TTRS and UKRSI Refinery Production Issue FIXED

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wallyweb
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TTRS and UKRSI Refinery Production Issue FIXED

Post by wallyweb »

UKRSI Refinery Production Drops to 0%

In my game, the refinery is chugging along merrily accepting oil and producing fuel and plastic, when all of a sudden, after several years of labour stability, they all go on strike sometime in early July, 1927.

The refinery continues to pay for oil, but it stops accepting it into inventory, even though there is plenty of available capacity. Consequently, all production drops to 0% and oil inventory freezes at 6000 liters.

Note that oil is delivered to the refinery at about 4000 liters per second. Could it be that after several years, the code breaks under the constant load?

Save game and configuration files are in the zip.

EDIT: Pikkabird found the issue is a conflict with ttrs v3.02 and 3.02a and I was able to confirm this by turning ttrs off.
Attachments
refinery_issue.zip
Documentation, court orders, injunctions, etc.
(80.29 KiB) Downloaded 86 times
Problems with the union?
Problems with the union?
oops_no_production.png (50.44 KiB) Viewed 2415 times
Chugging along merrily
Chugging along merrily
all_is_well.png (58.27 KiB) Viewed 2415 times
Last edited by wallyweb on 13 Apr 2007 15:24, edited 2 times in total.
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PikkaBird
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Post by PikkaBird »

Seems to be a TTRS problem, I've crossposted to that thread.
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Csaboka
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Post by Csaboka »

This isn't a bug of either TTRS or UKRSI. It's just your pipeline hack breaking.

You see, when TTD needs to decide where delivered cargo should go, it first selects the closest industry that accepts the cargo type (closest to the station sign, that is). Then it checks whether the selected industry is inside the catchment area of the station. If not, the cargo doesn't go anywhere.

When your problem happens, it's because a new oil refinery is being built. The new refinery is closer to the station sign, so it "steals" the oil. It isn't in the catchment area, though, so it doesn't actually get the oil it steals.

Turning off TTRS3 fixes the problem only because it changes the random events in the game, and prevents the refinery from being built. If you want to keep your "pipeline" working without sudden surprises, try putting the station sign next to the destination instead of next to the source.
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The problem
The problem
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Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
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wallyweb
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Post by wallyweb »

WOOT!

Thank you Csaboka! :D

Moving the station name to the receiving end did the trick, although that also changed the random events so I had to build another refinery closer to the source to check. (cht: money! cht money! How I love thee cht: money!)

Conclusion: Hack of the hack fixed the hack. :wink:

Thank you also Pikkabird!

Watch my scenario thread for a post on how this works ... coming soon to a tt-forum near you.
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