Electric Train Tower


Adds base train and Optional Adds Electric Versions of Angels trains.

Content
a month ago
2.0
209
Trains

b Only 25 fps

2 months ago

With this mod enabled my ups /fps goes from 60 to 30 -ish. After didabling the mod everything was fine again.

2 months ago
(updated 2 months ago)

With this mod enabled my ups /fps goes from 60 to 30 -ish. After didabling the mod everything was fine again.

I just did a quick test and with the mod activated, I get 60 fps, only with the mod and no other mods.

And I've tried it on a server with more than 40 active mods, including ETT, and it still runs at 60 fps, sometimes dropping to 55 fps.

Would you be so kind as to reproduce the bug with a video, so we can see how it appears for you? Thank you.

Also, if I see that more people are experiencing this, we will consider it a priority.

a month ago
(updated a month ago)

I do raise defines.events.script_raised_built when teleporting trains. So, the new train is automatically added to your storage.LocList via your OnBuiltEntity event handler.
The expensive ScanForTrains (running every 60 ticks) acts as a good fallback/safety net

a month ago

I was aware of ScanForTrains but from update 1.0.2 to 1.0.4 this issue was fixed by increasing tick rate to 5 by default and it can be changed ingame up to a max of 10 if needed so now the game runs better, also the code was optimized.

12 days ago

I will no longer trigger raise_built, meaning I will no longer use create_entity to create trains. I've been using clone_entities to create trains for a long time. I don't know if this will affect your compatibility.

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