Food Processing Plant Problem
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Food Processing Plant Problem
I have problem with my food processing plant. I'm suppling it with grain and livestock and it produces more than 400 tonnes of food but none of this goes to the station (and I hope I didn't make some stupid mistake). Wagons are of course reffited to food. Screenshot, save, newgrf and ttdpatchcfg attached:
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- save&others.rar
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/me points Death at MB's newcargos[w].grf file, which, among other things, puts the food processing plant in temperate.
EDIT: Siema, why'd you post a temperate screenie? The savegame you posted, as Death points out, is in arctic.
Death, only cheat Siema might have used in the savegame he posted is cht:used.
EDIT: Siema, why'd you post a temperate screenie? The savegame you posted, as Death points out, is in arctic.
Death, only cheat Siema might have used in the savegame he posted is cht:used.
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/me reminds himself to read newgrfw.cfg a little more thoroughly next time.
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I think I've found the problem. Try opening the cargo payment rates window - there will be two buttons called "food" there. The first is the original arctic food (ID 0B), the second must be Michael's food (ID 0C). The food processing plant produces the arctic food, but your train is refitted to the "MB-food". The two cargoes are exactly alike, but TTDPatch will still handle them as distinct cargoes.
I guess the NewCargo set should be rewritten to use the built-in food in Arctic and supply its own on Temperate. Alternatively, it could be declared incompatible with temperate paper and use ID 0B in temperate for food.
I guess the NewCargo set should be rewritten to use the built-in food in Arctic and supply its own on Temperate. Alternatively, it could be declared incompatible with temperate paper and use ID 0B in temperate for food.
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
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According to the documentation, the original "food" in TTD is cargo-ID 0C. In the NewCargo set, another "food" (for temperate) is introduced which uses also cargo-ID 0C (in an attempt to make both identical). Then, by a climate-dependant bit switch, the appropriate industries are enabled.[2 "food" cargoes]
The first is the original arctic food (ID 0B), the second must be Michael's food (ID 0C). The food processing plant produces the arctic food, but your train is refitted to the "MB-food". The two cargoes are exactly alike, but TTDPatch will still handle them as distinct cargoes.
Now, the problem is that the complete cargo-ID scheme is ambiguous whenever it comes to climate dependency.
But then, again, I´m not sure how we could handle all those different climate-dependant cargo-IDs, especially for the new cargoes. Even "paper in temperate" makes horrible problems.I guess the NewCargo set should be rewritten to use the built-in food in Arctic and supply its own on Temperate. Alternatively, it could be declared incompatible with temperate paper and use ID 0B in temperate for food.
Couldn´t we have an un-ambiguous cargo-ID? Remember, I had to change cargo-IDs before (because of "paper") and I would like to avoid it again.
And how would we handle "new cargo IDs" for the different climates? Would they be the same (numbers) or would they also have to be different (= climate dependent)?
regards
Michael
Arctic-food is *bit* 0C, but *ID* 0B. There's an important difference there. Bit numbers are Type A, IDs are type B.michael blunck wrote:According to the documentation, the original "food" in TTD is cargo-ID 0C. In the NewCargo set, another "food" (for temperate) is introduced which uses also cargo-ID 0C
This would be arctic-food's action 0:
-1*7 00 0B 01 01 0B 08 0C
As opposed to MB-food, which is (if I'm reading the readme correctly):
-1*7 00 0B 01 01 0C 08 0C
One possible solution is to write 0B/0C into a parameter, according to the climate, and then use action6s to write it in all the appropriate parts of the appropriate sprites.
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> One possible solution is to write 0B/0C into a parameter, according to the climate, and then use action6s to write it in all the appropriate parts of the appropriate sprites.
Yes. And now I want to hear from Csaba that this would be needed with all of the new cargo-IDs depending on the used climate.
regards
Michael
Yes. And now I want to hear from Csaba that this would be needed with all of the new cargo-IDs depending on the used climate.

regards
Michael
The documentation can't say that original food uses slot ID 0C, simply because there are only 12 original slot IDs (0..B). It uses bit 0C, but that is irrelevant here.michael blunck wrote:According to the documentation, the original "food" in TTD is cargo-ID 0C.
I think I've explained it some time ago, but it won't hurt explaining againmichael blunck wrote:Now, the problem is that the complete cargo-ID scheme is ambiguous whenever it comes to climate dependency.

First, you have cargo slot IDs. These are climate-dependent, slots 00..0B are used by old TTD cargoes, slots 0C..1F are available for new cargoes.
You also have bit numbers, or climate-independent IDs. These were added by TTDPatch in an attempt to make cargo handling easier (they allow having one refit mask and action 3 instead of several climate-dependent ones). Therefore, these are used only in few places, namely in action 3 cargo types and for vehicle refit masks. (I hope I didn't forget anything...) If two cargoes have the same number, refit masks and action 3's won't distinguish between them.
In most places, you will need the climate-dependent ID, simply because this is what TTD uses most of the time.
TTD uses the climate-dependent IDs everywhere. Patching all places to use some translation would be overkill. I'm afraid you'll have to live with climate-dependent IDs.michael blunck wrote:Couldn´t we have an un-ambiguous cargo-ID? Remember, I had to change cargo-IDs before (because of "paper") and I would like to avoid it again.
You can make your life easier if you use the same slot in every supported climate (just like passengers is in slot 0 in each climate). In this current case, this is not possible, though: you need a new slot in temperate, but must use slot B in arctic. I'm afraid that you'll have to use different action 0s for arctic, where you use slot B instead of C (and don't define your own food).michael blunck wrote:And how would we handle "new cargo IDs" for the different climates? Would they be the same (numbers) or would they also have to be different (= climate dependent)?
[edit]
As I said, this isn't necessary if you use the same slot for the same cargo type on every climate you support. This is easy to do for "brand new" cargoes, problems arise only if you want to "bring over" a cargo from another climate, and you need to support the original climate as well.Yes. And now I want to hear from Csaba that this would be needed with all of the new cargo-IDs depending on the used climate.
DaleStan: You're right, action 6 is easier than an action7 and two action 0s. Thanks.
Reality is that which, when you stop believing in it, doesn't go away.—Philip K. Dick
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You may try NewCargo v0.12.Siema wrote:[...] So, I have to wait until NewCargo will be corrected.
regards
Michael
http://www.ttdpatch.de/download.html might work slightly better, though.michael blunck wrote:You may try NewCargo v0.12.Siema wrote:[...] So, I have to wait until NewCargo will be corrected.
regards
Michael
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.
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