The International Simutrans Forum

Development => Extension Requests => Topic started by: ӔO on May 16, 2010, 07:43:22 am

Title: idea: rail yard (multi-tile freight building)
Post by: ӔO on May 16, 2010, 07:43:22 am
It occurred to me that perhaps one could make and render a rail yard as a multi-tile building.
We all know that for train track tiles, there's only 1 set of tracks per tile, but what if it's made into a building prop?

Visually, I'm quite sure you can fit 2 sets of tracks in one tile and 5 sets of tracks in 2 tiles.

Maybe something like a 4x10 tile building with one or two points where it would visually merge with way tracks, hiding the buffer. One could even insert a turn table and engine house with realistic visuals.

I hope this image illustrates what I'm saying better.
(http://i199.photobucket.com/albums/aa131/AEObikes/simutrans/railyard.png)

Now I don't think this is within my capabilities of creating, but I wanted to throw the idea out.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: The Hood on May 16, 2010, 04:12:09 pm
I know what you mean, but without a real purpose in the game I'm not quite sure it's worth doing.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: wlindley on May 16, 2010, 05:01:54 pm
off topic, a turntable would be a good station extension for experimental, speeding up turning of locomotives at terminals.
A turntable would require quite a radical systematic change to the way in which railway vehicles work: currently, shunting is not simulated at all.

This would probably require a flag for bidirectional trainsets (with driving cabs at both ends) versus single-ended or locomotive-hauled trains.  Bidirectional trains would have a short turnaround time, versus a long delay when turning other trains.  One could reduce this delay by scheduling a visit to the turntable / railyard.  Such implementation seems like an awful lot of work to add something fairly irritating to the game.

Alternately, if a turntable were an add-on building to a station, then trains reversing at stations having one would get the reduced turn-around time, even without the visual effect of running off somewhere.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on May 16, 2010, 11:45:48 pm
This would probably require a flag for bidirectional trainsets (with driving cabs at both ends) versus single-ended or locomotive-hauled trains.  Bidirectional trains would have a short turnaround time, versus a long delay when turning other trains.  One could reduce this delay by scheduling a visit to the turntable / railyard.  Such implementation seems like an awful lot of work to add something fairly irritating to the game.

Experimental already has the flag that you describe: there are different reversing times for trains that can be driven at each end versus trains with a locomotive that needs to change ends versus a locomotive that needs to change ends *and* be turned on a turntable. What is not practical to simulate is the actual shunting in detail (e.g., disconnecting the locomotive from the train, running it to a turntable, turning it, then reconnecting it to the train). Such shunting operations would add unimaginable complexity to the code.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: AP on May 17, 2010, 09:22:14 am
The "rail yard", as say a marshalling yard, is often seen in-game now, just as a freight station with parallel sidings, where goods are transshipped. I don't see a building with this role being useful.

I do however think something representative of a rail depot, for the storage of locomotives, carriage works, etc, would add realism, since these are not small pieces of infrastructure. Indeed, they often are economic forces in their own right.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: The Hood on May 17, 2010, 09:28:25 am
The current implementation of simutrans doesn't really have any place for locomotive works or maintenance yards except for the "depot".  I think I've suggested before a couple of alterations which could make this more realistic for experimental:

1) making depots like stations, i.e. multiple tiles.  Depots can only build convoys up to the maximum length of the depot.
2) each depot has a maintenance capacity (either vehicles or convoys).  Although the game wouldn't require trains to ever visit the depot (that is a bit micro-managementy), it would mean you could only have as many vehicles/convoys as you had maintenance capacity to keep running.

That would lead to the need for building larger railway yards.  By extension, these could also act as employment trip-ends in the same way as factories do.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: wlindley on May 17, 2010, 01:03:54 pm
Hood - I like #2.  The current vehicle maintenance cost number could become the base cost, and then:

[ul]
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on May 17, 2010, 01:30:54 pm
These are very interesting ideas, but please be aware that I don't have the time to implement major new features in Experimental for quite a while yet. It'd be good to do something like this one day, but the priority at present is getting Experimental balanced as it is and then making Pak128.Britain (and the Experimental version) as complete as possible.

If someone else were to code this, of course, that woul be another matter entirely. And it's quite possible that I'll have time for this one day: but working to complete Pak128.Britain is a higher priority at present, and I haevn't had as much time to do that as I'd like because of coding work necessary to fix bugs and balancing issues in Simutrans-Experimental.

I'm not discouraging, incidentally, people suggesting new ideas for Experimental, but noting that it might be quite a while before I have time to code any of them, even if they are good...
Title: Re: idea: rail yard (multi-tile freight building)
Post by: ӔO on May 17, 2010, 04:45:05 pm
I think of it more of a diorama prop for those who might want some more realism in their game.
of course, since it doesn't really serve any purpose other than a visual enhancement it's not really necessary.
I think I might have meant marshaling yard, like AP said. Where it's more of a storage space for unused rolling stock, or cars waiting to be ****embled. But of course, only visually. It's quite normal to see rolling stock that are just sitting on a side line, doing nothing.

I just wanted to put out some ideas before I forget them :)
Title: Re: idea: rail yard (multi-tile freight building)
Post by: ӔO on May 17, 2010, 04:48:18 pm
I could make one of these for maglevs.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: sdog on May 17, 2010, 07:53:01 pm
Quote
Experimental already has the flag that you describe: there are different reversing times for trains that can be driven at each end versus trains with a locomotive that needs to change ends versus a locomotive that needs to change ends *and* be turned on a turntable. What is not practical to simulate is the actual shunting in detail

when i suggested the turntable i meant something much simpler than actual, visual, shunting.

in the current system locomotives with tender have a much higer turn around time in experimental than diesel or tank engines. Afaik atm this is flaged in the dat file, the actual time is set in the code?
The idea was to have a station extension building that gives a station a flag to use the turnaround time of tank engines if set. Coding should be reduced to more complex conditionals.

I don't know however how difficult it would be to introduce new flags to stations, and read them in other parts of the code. Such code could possibly used to give stations other flags too, the first that springs to mind is an upgraded stop with fare collection and bared entrances, reducing the load time for p****engers (they don't have to pay with the conductor when entering).


Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on May 17, 2010, 09:30:03 pm
Sdog,

an interesting idea: the ****umption underlying the existing model, however, is that tender engines take longer to reverse even with a turntable (after all, it takes much longer to turn a locomotive on a turntable than simply run it around the train), and that the presence of a turntable where needed is simply an ****umed operational detail not specifically simulated in the same way as refuelling points and signal boxes.

(Incidentally, the various timings are set in simuconf.tab at present).
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on May 17, 2010, 10:36:48 pm
I like the idea of depots that have to be as long as the trains they produce.
I also like the idea of their becoming employment destinations (requiring a platform station nearby).
Title: Re: idea: rail yard (multi-tile freight building)
Post by: AP on May 30, 2010, 04:42:57 pm
I like the idea of depots that have to be as long as the trains they produce.
Emminently sensible, in fact I wonder why it isn't like that already!


Quote
I also like the idea of their becoming employment destinations (requiring a platform station nearby).
Absolutely, or how does the engine driver get to work?! Even further, it wouldn't be out of the question {though might be annoying} to have it require p****engers in order to be allowed to produce trains!
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on May 30, 2010, 05:51:58 pm
Emminently sensible, in fact I wonder why it isn't like that already!

 Absolutely, or how does the engine driver get to work?! Even further, it wouldn't be out of the question {though might be annoying} to have it require p****engers in order to be allowed to produce trains!

And how would the p****engers get there - by train? Or by 'bus - or would the 'bus depot also require p****engers... and so on ad infinitum...?
Title: Re: idea: rail yard (multi-tile freight building)
Post by: VS on May 30, 2010, 07:01:47 pm
You would have to place depots into city to get some accidental p****engers from its coverage :P
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on May 31, 2010, 02:16:49 am
Emminently sensible, in fact I wonder why it isn't like that already!
Coding complexity not warranted for the function (in the early stages of game development).
Also, since these squares represent 1km, not too unreasonable that a utility building should take up only one square for memetic simplicity as well as coding simplicity.
Quote
Absolutely, or how does the engine driver get to work?! Even further, it wouldn't be out of the question {though might be annoying} to have it require p****engers in order to be allowed to produce trains!
Um... No. I just think the people who work there might want public transit to get there...
Title: Re: idea: rail yard (multi-tile freight building)
Post by: sdog on May 31, 2010, 02:29:25 am
Either the depot has a very tiny number of p****engers ****igned which makes it unprofitable to connect to the network or it has a large number. This would be an inivitation for exploits.

Just build a number of relatively cheap depots next to a stop outside of town and magically generate lots of p****enger trips there.

My oppinion is in total those suggestions just create a lot of work to implement to get more micromanagement into the game.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on May 31, 2010, 08:40:22 am
I never did understand the "1 tile is 1km" argument in relation to the size of depots, as the treatment of depots is not consistent with that of stations: if it's a good enough reason to have depots just one tile no matter how long the train, why is it not a sufficient reason to do the same with stations?
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on May 31, 2010, 06:43:49 pm
I never did understand the "1 tile is 1km" argument in relation to the size of depots, as the treatment of depots is not consistent with that of stations: if it's a good enough reason to have depots just one tile no matter how long the train, why is it not a sufficient reason to do the same with stations?
Because depots are less interesting than stations, at least early in game development.
But your point is an argument in support of making depots larger buildings.

@sdog: The p****enger draw should be small, and would likely lead to placing depots near cities so city stations could cover their needs.

Of course, player doesn't HAVE to supply depots with service... just an extra option, or a challenge for those who want 100% coverage.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on May 31, 2010, 07:13:29 pm
Because depots are less interesting than stations, at least early in game development.

Hmm, I'm not sure that I fully understand that point. Why are depots less interesting than stations in early game development?
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on May 31, 2010, 11:11:01 pm
Hmm, I'm not sure that I fully understand that point. Why are depots less interesting than stations in early game development?
Because they only do one thing in ST (build trains/trucks; don't maintain vehicles like in TTD), they are less interesting to players and therefore don't warrant as much coding attention as stations, especially in early versions (under 0.8 or 0.99) of the game, because making things run right is more important than adding new features.
After 1.00, such a building might get a second look, might get additional abilities, might get siding queues, and so might warrant being recoded as multi-tile buildings like stations are.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Václav on June 10, 2010, 01:20:43 pm
I like the idea of depots that have to be as long as the trains they produce.
I also like the idea of their becoming employment destinations (requiring a platform station nearby).

1. Sounds very interesting - trains' length limited by depot size - but I am worried about it is only for experimental. I found multiple-tiled rail depots on japanese.simutrans.com (but still not tested it) - so I know it is possible.

2. Stations as destinations for people - very interesting not only for experimental.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: sdog on June 11, 2010, 01:14:17 am
Depots as long as the trains fits for modern high speed trains and likely for all *MU. But historical train depots weren't that long, were they? I thought only the engines were repaired and stored in the depots. The train ****embled outside.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on June 11, 2010, 03:54:17 am
In which case, the yard would be needed as a multi-tile building. :)
I don't think long depots should be limited to Exp. I think they'd make a nice addition to standard.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Václav on June 11, 2010, 05:55:47 am
This would cause building central depots - so no more one or more depots per city - but one depot would serve for much more cities - like in real world.

Sdog: some trains are ****embled outside of depots - but you have to count also with *MU trains which cannot be dis****embled else (for example some modern high speed trains).

Most depots are built from two parts - repairing hall (own depot) and something like this (I am sorry for only link but picture is too large for showing here): out-of-service station (http://upload.wikimedia.org/wikipedia/commons/9/95/Odstavn%C3%A9_n%C3%A1dra%C5%BE%C3%AD_Praha-jih_%2802%29.jpg) (here you can see mostly EMU cl**** 451 - almost present in main pak128 or you can download newer version from Czech language board (http://forum.simutrans.com/index.php?topic=1316.0)).
Title: Re: idea: rail yard (multi-tile freight building)
Post by: The Hood on June 11, 2010, 07:47:01 am
In which case, the yard would be needed as a multi-tile building. :)
I don't think long depots should be limited to Exp. I think they'd make a nice addition to standard.

Think of the depot as not only the construction works, but also the stabling area/carriage sidings where the train was put together...  MUs use up less space because they don't need carriages shunting around all the time, rather than more.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: sdog on June 11, 2010, 10:30:45 pm
How about a multi tile building from the start? The paksets could decide for something relatviely large, 4x4 or 3x6. The artists could draw the engine sheds, repair sheds, switch yards, out-of-service-sheds.

Firstly this saves new players the confusion of having to piece the yard together, like stations. Secondly it provides more graphical diversity for paksets.

Especially with experimentals train restriction on certain depots for high speed trains something like this:
(http://www.uni-stuttgart.de/vwi/bilder/exkursionen/2008_Muenchen/IMG_4473.jpg)

for old steamers something like this:
(http://www.catskillarchive.com/rrextra/roundtab.jpg)

would make it immediately clear what it is for.


I don't think it is sensible to make the depots too expensive. While it's not very bothersome to experienced players to have only one or two for the whole map, it is quite difficult for inexperienced players. Moving a train through an extended network to get to it's actuall route can be tricky (just one word, platform choose signals)
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on June 12, 2010, 01:54:51 am
Getting a train through an actual network (rather than just a series of routes connected by the shortest distance between them) shouldn't be too difficult, as stations won't be on the main lines, in most cases, anyway.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: ӔO on June 12, 2010, 03:34:27 am
other things that you might see at the railyard are departmental use railway maintenance vehicles and crane cars, which would otherwise serve no purpose in game.

the flying banana for instance.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: The Hood on June 12, 2010, 08:25:22 am
If multiple tile depots were implemented, I would argue for them being built like stations i.e. 1 tile at a time.  This allows for more creative and flexible layouts.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Václav on June 12, 2010, 09:38:25 am
I would argue for them being built like stations i.e. 1 tile at a time.

Yes. This would be needed - but then better price politics has to be set because current price for depot used for one tile would make depot too expensive. I can image that price for one tile of depot would be about seven hudred and fifty or within one thousand - to one track depot would have the same (or similar) expensiveness as current one.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on June 15, 2010, 01:16:15 am
If multiple tile depots were implemented, I would argue for them being built like stations i.e. 1 tile at a time.  This allows for more creative and flexible layouts.
:agree: and :support:
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jamespetts on June 15, 2010, 08:25:40 pm
Returning to one of the economic suggestions discussed earlier about depots requiring workers and encouraging the growth of towns in which they are sited, a very simple way to deal with this would be to require that all depots are built within city limits, then to add the depot to the list of city buildings, and use the "level" (which is already encoded into the depot, by virtue of being a building) to determine just how many (1) mail and p****engers are generated; and (2) additional jobs are provided to the city in which it is located. Care would have to be taken by pakset maintainers to ensure that the upkeep cost of a depot always exceeds the revenue that can be generated by transporting mail and p****engers to it!
Title: Re: idea: rail yard (multi-tile freight building)
Post by: ӔO on June 21, 2010, 04:13:05 am
how does one know where the city limits are?
afaik, you can set the minimap to show the boundaries, but I haven't really seen anything for displaying the bounds on the main view.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Václav on June 21, 2010, 07:17:30 am
I am sorry but I don't see why I need to know where city boundaries are... because some depots will have to be built far away from cities. And by the way, I think that showing city boundaries on minimap is sufficient.

I have already been using central depots model for some time - for eliminating of some problems with sending trains to depots.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: wlindley on June 21, 2010, 04:29:57 pm
you can set the minimap to show the boundaries, but I haven't really seen anything for displaying the bounds on the main view.

It would be nice if there were another mode of 'v' (show station areas) that would show city boundaries with grey shading.  At some point I am going to have to suss how to make mods like this, hmm..
Title: Re: idea: rail yard (multi-tile freight building)
Post by: ӔO on June 21, 2010, 08:01:57 pm
@wlindley
maybe just a yellow box outline would do?

certain shades of 'show station areas' blend in too well with each other.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: skreyola on June 22, 2010, 11:22:50 pm
how does one know where the city limits are?
afaik, you can set the minimap to show the boundaries, but I haven't really seen anything for displaying the bounds on the main view.
Mention it in the GUI overhaul thread. Maybe they'll add it. I'd like this feature. :)
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 20, 2010, 07:08:51 am
the muti rail yard would be interesting
i must admit that simutrans is not that realistic in its graphics looks a bit old
Title: Re: idea: rail yard (multi-tile freight building)
Post by: FoxHole on July 20, 2010, 02:15:15 pm
Go for the big Depots. Just like a car ****embly plant looks like. I Think this will add reaslism regards to the graphics for the game.  :D
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 21, 2010, 06:39:52 am
yeh that would be cool
i wonder if simutrans could look like something from the 21st century instead of something from the 19th century
Title: Re: idea: rail yard (multi-tile freight building)
Post by: The Hood on July 21, 2010, 11:58:26 am
Unfortunately I don't think it's quite so simple as "just doing it".  Simutrans is designed the way it is for a reason, and it's not always possible to be 100% realistic - if you did you'd need 1,000s of people to run your network!  Also making big changes to the game code is hard, so only things that will definitely make the game better to play generally get done.  

Much as I'd love to have really complex depots in the game because they would look more realistic, they wouldn't actually add much (apart from confusing some new people) to the game.  What would be good though, is if it was possible to add more "eyecandy" to the map, either as standalone buildings or a bit like current depots/stations on top of ways.  This would allow more graphical "realism" for those that want it without changing gameplay.  Hopefully not too hard to code either?

PS moving this to extension requests as it doesn't have anything to do with pak128.Britain specifically (although I'd probably use the features if implemented and I ever get any time for simutrans again)
Title: Re: idea: rail yard (multi-tile freight building)
Post by: nitromefan on July 22, 2010, 04:43:26 am
i wonder if simutrans could look like something from the 21st century instead of something from the 19th century

Pak 128 looks like thing from 21st century. Pak 128 Britain looks like the 19th century.

So I think you should play plain 128 if you want 21st century :D
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 22, 2010, 07:04:55 am
anyway about the rail yard thingy
would it ever be made
Title: Re: idea: rail yard (multi-tile freight building)
Post by: The Hood on July 22, 2010, 07:42:43 am
anyway about the rail yard thingy
would it ever be made

You code it, I'll draw it...
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 22, 2010, 09:11:45 am
know nothing about the coding
maybe someone else can code it if they like the idea
anyone like the idea
Title: Re: idea: rail yard (multi-tile freight building)
Post by: mobo on July 22, 2010, 02:38:09 pm
Yes some of us like the idea, but not enough to spend a few weeks coding for this unnecessary feature.

I can't code either, but i liked the idea so much that I've painted a Hall-freight_station and a depot that fits to it. And that's just how it works here. Of course you're welcome to suggest things, but if you really want it to be done - then do it.

Below is a pic of my railyard, to give you some impression. You can paint one for your favorite pakset too, and we will help you if you have problems.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: nitromefan on July 23, 2010, 01:10:01 am
anyway about the rail yard thingy
would it ever be made

If you are using pak 128 (Not pak 128 Britan) i have found some. download them below.

http://japanese.simutrans.com/index.php?plugin=attach&refer=Addon128%2FOthers&openfile=syako.zip

anyway thats just a station that looks like a depot. not an actual depot itself so u'd have to have an actual depot at the end of it. :)
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 23, 2010, 10:34:30 am
mobo thats looks really good but i think it looks like it could be put in the comic pak not pak 128 or pak 128 britain
i'm playing pak 128 britain with a lot of jap addons by dirty dicd, hong kong addons and many more
Title: Re: idea: rail yard (multi-tile freight building)
Post by: nitromefan on July 23, 2010, 10:36:08 am
mobo thats looks really good but i think it looks like it could be put in the comic pak not pak 128 or pak 128 britain

I'd have to agree
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 23, 2010, 10:47:38 am
there is a station that looks loke a deport not the deport itself
i think the design put forward by AEO is very good
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Fabio on July 23, 2010, 11:20:28 am
mobo thats looks really good but i think it looks like it could be put in the comic pak not pak 128 or pak 128 britain
i'm playing pak 128 britain with a lot of jap addons by dirty dicd, hong kong addons and many more
This *IS* pak 96.comic.
But if you like the idea, you can paint a similar addon for whatever pak you play.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Isaac Eiland-Hall on July 23, 2010, 11:42:38 am
Isn't is pak32? Looks too small for pak96 imho, but I might be wrong.

Regardless, it's definitely in comic style, which was Fabio's main point. Clearly, jap train fan didn't read mobo's post clearly.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: jap train fan on July 23, 2010, 11:48:11 am
didn't i
sorry
Title: Re: idea: rail yard (multi-tile freight building)
Post by: mobo on July 23, 2010, 02:00:36 pm
For clarification: Yes its p32 comic, and it's a preview it will be in the next release.

I just wanted to show what's possible already, without any changes to the code. Also the hall freight station has some useful purpose in game as a high capacity goods station, and is not only an eye candy addon - so i think this is a good solution.

And it's variable, you can make it bigger or smaller, have 2 long halls and 3 short ones or something, really better than changing the code and having one railyard that always looks the same.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Isaac Eiland-Hall on July 23, 2010, 02:16:51 pm
Clearly, jap train fan didn't read mobo's post clearly.

Upon reading this again, that sounds way more nasty/mean than I meant while writing it! My apologies if it was taken that way.

I just meant more like "It looks like he didn't read the post very well :-)", but it came out wrong.
Title: Re: idea: rail yard (multi-tile freight building)
Post by: Václav on July 23, 2010, 02:25:25 pm
I think that the first step could be opening (making available) of building depots which are not on only 1 tile - but for example on two or more tiles - but still with width of 1 tile - it means that it will have for example 1*2 or 1*3 tiles.

Once I had a plan to paint this building as depot - but due to its size in real world it would have size 1*2 tiles (but this picture is picture of model in scale 1:87)
(http://www.posazavsky-pacifik.cz/lede2.jpg)

And this is real (current) quality
(http://pacifikem.cz/foto/212_nadrazi/212_led/v_foto/212_led_vytopna_2008-05-10_00.jpg)
Title: Re: idea: rail yard (multi-tile freight building)
Post by: mobo on July 23, 2010, 02:43:26 pm
seems like noone reads my posts. At least noone of the younger members. Actually i wanted to bring this thread to an end with my first post already, but torture never stops it seems.

So to make it clear: It is not going to happen, noone will change the depot code for you.

Title: Re: idea: rail yard (multi-tile freight building)
Post by: Isaac Eiland-Hall on July 23, 2010, 03:01:16 pm
Please note that nitromefan has been changed to a "Lounger"; therefore, any followups for them from this thread should be directed there.

For more information, see here: http://forum.simutrans.com/index.php?topic=5620.0

If this post is a double-post, it is intentional.

Please continue the thread. If you have any questions about this post, please start a new topic in the Help Requests board.