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Problem Radar

von square17Version 1.0Aktualisiert 20.10.2026209 KiB
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Beschreibung

Problem Radar collects the problems in your transport network into one compact, sortable window, and stays quiet while everything runs.

When vehicles get old or worn, one click shows their line's fleet, earnings and load, and opens the game's own Replace Vehicles window to upgrade them.

Features

  • Vehicles: blocked, no path (with the missing piece where the game reports it), stuck (standing en route past a threshold per carrier; stops, harbour and runway queues and user-stopped vehicles are left out), trains waiting behind another train.
  • Lines: broken (no path, too few or incompatible stops), no vehicles, cargo issues, overloaded (more waiting at a stop than several vehicle visits can carry), underused (low utilisation), bunching (vehicles clumped together or long gaps).
  • Stations: overcrowded, stop unusable for the line's vehicles.
  • Fleet: worn, past its lifespan, idle in a depot.
  • Economy: lines that lost money over the last 12 months (in at least 3 of the 4 quarters), and lines whose average utilisation over about a year is very low. Bigger losses and emptier lines get a higher severity.
  • Fleet window: the ↑ Upg button on an Old or Worn vehicle's row opens a Fleet window for its line: vehicles (how many are past their lifespan or worn), capacity, current load with a utilisation bar, frequency, passengers and cargo transported per year and the average age against the lifespan, next to the last 12 months' income, running costs, maintenance and balance. Fleet by model lists each model with its count, the oldest vehicle's age and how many are past their lifespan.
  • Upgrade: "Upgrade old vehicles", "Upgrade this vehicle", "Upgrade whole fleet" and, on a line with several models, the "Upgrade N…" button on each model open the game's own Replace Vehicles window with those vehicles, where you pick the new model and confirm the price. Replaced vehicles leave the radar at once. "Show line" opens the line's window.
  • Badge: a small badge or a compact one-row panel in the top-left button ridge shows the number of problems, coloured by the worst severity.
  • Tabs for All, Vehicles, Lines, Stations, Fleet and Economy, each with its count, plus Snoozed and Settings. Click a row to move the camera there and open the vehicle, line or station window.
  • Notifications: each alert type can be set to Off, List (shown in the radar only) or Notify (also a game notification when the problem first appears). Notifications are rate-limited and can be paused.
  • Snooze: the Zz button on a row hides a problem you already know about (say, a line you accept losing money) for 1 month to 5 years of game time. It is not counted and sends no notifications while snoozed. The Snoozed tab lists it with its end date and can wake it early.
  • Smoothing: a problem is listed once it has lasted 30 game seconds and stays until it has been gone that long, so alerts don't flicker (adjustable, 0 = instant).

Settings

  • All settings are in the radar's Settings tab and saved per savegame: alert types, thresholds (stuck minutes, line limits, worn condition, depot days, money and utilisation limits) and smoothing.
  • Top bar button (in the mod settings, default Tile): the badge in the top-left button ridge shows the coloured dot and the count on a dark tile, like the game's data layers button; or the word "Radar" before them, without a frame (Text).
  • Debug: performance log (in the mod settings, default Off): writes timing lines to the game's log file every 30 s. Only for tracking down slowdowns.

Notes

  • Economy severity combines how little of its vehicle costs a line earns back with how big the loss is next to all your lines' costs. Utilisation is tracked by the mod itself, so low-use rows appear after about half a game year.
  • Trains of different compositions are upgraded one model group at a time, with the "Upgrade N…" button on each model row.
  • Reads the game state only: it never changes vehicles, lines or money. The fleet window's Upgrade buttons only open the game's Replace Vehicles window; nothing is bought until you confirm there. Safe to add to an existing save.

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Changelog

Revision 11 (2026-10-20)

  • Changed: the radar window's position is now stored in the savegame instead of the game settings, so each game keeps its own. A position remembered by an earlier revision starts fresh once.
  • Fixed for PlayStation 5: an empty tab no longer risks crashing the UI where the console's game lacks the info hint the PC version has.

Revision 10 (2026-10-14)

  • Fleet window redesigned in the game's own style: line, money and model table in the game's cards with their headings above them, shorter table headings (hover them for the full meaning), Upgrade buttons in the model table only when the line runs more than one model, and one row of buttons below. The explanation of the Upgrade buttons is now in their tooltips.
  • Radar window tidied up in the same style: the alert list sits in one of the game's cards with alternating row shading, long names wrap instead of running into the next column, the vehicle type and line or depot show under the name, details get more room, "↑ Upg" sits at the end of its row, an empty tab shows its message at the top with the snooze options at the bottom, and the Settings tab has both columns at the top with each section in a card, values and ranges in straight columns and shorter labels (hover for the full explanation). Fewer stylesheet rules (31 → 21).

Revision 9 (2026-10-13)

  • The top bar button now has the same spacing as the game's data layers button and other mods' buttons, so a row of buttons looks even.

Revision 8 (2026-10-12)

  • The game's data layer windows (Infrastructure, Traffic and the others) now open below the top-left button row instead of under its buttons.
  • New: mod setting "Top bar button": the badge in the top-left button ridge now shows just the coloured dot and the count on a dark tile that stays pressed while the radar is open, like the game's data layers button (default), or the word "Radar" as before.
  • Fixed for PlayStation 5: the radar and fleet windows no longer crash the UI when they open. A window option the platform doesn't support (such as the close button) is left out instead.

Revision 7 (2026-10-10)

  • Fixed: fewer stylesheet rules (79 → 48), so large mod sets no longer hit the game's load crash (the game crashes on load when mods add too many style rules).

Revision 6 (2026-10-10)

  • New: fleet window, opened with the ↑ Upg button next to Zz on Old and Worn rows. It shows the vehicle's line (vehicles, how many are past their lifespan or worn, capacity, current load with a utilisation bar, frequency, transported per year, average age against the lifespan) next to the last 12 months' income, running costs, maintenance and balance, and the line's fleet grouped by model.
  • New: Upgrade buttons in the fleet window for this vehicle, the line's old vehicles, one model group or the whole fleet. They open the game's own Replace Vehicles window to choose the new model and confirm the price. Replaced vehicles leave the Old and Worn lists (and the Snoozed tab) at once. "Show line" opens the line's window.
  • Changed: the radar window is a little wider, and the rows keep clear of the scrollbar.
  • Changed: vehicle ages and lifespans on Old rows are in calendar years at the current calendar speed, like the Age in the game's vehicle window. With a slower calendar they used to show too many years.

Revision 5 (2026-10-10)

  • New: translations into Russian, German, French, Spanish, Italian, Dutch, Polish, Portuguese (Brazil), Japanese, Korean and Chinese (Simplified and Traditional). The mod follows the game's language setting.
  • Changed: long problem details and alert names in the Settings tab wrap to a second line instead of being cut off.

Revision 4 (2026-10-10)

  • New: an optional performance log for troubleshooting (mod setting "Debug: performance log", Off by default).
  • Changed: the radar button in the top-left ridge now also closes the window when it is open.
  • Fixed: the rotating money and utilisation checks keep one shared place in the rotation. The game runs the script in several parallel copies, and each used to keep its own, so some lines were checked more often than others.

Revision 3 (2026-10-08)

  • New: snooze an alert for 1 month, 6 months, 1 year or 5 years with the Zz button on its row. A snoozed alert is left out of the counts and notifications, then comes back if the problem is still there.
  • New: Snoozed tab with each snooze's end date, and buttons to unsnooze one alert or all of them.
  • Improved: the radar window refreshes twice as often and skips the work when nothing has changed.

Revision 2 (2026-10-07)

  • New: Economy tab that lists lines losing money over the last year and lines running nearly empty, with bigger losses and emptier lines ranked higher.
  • New: Economy thresholds (money and utilisation limits) in the Settings tab.
  • Fixed: errors.

Revision 1 (2026-10-07)

  • First release.

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