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Code used to check if there are already too many trains:
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
This is wrong because if the setting is lowered then there might be gaps in the unit numbers which can allow you to build new trains even though you're already over the (new) limit.
Yexo opened the ticket and wrote:
Reported version: Version?
Operating system: All
This issue was imported from FlySpray: https://bugs.openttd.org/task/3993
The text was updated successfully, but these errors were encountered: