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Loading at another station fails after reloading the game #5497

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DorpsGek opened this issue Mar 9, 2013 · 4 comments
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Loading at another station fails after reloading the game #5497

DorpsGek opened this issue Mar 9, 2013 · 4 comments
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flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)

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@DorpsGek
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DorpsGek commented Mar 9, 2013

Alberth opened the ticket and wrote:

In the game there are a number of RVs that collect livestock and milk from the farms.
They run an order to load from farm to farm, until they are full enough to transfer.

After starting the program again (trunk r25071) and loading the game again, some of the RVs do not continue loading. Instead they stop at each farm, and continue to the next one.
The numbers are 2, 9, 10, 11, 13, 18, and 19. These RVs are partly loaded after loading the game, but not sufficiently to transfer.

The other RVs are empty (3, 4, 5, 6, 7, 8, and 14) or full (1, 12, 15, 16, 17) and these continue to work as expected.

frosch tested the game as well, confirmed the problem, and reported that forcing a 'broken' RV to unload fixes the problem.

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Reported version: Version?
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/5497
@DorpsGek
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DorpsGek commented Mar 9, 2013

Alberth wrote:

After removing one conditional jump (to force the RVs to unload once in the cycle), further careful watching a RV revealed that it is fixed in the sense that the RV can load again from the first farm. If it only loads a few livestock however, livestock at the other farms is again not loaded until the vehicle is unloaded again.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5497#comment12079

@DorpsGek
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fonsinchen wrote:

This is a side effect of #5495 . With the patch for this bug applied it works.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5497#comment12112

@DorpsGek
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fonsinchen wrote:

Specifically: If a vehicle is scheduled to unload, but doesn't unload anything and doesn't have "full load" set then LoadUnloadVehicle will figure out the vehicle has neither loaded nor unloaded anything after the first round and will set VF_LOADING_FINISHED in economy.cpp:1621. So it is in fact important to not schedule the vehicle for unloading when it doesn't have anything to unload.

As an alternative we could allow unloading and loading in the same round in that case but that would be more complicated. The patch at #5495 is a one-liner after all...


This comment was imported from FlySpray: https://bugs.openttd.org/task/5497#comment12115

@DorpsGek
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DorpsGek commented Apr 6, 2013

Rubidium closed the ticket.

Reason for closing: Fixed

In r25156


This comment was imported from FlySpray: https://bugs.openttd.org/task/5497

@DorpsGek DorpsGek closed this as completed Apr 6, 2013
@DorpsGek DorpsGek added Core flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) labels Apr 7, 2018
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