Re: Wasteland [WIP] - 0.4.0 Released July 8, 2018!
Posted: 14 Jul 2018 22:07
This is magic, Andrew!
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Oops! Definitely not intended, probably should be .1 ton per person. I even went through the cargo weights and fixed some of them for this release, didn't think to check the passengers thoughKruemelchen wrote:I've spotted that the weight of passengers / wastelanders is 1 ton per person
Damn those Level 80 Vault dwellers with tons of equipment!Kruemelchen wrote:wastelanders is 1 ton per person,
I'd like to think that wastelanders dont have the money for proper transit so they have to make due with Boxcars, goods trucks, and what notKruemelchen wrote:Maybe they drank just way too much Nuka Cola![]()
On Topic again, I also noticed Vehicles which normally wouldn't be able to transport CC_PASSENGER were able to transport if I recall correctly at least Wastelanders. Is this expected behaviour?
I'm assuming this is still with a separate vehicle set?Kruemelchen wrote:On Topic again, I also noticed Vehicles which normally wouldn't be able to transport CC_PASSENGER were able to transport if I recall correctly at least Wastelanders. Is this expected behaviour?
That is definitely not normal. Can you post the savegame where this occurs so I can look into it?agentw4b wrote:After fifty years of play, there was no food lab, cement plant, chemical plant.
It does not seem to me normal and complicates playing.
I turned on "Enable static secondary industries" before starting play. Do you think this has caused this?
Yes, I turned on this option before creating a map and then I played it for 50 years and the secondary industry did not build. Unfortunately, I do not have the original Sav file. I played it in multiplayer on my server. I started another game where I turned off this option and everything was normal again. I apologize for English, I use Google translators.Andrew350 wrote:That is definitely not normal. Can you post the savegame where this occurs so I can look into it?agentw4b wrote:After fifty years of play, there was no food lab, cement plant, chemical plant.
It does not seem to me normal and complicates playing.
I turned on "Enable static secondary industries" before starting play. Do you think this has caused this?
edit: just to clarify, when you say "before starting play", you do mean in the main menu prior to generating the map, correct?
I started game again. Still no food lab, no cement plant, no chemical plant after 10 years.Andrew350 wrote: That is definitely not normal. Can you post the savegame where this occurs so I can look into it?
Before I get to the answer, a word of caution: that scenario is definitely corrupted. I can tell because the Water Pump industry available at game start (in Necropolis) is stuck on the 2x2 layout from previous versions, whereas the latest update (0.4.0) changed it to 3x3, and is incompatible with previous versions. There is no way to have that old layout present without having forced the incompatible 0.4 update onto an old save. Add to that the presence of several other corrupted industries and the evidence is pretty clear that that scenario has been compromised. Maybe things might seem to work okay for now, but the fact that GRFs were changed after creation completely voids any warranty of that game working properly. Please keep that in mind in the future; and remember new versions are incompatible for a reason!agentw4b wrote:I am sending you the scenario....
OK thank you for answer. The game scenario was originally created on the lower version of NewGRF Wasteland. I created new version of scenario (on Bananas).Andrew350 wrote:Before I get to the answer, a word of caution: that scenario is definitely corrupted. I can tell because the Water Pump industry available at game start (in Necropolis) is stuck on the 2x2 layout from previous versions, whereas the latest update (0.4.0) changed it to 3x3, and is incompatible with previous versions. There is no way to have that old layout present without having forced the incompatible 0.4 update onto an old save. Add to that the presence of several other corrupted industries and the evidence is pretty clear that that scenario has been compromised. Maybe things might seem to work okay for now, but the fact that GRFs were changed after creation completely voids any warranty of that game working properly. Please keep that in mind in the future; and remember new versions are incompatible for a reason!agentw4b wrote:I am sending you the scenario....
Now, the reason you have no secondary industries is easy: your scenario doesn't include them from game start. The "Enable Static Secondary Industries" parameter forbids any secondary industries from closing down or spawning during the course of the game. Meaning, if you want any secondary industries with that setting turned on, they need to exist on the map already. This shouldn't be a problem with random map creation since the game should always force at least one instance of every industry, but when making a hand-made scenario like this, those industries must be placed before game start.
Hi Andrew350, loving the GRF and have played a few maps so far.Andrew350 wrote:Ah, yes, that was an important part of the design. The way I've done that is by simply using the building_flag HOUSE_FLAG_ONLY_SE, which seems to allow those houses to be built only during town generation.
Hi Kenny, without any more details of what you're doing, I can only guess that there simply are no(t enough) shack buildings present in the town. There needs to be at least a few of them present within a station's catchment area for you to be able to deliver building materials to them. If shacks are not present, or are too spread out and not within range of the station, you won't be able to deliver building supplies.Kenny_AU wrote:Hi Andrew350, loving the GRF and have played a few maps so far.
However, I am having issues with the building products are not accepted by towns.
What am I missing?