Tagged: Cost Mod, maintenance, Mod, price
- This topic has 39 replies, 12 voices, and was last updated 8 years, 4 months ago by
Gwinda.
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AuthorPosts
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December 5, 2014 at 15:36 #14248
Anonymous
InactiveHello! I get the following error when I start a new World with this mod installed:
File: res/config/cost.lua
res/config/COSTs.lua:21: <eof> expected near ‘end’
I wonder if this can be fixed or if it is caused by Another mod? (I have Timeless mod and Gwindas signal pack included.)
Thank you 😀
January 8, 2015 at 11:15 #15747Gwinda
ParticipantI have released a hotfix v2.10 to fix the issue that v2.0 didn’t uninstall the previous version correctly.
http://www.train-fever.net/filebase/index.php/Entry/10-Cost-mod-v2-0/
March 25, 2015 at 19:54 #18193Gwinda
ParticipantCost_mod v3.2 for TF 5541.
March 26, 2015 at 07:33 #18198Szynsz
ParticipantHello
I try to install this mod by method 1 and 2 but i dont have file LUA.exe in first method and `cost_mod_config.lua in second method.
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This reply was modified 9 years, 10 months ago by
Szynsz.
March 26, 2015 at 07:44 #18200Szynsz
ParticipantI cant edit my post. I try one more time and i get this error (method 2)
My cost.lua file:
function data()
cost_mod.install()
require “cost_mod”
return {
— per m^3
terrainRaise = 6.0,
terrainLower = 7.0,railroadTrack = 50.0, — per m
railroadHighSpeedTrack = 80.0, — per m
railroadCatenary = 15.0, — per m
railroadSwitch = 5000.0, — per instance
railroadBridge = 10000.0, — per instance
railroadBridgeVol = 11.0, — per m^3
railroadTunnel = 25000.0, — per instance
railroadTunnelLen = 1000.0, — per m— fraction of the road cost
roadBusLane = .1,
roadTramLane = .4,}
endMarch 26, 2015 at 10:31 #18205Szynsz
ParticipantOk it work, my mistake, i looking this files in wrong directory. Now i must reinstall game because i generate some trash 😛
March 26, 2015 at 12:07 #18207Gwinda
ParticipantThe mod has been adopted to the new mod system. You should not use LuaTF.exe.
I don’t own this thread so I can’t change the instructions in the first post. You will always find the latest news and instructions here:
http://www.train-fever.net/filebase/index.php/Entry/10-Cost-mod-v2-0/
March 26, 2015 at 12:50 #18211Szynsz
ParticipantFortunately, the method of trial and errors I managed to run 🙂
March 26, 2015 at 20:32 #18215Traian Trante
ParticipantGwinda, could you please expand your cost mod so that we can alter the tonnage and the capacity to all the vehicles ?
I’m thinking of soething like: trains carry 50% less cargo, are 75% lighter and they cost 50% less to maintain. This should be fun 😀
March 27, 2015 at 04:51 #18234Gwinda
ParticipantNo problem, as soon I get some time I can make a load mod in the same style as the time and cost mod.
March 27, 2015 at 14:23 #18242Traian Trante
ParticipantAwesome, thank you a lot for looking into this !!!!!!
April 16, 2015 at 01:21 #18414Traian Trante
ParticipantMe again.
I tried doing it myself. I took your file from the cost mod : main.lua and added this:
if c == ‘model/vehicle/waggon’ then
data.metadata.transportVehicle.capacities.capacity = data.metadata.transportVehicle.capacities.capacity / 4
end
to the metadataHandler function. however, as expected, it got an error. My guess is the error is because the data.metadata.transportVehicle.capacities is actually an array, not a variable.
How do i sole this ? How do i call all the variables in the array ?
For reference, the open wagon ‘s metadata looks like this:
capacities = {
{ type = “COAL”, capacity = 32, loadIndicator = { type = “LEVEL”, params = { id = 2, maxHeight = 0.88 } } },
{ type = “IRON_ORE”, capacity = 32, loadIndicator = { type = “LEVEL”, params = { id = 3, maxHeight = 0.88 } } },
},
April 19, 2016 at 05:25 #21601Gwinda
ParticipantReleased Cost mod v3.3
* Updated for TF 7753
* Added UI Configuration script for TFGM
* Added factor for placeable assetsSeptember 27, 2016 at 01:48 #21811Theboss0104
ParticipantSeptember 27, 2016 at 02:12 #21812Theboss0104
ParticipantI need help ;-;
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This reply was modified 9 years, 10 months ago by
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