Cities: Skylines

Cities: Skylines

Random Train Trailers 2.4.2
231 comentarii
Failer 7 iul. la 14:14 
Great! Awesome it works now, and thank you for your time.
Acc3ss Violation  [autor] 7 iul. la 12:53 
Turns out I found some time just now, so version 2.4.2 will be up shortly with a fix. All workshop trailer collections should now be shown in the list when you click "Add collection" on a vehicle.
Acc3ss Violation  [autor] 7 iul. la 11:50 
Is this about "Failer's Freight Wagons", workshop ID 3514514638? It does load for me, but it doesn't show up in the UI when configuring trailers through there. Turns out the same goes for all other collections supplied with assets, so it seems like you found a UI bug!

That said, the mod does actually load the config, so any vehicles that reference the collection (manual XML editing required unfortunately) should make use of it.

I'll make a fix for the UI once I can find some time for it because it would be a lot less confusing if the UI did show these collections in the "Add collection" list when editing a vehicle
Failer 5 iul. la 11:56 
Unfortunately even with a clean game I can't access configs from Workhsop in ingame UI..
Failer 5 iul. la 9:17 
That's... wierd. The log says the mod is loading the configs from Steam workshop folders, but they are not available in game unless I move them into RTT-Definition file in local appdata folder. Reloading configs doesn't help.

I'll try again later with other mods disabled.
Acc3ss Violation  [autor] 5 iul. la 8:02 
Oh and you can press Ctrl + Alt + R to reload all configs while in-game without having to restart
Acc3ss Violation  [autor] 5 iul. la 8:00 
@Failer It should work, but I haven't played the game in a while tbh.

If you enable "Enable full log" in the mod settings the mod should log all loaded configs in the game's output_log.txt once you load into a map.
Failer 2 iul. la 6:29 
Is the feature of uploading configs with the asset still working? I've folowed this instruction step-by-step, but the saved configs are not availaable in game, even though they are downlaoded with the asset and are availbable in the Steam workshop folder.

If I copy the same file from the workshop folder to local folder and laod thsoe configs they do work. The mod seems to just not load them.
BierPizzaChips 14 apr. 2024 la 23:08 
This is a fantastic mod!!! Now i can run my favourite locomotives with trailers matching to the industry of the a districts cargo station. I LOVE this. Many, many thanks.:steamhappy::steamthumbsup:
The Loot 25 oct. 2023 la 0:06 
Bummer, but it is something I can mention to bsquiklehausen if he still has plans to update his old freight trains.
Acc3ss Violation  [autor] 24 oct. 2023 la 13:21 
No, the Empty trailers are only possible via the trailer variations.
The Loot 24 oct. 2023 la 12:35 
Good point about the amount of short trains you'd get.

Is there a way that an "Empty" cargo can be set to spawn static trailers like the other types can? There's a "None" cargo, but documentation says that spawns them with any type of cargo.
Acc3ss Violation  [autor] 24 oct. 2023 la 9:10 
The problem with cutting down the amount of trailers is that a lot of trains are actually more than 50% empty, at least during my testing, so you'd end up with a lot of really short trains, which looks a bit silly.

The empty cargo trailers are already a thing. The game has support for trailer variations and the mod does use that to make trailers appear empty based on cargo load of the train. Of course the assets themselves need to support these variations, but there are some out there that do and they work quite nicely.
The Loot 24 oct. 2023 la 1:19 
Would you still be interested in adding any new features?

I guess the simplest would be an option to check the vehicles load percent and then cut down the amount of trailers that can spawn to that percent of the maximum trailer count.

A more involved system, with the addition of an "Empty" cargo type for trailers, spawn those cars depending on how empty the vehicle's load is compared to the maximum.

Is something like that possible?
STC Continuum 2 aug. 2023 la 18:08 
@Acc3ss Violation I set end offset to 3 and that worked. Thank you!
Acc3ss Violation  [autor] 24 iul. 2023 la 11:39 
@STC Continuum Using an end offset of 1 should work on all of them, so the caboose should be there. Are some of those assets perhaps ones that automatically 'turn around' when reversing? I know some steam trains on the workshop do that. For those you may need a higher end offset than 1 because the last one or two cars are actually invisible, so the caboose isn't actually the last trailer.
STC Continuum 22 iul. 2023 la 16:33 
So, I have a question. I am trying to get my freight trains to spawn with cabooses on the end, using the end offset set to 1. I have subscribed to several trains, all with cabooses, yet only one will actually spawn with a caboose at the end. What am I doing wrong, or is this a glitch?
Acc3ss Violation  [autor] 25 apr. 2023 la 11:28 
Copy/paste buttons were just added in 2.4.1
link_0610 20 ian. 2023 la 13:49 
Well then I have to bite the bullet and copy and paste a lot...
But nice to hear that you try to add copy and paste feature in the UI.
Acc3ss Violation  [autor] 20 ian. 2023 la 13:10 
That's quite an ambitious project with that many engines. I'd probably go for editing the XML with a lot of copy pasting or writing some sort of script to generate the XML file.
There is an unreleased copy-paste feature for the in-game editor UI which I want to release at some point, but that would still be pretty slow for such a large number of configs.
link_0610 20 ian. 2023 la 10:36 
@Acc3ss Violation.
Thanks, for your reply. It's quite unfortunate that it's limited to one trailer config for one engine. I guess then I will try to copy and rename the crps...
Do you have an idea/recommendation how to set up quickly a lot of RTT cofings? I have around 50 engines which I want to act as single, double, triple and quad config, so I how have to make configs for around 200 engines.
Even if I would edit the RTT-Definitons.xml it would take very long. All trains would have the same trailer but different off sets, engines and trailer limits. Any Ideas how to speed up the progress?
Acc3ss Violation  [autor] 20 ian. 2023 la 10:26 
I can get the submeshes to work properly, but I can't get the main mesh to hide itself when one of the submeshes is used, so it still looks weird. I recommend using another trailer instead of the vanilla one.
Acc3ss Violation  [autor] 20 ian. 2023 la 10:15 
Nope, just one per engine.

I've also been able to replicate the issue with the vanilla trailers showing all submeshes. I'll take a quick look and see if I can find a workaround for it.
link_0610 20 ian. 2023 la 9:52 
Is there a way to have multiple RRT set ups for the same engine?
Like set up A: off set 0, trailer limit 15 and set up B: off set 1 trailer limit 30
link_0610 19 ian. 2023 la 9:28 
@Acc3ss Violation
Thaks for the quick reply.
First sorry, my bad, then I understood it wrong how the offset works. But I didn't used the vanilla save button. I only used the save button form the extended asset editor.
Acc3ss Violation  [autor] 19 ian. 2023 la 9:21 
@link_0610 From what you describe the start or end offsets work as expected. They prevent part of the train from being randomized, those parts will end up using the original trailers that were saved with the asset, in this case the vanilla cargo trailer.
If you want to put an engine on the back or two at the front you'll have to do that in the asset editor and then use the start/end offsets to prevent it from being randomized away.
The submeshes all being present at once could be caused by using the default Asset Editor save button. Make sure to use the Extended Asset Editor save button to properly save the submesh configuration. There is also a cargo type preview selector in the Extended Asset Editor, you can use that to see if the submeshes are set up correctly.
link_0610 19 ian. 2023 la 7:59 
@Acc3ss Violation.
Hello, I think I have an issue with Trailer Variation loader or RTT, i'm not 100% sure.
Im useing a workshop cargo train (which I edited in the extended asset editor and only has the vanilla cargo trailer). Changing these trailers in RTT is working fine. But if I set up a a end or start offset the trailer don't gets replaced by an engine. Instead there is the vanilla cargo trailer. Furthermore it looks like that the vanilla cargo trailer would spawn with all sub meshs at once, so the trailer is flickering around and muliple meshes are visble.
The vanilla freight train does have normal looking trailer.
If you want to see screenshots or logs feel free to contact me on discord. Ping me on the r/CitiesSkylines discord server or write me a DM. My username is the same like here.
Acc3ss Violation  [autor] 18 ian. 2023 la 10:25 
That's not possible, the trains keep their original names.
alexanderciv 18 ian. 2023 la 7:06 
Is there a possibility to name your trains individually? Currently the trains are named after the engine name, e.g. AFT 123456 Cargo Coal, etc.

What do I need to do when I select this engine for my train to rename it. For example, I configure a Cargo train to depart only from the Forest Industry station. I want it to be called "Forest Industry Cargo".

Is there this possibility?
BÖRK 12 ian. 2023 la 17:42 
NVM, i can handle it
Acc3ss Violation  [autor] 11 ian. 2023 la 10:29 
What kind of conflict? What error?
BÖRK 11 ian. 2023 la 1:49 
i got conflict with vehicle effect after subscribing this mod and what i should to do to fix the error?
Wijnand1985 4 ian. 2023 la 12:32 
@Acc3ss Violation, the mod was enabled in the mod list. I use LoadOrderMod for that. But a couple of days ago, the issue was gone all of a sudden. I'm guessing it was some mod conflict. Thanks for your help!
Acc3ss Violation  [autor] 27 dec. 2022 la 4:11 
About the icon disappearing, is the mod still enabled in the mod list?
If it is, check the mod's settings for the "Enable UI" toggle, it should also be enabled.

If both are enabled then maybe some other mod is interfering with the icon.
Acc3ss Violation  [autor] 27 dec. 2022 la 4:04 
@Wijnand Dijkshoorn It's a percentage indicating the chance that it will invert. 0 never inverts, 100 always inverts. So in your case use 100.
Wijnand1985 26 dec. 2022 la 14:02 
Also, how does the 'invert' option work? If i want to invert an engine to function as the last wagen of the train (for instance with the 'koploper' in Holland), what number do i have to fill in in the invert textbox?
StayHungryStayFoolish 26 dec. 2022 la 7:20 
This mod is part of the Financial District compatible modlist.
Wijnand1985 26 dec. 2022 la 6:32 
Hello Acc3ss Violation, i downloaded your wonderful mod, and after starting the game the train icon was there in the toolbar, but after quitting the game and restarting it later, the icon was gone ever since. I tried redownloading your mod, but that didn't help. Do you have any clue as to what's happening?
Acc3ss Violation  [autor] 17 nov. 2022 la 10:09 
@StarrWulfe It was a bit of a recurring request, but your comment was the final push for actually implementing it haha
StarrWulfe 17 nov. 2022 la 7:40 
@Acc3ss Violation hey was that update for me? Wow, I'm gonna check it out right now!
Acc3ss Violation  [autor] 15 nov. 2022 la 9:42 
@Hindi correct, that can be done. In that example you will need some multi trailer trickery if you want to avoid spawning a 6car one.
Hindi 15 nov. 2022 la 6:57 
The tram addon sounds promising. If i read the tutorial correct, you can have 5car and 7car trains with the same asset?
Termite 15 nov. 2022 la 2:32 
Great update to an essential mod. Thanks.
StayHungryStayFoolish 14 nov. 2022 la 15:53 
This is a nice addition, a nice idea, and a nice UI.

Thank you for the update. I will start to analyze this mod.
Acc3ss Violation  [autor] 14 nov. 2022 la 12:37 
Update 2.4 released

Passenger trains, metros and trams are now again supported! Configuration works the same as with cargo trains, except you can't use the cargo contents to change their appearance.
StarrWulfe 14 nov. 2022 la 7:03 
This doesn't work with trams, does it?

I want to make a longer consist of the same or slightly different light rail vehicles as is done in Portland Oregon, USA; older Type 1 cars that are high level and have stairs run in consists of 2 or 3 cars and have at least one newer Type 2 and above car that is low-floor barrierless to accommodate wheelchair passengers.
Acc3ss Violation  [autor] 12 nov. 2022 la 2:28 
Correct, the randomization is limited to real cargo trains
Hindi 11 nov. 2022 la 3:11 
If i want to create a dummy freight train (passenger train with freight train trailers), it is not possible to randomize the trailers, if i see that correct?
The Loot 6 nov. 2022 la 3:31 
@Da Boss Hoss In this mod, set up a train configuration to only spawn those types of cars, and then in Vehicle Selector, only allow that specific train to spawn at that station.
Fiona Maray 5 nov. 2022 la 13:06 
Is there any way to use this with Vehicle Selector so certain combination of trains/cars spawn from specific train stations? (i.e. a train with all forestry cars would spawn from a station in a forestry industry area)