Kuhnovic

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I had a quick look at this, and I tried out two solutions: 1. There's currently a check that makes these peeps return to the center of their tile. I...

I went for solution 2. Here's the PR https://github.com/OpenRCT2/OpenRCT2/pull/17693

@ocalhoun6 The situation you describe might be annoying but probably a bit of an edge case (pun intended). Also, the first part of the error message is shared for all...

> I like this in principle, definitely would have saved me some annoyance. > > For consistency the same could be applied to ship depots, if one tile of the...

![eOWKq5b7p5](https://user-images.githubusercontent.com/68320206/138487057-ff704ec9-069e-461d-84b7-e61538e04acd.gif) Implemented the functionality for ship depots as well. Not entirely sure if we should allow them to "slide" forward as seen in the GIF, but this can easily be...

> Have you considered keeping the same depot @FLHerne I figured out how to turn the depot without destroying it, at least for road and train depots. No more void...

I decided to revert my changes for the ship depot, I couldn't get it work reliably. Since ship depots only have 2 orientations to begin with, the chances of the...

> Would be nice if the regression test could be extended to actually test that you can overbuild depots - perhaps shouldn't be _too_ much effort to figure out the...

> I think it's fine, it's just that the extra BuildRoadDepot call has increased the ticks slightly, so certain values like vehicle running cost(?) and positions(?) are subtly different. Just...

Scope creep FTW! I've added a feature to automatically determine the orientation of a depot when it's built. More details in the description above. I reverted my changes for the...