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#1
Translation and Help Texts / Re: obj_xxx_details
Last post by makie - Today at 03:28:28 PM
Quote from: prissi on Today at 01:59:20 PMAsk makie, but it should work on any object.
That's what I thought too.
It's in the program and it worked in my tests, but I just tried it out today.

Quote--- obj_info.cc   (Revision 10444)
+++ obj_info.cc   (Revision 11148)
@@ -24,6 +24,10 @@
 void obj_infowin_t::fill_buffer()
 {
    buf.clear();
+   if(  const char *translated_detail = translator::translate_obj_details(get_obj()->get_name())  ) {
+      buf.append( translated_detail );
+      buf.append("\n\n");
+   }
    get_obj()->info(buf);
 }
that doesn't work, I don't know why
-------------------------
what works and used in pak128.german:
way (road, rail) (not working way - power(tested))
vehicle
#2
Quote from: jamespetts on Today at 02:56:22 PMJudging by the screenshots, no commuting passengers managed to make it to the market. The commuting passengers are the people who work at the industry. In this case, nobody can buy anything because nobody is working there to sell the market's wares (see "Jobs (available): 9 (9)". That means that 9 people are needed to work at the market, and there are currently 0 people working there. This might happen if, for example, you set an extremely high number of industries compared to the number of towns when generating the map, or if a cluster of industries has formed in the vicinity of only smaller towns with low populations.

Thank you. It know that the extend aiming for the distance pax can travel within a limited time. Does this mean that the workers of this industry are the pax within the 'travelable time distance' of the industry? I understand that pax can also walk. So, if no one has a car, the workers of this industry must live around it. Is that correct? In Standard, it was easy to supply workers because we could see which city they came from. However, in Extended, even if I connect all areas of the city where the industry is located, workers do not come to work.

I carefully examined the save file of the server game you uploaded. In that game, most of the revenue comes from passenger transport, and industrial transport is either not properly carried out or the volume is so small that it doesn't seem profitable. For example, in 2026, a pub was consuming 25 tons of beer per month, which is a very small amount in terms of revenue. This means that only one truck per month is needed, and on the huuuuuge 7000x2000 map, there were about 10 pubs and 2 supermarkets. The final consumption industry still seemed too weak.

I felt that Extended is focusing on passenger transport. I believe that industrial transport in Simutrans should come before passenger transport, because while user may not know where passengers come from or where they go, but industry is not. This allows users to easily estimate the profitability of industrial transport, making the game's start smoother. Extended is interesting and interesting thing. However, I suggest that for industries, how about supply workers from specific cities like standards? It is too painful to see industries not operating at all even with a sufficient passenger network (connecting 1-4 nearby cities with inner bus lines) that would be considered adequate in Standard.
#3
Judging by the screenshots, no commuting passengers managed to make it to the market. The commuting passengers are the people who work at the industry. In this case, nobody can buy anything because nobody is working there to sell the market's wares (see "Jobs (available): 9 (9)". That means that 9 people are needed to work at the market, and there are currently 0 people working there. This might happen if, for example, you set an extremely high number of industries compared to the number of towns when generating the map, or if a cluster of industries has formed in the vicinity of only smaller towns with low populations.
#4
from version nightly 14.21 #5ed7a33



I am still unable to consume goods in the market. I need help.

1. The market is connected to one large city and three small towns.

2. About 10 consumers visit per month (I don't know where they are coming from).

3.I can see very rarely that consumption occurs when the operation goes up. (1year 1ton like)

4. However, the operation rarely goes up, and I don't know why it goes up or why it doesn't.

5. When I check the detail info of the stations, the success rate for jobs in all stations across the map is 0%. I think this might be related.

6.The map size is 1024*1024.

I link the save file.

https://drive.google.com/file/d/16voBgyPk0YXsq6CbT5V0pSLv2LnTcagZ/view?usp=sharing

MARKET3.pngMARKET2.pngMARKET1.png

#5
Translation and Help Texts / Re: obj_xxx_details
Last post by prissi - Today at 01:59:20 PM
Ask makie, but it should work on any object. Ways are handled differently as they are displayed via the ground info window.
#6
Partial loading of trains on too short platforms was requested by some players, like filling half the trains with iron ore and then next half with coal. Or just loading passengers at an intermediate stop.
#7
Translation and Help Texts / obj_xxx_details
Last post by Andarix - Today at 06:28:07 AM
QuoteRevision: 11148
Autor: prissi
Datum: Donnerstag, 25. April 2024 05:34:41
Meldung:
ADD: obj_xxx_details in translation will display some more details on an obj, especially vehciles
----

@prissi

Can you please tell us which objects this applies to and which ones it doesn't?
#8
Bug Reports / Re: Simutrans crash after load...
Last post by Roboron - Yesterday at 08:58:17 PM
Thank you both for the quick response.

Yes, the bug fix release is hardly needed.
#9
Hi,

I'm pretty new to the game, so excuse me for being dumb :D

I have the following setup in my main game, just bigger:



How can I use the moving block beacons to have a line from each of the top left stations to the bottom right station? I have tried to just place them according to the max allowed distance (2000m) on each "arm", but that usually causes two issues:

1) If a train reserves the path to the bottom right station, all other trains wait for clearance - I would have thought they would continue until the last beacon before crossing the reserved track.

2) Eventually they do move when the train has passed the crossing point, but this quickly ends up in a deadlock.

I'm a bit at a loss. Or maybe this is not a good signalling type for this kind of layout? Should I use a different one?