Michael Blunck's new graphics [http://www.ttdpatch.de/]
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Thing is, they accept fish fine as well as Livestock adn grain , but trucks, boats or trains waiting to load food just sit there empty even though the plant is producing.
Conflict with the grf files maybe?
Conflict with the grf files maybe?
Regards,
Dan MacKellar
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Dan MacKellar
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@Dan
> trucks, boats or trains waiting to load food just sit there empty
Well, from your newgrfw.cfg, you´re using:
- longvehicles for trucks,
- ARCTICRENEWALW.GRF for trains,
- NEWSHIPSW.GRF for ships,
I don´t have used longvehicles in arctic and I don´t have your ARCTICRENEWALW set, in so far I don´t know whether both enable food transportation there.
When having no special set activated at all, everything is fine, though.
Since v0.1 of NewCargo, I don´t longer modify cargo bit masks of specific vehicles (train wagons, trucks and ships) only if DBXL (for trains), CargoSet (for trucks) or NewShips (for ships) have been activated.
That´s because I cannot rely on foreign vehicles having the same veh-IDs as I´d be modifying for the new cargoes.
If you´re using different vehicle sets, you´ll have to modify appropriate vehicles from these sets for yourself (resp. the makers of those vehicle sets should do it).
All needed information about cargo slot IDs and cargo bit masks is given in the NewCargo donotreadme, as ususal.
regards
Michael
> trucks, boats or trains waiting to load food just sit there empty
Well, from your newgrfw.cfg, you´re using:
- longvehicles for trucks,
- ARCTICRENEWALW.GRF for trains,
- NEWSHIPSW.GRF for ships,
I don´t have used longvehicles in arctic and I don´t have your ARCTICRENEWALW set, in so far I don´t know whether both enable food transportation there.
When having no special set activated at all, everything is fine, though.
Since v0.1 of NewCargo, I don´t longer modify cargo bit masks of specific vehicles (train wagons, trucks and ships) only if DBXL (for trains), CargoSet (for trucks) or NewShips (for ships) have been activated.
That´s because I cannot rely on foreign vehicles having the same veh-IDs as I´d be modifying for the new cargoes.
If you´re using different vehicle sets, you´ll have to modify appropriate vehicles from these sets for yourself (resp. the makers of those vehicle sets should do it).
All needed information about cargo slot IDs and cargo bit masks is given in the NewCargo donotreadme, as ususal.
regards
Michael
Found a little but annoying error in the english do not readme file:
It's ok in the German version :the brewery can only be built in towns with more than 448 inhabitants, and at least 6 tiles away from the city center (Manhattan distance, as well).
Die Brauerei kann nur in Orten mit mindestens 448 Einwohnern und höchstens 6 Feldern Abstand vom Ortsmittelpunkt gebaut werden.
Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)

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I finally got time to check out newcargos, and I'm impressed.
However, can I make one little nitpick... with newcargos, fish is measured in "tons" and not "tonnes" as it should be (to be standard with the English TTD). The American version uses "tons", but the English version should use "tonnes", to be consistent and IMHO correct. 
(those who know me on #tycoon will know I like my British English).
Other than that, keep up the good work!


(those who know me on #tycoon will know I like my British English).
Other than that, keep up the good work!
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Michael,The Irish in Zimmlock's latest creation wrote:Since MBs new cargos, we have beer. Howvever, in my games I always have the problem that none of the cities seem to accept them. MB modified the stadium to accept beer, which I think is a brilliant idea. However, the problem is that the stadium is quite unstable. Keeps popping up in different places of the town and never stays there for too long, making it really hard to deliver the beer into the cities.
What I would like is to make the stadium more steady. Once built in some place, keep it there until the more modern stadium becomes available and then it could be rebuilt or a new one could be built in a different place (eg outer parts of town). This would also reflect real life a bit better.
I was requesting above in Zimmlocks treath, as I thought it would be there. There however, they said it might be something that you can steer with our .grf.
Can you have a look at the suggestion and let me know what you think?
other than that, I really have to say that I very much enjoy your work. Keep it up. Hope for more to come soon.
regards
Paul
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If it's not too much trouble. It's just a little something that annoyed me slightly, American English tends to do that to me*.michael blunck wrote:Well, you´re right. For sake of simplicity, Americans and British got the same bits set in the action04 language mask.![]()
Do you want me to change this in the next version?

Cheers!

* Yes, I realise that "tons" were used in Britain too, and so aren't really American as such, but the rest of British TTD uses "tonnes".
I'm planning to include fish and beer as a refit for the reefer in the Canadian Set, but we need to know what to set the refit to and how to code it.
Any help is appreciated.
Any help is appreciated.
Regards,
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site

CN Boxcar drawn by Dave Hersrud
Dan MacKellar
================
Projects in Progress
North American Renewal Train Set Topic,Canadian Train Set Website, Canadian Train Set Development Topic, Finnish Train Set Website,Visit my Train Gifs Site
CN Boxcar drawn by Dave Hersrud
i was wondering. since yesterday i've been using Path-based Signalling, which is wonderful, but the semaphore PBS-graphics are very similar to the Pre-signals. isn't it an idea to change them from one to two red bars, or something more noticable?
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I have the same problem, and readed the post that is down this and I am confusedastath wrote:eeeh, a minor thing... i can't get ANY place to build my brewery, in my existing game. when creating a new scenario it's not that much problem, but those exact (alike) locations that work in the new scenario won't work in my current game. i'll post a screenshot later on.

Sorry for my english I am argentinian
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Ah, I like this - I haven't had much of a chance to test the brewery myself, but I am thinking this is a positive feature.SHADOW-XIII wrote:Michael, could you change/remove brewery production limit ?
it's way too slow, I got only 2 trains (5sq long) and cannot have more
and there is more and more grain
It makes the game more challenging (which is what we all want, we just don't like it for a bit when it happens). Stops us from just taking all of the raw cargo to the start of the best-paying chain of industry.
Especially now that the raw materials are being divided up over industry. Why take coal to a power plant, if you could take it all to a steel mill, with some iron, and make steel, and get paid even more?
With this system, you are forced to think about your transport even more, and not just dump everything on one poor industry. This makes the game more challenging, as you can't have a centralised network - ie one where everything converges on one point.
Breaking the network into a more irregular one is something I am slowly working on for myself, and this is going a great way to help me I think.
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