How to use Adjacent stations/remote join.
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How to use Adjacent stations/remote join.
How do I use the new Adjacent stations/remote join. I have iregular stations on and am trying to do it with a train station.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
thanck you
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
I have a problem with this, it doesn't work.
The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
In the image there is a waypoint station that I wanted to replace by another station (OTTD Gantry) which is connected to a dock. ( I already use all available station slots and I wanted to free up some so I could increase my network a bit.)
I replaced the waypoint station, Middelburg Halt with the other station but the passing oiltrain doesn't know it passed the station.
[edit] Update: rebuilding the station without actually touching the other station does work. [/edit]

The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
In the image there is a waypoint station that I wanted to replace by another station (OTTD Gantry) which is connected to a dock. ( I already use all available station slots and I wanted to free up some so I could increase my network a bit.)
I replaced the waypoint station, Middelburg Halt with the other station but the passing oiltrain doesn't know it passed the station.
[edit] Update: rebuilding the station without actually touching the other station does work. [/edit]
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The patch calls the action 5 function do actually build the station, of which only the check for station merging has been modified. As the correct station window comes up when you click on the station tiles, I'm fairly sure that they're fine.
Other tiles for the station being merged aren't touched, or even looked at.
The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.
Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.
Other tiles for the station being merged aren't touched, or even looked at.
The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.
Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.
I just tested it with bus stops, and i put a terminus and a drive through with a tile in between, and put a new drive through in the middle as a new station, and it appeared with tram tracks and had the oil barrels.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Hold on - does this mean you've created the holy grail of network builders in seperate platforms for stations? And waypoints next to each other so they don't take up boatloads of space?JGR wrote:The patch calls the action 5 function do actually build the station, of which only the check for station merging has been modified. As the correct station window comes up when you click on the station tiles, I'm fairly sure that they're fine.
Other tiles for the station being merged aren't touched, or even looked at.
The bug about trains passing through stations without registering it is possibly due to the way TTD checks the station tiles to see how long the station is and where it is etc. it might not like stations touching each other, trackwise, or something like that.
I haven't had time to check this yet.
Additionally I'll probably commit the extension of this to road vehicle stops in a few minutes, after I've finished compiling and testing it.
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JGR! You're a crazy b******! What are you going to come up with next???
Jeeze, every time I start to think that OpenTTD is getting to the point where it can start competing with TTDpatch for my next game, you bring out a new feature that keeps me hooked!
You're like a pimp keeping his herd hooked on crack!
But in all seriousness, well done with the patch, it's possibilities are positively mind boggling!
Jeeze, every time I start to think that OpenTTD is getting to the point where it can start competing with TTDpatch for my next game, you bring out a new feature that keeps me hooked!
You're like a pimp keeping his herd hooked on crack!
But in all seriousness, well done with the patch, it's possibilities are positively mind boggling!
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Add to your ttdpatch.cfg.
Code: Select all
adjacentstation on
Which build of ttdpatch does it appear in?
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Moooaaaah, another great feature from our beloved patch team.
great stuff. I'm gonna test this out now.
Thank you very much.
great stuff. I'm gonna test this out now.
Thank you very much.
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This should be fixed in the next nightly, caused by a minor incompatability between the adjacent stations and drive-through stops code.robotboy wrote:I just tested it with bus stops, and i put a terminus and a drive through with a tile in between, and put a new drive through in the middle as a new station, and it appeared with tram tracks and had the oil barrels.
Thanks for spotting the bug.
EDIT
This is an oversight in the original code, only the last tile of a continuous series of station tiles is checked, I should be able to fix it soon.Rob wrote:The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
In case anyone is interested the problem is in: Class5VehEnterLeave
Just something I noticed;
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?
~ Lakie
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?
~ Lakie
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Fixed in next nightly.Lakie wrote:Just something I noticed;
The building of a road vehicle station, builds the road first and that road can be converted to one way system if the road already has that 'branch'.
I suggest doing the check then making the road, if possible?
~ Lakie
This is also fixed in the next nightly.JGR wrote:This is an oversight in the original code, only the last tile of a continuous series of station tiles is checked, I should be able to fix it soon.Rob wrote:The problem seems to be that the building of the station works as designed, but passing trains don't seem to notice that they pass this station and thus the orders list isn't updated to the next station in the list.
JGR
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