
EDIT: Turns out I didn't download version 2.2...I couldn't find the download link either because I didn't refresh my cache.

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Yup! That was it. resetvehicles did the trick. Not that there's a whole lot of stuff they're good for, what with the lack of wagons.PikkaBird wrote:Actually, it's not necessarily a grf conflict, it could just be that if you're running a game you started with the older ukrs, it hasn't updated the vehicle data. Try doing a cht:resetvehicles.khamura wrote:Curiouser and curiouser.Can a set have conflicts with another even though that other set isn't loaded?
I'm aware that that's how you intended it to work, but it seems a bit strange having a container-carrying train with a couple of little van-areas for loose cargo. Also, the Taurus heads are quite small, so I thought that room would be better given to crew space and power equipment.DanMacK wrote:The Taurus Power Car should have a goods capacity itself though, I'd say 20T per head
v2.3 is out, and has been renamed.Prof. Frink wrote:Now it's at v2.0, should it be renamed from pb_brmini.grf to pb_ukrs.grf?
Maybe you should try playing with it for a while before saying things like that.Hyronymus wrote:As I suggested on IRC, we now need storage capacity increasing tiles for stations. If the storage capacity limiter really works it would be great to have station lots that allow you to transport more goods to the industry than it van handle originally.
Maybe there is another way to extend the industry, rather then building a second one along side, and thus save an industry ID in the process ?PikkaBird wrote:Ultimately, the intended solution if you really want to increase the capacity of an industry is to build a second industry alongside. At the moment though, this isn't quite working correctly - it needs some patch coding to get the industries to share the incoming products, and to link the industry acceptance to its tile acceptance.
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