Feature: Extended depots #8480
(Depends on #9577)
Motivation / Problem
It is strange a train with a length of 6 tiles can get out from a 1-tile depot.
This PR introduces a new depot tile for rail, road and water transport: extended depots.
Standard depots are the legacy depots of OpenTTD. They should work the same as before.
Extended depots have limitations related to the amount of vehicles they can handle. It is possible to join extended depots with other extended or standard depots.
How to use it:
This is for testing purpose.
It needs testing and feedback.
Checklist for review
Some things are not automated, and forgotten often. This list is a reminder for the reviewers.
Binaries of this branch are available at https://www.openttd.org/downloads/openttd-branches/pr8480/latest.html . They might not be up-to-date with latest version of this PR, so check the date!
The text was updated successfully, but these errors were encountered:
Really easy to use, the ro-ro capability like station tiles is something I really needed in some games
The only downside: after trying it I found that it's missing a sort of warning when you purchase too many wagons in a depot (you get it when trying to start the train), since we have the measurement lines in depot view consider to highlight the current depot max size.
This patch will be amazing with a future grf support.
Internally, it is difficult to know when adding a new wagon will make the train too long. There may be more than one platform available, and they may have different lengths and rail types. So, the only help you have now is to press X and see what happens in the depot when buying or moving vehicles.
This feature would be excellent to have in OpenTTD.
I gave this a try in the web version. I get a crash with the following depot layout and trains:
This is the crash log in DevTools. Unfortunately the backtrace looks a bit incomplete; I can compile a debug version on Linux and see if that gives a more coherent log if that would be helpful.
Thanks for the report. That is enough to find the bug. I am still working to fix it and some other things.
…train and reverse if appropriate.
As the autoreplace flag is set, only lift and tryplacing in the original command for autoreplacing and not in any recursive calls to move, buy, refit and sell commands.
…h of another vehicle.
# Conflicts: # src/roadveh_cmd.cpp
…ames with other versions of OpenTTD.
I don't think I succeeded in rebasing my local copy to your updated version, so disregard my report about continuing problems with trains facing the wrong direction. Playing the enscription version which I know is up-to-date, it seems fixed.
As for clicking on trains in stations and demolishing only one tile at a time, I agree with you in both cases. Just pointing out odd things I encounter in case you have not considered them. I might look into fixing the non-descriptive error message in a separate PR.
Regarding how completely removing a depot invalidates the order for all trains using it, I wonder it would be possible and desired to have depots keep a "ghost" version of themselves around, which can then be assumed by any depot built nearby soon afterwards, the way stations work.