GEAR "cargo" usability
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GEAR "cargo" usability
Is GEAR "cargo" considered as obsolete feature, or it will be preserved (I mean, industry sets will reserve empty slot in future).
I know about new NARS version without this feature, but my question results from another issue: locomotive livery refits.
Currently you cannot use refit for vehicle which doesn't carry any cargo. As an result, if you want to have different liveries,
you must assign 0 capacity of certain common cargo (usually passengers or mail).
It is slightly confusing, if cargo filters are in use.
Is it recommended to use GEAR for locomotive livery refit?
I know about new NARS version without this feature, but my question results from another issue: locomotive livery refits.
Currently you cannot use refit for vehicle which doesn't carry any cargo. As an result, if you want to have different liveries,
you must assign 0 capacity of certain common cargo (usually passengers or mail).
It is slightly confusing, if cargo filters are in use.
Is it recommended to use GEAR for locomotive livery refit?
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- Tycoon
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Re: GEAR "cargo" usability
I should certainly think not. Obsolete "feature" (really more of a workaround that is no longer required) is obsolete.McZapkie wrote:Is it recommended to use GEAR for locomotive livery refit?
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Re: GEAR "cargo" usability
you cannot expect that industry sets will be compatible with your set if you use GEAR cargo. Nothing otherwise prevents you from using it, now or in the future, however, everyone will tell you it's a bad idea.
alternatively, if filtering for cargo bothers you, you can make it refit to any cargo (by using cargo classes)
alternatively, if filtering for cargo bothers you, you can make it refit to any cargo (by using cargo classes)
Re: GEAR "cargo" usability
They don't reserve an empty slot now. Definitely don't use it.McZapkie wrote: (I mean, industry sets will reserve empty slot in future)
- planetmaker
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Re: GEAR "cargo" usability
It is and was an idea for a workaround with horrible side effects. Don't think about using it in a vehicle set.McZapkie wrote:Is it recommended to use GEAR for locomotive livery refit?
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Re: GEAR "cargo" usability
Referring to this topic http://www.tt-forums.net/viewtopic.php?f=32&t=72099, specifically the part about using a refit to run empty tractor truck, if using PASS with 0 capacity is no option because it breaks orders due to different rv stop types, and using GEAR is considered bad practice and not supported, what is correct way to do this?
- planetmaker
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Re: GEAR "cargo" usability
Use different vehicles!
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Re: GEAR "cargo" usability
Not sure what you mean by that. I don't want to actually carry passengers in my truck, simply a way to have a truck with trailer that can also drive without a trailer in some situations, I have been doing this by hiding the trailer when refitted to GEAR cargo.planetmaker wrote:Use different vehicles!
- andythenorth
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Re: GEAR "cargo" usability
Use a capacity refit with cargo subtype strings. Just have the graphics switches look at the current subtype.Eddy Arfik wrote:simply a way to have a truck with trailer that can also drive without a trailer in some situationsplanetmaker wrote:Use different vehicles!
You can probably do it while leaving the capacity intact, or you could set capacity to 0 with the capacity cb. With capacity 0 you _might_ find auto-replace breaks, in which case set capacity to 1 unit.
So you'd have refit menu something like
Coal (show trailer)
Coal (hide trailer)
Wood (show trailer)
Wood (hide trailer)
Although if I was doing it, I'd probably just hide the trailer if current cargo amount is 0 (maybe make that a player-visible parameter).
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Re: GEAR "cargo" usability
What about allowing refit if there is none cargo allowed but there are subcargos string defined?
Is such approach possible, or rather messy?
Is such approach possible, or rather messy?
OK, this implies another question - is it a bad feature to use all 32 slots for industry set?PikkaBird wrote: They don't reserve an empty slot now. Definitely don't use it.
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Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
- planetmaker
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Re: GEAR "cargo" usability
No. Cargo is inherently linked to industries. It's their purpose to define cargoes.McZapkie wrote:OK, this implies another question - is it a bad feature to use all 32 slots for industry set?
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Re: GEAR "cargo" usability
you could also just hide the trailer if it's empty... no weird refit orders
Re: GEAR "cargo" usability
Despite of all official "gear bad feature" statements, is slot 30 (0x1E) usually used for GEAR "cargo" ?
Re: GEAR "cargo" usability
Use the label, so you don't have to bother about numbers?
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: GEAR "cargo" usability
But there is cargo Id and cargo number property in NML cargo definition block.Alberth wrote:Use the label, so you don't have to bother about numbers?
If I understand correctly, I must to define GEAR cargo by myself?
- planetmaker
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Re: GEAR "cargo" usability
Really, there is absolutely no reason to use GEAR cargo when working with vehicles. And there's plenty of reasons not to.
You break about every assumption one should be able to rely one and you'll throw horrible NewGRF incompatibilities at the user's faces which they will only realise when it's too late and they already wasted time playing a savegame broken beyond repair. And then they'll come here and will waste time by asking why OpenTTD is wrong while it's just a borked NewGRF.
You break about every assumption one should be able to rely one and you'll throw horrible NewGRF incompatibilities at the user's faces which they will only realise when it's too late and they already wasted time playing a savegame broken beyond repair. And then they'll come here and will waste time by asking why OpenTTD is wrong while it's just a borked NewGRF.
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Re: GEAR "cargo" usability
In my opinion, GEAR cargo (if used for 0 capacity vehicles) is very useful for refitting those,
but indeed, if industry newgrf is loaded before vehicle newgrf and accidentally it is using same slot as GEAR,
industry will be broken.
Is there any way to check if the given cargo slot is already defined
(to have opportunity to disable GEAR feature instead of overwrite it)?
but indeed, if industry newgrf is loaded before vehicle newgrf and accidentally it is using same slot as GEAR,
industry will be broken.
Is there any way to check if the given cargo slot is already defined
(to have opportunity to disable GEAR feature instead of overwrite it)?
- andythenorth
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Re: GEAR "cargo" usability
Don't use GEAR cargo. Pikka invented it, it was hax at the time, and he will tell you roughly the same if he shows up here. It's of no benefit, and causes unwanted headaches. 

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: GEAR "cargo" usability
He already did.andythenorth wrote:Don't use GEAR cargo. Pikka invented it, it was hax at the time, and he will tell you roughly the same if he shows up here.

PikkaBird wrote:They don't reserve an empty slot now. Definitely don't use it.
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