Tramway 3.2 (5 Add-ons) (312+)

Transport, Airport, and Road plugins

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The main focus of the plugin is a road or appears in the in-game transportation or airport tabs

Moving Cars, ships, and planes may be included also. :)
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KINGTUT10101
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Re: Trams (312+)

#61

Post by KINGTUT10101 »

Are they not spawning? If not I think I know the problem.

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Mattcheung
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Re: Trams (312+)

#62

Post by Mattcheung »

yes ,i cant see any tram

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KINGTUT10101
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Re: Trams (312+)

#63

Post by KINGTUT10101 »

Mg3094066 wrote:
06 Jul 2017, 08:08
You could tell me the new coding for plugins that generate cars
I will try to update old plugins from inactive users
If they are inactive, how or why would they change the plug-in anyways?

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KINGTUT10101
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Re: [Pack]Trams (312+)

#64

Post by KINGTUT10101 »

Try this:
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Tramway.zip
(26.5 KiB) Downloaded 210 times

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Mg3094066
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Re: Trams (312+)

#65

Post by Mg3094066 »

KINGTUT10101 wrote:
06 Jul 2017, 16:50
Mg3094066 wrote:
06 Jul 2017, 08:08
You could tell me the new coding for plugins that generate cars
I will try to update old plugins from inactive users
If they are inactive, how or why would they change the plug-in anyways?
Because my cities contain them and they will crash if I eliminate them

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Barky
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Re: [Pack]Trams (312+)

#66

Post by Barky »

Tram driver strike?

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KINGTUT10101
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Re: [Pack]Trams (312+)

#67

Post by KINGTUT10101 »

I've tried putting target as nothing for the first time and the second time I put the id of the tram spawner. Is there really no difference for spawning?

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notmaj4
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Re: [Pack]Trams (312+)

#68

Post by notmaj4 »

Barky wrote:
08 Jul 2017, 15:17
Tram driver strike?
former member wrote:
08 Jul 2017, 15:07
Trams don't spawn for me either
Somebody knows what's the reason?
Those unions again... Without the trams spawning, how will the system even have a purpose? We need this :bf

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KINGTUT10101
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Re: [Pack]Trams (312+)

#69

Post by KINGTUT10101 »

Don't ask me... I'm still have no idea as well.

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Lobby
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Re: [Pack]Trams (312+)

#70

Post by Lobby »

"targets" belongs into the car spawner object

Code: Select all

"car spawner": [{
  "cars": ["tram.kt101"],
  "count": 3,
  "radius": 10000,
  "targets": ["tramstation.kt101"]
}],
:bf

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racoonboy321
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Re: [Pack]Trams (312+)

#71

Post by racoonboy321 »

Help there are no trams on the line

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KINGTUT10101
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Re: [Pack]Trams (312+)

#72

Post by KINGTUT10101 »

They work for me, but I'll do some tweaking and see if I can make it work better.

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Fiji
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Re: [Pack]Trams (312+)

#73

Post by Fiji »

That's cool

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Hadestia
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Re: [Pack]Trams (312+)

#74

Post by Hadestia »

i recommend for this plug ins is to delete target code and change the radius into 25 and make the station to become spawner of those tram to spawn more tram like dusko pedestrialzone just my opinion

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KINGTUT10101
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Re: [Pack]Trams (312+)

#75

Post by KINGTUT10101 »

The station already spawns the trams.

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Hadestia
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Re: [Pack]Trams (312+)

#76

Post by Hadestia »

mistake in changing code resulting tram jam

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JustAnyone
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Re: [Pack]Trams (312+)

#77

Post by JustAnyone »

rjroldan1 wrote:
23 Aug 2017, 04:43
i recommend for this plug ins is to delete target code and change the radius into 25 and make the station to become spawner of those tram to spawn more tram like dusko pedestrialzone just my opinion
former member's pedestrians are causing huge traffic.

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KINGTUT10101
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Re: Trams (312+)

#78

Post by KINGTUT10101 »

I believe it might be an error in the json. I think I accidentally posted an older version of this plug-in. I'll update it in a few minutes.

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KINGTUT10101
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Re: Trams (312+)

#79

Post by KINGTUT10101 »

With Lobby's help, this plug-in is now functional again. The new version is available for download.

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22Alpha
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Re: Trams (312+)

#80

Post by 22Alpha »

KINGTUT10101 wrote:
04 Nov 2017, 21:39
With Lobby's help, this plug-in is now functional again. The new version is available for download.
I'll go check on it. BTW, the New Supply System were fixed.

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