This is awesome!Michiel wrote: 04 Mar 2024 20:47 By popular request (hi Pete!) ChooChoo now also supports left hand traffic on double tracks!...........
Thank you so much!
Pete.
Moderator: OpenTTD Developers
This is awesome!Michiel wrote: 04 Mar 2024 20:47 By popular request (hi Pete!) ChooChoo now also supports left hand traffic on double tracks!...........
It's taken almost 14 years, but today I added... a lake detector!Michiel wrote: 25 May 2010 20:29 It should really have a lake detector... the pathfinder is still slow when it tries to find a route across or around a large body of water. Never mind, just thinking out loudIt's fun giving it infinite money and watching it spew forth all over the map
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Unfortunately I was unable to deduce the problem from your screenshots or savegame. For the next version, I've improved the code that captures the error, so I'll be able to get the info I need from a screenshot, but I have some testing to do for the next release.
Hi xarick, I'm sorry I missed your reply back then. Definitely something strange going on, with the "instance: <hex digits>" in the tasks. I'll keep an eye out, but I've never seen this happen in any test run :-/ If anyone else spots it, please do report it.xarick wrote: 12 Apr 2024 11:32 Is this more helpful? Seems to happen when creating a new network. Sometimes it happens early on, sometimes takes some years before it happens.
Thanks for narrowing it down to the patch pack! Sorry, I only support the base game...RocketGoose wrote: 26 Apr 2025 07:12 Screenshot 2025-04-26 080933.png
Hi I'm not sure what's going wrong here but choo choo seems to be doing its signals wrong so no trains can actually leave the station. I've tried swapping the driving side and it still has this problem.
Edit: I realised this is happening when using the latest version of JGR patch pack, but works correctly in the normal version of openttd.
It might be worth reporting this in the patchpack, as the goal of it is probably to not render some GRFs or AI in an unstable state unless absolutely necessary.RocketGoose wrote: 26 Apr 2025 07:12 Edit: I realised this is happening when using the latest version of JGR patch pack, but works correctly in the normal version of openttd.
Thanks BW89! I will try to investigate your bug report.BW89 wrote: 21 Jun 2025 16:22 Hi
I found some bugs while using ChooChoo
Often it builds a crossing and loops indefinetly (until "keep running on unexpected errors" is disabled). When disabled it crashes (choochoo_Crash.png)
When using the realistic train breaking model (JGRPP setting) block signals get placed the wrong way around. (choochoo_wrong-signal.png)
Since you do not want to support patch packs i would appreciate a warning like "only vanilla game supported, some settings might break the AI" in the AI/Game Script Debug window or as a popup
Also it struggles with many GRFs. For example when using PolRoad it wont build busses in town. When using the xussr Set multiple issues appear: Some trains only have one Mail carrige, even when additional carriges would fit in stations. Sometimes it attaches parts of EMU or DMU which cannot carry passengers when hauled with a conventional locomotive. Other times it builds only locomotives and lets them ride around without any cargo capacity.
Another Issue accurs when using Rail GRFs with different speeds. ChooChoo often chooses the last Track in the menu, with no consideration for cost or required speed.
I don't think AIs can show popups, but I could write a message in the Script Debug panel.in the AI/Game Script Debug window or as a popup
I don't know if AIs can detect which newgrfs or patches are active, or why it would change the orientation of signals. The AI interface for building signals is just "which tile do you want to build it on, and which direction should it face?"block signals get placed the wrong way around
Unfortunately I don't have the time to add support for newgrfs :-/Also it struggles with many GRFs. For example when using PolRoad it wont build busses in town. When using the xussr Set multiple issues appear: Some trains only have one Mail carrige, even when additional carriges would fit in stations. Sometimes it attaches parts of EMU or DMU which cannot carry passengers when hauled with a conventional locomotive. Other times it builds only locomotives and lets them ride around without any cargo capacity.
Another Issue accurs when using Rail GRFs with different speeds. ChooChoo often chooses the last Track in the menu, with no consideration for cost or required speed.
Do you happen to have a savegame where this happens?Often it builds a crossing and loops indefinetly (until "keep running on unexpected errors" is disabled). When disabled it crashes (choochoo_Crash.png)
I thought WrightAI was able to produce PopUps, but I may be wrong.I don't think AIs can show popups, but I could write a message in the Script Debug panel.
The Issue lies with the block signals. With realistic breaking enabled Block signals do not have the double signal option, only one way or the other. My Guess is, that due to this AIs tend to place signals in the wrong direction, like a player clicking one time to much. Replacing block signals with Path signals would fix this issue since these are identical to vanilla (also Block signal might confuse new players since these are no longer enabled by default)I don't know if AIs can detect which newgrfs or patches are active, or why it would change the orientation of signals. The AI interface for building signals is just "which tile do you want to build it on, and which direction should it face?"
In your screenshot, on which side would the trains (try to) drive? On the right hand side?
In this case i would also appreciate a warning if GRFs are used, or an Error if ChooChoo is unable to build vehicles with the necessary CargoUnfortunately I don't have the time to add support for newgrfs :-/
Not at the moment, because I only saw this behavior in JGRPP, but i downloaded 15.0 beta 2 and found some more bugs including similar behavior.
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