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In my scratch game, the station numbers in one town, once I'd hit the naming limit, started at # 452. But, scratch game, much strangeness, inclusing mucking about the station name strings. Hence don't worry too much at present. However:
In a clean game, I picked a new town, spammed it with truck stops, used up all the names including 2-3 extras provided by FIRS, and ended up with a total of /27/ stations, of which the last few were numbered 19,20,22,23,25,26,27,28. So 21 and 24 missing, and the total station count off by /two/ (two because there were two towns close together and I accidentally placed one station in the neighboring town catchment area.
I suspect fix 26275 may not quite be doing its job; it deduplicates OK, but the interaction with FIRS station names has caused its numbering count to end up needlessly skipping some values.
To reproduce: try any NewGrf that provides additional station names, spam 1-square bus/lorry stations in a town until you start getting stations with # numbered fallback names. Join a couple of 1-square stations into 2-squares (or more) at junctions, I think that may be confusing it too.
Reported version: 1.4.0-beta4 Operating system: Mac OS X
The numbering in the stations is simply the unique ID of the station. Once a station is removed that ID is freed and can be reused. This numbering has nothing to do with NewGRFs, though... depending on the circumstances a particular station name can be used in one location when it can't be in another. For example East/West/North/South, Valley/Heights, Woods, Mines, Lakeside, Central all have specific preconditions on where they can be built. Due to that it's easily possible that the 22nd station (the one with ID 21) would have gotten a particular name. Furthermore, that 22nd station can also be the one in the "wrong" town.
Simons_Mith opened the ticket and wrote:
Reported version: 1.4.0-beta4
Operating system: Mac OS X
This issue was imported from FlySpray: https://bugs.openttd.org/task/5909
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