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#91
Bug Reports / Re: Can't extend track/road un...
Last post by poppo - April 06, 2026, 03:47:59 PM
I also found this bug in pak128.
In my case, if the ground level is 3 higher than the tunnel base(in half-height case), I cannot extend tunnel underground. if the ground level is 2 heigher(just below the ground), I can extend it.
#92
Bug Reports / Can't extend track/road underg...
Last post by Combuijs - April 06, 2026, 03:39:22 PM
Is there something changed in the way we can build track or road underground?

I build a tunnel with Ctrl, so only tunnel entrance is build. In previous versions I could extend the track underground from the tunnel by going in underground modus, select the tunnel tool, select the tunnel tile, press Ctrl and draw the track I want, but nothing happens. No feedback at all, no track becomes visible, no message at all.

I use my own custom made pak, based on pak64, but nothing special in this case, should be easy reproducible with pak64. Am I doing something wrong, is the user interface changed for this case?
#93
Social & Contests / Found Versions not in Museum
Last post by Khaki Cap - April 06, 2026, 12:15:11 PM
I've been recently buying shareware collection DVDs from flea-markets in search of possibly finding some sort of older Simutrans version on it.

I found a few that I haven't seen in Simutrans Museum

0.81.23exp
0.81.33exp
0.82.15.7exp
0.84.16.2
0.84.19.0

(I doubt they'll boot up on Win 10 and higher, even with 'compatibility mode' on)
#94
Bug Reports / If the value of factory's pax ...
Last post by poppo - April 06, 2026, 07:17:20 AM
When pax_level is very large, production level is large(about 9999), and city size is also large, pax&mail demand can overflow.
pax_level_overflow.png
If the value overflows, pax or mail are not generated (because the value is treated as "not larger than 0").
do_not_generate_pax_if_overflow.png
#95
Simutrans-Extended bug reports / "Passengers intended for a bui...
Last post by Matthew - April 05, 2026, 04:06:53 PM
Steps to reproduce
1. Run Simutrans-Extended with the parameters -log -debug 2 and pak128.Britain-Ex
2. Load any save with a large rail freight network and a large passenger network.
3. Allow the game to run for a minute and then examine the log.

Expected results
There are no errors or warnings in the log.

Actual results
Variations on the following warning appear frequently in the log:

Warning: haltestelle_t::liefere_an():   1 Passengers delivered to Brownchurch Railway Station were intended for a building that has been deleted.
Observations
With help from Prissi, I modded the game to also log the intended destination of the passengers, i.e. the building that has allegedly been deleted.

I carefully studied a sample of about thirty log entries, and then visually scanned the rest of the entries for similar co-ordinates. It appears that all of the intended destinations are freight platform buildings with commuter jobs, such as the Goods Shed or the Goods Siding with Crane. There were no passenger buildings, and no station extension buildings either. All of these buildings had 100% Jobs Available vacant, even in cities where passenger station extension buildings had all their jobs filled.

The intended destination was not the stop where passengers had been delivered (according to the log) in any of the ~thirty messages that I looked at. But I did not check every log message for this, and only a tiny minority of the stops on the test map have both freight and passengers, so this might be happening elsewhere.

But there were also apparently identical freight platform buildings at other stops on the same map, which never appeared in the log with this warning. In the handful of unaffected platforms that I looked at, 100% of the Jobs Available  were filled. So this warning doesn't seem to be a problem with passengers travelling to freight platforms in general; only a subset are affected.

This might just be the normal random variation within the passenger generation system.

Nonetheless, I have tried to find a pattern distinguishing the two groups. I've ruled out direction and whether the stop is freight-only. Many of the platform buildings affected by the warning are on tiles that have been terraformed or where the platform rests on piers. It's possible that all of them are, but I can't remember exactly how all these stations were built. If that is the pattern, then height could be a factor (e.g. wrong koord3d). I could not find any messages in the log about freight platforms on tiles that have always been flat. But I'm very uncertain about this factor. As well as the uncertain history of the logged tiles, this test run only had 415 warning messages, and there is a high level of randomness in passenger generation anyway. Readers are responsible for their own decisions about whether to investigate this possibility.

The other obvious factor to look into is whether the freight platforms that got the warning really are the ones that had buildings that have been deleted. But at least some of them are outside city limits, which rules out citybuildings. I wouldn't have replaced industries with platforms except for farms fields, and there are platforms built in place of fields that are not affected. It's just possible that in some cases the tiles have been upgraded from a basic Goods Siding (with 0 freight capacity and 0 employment_capacity) to a more developed platform, but a basic Goods Siding should not be a passenger destination at all. And it would have been in-game years since the upgrade, so these are not just passengers left in limbo by a recent change. I might try to note such upgrades in future to definitely rule out this possibility.

However, I'm probably not going to investigate this further now, as I was mainly investigating to make sure it wasn't related to another, more annoying, bug.

If anyone else wants to investigate, they might be interested in some other relevant forum threads that I found while searching for existing bug reports. This bug report from 2021 has the same warning appearing in a B-B log. Isidoro has written an overview of Standard's version of this function and another thread has more comments explaining how this function worked.


#96
Bug Reports / Re: Wrong citylist when creati...
Last post by prissi - April 05, 2026, 02:03:22 AM
Yes, the server set the game name langugae to whatever was on the server. Hence, all stop names on all clients are the same. Apprantly, starting a new game does not reset the name language. Had you selected "es" again, then it would have resetted.
#97
Simutrans Tutorial / Re: Im fixed some minors bugs
Last post by Yona-TYT - April 04, 2026, 10:52:57 PM
Since there is no consensus on this, I'm leaving a version with my correction here in case anyone wants to test it.
tutorial_multipak-bridge-fix.zip
#98
Praises / Thank you 124.4 contributors
Last post by Matthew - April 04, 2026, 07:56:40 PM
As today marks another milestone in Simutrans' development, I'd like to thank everyone who has made contributions and especially Prissi for integrating them all.

It's really nice to see the paksets with tutorials highlighted at the top of the list as work continues on those.

Simutrans OTRP has also made many releases recently, so it's great to see Simutrans advancing on all fronts.
#99
Bug Reports / Free road utopia created on ma...
Last post by Roboron - April 04, 2026, 07:06:37 PM
On map generation, a small neighborhood was created on one corner of the map, far away from any city hall. Even stranger: there is no roads! How are they supposed to move around without cars??? Insane!

4c08450066a6430b.png

If you join the Simutrans Public Server, you can see this for yourself. I have tried to recreate the map and the same happened again and again (with different buildings).
#100
Bug Reports / Wrong citylist when creating m...
Last post by Roboron - April 04, 2026, 07:00:57 PM
Something weird happened today after I configured the new Simutrans Public Server (SPC). After joining the server, I went to create a new map, and then all but a few cities were called "simcity"! How is that possible? Simcity died a decade ago!

Seriously, here is what I think that happened:

1. I have my game language set up to Spanish, with a custom citylist_es.txt that is actually a "World citylist", the one used on the SPC.
2. I joined the SPC, then went to create a new map because I forgot some config.
3. When creating the new map, it seems that citylist_en.txt was used, instead of citylist_es.txt. As there is not enough cities in that list, "simcity" everywhere...

After restarting Simutrans and creating a new map again, it used the right citylist.