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I don't understand how the track type would change the platform height tho? I've never seen that with any mods (tracks or platforms).
Theoretically you can use tracks with low bedding for all stations, i.e. also for those with normal high platforms. But they would become 35 cm higher. This may cause issues, so you should know what you're doing. The optimal way was if some modders could create special stations and platforms for low light railway tracks. I've done my bit
My own testing with the modified version of your mod (to enable station track modules) went well. The only issue was the conflict mentioned earlier with the Early Start mod. The author @doug does a lot of work for compatibility with other mods, so I think they could help find a solution for this.
My own station mod has been released, and you can see your track modules used in the last screenshot with some of my ground platform modules, as well as normal-height platforms from other mods. I think the blend between the ballast and the ground platform looks decent (it looks even better if using Shift-paint on the ground platforms, which I didn't know about when I made those screenshots).
I think it's better to adopt current filter methods rather than continue with a legacy year-based method (other than -1). I think those tracks should get updated, or patched / replaced by another mod. There are mods that add dozens of blank purple module icons, so this issue is actually much larger than just those few old mods that actually tried to hide them. I already started a patch/fix mod to either add the missing icons or just remove them completely.
For now I've turned off Early Start (my savegame is already after 1850 now) so I can continue testing your mod in stations, and I think it didn't break much. So far it's working well. Testing it along with the Rails Only mod in freight railyards (def not "light" rail lol!).
I should also check if there are tracks at all at 1800. But this would be a flaw of "Early Start" because most mods assume that tracks are always available.
Ugh module icons, we so need a tool for that... "_module" "_module_catenary" all the things... 😵
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=915409215
I tried porting it to TF2 (it's for TF1) using a mod conversion tool, but it didn't work...
How it works is like this, when the tram comes, the traffic lights act as the crossing signals. They turn red to stop the cars from going across, then go back to green once the tram passes.
I'm kind of after a crossing like the above one for this game, that's why i asked if it was possible or not... though it might be because TF1 lacked traffic lights.
If it is possible, I would like a gated version and a non-gated version as well. They would make perfect tramway crossings.