Patch: More conditonal orders (r15271)

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Conditional Zenith
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Re: Patch: More conditonal orders (r15271)

Post by Conditional Zenith »

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... :roll:
It had been dead for 3 days. I'm not seeing what you are trying to achieve with your post.
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Re: Patch: More conditonal orders (r15271)

Post by SirXavius »

Are you done, Zenith?

Good thank you!
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Re: Patch: More conditonal orders (r15271)

Post by 2007Alain2007 »

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
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Re: Patch: More conditonal orders (r15271)

Post by ColdIce »

Yeah... this patch and Maximum Subsidy Distance are very usefull in the game. to bad nobody includes them in the trunk. :cry:
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Re: Patch: More conditonal orders (r15271)

Post by 2007Alain2007 »

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
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Re: Patch: More conditonal orders (r15271)

Post by ColdIce »

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.
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more conditional orders
more conditional orders
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Re: Patch: More conditonal orders (r15271)

Post by 2007Alain2007 »

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
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Re: Patch: More conditonal orders (r15271)

Post by Hirundo »

2007Alain2007 wrote:But i think there should...
Let me rephrase that: "Someone 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. :D
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Re: Patch: More conditonal orders (r15271)

Post by 2007Alain2007 »

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
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Re: Patch: More conditonal orders (r15271)

Post by Terkhen »

Read Hirundo's post again. The answer to your question is already there.
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Re: Patch: More conditonal orders (r15271)

Post by Xlator »

This looks great, really useful! Does it still work well with the current trunk?
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Re: Patch: More conditonal orders (r15271)

Post by Vaulter »

Updated to 1.0.2
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more-cond-orders.r20180.patch
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Re: Patch: More conditonal orders (r15271)

Post by Alberth »

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.
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Re: Patch: More conditonal orders (r15271)

Post by Vaulter »

Bumped to the rev

please check.
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more-cond-orders.r24376M.patch
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Re: Patch: More conditonal orders (r15271)

Post by frabac »

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
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Re: Patch: More conditonal orders (r15271)

Post by keoz »

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
It's probably because you're using cargodist (are you ?).

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.
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Re: Patch: More conditonal orders (r15271)

Post by keoz »

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.
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Re: Patch: More conditonal orders (r15271)

Post by frabac »

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
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Re: Patch: More conditonal orders (r15271)

Post by keoz »

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."
If ECS raises some issues you should probably disable CargoDist for cargos.

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.
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Re: Patch: More conditonal orders (r15271)

Post by Wasila »

Great patchpack - any chances of getting a multiplayer game running with this?
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