Comments on: Behind the scenes #1: Modding /2015/10/behind-the-scenes-1-modding/ Official Website (archived) Tue, 11 Mar 2025 07:01:33 +0000 hourly 1 https://wordpress.org/?v=6.7.2 By: Gordon Pilcher /2015/10/behind-the-scenes-1-modding/#comment-599021 Fri, 13 Nov 2015 11:41:17 +0000 /?p=20219#comment-599021 for many of use it is a nightmare if a mod doesn’t work things like lua. mods such as Liège-Guillemins worked once but the it start to cause issues by crashing the game at start up I loved the time work but many time I down load mods and they cause problems I’ve read post about do this or that but it might as well be in Martian which I don’t speak or understand so could there be a standard that much make a mod qualify for release or alternatively a YouTube video in in English explaining all this stuff I’ve downloaded many mods but I’m unable to use them I get them down then install them with TFMM only to have them have an error of some kind so if us dummies could have video called Train Fever for dummies it would be greatly appreciated thanks

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By: Guava /2015/10/behind-the-scenes-1-modding/#comment-592544 Sun, 25 Oct 2015 14:16:42 +0000 /?p=20219#comment-592544 Hi, I would also use more mods if I could understand their descriptions. Most of it is in German. I have no idea what they will do etc etc… Please translate that website…

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By: Ab /2015/10/behind-the-scenes-1-modding/#comment-589857 Mon, 19 Oct 2015 19:04:50 +0000 /?p=20219#comment-589857 I’m still hoping for the possibility to rename towns and city’s. Seems so easy but apparently is very hard to create.. Love the look and feel of the game though!

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By: Andrey /2015/10/behind-the-scenes-1-modding/#comment-589622 Mon, 19 Oct 2015 07:37:30 +0000 /?p=20219#comment-589622 In addition to my review for the game Train Fever.
Logical chain of productions:
1. Minerals Coal, Iron ore.
1.1. Purchased plants: Steel raw material Coal, ore, refined oil produces steel,
1.2.Metallurgical plant: raw steel, refined oil products metallurgy
2. Mineral Oil
2.1. Purchased plants: refinery production of refined oil, fuel
2.2. Purchased plants: refinery feedstock refined oil to produce oil products.
3. Minerals wood
3.1. Purchased plants: a Sawmill’s raw wood, produces treated wood
3.2. Purchased plants: wood processing the mill processed wood produces wood products
4. Minerals farm: produces milk, meat
4,1,Purchased plants: Food plant: raw milk, meat, produce food
5.. minerals of the grain farm: produces wheat
5.1. Purchased plants: Bakery raw wheat produces bread.
6. Clay minerals
6.1. Purchased plants Brick plant: clay raw materials, refined oil produces building materials

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By: Andrey /2015/10/behind-the-scenes-1-modding/#comment-589612 Mon, 19 Oct 2015 07:08:55 +0000 /?p=20219#comment-589612 Good time of day! Very love your game and I spend many hours behind it. There are wishes and suggestions for improving the game.
1. Improve the industry, I think it would be interesting if and how the minerals were previously randomly on the map but the processing plants to the final product it was possible to independently purchase and install in the cities.
Would like to make a list of businesses such as agriculture, fields and resources in cities, producing food for urban supply.
To add warehouses where they could get the cargo for further shipment or distribution.
2. Railway. For more realism it would be interesting to get such a tool as a range of reversal of trains. The opportunity to exhibit at routes the priorities of the trains in motion on the tracks. The ability to set the routes of the traffic lights at which the train should wait for the release of the way.
At railway stations it was not bad you be able to add the paths and do not build separate freight and passenger stations separately and to give the appointment it tracks at the stations, that is, enter 3 type of station a combined (freight and passenger).
3. Automobile transport. You can add a base on the principle of bus stops for transportation of final products in certain parts of the city.

Thanks in advance if any of my ideas will come into play.

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By: Xanos /2015/10/behind-the-scenes-1-modding/#comment-588188 Fri, 16 Oct 2015 09:58:36 +0000 /?p=20219#comment-588188 In reply to Alex.

You can translate any strings defined in in _() in lua 🙂

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By: Alex /2015/10/behind-the-scenes-1-modding/#comment-587897 Thu, 15 Oct 2015 19:50:03 +0000 /?p=20219#comment-587897 Btw yes, it would nice to be able to translate description of vehicles. May be something like multi-language support in .mdl

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By: [MAZA]Dr.Tesla /2015/10/behind-the-scenes-1-modding/#comment-587799 Thu, 15 Oct 2015 16:46:47 +0000 /?p=20219#comment-587799 the modding in this games just makes in really awesome!!!
my only problem with them is that… most of them are in german 🙁
sadly, i can’t understand what most of the mods do and only a small number actually have tranlations to english.
Can you force somehow the modders to have english description please? this game should be and deserves to be global!
Also, the nordic community dlc you mentioned is going to be like the usa one, will we be able to download it from steam? (i know there is a link but even that is in german…..)

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By: Scott /2015/10/behind-the-scenes-1-modding/#comment-587794 Thu, 15 Oct 2015 16:39:19 +0000 /?p=20219#comment-587794 To all Mod makers:
Can I please ask that you use case sEnSiTiVe filenames when making your mods, I’ve had to fix about 20 mods so far because they cause Train Fever to crash when running under linux.

Eg.
id = “vehicle/train/BR140/BR140_bb_lod_0_body.msh”
is NOT the same as
id = “vehicle/train/BR140/BR140_bb_lod_0_Body.msh”

Both work fine under Windows’ limited filing system, but crash with a Lua error under Linux.
Thank you!

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By: Douglas /2015/10/behind-the-scenes-1-modding/#comment-587793 Thu, 15 Oct 2015 16:37:25 +0000 /?p=20219#comment-587793 The mods does gives a whole new life to the game. I only played for hours because of mods. But the lags really kills it. Please next game use Unity engine.

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