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Inconsistent detection of coast tiles #7307

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andythenorth opened this Issue Mar 2, 2019 · 1 comment

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andythenorth commented Mar 2, 2019

Version of OpenTTD

c700b0c

Expected result

Consistent detection of coast tiles when placing newgrf industry.

Actual result

Frequently, but inconsistently, coast tiles aren't detected correctly.

Bulldozing the tiles resolves the issue.

Steps to reproduce

Try building a Bulk Terminal in FIRS 3, along a straight run of SE coast (easiest placement).

Occasionally this won't be permitted. Then bulldoze the 4 coast tiles for the location. Then building will be permitted.

This might be due to some other tile var, not coast detection. Or it could easily be a bug in FIRS or nmlc. But it looks to me like some tile prop isn't set correctly.

Been present for a long time, causes issues placing these and similar industries at map-gen.

coast_bug_1

coast_bug_2

coast_bug_3

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andythenorth commented Mar 2, 2019

In at least some cases, this is explained by one or more of the coast tiles having trees on it. Land info tool in those cases reports 'Trees' rather than 'Coast or Riverbank' (I didn't notice trees visually as I always have trees invisible).

Trees shouldn't block industry construction IMO, but this is at least consistently reproducible.

I will investigate further, and probably retitle this issue.

Eddi-z added a commit to Eddi-z/OpenTTD that referenced this issue Mar 2, 2019

Eddi-z added a commit to Eddi-z/OpenTTD that referenced this issue Mar 2, 2019

Eddi-z added a commit to Eddi-z/OpenTTD that referenced this issue Mar 2, 2019

Eddi-z added a commit to Eddi-z/OpenTTD that referenced this issue Mar 2, 2019

@PeterN PeterN closed this in b242a04 Mar 2, 2019

nielsmh added a commit to nielsmh/OpenTTD that referenced this issue Mar 11, 2019

Fix OpenTTD#7307: Add WaterClass to MP_TREES, set when trees are on c…
…oast tiles (OpenTTD#7309)

This allows allows NewGRF object/industry placement rules to treat trees on coast tiles the same as regular bare coast.
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