The mod it conflicts with is "Global Modification AssetPack V2.2", because it adds mail tracks at Sylva. There's another mod (required for the centerbeams and such), called "Global Modification AssetPack Compatible Industries" that works fine with this mod. Both mods are listed on the same page as two different files, so it's a bit confusing.
<EDIT> Judging by the smiley face, you got it working I presume?
I have some conflicts with this and the original Sylva. A couple of crossover tracks and one switch that doesn't allow the train to travel over. I just noticed this today. Took the ARC Sylva out and it worked fine.
Please note ARC Sylva 2.0+ is -not- compatible with older versions of ARC Sylva, nor is ARC Sylva Terminal. If you're running the latest ARC Sylva, and are still having trouble, please connect with me on Discord and we can try to get the issue sorted.
Ok, I did find some segments without groupId specified, and fixed them, but that should cause the opposite of what you described. Have also tested all 3 crossovers, and they behave (mostly) as expected on my end (If the diamond is fouled, an oncoming train in manual will "bounce off", while AE seems to route itself around the blockage using other track). Are you running Latom's Global Modification, or any other mods that affect Sylva Depot or East Sylva? Also, you said there was a switch that wouldn't allow trains to travel over it, which switch is that?
Excellent mod. I was looking forward to the sylva loop for my passenger service. My only issue is that the passengers will not get on or off at the Sylva depot. Your huge yard for freight is just awesome . Thanks.
Glad you like the mod! It's a known issue that ONLY the track adjacent to the depot at Sylva works for passengers; The main line will not load or unload...
Thanks for this, just absolutely fantastic! I do have one small suggestion though, the Sylva Paperboard P2 zone could be extended just a bit to make it long enough for 10 pulpwood cars. The track itself is already long enough to fit it easily.
Thanks, glad you're enjoying it! This is a good idea. On the ARC, Sylva pulpwood is only sourced from Connelly P3/P4; As such, and how we run trains here, I'd be inclined to package this update along with an update to ARC Whittier that also accordingly extends P3 and P4. Don't hold your breath, as I'm still ironing out kinks in these mods, plus would like to release Dillsboro at some point (currently heavily broken), check back now and again for updates.
Why does it keep demanding a better and better version of Railloader when I have the latest version? It says 1.9.6.8+ compatible but it really isn't. I have that version and it requires the Experimental version at 1.10. I would really like to run this but the version is requiring something I don't have and can't run due to being on MAIN branch of the game.
Yeah this mod requires BETA version of Alina so those of us in MAIN are out of luck, do not install unless you play BETA only.
After doing some digging, I realized this mod doesn't actually require Alina's, and removed the requirement. (Releasing a few mods at once, some of which DO require it). That said, 0.8.2 should now be compatible with both Main and Experimental branches.
Does this mod supports ABS signals, currently running this mod and all my eastbound trains into Sylva stop just passing the eastbound signals. Other then that is is a great mod that changes Sylva interchange other the the signal issue works great
Hey, idk if this is being caused by the mod but when i updated to fix the "sudden stopping at Sylva West" (thats fixed), the track speed limit jumps between 15mph & 30mph if an AI train is pointed at the loop before the station. EDIT: This is on the approach to Sylva Wests signals.
Ok, 0.8.2 is out. This should (sorta) correct the issue. I upped the speed to 25 on part of the loop, but AE still reads it as 20, so I set it to 20. AE Eastbound no longer sees a phantom "Signal: 15mph" just as it passes the "Signal: 25mph". If you're pulling straight into the passenger siding, it does briefly see a "Track Speed: 15mph" then "25mph" then "15mph" again. Not sure why this is, but my guess is it's "looking ahead" and seeing the 15mph zone on the loop.
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There's another mod (required for the centerbeams and such), called "Global Modification AssetPack Compatible Industries" that works fine with this mod. Both mods are listed on the same page as two different files, so it's a bit confusing.
<EDIT> Judging by the smiley face, you got it working I presume?
Yeah this mod requires BETA version of Alina so those of us in MAIN are out of luck, do not install unless you play BETA only.