Do you have problems with ECS vectors? Look here!
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Re: Do you have problems with ECS vectors? Look here!
Actually, I'm not sure of what happens in TTDP, but in OTTD you can load both ECS and Pikka's industries, even the Brick Chain addon.
Although recently, the nightlies have thrown up errors about PBI, but that's not something to voice here.
Although recently, the nightlies have thrown up errors about PBI, but that's not something to voice here.
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Re: Do you have problems with ECS vectors? Look here!
Please provide more information. A GRF list, OTTD version, a savegamemcbane wrote:litle problem since some commits at nightlys suddenly oil is nowhere accepted anywhere.. if i remove ECS.chemicals/II its accepted again.. so i guess there need to be a fix.
edit: used all latest ECS vectors + DB set
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Re: Do you have problems with ECS vectors? Look here!
My cement works don't show limestone (they do show sand though) in the "waiting to be processed" list, or the station acceptance list. This contradicts the wiki page at http://wiki.ttdpatch.net/tiki-index.php ... tionVector . So is the wiki page wrong, or is this a bug, or did I do something wrong? And if the wiki page is wrong, what do I use limestone for? I'm running ECS v1 beta 5 using the town, basic, machinery, and construction vectors. The other GRFs I am using are TTRSv3.02a, pb_build, and NARS 2.0. Using OTTD r14691.
Thanks for making these industry vectors, they improve the game a lot IMO.
edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.
edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).
Thanks for making these industry vectors, they improve the game a lot IMO.
edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.
edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).
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Re: Do you have problems with ECS vectors? Look here!
Does it happen in the new random game? Do you use the latest GRFs?Conditional Zenith wrote:My cement works don't show limestone (they do show sand though) in the "waiting to be processed" list, or the station acceptance list.
Lime is designed to produce cement, wiki is correct hereConditional Zenith wrote:This contradicts the wiki page at http://wiki.ttdpatch.net/tiki-index.php ... tionVector . So is the wiki page wrong, or is this a bug, or did I do something wrong? And if the wiki page is wrong, what do I use limestone for? I'm running ECS v1 beta 5 using the town, basic, machinery, and construction vectors. The other GRFs I am using are TTRSv3.02a, pb_build, and NARS 2.0. Using OTTD r14691.
At least DB set ECS extension allows me to transport both lime and cementConditional Zenith wrote:edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.
As I can see from the link you gave to me, it looks like NARS uses code 1E for it's own purposeConditional Zenith wrote:edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).

Also, as I can see, this page http://www.tt-forums.net/viewtopic.php? ... 3&start=60 displays parameters to disable NARS gearing feature, that should allow lime.
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Re: Do you have problems with ECS vectors? Look here!
Yes, these were new random games (on the tropical climate if that matters). After more experimentation, this problem only seems to appear if I load NARS with re-gearing enabled after the Construction vector. What I didn't say last post is that I am using NARS 2.0pb8. All the rest of the GRFs I use and their versions were in my last post.George wrote:Does it happen in the new random game? Do you use the latest GRFs?Conditional Zenith wrote:My cement works don't show limestone (they do show sand though) in the "waiting to be processed" list, or the station acceptance list.
Unfortunately the DB set site is giving me a 404 at the moment (seems every page at the site gives that).George wrote:Lime is designed to produce cement, wiki is correct hereConditional Zenith wrote:This contradicts the wiki page at http://wiki.ttdpatch.net/tiki-index.php ... tionVector . So is the wiki page wrong, or is this a bug, or did I do something wrong? And if the wiki page is wrong, what do I use limestone for? I'm running ECS v1 beta 5 using the town, basic, machinery, and construction vectors. The other GRFs I am using are TTRSv3.02a, pb_build, and NARS 2.0. Using OTTD r14691.
At least DB set ECS extension allows me to transport both lime and cementConditional Zenith wrote:edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.
Yes, turning off re-gearing in NARS solves the issue. I was a bit hasty calling my last effort a fix. If I loaded NARS before construction but with re-gearing enabled, I could transport lime, however the re-gearable engines instead said they had a capacity of 1 tonne of limestone and I couldn't re-gear them (the refit button was greyed out). So it seems I can either have Limestone or NARS with re-gearing, not bothGeorge wrote:As I can see from the link you gave to me, it looks like NARS uses code 1E for it's own purposeConditional Zenith wrote:edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).
Also, as I can see, this page http://www.tt-forums.net/viewtopic.php? ... 3&start=60 displays parameters to disable NARS gearing feature, that should allow lime.

Anyway, thanks for your help.
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Re: Do you have problems with ECS vectors? Look here!
It's also part of the openttdcoop[1] pack.Conditional Zenith wrote:Unfortunately the DB set site is giving me a 404 at the moment (seems every page at the site gives that).George wrote:At least DB set ECS extension allows me to transport both lime and cement
[1] This is a link (this dark green on gray is driving me crazy

"The bigger the island of our knowledge, the longer the shore of our ignorance" - John A. Wheeler, Physicist, 1911-2008
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Re: Do you have problems with ECS vectors? Look here!
The DBXL ECS extension may be downloaded [1] also from my graphics´ thread.
[1] This is a link. (This Christmas skin is driving me crazy ...)
regards
Michael
[1] This is a link. (This Christmas skin is driving me crazy ...)
regards
Michael
Re: Do you have problems with ECS vectors? Look here!
Hi,
ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
cu
Rainer
ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
cu
Rainer
- Attachments
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- Rainer 03-2009 Transport, 1984-06-16.sav
- (739.7 KiB) Downloaded 104 times
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Re: Do you have problems with ECS vectors? Look here!
I suppose it's a question for OTTDRainer wrote:Hi,
ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379

Re: Do you have problems with ECS vectors? Look here!
Hi George,
BTW: The map is 512x512, so there should be no overflow in distance calculation.
cu
Rainer
Perhaps you can provide information about the rules for placing a forest in your wood vector implementation...George wrote:I suppose it's a question for OTTDRainer wrote:Hi,
ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
BTW: The map is 512x512, so there should be no overflow in distance calculation.
cu
Rainer
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Re: Do you have problems with ECS vectors? Look here!
Rainer wrote:Perhaps you can provide information about the rules for placing a forest in your wood vector implementation...George wrote:I suppose it's a question for OTTDRainer wrote:ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
BTW: The map is 512x512, so there should be no overflow in distance calculation.
Code: Select all
// - select possible location
// disallow near other industries
443 * 18 02 0A DE 85 64 93 00 FF FF 01 0E 80 00 00 1F 00 00 84
444 * 18 02 0A DE 85 64 92 00 FF FF 01 0C 80 00 00 0F 00 DE 00
// disallow near towns
// town zone 00. test town var 94 - var 1c < 0
445 * 22 02 0A F8 86
94 20 FF FF \2-
1C 00 FF FF
01 0A 80 00 00 FF 7F DE 00
// store var 8d in 1c
446 * 17 02 0A F9 85 8D 00 FF FF 01 F8 00 00 00 00 00 F8 00
447 * 14 02 0A 78 81 89 00 FF 01 0A 80 00 10 F9 00
// write name to R100h
448 * 30 02 0A 78 89
1A 20 05 48 00 00 \2sto
1A 00 00 01 00 00
01 78 00 00 00 00 00 00 00 00 00 78 00
// disallow conditions in editor
449 * 14 02 0A FA 81 12 00 FF 01 00 84 02 02 78 00
Code: Select all
// Disallow in desert areas
3924 * 15 02 09 F0 81 60 33 0A 07 01 05 80 01 01 00 84
3925 * 15 02 09 F1 81 60 30 0A 07 01 05 80 01 01 F0 00
3926 * 15 02 09 F2 81 60 3D 0A 07 01 05 80 01 01 F1 00
3927 * 15 02 09 F3 81 60 03 0A 07 01 05 80 01 01 F2 00
3928 * 15 02 09 F4 81 60 00 0A 07 01 05 80 01 01 F3 00
3929 * 15 02 09 F5 81 60 0D 0A 07 01 05 80 01 01 F4 00
3930 * 15 02 09 F6 81 60 D3 0A 07 01 05 80 01 01 F5 00
3931 * 15 02 09 F7 81 60 D0 0A 07 01 05 80 01 01 F6 00
3932 * 15 02 09 F8 81 60 DD 0A 07 01 05 80 01 01 F7 00
// disallow on 0 Level 0 (wrong coasts graphics problem)
3933 * 15 02 09 FA 81 60 00 10 FF 01 01 84 00 07 F8 00
// disallow on water tile
3934 * 15 02 09 FC 81 60 00 09 01 01 01 84 01 01 FA 00
// allow in rain forest only in tropics
3935 * 15 02 09 FB 81 60 00 0A 07 01 FC 00 02 02 09 80
3936 * 14 02 09 FD 81 03 00 FF 01 FB 00 02 02 FC 00
No revenues for refined products
Hi.
My game is in year 1929 and I deliver lots of refined products from an oil refinery to a chemical plant but my trains don't get any revenues. They deliver the cargo to the industry which stockpiles the refined products. The station accepts refined products. Any ideas?
I attached a screenshot, my openttd.cfg and the savegame. I play with nightly r15471.
Btw: very nice work George.
Kind regards
Zombie
My game is in year 1929 and I deliver lots of refined products from an oil refinery to a chemical plant but my trains don't get any revenues. They deliver the cargo to the industry which stockpiles the refined products. The station accepts refined products. Any ideas?
I attached a screenshot, my openttd.cfg and the savegame. I play with nightly r15471.
Btw: very nice work George.
Kind regards
Zombie
- Attachments
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- screenshot
- Mennwell Transport, 1929-06-11.png (55.32 KiB) Viewed 1510 times
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- Mennwell Transport, 1929-06-14.sav
- savegame
- (636.57 KiB) Downloaded 113 times
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- openttd.cfg
- config
- (11.96 KiB) Downloaded 117 times
OpenTTD: OpenTTD-Wiki
OpenTTDCoop: Blog, Wiki
My favorite patches: cargo destinations, shared infrastructure
OpenTTDCoop: Blog, Wiki
My favorite patches: cargo destinations, shared infrastructure
Re: No revenues for refined products
You're experiencing an openttd bug that was cause by r15383 and fixed in r15495 by revering the first change. Just update to a newer nightly and your savegame should work fine again.zombie wrote:...
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Re: No revenues for refined products
Also keep in mind that industry should not have higher level, than 12% until cargo transportation level is above 50% for at least 1 output cargo.zombie wrote:My game is in year 1929 and I deliver lots of refined products from an oil refinery to a chemical plant but my trains don't get any revenues.
Re: No revenues for refined products
Hi.
Kind regards
Zombie
I just updated to revision 15510 but the problem still exists. Any more ideas?Yexo wrote:You're experiencing an openttd bug that was cause by r15383 and fixed in r15495 by revering the first change. Just update to a newer nightly and your savegame should work fine again.zombie wrote:...
Kind regards
Zombie
OpenTTD: OpenTTD-Wiki
OpenTTDCoop: Blog, Wiki
My favorite patches: cargo destinations, shared infrastructure
OpenTTDCoop: Blog, Wiki
My favorite patches: cargo destinations, shared infrastructure
Re: No revenues for refined products
Can you upload your savegame?zombie wrote:I just updated to revision 15510 but the problem still exists. Any more ideas?
Re: Do you have problems with ECS vectors? Look here!
Hi.
I already did in my first post on this problem: http://www.tt-forums.net/viewtopic.php?p=765133#p765133. You can also find the openttd.cfg in that post.
Kind regards
Zombie
I already did in my first post on this problem: http://www.tt-forums.net/viewtopic.php?p=765133#p765133. You can also find the openttd.cfg in that post.
Kind regards
Zombie
OpenTTD: OpenTTD-Wiki
OpenTTDCoop: Blog, Wiki
My favorite patches: cargo destinations, shared infrastructure
OpenTTDCoop: Blog, Wiki
My favorite patches: cargo destinations, shared infrastructure
Re: Do you have problems with ECS vectors? Look here!
Hi all,
I have a problem with the parameters. I have seen the wiki of TTPatch and OpenTTD, but it doesn't work for me.
I have tried this:
And this:
But it doesn't work. What do I wrong?
I am using version 0.7.0 beta1 and I have Vista 32 bit
I have a problem with the parameters. I have seen the wiki of TTPatch and OpenTTD, but it doesn't work for me.
I have tried this:
Code: Select all
[preset-ECS]
ecs_agricultural_vector.b5__15_jan_2009_\ecsagriw.grf = 1 2 4 8
ecs_basic_vector.b5__13_jan_2009_\ecsbasicw.grf = 1 2 4 8
ecs_chemical_vector_ii.b5__13_jan_2009_\ecschem2w.grf = 1 2 4 8
ecs_construction_vector.b5__13_jan_2009_\ecsconstw.grf = 1 2 4 8
ecs_machinery_vector.b5__13_jan_2009_\ecsmachw.grf = 1 2 4 8
ecs_wood_vector.b5__13_jan_2009_\ecswoodw.grf = 1 2 4 8
Code: Select all
[preset-ECS]
ecs_agricultural_vector.b5__15_jan_2009_\ecsagriw.grf = 15
ecs_basic_vector.b5__13_jan_2009_\ecsbasicw.grf = 15
ecs_chemical_vector_ii.b5__13_jan_2009_\ecschem2w.grf = 15
ecs_construction_vector.b5__13_jan_2009_\ecsconstw.grf = 15
ecs_machinery_vector.b5__13_jan_2009_\ecsmachw.grf = 15
ecs_wood_vector.b5__13_jan_2009_\ecswoodw.grf = 15
I am using version 0.7.0 beta1 and I have Vista 32 bit
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Re: Do you have problems with ECS vectors? Look here!
What is wrong? What do you mean by "it doesn't work"?JaW wrote:Hi all,
I have a problem with the parameters. I have seen the wiki of TTPatch and OpenTTD, but it doesn't work for me.
And this: But it doesn't work. What do I wrong?
This is correct
Code: Select all
ECS\ECSTownw.grf = 0 0 0 15
ECS\ECSBasicw.grf = 1 15
ECS\ECSAgriw.grf = 15
ECS\ECSChem2w.grf = 15
ECS\ECSMachw.grf = 15
ECS\ECSWoodw.grf = 15
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