Changing cargo acceptance of existing town buildings
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Changing cargo acceptance of existing town buildings
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.
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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- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
Yes, it's possible. Note, however, that each building accepts goods *OR* food, not both.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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?DaleStan wrote:Yes, it's possible. Note, however, that each building accepts goods *OR* food, not both.
How do I find out what the ID of that building is?

(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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- Tycoon
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> How do I find out what the ID of that building is?
http://users.tt-forums.net/csaboka/ttdp ... usetut.zip
regards
Michael
http://users.tt-forums.net/csaboka/ttdp ... usetut.zip
regards
Michael
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- Tycoon
- Posts: 14275
- Joined: 09 Jan 2003 08:37
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