wrong, I did more investigating and found that the issue was caused by "Junkers" Aircraft as they terminate at an airport. I apologise for assuming that your mod was the cause and have re-tested it thoroughly with great success. I will leave my previous post where it is as a reminder to myself and others to not assume that problems are not always caused by the last mod you installed. Thanks again for this, it works perfectly. ;-)
SpecialistZer0 2 Mar, 2022 @ 1:27am 
Worked for about 5 mins then caused a crash, shame, I so wanted this to go smoothly. "Game encountered an error". then froze :-(
archie 21 Feb, 2022 @ 7:48am 
It is working for me as well after the update. thank you! I was running at 2560x1440p :steamthumbsup:
Dourbracken 20 Feb, 2022 @ 11:35pm 
Sweet, that fixed it! If it works on mine I can't imagine any other conflicts, I'm running 619 mods at the moment.
Dourbracken 20 Feb, 2022 @ 11:24pm 
Thanks, will check it now.
okeating  [author] 20 Feb, 2022 @ 11:22pm 
Thank you to @Dourbracken for sending the trace, I think the lua script is sending in a floating point number instead of an integer when setting the position. It is strange because I cannot replicate the issue, but perhaps you are running at an odd (i.e. not even) resolution? I have uploaded a fix - could you let me know if it works for you?
archie 20 Feb, 2022 @ 9:59pm 
I am getting the same crash error as Dourbracken below. Wiped most of my progress today because I was aware of it but accidentally clicked on the button trying to access the trains menu. :( The mod is great but this is the saddest bug.
Dourbracken 20 Feb, 2022 @ 8:31pm 
Hello, I just installed this mod on my save game, and when I clicked the "Transit Oriented Development" button, the game froze and then crashed with this error message: 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/worksh..."]:126: stack index 3, expected number, received number: not a numeric type (bad argument into 'UI::Window*(UI::Window*, int, int)')
stack traceback:
=[C](-1): ?
=[C](-1): setPosition
C:/Program Files (x86)/Steam/steamapps/workshop/content/1066780/2759838123/res/config/game_script/transit_oriented_development.lua(126): fn
res/config/game_script/gui.lua(7): ?

I can send the full readout if you wish.