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If the railway station has multiple tracks then it should have a different list line for each stop/node, so it can be that one of your stops is broken and the others work etc...
The code loops through the segments connected to the node/stop. If a segment is marked with the PathFailed flag then it records the segment id.
So in your case I think it is saying that there are 2 segments connected to this node/stop and both are marked as path failed. It should list the segment id's after that.
Basically it's a warning that the pathing is broken for the object you are looking at.
Districts are the old marking style
Area's are the new DLC marking style (eg. Industry area, Pedestrian area, etc ...)
A district and an Area can overlap but 2 districts or 2 areas cant overlap.
Thanks for your kindly explanation. I think i may need to add the restriction for my building.
The transfer reason is called DeadMove. Crematoriums and Cemeteries both offer DeadMove although the Crematoriums offer it at a higher priority.
If there is a nearby Crematorium then this should be selected in preference to a cemetery but if the crematorium is too far away then the cemetery may be chosen even though it is lower priority.
Note: You can restrict the cemeteries DeadMove options on the settings tab of the Building Panel.
I would like to ask.
When setting up to clean up Cemetery A, why are the bodies in Cemetery A transferred to Cemetery B instead of the crematorium.
Yes, this mod does alter crime responses. This mod completely replaces the vanilla in game transfer manager (ie. which building responds to which request).