How do I disable the MGLV tracktype so it won't show up? It's hurting compatibility with other track sets.
For this track set I looked at what nutracks did, but with how they did things, ELRL did actually go away.
In a slightly related problem:
I have the Japan Set with the Maglev Track Set and for some reason it won't load more than 12 railtypes, even though the limit should be 16. The track set loaded last returns an invalid ID error.
Code for 3rd rail:
Code: Select all
//Linimo Maglev Track
item(FEAT_RAILTYPES, T_LINIMO, 14) {
property {
label: "LBA3";
name: string(STR_LBA3);
menu_text: string(STR_LBA3);
build_window_caption: string(STR_LBA3_BUILD_CAPTION);
autoreplace_text: string(STR_LBA3_AUTOREPLACE);
new_engine_text: string(STR_LBA3_NEW_ENGINE);
toolbar_caption: string(STR_LBA3_TB_CAPTION);
compatible_railtype_list: LBA3_TABLE;
powered_railtype_list: LBA3_TABLE;
railtype_flags: bitmask(RAILTYPE_FLAG_NO_LEVEL_CROSSING);
introduction_date: date(1975,1,1);
curve_speed_multiplier: 3;
station_graphics: RAILTYPE_STATION_MAGLEV; // It's a maglev innit
construction_cost: COSTPARAM(12,PARAM_MS_CONST); // IDK I'll see
speed_limit: 150 km/h;
acceleration_model: ACC_MODEL_MAGLEV; // It's a maglev innit
maintenance_cost: COSTPARAM(7,PARAM_MS_MAINT); // Maglev rail needs barely any maintenance
}
graphics {
track_overlay: LBA3_overlay; // defines the sprites drawn as overlay for junctions and highlight
underlay: LBA3_underlay; // defines the usual tracks and the underlay for junctions
bridge_surfaces: LBA3_bridge; // defines the overlay drawn over bridges
tunnels: LBA3_tunnel; // defines the tracks drawn on a funnel tile
depots: switch_depot_LBA3; // defines the depot sprites
gui: LBA3_gui; // defines the gui sprites
//fences: fences_set; // defines the look of fences
//level_crossings: level_crossing_switch; // No crossing maglev rail => no level crossing
}
}
Code: Select all
//Chuo Shinkansen Maglev Track
item(FEAT_RAILTYPES, T_CHUOSHINKANSEN, 15) {
property {
label: "LCAE";
name: string(STR_LCAE);
menu_text: string(STR_LCAE);
build_window_caption: string(STR_LCAE_BUILD_CAPTION);
autoreplace_text: string(STR_LCAE_AUTOREPLACE);
new_engine_text: string(STR_LCAE_NEW_ENGINE);
toolbar_caption: string(STR_LCAE_TB_CAPTION);
compatible_railtype_list: LCAE_TABLE;
powered_railtype_list: LCAE_TABLE;
railtype_flags: bitmask(RAILTYPE_FLAG_NO_LEVEL_CROSSING);
introduction_date: date(1972,1,1);
curve_speed_multiplier: 3;
station_graphics: RAILTYPE_STATION_MAGLEV; // It's a maglev innit
construction_cost: COSTPARAM(28,PARAM_HS_CONST); // IDK I'll see
speed_limit: 610 km/h;
acceleration_model: ACC_MODEL_MAGLEV; // It's a maglev innit
maintenance_cost: COSTPARAM(12,PARAM_HS_MAINT); // Maglev rail needs barely any maintenance
}
graphics {
track_overlay: LCAE_overlay; // defines the sprites drawn as overlay for junctions and highlight
underlay: LCAE_underlay; // defines the usual tracks and the underlay for junctions
bridge_surfaces: LCAE_bridge; // defines the overlay drawn over bridges
tunnels: LCAE_tunnel; // defines the tracks drawn on a funnel tile
depots: switch_depot_LCAE; // defines the depot sprites
gui: LCAE_gui; // defines the gui sprites
//fences: fences_set; // defines the look of fences
//level_crossings: level_crossing_switch; // No crossing maglev rail => no level crossing
}
}