Talk:Passenger and cargo destinations

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Write any bugs you found here.

There is a problem about cargo which cannot reach a destination because of deleted station or station removed from the routing network by changing vehicle orders. If this is the case the station view shows cargos with "via anywhere" targets. Its also possible a cargo package wants to a weird destination it doesn't belongs to after the cargo is generated, then the target station is destroyed and a new station is build. It looks like the station-ID is reused so first the cargo package got first the "invalid target"-target in the station view window and then got the newly build station as new target. But it shouldn't as there may not be any routing to this station possible and/or the station doesn't accept the cargo package.
Problem has been fixed 2008-08-22.

Conditional orders will break the routing network. Cargo is picked up as the station is in the order list but cannot be reached by conditional orders. How to reproduce: Build a Train with the following orders
Goto Coal Pickup
Goto Coal Drop 1
Jump to Order 1
Goto Coal Drop 2
This way the train is slowly filled with cargo wants to Coal Drop 2 but cannot be delivered. And there will be more semantic jumps as like
Goto Coal Pickup
If load > 10% jump to Order 5
Goto waypoint "next try"
Jump to Order 1
Goto Coal Drop
So the order list must be checked with conditional orders, somehow...

When you change the view with CTRL-click, the buttons are not redrawn properly (their enabled-state might have changed). --Roujin 14:05, 22 August 2008 (UTC)

Fixed while changing the GUI Celestar 06:04, 5 September 2008 (UTC)Celestar

The route network does not get updated properly when changing an order from "go via" to "go to". --Eddi

Fixed 20080905 Celestar 22:34, 4 September 2008 (UTC)Celestar

Bug found by DJ Nekkid
I played a 128x2048 map, and focused on the south part in the start, and i just expanded it to more large cities as well. Added a few trains, (5ish TGV Duplexes) that did run 8-7-6-5-4-3-2-2-1-2-3-4-5-6-7 (station names in the save) Then i changed the way the ICMs did run, so that they would use the same shared orders. (They were on 2-1-2-3-4-3.) After this did the stations start to generate "<number> passangers going via anywhere"
Im useing the version based on 14127

Crash in version h:e79bdd2

Using PBI and the IBC addon (along with a number of other grfs), with cargodest set to 'chosen destinations' for passengers and mail only. I had a train route set up for clay from a claypit to a brickworks. I then added a second route from another claypit further away, dropping the clay off at the first pit using 'transfer and leave empty'. When the first train arrived at the transfer station, the game crashed to desktop.

You can find the crash report provided by OSX here, and a save game here. Unpause the game, and train 20 (the one in the middle of the screen) will shortly arrive at Leicester Mines, and the game crashes.

If you need the grfs, they are all part of the Co-op grf pack 7.2. -- 09:03, 31 August 2008 (UTC) (aka. Gaebrial)

Problem has been fixed 20080831. Celestar 06:38, 1 September 2008 (UTC)Celestar

using unary minus operator on unsigned integer

Changeset 19780 seems to have introduced a bug on line 294 of cargopacket.cpp. I get the following warning message on this line in MS Visual C++ 2008:

warning C4146: unary minus operator applied to unsigned type, result still unsigned

This seems obviously a bug, since the unary minus operator is supposed to make the integer negative, but it doesn't. --Tekky 00:31, 2 September 2008 (UTC)

Apparently this is UB. Fixed 20080901 Celestar 06:01, 3 September 2008 (UTC)Celestar

data files invalid

The files in the "data" directory of the current cargodest release are invalid. I get an error message on startup when I use the "data" files from the cargodest repository. I can only fix this error by replacing these "data" files with the ones from the latest official nightly build. --Tekky 00:31, 2 September 2008 (UTC)

This bug has been fixed by the latest cargodest trunk merge. --Tekky 13:32, 4 September 2008 (UTC)

Delivering passengers costs money Maybe this is a feature and I have missed it, but on some of my routes (usually seems to be when transferring people from a train station to a bus/tram station), instead of being shown the green "Income" message, I get a red "Cost" message for dropping off the passengers. Using ba7e0c97bc64, the merge from trunk r14617.

This is not a bug. It can happen in plain OpenTTD as well if you create a route containing multiple parts, using transfer orders (e.g. first by bus/truck to an intermediate station, then by train to another intermediate station, then by bus/truck again to the final destination). It is just more apt to happen in the Cargodest branch because there such routes will be created automatically all over the place. It usually happens if a) the middle part of transportation was a fast one (train/plane) and the final part of transportation was rather slow (bus/truck/ship) AND/OR b) the transported cargo had rather long waiting times in one of the transfer stations, because the fast middle part (say train) got paid an amount of "virtual money" for its part of the route (= you can see it in the train's detail window, but you did not actually get any money on your account), before actually knowing how much money the cargo would finally bring in at the final destination. The last part (say, bus) of the transportation now earns an amount of income equal to the total income for the whole route (that is now being calculated as we're at the final destination) MINUS the amount of virtual money that has been paid to all the previous steps. Now if the last part happened to be rather slow, or the cargo waited in the train->bus transfer station for some time, the payment (proportional to distance/time) of our complete route may be lower than the (virtual) payment of the train part, which had a better distance/time ratio. Thus the bus earns a negative virtual amount of money, but your REAL income equals the virtual money of all the vehicles together, and will be positive. If you watch your account carefully, you'll see that the money will go up instead of down, even if your bus displays some negative income. --Roujin 10:46, 29 November 2008 (UTC)
I see, that makes sense. Thank you for explaining it. This should probably be documented better, as I would guess that others may get confused like I did.
The documentation should be added elsewhere (as it's not a "Passenger and cargo destinations" (Cargodest) only issue). Where? Maybe at Feeder service (which is linked from Orders#Transfer).--HariSeldon 11:18, 1 December 2008 (UTC)


Suggestions for Cargo Destinations

Scrolling Allow scrolling the main view to the destination/nexthop station displayed in a station window when clicking on the text, like in the order window (there it works with CTRL-click). --Roujin 14:10, 22 August 2008 (UTC)

  • Implemented 20080902 Celestar 14:20, 2 September 2008 (UTC)Celestar

Minimap colors Have different colors on the lines in the mapwindow, for example red for RV's, blue for ships, white for planes and brown for trains ... or someting similar :)

Unidirectional edges in minimap It seems the routing network support uni-directional edges if there is an order like "No loading". But the minimap doesn't show this information. If there is such an edge little arrows should show how the cargo can flow on this edge if the direction is only in one way. For both-directional edges it should be still be as current. --Progman 22:09, 1 September 2008 (UTC)

New station ratings As this patch is all about weird transfer transports all stations carrying cargo should also show a cargo rating even if there is no near industry exists which produce the cargo at this station. So the cargo rating should depend on the cargo, not on the industries near the station. --Progman 13:14, 27 August 2008 (UTC)

I think that this great new gameplay feature also warrants a change in the station rating system. Instead of measuring station rating by the age and maximum speed of trains, a station's rating should be determined by how fast the player is able to deliver the goods to their final destination. Also, the total size of the stockpile at a station should not affect station rating. Instead, the size of the stockpile for a particular destination should affect station rating. This means that every possible final destination for a type of cargo should have its own station rating. --Tekky 00:44, 2 September 2008 (UTC)

News on unroutable cargo packages Sometimes due to changing the network its possible cargo packages cannot be delivered to a choosen destination and you got a cargo in the station view like "140 pax going to Foobar, but no route found!". This entry may be lost in a game so there should be maybe a news or message saying there is cargo which cannot be transport to the target. Or they should be rerouted somehow. --Progman 14:09, 3 September 2008 (UTC)

New passenger generation fix The passenger generation is simply exorbitant. For example, I have one village with 800 villagers and a bus station in the middle that has over 1000 waiting passengers. It's impossible to get them delivered.

Suggestion: Each station has a counter of how many people live in that area and a counter of passengers in transit. Everytime a passenger is generated, the transit counter goes up, if a passenger arrives, it goes down. The new passenger generation algorithm is generating passengers for a station with probability indirect proportional with the amount of people that are still "at home". Thus if 100 people live in the station's area and 90 are in transit, it is unlikely that another passenger is generated.

Eventually another feature could be that passengers go always back to their orgin, so if one arrives at his final destination, that passenger would also travel back a short time after that to its home destination and only if the passenger comes back at home, the transit counter is decreased. Passengers that vanish due to long waiting time would simply return home (transit counter decreases). Passengers that die in accidents could decrease home town population ;)

Don't know how much CPU cycles this would waste (2 counters for each station, counter increment / decrement on arrival on final/home destination, queue for backtraveling passengers for each station or global), but it looks ok to me. 10:04, 26 September 2008 (UTC) zet

Station size for cargo Would it be possible to use stockpile left or inverse of stockpile for station "size" rating in newindustry sets that have such thing (ie. [Pikka's Basic Industries], [UKRS Industries Brick Chain] and [Extended Cargo Scheme])? This would be great, because the than the cargo would really go where the network most needs it. However, I realize it might be hard. Perhaps a good option would be to define a new callback for the newgrf's to return a 'demand' for a cargo and ask authors of the mentioned sets to implement it. -- 07:56, 27 October 2008 (UTC)

Cargo contracts Each industry producing intermediate products (accepted by another industry) could list possible destination industries for their products. They would only generate cargo for stations around those industries. The list would be changed on production changes (production increase would cause new entry to be added with some probability and production decrease would cause entry to be removed with some probability). For increased difficulty, the list could also change at random. There would be news for 'new contract signed' and 'contract expired'. (Yes, I know this is quite complicated to do and is not an option until the basic stuff works). -- 07:56, 27 October 2008 (UTC)


at the moment the destinations are assigned by station size and distance, does that mean the city size has no influence at all? This would mean I can create a huge passenger flow to a small town by just creating a giant station. Another interesting thing that might happen is that I enlarge a station to accommodate extra trains to get rid of the surplus passengers the passenger count acutely increases, due to the enlargement of the station, or am I completely misunderstanding the way the destinations are chosen?

This caught my attention too. If it is not already the case I agree that the town size should have the influence on number of passenger with that station assigned as their destination. Zephyris 17:01, 23 August 2008 (UTC)

Sorry for being unclear. Station size means the number of passengers that actually originate there, so city size does matter. Bringing extra trains only does help by raising the ratings. Celestar

Scenarios using paxdest I want to make a scenario using passenger and cargo destinations. If I use the patch as it stands to build the scenario, am I going to have to remake it once the patch is merged with the trunk? Kittle 18:47, 12 January 2009 (UTC)

Most likely you will. From my understanding, everytime there is a savegame version bump in the trunk, savegames/scenarios made using this branch become unusable. Since most of the construction work is not specific to this branch, I would recommend making as much as possible using the trunk, and then put in the paxdest specific parts when this hits the trunk. You could even do it before it hits the trunk, but your work is liekly to be lost everytime the savegame version is bumped, so make sure you keep a copy saved against the trunk with as much work as possible in it.ConditionalZenith 01:25, 13 January 2009 (UTC)

Where do I put Boost?

Where exactly do you need to put the Boost libraries? I keep getting "error: boost/graph/adjacency_list.hpp: No such file or directory" and "error: ‘boost’ has not been declared". I've tried putting the boost libraries inside the openttd svn library, inside the src library within that, and elsewhere with the -I command line parameter on the make command, but it does not seem to be able to find it. I'm using an iMac with OSX Leopard, by the way. -- 06:10, 27 August 2008 (UTC)

I simply added the boost files to the "include" directory of my compiler. --Tekky 00:47, 2 September 2008 (UTC)

I am using msys/MinGW on Windows, and to make it work, I had to configure with

    ./configure CFLAGS="-I/[path/to/boost]"

--Roujin 18:43, 12 September 2008 (UTC)


I restructured the page a bit and updated some information that was outdated. I hope everything's a bit clearer now and the Cleanup template can be removed from the top :) There is still some content missing in the Technical details section, though. --Roujin 13:40, 29 November 2008 (UTC)

Is this feature being worked on right now? Is there a chance it will appear in the game? I've been following it for more than a year.

Expired links

The download link on this page has expired. Could anyone please replace it? Translink (talk) 17:51, 19 October 2015 (UTC)

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