Tyler Trahan

Results 279 comments of Tyler Trahan

Thanks for the gist; I've adopted it and also added slope terraforming. Everyone: please try and break this! I've generated and inspected a lot of maps and haven't seen any...

Marked as draft due to these bugs reported on Discord: ![bug1](https://user-images.githubusercontent.com/55058389/166960891-791afca6-fd76-44d0-ada8-a446ecc00fa3.png) ![bug2](https://user-images.githubusercontent.com/55058389/166960895-577a1912-76e4-49ff-bb33-e869e0c721b2.png) It appears that the sloped tile had 3/4 corners raised and was terraformed to a slope, undermining the...

Thanks for the insight. It took me a while to understand what you meant, but that (and a fix for the broken line of code mentioned above) seems to have...

Realistically, any network unsafe enough for this to occur would almost certainly be experiencing road/rail collisions on a regular basis, so a few more collisions wouldn't be too shocking (and...

What about teleporting to the closest depot during savegame conversion? (And keeping the vehicle running so it can immediately leave the depot and continue its route.) It runs into the...

I decided to handle this in the saveload conversion, which does two things: 1. Any road vehicle stopped on a level crossing is teleported to the nearest depot, if one...

Depot teleportation finds a depot using the same function as when you press the "Go to depot" button on a road vehicle, so yes, it is always reachable (although it...

Further testing revealed that the crash in @LC-Zorg's savegame is (I think) unrelated to this PR, and just triggered a crash because I'm running a debug build. `RoadStop.GetOccupied()` threw a...

I see nothing wrong with the sliding ship depot.

I don't think I've ever placed a ship depot in the wrong orientation, because it's so obvious when aligned incorrectly.