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Change: Service depot also reset breakdown chance. #8286
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Hm so with this change, when you're playing with reduced breakdowns, vehicles will never break down right after receiving service? |
Suggested commit message (grammar fix): "Change: Service at depot resets breakdown chance" |
This is just the same as the vehicle breaking down, doesn't protect it from further breakdowns completely, only makes it less likely for a while. Though, I guess in some cases it makes it so much less likely that it's effectively 0. |
Yes you have too think it a bit like "predictive maintenance". If you do it well, everything goes well, if you start jamming your network sometime everything will go badly wrong after a while. Smoothness is require to operate an interconnection. Also train waiting in depot for an route, still start raise there breakdown chance, so your buffers must be carefully crafted; but you don't have to do silly/made network with logic to handle breakdown, or disable breakdown. https://www.reddit.com/r/openttd/comments/4szlhj/an_easy_solution_for_fixing_breakdowns/ |
@@ -170,6 +170,8 @@ void VehicleServiceInDepot(Vehicle *v) | |||
v->reliability = v->GetEngine()->reliability; | |||
/* Prevent vehicles from breaking down directly after exiting the depot. */ | |||
v->breakdown_chance /= 4; | |||
if (_settings_game.difficulty.vehicle_breakdowns == 1) // reduced breakdown. | |||
v->breakdown_chance = 0; |
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Coding style: Single line or {}
#8317 correct and replace this PR. |
Administrative note: A forced push to the old branch to update this PR would have been preferable, but this PR is small enough, so don't worry about it. |
I have so mush fun with this little change, that I really what to share it.
I have found the idea on Openttd forum.
Each time your vehicle go to service, then the breakdown chance is reset.
It allow to create large trains networks with simple tracks but carefully timed service and length to it.
Regards.