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Or when trying to make any changes in asset editor when this mod is active.
Is it incompatible with something?
Thanks
I actually still have this in my setup in all my recent asset creation process, will have to look into it if it's really broken by latest update.
I can't find the markers for pedestrian paths anymore
Thanks for fixing it
Can someone confirm if this mod is working with the latest edition of CL? Is there something I'm supposed to do other than subscribe and enable this, before I can use the new editor?
Also, when I use the editor to make it a 2x2, the part of the asset outside of the reduced area does not disappear, it still stays. How do I get every part outside of the new 2x2 grid to disappear? THank you in advance!
https://ufile.io/qpnwhgz9
Some you can change with this Mod,
I have found others require using the Spawn Point Editor to move them.
And yes, the 3rd error message is a correct true statement, not changeable via this mod.
Clear spawn points:
System.NullReferenceException: Object reference not set to an instance of an object
at AdvancedBuildingsEditor.Scripts.ClearProps (Boolean specialPoints) [0x00000] in <filename unknown>:0
at AdvancedBuildingsEditor.Panel+<>c.<Start>b__3_8 () [0x00000] in <filename unknown>:0
at AsyncAction.Execute () [0x00000] in <filename unknown>:0
Auto-place spawn points:
System.NullReferenceException: Object reference not set to an instance of an object
at AdvancedBuildingsEditor.Scripts.ClearProps (Boolean specialPoints) [0x00000] in <filename unknown>:0
at AdvancedBuildingsEditor.Scripts.AutoPlaceSpecialPoints () [0x00000] in <filename unknown>:0
at AsyncAction.Execute () [0x00000] in <filename unknown>:0
Manual placement of spawn points:
Cannot place any more objects of this type
Hope you can find some time to look into this – thank you in advance
@[OG]CombatMedic02 I didn't test it recently but I guess I at least need to add support for the new stuff added by Airports DLC
There is this great Double Track Cargo Station where the Trains outgun the Trucks.
You need the More Network Stuff Mod: https://steamproxy.net/sharedfiles/filedetails/?id=512314255 to place them. Works only in Asset Editor.
i noticed i can place spawn points and the citicens seem to be able to move correctly but still wondering ?
However, I think that a documentation would be very helpful. I'm struggling with a very simple cargo station design, which always end up with trucks stuck in some zigzag trajectory, mysteriously sinking underground, ignoring spawn/despawn points, trains spawning in regular tracks instead of cargo tracks, behaviour changing when you connect other nearby tracks... a whole havoc which is hard to assess with pure trial-and-error (specially considering the loading time that each trial has...). Understanding how those things should work would be a great help!
Added: hub (cargo & passenger) spawn point editing
Added: fishing spawn point editing
Fixed: Now it's not possible to place spawn points that cannot be saved
Fixed: A rare issue leading to an exception on saving props
Fixed: Various improvements to auto-placing spawn points
It is possible? Yep, that's road type asset to edit, but why not?
Added: When net tool is active, cargo connection direction is displayed
@Captain Toof I've got to check the comments, I see there is a plenty of them. If there are issues that I can confirm, I will resolve them ASAP
Added: auto place spawn points on ferry path
Fixed: Now pedestrian paths, ferry paths & cargo connections are made editable too
Fixed: Spawn target is placed with an offset from spawn point when doing auto-placement
Also we still waiting, dammit...
Sorrt for my english and thanks Bloodypenguin for this mod.
For the other thing, I do not know.
System.NullReferenceException: Object reference not set to an instance of an object
at AdvancedBuildingsEditor.Detours.BuildingDecorationDetour.SaveProps (.BuildingInfo info, UInt16 buildingID, .Building+ data) [0x00000] in <filename unknown>:0
at AdvancedBuildingsEditor.Detours.BuildingDecorationDetour.SaveDecorations (.BuildingInfo target) [0x00000] in <filename unknown>:0
at BuildingInfo.SaveDecorations () [0x00000] in <filename unknown>:0
at SaveAssetPanel+<ThreadSaveDecoration>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0
at AsyncTask.Execute () [0x00000] in <filename unknown>:0
I can't add new truck spawn/dispawn point at post office assets. Would you mind make it possible...?