and this part is located on the stations tileZimmlock wrote:Its not a alignment bug, its because your station is situated a level highter.Metek wrote:I found a small bug in the drawing of a coal mine. It might be an alignment bug because the station is located higher (on a hill) than the coal mine.
ECS vectors v1.1.2 (by George) 19/06/2011
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Does all of the other vector's work if you not selected the Machinery one ?
Cause my Chemical Factory's don't produce anything.
All the rest works fine.
Cause my Chemical Factory's don't produce anything.
All the rest works fine.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
yesHamilton2007 wrote:Does all of the other vector's work if you not selected the Machinery one ?
And do you support it witch materials? If yes, provide a savegame, please.Hamilton2007 wrote:Cause my Chemical Factory's don't produce anything.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
It doesn't need materials in my game.George wrote:yesHamilton2007 wrote:Does all of the other vector's work if you not selected the Machinery one ?
And do you support it witch materials? If yes, provide a savegame, please.Hamilton2007 wrote:Cause my Chemical Factory's don't produce anything.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
I found the solution. I think that Pikka's industry GRF's conflict with the ECS ones. So i unloaded the Pikka's ones.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
In OTTD put Pikka's industries before ECS industries. At least fast test show that they do work.Hamilton2007 wrote:I found the solution. I think that Pikka's industry GRF's conflict with the ECS ones. So i unloaded the Pikka's ones.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Albeit with a few oddities in some places... I tried it once and got odd result when using all vectors.George wrote:In OTTD put Pikka's industries before ECS industries. At least fast test show that they do work.Hamilton2007 wrote:I found the solution. I think that Pikka's industry GRF's conflict with the ECS ones. So i unloaded the Pikka's ones.
George, are there any paramaters for the ECS Houses, or is it just an as is grf?
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
What exactly?Gremnon wrote:Albeit with a few oddities in some places...George wrote:In OTTD put Pikka's industries before ECS industries. At least fast test show that they do work.Hamilton2007 wrote:I found the solution. I think that Pikka's industry GRF's conflict with the ECS ones. So i unloaded the Pikka's ones.
What was odd?Gremnon wrote: tried it once and got odd result when using all vectors.
What parameters do you expect?Gremnon wrote:George, are there any paramaters for the ECS Houses, or is it just an as is grf?
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
I wasn't expecting any paramaters actually, I was just curious - since unlike the vectors.... at least last time I checked, it doesn't have a page.
I'll find out my copy of PBI and the UKRS Brick Chain and create a full list of oddities when both used for you.
Edit: Attached file with the list off odds. Used cargodest branch he8feed1a, 22 Nov ECS Vectors and PBI + UKRS Brick Chain 1.5
I'll find out my copy of PBI and the UKRS Brick Chain and create a full list of oddities when both used for you.
Edit: Attached file with the list off odds. Used cargodest branch he8feed1a, 22 Nov ECS Vectors and PBI + UKRS Brick Chain 1.5
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Because it requires heavy reworking.Gremnon wrote:I wasn't expecting any paramaters actually, I was just curious - since unlike the vectors.... at least last time I checked, it doesn't have a page.
Isn't it producing lumber without ECS? So, the only difference is changing the cargo nameGremnon wrote:the list off odds:
PBI and UKRS Brick Chain loaded above ECS
PBI Sawmill - also produces Wood Products

Refined products instead of plastic. Does it change something during gameplay? Different wagons for example?Gremnon wrote:PBI Factory - requires Wood/Refined Products
Instead of grain? No change, only the name isGremnon wrote:PBI Brewery - requires Cereals

Instead of gravel?Gremnon wrote:PBI Brickworks - requires Vehicles
Produces?Gremnon wrote:PBI Clay Pit - requires Vehicles
No problem hereGremnon wrote:PBI and UKRS Brick Chain loaded below ECS
Wood Products replaced with Lumber
This is badGremnon wrote:ECS Oil Refinery produces only Fuel Oil
ECS Chemical Plant requires nothing
This is badGremnon wrote:ECS Brickworks produces nothing
This is badGremnon wrote:ECS Lime Quarry produces and requires nothing
What does it mean not defined?Gremnon wrote:Vehicle accepting industries no longer accept vehicles (though possibly because Vehicles factory isn't defined)
Isn't it intended?Gremnon wrote:PBI Factory requires Plastic
PBI Oil Refinery produces Plastic (in addition to Fuel Oil)
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Ah, that was just a list of everything different I could find.
All the cargos can be transported normally, provided a vehicle set that supports them is loaded.
As to the vehicles, there's not vehicle factory, nor any mention of vehicles, I think what's happening is the UKRS Brick Chain is overriding one of the ECS Vectors.
On the one you asked produces, it produces as normal, I just listed only the differences to normal behavious.
I'll run another test without the Brick Chain and repeat, see if there's any more oddities.
All the cargos can be transported normally, provided a vehicle set that supports them is loaded.
As to the vehicles, there's not vehicle factory, nor any mention of vehicles, I think what's happening is the UKRS Brick Chain is overriding one of the ECS Vectors.
On the one you asked produces, it produces as normal, I just listed only the differences to normal behavious.
I'll run another test without the Brick Chain and repeat, see if there's any more oddities.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
As I can see from your post, if you do not use Brick chain it works quite well if PBI is loaded firstGremnon wrote:Ah, that was just a list of everything different I could find.
All the cargos can be transported normally, provided a vehicle set that supports them is loaded.
As to the vehicles, there's not vehicle factory, nor any mention of vehicles, I think what's happening is the UKRS Brick Chain is overriding one of the ECS Vectors.
On the one you asked produces, it produces as normal, I just listed only the differences to normal behavious.
I'll run another test without the Brick Chain and repeat, see if there's any more oddities.
As for Brick chain I'd suggest Pikka to use slot 11 for gravel (to replace sand) and slot 1E for clay (to replace limestone)
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Without the Brick Chain, PBI loaded above the ECS Vectors appears to work normally. Below, however, I got the following:
Lime Quarry still produces nothing, but acceps Vehicles again
Chemical Plant still requires nothing
Oil Refinery still produces only Fuel Oil
So as far as I can tell, the best way to use both at once is to use PBI above all ECS Vectors, and not use the Brick Chain at all, at the moment
Edit: Also found the source of the default factory appearing while ECS Vectors loaded alone - if the bit on the Basic Vector is set to allow default industries, the default will appear.
Lime Quarry still produces nothing, but acceps Vehicles again
Chemical Plant still requires nothing
Oil Refinery still produces only Fuel Oil
So as far as I can tell, the best way to use both at once is to use PBI above all ECS Vectors, and not use the Brick Chain at all, at the moment
Edit: Also found the source of the default factory appearing while ECS Vectors loaded alone - if the bit on the Basic Vector is set to allow default industries, the default will appear.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Basic? Provide you config, please!Gremnon wrote:Edit: Also found the source of the default factory appearing while ECS Vectors loaded alone - if the bit on the Basic Vector is set to allow default industries, the default will appear.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
My mistake on that, got the Vectors confused. Town Vector, not basic, namely, the first paramater:
If it's set to 1, the default factory appears, with 0, it doesn't.
Code: Select all
Disable (0, default) / Enable (1) default cargoes
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Updated wiki.Gremnon wrote:My mistake on that, got the Vectors confused. Town Vector, not basic, namely, the first paramater:If it's set to 1, the default factory appears, with 0, it doesn't.Code: Select all
Disable (0, default) / Enable (1) default cargoes
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Bug report, Contruction Vector.
In OTTD, if the modify production values cheat is on, the Brickwork's production can be modified. Not sure if that's intended or not.
The brickworks also don't accept coal... although that might just be because I only just started a new game.
In OTTD, if the modify production values cheat is on, the Brickwork's production can be modified. Not sure if that's intended or not.
The brickworks also don't accept coal... although that might just be because I only just started a new game.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Please provide a savegame where brickworks don't accept coalGremnon wrote:Bug report, Contruction Vector.
In OTTD, if the modify production values cheat is on, the Brickwork's production can be modified. Not sure if that's intended or not.
The brickworks also don't accept coal... although that might just be because I only just started a new game.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Will do when I get back from work on a clean trunk rather than my custom build.
The actual industry says it does, the station doesn't - though I suspect that might just be because it's a new game.
The actual industry says it does, the station doesn't - though I suspect that might just be because it's a new game.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
I love the whole idea behind ECS vectors, it totally changed the way I play the game.
However, there is one thing I'm not sure whether it's a feature or I'm doing something wrong. Coal mines seem to be hyperactive in my game! I get 1000+t coal mines very early in the game. It wouldn't be that bad if I had nowhere to transport all that coal to but I do. The power plant seems to accept very large (infinite?) amounts of coal. My friend and I are trying to set up a long term multiplayer game and this kind of makes it get boring quickly.
So what I'm asking is, is this the way ECS vectors are supposed to work? Iron mines produce half as much and it's still a lot. Is there any way to lower the production amounts or that's just the way it is? Thanks.
However, there is one thing I'm not sure whether it's a feature or I'm doing something wrong. Coal mines seem to be hyperactive in my game! I get 1000+t coal mines very early in the game. It wouldn't be that bad if I had nowhere to transport all that coal to but I do. The power plant seems to accept very large (infinite?) amounts of coal. My friend and I are trying to set up a long term multiplayer game and this kind of makes it get boring quickly.
So what I'm asking is, is this the way ECS vectors are supposed to work? Iron mines produce half as much and it's still a lot. Is there any way to lower the production amounts or that's just the way it is? Thanks.
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