just got this forwarded.
I have increased the maximum tile number of your team.
just got this forwarded.
I have increased the maximum tile number of your team.
ContentTool: The creation of own ticket systems was incorrect, which led to errors when configuring stations with the incorrectly created ticket system. Please open the self-created ticket systems in the ContentTool again, check whether there are no zeros in the ticket lines at the end of (ID = #) but different numbers and then save and pack them. In any case, check all stations on the map for which the ticket system in question has already been used with regard to the ticket configuration.
MapEditor: If there were unknown tickets in the list "plausible tickets", they could not be removed.
Physics for articulated buses!
Simulation/MapEditor/ContentTool: Ticket sales!
Simulation: "Time bug": When selecting a map again, the last set time was "forgotten" and the current time was set instead.
Simulation - Bus Trigger (new, own auxiliary object)
Simulation: The maximum speed of animations was FPS-dependent. It may now be necessary to check again according to taste whether the maximum animation speed is still as desired.
MapEditor: Reference lines (but only these) can now be up to 1km long.
ContentTool: System variable InitUserPlaced introduced: Was the user placed in this vehicle during initialisation? And if so - in driver's cab A or B?
ContentTool: Module parameters now on the left side of the bar.
ContentTool: Textur fields in the material properties should now no longer be empty after packing.
ContentTool: Module slot entries are now numbered.
Content - Diorama: Equipped with ticket system
Content - Solaris Urbino: Already available as a pre-release version in the workshop.
Content - BaseAddons: Again many and extensive extensions to the BaseContent thanks to our dear developers!
Information: Standard key events are added for driver's compartment lighting as well as the get in and stay back buttons
We are going to publish a patch TODAY.
This patch is all about tunnel lighting and concludes the tunnel feature of LOTUS for the time being:
Tunnel light districts: In the MapEditor, districts can be defined for a map, which are assigned to the tunnel lights. The districts can be given a probability as to whether they are switched on or off at the start of the game. On the one hand, it is then possible to switch the individual districts on and off from the control centre, but apart from that, light switches or other objects can also be built and scripted, which in turn can also switch "their" district on or off. Apart from that, the first ideas have already emerged to use the system for other functions...
Simulator/MapEditor: There are now four channels for tunnel lighting: It is then possible to set both which objects, splines, tracks, road and pavement paths and passenger polygons belong to which lighting channel and then which lights are to illuminate which channels (multiple selection possible). In this way, it is possible to define separate spaces/tunnels whose illuminations are appropriately demarcated from one another. Otherwise, e.g. tunnel lights would also illuminate stairways "through" the tunnel wall, etc.
Simulator: New error messages for the "map calcmt part b" error
Simulator: For performance reasons AI cars are now only visible on their own and neighbouring tiles.
Simulator: 3D tree settings work again
Simulator: Overhead lines now also work when the train is running on a tunnel level
Simulator: Soundbug: Soundposition was not reset (e.g. steps in the Dusseldorf DLC)
MapEditor: Trigger type "Activate route x on touch" added
MapEditor: Offset for vehicle constants in wagon sequences: The information in the MapEditor was wrong, so unfortunately the wagon sequencesin the MapEditor have to be corrected.
Content: A whole lot of new BaseContent updates from our great developers!
We published a new poll concerning the next LOTUS feature: Abstimmung: Welches Feature soll als nächstes kommen?
Didn't had a look at the logfiles yet, but ContentID means ContentUserID + ContentSubID.
ContentID of the map please, and log and debug log of anyone who had the message. Thanks!
MapEditor: Deletion of tunnel layers in case the tile reservation was changed
MapEditor: Some categories have been hidden
Simulation/MapEditor: TUNNELS ARE NOW SUPPORTED!
Simulation:  is set as default for the driver's compartment lighting
Simulation: As part of the new tunnel feature: Vehicles and people will be unloaded if the levels have a certain difference to each other - e.g. if you drive on level -3, the vehicles on the surface will be unloaded
Simulation: In the F4 view, the different underground levels can be switched through with the key combinations [Ctrl]+[Arrow up] and [Arrow down].
Simulation: In the views F1 to F3 the different vehicles of the train can be switched through with the key combinations [Ctrl]+[Shift]+[Arrow up] or +[Arrow down] (so that especially in tunnels and generally with trains it is easier to change the cockpit without F4).
MapEditor: In the bottom right corner, the status shows the level of the current object.
MapEditor: The layer assignment of objects, splines etc. can be changed: Switch to the target layer, select the object and click on the corresponding entry in the context menu.
MapEditor: "Gradient constant" is now valid for all marked and connected paths at the same time, i.e. the "common" gradient is set.
MapEditor: "Gradient continuous" smoothes all marked and connected paths (tracks, alignment elements, reference lines etc.) vertically. The start and end height as well as the start and end gradient of the chain are taken as a basis and the simplest possible gradient course is constructed in between. The number, length and radii of the paths are not changed.
MapEditor: New track presets preconfigured
MapEditor: "Backs" of objects can no longer be clicked to avoid confusion when selecting them
MapEditor: "map calcmt part b" error message information refined
MapEditor: Tile editor no longer "cuts" tracks in different layers (e.g. railway bridge over tram tracks)
ContentTool: Repaints can now set variables: For this purpose, there is a text field in the repaint tool in which the script variable name and the value must always be written alternately, whereby for Boolean variables a 0, "f" or "false" can optionally be entered for "False". Everything else is interpreted as "true".
Content: The first tunnel construction elements suitable for the Berlin large profile: side wall with and without cable platform, wall cable, ceiling, row of pillars and fluorescent tube.
Content: New, simplified thresholds for considerably fewer polygons, which also affects the memory requirements of the tiles! Three types: the previous "light" concrete sleepers, "used" concrete sleepers as well as wooden sleepers
Content: Two new types of ballast (both as bedding and as independent textures): grey but darker as well as brown ballast
Content - GT6N: Now reacts to the 
Content: Once again lots of new BaseContent, many thanks to our developers! Details here: Presentations
You should be able to load the last saved file of your map. If not, please create a debug log of this error and attach it as well as the normal logfile.
Simulation/MapEditor/ContentTool: CONDUCTOR RAILS!
MapEditor: scenery objects can now be snapped not only to the track centreline but also to the respective rail inner edges
Content: Conductor rails Berlin underground large profile (more conductor rails in BaseContent!)
Pushbutton Signal Box for all maps in LOTUS! Can be tested directly on Diorama - for this, the player in question must currently be assigned to the control centre in multiplayer. A huge thanks goes out to jitano for his endless knowledge concerning this topic.
Simulation: Problems when setting the points (excessive "blockades")
Simulation: "RLI-4 in ### on tile #####/#####: 4G - Ö1 #/#/#"
Simulation: Various small things regarding access violations and the like.
Simulation: When leaving a route in reverse, the signals have previously changed back to a route term.
Simulation: AI no longer occupies check-free sections only selectively
MapEditor: Possibility to create check-free sections. These can now also be used to define and signal routes.
MapEditor: Manual route exclusion
MapEditor: Opposing routes (which are only defined via check-free sections) are excluded from each other.
MapEditor: Set default date range for maps
MapEditor: Error message if the route window is opened repeatedly in the MapEditor
MapEditor: more specific error messages for crash "FTileMan_Near.AddLoadedReadyTiles" added
ContentTool: Signal Box Editor!
Content - Diorama: Now with Pushbutton Signal Box in multiplayer!
Content - Diorama: timetable date only until end of 2021
Content - Diorama: corrections in the light rail routes
Content: Lots of new BaseContent for you, see here.
Content: A new map from Yufa!
I know I know, old bug with Tile Upload. I deactivated that feature now until solution.
Dear ones, it's time to unwrap the presents! We, the LOTUS developers, together with the beta testers, the addon developers and all direct and indirect supporters of the LOTUS simulator wish you a Merry Christmas and much joy with this year's Christmas patch!
Simulation: Control center () in multiplayer - we hope you have fun exploring its features
Simulation: Pedestrians and passengers in multiplayer
Simulation: Passengers greet when boarding and exiting (if the vehicle is configured accordingly) - here you will find the voices of the players who took part in the "Voice of LOTUS" project. We will gradually add more voices and interactions. Many thanks to all participants!
Simulation: At switches both switch tongues were in contact with the respective rail.
Simulation - Multiplayer - GUI: When selecting the timetables for the players, the player "boxes" also show the course, possibly the trip number and the track number.
Simulation: First steps with Steam Rich Presence and Discord Rich Presence. If you are working on secret, you should switch off these features in Steam or Discord. I will also add an option for LOTUS itself.
Simulation: In the group overview friends can be invited to the group via Steam.
Simulation: Key combinations can be edited again (and not only Pause... )
Simulation: Some new keyboard shortcut presets, current keyboard map follows
Simulation: Hardware simulator driver view with Shift+F1 (if necessary preselection via start parameter -hardwaresim)
Simulation: Disconnect in multiplayer games after 60min playing time
MapEditor: Significantly larger multiplayer map data can be uploaded (Sonnenburg)
MapEditor - Routes: The order of the routes of a district can be shifted in order to define the priority of the self-routing operations.
MapEditor: New button to randomly rotate objects placed via "New" or "Copy" around the vertical axis, e.g. to place trees or bollards more irregularly.
*** ATTENTION!!! *** The scripts of DFIs and other stationary displays etc. must be recompiled!
ContentTool: Vehicle doors can be configured to let passengers greet as they pass through.
Content: As always, massively updated and expanded BaseAddons from our dear and hardworking developers!
Content - ND313/DL: Entry and exit configured to let passengers greet.
Content - GT6N-IBIS: Receives control centre messages and now correctly supports three digit route codes.
Content - Berlin: New buildings, timetables, AI and more added!
Content - Diorama: Design improved, timetables and AI extended
Content: Dynamic advertisements on bus stop houses
Just to point it out, "Standard" modules and the map's standard PIS do not need to be selected by the game master. They can always be picked.
Is it possibly because I'm configuring the game with a payware addon?
No, it may be because you did not select any vehicle as "allowed" (or "demanded") content. Only vehicles, modules and PIS that have been selected by the game master (you) can be selected in the vehicle selection. You can add screenshots and we will have a look if you want.
ATTENTION: Due to the passenger revision, it must be defined for all vehicles in the ContentTool for all doors whether they are pure entrances, exits or combined entrances/exits. OTHERWISE THE PASSENGERS WILL NO LONGER WORK!
Simulation: Passengers also use AI trains (but the boarding behaviour is still provisional!)
Simulation: Major revision of the passengers! This was mainly done internally and with regard to passengers in multiplayer. Old bugs might have disappeared, new ones might appear... In case of a bug, please report it!
Simulation: Train category, train name/number, line and/or course are displayed in the Ctrl+T information.
Simulation: boarding passengers no longer wait for disembarking passengers if they are still far away from the door.
Simulation: Procedure "TimetableGetTripAndTourIndexByLineCourseDate" sometimes did not keep to the correct traffic day
MapEditor - Timetables: Tours can be named and automatic numbering can be activated if desired.
MapEditor: Master button for origin filters at the top right, which ensures that only base content is displayed (all workshop and addon checks off)
MapEditor: Add calculation of transition arcs for simple circular arcs to switch calculator
MapEditor: Save()-blocking during initialisation can be deactivated via start parameter -nosaveblocking.
MapEditor: Save warning tone can be switched off (options)
MapEditor - Timetables: Filter possibility in the timetable list according to name (according to date, however, not yet possible!)
MapEditor/ContentTool: Parameter window maximum height slightly smaller
MapEditor: Set to "unsaved" when adjusting path traffic densities or editing the wagon sequence
MapEditor: Human polygons and street paths disappeared.
MapEditor: Mirrored splines had no end polygons
MapEditor: Crash when trying to rotate mapping on multiple polygons at once
MapEditor: If you laid a new polygon and never deselected it, then clicked on new polygon and immediately cancelled with right mouse button, the previously already laid polygon was deleted.
MapEditor - Routes: IDs of the districts and routes can be copied to the clipboard via button
ContentTool: For doors it can be set whether they are pure entrances, pure exits or combined entrances and exits! THIS MUST ALSO BE EXPLICITLY SET FOR EXISTING DOORS!
ContentTool: With the procedures SRT_Request(Self, groupId, routeId: integer); and SRT_Deactivate(Self, groupId, routeId: integer); these can be requested or resolved by specifying the IDs of the route group and route. For SRT_Deactivate, -1 can also be passed as routeId, in which case all routes of this route group are resolved. The necessary IDs of the route groups and routes can now also be read in the route dialogue box.
ContentTool: Whether passengers are standing in a respective door ("light barrier") can be checked via the variable to be declared DoorOccupied_#.
ContentTool: The variables DoorEntryAvailable_# and DoorExitAvailable_# allow the respective door to "disappear" (by setting them to "false"). The doors are then no longer "seen" by the passengers.
ContentTool: The variables DoorEntryReleased_# and DoorExitReleased_# make it possible to mark doors as "released". If a passenger is standing in front of a locked door, he or she no longer looks for open doors, but also for released doors, as he or she then assumes that he or she can open them. ( )
Content: Berlin map can now be driven to Brandenburg Gate including AI car traffic, stops, traffic lights and basic street lighting up to there. Also timetables for the 100 Alexanderplatz <=> Brandenburger Tor, many thanks to Teneberus for the preparatory work, which we just had to type out!
Content - GT6N and ND313: Adapted to the new passenger technology
Content - GT6N: Light switch direct control with the events FrontLightOff, FrontLightPark, FrontLightDim, FrontLightDimToggle, FrontLightFull and FrontLightFullToggle, directional reverser direct control with Reverser0, ReverserI, ReverserV and ReverserR, also PantographToggle integrated
Content: New traffic light poles in Unter den Linden style
Content: Behaviour of the F0 signal can be inverted via start variable
Content: Beautiful art nouveau style street light for Unter den Linden
Content: Many, many BaseAddons updated, see here
Attention: Please create map backups!!!
Simulation: Update of the Steam API to the current version. According to the current status, there are problems with it under Linux. Dear Linux users, please contact us so that we can investigate the problem more closely.
Simulation: Tour list sorted by departure time in multiplayer (in the configuration of the game)
Simulation: Buildings higher than 50m are not subject to the visibility limit. At the moment they are still only visible if their tile is loaded and displayed; but this will be changed later for *really* large visibility ranges of tall objects!
Tool - LOTUS Typewriter added. This tool can be used to create the bitmap for a new bitmap font by simply selecting a font and size and typing in the characters to be included in the font. Examples of use: Displays, stop texts, street signs.
MapEditor: The thinking second(s) after finishing splines (strongly?) reduced (final left click). Attention: Due to this change it could happen that the drawing (rendering) order of overlapping but not intersecting splines with the same priority and the same category (terrain, marker or normal), changes. However, this is completely irrelevant for normal and terrain splines, as the render order usually has no effect here. At most, crossing marker splines or polygons could look slightly different, as long as they do not intersect.
Content - Berlin: The streets, pavements, tram tracks, street lights, traffic lights, stops, AI car and pedestrian paths of the first kilometre of the 100 ( - ) from the final stop Memhardstraße to the intersection of Karl-Liebknecht-Straße and Spandauer Straße as well as another kilometre around it, especially the connection to Hackescher Markt via Spandauer Straße, were completely rebuilt. In this context, a not entirely unimportant building has also been added... Further development will follow, of course!
Content - Berlin: A few bugfixes to the existing part, especially height problems of the pedestrians.
Content: New light types, new buildings
Content: Update BaseAddons, see here