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Simutrans Wiki Manual
The official on-line manual for Simutrans. Read and contribute.

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#21
Bug Reports / r11858 - outdate text missing
Last post by Andarix - January 04, 2026, 08:48:37 AM
base.tab line 4749
Quote#obj=program_text
#name=show station names
#-

This text is used in the keyboard help function for !.

In the Display Settings dialog, settings for the stations have been separated.

However, keyboard navigation using the ! key still behaves as before.
#22
Bug Reports / r11858/r11861 - tastatur speci...
Last post by Andarix - January 04, 2026, 08:32:39 AM
Windoes GDI x64

r11858

Shift/Ctrl open the key help

r11861

Shift not work
Ctrl work correct

[EDIT]

r11858

The number pad doesn't just type numbers, but also capital letters and numbers.

#23
Simutrans-Extended development / Re: AI bug fixing experiment -...
Last post by prissi - January 04, 2026, 08:01:24 AM
In my experience AI can find glaring mistakes but with the typical context window sizes will introduce more bugs on codebases the size of simutrans (or even 10th of it). If a "bug fix" compiles at all. Taking a look at the reported code is a good idea, but that would be as far as I would trust it.

Especially things like deadlocks (which are a variant of the halt problem) cannot be solved by AI.

But it said all that.

Also, standard has no threading for network. However, if you assume a deadlock, both threads waiting for freelist seems much more likely, simply because that is called a lot all over the place and extension is pretty normal.
#24
Scripting Scenarios and AI / Re: Tutorial - code review
Last post by Andarix - January 03, 2026, 08:39:10 PM
chapter 5 step D

Bug create ship schedule

Error message: Only road schedules allowed

[EDIT]

fixed https://github.com/simutrans/tutorial_multipak/commit/c9c54dbe52ccd947b011b1dad94da3dd294226cf
#25
Scripting Scenarios and AI / Re: Tutorial - code review
Last post by Andarix - January 03, 2026, 05:41:57 PM
chapter 2 step F

Bug create schedule

I don't know why, but in the text, the steps are shown as clicked even though the step hasn't started yet.

Please also test the manual process and not just the automatic one.

[EDIT]

fixed https://github.com/simutrans/tutorial_multipak/commit/34e076f23535c25e5064bf2e51b7d87bf1e8ccb3
#26
Scripting Scenarios and AI / Re: Tutorial - code review
Last post by Andarix - January 03, 2026, 02:25:56 PM
chapter 6 step B

I can not start the Airplane. Error by create schedule.

[EDIT]

The extension building cannot be selected.

[EDIT 2]

start Airplane fixed
https://github.com/simutrans/tutorial_multipak/commit/584133381838a4eb7fcb8220659e65d6681784c2
#28
Scripting Scenarios and AI / Re: Tutorial - code review
Last post by Andarix - January 03, 2026, 11:56:27 AM
Automatic and manual processes use different code. Therefore, it is important to specify the procedure used when encountering errors.

I'm working on ensuring the automatic process only moves to the next step once the current step is complete. This isn't currently the case, which is why errors occur when the process jumps too quickly.
#29
Scripting Scenarios and AI / Re: Tutorial - code review
Last post by Yona-TYT - January 03, 2026, 11:52:22 AM
QuoteThe question here is, how did you proceed? Did you use the automatic link function or did you complete it manually as a player?
I built almost everything manually; in the case of vehicles, I use the automated script to create and route the train.
#30
Scripting Scenarios and AI / Re: Tutorial - code review
Last post by Andarix - January 03, 2026, 09:36:38 AM
Quote from: Yona-TYT on January 03, 2026, 06:04:11 AM...
Artifacts in Spanish text; I thought I had fixed this in the translations, but it seems to keep coming back.
...

This may be due to the chosen font in Simutrans.

Or you may have corrected it in the repository but not on the translation page. The texts are taken from the translation website.

Quote from: Yona-TYT on January 03, 2026, 06:04:11 AM....
There are problems getting the maximum locomotive size, the value of loc3_tile = 1, but it should be 4.

Edit: I've noticed that when you load the save game, the problem disappears, and the train does leave the depot this time, which is strange.  :o
...

The function for calculating or returning the result then seems to malfunction.

The question here is, how did you proceed? Did you use the automatic link function or did you complete it manually as a player?

I've noticed that if the automatic link is clicked too quickly in succession, the script malfunctions.

Quote from: Yona-TYT on January 03, 2026, 06:04:11 AMCode_review should be the main branch in GitHub, don't you think?.

...

Either switch branches or merge them into the main branch.

I would recommend merging, as the review isn't complete yet. The `get_fullway` function is too rigidly tied to the direction of railway construction. This currently prevents industries from utilizing each other in different orientations. And the requirement to always build on the designated field is, in my opinion, not a good design choice.