Changing cargo acceptance of existing town buildings

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PikkaBird
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Changing cargo acceptance of existing town buildings

Post by PikkaBird »

In a grf file. Is it possible?

There's one particular Shops and Offices in the Arctic scenario that doesn't accept goods - this means that some towns stop accepting goods around the mid 50s. I'd like to change it so it accepts 1/8th goods.
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Post by SHADOW-XIII »

:arrow: newest TTDAlter
but I doubt it will work on savegames (until a building will be rebuilt)
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Post by DaleStan »

Yes, it's possible. Note, however, that each building accepts goods *OR* food, not both.
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PikkaBird
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Post by PikkaBird »

DaleStan wrote:Yes, it's possible. Note, however, that each building accepts goods *OR* food, not both.
Ah, I did read that page but I didn't realise how simple it is... I just create a new action 0 with prop 08 (and 15?) set to the ID of the building I want to change?

How do I find out what the ID of that building is? :oops:

(The goods/food shouldn't be a problem, there are blocks of flats built at around the same time which accept plenty of food).
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Post by michael blunck »

> How do I find out what the ID of that building is?

http://users.tt-forums.net/csaboka/ttdp ... usetut.zip

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Post by PikkaBird »

Thanks Michael. :)
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Post by orudge »

SHADOW-XIII wrote::arrow: newest TTDAlter
but I doubt it will work on savegames (until a building will be rebuilt)
TTDAlter doesn't work on saved games, no. This could be implemented to a point in TTDX Editor, I believe, if I had the time...
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Post by SHADOW-XIII »

yeah but by editing EXE it will influent a savegame later in game to
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