Constant train breakdowns
Moderator: OpenTTD Developers
Constant train breakdowns
Playing a little experimental game on 7x7. My maglevs break down all the time even though I have set breakdowns to none.. This has to be a bug.
Build: 1924
WinXP SP2
Savegame attached
Build: 1924
WinXP SP2
Savegame attached
- Attachments
-
- Fort Chedham Transport, 25th Aug 2028.zip
- (19.92 KiB) Downloaded 210 times
Yeah but these breakdowns happen even if i explicitly set breakdowns to none in-game and press the save button. Doesn't help. Also, should a train really break down 3 times a month or so which happens in this save game?
Another problem is that the cities grow crazy fast compared to the 8x8 and especially 9x9 games I've played.. in 9x9 the cities had 3000 citizens in 2020 played normally from 1970, while in this savegame a city grew from 2000 to 6000 in like 5 years. I've seen other threads about this problem and I really wish it would be fixed..
Other than these problems, I have to say great work OpenTTD team!
EDIT: Downloaded the source and broke out ye olde debugger to try to find the problem. Seems that even if you change breakdowns to none in the dialog box, the value _opt.diff.vehicle_breakdowns never becomes 0.
I have yet to find out exactly what causes this, but I was able to kill the breakdowns by just removing the if and letting it always return ;P
Another problem is that the cities grow crazy fast compared to the 8x8 and especially 9x9 games I've played.. in 9x9 the cities had 3000 citizens in 2020 played normally from 1970, while in this savegame a city grew from 2000 to 6000 in like 5 years. I've seen other threads about this problem and I really wish it would be fixed..
Other than these problems, I have to say great work OpenTTD team!
EDIT: Downloaded the source and broke out ye olde debugger to try to find the problem. Seems that even if you change breakdowns to none in the dialog box, the value _opt.diff.vehicle_breakdowns never becomes 0.
Code: Select all
/* disabled breakdowns? */
if (_opt.diff.vehicle_breakdowns < 1)
return;
Another observation: As cities expand, they will destroy any industries in their way... I find this extremely annoying.
EDIT: Fixed, i think, by changing
to
in town_cmd.c
EDIT again: Nope, that didn't do it.
EDIT again: There, did it. Not sure if I did it "right" however so I suggest the maintainers do it themselves, it was easy
EDIT: Fixed, i think, by changing
Code: Select all
if (ti.tileh == 0 || ti.type == MP_HOUSE)
return;
Code: Select all
if (ti.tileh == 0 || ti.type == MP_HOUSE || ti.type == MP_INDUSTRY)
return;
EDIT again: Nope, that didn't do it.
EDIT again: There, did it. Not sure if I did it "right" however so I suggest the maintainers do it themselves, it was easy

Nope, in-game. And I found the cause: I've been playing with the magic bulldozer cheat. This caused cities and competitors to simply kill industries where they wanted to build like they were trees or something ;P
So, new fix, in ClearTile_Industry in industry_cmd.c:
So, new fix, in ClearTile_Industry in industry_cmd.c:
Code: Select all
if ((_current_player != OWNER_WATER && _game_mode != GM_EDITOR &&
!(_cheats.magic_bulldozer.value && IS_HUMAN_PLAYER(_current_player))) ||
(_current_player == OWNER_WATER && i->type == IT_OIL_RIG) ) {
henrik, please read this posting:
http://www.tt-forums.net/viewtopic.php?t=13686
it describes the same thing you found out, and the very interesting fact that this problem occures only after loading a game.
http://www.tt-forums.net/viewtopic.php?t=13686
it describes the same thing you found out, and the very interesting fact that this problem occures only after loading a game.
to everyone who's coding on openttd: YOU ROCK !!!
Cheat is a cheat, so that's your own faulthenrik wrote:Nope, in-game. And I found the cause: I've been playing with the magic bulldozer cheat. This caused cities and competitors to simply kill industries where they wanted to build like they were trees or something ;P

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<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
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