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mod.io · Mod 6469140

Running Cost Breakdown

von Kampf_moehreVersion 1.0Aktualisiert 02.11.2026Rev. 848,1 KiB
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Beschreibung

Summary

Detailed breakdown of running costs for vehicles, lines and maintenance buildings. The mod shows where your costs arise, so you can decide whether a line needs a change and which one.

It samples the state of every vehicle and adds to the existing windows a breakdown of how long each vehicle spent in which state and what that cost.

The game does not tell you this, but different states mean different costs: driving or waiting en route (traffic, signals) 100 %, at a terminal (loading, unloading, waiting for departure or a full load) 40 %, in a depot 5 %. On top of that comes a surcharge for poor condition. And even when a vehicle is already at 100 % condition, a depot or maintenance building still charges 25 % of the vehicle's running costs for as long as the vehicle is inside its area and holds one of its maintenance slots.

Features

  • Vehicle window: a line showing the current running cost, green at a reduced rate, orange while waiting en route at the full rate. Expand it for a table of the last 24 min of game time (one year at default calendar speed): time share and cost per state, the condition surcharge and the sum. Below it a second table shows the income of the same period per cargo type, useful on mixed lines to see where the profit comes from.
  • Line window: the same tables for all vehicles of the line under the income graph of the "Balance" card, with the amount the game booked for comparison.
  • Depot window: depots and maintenance buildings show how much vehicle maintenance they charged recently and how much of it went to vehicles that were already in very good condition. Expand it for a table of the maintained vehicles: what each one cost and how many other buildings maintain it as well.

Compatibility

The mod only changes the in-game UI. It is marked "cosmetic", so achievements stay enabled, and it can be removed from a save game at any time.

If you have suggestions, problems or want to know more about the numbers behind the mod, see the GitHub repository.

Disclaimer: This mod was created with the help of LLMs but all code was reviewed and tested by me.

Changelog

0.5.0 (2026-11-02)

  • Airport windows show the missed approaches of the last year below the statistics chart: the aborted landing approaches of all aircraft heading for that airport. The line and vehicle rows tell you which line suffers, this number tells you which airport is the bottleneck. A red arrow marks a clearly rising count, a green one a falling count.

0.4.1 (2026-11-01)

  • Cargo that is handed over between lines (warehouses, transfer chains) is now credited to every line and vehicle that carried it, proportional to the length of its leg. Previously only the last line saw it, the earlier ones showed "no income yet" next to a booked amount, and on a vehicle carrying a second cargo that cargo got all the booked income.
  • The capacity column of the income table shows what the vehicle can carry of a cargo over all its load configurations; it used to show "-" for the cargo not loaded at that moment.

0.4.0 (2026-11-01)

  • New state "holding pattern" for aircraft circling for a free runway, helicopters hovering in the landing queue and ships waiting for a free berth. For aircraft the row also counts the aborted landing approaches (go-arounds), so you can see when a line has more aircraft than its airports can land.
  • New row "waiting at station" for road, tram and rail vehicles standing in the queue in front of a station, e.g. lorries lining up behind one that is waiting for a full load. Standing at signals or in traffic stays "waiting en route".
  • The maintenance fee card now shows the share charged for vehicles that were already at 100 % condition; the share for "very good" vehicles (80 % and better) moved to the tooltip.

0.3.1 (unreleased)

  • Improved performance and a smaller save game: the cost history is stored more compactly.
  • The saved history is rebuilt once on the first load with 0.3.1.

0.3.0 (2026-10-31)

  • Depot and maintenance building windows show the maintenance fee of the building: how much it charged in the last year, how much of that went to vehicles that were already in very good condition, and how much to vehicles other buildings maintain as well. Expand it for a per-vehicle table; a click on a vehicle name opens its window.
  • The "in depot" bar of the cost table uses a readable blue instead of a dark grey.
  • The saved history is rebuilt once on the first load with 0.3.0.

0.2.0 (2026-10-22)

  • Income per cargo type below the running cost table, for vehicles and lines, with a Result line (income minus running costs).
  • The saved history is rebuilt once on the first load with 0.2.0.

0.1.1 (2026-10-21)

  • "1 vehicle with less data" in the singular.
  • Vehicles added later no longer under-count during their first minutes.
  • Less work per window refresh.

0.1.0 (2026-10-21)

  • First release: live "Now €X/min" line in the vehicle window with the current rate, state and condition surcharge; expandable table of the last year of game time by state: driving, waiting en route, at terminal (40 %), in depot (5 %), condition surcharge, sum.
  • The same table for all vehicles of a line in the line window's "Balance" card, with the amount booked by the game for comparison.

Deutsch

Zusammenfassung

Detaillierte Aufschlüsselung der Betriebskosten von Fahrzeugen, Linien und Wartungsgebäuden. Die Mod zeigt, wo die Kosten entstehen, damit du entscheiden kannst, ob eine Linie eine Änderung braucht und welche.

Sie erfasst den Zustand jedes Fahrzeugs und ergänzt die vorhandenen Fenster um eine Tabelle, wie lange jedes Fahrzeug in welchem Zustand war und was das gekostet hat.

Das Spiel gibt diese Informationen nirgendwo preis, aber verschiedene Zustände kosten unterschiedlich viel: Fahrt oder Warten unterwegs (Stau, Signale) 100 %, am Terminal (Laden, Entladen, Warten auf Abfahrt oder volle Ladung) 40 %, im Depot 5 %. Dazu kommt ein Aufschlag bei schlechtem Zustand. Selbst wenn ein Fahrzeug schon 100 % Zustand hat, berechnet ein Depot oder Wartungsgebäude 25 % seiner Betriebskosten, solange das Fahrzeug in seinem Einflussbereich ist und einen seiner Wartungsplätze belegt.

Funktionen

  • Fahrzeugfenster: eine Zeile mit den aktuellen Betriebskosten, grün bei ermäßigtem Satz, orange beim Warten unterwegs zum vollen Satz. Lässt sich aufklappen für eine Tabelle der letzten 24 min Spielzeit (ein Jahr bei normaler Kalendergeschwindigkeit): Zeitanteil und Kosten je Zustand, Zustandsaufschlag und Summe. Darunter zeigt eine zweite Tabelle die Einnahmen desselben Zeitraums je Frachtart, nützlich bei gemischten Linien, um zu sehen, woher der Gewinn kommt.
  • Linienfenster: dieselben Tabellen für alle Fahrzeuge der Linie unter dem Ertragsgraphen der Karte "Bilanz", mit dem vom Spiel gebuchten Betrag zum Vergleich.
  • Depotfenster: Depots und Wartungsgebäude zeigen, wie viel Fahrzeugwartung sie zuletzt berechnet haben und wie viel davon auf Fahrzeuge entfiel, die ohnehin schon in sehr gutem Zustand waren. Aufklappen zeigt die gewarteten Fahrzeuge: was jedes gekostet hat und von wie vielen anderen Gebäuden es ebenfalls gewartet wird.

Kompatibilität

Die Mod ändert nur die Spieloberfläche. Sie ist als "kosmetisch" markiert, Erfolge bleiben also aktiviert, und sie kann jederzeit aus einem Spielstand entfernt werden.

Vorschläge, Probleme oder Fragen zu den Zahlen dahinter: siehe das GitHub-Repository.

Disclaimer: Die Mod wurde mit Hilfe von LLMs erstellt, der Code wurde von mir überprüft und getestet.

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