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Different costs when building canal on object with water #6512

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DorpsGek opened this issue Sep 17, 2016 · 2 comments
Closed

Different costs when building canal on object with water #6512

DorpsGek opened this issue Sep 17, 2016 · 2 comments
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bug Something isn't working flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) stale Stale issues

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@DorpsGek
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Samu opened the ticket and wrote:

I used OpenGFX+ Landscape 1.1.2 to reproduce this bug.

Preparation steps:
- start a new game
- place a "rocky land" on water, costs £640

Cost A:
- demolish "rocky land" on water, costs £256
- build canal on water, costs £5000
result: a clean canal tile
total cost: £5256

Cost B:
- build canal on "rocky land" directly, costs £15256
result: a clean canal tile
total cost: £15256

Bug: same result, but for different costs.

Reported version: 1.6.1
Operating system: Windows


This issue was imported from FlySpray: https://bugs.openttd.org/task/6512
@DorpsGek
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adf88 wrote:

That's f....ed up.

In r20748 (-Fix: overbuilding an object tile with sea under it with a canal didn't take the cost for clearing the sea into account) there was this extra cost added, even a special flag was added (DC_FORCE_CLEAR_TILE).

Then, r24972 (-Fix [ #5258 ]: do not make overbuilding rivers with canals insanely expensive; there is no real need to fill the river with dirt first, just excavate it a bit and build borders) seemed to be trying to also revert r20748 but is hasn't been done properly.

The solution would be not to use DC_FORCE_CLEAR_TILE flag when clearing land for a canal (like in other cases e.g. when building buoys). Perhaps we can get rid of the DC_FORCE_CLEAR_TILE flag entirely.


This comment was imported from FlySpray: https://bugs.openttd.org/task/6512#comment14273

@DorpsGek DorpsGek added flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) bug labels Apr 7, 2018
@TrueBrain TrueBrain added Core bug Something isn't working and removed NewObject labels Apr 13, 2018
@frosch123 frosch123 removed the Core label Apr 14, 2018
@andythenorth andythenorth added the stale Stale issues label Jan 5, 2019
@andythenorth
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Thanks for this. There's been no activity on this for some time, and as it stands, it doesn't look likely that it will go any further. I'm closing it as we try to keep the issue count low for OpenTTD, it helps us focus on things that are important and fun. Feel free to discuss in irc or request re-opening if you disagree. Thanks for contributing!

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