Transport Fever 2

Transport Fever 2

Enhanced train station cargo capacity
GordonDry 25 Jan, 2023 @ 12:17pm
New issue with TPF2 beta
As in my heavily modded game there are just 2 mods that have the following command
print ("PackageModifier: Force reload package:"..packageName.."'\n")
namely
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1967619462
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1962650483
I post this in those two mods' discussion threads.

As soon as I try to edit a track which is on a bridge, by e.g. changing the track type or adding a signal, the game stucks and this is written to the log on each occasion:
PackageModifier: Force reload package:modules/trainstationutil'

The "stuckness" lasts for a couple of seconds, which is annoying when working on a track over a bridge.
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Showing 1-6 of 6 comments
RadiKyle 5 Jul, 2024 @ 5:46pm 
Hi @GordonDry, does this still occur with this mod?
GordonDry 6 Jul, 2024 @ 5:05am 
Yes, and it's still unclear if this is one of those 3 things:
1. plain vanilla issue
2. a mod issue of just one mod
3. a mod incompatibility issue of several mods combined
RadiKyle 6 Jul, 2024 @ 7:06am 
Interesting... Ok I tried it in a testmap with only this mod and the Old Tracks mod loaded (so I could test a non-vanilla track type). I made some bridges and tried adding signals, and using Tools to change the track (catenary / high speed). But that message didn't appear in the console window.

I'm curious about this because I'm working on an incompatibility between this mod and one of my mods, and this topic might have some useful info for me.

I suspect it's your option 2 or 3, and it seems more likely 3, based on my test result with only 2 mods loaded.

This is a very old mod tho, so it's possible that it was okay originally in early 2020 game version, and then a change to the vanilla game code during one of the later game updates made the mod's code partially incompatible, or incompatible with certain other mods loaded.

For example the mod's description indicates that it's compatible with many non-vanilla track types, yet today all the comments since ~2022 indicate it only works with vanilla tracks. In between 2020 and 2022, UG updated the game to allow non-vanilla track types in modular stations, but this mod (and some others) were not updated. I think it made them partially incompatible.

Do you use any special bridge mods that might be coded as a "station"? Especially modular ones? For example I know there are bridge mods that are technically "depots" in the code. If there are ones that are technically stations, it might be triggering this mod.
Last edited by RadiKyle; 6 Jul, 2024 @ 7:07am
GordonDry 6 Jul, 2024 @ 12:41pm 
In those cases I just use normal bridges. The issue only occurs on first instance of a gaming session, so as soon as the "thing" happened the next time I try to fiddle with a track on a bridge the huge delay / lag does not occur anymore.
RadiKyle 6 Jul, 2024 @ 12:51pm 
Ah ok. I get something similar with my mods list, the first road over water freezes everything for a few seconds before the bridge menu appears. After the first bridge of the session is built, it's okay again. I think it's loading all the bridge mods.
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