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Hey, unfortunately I cannot change tram/bus types without getting several error of this kind - is there a solution? Thank youuuu
20240513120205_1.jpg
 
Hey, unfortunately I cannot change tram/bus types without getting several error of this kind - is there a solution? Thank youuuuView attachment 1132740
You seem to have duplicate prefabs. Perhaps you installed the mod locally AND subscribed to it via paradox? Did you maybe download the mod manually, or copy it into any directory in your game files?

If that doesn't solve the issue, please do a full mod cache deletion in the Asset Packs Manager Settings.
 
You seem to have duplicate prefabs. Perhaps you installed the mod locally AND subscribed to it via paradox? Did you maybe download the mod manually, or copy it into any directory in your game files?

If that doesn't solve the issue, please do a full mod cache deletion in the Asset Packs Manager Settings.
The Cache deletion made it work, thank youuu
 
The engine parts have a lower vehicle capacity in the base game. I could increase that, but there still has to be space for the engine after all, and the engines are smaller than the wagons
Doesn't it mean it should be vice versa? How many engine vehicles does a 6-wagon train has and how many does the 2x3 one?
 
Doesn't it mean it should be vice versa? How many engine vehicles does a 6-wagon train has and how many does the 2x3 one?
No. Each engine has a capacity of 60, and each car has a capacity of 120, because it uses the full car length as passenger area and has two floors, while the engine only has half a vehicle available for the passengers. I intentionally did not change the capacity of the engines, because it makes sense to be like that.
1716470148217.png
 
No. Each engine has a capacity of 60, and each car has a capacity of 120, because it uses the full car length as passenger area and has two floors, while the engine only has half a vehicle available for the passengers. I intentionally did not change the capacity of the engines, because it makes sense to be like that.
View attachment 1137639
Then aren't your descriptions reversed?

On Trams, it says:
  • Tram (6 Segments) (cap. 400)
  • Tram (Double) (cap. 480)
On Subways, it says:
  • Subway Train (6 Segment) (cap. 840)
  • Subway Train (Double, 3 Segments) (cap. 1380)
IDK about Trains since the page seems boinked. (For me, the page displays subway images, and the text is not formatted like the others)

Which obviously implies 2x3 > 1x6. But maybe it is different for the different modes. If the way you are trying to convey the information is different, it might be helpful to add text to the images to assign a label to each variant. Also, it'd be nice to include the vanilla vehicle values for comparison in the description.

Otherwise, this mod is very much appreciated.
 
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While loading the game with this mod i got an error message:

[object Object]
ArgumentException: An item with the same key has already been added. Key: Assets.NAME[CarProp]
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <b89873cb176e44a995a4781c7487d410>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <b89873cb176e44a995a4781c7487d410>:0
at I18NEverywhere.I18NEverywhere.LoadEmbedLocales (System.String localeId, System.String fallbackLocaleId, System.Boolean reloadFallback) [0x00169] in D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:215
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
I18NEverywhere.I18NEverywhere:LoadEmbedLocales(String, String, Boolean) (at D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:220)
I18NEverywhere.I18NEverywhere:LoadLocales(String, String, Boolean) (at D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:168)
I18NEverywhere.I18NEverywhere:OnLoad(UpdateSystem) (at D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:75)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__152:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
 
While loading the game with this mod i got an error message:

[object Object]
ArgumentException: An item with the same key has already been added. Key: Assets.NAME[CarProp]
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <b89873cb176e44a995a4781c7487d410>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <b89873cb176e44a995a4781c7487d410>:0
at I18NEverywhere.I18NEverywhere.LoadEmbedLocales (System.String localeId, System.String fallbackLocaleId, System.Boolean reloadFallback) [0x00169] in D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:215
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
I18NEverywhere.I18NEverywhere:LoadEmbedLocales(String, String, Boolean) (at D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:220)
I18NEverywhere.I18NEverywhere:LoadLocales(String, String, Boolean) (at D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:168)
I18NEverywhere.I18NEverywhere:OnLoad(UpdateSystem) (at D:\repo\I18nEveryWhere\I18NEverywhere\Mod.cs:75)
Game.Modding.ModInfo:OnLoad(UpdateSystem)
Game.Modding.ModInfo:Load(UpdateSystem)
Game.Modding.ModManager:InitializeMods(UpdateSystem)
Game.Modding.ModManager:Initialize(UpdateSystem)
Game.SceneFlow.GameManager:InitializeModManager(Boolean)
Game.SceneFlow.<<RegisterPdxSdk>g__RegisterDatabase|9>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<RegisterPdxSdk>g__RegisterDatabase|9>d&)
Game.SceneFlow.<>c__DisplayClass106_1:<RegisterPdxSdk>g__RegisterDatabase|9()
Game.SceneFlow.<<RegisterPdxSdk>b__4>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
Colossal.PSI.PdxSdk.<SyncMods>d__152:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
This issue will be fixed with an update today
 
Then aren't your descriptions reversed?

On Trams, it says:
  • Tram (6 Segments) (cap. 400)
  • Tram (Double) (cap. 480)
On Subways, it says:
  • Subway Train (6 Segment) (cap. 840)
  • Subway Train (Double, 3 Segments) (cap. 1380)
IDK about Trains since the page seems boinked. (For me, the page displays subway images, and the text is not formatted like the others)

Which obviously implies 2x3 > 1x6. But maybe it is different for the different modes. If the way you are trying to convey the information is different, it might be helpful to add text to the images to assign a label to each variant. Also, it'd be nice to include the vanilla vehicle values for comparison in the description.

Otherwise, this mod is very much appreciated.
Thanks for clarifying. You were right, the numbers were not correct and I didn't see the train page description being broken. I updated all three mod descriptions now, I hope they are clearer for you! (and everyone else of course). Thanks for the feedback!