Where's the Problem? – Line Diagnostics
Beschreibung
Transport Fever 3 tells you "There is no electrified path for R0003" or "There is no path", but not where. Where's the Problem? finds the spot, marks it in the world and takes you there with one click.
MARKERS IN THE WORLD - A red exclamation mark above every spot where a path breaks off. For track gaps and missing catenary, both ends are marked. - Gaps the game can't use even though the tracks look connected through another track (e.g. the return track of a double track, or between platform end and track) are marked at both open track ends. - Yellow markers for hints: an alternative platform that can't be reached while the train still runs, and vehicles that don't fit their line (person icon = passengers only, parcel icon = cargo only or wrong cargo). Vehicle markers follow the vehicle. - A parcel marker at a stop where no vehicle of the line can carry the cargo that is loaded there. - If the game refuses to assign a vehicle to a line (e.g. a big ship on a route for small ships), the spot is marked for 5 minutes. - Per line, the markers can blink, stay steady or be hidden (vehicle and line window).
MOD MENU (TILE AT THE TOP LEFT) - The tile turns red as soon as there are problems. A click opens the menu. - Every current warning in one row: marker, line colour, line name and problem type. Click a row to jump there. - Lines without vehicles are listed as a hint. - "Jump to the next problem location" button. - Switches for each problem type: missing catenary, no path, ships, alternative platform, stop list, lines without vehicles, vehicles that don't fit, cargo, rejected assignment. Switched off types disappear from markers, cards and the list. Handy for temporary lines. The choice is saved with the savegame.
VEHICLE WINDOW - A card right below the game's red message shows the problem and the section (stop A → stop B). Click it to move the camera to the spot.
LINE WINDOW - Lines without vehicles get no red message from the game. The mod shows its own card instead (e.g. no path between two stops), and you can click it. - Cargo problems like "A cargo type cannot be unloaded anywhere": a card lists every stop with the reason (platform can't unload, no consumer in the catchment area, warehouse not set up for this cargo). Click a stop to jump there. One more click finds the nearest consumer or producer and shows the distance.
GAME NOTIFICATIONS - Clicking the game's red line, vehicle or stop notifications jumps to the actual problem spot instead of the whole line. If the mod knows no better spot, the game's own click is used.
WHAT IS DETECTED - Missing catenary, interrupted tracks, roads and tram tracks, tram tracks that don't fit the vehicle - Road lines only count roads their vehicles may use (trucks or buses), so a bus lane or a truck ban no longer hides the gap - No path for big aircraft - Ships: piers for small ships only, bridges that are too low (with clearance), harbours that are not on the same body of water (the spot where navigable water ends) - Stop list: only one stop left, a station twice in a row, stops that don't match the line's transport type, a single stop with no way back to it - Unreachable alternative platforms (the marker points to that platform) - Vehicles that don't fit their line, cargo that can't be loaded or unloaded, cargo no vehicle can carry - If no exact spot can be found, the mod shows the section and jumps to the starting stop.
LIGHTWEIGHT - Without problems the mod only reads two of the game's lists every three seconds. - Searches only run for affected lines, one at a time, spread over several frames and cached. A search that fails waits longer before the next try. - The line manager check is spread over the frames and shared by all windows. - On very large maps, the engine path search on clicks can be switched off in fs_config.lua (ENGINE_PATH_SEARCH_IN_CLICKS). - Only the menu switches are stored in the savegame. The mod uses the game's own icons and can be added or removed at any time.
Languages: English, German, Simplified Chinese.
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