It had been dead for 3 days. I'm not seeing what you are trying to achieve with your post.SirXavius wrote:OK Zenith and Xanobia, let's drop the debate. I have been where you both are, in the middle of a contentious debate over semantics, meanwhile, readers who are gleaning information from the thread are getting PO'd at having to be in the middle of this. You obviously don't agree on the word 'silly', now can one of you be a gentleman and just drop it?
Thanks from all of us...
Patch: More conditonal orders (r15271)
Moderator: OpenTTD Developers
-
- Chief Executive
- Posts: 697
- Joined: 10 Jun 2003 00:19
- Location: Australia
Re: Patch: More conditonal orders (r15271)
Re: Patch: More conditonal orders (r15271)
Are you done, Zenith?
Good thank you!
Good thank you!
-
- Chief Executive
- Posts: 658
- Joined: 11 Nov 2007 12:06
- Contact:
Re: Patch: More conditonal orders (r15271)
Just asking why is more conditional orders not in trunk fully
or dose it still need more testing becuse i find this a great pacth and am going to be useing it a hell of A LOT in the game i am working on once it is done i upload a save and win 32 build to show
or dose it still need more testing becuse i find this a great pacth and am going to be useing it a hell of A LOT in the game i am working on once it is done i upload a save and win 32 build to show
For Community Integrated Version http://code.google.com/p/civopenttd/
Re: Patch: More conditonal orders (r15271)
Yeah... this patch and Maximum Subsidy Distance are very usefull in the game. to bad nobody includes them in the trunk.
The rest is confetti!
-
- Chief Executive
- Posts: 658
- Joined: 11 Nov 2007 12:06
- Contact:
Re: Patch: More conditonal orders (r15271)
The conditonal orders that are in game alredy are good
But i think there should be more added like ones from this patch were this patch is split in to smaller patchs
Becuse with smaller patchs there will be less code changing so it will help get it in to openttd easyer
But i think there should be more added like ones from this patch were this patch is split in to smaller patchs
Becuse with smaller patchs there will be less code changing so it will help get it in to openttd easyer
For Community Integrated Version http://code.google.com/p/civopenttd/
Re: Patch: More conditonal orders (r15271)
the conditional order " Jump to order X when next station does not accept X cargo" is very usefull with ECS Vectors when an industry does not accept anymore a type a cargo.
- Attachments
-
- more conditional orders
- mcd.PNG (19.31 KiB) Viewed 7668 times
The rest is confetti!
-
- Chief Executive
- Posts: 658
- Joined: 11 Nov 2007 12:06
- Contact:
Re: Patch: More conditonal orders (r15271)
Also very useful is waiting cargo so trains will only stop if theres goods to pick up if not it will carry on to the next station
This is a great way of moving more with less trains
This is a great way of moving more with less trains
For Community Integrated Version http://code.google.com/p/civopenttd/
Re: Patch: More conditonal orders (r15271)
Let me rephrase that: "Someone should..."2007Alain2007 wrote:But i think there should...
The ubiquitous *Someone* is always the same person: you. If you want it to happen, do it yourself. If you are not able or willing to do it yourself, your best bet will be to pray to your deity of choice.
In any case, *someone* will not be me. This patch exposes some existing problems in the conditional order system, and I have yet to see an elegant way to solve these. Since these problems would most likely block any attempt at getting this into trunk, I rather spend my time elsewhere.
Of course one is free to use, modify, update and redistribute this patch, thanks to the joys of the GPL. I'm glad to see that it still finds its use a year after writing it.
Create your own NewGRF? Check out this tutorial!
-
- Chief Executive
- Posts: 658
- Joined: 11 Nov 2007 12:06
- Contact:
Re: Patch: More conditonal orders (r15271)
Just asking you can you upload a full bug report and any probles that your had to get this in to trunk and i have a look and i see what i can do after my hoilday
For Community Integrated Version http://code.google.com/p/civopenttd/
Re: Patch: More conditonal orders (r15271)
Read Hirundo's post again. The answer to your question is already there.
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: Patch: More conditonal orders (r15271)
This looks great, really useful! Does it still work well with the current trunk?
- Vaulter
- Traffic Manager
- Posts: 185
- Joined: 21 Dec 2004 05:35
- Skype: andrey-zaharov
- Location: St. Petersburg, Russia
- Contact:
Re: Patch: More conditonal orders (r15271)
Updated to 1.0.2
- Attachments
-
- more-cond-orders.r20180.patch
- (29.13 KiB) Downloaded 294 times
Re: Patch: More conditonal orders (r15271)
When you bring out a patch relative to a stable, please mention that in the filename. XYZ-r20180.patch looks like you patch trunk rather than a stable.
- Vaulter
- Traffic Manager
- Posts: 185
- Joined: 21 Dec 2004 05:35
- Skype: andrey-zaharov
- Location: St. Petersburg, Russia
- Contact:
Re: Patch: More conditonal orders (r15271)
Bumped to the rev
please check.
please check.
- Attachments
-
- more-cond-orders.r24376M.patch
- (31.43 KiB) Downloaded 259 times
Re: Patch: More conditonal orders (r15271)
Hi all.
Sorry if I disturb a topic that was sleeping so gracefully but I am wondering there may be Something I am missing about this nice patch.
I am playing it in conjunction with ECS, within the Hard Pack. I configured a route as explained in the first post and in one of the last ones:
1. Pickup coal (wait until full)
2. If next station does not accept coal, go-to 5
3. Steel mill
4. Go-to 1
5. Power station
The problem is that from the two coal mines I was picking up from, the coal wanted to go to the power station, not to the steel mill (that's beauty of ECS, right?), so the trains would stay there, empty, with more than 2000 coal on the platforms. This happened even when the steel mill would accept coal, that's the problem.
What did I do wrong?
Thanks on advance
Sorry if I disturb a topic that was sleeping so gracefully but I am wondering there may be Something I am missing about this nice patch.
I am playing it in conjunction with ECS, within the Hard Pack. I configured a route as explained in the first post and in one of the last ones:
1. Pickup coal (wait until full)
2. If next station does not accept coal, go-to 5
3. Steel mill
4. Go-to 1
5. Power station
The problem is that from the two coal mines I was picking up from, the coal wanted to go to the power station, not to the steel mill (that's beauty of ECS, right?), so the trains would stay there, empty, with more than 2000 coal on the platforms. This happened even when the steel mill would accept coal, that's the problem.
What did I do wrong?
Thanks on advance
Re: Patch: More conditonal orders (r15271)
It's probably because you're using cargodist (are you ?).frabac wrote:The problem is that from the two coal mines I was picking up from, the coal wanted to go to the power station, not to the steel mill (that's beauty of ECS, right?), so the trains would stay there, empty, with more than 2000 coal on the platforms. This happened even when the steel mill would accept coal, that's the problem.
What did I do wrong?
Thanks on advance
If that's it, you should set the distribution to "manual" in the Cargodist settings.
Last edited by keoz on 24 Nov 2013 23:35, edited 1 time in total.
Patch - Let's timetable depot waiting time with the Wait in depot patch.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
Re: Patch: More conditonal orders (r15271)
Edit: double posting.
Patch - Let's timetable depot waiting time with the Wait in depot patch.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
Re: Patch: More conditonal orders (r15271)
Oh Gosh, yes, of course... I am a fool.
Yes, ECS+cargodist.
You are making me wonder whether having it all together (although very cool) is a little too much. I also have "neighbors are important" active... that's why I have troubles making my big cities grow.
I should definitely make some choice... even though they say "Manual distribution means that cargo isn't automatically distributed at all. It behaves just like without Cargodist."
Thanks then, and sorry for silly question
Yes, ECS+cargodist.
You are making me wonder whether having it all together (although very cool) is a little too much. I also have "neighbors are important" active... that's why I have troubles making my big cities grow.
I should definitely make some choice... even though they say "Manual distribution means that cargo isn't automatically distributed at all. It behaves just like without Cargodist."
Thanks then, and sorry for silly question
Re: Patch: More conditonal orders (r15271)
If ECS raises some issues you should probably disable CargoDist for cargos.frabac wrote:Oh Gosh, yes, of course... I am a fool.
Yes, ECS+cargodist.
You are making me wonder whether having it all together (although very cool) is a little too much. I also have "neighbors are important" active... that's why I have troubles making my big cities grow.
I should definitely make some choice... even though they say "Manual distribution means that cargo isn't automatically distributed at all. It behaves just like without Cargodist."
For myself, I use CargoDist for passengers/mail (set to symetric), but not for cargos (set to manual) for similar reasons. Using FIRS and another CityGrowth script, I need to manage industrial cargos as I want.
Patch - Let's timetable depot waiting time with the Wait in depot patch.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
Re: Patch: More conditonal orders (r15271)
Great patchpack - any chances of getting a multiplayer game running with this?
Who is online
Users browsing this forum: No registered users and 40 guests