Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It can be activated with "Real City Revised". I will re-link with "Real City Revised" in the near future.
Were you able to fix the reference to Real CIty?
no problem, I love this mod
Thanks for the detailed information.
Currently it references " Real City " as per the original mod.
I have been able to confirm the reported incompatibility.
Will attempt to also reference " Real City Revised ".
An exception occured during BuildingAI simulation step.
Asset: 1908304237.City Resource Building_Data
BuildingID: 15700
Type: MaintenanceDepotAI
Severity: High
System.MissingMethodException: The method 'RealCity.GetRealCityV10' matching the specified signature doesn't exist: RealConstruction.Util.RealCityUtil+RealCityGetRealCityV10
at RealConstruction.Util.FastDelegateFactory.GetMethodInfo<RealConstruction.Util.RealCityUtil/RealCityGetRealCityV10> (System.Type,string,bool) <0x0039a>
at RealConstruction.Util.FastDelegateFactory.Create<RealConstruction.Util.RealCityUtil/RealCityGetRealCityV10> (System.Type,string,bool) <0x00079>
at RealConstruction.Util.RealCityUtil.InitDelegate () <0x0012c>
at RealConstruction.NewAI.ResourceBuildingAI.ProcessCityResourceDepartmentBuildingGoods (uint16,Building+) <0x00054>
at (wrapper dynamic-method) PlayerBuildingAI.PlayerBuildingAI.SimulationStep_Patch2 (PlayerBuildingAI,uint16,Building+,Building/Frame+) <0x0038e>
at MaintenanceDepotAI.SimulationStep (uint16,Building+,Building/Frame+) <0x00034>
at BuildingAI.SimulationStep (uint16,Building+) <0x00060>
at (wrapper dynamic-method) CommonBuildingAI.CommonBuildingAI.SimulationStep_Patch1 (CommonBuildingAI,uint16,Building+) <0x00071>
at HealkitMod.Patches.BuildingManagerPatch.SimulationStep (BuildingAI,uint16,Building+) <0x0004d>
My concern is that this mod will cause the "Array index is out of range." error when the vanilla vehicle limit is exceeded.
I am also using the More Vehicles mod with it. This issue is fixable and will be resolved soon.
Glad to hear the mod works :)
If you find a mod that conflicts, please let me know. I will make it available for compatibility.
Thanks for the confirmation.
Am I correct in understanding that it worked when there were only two?
If it works correctly with only two mods, then there may be a third mod causing the problem.
If it is found I can support compatible with that mod.
If only two mods do not work, I will look further into compatibility with Transfer Manager CE.
If you would like to help me look into it. Try running it with just these two mods, "Real Construction Fix" and "Transfer Manager CE", and see if the problem changes.
It appears to be working correctly in my environment.
It may be that the problem is caused by mixing it with other mods. This will help narrow down the problem.
Thanks for the report. I am currently able to use both mods in my environment. However, there still seems to be a factor causing the problem.
I will look for the problem at the moment of completion of the building material delivery.
Updated for 1.17.0-f3.
It is not yet fully compatible, but it works the same as before.
There is an incompatibility issue with Transter Manager CE. I continue to work on resolving the issue.
As a result of our investigation, we were almost able to complete the 1.17.0 support.
It will be updated shortly.
We can complete the process if we continue to address the issue, but it will take a little more time to finish.
Thank you for your patience. Support is ongoing.
It appears that the behavior of delivery to the building has changed.
It seems that delivery is not correctly specified as it has been in the past.
I will continue to look into this, but if there are other mods that have been able to handle the delivery process, may be able to solve this problem sooner by referring to them.
I will look into the cause of the problem. I will update as soon as I find this cause.
As soon as I hit the first milestone, I am getting a bunch of sick cims from the trash pile up throughout the city.
Certainly we will need to consider how to deliver construction resources for pedestrian areas.
Thanks for the report.
Thanks for the detailed info, Real City is the same author as Real Construction.
I will investigate the cause of the incompatibility.
The resource trucks are still classified as delivery trucks so they can't drive down pedestrian roads. They are definitely trying to go to the buildings but they get blocked by the barricades and eventually despawn. The construction resource trucks are not going to the service point.
The solution appears to be to build the pedestrian area with normal roads, make the buildings historical, then convert the roads. The buildings no longer need construction resources after they are historical.
Hopefully you can come up with a solution so that pedestrian areas will work correctly and resources are delivered to the service points instead.
I found the cause! Apparently having Real City Revisited enabled breaks this mod!
I think it could be a conflict with the spawn point manager mod or Transfermanager CE or Call Again
Perhaps you want to run both the warehouse's default transport and this mod's transport management?
Thanks about the translation suggestion!
I will reflect it in my next update.
I'm still in the process of considering additional features.
Thank you in advance for your cooperation.
I haven't started to look into the details and fix it yet. Also, I have not had that problem yet in my environment.
It seems to be working correctly. Maybe there is an incompatibility affected by another mod.
I would like you to try disabling the other mod and check it out. You may be able to get some information on the cause of the problem.
I had an experience with this mod years ago that did not work due to incompatibility.
You may find an error log in the mod folder named RealConstruction.txt.
Perhaps I expressed myself misleadingly, but I didn't mean buying additional buildings that are being built, but in the "processor" itself.
The next idea I have is that a building resource is always required, whether it's a 1x1 or a huge skyscraper. Maybe it could be made more realistic somehow.
I also have a suggestion to improve the German translation:
CONSTRUCTION_RESOURCE Baumaterial
OPERATION_RESOURCE Betriebsmittel
TRANSFER_CONSTRUCTION_RESOURCE_TO Liefere Baumaterial nach
TRANSFER_OPERATION_RESOURCE_TO Liefere Betriebsmittel an
GENERATE_BOTH_RESOURCES Beide Ressourcen produzieren
GENERATE_CONSTRUCTION_RESOURCES Produziere Baumaterial
GENERATE_OPERATION_RESOURCES Produziere Betriebsmittel
SHOW_LACK_OF_RESOURCE Symbolen über Gebäuden anzeigen, wenn Bau-oder Betriebsstoffe knapp sind.
OPERATION_RESOURCE_CONSUMPTION Betriebsmittelverbrauchsgeschwindigkeit
Translations for each country have been added.
If you have a suggestion if the translation is not correct, I will update it.
It seems that the old harmony.dll has been included. I will fix it soon.