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	<updated>2026-06-14T00:26:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECSTVTCNeuSchwansteinCastle&amp;diff=6240</id>
		<title>ECSTVTCNeuSchwansteinCastle</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECSTVTCNeuSchwansteinCastle&amp;diff=6240"/>
		<updated>2011-06-17T19:28:22Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Fix tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|=[http://en.wikipedia.org/wiki/Neuschwanstein_Castle||Schloß Neuschwanstein, Schwangau, Germany]=&lt;br /&gt;
&lt;br /&gt;
Drawn by George, help by Oz, Zimmlock (road to entrance, shadows)&lt;br /&gt;
&lt;br /&gt;
Based on&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Tiles!!31&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Usage||81%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Growth Factor||70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stockpile size==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Tourists&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Very low||422&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Low||603&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Normal||862&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|High||1231&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Very high||1759&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||2513&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Location/Positioning Conditions==&lt;br /&gt;
*Build outside towns !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed)&lt;br /&gt;
*Build &amp;gt; 3 tiles from desert tile&lt;br /&gt;
*Build on terraformed land (certain tiles must be sloped) see image&lt;br /&gt;
*Build &amp;gt; FF FF FF FFh tiles from Tourists centre with the same layout (only one layout instance per map)&lt;br /&gt;
*Build &amp;gt; 31 tiles away from other layout of Tourists centre&lt;br /&gt;
&lt;br /&gt;
[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions| Description of Location/Positioning Conditions]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Supports snow, different trees for different landscapes, company colours.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the roofs will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the roofs will be Black or Brown.&lt;br /&gt;
&lt;br /&gt;
Supports industry animation.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ECSTVTCKarlstein&amp;diff=6239</id>
		<title>ECSTVTCKarlstein</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ECSTVTCKarlstein&amp;diff=6239"/>
		<updated>2011-06-17T19:28:12Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Fix tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|=[http://en.wikipedia.org/wiki/Karl%C5%A1tejn||Karlštejn, Prague, Czech Republic]=&lt;br /&gt;
&lt;br /&gt;
Drawn by Darkwalker, snowed and company colours by George&lt;br /&gt;
&lt;br /&gt;
Based on&lt;br /&gt;
&lt;br /&gt;
==General data==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Tiles!!21&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Usage||65%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Growth Factor||70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stockpile size==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Level!!Tourists&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Very low||229&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Low||328&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Normal||468&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|High||669&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Very high||956&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Ultimate||1365&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Location/Positioning Conditions==&lt;br /&gt;
*Build outside towns !Tz1, !Tz2, !Tz3, !Tz4 (Town zone 0 allowed)&lt;br /&gt;
*Build &amp;gt; 3 tiles from desert tile&lt;br /&gt;
*Build on terraformed land (certain tiles must be sloped) see image&lt;br /&gt;
*Build &amp;gt; FF FF FF FFh tiles from Tourists centre with the same layout (only one layout instance per map)&lt;br /&gt;
*Build &amp;gt; 31 tiles away from other layout of Tourists centre&lt;br /&gt;
&lt;br /&gt;
[http://wiki.ttdpatch.net/tiki-index.php?page=LocationConditions| Description of Location/Positioning Conditions]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Supports snow, different trees for different landscapes, company colours.&lt;br /&gt;
&lt;br /&gt;
When built by the player during a game, the roofs will be in Company Colours of the builder. When generated by the game or built while in the scenario editor, the roofs will be Black.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NewTownGrowthSwitchesdetails&amp;diff=5764</id>
		<title>NewTownGrowthSwitchesdetails</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NewTownGrowthSwitchesdetails&amp;diff=5764"/>
		<updated>2011-06-15T11:38:36Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: style: fix &amp;lt;tt&amp;gt; mess-up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=New Town Growth Switches (details)=&lt;br /&gt;
&lt;br /&gt;
How the new town growth switches work&lt;br /&gt;
&lt;br /&gt;
This section describes the switches that apply in &amp;quot;towngrowthratemode 2&amp;quot;. They fine tune and control every detail of town growth.&lt;br /&gt;
&lt;br /&gt;
As described in the previous section, TTD internally uses an inverse growth rate, i.e. the number of 70-tick time units between attempts to build a new house. However, the enhanced rate calculation uses a direct growth rate, defined as the average number of new town buildings per 38400 time units, which is approximately 100 years. At the end of calculations this rate is converted to the inverse growth rate. If the inverse growth rate is greater than 255, it&#039;s reduced and town growth is blocked randomly to have the same effect on the average.&lt;br /&gt;
&lt;br /&gt;
For comparison, with &amp;quot;towngrowthratemode 0&amp;quot; (TTD&#039;s original calculation), the rates are:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!number of active stations!!average rate (new houses per 100 years)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0         ||20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1         ||182&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2         ||256&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 3         ||349&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4         ||480&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
or, if a building fund is active, the rate is fixed at 640 new houses per century. These rates are as they&#039;re normally in TTD, except that a bug with 5 or more stations (see the previous section) is fixed.&lt;br /&gt;
&lt;br /&gt;
For the new growth rate calculation, we have the maximum and minimum rate, the towngrowthratemin and towngrowthratemax switches. Let &amp;lt;tt&amp;gt;&#039;&#039;ratediff&#039;&#039;&amp;lt;/tt&amp;gt; be the difference between the maximum and the minimum, i.e.   ratediff = towngrowthratemax - towngrowthratemin&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then the &#039;&#039;&#039;base rate delta multiplier&#039;&#039;&#039; (BRDM) is calculated as follows:  BRDM = (AS*ASW + PO*POW + MO*MOW + PI*PIW + MI*MIW + GI*GIW + FI*FIW + WI*WIW + SI*SIW + DI*DIW)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;        / (ASW + POW + MOW + PIW + MIW + GIW + FIW + WIW + SIW + DIW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where the two-letter abbreviations represent &#039;&#039;&#039;growth boost components&#039;&#039;&#039; (explained in detail below) depending on, respectively:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;tt&amp;gt;&#039;&#039;AS&#039;&#039;&amp;lt;/tt&amp;gt; !!the number of active stations&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;PO&#039;&#039;&amp;lt;/tt&amp;gt; ||percentage of passengers transported (`passengers out&#039;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MO&#039;&#039;&amp;lt;/tt&amp;gt; ||percentage of mail transported (`mail out&#039;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;PI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming passengers (`passengers in&#039;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming mail (you get the picture...)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;GI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming goods&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;FI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming food&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;WI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming water&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;SI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming sweets/candy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;DI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming fizzy drinks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each component is a number between 0 and 1, so the result (BRDM) is also between 0 and 1. The rest are weighting factors, represented by the following settings in the configuration file:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;tt&amp;gt;&#039;&#039;ASW&#039;&#039;&amp;lt;/tt&amp;gt; !!tgractstationsweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;POW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrpassoutweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MOW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrmailoutweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;PIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrpassinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrmailinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;GIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrgoodsinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;FIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrfoodinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;WIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrwaterinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;SIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrsweetsinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;DIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrfizzydrinksinweight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the weighting factor for some component is relative to the other weighting factors, the more influence the asociated growth boost component has on the final growth rate. Note that it&#039;s the relation betwen weighting factors that matters; for instance, if all the other weighting factors are zero, the following set  tgractstationsweight = 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; tgrpassoutweight = 5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
yields exactly the same results as  tgractstationsweight = 2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; tgrpassoutweight = 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The growth boost components are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;pre&amp;gt;&#039;&#039;AS&#039;&#039;&amp;lt;/tt&amp;gt; = [[NTB / tgrtownsizebase) * TSF) + (1 - TSF]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;tt&amp;gt;&#039;&#039;NTB&#039;&#039;&amp;lt;/tt&amp;gt; is the number of buildings in the town and &amp;lt;tt&amp;gt;&#039;&#039;TSF&#039;&#039;=tgrtownsizefactor/255&amp;lt;/tt&amp;gt; (i.e. it&#039;s a value between 0 and 1, which determines how much of the growth rate depends on the town size, in percent). This can be used to add a bit of `exponentiality&#039; to the growth of towns (remember, the growth rate is expressed in new buildings per time unit, so with a constant rate larger towns will appear to grow more slowly).&lt;br /&gt;
&lt;br /&gt;
Then the &#039;&#039;&#039;real growth rate&#039;&#039;&#039; is calculated:   &lt;br /&gt;
&amp;lt;pre&amp;gt;RGR = towngrowthratemin + ratediff*CRDM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;tt&amp;gt;&#039;&#039;CDRM&#039;&#039;+===+&#039;&#039;RDM&#039;&#039;&amp;lt;/tt&amp;gt; if &amp;lt;tt&amp;gt;&#039;&#039;RDM&#039;&#039;&amp;lt;/tt&amp;gt; &amp;lt;= 1, and &amp;lt;tt&amp;gt;&#039;&#039;CRDM=1&#039;&#039;&amp;lt;/tt&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
Then, if a town building fund is active in this town, 600 is added. Then, if the town is one of those supposed to be larger (see the largertowns switch), the rate is doubled. And &#039;&#039;this&#039;&#039; is the final growth rate, in new houses per century.&lt;br /&gt;
&lt;br /&gt;
As a final note, the real growth of towns is a second- or third-order effect of the final growth rate, so don&#039;t expect towns to grow exactly at the rate you&#039;ve calculated from the formulae above.... But on the average it shouldn&#039;t be far off.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=RoutingRestrictions:Alpha&amp;diff=5763</id>
		<title>RoutingRestrictions:Alpha</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=RoutingRestrictions:Alpha&amp;diff=5763"/>
		<updated>2011-06-15T11:34:41Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: /* Examples */ no nocache here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Routing Restrictions=&lt;br /&gt;
&lt;br /&gt;
Enables train routetracing to be restricted according to user criteria&lt;br /&gt;
&lt;br /&gt;
2.6 alpha 0 r1078 or later&lt;br /&gt;
&lt;br /&gt;
==Switch==&lt;br /&gt;
&lt;br /&gt;
Configuration file: tracerestrict on|off&lt;br /&gt;
&lt;br /&gt;
Command line: -ZZ&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This features allows the route finding algorithm of trains to be conditionally allowed or denied to search past a restricted signal based upon criteria set by the user.&lt;br /&gt;
&lt;br /&gt;
This feature does not actually block a train from passing, but merely convinces the train&#039;s route finding algorithm that the path is a dead end, if a train does not meet the required criteria.&lt;br /&gt;
&lt;br /&gt;
In essence a restricted signal discourages trains which do not meet the criteria from passing.&lt;br /&gt;
&lt;br /&gt;
The criteria of restricted signals are viewed and set by clicking the &#039;Routefinding&#039; button at the bottom of the signal gui window [[ExperimentalFeatures:Alpha]].&lt;br /&gt;
&lt;br /&gt;
The available variables which can be tested are:&lt;br /&gt;
*Number of train carriages (this includes the locomotive)&lt;br /&gt;
*Maximum train speed in mph/kph&lt;br /&gt;
*Station of current order&lt;br /&gt;
*Station of next order&lt;br /&gt;
*Last visited station&lt;br /&gt;
*Depot of current order&lt;br /&gt;
*Depot of next order&lt;br /&gt;
*Total train horsepower&lt;br /&gt;
*Total train weight (in tonnes)&lt;br /&gt;
*Train cargo (can the train carry/not carry the selected cargo)&lt;br /&gt;
*Number of tiles from signal&lt;br /&gt;
*Signal status: SW, SE, NW or NE&lt;br /&gt;
*Train is/is not searching for a depot&lt;br /&gt;
*Entered side of tile&lt;br /&gt;
*Tile from which the PBS block was entered&lt;br /&gt;
&lt;br /&gt;
The variable is selected from the drop down box opened by pressing the first button, labeled: &#039;Variable&#039;.&lt;br /&gt;
&lt;br /&gt;
The comparative operator is then selected from the second button, labeled: &#039;Op&#039;, the default operator for all variables except signal status is &#039;is&#039;.&lt;br /&gt;
&lt;br /&gt;
The value to which the variable is compared is set by pressing the third button, labeled: &#039;Value&#039;. If the variable is comparing a depot, station or signal, the mouse icon will change, indicating that you may click on the appropriate tile.&lt;br /&gt;
&lt;br /&gt;
A train will pass the signal if it satisfies the comparison test(s) set.&lt;br /&gt;
&lt;br /&gt;
The share and copy buttons are used to share or copy respectively criteria sets with existing restricted signals by clicking on the button and then the signal to copy/share with.&lt;br /&gt;
&lt;br /&gt;
The criteria set is deleted when the last signal which references it is deleted/reset.&lt;br /&gt;
&lt;br /&gt;
The reset button clears the restriction criteria of a signal, without affecting any shared signals, as if the signal had been deleted and reconstructed.&lt;br /&gt;
&lt;br /&gt;
Restricted signals can be distinguished from non-restricted signals using the landinfo window: the text will include the word: &#039;Restricted&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boolean Operators==&lt;br /&gt;
&lt;br /&gt;
More than one criteria may be used by the use of one of the boolean operators and, or, or xor.&lt;br /&gt;
&lt;br /&gt;
Or is defined as: one or the other, or both.&lt;br /&gt;
&lt;br /&gt;
Xor is defined as: one or the other, but not both.&lt;br /&gt;
&lt;br /&gt;
This is done by clicking on the and, or or xor buttons.&lt;br /&gt;
&lt;br /&gt;
A boolean operator appears directly before and one indent level to the left of the two criteria it operates on.&lt;br /&gt;
&lt;br /&gt;
Boolean operators can be recursed.&lt;br /&gt;
&lt;br /&gt;
Boolean operators can be removed only if at least one of its criteria is not set, and, upon removal, will be replaced by the one which is set, or a blank criteria if neither is set.&lt;br /&gt;
&lt;br /&gt;
A criteria or boolean operator can be selected by clicking it or the line it is on. It can be then deleted using the delete button, or modified. A blank restriction criteria is indicated by a dash. Any blank or incomplete restriction criteria returns true/allows a train to pass.&lt;br /&gt;
&lt;br /&gt;
==Signal Status==&lt;br /&gt;
&lt;br /&gt;
The signal status criteria test whether one of the up to four signals on a tile is red or green. There are four track directions on which signals can be placed. Which signal status criteria is used indicates which signal to test, as shown below:&lt;br /&gt;
&lt;br /&gt;
/&lt;br /&gt;
&lt;br /&gt;
SW&amp;amp;amp;NW;=Signal in SW direction&lt;br /&gt;
&lt;br /&gt;
SE&amp;amp;amp;NE;=Signal in NE direction&lt;br /&gt;
&lt;br /&gt;
\&lt;br /&gt;
&lt;br /&gt;
SW&amp;amp;amp;NW;=Signal in NW direction&lt;br /&gt;
&lt;br /&gt;
SE&amp;amp;amp;NE;=Signal in SE direction&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
NW=West side facing North&lt;br /&gt;
&lt;br /&gt;
NE=East side facing North&lt;br /&gt;
&lt;br /&gt;
SW=West side facing South&lt;br /&gt;
&lt;br /&gt;
SE=East side facing South&lt;br /&gt;
&lt;br /&gt;
=&lt;br /&gt;
&lt;br /&gt;
NW=North side facing West&lt;br /&gt;
&lt;br /&gt;
NE=North side facing East&lt;br /&gt;
&lt;br /&gt;
SW=South side facing West&lt;br /&gt;
&lt;br /&gt;
SE=South side facing East&lt;br /&gt;
&lt;br /&gt;
Non-existent signals are classified as red.&lt;br /&gt;
&lt;br /&gt;
==PBS block entered from==&lt;br /&gt;
&lt;br /&gt;
When not in a PBS block, the condition &amp;quot;Entered tile of the PBS block is...&amp;quot; will always return false/prevent a train from passing; the condition &amp;quot;Entered tile of the PBS block is not...&amp;quot; will always return true/permit a train to pass.&lt;br /&gt;
&lt;br /&gt;
Current technical limitations:&lt;br /&gt;
&lt;br /&gt;
There is a limit on the number of signal restrictions that can be placed on the map. Max 16,384 objects total, including all sub objects, copied objects, binary operators, etc.&lt;br /&gt;
&lt;br /&gt;
Maximum of 256 restricted signals per sixteenth sector of map. 64x64 area.&lt;br /&gt;
&lt;br /&gt;
Shared restrictions only count once for each criteria/binary operator on the first limit.&lt;br /&gt;
&lt;br /&gt;
These limits may be increased in the future if the need arises.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
See the [http://uwe.s2000.ws/ttdx/signal/restrictions.php?lang=en| TTDPatch Signalling Guide] for examples how to use routing restrictions (and other signalling stuff).&lt;br /&gt;
&lt;br /&gt;
This feature was contributed by Jonathan G. Rennison.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=RoutingRestrictions:Alpha&amp;diff=5762</id>
		<title>RoutingRestrictions:Alpha</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=RoutingRestrictions:Alpha&amp;diff=5762"/>
		<updated>2011-06-15T11:34:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: style fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Routing Restrictions=&lt;br /&gt;
&lt;br /&gt;
Enables train routetracing to be restricted according to user criteria&lt;br /&gt;
&lt;br /&gt;
2.6 alpha 0 r1078 or later&lt;br /&gt;
&lt;br /&gt;
==Switch==&lt;br /&gt;
&lt;br /&gt;
Configuration file: tracerestrict on|off&lt;br /&gt;
&lt;br /&gt;
Command line: -ZZ&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This features allows the route finding algorithm of trains to be conditionally allowed or denied to search past a restricted signal based upon criteria set by the user.&lt;br /&gt;
&lt;br /&gt;
This feature does not actually block a train from passing, but merely convinces the train&#039;s route finding algorithm that the path is a dead end, if a train does not meet the required criteria.&lt;br /&gt;
&lt;br /&gt;
In essence a restricted signal discourages trains which do not meet the criteria from passing.&lt;br /&gt;
&lt;br /&gt;
The criteria of restricted signals are viewed and set by clicking the &#039;Routefinding&#039; button at the bottom of the signal gui window [[ExperimentalFeatures:Alpha]].&lt;br /&gt;
&lt;br /&gt;
The available variables which can be tested are:&lt;br /&gt;
*Number of train carriages (this includes the locomotive)&lt;br /&gt;
*Maximum train speed in mph/kph&lt;br /&gt;
*Station of current order&lt;br /&gt;
*Station of next order&lt;br /&gt;
*Last visited station&lt;br /&gt;
*Depot of current order&lt;br /&gt;
*Depot of next order&lt;br /&gt;
*Total train horsepower&lt;br /&gt;
*Total train weight (in tonnes)&lt;br /&gt;
*Train cargo (can the train carry/not carry the selected cargo)&lt;br /&gt;
*Number of tiles from signal&lt;br /&gt;
*Signal status: SW, SE, NW or NE&lt;br /&gt;
*Train is/is not searching for a depot&lt;br /&gt;
*Entered side of tile&lt;br /&gt;
*Tile from which the PBS block was entered&lt;br /&gt;
&lt;br /&gt;
The variable is selected from the drop down box opened by pressing the first button, labeled: &#039;Variable&#039;.&lt;br /&gt;
&lt;br /&gt;
The comparative operator is then selected from the second button, labeled: &#039;Op&#039;, the default operator for all variables except signal status is &#039;is&#039;.&lt;br /&gt;
&lt;br /&gt;
The value to which the variable is compared is set by pressing the third button, labeled: &#039;Value&#039;. If the variable is comparing a depot, station or signal, the mouse icon will change, indicating that you may click on the appropriate tile.&lt;br /&gt;
&lt;br /&gt;
A train will pass the signal if it satisfies the comparison test(s) set.&lt;br /&gt;
&lt;br /&gt;
The share and copy buttons are used to share or copy respectively criteria sets with existing restricted signals by clicking on the button and then the signal to copy/share with.&lt;br /&gt;
&lt;br /&gt;
The criteria set is deleted when the last signal which references it is deleted/reset.&lt;br /&gt;
&lt;br /&gt;
The reset button clears the restriction criteria of a signal, without affecting any shared signals, as if the signal had been deleted and reconstructed.&lt;br /&gt;
&lt;br /&gt;
Restricted signals can be distinguished from non-restricted signals using the landinfo window: the text will include the word: &#039;Restricted&#039;.&lt;br /&gt;
&lt;br /&gt;
==Boolean Operators==&lt;br /&gt;
&lt;br /&gt;
More than one criteria may be used by the use of one of the boolean operators and, or, or xor.&lt;br /&gt;
&lt;br /&gt;
Or is defined as: one or the other, or both.&lt;br /&gt;
&lt;br /&gt;
Xor is defined as: one or the other, but not both.&lt;br /&gt;
&lt;br /&gt;
This is done by clicking on the and, or or xor buttons.&lt;br /&gt;
&lt;br /&gt;
A boolean operator appears directly before and one indent level to the left of the two criteria it operates on.&lt;br /&gt;
&lt;br /&gt;
Boolean operators can be recursed.&lt;br /&gt;
&lt;br /&gt;
Boolean operators can be removed only if at least one of its criteria is not set, and, upon removal, will be replaced by the one which is set, or a blank criteria if neither is set.&lt;br /&gt;
&lt;br /&gt;
A criteria or boolean operator can be selected by clicking it or the line it is on. It can be then deleted using the delete button, or modified. A blank restriction criteria is indicated by a dash. Any blank or incomplete restriction criteria returns true/allows a train to pass.&lt;br /&gt;
&lt;br /&gt;
==Signal Status==&lt;br /&gt;
&lt;br /&gt;
The signal status criteria test whether one of the up to four signals on a tile is red or green. There are four track directions on which signals can be placed. Which signal status criteria is used indicates which signal to test, as shown below:&lt;br /&gt;
&lt;br /&gt;
/&lt;br /&gt;
&lt;br /&gt;
SW&amp;amp;amp;NW;=Signal in SW direction&lt;br /&gt;
&lt;br /&gt;
SE&amp;amp;amp;NE;=Signal in NE direction&lt;br /&gt;
&lt;br /&gt;
\&lt;br /&gt;
&lt;br /&gt;
SW&amp;amp;amp;NW;=Signal in NW direction&lt;br /&gt;
&lt;br /&gt;
SE&amp;amp;amp;NE;=Signal in SE direction&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
NW=West side facing North&lt;br /&gt;
&lt;br /&gt;
NE=East side facing North&lt;br /&gt;
&lt;br /&gt;
SW=West side facing South&lt;br /&gt;
&lt;br /&gt;
SE=East side facing South&lt;br /&gt;
&lt;br /&gt;
=&lt;br /&gt;
&lt;br /&gt;
NW=North side facing West&lt;br /&gt;
&lt;br /&gt;
NE=North side facing East&lt;br /&gt;
&lt;br /&gt;
SW=South side facing West&lt;br /&gt;
&lt;br /&gt;
SE=South side facing East&lt;br /&gt;
&lt;br /&gt;
Non-existent signals are classified as red.&lt;br /&gt;
&lt;br /&gt;
==PBS block entered from==&lt;br /&gt;
&lt;br /&gt;
When not in a PBS block, the condition &amp;quot;Entered tile of the PBS block is...&amp;quot; will always return false/prevent a train from passing; the condition &amp;quot;Entered tile of the PBS block is not...&amp;quot; will always return true/permit a train to pass.&lt;br /&gt;
&lt;br /&gt;
Current technical limitations:&lt;br /&gt;
&lt;br /&gt;
There is a limit on the number of signal restrictions that can be placed on the map. Max 16,384 objects total, including all sub objects, copied objects, binary operators, etc.&lt;br /&gt;
&lt;br /&gt;
Maximum of 256 restricted signals per sixteenth sector of map. 64x64 area.&lt;br /&gt;
&lt;br /&gt;
Shared restrictions only count once for each criteria/binary operator on the first limit.&lt;br /&gt;
&lt;br /&gt;
These limits may be increased in the future if the need arises.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
See the [http://uwe.s2000.ws/ttdx/signal/restrictions.php?lang=en| TTDPatch Signalling Guide| nocache] for examples how to use routing restrictions (and other signalling stuff).&lt;br /&gt;
&lt;br /&gt;
This feature was contributed by Jonathan G. Rennison.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=VersionTrouble&amp;diff=5761</id>
		<title>VersionTrouble</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=VersionTrouble&amp;diff=5761"/>
		<updated>2011-06-15T11:32:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Version Trouble=&lt;br /&gt;
&lt;br /&gt;
What if TTDPatch doesn&#039;t recognize your version of TTD.&lt;br /&gt;
&lt;br /&gt;
This section should now be of no relevance, since all versions of TTD that I know of are supported by TTDPatch. But if you&#039;re interested anyway, read on.&lt;br /&gt;
&lt;br /&gt;
TTDPatch will have to know the locations of code that has to be patched. This will usually be a table that has to be compiled into the program to make it work.&lt;br /&gt;
&lt;br /&gt;
If the version of TTD you are using is not known to TTDPatch, it will tell you so and offer the option to try and start anyway. However, this is a bit tricky, and may result in the program locking up, or causing a protection violation. Depending on your operating system, this may lead to complete hang of the computer. So, don&#039;t try this if you have any important programs running in the background.&lt;br /&gt;
&lt;br /&gt;
These are the versions that are known to work:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!     !!File size&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Language ||DOS   ||Windows&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|American ||496,543 ||1,695,744&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|English ||496,601 ||1,696,256&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|German  ||499,583 ||1,699,328&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|French  ||505,759 ||1,707,008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Spanish ||506,237 ||1,707,520&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ErrorMessages&amp;diff=5760</id>
		<title>ErrorMessages</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ErrorMessages&amp;diff=5760"/>
		<updated>2011-06-15T11:32:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Error Messages=&lt;br /&gt;
&lt;br /&gt;
An explanation of all the error messages.&lt;br /&gt;
&lt;br /&gt;
This is a list of all errors and warnings that can occur while TTDPatch is still loading. Messages while inside the game are not covered here.&lt;br /&gt;
&lt;br /&gt;
The messages are sorted alphabetically, ignoring an initial &amp;quot;Warning:&amp;quot; or &amp;quot;Error:&amp;quot; that is not part of the actual message.&lt;br /&gt;
&lt;br /&gt;
;*** Internal TTDPatch error #[number] ***: This message should not occur, it means something went wrong in the patching program. Report this message to the author of TTDPatch.&lt;br /&gt;
&lt;br /&gt;
;Can&#039;t write to TTDLOAD.OVL, is it read-only?: This happens after copying the TTD executable to &amp;lt;tt&amp;gt;ttdload.ovl&amp;lt;/tt&amp;gt;, when TTDPatch tries to patch this copy. Most likely it is set to read-only. Remove the read-only flag and it should work.&lt;br /&gt;
&lt;br /&gt;
;Configuration line is longer than 32 chars, truncated: For some reason, you have a very long line in the configuration file. Only the beginning of it has been considered by the patch.&lt;br /&gt;
&lt;br /&gt;
;Copy error - file doesn&#039;t exist.: When TTDPatch tried to copy the old executable to &amp;lt;tt&amp;gt;ttdload.ovl&amp;lt;/tt&amp;gt;, something went wrong and nothing was copied. You can try to copy it yourself and run TTDPatch again. It will then try to work with this copy instead, and not copy the file itself.&lt;br /&gt;
&lt;br /&gt;
;Could find neither TYCOON.EXE nor TTDX.EXE.:&lt;br /&gt;
&lt;br /&gt;
;Could not find GAMEGFX.EXE.: There are two possibilities. Either you started TTDPatch from the wrong directory, or you have the wrong version of the patch. Make sure that you copied the patch into the TTD folder, and that you didn&#039;t mismatch the DOS and the Windows versions.&lt;br /&gt;
&lt;br /&gt;
;Could not determine program version.: This means that TTDPatch couldn&#039;t find out what version of TTD you are using, and thus cannot patch it. This can only be fixed by sending your executable to the maintainer of TTDPatch. It&#039;s most likely that it actually isn&#039;t TTD but something else.&lt;br /&gt;
&lt;br /&gt;
;Couldn&#039;t execute TTDLOAD.OVL: There was a problem running the game (contained in TTDLOAD.OVL). This message is followed by a more detailed error description that may help you determine the cause of this problem.&lt;br /&gt;
&lt;br /&gt;
;Couldn&#039;t find cfg file &amp;lt;file&amp;gt;. Ignored.: You specified a file with the -C option or the include directive, but it could not be found. You probably have a typo in the filename.&lt;br /&gt;
&lt;br /&gt;
;Couldn&#039;t install code loader - try deleting TTDLOAD.OVL.: TTDPatch found some problem in &amp;lt;tt&amp;gt;ttdload.ovl&amp;lt;/tt&amp;gt; and couldn&#039;t patch it. You can try to delete &amp;lt;tt&amp;gt;ttdload.ovl&amp;lt;/tt&amp;gt; so that TTDPatch creates it again, hopefully correct this time. Otherwise there is some problem with your TTD executable.&lt;br /&gt;
&lt;br /&gt;
;Create process failed.: This happens in the Windows version of TTDPatch, when it is unable to start TTD. The reason can be that TTD is not installed properly, or that &amp;lt;tt&amp;gt;ttdloadW.ovl&amp;lt;/tt&amp;gt; is outdated. Please try deleting &amp;lt;tt&amp;gt;ttdloadW.ovl&amp;lt;/tt&amp;gt; first, and see if it helps. If not, check whether TTD runs without the patch. If it doesn&#039;t, you may have to re-install. One other possibility is a conflict with another program or not enough system resources. Try shutting down all other programs before running TTDPatch.&lt;br /&gt;
&lt;br /&gt;
;Invalid cfg line `&amp;lt;name&amp;gt;&#039;: You have a switch in the configuration file or on the command line that TTDPatch does not recognize. Either you have made a typo, or it could be that your configuration file is for a different version of the patch. For example, you may have a configuration tool that makes files for TTDPatch 2.0, but you only actually have TTDPatch 1.9. In that case TTDPatch 1.9 will complain about all switches that are new in version 2.0, because it doesn&#039;t understand them yet. Just upgrade your TTDPatch version, or remove the offending line from the configuration file.&lt;br /&gt;
&lt;br /&gt;
;Invalid original segment length.: This message indicates that something is wrong with the &amp;lt;tt&amp;gt;ttdload.ovl&amp;lt;/tt&amp;gt;. Try deleting that file, so that TTDPatch can create it again, hopefully correctly this time.&lt;br /&gt;
&lt;br /&gt;
;Not enough memory available, need &amp;lt;number&amp;gt; KB more: The DOS version ran out of memory. You must make more memory available to the patch for it to work.&lt;br /&gt;
&lt;br /&gt;
;Reading ttdpttxt.dat: Invalid file format.: TTDPatch could not read ttdpttxt.dat because it is not in the expected format. You must run mkpttxt.exe to generate this file from ttdpttxt.txt. Do not edit ttdpttxt.dat directly.&lt;br /&gt;
&lt;br /&gt;
;Sorry, this version of TTDPatch works only with the DOS/Windows version: You have the wrong version of the patch, or the wrong version of TTD. You must get the DOS version of the patch for the DOS version of TTD, and the Windows version of the patch for the Windows version of TTD.&lt;br /&gt;
&lt;br /&gt;
;TTD is not installed properly (registry error &amp;lt;number&amp;gt;): This message can occur if you have the Windows version, but didn&#039;t install it with its installer program. TTDPatch tried reading the registry entries for the game, but they were either missing or incorrect. Try reinstalling TTD with its installer program.The specific meaning of the registry error numbers:&lt;br /&gt;
#The registry key &amp;quot;HKLM\Software\Fish Technology Group\Transport Tycoon Deluxe&amp;quot; does not exist.&lt;br /&gt;
#&lt;br /&gt;
#The value &amp;quot;HDPath&amp;quot; does not exist or could not be read from the registry key.&lt;br /&gt;
#&lt;br /&gt;
#The TTD folder does not have a short (DOS-compatible) name.Other numbers indicate that the &amp;quot;HDPath&amp;quot; registry value could not be updated.&lt;br /&gt;
&lt;br /&gt;
;The switch `&amp;lt;name&amp;gt;&#039; (-&amp;lt;option&amp;gt;) is obsolete: You have a switch in the configuration file or on the command line that is no longer valid in this version of TTDPatch. Either it has been replaced by a different switch, or it is no longer required. Simply remove it from the configuration file or command line.&lt;br /&gt;
&lt;br /&gt;
;This is not Transport Tycoon Deluxe: You are trying to run TTDPatch, but you do not have Transport Tycoon Deluxe. You probably have a version of regular Transport Tycoon, which will not work with the patch.&lt;br /&gt;
&lt;br /&gt;
;This is not a known executable format: TTDPatch could not determine whether your game is the DOS or Windows version. This probably means that the installation is corrupt; try installing TTD again.&lt;br /&gt;
&lt;br /&gt;
;ttdpttxt.dat must be remade for this version of TTDPatch: You are using ttdpttxt.dat, see [[CustomIngameTexts| Custom in-game texts]]. Your file was for a different version of TTDPatch and must be updated. Simply run mkpttxt.exe again to do this.&lt;br /&gt;
&lt;br /&gt;
;Unknown switch `&amp;lt;name&amp;gt;&#039;: See &amp;quot;Invalid cfg line&amp;quot; above.&lt;br /&gt;
&lt;br /&gt;
;Unknown on/off state &amp;lt;name&amp;gt;, set to off: You have a line in the configuration file that has a switch setting which the patch does not recognize, so the switch is turned off. Perhaps you made a typo when editing the file.&lt;br /&gt;
&lt;br /&gt;
;Unrecognised .EXE format.: &amp;lt;tt&amp;gt;tycoon.exe&amp;lt;/tt&amp;gt; is not an executable file. This should not happen, unless you copied or renamed something else to &amp;lt;tt&amp;gt;tycoon.exe&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Version has too many numbers!: While trying to find out version of TTD, the program got confused because it found more than the usual three numbers. This can only be fixed by sending your executable to the maintainer of TTDPatch.&lt;br /&gt;
&lt;br /&gt;
;Version is unknown!:&lt;br /&gt;
&lt;br /&gt;
;Your program version is not known to this program: You are running TTDPatch with an unknown version of TTD, or you told it to ignore its version data. This will usually work fine, but it may take a longer time to start TTD than usual, up to a minute on slow computers.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=VersionHistory&amp;diff=5759</id>
		<title>VersionHistory</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=VersionHistory&amp;diff=5759"/>
		<updated>2011-06-15T11:32:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Version History=&lt;br /&gt;
&lt;br /&gt;
What feature was added when?&lt;br /&gt;
&lt;br /&gt;
For versions from 1.9 and above, this section lists the versions that introduced new features or sign cheats. It only mentions final release versions, and neither alpha nor beta versions. It also omits all minor changes, bug fixes and small improvements to existing versions. For a full list of changes, check the change log on the source code page of the TTDPatch site.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Version&amp;lt;span style=&#039;color:white&#039;&amp;gt;_&amp;lt;/span&amp;gt;!!Changes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V2.0 ||New Graphics for all vehicle types&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09/25/03 ||Unified Maglev&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Bridge Speed Limits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Eternal Game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Show Full Date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Signals on Road Traffic Side&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Electrified Railways&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||New Starting Year&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Realistic Acceleration&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Error Popup Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||New Town Growth Switches&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Miscellaneous Modifications&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Save Optional Data&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More Build Options&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Semaphore Signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Plant Many Trees&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More Hotkeys&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More Currencies and Euro&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Manual Track Conversion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Enhanced Graphical User Interface&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More Town Statistics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||New Wagon Age Rating&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Build on Slopes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Track Type Cost Differences&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||New Plane Speed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Build on Coasts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Sell Entire Trains&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||New Road Vehicle Crashes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Stable Industries&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: Semaphores to switch between semaphore and light signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: PlantTrees to plant trees in a rectangular area around the sign&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: RemoveHQ to remove the company headquarters&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: Climate to switch the current climate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: Subsidy to force a new subsidy to be offered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: Debugger to activate TTD&#039;s built-in debugger&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: Graphics to activate or deactivate specific new .grf files&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.9 ||Go to Depot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10/29/02 ||New ship models and graphics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: PlayerID supports switching temporarily&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Subsidiary management&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Move red error popup windows into a corner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Gradual loading/unloading&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Signal wait times&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Disaster selection&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Distinction between forced and regular auto-renewal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||News items generated for more events&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Custom in-game texts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: NoUnload&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: ReloadEngines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Lots of bug fixes again...&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.8.1 ||Multiheaded Steam and Diesel engines smoke properly&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07/24/02 ||Cht: PlayerID&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Feeder service&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Added Hungarian, Italian and Spanish translations&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Pre-signals without signals are green now&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Screenshots work in the Windows version too&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Many bugfixes: Ctrl key, Clearghosts, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.8 ||Add extended command line options (-X...)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|03/11/02 ||Plane crash control (by Marcin)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Bribe option&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Show current vehicle speed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Sign cheats optionally cost money&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||New signal graphics for pre-signals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More complex pre-signal setups&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Autorenew: automatically renew old vehicles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Crash logger for crashes of the DOS version&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Windows 2000/XP compatibility for the Windows version&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Savegames with more vehicles now get a &amp;lt;tt&amp;gt;trp&amp;lt;/tt&amp;gt; filename&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Add load option to the disk menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||City bridges can be removed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: AllEngines, Cht: RemoveEngines, Cht: ClearPreSig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Multihead option now has an optional speedup parameter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Convert source code from C++ to C (by Marcin)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||... and many, many bug fixes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.7 ||TTDPatch supports the Windows version of TTD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|02/24/01 ||Trains with additional engines for more power&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||TTDPatch can swap out and leave more memory to TTD&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||A low memory version that only needs 2.5 MB&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Road vehicles queue up at the station&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: resetstation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More airports allowed per city&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Many, many bug fixes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Now patching &amp;lt;tt&amp;gt;ttdload.ovl&amp;lt;/tt&amp;gt;, not &amp;lt;tt&amp;gt;ttdload.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||TTDPatch is now distributed under the terms of the GPL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.6 ||Several bug fixes in the cfg file, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07/15/00 ||Keep small airports around&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Fixed eternal servicing after 2055&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Build 7x7 station with Ctrl&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Longer bridges, up to half the map length&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Multiplayer: Cheats only affect player placing signs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Bulldoze all city roads&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Boost AI, set recursion factor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: AllNonStop and Cht: NoNonStop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: ServInt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Automatic language selection and support for English, Dutch, French, German and Italian.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.5.1 ||Configuration file support&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10/16/99 ||Convert source code to C++&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Convert docs to Texinfo&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Framework for multiple language support&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.5 ||Turn off inflation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|09/04/99 ||Office towers in Tropic/Arctic accept food too&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Longer stations (up to 7 squares)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Borrow/Repay maximum amount by holding Ctrl key&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||The default service interval is selectable&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: DumpMemory for saving uncompressed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Pre-signals no longer experimental&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Persistent engines won&#039;t become obsolete if in use&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Full load for any cargo type, not the whole train&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Selectable station goods&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Fixed Cht: OwnCrossing (I think...)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.4.3 ||This was just a bug fix beta version, no real release&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|08/16/99 ||Fixed -trpb and -x, they were broken (except when using -a) since V1.4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.4.2 ||Three new versions supported: German, French and Spanish&lt;br /&gt;
&lt;br /&gt;
08/12/99&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.4.1 ||-w switch for pre-signals now actually works&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07/31/99 ||(no need to use -a anymore)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.4 ||More multiplayer support (now also for -l)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07/29/99 ||Improved algorithm to calculate load/unload times&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Mammoth trains up to 127 cars&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Cht: Renew and Cht: Owncrossing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Pre-signals supported but still experimental&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||All switches must be entered in lowercase letters now, to allow for future switches. Sorry for the inconvenience but I&#039;m running out of letters...&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.3 ||Fixed &amp;quot;ghost train&amp;quot; bug&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|07/16/99 ||Added multiplayer support&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.2 ||Enable CD-only version of TTD by passing the CD drive parameter to TTDPatch&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|06/06/99 ||Stations extensible to up to 7 equal platforms&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.1 ||Now also supports version V2.01.119 with a file size of 496601 bytes.&lt;br /&gt;
&lt;br /&gt;
06/03/99&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|V1.0 ||First version, supports TTD V2.01.119, with an executable file size of 496543 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|05/30/99||Train refitting&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Improved handling of way points to prevent trains from getting lost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Automatic Track Conversion to Monorail or Maglev (including trains)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||Trains can be faster on hills and in curves&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More vehicles; now up to 40000 instead of just 690&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|||More trains, planes etc.; now up to 240 of each type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested, you can read the original announcement of version 1.0 [http://groups-beta.google.com/group/comp.sys.ibm.pc.games.strategic/msg/3d275b8366f42cbb| here] (Google Groups).&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=CurrencyEntries&amp;diff=5758</id>
		<title>CurrencyEntries</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=CurrencyEntries&amp;diff=5758"/>
		<updated>2011-06-15T11:32:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Currency Entries=&lt;br /&gt;
&lt;br /&gt;
How to change currencies and create custom ones&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;morecurrencies&amp;quot;, TTD can have up to 19 currencies. All available slots are filled by default, but you can change any of the new currencies to another one simply by overwrititng its data in &amp;lt;tt&amp;gt;ttdpttxt.txt&amp;lt;/tt&amp;gt;, see above.&lt;br /&gt;
&lt;br /&gt;
The entries beginning with &amp;quot;curr_&amp;quot; specify the data for a currency. Each of them consists of six parts, separated by NUL codes (\00). Filling the first part is mandatory, but all other parts can be empty, meaning that the values hardcoded in TTDPatch should be applied. If you specify numbers, you can put spaces before and after them.&lt;br /&gt;
&lt;br /&gt;
The first part is the name of the currency followed by the currency symbol in brackets (For example: &amp;quot;Hungarian Forint (Ft)&amp;quot;.) This text will be shown in the currency list in the Game Options window. This part is mandatory.&lt;br /&gt;
&lt;br /&gt;
The second part is the exchange ratio between British pounds and the currency multiplied by 1000. For example, 1 British pound is 375.62 Forint, so this value should be 375620 for the Forint.&lt;br /&gt;
&lt;br /&gt;
The third part defines the thousand separator and symbol placement of the currency. If this isn&#039;t empty, the first character will be used for the thousand separator. If a second character is present, and it&#039;s a character number one (\01), the currency symbol will be placed after the number by default. If there is no second character or it&#039;s not \01, the currency symbol will be before the number by default. These options can be overridden if the player forces all currencies to have the same separator or placement by modifying the parameter of the morecurrencies switch.&lt;br /&gt;
&lt;br /&gt;
The fourth and fifth parts can&#039;t be longer than four characters, these specify the currency symbol. The first symbol is used before the number, the second after the number. If there should be no space between the number and the symbol (&amp;quot;$100,000&amp;quot;), both of them should be the same and they shouldn&#039;t contain spaces. If there should be a space separating the number and the symbol (&amp;quot;$ 100,000&amp;quot;), the first symbol entry should end with a space, the second should start with a space.&lt;br /&gt;
&lt;br /&gt;
The sixth part specifies when should the currency change to Euro. If it should never change, specify 0, otherwise specify the year when it changes to Euro.&lt;br /&gt;
&lt;br /&gt;
If you simply want to translate the name of the currency, translate the first part and put six NUL codes (\00) after it. If you want to change only some options (for example, you want to lower the exchange ratio), specify only the data you want to change, and leave the other parts empty (the currency name must be specified, though). If you want to change the currency to something else, specify all the parts to override all the hardcoded TTDPatch data.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example that sets the options of the Hungarian Forint to the defaults used by TTDPatch:&amp;lt;pre&amp;gt;curr_HUF=&amp;quot;Hungarian Forint (Ft)\00375620\00.\01\00Ft \00 Ft\002008\00&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that each option starts immediately after the preceding \00 separator.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=DetailedInformation&amp;diff=5757</id>
		<title>DetailedInformation</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=DetailedInformation&amp;diff=5757"/>
		<updated>2011-06-15T11:32:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What all the custom text entries mean&lt;br /&gt;
&lt;br /&gt;
This section has a list of all entries in &amp;lt;code&amp;gt;ttdpttxt.txt&amp;lt;/code&amp;gt;, with the default values, and what they are used for. You should leave the control codes (a backslash followed by two hexadecimal digits, e.g. \7c) alone, they are place holders for numbers, other text strings or colour or font changes. To put a literal backslash, use two backslashes (\\). \00 marks the end of a string.&lt;br /&gt;
&lt;br /&gt;
;bribetext=&amp;quot;Bribe the local authority\00&amp;quot;: Menu entry in the local authority menu for the bribe option&lt;br /&gt;
&lt;br /&gt;
;bribedesc=&amp;quot;\94\80\n&amp;quot;:&amp;lt;code&amp;gt;&amp;quot;\90 Bribe the local authority to increase your rating, at the risk &amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot;of a severe penalty if caught.\n&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;quot; Cost: \7f\00&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Description of the bribe option in the local authority menu&lt;br /&gt;
&lt;br /&gt;
;bribefailed1=&amp;quot;\94Your attempted bribery has been\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;bribefailed2=&amp;quot;\94discovered by a regional investigator.\00&amp;quot;: Both lines of the error message shown when a bribe is denied.&lt;br /&gt;
&lt;br /&gt;
;headingfor=&amp;quot;\95\80, \84\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;headingfordepot1=&amp;quot;\95\80 Train Depot, \84\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;headingfordepot2=&amp;quot;\95\80 Road Depot, \84\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;headingfordepot3=&amp;quot;\95\80 Ship Depot, \84\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;headingfordepot4=&amp;quot;\95\80 Hangar, \84\00&amp;quot;: Used with &amp;quot;showspeed&amp;quot; in the status bar of each vehicle. The first entry is used for stations, the rest for specific types of depots. You can modify the first two entries to show tractive effort and acceleration when the realistic acceleration model is enabled. For details, see [[RealisticAcceleration| Realistic Acceleration]].&lt;br /&gt;
&lt;br /&gt;
;withsignals=&amp;quot;Railroad track with \80 (\80)\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;wplainsignals=&amp;quot;plain signals\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;wpresignals=&amp;quot;pre-signals\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;wpresigexits=&amp;quot;pre-signal exits\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;wprecombined=&amp;quot;combined signals\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;presigautomatic=&amp;quot;automatic\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;presigmanual=&amp;quot;manual\00&amp;quot;: Description of track with signals when using the presignal switches, for the four different kinds of signals possible, as well as whether they were set automatically or manually.&lt;br /&gt;
&lt;br /&gt;
;vehmulttoolow1=&amp;quot;\94Warning: Game saved with veh. multiplier \7e.\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;vehmulttoolow2=&amp;quot;\94Removed \7e vehicles in \7e consists and \7e special objects.\00&amp;quot;: Error message shown when a savegame is loaded that had a &amp;quot;morevehicles&amp;quot; setting larger than the current setting. See [[IncreasedNumberOfVehicles| Increased Number of Vehicles]].&lt;br /&gt;
&lt;br /&gt;
;rchunknotloaded1=&amp;quot;\94Warning: Game uses some features of\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;rchunknotloaded2=&amp;quot;\94TTDPatch that are disabled or not present in this version. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Data may be lost.\00&amp;quot;: Error message shown when a savegame is loaded that requires certain switches to be enabled. It is not easily possible to tell which switches these are, unfortunately. As of version 2.0, this message is shown when the savegame contains extended town data but they&#039;re not enabled in TTDPatch. See [[MoreTownStatistics| More Town Statistics]].&lt;br /&gt;
&lt;br /&gt;
;loadgame=&amp;quot;Load game\00&amp;quot;: Load menu item in the disk menu&lt;br /&gt;
&lt;br /&gt;
;gotodepot=&amp;quot;Go to \80\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;gotodepotonly=&amp;quot;Service at \80\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;gototraindepot=&amp;quot;\80 Train Depot\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;gotoroaddepot=&amp;quot;\80 Road Depot\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;gotoshipdepot=&amp;quot;\80 Ship Depot\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;gotoairdepot=&amp;quot;\80 Hangar\00&amp;quot;: Display of depots in vehicle orders with the &amp;quot;gotodepot&amp;quot; switch.&lt;br /&gt;
&lt;br /&gt;
;cannotcheat=&amp;quot;\94Cannot carry out sign cheat action\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;cheatinvalidparm=&amp;quot;\94Invalid parameter\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;cheatunknown=&amp;quot;\94Unknown sign cheat\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;cheatobsolete1=&amp;quot;\94Note: Cht: \80 is obsolete.\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;cheatobsolete2=&amp;quot;\94Use Cht: \80 instead.\00&amp;quot;: Various error messages about sign cheats.&lt;br /&gt;
&lt;br /&gt;
;managedby1=&amp;quot; (temp. Player 1)\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;managedby2=&amp;quot; (temp. Player 2)\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;manage=&amp;quot;\98Manage\00&amp;quot;: Display of current player status and the &amp;quot;manage&amp;quot; button in the player info window when using the subsidiary management feature.&lt;br /&gt;
&lt;br /&gt;
;newwagoninfo=&amp;quot;\98Cost: \7f Weight: \7ct\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Capacity: \80\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;railwaywagon=&amp;quot;railroad wagon\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;monorailwagon=&amp;quot;monorail wagon\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;maglevwagon=&amp;quot;maglev wagon\00&amp;quot;: Description of wagons when they become newly available.&lt;br /&gt;
&lt;br /&gt;
;rvweightinfo=&amp;quot;\98Weight: \95\7c.\7dt  \98Power: \95\7chp \80\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;rvweightpurchasewindow=&amp;quot;\98Cost: \8a\7f\98  Speed: \8a\84\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;\98Running Cost: \8a\7f/yr\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;\98Power: \8a\7chp\98 Weight: \8a\7d.\7dt\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;\98Capacity: \8a\80\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;\98Designed: \8a\7e\98  Life: \8a\7c years\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;\98Max. Reliability: \8a\7d%\00&amp;quot;: Description of road vehicle stats when using realistic acceleration, first in the vehicle info window, then the purchase window.&lt;br /&gt;
&lt;br /&gt;
;grfloaderror=&amp;quot;\94Error loading new graphics:\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;toomanysprites=&amp;quot;\94More sprites than specified (file \80).\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;outofmemory=&amp;quot;\94Out of memory (file \80).\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;wronggrfversion=&amp;quot;\94Wrong .grf version (file \80).\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;toomanyspritestotal=&amp;quot;\94Cannot load more sprites (from file \80).\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;filenotfound=&amp;quot;\94File \&amp;quot;\80\&amp;quot; not found.\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;invalidsprite=&amp;quot;\94File \&amp;quot;\80\&amp;quot; has invalid sprite #\7c.\00&amp;quot;: Error messages shown when loading new graphics fails.&lt;br /&gt;
&lt;br /&gt;
;elecrailconstitle=&amp;quot;\94Electrified Railroad Construction\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;elecrailconsmenu=&amp;quot;Electr. railroad construction\00&amp;quot;: Construction menu entry and window title for electrified railroad construction.&lt;br /&gt;
&lt;br /&gt;
;ufodestroyed=&amp;quot;\98\0f&#039;UFO&#039; destroyed in huge explosion near \80!\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;lmilloutoftrees=&amp;quot;\98\0f\80 \80 ran out of nearby trees!\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;eurointroduced=&amp;quot;\98\0fMonetary union!\n\n&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;European countries switch from national currencies to Euro!\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;aircraftcleared=&amp;quot;\98\0fRemnants of the recent plane crash have been cleared from \80!\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;zeppelincleared=&amp;quot;\98\0fRemnants of the recent Zeppelin crash have been cleared from \80!\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;traincleared=&amp;quot;\98\0fRemnants of the recent train crash have been cleared near \80!\00&amp;quot;: News messages about various events.&lt;br /&gt;
&lt;br /&gt;
;curr_HUF=&amp;quot;Hungarian Forint (Ft)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_PLN=&amp;quot;Polish Zloty (zl)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_ATS=&amp;quot;Austrian Shilling (ATS)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_BEF=&amp;quot;Belgian Franc (BEF)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_DKK=&amp;quot;Danish Krone (DKK)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_FIM=&amp;quot;Finnish Markka (FIM)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_GRD=&amp;quot;Greek Drachma (GRD)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_CHF=&amp;quot;Swiss Franc (CHF)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_NLG=&amp;quot;Dutch Guilder (NLG)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_ITL=&amp;quot;Italian Lira (ITL)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_SEK=&amp;quot;Swedish Krona (SEK)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_RUB=&amp;quot;Russian Rubel (RUB)\00\00\00\00\00\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;curr_EUR=&amp;quot;Euro (\9e)\00\00\00\00\00\00&amp;quot;: Definition of new currencies, see the next section for details.&lt;br /&gt;
&lt;br /&gt;
;townlastmonthaccepted=&amp;quot;\98Cargo accepted last month at all stations:\00&amp;quot;: Display of more town statistics using &amp;quot;moretownstats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;endofsharedorders=&amp;quot;\01\0a- - End of shared orders - -\00&amp;quot;: End of a shared order list.&lt;br /&gt;
&lt;br /&gt;
;hotkeylistdos=&amp;quot;x   !@#$t%1234567890==\1e\\\00&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
;hotkeylistwin=&amp;quot;x   !@#$t%1234567890==`\\\00&amp;quot;: List of new hotkeys for the DOS and Windows version. The first four characters are reserved. After this follow six characters which toggle display options, and finally 14 characters for the fourteen construction items in the railway construction menu. If the second character (the first after the &amp;quot;x&amp;quot;) is a question mark &amp;quot;?&amp;quot;, it will turn on the key code display, meaning that every time you press a key in TTD, it will display what key it thinks that was, so that you can find out what character to use in the hotkey list. Note that the control codes are not placeholders here, but keycodes.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=CustomIngameTexts&amp;diff=5756</id>
		<title>CustomIngameTexts</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=CustomIngameTexts&amp;diff=5756"/>
		<updated>2011-06-15T11:32:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Custom in-game texts=&lt;br /&gt;
&lt;br /&gt;
Translating the new in-game texts&lt;br /&gt;
&lt;br /&gt;
TTDPatch adds several new messages that are displayed in the game, for example the bribe option. TTDPatch includes translations of these in all languages that TTD is available in. However, you may have used the TTD Translator described in the previous section, in which case your TTD is in a language that is not available with TTDPatch. As a result, the in-game texts will be in English (or whichever language your version of TTD was originally in), not your language.&lt;br /&gt;
&lt;br /&gt;
It is now possible to translate these in-game texts to your own language by using the &amp;lt;tt&amp;gt;mkpttxt.exe&amp;lt;/tt&amp;gt; program distributed with TTDPatch. Simply run this program once, and it will create a file called &amp;lt;tt&amp;gt;ttdpttxt.txt&amp;lt;/tt&amp;gt;, which contains all in-game text strings.&lt;br /&gt;
&lt;br /&gt;
To translate it, open it in a Windows editor like Notepad, or any other editor that is capable of using the ISO-8859-1 character set. Follow the instructions at the beginning of the file, and translate the entries. Then, simply run &amp;lt;tt&amp;gt;mkpttxt.exe&amp;lt;/tt&amp;gt; again, and it will create the file &amp;lt;tt&amp;gt;ttdpttxt.dat&amp;lt;/tt&amp;gt;, which will automatically be loaded by TTDPatch if it is present in the TTD directory.&lt;br /&gt;
&lt;br /&gt;
If you would like to distribute your translations, please distribute the &amp;lt;tt&amp;gt;ttdpttxt.txt&amp;lt;/tt&amp;gt; and not &amp;lt;tt&amp;gt;ttdpttxt.dat&amp;lt;/tt&amp;gt;, because the latter uses an internal format of TTDPatch that may change from time to time. If the format changes, people who have the &amp;lt;tt&amp;gt;.txt&amp;lt;/tt&amp;gt; file can simply run an updated version of &amp;lt;tt&amp;gt;mkpttxt.exe&amp;lt;/tt&amp;gt;, which isn&#039;t possible with the &amp;lt;tt&amp;gt;.dat&amp;lt;/tt&amp;gt; file.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=TranslatingTTDPatch&amp;diff=5755</id>
		<title>TranslatingTTDPatch</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=TranslatingTTDPatch&amp;diff=5755"/>
		<updated>2011-06-15T11:31:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Translating TTDPatch=&lt;br /&gt;
&lt;br /&gt;
How you can translate TTDPatch into your language.&lt;br /&gt;
&lt;br /&gt;
TTDPatch is available in a variety of languages. To choose a language, please refer to [[LanguageSelection| Language Selection]].&lt;br /&gt;
&lt;br /&gt;
It is very easy to add more languages. I just need people who are willing to translate either the program texts or the documentation, or both. For translating the program output, download the [http://www.ttdpatch.net/src/ttdptlng.zip| program texts] for all languages that TTDPatch has been translated to. Please change only the text that is in double quotes, the comments should remain the way they are, to make things easier for me.&lt;br /&gt;
&lt;br /&gt;
I&#039;m using [http://texinfo.org/| Texinfo] for the manual itself, which makes it possible to have a single file that can easily be converted into a pretty-print file (Postscript or PDF) as well as HTML for online documentation and a nicely formatted plain text file. If you want to translate the documentation, it would help if you know Texinfo, but it&#039;s pretty easy to figure out, so you shouldn&#039;t have a problem translating it.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about this or would like to help translate it, please contact Josef, see [[ContactInformation| Contact Information]].&lt;br /&gt;
&lt;br /&gt;
You can get the current version of the manual in Texinfo format from the [http://www.ttdpatch.net/src/manual.zip| TTDPatch source code page].&lt;br /&gt;
&lt;br /&gt;
For translating TTD itself, Csaba Varga has written the excellent [http://www.csucsposta.hu/csaboka/ttdtrans.htm| TTD Translator].&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=FrequentlyAskedQuestions&amp;diff=5754</id>
		<title>FrequentlyAskedQuestions</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=FrequentlyAskedQuestions&amp;diff=5754"/>
		<updated>2011-06-15T11:31:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
Look here: [http://wiki.ttdpatch.net/tiki-list_faqs.php]&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=TTDPatchMailingLists&amp;diff=5753</id>
		<title>TTDPatchMailingLists</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=TTDPatchMailingLists&amp;diff=5753"/>
		<updated>2011-06-15T11:31:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=TTDPatch Mailing Lists=&lt;br /&gt;
&lt;br /&gt;
The mailing lists about TTDPatch&lt;br /&gt;
&lt;br /&gt;
The TTDPatch mailing lists are email lists that allow you to discuss TTDPatch with other list subscribers, as well as ask questions about the patch and keep up to date with the latest developments of the patch.&lt;br /&gt;
&lt;br /&gt;
Note that if you have questions about the patch or need help, there are other ways than the mailing lists described in the previous section. Use whichever you find the most convenient.&lt;br /&gt;
&lt;br /&gt;
There are three mailings lists for TTDPatch:&lt;br /&gt;
&lt;br /&gt;
;ttdpatch: The general topic list for questions, comments, general discussion and so on. Anyone who is subscribe can contribute. All messages to the announcements lists are copied to this list as well. This is a high volume list, with on average about 5-10 messages per day.&lt;br /&gt;
&lt;br /&gt;
;ttdpatch-announce: TTDPatch announcements only. A message is posted to this list whenever a new version of TTDPatch comes out, as well as general news and announcements about the patch and related utilities. This list is moderated, which means that only messages which are genuine announcements will be posted. It is low volume, with usually no more than one message per week.&lt;br /&gt;
&lt;br /&gt;
;ttdpatch-digest: Digested version of the above lists. All messages sent to either the general or the announcements list will be digested, and a digest is sent out on average every 30 messages, or three days after the first message in the digest, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The lists are archived at [http://lists.ttdpatch.net/]. It is often a good idea to search or browse the archive to see if your question has been answered already.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|If you want to ask a question or contribute to the lists, you need to subscribe to them. To do that, send a message to [mailto:Majordomo@ttdpatch.net||Majordomo@ttdpatch.net], with the following in the message &#039;&#039;body&#039;&#039;:&amp;lt;pre&amp;gt;subscribe &amp;lt;list name&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the list name can be any of the above lists. For example, to subscribe to the digest list, put the following in the email body:&amp;lt;pre&amp;gt;subscribe ttdpatch-digest&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You only need to subscribe to one of the lists, because all announcements are copied to the &amp;quot;ttdpatch&amp;quot; list as well, and the digests contain message from both lists too.&lt;br /&gt;
&lt;br /&gt;
Instead of composing the email yourself, you can try the following links, which should open your email program with an appropriate message, so that all you have to do is click the send button:&lt;br /&gt;
*[mailto:Majordomo@ttdpatch.net?Body=subscribe%20ttdpatch%0Aend%0A| Subscribe to the general topic list]&lt;br /&gt;
*[mailto:Majordomo@ttdpatch.net?Body=subscribe%20ttdpatch-announce%0Aend%0A| Subscribe to the announcements list]&lt;br /&gt;
*[mailto:Majordomo@ttdpatch.net?Body=subscribe%20ttdpatch-digest%0Aend%0A| Subscribe to the digested list]&lt;br /&gt;
&lt;br /&gt;
All emails to the announcements list are tagged so that you can filter the already infrequent messages you&#039;re not interested in. The subject line will look like this:&amp;lt;pre&amp;gt;Subject: Beta: TTDPatch 2.0 beta 4 released&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a list of the possible tags:&lt;br /&gt;
&lt;br /&gt;
;Alpha, Beta, Release: Announcements of a new alpha, beta or release version of TTDPatch.&lt;br /&gt;
&lt;br /&gt;
;Related: Messages regarding programs related to TTDPatch, such as configuration utilities&lt;br /&gt;
&lt;br /&gt;
;Announce: A general announcement about changes in the mailing lists; about policies, new lists etc.&lt;br /&gt;
&lt;br /&gt;
;News: General news about TTDPatch&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Help&amp;diff=5752</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Help&amp;diff=5752"/>
		<updated>2011-06-15T11:31:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Help=&lt;br /&gt;
&lt;br /&gt;
Where to get help with TTDPatch&lt;br /&gt;
&lt;br /&gt;
So, you have tried TTDPatch and it didn&#039;t work like it should? You need some help getting it to work?&lt;br /&gt;
&lt;br /&gt;
You&#039;ve already found a good way to get help, namely this manual itself. If you can&#039;t find what you&#039;re looking for, a good place to start is to search the site (see the box at the left). Just try to think of a keyword that might relate to your question.&lt;br /&gt;
&lt;br /&gt;
Also, you might try reading the FAQ section just below, it has answers to many common questions.&lt;br /&gt;
&lt;br /&gt;
There are also a few ways of asking other people for help:&lt;br /&gt;
*Mailing list: If the FAQ or the manual don&#039;t answer your questions, you can post to the mailing list, see [[TTDPatchMailingLists| TTDPatch Mailing Lists]] in the next section.&lt;br /&gt;
*Official TTDPatch forum: You can ask your question on the official [http://www.tt-forums.net/| TTDPatch forum].&lt;br /&gt;
*Newsgroup: If you have access to Usenet, ask your question on the Transport Tycoon newsgroup [news:alt.games.microprose.transport-tyc| alt.games.microprose.transport-tyc].&lt;br /&gt;
|-&lt;br /&gt;
|*IRC: There&#039;s the [irc://irc.quakenet.org/tycoon||#tycoon] channel on Quakenet as well, see also [[TheIrcChannel]].&lt;br /&gt;
&lt;br /&gt;
Finally, if all else fails, you can of course contact the author, see [[ContactInformation| Contact Information]]. Note that this is usually the &#039;&#039;slowest&#039;&#039; way to get answers, because Josef is very busy working on the patch...&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=DebugSwitches&amp;diff=5751</id>
		<title>DebugSwitches</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=DebugSwitches&amp;diff=5751"/>
		<updated>2011-06-15T11:31:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Debug switches=&lt;br /&gt;
&lt;br /&gt;
Modifying how TTDPatch works&lt;br /&gt;
&lt;br /&gt;
Debug switches are not useful for most people, but they can sometimes help fixing odd problems in the patch. They are mostly intended to be used by developers when testing the patch.&lt;br /&gt;
&lt;br /&gt;
To use them, they must be the first switch on TTDPatch&#039;s command line, and start with an exclamation mark, &amp;quot;!&amp;quot;. After the exclamation mark follows the list of debug switches, each of them possibly trailed by a &amp;quot;+&amp;quot; or &amp;quot;-&amp;quot; to choose two different modes of operation. Currently if neither &amp;quot;+&amp;quot; nor &amp;quot;-&amp;quot; is specified, &amp;quot;+&amp;quot; is assumed. An example:&amp;lt;pre&amp;gt;ttdpatch.exe -!v+T+w-&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This would run TTDPatch to collect new version information and terminate before even starting TTD. If any warnings occur, they are ignored.&lt;br /&gt;
&lt;br /&gt;
Alternatively, since revision 798 debug switches may be specified in the configuration file: &amp;lt;pre&amp;gt;debugswitches v+T+w-&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the complete list of debug switches:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Switch !!Meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|v- ||Ignore TTD version info stored with TTDPatch (i.e. do not recognize TTD version)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|v+ ||Collect TTD version info and write to a file&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|s- ||Never swap out the real mode code when starting TTD (DOS only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|s+ ||Always swap out the real mode code when starting TTD (DOS only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|c ||This switch is very special: if specified, TTDPatch will not process the command line options as usual, instead it will treat the rest of the command line as name and arguments of a program to run. This feature can be used to analyze TTDPatch&#039;s memory usage in the DOS version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|t- ||Assume &amp;lt;tt&amp;gt;TTDLOAD(W).OVL&amp;lt;/tt&amp;gt; exists and is correct, don&#039;t process it or try to locate the original files. Currently this is useful only if combined with the c debug switch, otherwise it&#039;ll prevent TTDPatch from working and may cause a crash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|m- ||Run even if there&#039;s not enough memory to start TTD (DOS only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|f- ||Don&#039;t read or create the default &amp;lt;tt&amp;gt;ttdpatch.cfg&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|a- ||Don&#039;t check dependencies between switches. If used, TTDPatch will not correct illegal combinations of switches. Warning: some switch combinations are dangerous. For example, if startyear is set to 1927 and generalfixes to off, TTD will probably hang when you try to start a new random game. Normally, i.e. without this debug switch, TTDPatch would prevent that by turning generalfixes on. See [[NewStartingYear| New Starting Year]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|w- ||Do not wait for a key after a warning message, just continue&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|w+ ||Do not wait for a key after a warning message, just abort&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|o+ ||Reorder all switches alphabetically when writing a configuration file, not only the new ones&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|T- ||Terminate TTDPatch after parsing the cfg/cmdline (only TTDPatch 2.0.1 alpha 51 or higher)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|T+ ||Terminate TTD immediately after collecting version information (see v+)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|L+ ||Load language data from the file named &amp;lt;tt&amp;gt;language.dat&amp;lt;/tt&amp;gt; instead of the TTDPatch executable. Useful in debugging because many debuggers fail to load symbol information with those data appended to the executable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|C+ ||Load patch code from &amp;lt;tt&amp;gt;loaderd.bin&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ttdprotd.bin&amp;lt;/tt&amp;gt; for DOS or &amp;lt;tt&amp;gt;loaderw.bin&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ttdprotw.bin&amp;lt;/tt&amp;gt; for Windows. Useful in debugging because many debuggers fail to load symbol information with that code appended to the executable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|R+||Load relocation information from &amp;lt;tt&amp;gt;relocd.bin&amp;lt;/tt&amp;gt; for DOS or &amp;lt;tt&amp;gt;relocw.bin&amp;lt;/tt&amp;gt; for Windows. Useful in debugging because many debuggers fail to load symbol information with that code appended to the executable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|I- ||Prevent the enhanced keyboard handler from updating keyboard LED indicators. The Lock keys will still toggle internal flags, though. (DOS only)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|S+ ||Dump information about all supported switches (non-debug, non-special ones) to swtchlst.txt and abort&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|S-||Write current patch version and switch information in XML format to switches.xml and abort (only TTDPatch 2.0.1 alpha 21 or higher)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|P+||Don&#039;t check ttdpatch.dll to see if it needs to be updated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|n+ ||Use noregistry information from registry.ini&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|n- ||Do not use noregistry information&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|r||Do not run TTDLOAD(W).OVL directly (since 2.5 beta 9)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=EnhancedKeyboardMapping&amp;diff=5750</id>
		<title>EnhancedKeyboardMapping</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=EnhancedKeyboardMapping&amp;diff=5750"/>
		<updated>2011-06-15T11:31:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Enhanced Keyboard Mapping=&lt;br /&gt;
&lt;br /&gt;
Remapping key combinations in TTD&lt;br /&gt;
&lt;br /&gt;
TTD uses its own character set, which is a modification of the ISO-8859-1 (also known as Latin-1) character set with some less useful characters replaced with special symbols. For the most part, this set matches the Windows Western code page (Windows-1252), so e.g. accented letters may be entered directly in the Windows versions of TTD as long as your keyboard layout supports them. However, it doesn&#039;t work that well if you want to translate TTD (see [[TranslatingTTDPatch| Translating TTDPatch]]) to a language not covered by the Western set, like Czech or Polish, and you&#039;re going to modify TTD&#039;s character set to support characters that occur in those languages. Non-Western Windows code pages are, unfortunately, more or less incompatible with TTD. For instance, some letters that occur in Czech are mapped by Windows to character codes that TTD uses to change color of text.&lt;br /&gt;
&lt;br /&gt;
A similar problem occurs with the Euro character (see [[MoreCurrenciesAndEuro| More Currencies and Euro]]), which in most Windows code pages is mapped to the code 128; but that code has special meaning in TTD, so no character may be mapped to it, and therefore TTDPatch maps the Euro glyph to the unused code 158. Unfortunately this means you have to resort to key combinations like Alt-0158 if you want to enter the Euro character into e.g. the name of a savegame, even if the Euro character is directly supported in your keyboard layout.&lt;br /&gt;
&lt;br /&gt;
The problem is even more severe in the DOS versions of TTD, which have hardcoded and sometimes very restricted keyboard mappings (in particular, the French version is notorious for missing the colon (:) key mapping), and have no support for key combinations involving the right Alt key, common in many European locales.&lt;br /&gt;
&lt;br /&gt;
Therefore, since version 2.0 TTDPatch supports keyboard remapping. To enable this feature, first you have to get (or create yourself) the keyboard remapping file, &amp;lt;tt&amp;gt;ttdpatch.kbd&amp;lt;/tt&amp;gt; for the DOS version or &amp;lt;tt&amp;gt;ttdpatchw.kbd&amp;lt;/tt&amp;gt; for the Windows version. Simply place that file in the TTD directory, and TTDPatch will load it and enable its &#039;&#039;&#039;enhanced keyboard handler&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The keyboard remapping file is a binary file; the DOS version and the Windows version use a different format. You may download a sample file from the TTDPatch website at [http://www.ttdpatch.net/kbd-sample.zip], which contains a detailed description of the file formats as well.&lt;br /&gt;
&lt;br /&gt;
DOS versions of TTD feature its own low-level keyboard handler, so TTDPatch&#039;s enhanced keyboard handler is more powerful in the DOS version, allowing the user to remap virtually any key or key combination. Windows versions of TTD rely on the Windows keyboard driver to map keys to characters, so the Windows version of TTDPatch offers a more simple character-based remapping.&lt;br /&gt;
&lt;br /&gt;
When the enhanced keyboard handler is active, some bug fixes are activated even if the generalfixes switch is disabled (see [[GeneralFixes| General Fixes]]), and some aspects of the keyboard interface change, which is explained in detail in the sample file mentioned above.&lt;br /&gt;
&lt;br /&gt;
In the DOS versions, if the enhanced keyboard handler is active, the three Lock keys (Num Lock, Caps Lock, Scroll Lock) toggle the LED indicators on the keyboard, as they normally do in DOS and Windows. This works even if &amp;lt;tt&amp;gt;ttdpatch.kbd&amp;lt;/tt&amp;gt; is empty; however, TTD normally ignores the states of the Lock keys anyway, so if proper key mappings are not defined in &amp;lt;tt&amp;gt;ttdpatch.kbd&amp;lt;/tt&amp;gt;, this feature is rather useless.&lt;br /&gt;
&lt;br /&gt;
The enhanced keyboard mapping can work together with the morehotkeys switch (see [[MoreHotkeys| More Hotkeys]]) and the `ttdpttxt&#039; mechanism (see [[CustomIngameTexts| Custom in-game texts]]).  The keyboard remapping file defines which keys (or combinations) translate to which characters, while the `ttdpttxt&#039; mechanism decides which characters trigger which functions if morehotkeys is turned on.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=RealisticAcceleration&amp;diff=5749</id>
		<title>RealisticAcceleration</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=RealisticAcceleration&amp;diff=5749"/>
		<updated>2011-06-15T11:30:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Realistic Acceleration=&lt;br /&gt;
&lt;br /&gt;
How the new realistic acceleration is calculated&lt;br /&gt;
&lt;br /&gt;
Here you&#039;ll find out how exactly the train acceleration is calculated if you enable realistic acceleration (see [[NewCurveAndMountainHandling| New Curve and Mountain Handling]]).&lt;br /&gt;
&lt;br /&gt;
This realistic model takes into account physical properties of the train, such as engine weight, total train weight, power and tractive effort. It is of course not 100% realistic, because it doesn&#039;t support details such as a realistic torque curve, powered wheel arrangements and bogie types (although vehicles defined by new graphics sets can set this correctly), and other things that TTD knows nothing about. It had to work within the description of engines offered by TTD. As such, it assumes that the engines always operate at optimum torque, and ignores the differences between steam, diesel and electric propulsion (for example that usually not all wheels of a steam engine are powered, unlike most electric engines. Again, this is not necessarily true for new vehicle sets).&lt;br /&gt;
&lt;br /&gt;
The result is thus not perfectly realistic, but it is reasonably close. It&#039;s certainly close enough that the train acceleration &amp;quot;feels&amp;quot; more realistic. For example, effects such as friction and air drag (enhanced in tunnels) are taken into account. Therefore very heavy trains may not reach their stated top speed at all, or be able to make it up a steep hill. The acceleration also decreases the faster a train is, so that it will accelerate very quickly in the beginning, but then take a long time to reach its top speed, just like a real train.&lt;br /&gt;
&lt;br /&gt;
The basis of the calculation is the maximum force that can be generated by the engine. This is using an idealistic model of constant power, or equivalently, constant torque, which is close enough to reality though, for most real engines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TE{SUB()}eng{SUB} = P / v&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TE{SUB()}eng{SUB} is the maximum force generated by the engine in Kilonewtons, P is the power in Kilowatts and v is the speed in m/s. Of course the patch has to do a conversion from TTD&#039;s units.&lt;br /&gt;
&lt;br /&gt;
After this, the patch calculates the maximum tractive effort that the engine can exert on the rails. This depends on its adhesive weight (i.e. the weight resting on powered axles), and the coefficient of friction on steel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TE{SUB()}max{SUB} = W{SUB()}adh{SUB} * &amp;amp;micro;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TE{SUB()}max{SUB} is the maximum tractive effort in kN, W{SUB()}adh{SUB} = m{SUB()}adh{SUB} * 9.81 is the total adhesive weight in kN, and &amp;amp;micro; = 0.30 is the coefficient of friction for steel on steel as used by TTDPatch.&lt;br /&gt;
&lt;br /&gt;
The actual tractive effort is then the lower of the two values:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TE = min (TE{SUB()}eng{SUB}, TE{SUB()}max{SUB}) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is then added up for all powered vehicles in the consist, which gives the total tractive effort shown in the vehicle speed window if you have enabled that, see below.&lt;br /&gt;
&lt;br /&gt;
From the total tractive effort, the patch subtracts the loss forces of static/kinetic friction, rolling friction and air resistance, and any tangential forces from an inclined track to arrive at the net force:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;F{SUB()}net{SUB} = TE{SUB()}effective{SUB} - c0 * W - c1 * W * v - c2 * v&amp;amp;sup2; - F{SUB()}incl{SUB}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F{SUB()}net{SUB} is the net force in kN, W is the total weight of the train in kN, c0 is the coefficient of static/kinetic friction, c1 is the coefficient of rolling friction, c2 is the coefficient of air resistance and F{SUB()}incl{SUB} includes the tangential forces of inclined track.&lt;br /&gt;
&lt;br /&gt;
For c0 and c1 the patch uses the same values for all trains. These values were chosen to give a realistic feeling to the acceleration, and not strictly derived. The reason for that is that TTD doesn&#039;t have a consistent time scale, so that it is impossible to calculate the values of such constants. c2 depends on the top speed of the engine, to account for the fact that faster engines are usually streamlined. Roughly speaking, an engine that has twice the top speed than another engine is considered to have half the air resistance.&lt;br /&gt;
&lt;br /&gt;
The incline forces are calculated as a sum over all train vehicles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;F{SUB()}incl{SUB} = sum [ W[i] * sin(theta[i]) ] &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
W[i] is the weight of the i&#039;th vehicle and theta[i] is the slope of the incline for that vehicle.&lt;br /&gt;
&lt;br /&gt;
The slope is taken to be either -5%, 0% or +5%, depending on whether the vehicle is moving downhill, flat or uphill.&lt;br /&gt;
&lt;br /&gt;
Finally, once the net force is known, the patch can calculate the train acceleration:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;a = F{SUB()}net{SUB} / m &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
a is the acceleration in m/s&amp;amp;sup2; and m is the total mass of the train in kg.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s the final acceleration value used to calculate the increase in train speed from one engine tick to the next.&lt;br /&gt;
&lt;br /&gt;
If you are interested, you can see the resulting values for tractive effort and acceleration by using custom patch texts, see [[DetailedInformation| Detailed Information]]. You need to modify the &amp;quot;headingfor&amp;quot; entries to have them show tractive effort and acceleration. For example, use the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;headingfor=&amp;quot;\95\80, \84, TE=\7c kN, a=\7c\00&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This shows the tractive effort (TE) in Kilonewtons, and the acceleration (a) in cm/s&amp;amp;sup2;. The unit of acceleration is cm/s&amp;amp;sup2; because it is usually very small, and TTD cannot easily show decimals. It is only used if &amp;quot;showspeed&amp;quot; is on.  Note that this can sometimes make the status bar text too wide to fit in the window, if that annoys you, you will have to remove these displays again.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NewTownGrowthSwitchesdetails&amp;diff=5748</id>
		<title>NewTownGrowthSwitchesdetails</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NewTownGrowthSwitchesdetails&amp;diff=5748"/>
		<updated>2011-06-15T11:27:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=New Town Growth Switches (details)=&lt;br /&gt;
&lt;br /&gt;
How the new town growth switches work&lt;br /&gt;
&lt;br /&gt;
This section describes the switches that apply in &amp;quot;towngrowthratemode 2&amp;quot;. They fine tune and control every detail of town growth.&lt;br /&gt;
&lt;br /&gt;
As described in the previous section, TTD internally uses an inverse growth rate, i.e. the number of 70-tick time units between attempts to build a new house. However, the enhanced rate calculation uses a direct growth rate, defined as the average number of new town buildings per 38400 time units, which is approximately 100 years. At the end of calculations this rate is converted to the inverse growth rate. If the inverse growth rate is greater than 255, it&#039;s reduced and town growth is blocked randomly to have the same effect on the average.&lt;br /&gt;
&lt;br /&gt;
For comparison, with &amp;quot;towngrowthratemode 0&amp;quot; (TTD&#039;s original calculation), the rates are:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!number of active stations!!average rate (new houses per 100 years)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0         ||20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1         ||182&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2         ||256&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 3         ||349&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4         ||480&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
or, if a building fund is active, the rate is fixed at 640 new houses per century. These rates are as they&#039;re normally in TTD, except that a bug with 5 or more stations (see the previous section) is fixed.&lt;br /&gt;
&lt;br /&gt;
For the new growth rate calculation, we have the maximum and minimum rate, the towngrowthratemin and towngrowthratemax switches. Let &amp;lt;tt&amp;gt;&#039;&#039;ratediff&#039;&#039;&amp;lt;/tt&amp;gt; be the difference between the maximum and the minimum, i.e.   ratediff = towngrowthratemax - towngrowthratemin&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then the &#039;&#039;&#039;base rate delta multiplier&#039;&#039;&#039; (BRDM) is calculated as follows:  BRDM = (AS*ASW + PO*POW + MO*MOW + PI*PIW + MI*MIW + GI*GIW + FI*FIW + WI*WIW + SI*SIW + DI*DIW)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;        / (ASW + POW + MOW + PIW + MIW + GIW + FIW + WIW + SIW + DIW)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where the two-letter abbreviations represent &#039;&#039;&#039;growth boost components&#039;&#039;&#039; (explained in detail below) depending on, respectively:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;tt&amp;gt;&#039;&#039;AS&#039;&#039;&amp;lt;/tt&amp;gt; !!the number of active stations&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;PO&#039;&#039;&amp;lt;/tt&amp;gt; ||percentage of passengers transported (`passengers out&#039;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MO&#039;&#039;&amp;lt;/tt&amp;gt; ||percentage of mail transported (`mail out&#039;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;PI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming passengers (`passengers in&#039;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming mail (you get the picture...)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;GI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming goods&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;FI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming food&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;WI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming water&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;SI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming sweets/candy&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;DI&#039;&#039;&amp;lt;/tt&amp;gt; ||incoming fizzy drinks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each component is a number between 0 and 1, so the result (BRDM) is also between 0 and 1. The rest are weighting factors, represented by the following settings in the configuration file:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;tt&amp;gt;&#039;&#039;ASW&#039;&#039;&amp;lt;/tt&amp;gt; !!tgractstationsweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;POW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrpassoutweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MOW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrmailoutweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;PIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrpassinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;MIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrmailinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;GIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrgoodsinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;FIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrfoodinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;WIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrwaterinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;SIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrsweetsinweight&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;&#039;&#039;DIW&#039;&#039;&amp;lt;/tt&amp;gt; ||tgrfizzydrinksinweight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The higher the weighting factor for some component is relative to the other weighting factors, the more influence the asociated growth boost component has on the final growth rate. Note that it&#039;s the relation betwen weighting factors that matters; for instance, if all the other weighting factors are zero, the following set  tgractstationsweight = 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt; tgrpassoutweight = 5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
yields exactly the same results as  tgractstationsweight = 2&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt; tgrpassoutweight = 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The growth boost components are calculated as follows:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;tt&amp;gt;&#039;&#039;AS&#039;&#039;&amp;lt;/tt&amp;gt; = [[NTB / tgrtownsizebase) * TSF) + (1 - TSF]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;tt&amp;gt;&#039;&#039;NTB&#039;&#039;&amp;lt;/tt&amp;gt; is the number of buildings in the town and &amp;lt;tt&amp;gt;&#039;&#039;TSF&#039;&#039;+==tgrtownsizefactor/255 (i.e. it&#039;s a value between 0 and 1, which determines how much of the growth rate depends on the town size, in percent). This can be used to add a bit of `exponentiality&#039; to the growth of towns (remember, the growth rate is expressed in new buildings per time unit, so with a constant rate larger towns will appear to grow more slowly).&lt;br /&gt;
&lt;br /&gt;
Then the &#039;&#039;&#039;real growth rate&#039;&#039;&#039; is calculated:   RGR = towngrowthratemin + ratediff*CRDM&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;tt&amp;gt;&#039;&#039;CDRM&#039;&#039;+===+&#039;&#039;RDM&#039;&#039;&amp;lt;/tt&amp;gt; if &amp;lt;tt&amp;gt;&#039;&#039;RDM&#039;&#039;&amp;lt;/tt&amp;gt; &amp;lt;= 1, and &amp;lt;tt&amp;gt;&#039;&#039;CRDM=1&#039;&#039;&amp;lt;/tt&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
Then, if a town building fund is active in this town, 600 is added. Then, if the town is one of those supposed to be larger (see the largertowns switch), the rate is doubled. And &#039;&#039;this&#039;&#039; is the final growth rate, in new houses per century.&lt;br /&gt;
&lt;br /&gt;
As a final note, the real growth of towns is a second- or third-order effect of the final growth rate, so don&#039;t expect towns to grow exactly at the rate you&#039;ve calculated from the formulae above.... But on the average it shouldn&#039;t be far off.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=TTDTownGrowth&amp;diff=5747</id>
		<title>TTDTownGrowth</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=TTDTownGrowth&amp;diff=5747"/>
		<updated>2011-06-15T11:27:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=TTD Town Growth=&lt;br /&gt;
&lt;br /&gt;
How towns grow in regular TTD&lt;br /&gt;
&lt;br /&gt;
This is very technical, and only required if you want to fine-tune your town growth. Otherwise, you can skip over this and the next section.&lt;br /&gt;
&lt;br /&gt;
The basic time unit in TTD is a &amp;quot;tick&amp;quot;. In the following, it will be used to describe how often something happens. A tick of the simulation engine takes ca. 27 ms, if your computer is fast enough, otherwise it takes as long as necessary. One TTD day is ca. 74 ticks, which is about 2 seconds of real time on fast enough computers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;expansion state&amp;quot; of a town is determined by two fields in town structure: bit 0 in the word at the offset 0x12 (I&#039;ll call it the &amp;lt;tt&amp;gt;growth_flag&amp;lt;/tt&amp;gt;) and the byte at 0x0A (&amp;lt;tt&amp;gt;idle_countdown&amp;lt;/tt&amp;gt;):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;tt&amp;gt;growth_flag&amp;lt;/tt&amp;gt;  !!&amp;lt;tt&amp;gt;idle_countdown&amp;lt;/tt&amp;gt;  !!state&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0 ||any ||blocked&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1 ||0 ||expanding&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1 ||nonzero ||idle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Town status update (including expansion) is performed on every tick in a round-robin fashion; since the town array can hold 70 entries, the main town status update procedure is called every 70 ticks for each town. If the town is blocked, nothing happens. If it&#039;s idle, &amp;lt;tt&amp;gt;idle_countdown&amp;lt;/tt&amp;gt; is decremented. If it&#039;s expanding, an attempt to place a new building or a piece of road (or a bridge) is taken; if it succeeds, the expansion state is changed to idle by setting &amp;lt;tt&amp;gt;idle_countdown&amp;lt;/tt&amp;gt; to the byte at 0x39, from now on referred to as &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; (extension of an existing road usually doesn&#039;t change the state to idle). Therefore, &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; determines how often the town will be in the expanding state, and thus is the &#039;&#039;inverse&#039;&#039; growth rate of the town. Smaller values of &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; mean faster growth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; is reset each month, and depends on the number of &amp;quot;active&amp;quot; stations within town&#039;s transport zone as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!number of !!&amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;active&amp;quot; stations  ||normal ||funded[1] ||funded[2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0     ||  160 [3] || 60   ||  60&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1     ||  210   || 60   ||  60&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2     ||  150   || 60   ||  60&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 3     ||  110   || 60   ||  50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4     ||  80   || 60   ||  40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 5 or more ||  11 [4] || 60   ||  30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Footnotes:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
![1] !!When a town building fund is active (i.e., up to 3 months after using the &amp;quot;Fund new buildings&amp;quot; option).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[2] ||When a town building fund is active and &amp;quot;towngrowthratemode&amp;quot; is set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[3] ||In this case the town is blocked with a 11/12 probability, so the effective mean &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; is 1920.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[4] ||This is a bug in TTD (array overrun). TTDPatch now fixes this if any of &amp;quot;generalfixes&amp;quot;, &amp;quot;towngrowthratemode&amp;quot; or &amp;quot;towngrowthlimit&amp;quot; is active. If &amp;quot;towngrowthratemode&amp;quot; is 0 or off, &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; is set to 80 (which seems to be the original programmer&#039;s intention); if &amp;quot;towngrowthratemode&amp;quot; is 1, it&#039;s set to 55.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Apart from the random blocking in the case [3], town growth is also blocked:&lt;br /&gt;
*in the sub-arctic climate, if the central tile of the town is above the snow line, and no food has been delivered to the town in the last month;&lt;br /&gt;
*in the sub-tropical climate, if the central tile of the town is in desert, and no food or no water has been delivered to the town in the last month.&lt;br /&gt;
&lt;br /&gt;
The switches townminpopulationsnow and townminpopulationdesert may be used to prevent blocking of towns with population less than some threshold, so they get a chance to grow enough to accept food.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;largertowns&amp;quot; is active, &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; is halved for selected towns, making them grow twice as fast (except in the case [3] above, so transport is still necessary to make towns grow; this is different if &amp;quot;towngrowthratemode&amp;quot; is 2, as explained in the next section).&lt;br /&gt;
&lt;br /&gt;
A station is &amp;quot;active&amp;quot; if any cargo has been picked up or accepted there within the last 50 days. The type of cargo is irrelevant, so if there&#039;s a coal mine in the middle of a town and you&#039;re picking up coal there, it will contribute to the growth of the town. This also means that many single-facility stations make a town grow faster than one multi-facility station, as long as they&#039;re serviced regularly.&lt;br /&gt;
&lt;br /&gt;
The town&#039;s transport zone is a circular area around the town&#039;s central tile. Its radius (in tiles) is a function of the number of town buildings as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!number of town buildings  !! radius of transport zone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0--3        ||2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4--7        ||4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|8--11        ||5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|12--15       ||6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16--19       ||7&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20--35       ||8&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|36--71       ||9&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|72 or more     ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice the last row. If there are more than 71 town buildings, the transport zone vanishes and stations no longer contribute to the growth. However, if &amp;quot;towngrowthlimit&amp;quot; is enabled, TTDPatch changes this by extrapolating the function for larger values.&lt;br /&gt;
&lt;br /&gt;
Also note that the internal number of buildings may be incorrect in games save under old versions of TTDPatch or without TTDPatch, due to the bugs mentioned in [[GeneralFixes| General Fixes]]. However, this is not a big problem since TTDPatch recalculates these numbers (and populations) if the extended town data are enabled (see [[MoreTownStatistics| More Town Statistics]]) and the game without those data is loaded, and all the new town growth switches do enable the extended town data.&lt;br /&gt;
&lt;br /&gt;
The function called if a town is in the expanding state starts by searching for a piece of road in the vicinity of town&#039;s centre. If no road is found, an attempt is made to create it. If a road piece is found, the function randomly `walks&#039; along the roads trying to find a place to create a new house, or possibly branch out a new street or extend an existing one.  Normally, this walk is limited to 20 steps (where a tunnel counts as one step), which limits the maximum possible extents of a town. The &amp;quot;towngrowthlimit&amp;quot; switch modifies this value.&lt;br /&gt;
&lt;br /&gt;
Regardless of all the town growth processing mentioned above, each town building&#039;s status is updated periodically (every 256 ticks). This includes construction progress and &amp;quot;production&amp;quot; of passengers and mail. If the town the building belongs to is not blocked, this also includes destroying the building (and, with 61/64 probability, immediately building a new one in its place) at random intervals. This process is not controlled by &amp;lt;tt&amp;gt;growth_delay&amp;lt;/tt&amp;gt; or any of the new town growth switches, althought is does indirectly affect the growth of a town.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=CompanyColorSelection&amp;diff=5746</id>
		<title>CompanyColorSelection</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=CompanyColorSelection&amp;diff=5746"/>
		<updated>2011-06-15T11:27:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Company Color Selection=&lt;br /&gt;
&lt;br /&gt;
Advanced company color selection&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up/2cc.png}&lt;br /&gt;
&lt;br /&gt;
This window, enabled by the [[EnhancedGraphicalUserInterface| enhanced graphical user interface]] switch, allows a more sophisticated selection of color schemes.&lt;br /&gt;
&lt;br /&gt;
The global color scheme at the top applies to everything that doesn&#039;t have any different settings from the tabs below, including stations, fences and all company windows.&lt;br /&gt;
&lt;br /&gt;
To enable different colors for certain vehicle types, simply tick the checkbox for the type and select the color scheme you like. Note that the secondary color is only available for vehicle sets which make use of it; TTD&#039;s default vehicle graphics have no secondary color. In that case, the setting here is ignored.&lt;br /&gt;
&lt;br /&gt;
Note that train wagons belonging to a train set (i.e. having a livery override for the current engine) will always use the colors of the engine, regardless of whether they transport freight or not.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=GRFAuthorHelperWindow&amp;diff=5745</id>
		<title>GRFAuthorHelperWindow</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=GRFAuthorHelperWindow&amp;diff=5745"/>
		<updated>2011-06-15T11:27:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=GRF Author Helper Window=&lt;br /&gt;
&lt;br /&gt;
In-game adjustment of real sprite offsets.&lt;br /&gt;
&lt;br /&gt;
This is what it looks like:&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//GRFHelper.png}&lt;br /&gt;
&lt;br /&gt;
This window is accessed by selecting a grf file in the [[GRFStatusWindow]], and then control-clicking on the information area--the section that contains the description of the GRF.&lt;br /&gt;
&lt;br /&gt;
Click on the sprite button, and enter the number (decimal) of the sprite you want to adjust. If a pseudosprite is specified, the Sprite: ... line will not appear. Assuming a real sprite is specified, the selected sprite will then be shown in the lower portion of the window. Adjust the xrel and yrel values with the four +/- buttons. Changes are applied immediately, and the sprite in the window will move to reflect the new xrel and yrel values.&lt;br /&gt;
&lt;br /&gt;
Once you have found the correct values, replace the bogus values in your grf with the correct values, and re-encode.&lt;br /&gt;
&lt;br /&gt;
Note: Action A replacement real sprites aren&#039;t supported.&lt;br /&gt;
&lt;br /&gt;
This feature was contributed by Oskar Eisemuth.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=GRFStatusWindow&amp;diff=5744</id>
		<title>GRFStatusWindow</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=GRFStatusWindow&amp;diff=5744"/>
		<updated>2011-06-15T11:27:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Graphics Status Window=&lt;br /&gt;
&lt;br /&gt;
This is what it looks like:&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//grfstatus.png}&lt;br /&gt;
&lt;br /&gt;
The flags and symbols have the following meanings:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!{picture file=img/wiki_up//grfstat_green.png} Graphics set is currently active in the game&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//grfstat_red.png} Graphics set is currently inactive in the game&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//grfstat_blue.png} Graphics set is special and can only be activated/deactivated by the corresponding patch switch&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//grfstat_orange.png} Graphics set conflicts with another set and was disabled temporarily&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//grfstat_gray.png} Graphics file is faulty and was disabled&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{picture file=img/wiki_up//grfstat_err.png} This symbol marks error or warning messages, select the set to display the message&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By clicking on a red or green flag, you can switch the activation state of that set. Note that you still can&#039;t activate sets for the wrong climate or incompatible sets.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re happy with your selection, click the &amp;quot;Apply&amp;quot; button to apply the changes to the current game. Note that those changes will only be saved if &amp;quot;saveoptionaldata&amp;quot; is on.&lt;br /&gt;
&lt;br /&gt;
If you click on &amp;quot;Default&amp;quot;, the selection is reset and all graphics are reset to the default. Note: this also applies the default selection immediately and cannot be undone!&lt;br /&gt;
&lt;br /&gt;
==Title Screen Settings==&lt;br /&gt;
&lt;br /&gt;
Since 2.0.1 alpha 57, you can access the Graphics Status Window from the title screen by opening the game options menu. This allows you to choose which graphics sets should be active in a new random game. It does not apply to savegames or pre-existing scenarios.&lt;br /&gt;
&lt;br /&gt;
There are a few differences between the regular window and the title screen version that are explained below:&lt;br /&gt;
* After you change the new game climate, the selection will be reset when opening the window&lt;br /&gt;
* If you change the climate after closing the window, the settings will not apply to the new game&lt;br /&gt;
* You must manually close the window, or the settings may not apply to the new game&lt;br /&gt;
* Clicking &amp;quot;default&amp;quot; will reset the selection to the default for the chose climate&lt;br /&gt;
* The &amp;quot;apply&amp;quot; button is unavailable, because it would apply the settings to the title screen&lt;br /&gt;
&lt;br /&gt;
In summary, choose the climate first, then open the Graphics Status Window and choose your settings, then make sure to close the window, and finally start a new game.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=EnhGUIWindow&amp;diff=5743</id>
		<title>EnhGUIWindow</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=EnhGUIWindow&amp;diff=5743"/>
		<updated>2011-06-15T11:26:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Enhanced GUI Window=&lt;br /&gt;
&lt;br /&gt;
This is what it looks like:&lt;br /&gt;
&lt;br /&gt;
{picture file=img/wiki_up//enhguiwindow.png}&lt;br /&gt;
&lt;br /&gt;
You can access it from the toolbox menu in TTD.&lt;br /&gt;
&lt;br /&gt;
==Station signs==&lt;br /&gt;
&lt;br /&gt;
Here you can choose transparent or regular, &amp;quot;TTD style&amp;quot; station signs.&lt;br /&gt;
&lt;br /&gt;
==Depot Size==&lt;br /&gt;
&lt;br /&gt;
This sets the width of the train depot windows.&lt;br /&gt;
&lt;br /&gt;
==Depot allTrash==&lt;br /&gt;
&lt;br /&gt;
When enabled, this means everything in a depot outside the main train list area will act like the trash bin. You can then sell train vehicles by moving them onto the title bar for example.&lt;br /&gt;
&lt;br /&gt;
==Stick Settings==&lt;br /&gt;
&lt;br /&gt;
Save these settings with the current game. Only works if &amp;quot;saveoptionaldata is on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Unstick==&lt;br /&gt;
&lt;br /&gt;
Remove these settings from being save with the current game.&lt;br /&gt;
&lt;br /&gt;
==Save as default==&lt;br /&gt;
&lt;br /&gt;
Make these settings apply to all games which haven&#039;t had settings saved with them.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=GraphicsErrors&amp;diff=5742</id>
		<title>GraphicsErrors</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=GraphicsErrors&amp;diff=5742"/>
		<updated>2011-06-15T11:26:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Graphics Errors=&lt;br /&gt;
&lt;br /&gt;
Because of a limitation in the amounts of graphics TTD can load you might get error messages. Troubleshooting deals with problems concerning the installation of grf-files. There shouldn&#039;t be problems after succesfully installing new graphics from an executable.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
* Always make sure you have TTDPatch switches enabled (see [[NewVehicleGraphics| New Vehicle Graphics]])&lt;br /&gt;
* Check if you downloaded the correct version. Remember that DOS graphics don&#039;t work with the Windows version and v.v.&lt;br /&gt;
* When using new grf-files, check if the configuration file is named correctly and if there are no spelling errors &#039;&#039;in&#039;&#039; the file.&lt;br /&gt;
* Check if the new grf-file appears in the proper directory&lt;br /&gt;
&lt;br /&gt;
==Error Messages==&lt;br /&gt;
&lt;br /&gt;
Each error message describes the file that caused the error, and the place within the file where the error occured (the so-called &amp;quot;sprite number&amp;quot;). These are all possible error messages you can get:&lt;br /&gt;
*Out of memory: TTDPatch ran out memory when trying to load more sprites. Make more memory available to it, or remove some entries from &amp;lt;tt&amp;gt;newgrf(w).cfg&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Wrong .grf version: This grf-file is for a different version of TTDPatch. Download the correct version of either the graphics, or the patch.&lt;br /&gt;
*Cannot load more sprites: The total number of sprites that TTD can handle is limited at 11484 active sprites. You must deactivate or remove some entries from &amp;lt;tt&amp;gt;newgrf(w).cfg&amp;lt;/tt&amp;gt; to get below that limit.&lt;br /&gt;
*File not found: The specified file does not exist. Check to make sure that it is installed in the &amp;lt;tt&amp;gt;newgrf&amp;lt;/tt&amp;gt; folder, and that you haven&#039;t made a typo when entering it in &amp;lt;tt&amp;gt;newgrf(w).cfg&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*More sprites than specified: This is an error caused by a corrupt .grf file. It has to be fixed by the author of the graphics file. It means the first entry in the graphics file&#039;s info file is wrong.&lt;br /&gt;
*File has invalid sprite: This is an error caused by a corrupt .grf file, or by an invalid parameter in &amp;lt;tt&amp;gt;newgrf(w).cfg&amp;lt;/tt&amp;gt;. If you have one or more numbers after the filename in &amp;lt;tt&amp;gt;newgrf(w).cfg&amp;lt;/tt&amp;gt;, remove all numbers and try again. If the error still occurs, it&#039;s a problem in the graphics file, and needs to be fixed by the author.&lt;br /&gt;
&lt;br /&gt;
Still having trouble? Visit the [http://www.tt-forums.net/| TT-forums] and look for an answer there.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=UseOfNewGraphics&amp;diff=5741</id>
		<title>UseOfNewGraphics</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=UseOfNewGraphics&amp;diff=5741"/>
		<updated>2011-06-15T11:26:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Use of New Graphics=&lt;br /&gt;
&lt;br /&gt;
This section explains how to deal with the many available new graphics files. Some of them can&#039;t be loaded at the sime time or aren&#039;t available in all climates.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Most of the new graphics sets are designed for a certain climate. They will only work in the right climate, for example you can&#039;t use the DBset in anything but the temperate climate. The DB set is also incompatible with the Temperate set (&amp;quot;tempset&amp;quot;), which means only one of the two can be active at the same time.&lt;br /&gt;
&lt;br /&gt;
==Switches==&lt;br /&gt;
&lt;br /&gt;
The most important TTDPatch switches that control activation and automatic selection of graphics are &amp;quot;loadallgraphics&amp;quot; (only applies in 2.0) and &amp;quot;saveoptionaldata&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;loadallgraphics&amp;quot; is off (which is the default, and the only state in 2.5 and later), only those graphics are loaded that were loaded when the game was saved. If you later add new grf-files to &#039;&#039;&#039;&amp;lt;tt&amp;gt;newgrf.cfg&amp;lt;/tt&amp;gt;&#039;&#039;&#039;, those graphics won&#039;t be loaded in your existing savegames. The reason for this is that the new graphics also change the vehicle stats, and could lead to an inconsistent state of your vehicles. If you set the switch to on, all new graphics will be loaded when you load an existing savegame. This switch only applies to &#039;&#039;new&#039;&#039; graphics, so it should better be called &amp;quot;loadnewgraphics&amp;quot;, but for historical reasons it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;saveoptionaldata&amp;quot; switch allows TTDPatch to actually &#039;&#039;save&#039;&#039; the information about active graphics with your savegames. It is recommended that you always leave it turned on. If turned off, TTDPatch doesn&#039;t know which graphics are old and which ones are new, so it assumes all of them are new. In that case, &amp;quot;loadallgraphics&amp;quot; applies to all entries in the &#039;&#039;&#039;&amp;lt;tt&amp;gt;newgrf.cfg&amp;lt;/tt&amp;gt;&#039;&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can use the Cht: Graphics sign cheat to activate or deactivate individual graphics files. See the [[GraphicsCheat| description of that cheat]] to find out how it works.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=NewGraphicsInstallation&amp;diff=5740</id>
		<title>NewGraphicsInstallation</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=NewGraphicsInstallation&amp;diff=5740"/>
		<updated>2011-06-15T11:26:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=New Graphics Installation=&lt;br /&gt;
&lt;br /&gt;
How to install and work with new graphics&lt;br /&gt;
&lt;br /&gt;
TTDPatch enables the player to load new graphics of various kinds. Most of these require certain TTDPatch switches to be enabled, please read [[NewVehicleGraphics| New Vehicle Graphics]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Downloading new graphics==&lt;br /&gt;
&lt;br /&gt;
Several websites are available for locating and downloading TTDPatch compatible graphics sets.&lt;br /&gt;
* [http://www.ttdpatch.net/newgrf.html| New Graphics Page at ttdpatch.net] - official patch graphics&lt;br /&gt;
* [http://grfcrawler.tt-forums.net/| GRF Crawler] - a database of graphics sets&lt;br /&gt;
* [http://www.tt-forums.net/viewtopic.php?t=3125&amp;amp;amp;start;=0| Download Topic for new graphics] -- TT Forums topic with lots of graphics sets&lt;br /&gt;
&lt;br /&gt;
Make sure that when you download graphics, you download the right version: DOS graphics for DOS TTD and Windows graphics for Windows TTD. If the graphics look very strange, you have probably downloaded the wrong version.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
To add a new graphics set to TTDPatch, follow these three steps:&lt;br /&gt;
# Download and unpack (with Winzip/Winrar/etc) the set into your &amp;quot;newgrf&amp;quot; folder. If you do not have a &amp;quot;newgrf&amp;quot; folder, simply create a new folder in the TTD folder and name it &amp;quot;newgrf&amp;quot;.&lt;br /&gt;
# Add the set to your graphics configuration: open &amp;lt;tt&amp;gt;newgrfw.cfg&amp;lt;/tt&amp;gt; (Windows) or &amp;lt;tt&amp;gt;newgrf.cfg&amp;lt;/tt&amp;gt; (DOS) in for example Notepad, and add a line like the following:&lt;br /&gt;
&lt;br /&gt;
+ newgrf/&#039;&#039;newset.grf&#039;&#039;&amp;lt;/pre&amp;gt; where &#039;&#039;newset.grf&#039;&#039; is the name of the file you&#039;ve added in step 1&lt;br /&gt;
# Enable the set in the [[GRFStatusWindow| Graphics Status Window]]&lt;br /&gt;
&lt;br /&gt;
(Note, if the graphics set is not a .grf file but either .grd or .exe, read below under &amp;quot;Old style graphics&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Both TTDXC or Graphics Manager can help with step 2 and make it easier for you. You can find them on the [http://www.ttdpatch.net/tools.html| TTDPatch Tools] page.&lt;br /&gt;
&lt;br /&gt;
Normally most sets will try to activate when you start a new random game. If you don&#039;t want to use a certain sets by default and rather only enable them when you want, add an exclamation mark after the filename, like this:&lt;br /&gt;
&lt;br /&gt;
 newgrf/dullset.grf !&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some graphics sets also support certain &amp;quot;parameters&amp;quot; you can change. You do this by adding the parameters as numbers after the filename (and after the exclamation mark if you have one) in newgrf(w).cfg, separated by a space:&lt;br /&gt;
&lt;br /&gt;
 newgrf/niceset.grf 15 3&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sets the first parameter to 15 and the second parameter to 3. What the parameters do depend on each set, so be sure to read the documentation that they provide.&lt;br /&gt;
&lt;br /&gt;
In particular, the base graphics set for TTDPatch 2.5 or higher has the following parameters:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Parameter!!Meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||Foundation type in temperate climate*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;||Foundation type in arctic climate*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;||Foundation type in tropical climate*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||Foundation type in toyland*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;||Canals type, 0=default style, 1=old style&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The value of each foundation type may be 0, 1, 2 or 3 for temperate, arctic, tropical or toyland foundations, respectively.&lt;br /&gt;
&lt;br /&gt;
All parameters are optional, and if you omit them, the default graphics will be used.&lt;br /&gt;
&lt;br /&gt;
==Old style graphics==&lt;br /&gt;
&lt;br /&gt;
Before TTDPatch had sophisticated newgrf capabilities, graphics sets were distributed as .grd or .exe files. These do not go into newgrf(w).cfg, and instead they modify your TTD graphics directly.&lt;br /&gt;
&lt;br /&gt;
Often, the most convenient way to use them is to convert the .exe or .grd file into a TTDPatch .grf file, for which you can use the above methods of adding, enabling and disabling the set. For this, download [http://www.bytetransfer.de/projects/ttdpatch/grdtogrf/| GRDtoGRF], and use that to convert the .exe or .grd file to a .grf&lt;br /&gt;
&lt;br /&gt;
Otherwise, since these graphics sets modify your TTD graphics, the first thing you should do is to backup the following files:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Filename!!Contains&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;trg1r.grf&amp;lt;/tt&amp;gt;||temperate terrain tiles, all vehicles and buildings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;trgcr.grf&amp;lt;/tt&amp;gt;||sub-arctic terrain tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;trghr.grf&amp;lt;/tt&amp;gt;||sub-tropical terrain tiles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;trgir.grf&amp;lt;/tt&amp;gt;||start screens&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;trgtr.grf&amp;lt;/tt&amp;gt;||toyland map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The DOS version has grf-filenames without an r.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While some sets come with an &amp;quot;undo&amp;quot; file to restore the original graphics, it is still safer to make a backup first in case anything goes wrong.&lt;br /&gt;
&lt;br /&gt;
Always make sure you download the correct version. Windows executables won&#039;t work with TTD for DOS and the opposite won&#039;t work too!&lt;br /&gt;
&lt;br /&gt;
Once you have the set, here&#039;s how to install a .exe graphics set:&lt;br /&gt;
# Download the set and if necessary unpack it in your TTD directory&lt;br /&gt;
# Locate the &#039;&#039;executable&#039;&#039; and double-click it&lt;br /&gt;
# Run TTDPatch and enjoy the new graphics&lt;br /&gt;
&lt;br /&gt;
To install a .grd graphics set, you need the &amp;quot;grfmerge&amp;quot; tool from the [http://www.ttdpatch.net/grfcodec/| GRFCodec suite], read its documentation for more details.&lt;br /&gt;
&lt;br /&gt;
If you didn&#039;t enjoy the new graphics follow one of these steps:&lt;br /&gt;
* Copy the original grf-file(s) over the modified one(s)&lt;br /&gt;
* Locate the UNDO-executable and double-click it&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=SpecificExamplesOfUsefulPresignalSetups&amp;diff=5739</id>
		<title>SpecificExamplesOfUsefulPresignalSetups</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=SpecificExamplesOfUsefulPresignalSetups&amp;diff=5739"/>
		<updated>2011-06-15T11:26:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Specific examples of useful pre-signal setups=&lt;br /&gt;
&lt;br /&gt;
Terminus station, through station and overflow loops&lt;br /&gt;
&lt;br /&gt;
==The through station== (sometimes called &amp;quot;roro&amp;quot; or roll on/roll off station)&lt;br /&gt;
&lt;br /&gt;
Such a station should be built like this:&lt;br /&gt;
&lt;br /&gt;
src=&amp;quot;http://www.ttdpatch.net/Manual/through.png&amp;quot; &lt;br /&gt;
&lt;br /&gt;
There are four sets of signals involved, labelled 1 to 4. Signal 1 is the pre-signal, and only go green if any of the exit signals 2 are green. Signals 3 are those letting the trains out of the station. Finally, signal 4 terminates the exit block.&lt;br /&gt;
&lt;br /&gt;
The following conditions have to be met for this to qualify for automatic conversion. Note that if you convert it manually, it will work like you might expect.&lt;br /&gt;
#Signal 1 must be a one-way signal leading into the station. This is the pre-signal.&lt;br /&gt;
#All of signals 2 must be two-way signals. There have to be at least two of these. (Otherwise pre-signals are useless.)&lt;br /&gt;
#All of signals 3 must be one-way signals leading out of the station&lt;br /&gt;
&lt;br /&gt;
Also, even though not shown in the figure,&lt;br /&gt;
*There can be more than one of signal 1&lt;br /&gt;
*There can be more than one of signal 4 (or none, or a two-way)&lt;br /&gt;
*You don&#039;t have to follow the actual track layout, it can go in any  direction you like. It doesn&#039;t even have to be at a station.&lt;br /&gt;
&lt;br /&gt;
If conditions two and three are only met for part of the signals, it will work neither as it should, nor as it did before pre-signals. Those signals will not be converted to exits, so the pre-signal will not consider them when deciding to go green.&lt;br /&gt;
&lt;br /&gt;
To repair a signal stuck at red, you&#039;ll have to modify its pre-signal setup with the Ctrl key, or remove and replace it.&lt;br /&gt;
&lt;br /&gt;
==The terminus station==&lt;br /&gt;
&lt;br /&gt;
src=&amp;quot;http://www.ttdpatch.net/Manual/terminus.png&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This very compact layout of a station is often useful in a city, where there is not enough space for a full roro station. Here, the same conditions apply as in the previous case, and there can also be more than one of signals 1 and 3.&lt;br /&gt;
&lt;br /&gt;
You can even combine both types of stations, i.e. have some of the platforms go through and others end.&lt;br /&gt;
&lt;br /&gt;
==Improved overflow loops==&lt;br /&gt;
&lt;br /&gt;
These improved overflow loops are useful at the entrance of a busy station, where you need to prevent traffic backup into the main line.&lt;br /&gt;
&lt;br /&gt;
src=&amp;quot;http://www.ttdpatch.net/Manual/overflow.png&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Here, (a) is the usual way to the station, and it&#039;s used if there&#039;s no train waiting. Make sure that your longest train will fit entirely on (a) to make this work. If there is already a train waiting, other trains will take route (b) and line up at signal 6. You can make (b) as long as you like. It should have a few one-way signals 7 along the way to allow several trains to line up.&lt;br /&gt;
&lt;br /&gt;
A few important points:&lt;br /&gt;
*Signal 1 is the pre-signal leading into the station&lt;br /&gt;
*Signals 5 have to be two-way, or all trains will want to use route (a)&lt;br /&gt;
*Route (b) can either cut into route (a) before signal 1, or lead directly  into the station. I recommend the above setup (connecting before signal 1)  because that way all trains will use the overflow if it is in use.  Otherwise trains will be able to take the shortcut even though they should  line up at the end of route (b).&lt;br /&gt;
*Signal 6 has to be a one-way signal, as does signal 1.&lt;br /&gt;
*If you put a one-way signal before signal 5, it will be a pre-signal&lt;br /&gt;
&lt;br /&gt;
This has a few advantages over a regular overflow loop. First, the trains only have to use it once before lining up at signal 6 and don&#039;t continue to loop until a platform is available. Also, even if the station is full, at least one more train will not have to use it, only if two or more trains are waiting will it be used. Third, one of the waiting trains will enter the station as soon as a platform is free, without having to complete a loop because it already is waiting at the station entrance. And lastly, the trains will be served in the order that they arrive in. In an overflow loop, there is no guarantee that a train will not loop indefinitely at a very busy station, just because newly arriving trains steal into the platforms.&lt;br /&gt;
&lt;br /&gt;
==Example savegame==&lt;br /&gt;
&lt;br /&gt;
Many aspects of pre-signalling can be confusing to those new to it. To help with the understanding, I have created a demonstration with a small savegame that you can [http://www.ttdpatch.net/presig.zip| download]. Please make sure that it won&#039;t overwrite one of your savegames. The save file is &amp;lt;tt&amp;gt;trt56.sv1&amp;lt;/tt&amp;gt;, so if you already have that file, make a copy of it. It features both a through station and a terminus station, and has two improved overflow loops.&lt;br /&gt;
&lt;br /&gt;
I encourage you to test this savegame with the pre-signal switch disabled, too, so you can see the difference it makes, and try different numbers of trains (as low as 7 maybe) by sending them to the depot, and more or fewer platforms at both stations.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=AutomaticPresignalBlocks&amp;diff=5738</id>
		<title>AutomaticPresignalBlocks</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=AutomaticPresignalBlocks&amp;diff=5738"/>
		<updated>2011-06-15T11:26:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Automatic pre-signal blocks=&lt;br /&gt;
&lt;br /&gt;
How to set up automatic pre-signal blocks&lt;br /&gt;
&lt;br /&gt;
With automatic pre-signal setups enabled (see [[Presignals| Pre-signals]]), all signal blocks that satisfy the following conditions will be converted to pre-signal blocks:&lt;br /&gt;
#At least one one-way signal going in&lt;br /&gt;
#At least two two-way signals&lt;br /&gt;
#At least one of these two-way signals leads to a block with another one-way signal going out, or an end-of-line.&lt;br /&gt;
&lt;br /&gt;
If these three conditions are met, the one-way signals from condition 1 will be turned into a pre-signal, and the two-way signal(s) satisfying condition 3 will be turned into pre-signal exits. All other signals are left as they are, in particular, non-conforming two-way signals will not be converted.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=HowPresignalsWork&amp;diff=5737</id>
		<title>HowPresignalsWork</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=HowPresignalsWork&amp;diff=5737"/>
		<updated>2011-06-15T11:25:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=How pre-signals work=&lt;br /&gt;
&lt;br /&gt;
Detailed information about the prinicples behind pre-signals&lt;br /&gt;
&lt;br /&gt;
TTDPatch&#039;s pre-signals work differently, more like most real-life station signals, or similar to advance signals. They state whether a train can enter a station by looking if there is a free platform, not just by looking if the entrance is clear.&lt;br /&gt;
&lt;br /&gt;
The basic principle is very simple: a pre-signal shows a green light if, and only if, there is a green exit from the block behind it (or if there are &#039;&#039;no&#039;&#039; exits at all). In the context of a station entrance, for example, this means that trains will enter the entrance only when there is at least one platform it can go to. If there isn&#039;t, it will wait in front of the pre-signal, and not block the station entrance.&lt;br /&gt;
&lt;br /&gt;
src=http://www.ttdpatch.net/Manual/presig1.png &lt;br /&gt;
&lt;br /&gt;
This simple principle can allow you to build very efficient yet simple stations, but first you have to understand how. The next few sections attempt to explain in more detail what the different types of signals are.&lt;br /&gt;
&lt;br /&gt;
With these signals, is quite easy to have a small and yet very efficient station without the usual problems you get with busy stations, because now trains will be able to queue in front of a station, and get to the platforms in the order that they&#039;ve arrived in.&lt;br /&gt;
&lt;br /&gt;
Note that pre-signals &#039;&#039;do not&#039;&#039; change &#039;&#039;where&#039;&#039; a train goes, only &#039;&#039;when&#039;&#039;. You cannot use them to tell trains where to go, instead you should use waypoints for that (see [[NewNonstopHandling| New Non-stop Handling]]).&lt;br /&gt;
&lt;br /&gt;
==Types of signals==&lt;br /&gt;
&lt;br /&gt;
In the context of pre-signals, there are four different types of signals: plain signals, pre-signals, pre-signal exits, and combo signals.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Type !!Appearance !!Function&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Plain signals ||Single green light, no bar ||normal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pre-signals ||Double green light, horizontal yellow bar ||Entrance to a pre-signal block&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Exits ||Double green light, vertical gray bar ||Exit from a pre-signal block&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Combo ||Double green light, vertical yellow bar ||Between two pre-signal blocks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pre-signals and combo signals are the only signals that really &#039;&#039;behave&#039;&#039; differently, the exits only affect how the other signals behave.&lt;br /&gt;
&lt;br /&gt;
src=http://www.ttdpatch.net/Manual/presig2.png &lt;br /&gt;
&lt;br /&gt;
Pre-signals will show a green light if any of the exits or combo signals behind it show green. They prevent a train from entering a block unless it can leave it quickly. A pre-signal with no exit signals will behave as a normal signal, to allow the use of two-way pre-signals (where the other direction would usually lead to a route serviced by one train only). The pre-signal only considers actual exit signals when deciding whether to go green or remain red, even if there are other, non-exit signals that would allow a train to leave the block. Pre-signals can be either one-way or two-way signals, but will usually be one-ways.&lt;br /&gt;
&lt;br /&gt;
Pre-signal exits are signals leading away from the pre-signal block, and should normally be two-way signals, so as to give the train a choice. If they were one-way signals, the trains would all attempt to go to what they consider the &amp;quot;best&amp;quot; choice, even if there are other green signals they could go to as well. Therefore, an exit will in almost all cases have to be a two-way signal.&lt;br /&gt;
&lt;br /&gt;
Combo signals are a combination of both pre-signals and exits. They serve as exit to a prior pre-signal, but are a pre-signal themselves. As such, they are to be placed between two pre-signal blocks, so that trains can go to the additional exits behind a combo signal if they need to, but the blocks are still separate and allow a train in each block. Please see below for a specific example. Note that combo signals are not as useful as they should be, because they currently have some limitations. In the case where all exits are blocked, and trains are waiting at both pre-signal blocks, both trains will start moving when one exit becomes available, but of course there is only one platform, so one train ends up waiting in the pre-signal block.&lt;br /&gt;
&lt;br /&gt;
Unlike pre-signals, combo signals with no exit signals always show red.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=UnReservePBSTrack:alpha&amp;diff=5736</id>
		<title>UnReservePBSTrack:alpha</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=UnReservePBSTrack:alpha&amp;diff=5736"/>
		<updated>2011-06-15T11:25:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This sign cheat was introduced in TTDPatch 2.6 alpha 0 r1725.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))UnReservePBSTrack[[]]UnReservePBSTrack[[&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This sign cheat unreserves any and all PBS-reserved track pieces on the current tile.&lt;br /&gt;
&lt;br /&gt;
The purpose of this cheat is primarily for track reservation errors, where an isolated track piece has been left reserved, which subsequently blocks the affected track piece indefinitely, unless a train is ordered to ignore signals, which is highly unsafe, or if the affected tile is totally demolished and rebuilt, which is not always feasible, or desirable.&lt;br /&gt;
&lt;br /&gt;
This typically occurs during a train crash clear-up, during certain types of reversing manoeuvres, or other abnormal train movement.&lt;br /&gt;
&lt;br /&gt;
Supported tile types currently include: track, level crossings, PBS signals, tunnel entrances (and enhanced tunnel track), and track under and on bridges.&lt;br /&gt;
&lt;br /&gt;
This cheat should be used with caution, as improper usage may result in train crashes.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=LandGen:Alpha&amp;diff=5735</id>
		<title>LandGen:Alpha</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=LandGen:Alpha&amp;diff=5735"/>
		<updated>2011-06-15T11:25:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Terrain Generator Control Cheat=&lt;br /&gt;
&lt;br /&gt;
Change the parameters for the new terrain generator (Enable with [[ExperimentalFeatures:Alpha#New_Terrain_Generator| experimentalfeatures.newterraingen]])&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))LandGen[[]]LandGen[[ &amp;lt;delta-height&amp;gt; &amp;lt;water&amp;gt; &amp;lt;roughness&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat sets the three parameters for the new terrain generator. This cheat takes effect the next time you generate a random terrain. The three parameters are as follows:&lt;br /&gt;
&lt;br /&gt;
Delta-height controls how mountainous the terrain will be, with larger numbers meaning more mountainous.&lt;br /&gt;
&lt;br /&gt;
Water controls how much water will appear on the map, with larger numbers meaning more water.&lt;br /&gt;
&lt;br /&gt;
Roughness controls how rough the landscape will be, with larger numbers generating a rougher map. The maximum value is 255.&lt;br /&gt;
&lt;br /&gt;
As long as the first number is not too large, and the second one is larger than the first, you get decent landscapes.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Cht: ))LandGen[[]]LandGen[[ 10 60 140&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seems quite a nice island generator -- m3henry.&lt;br /&gt;
&lt;br /&gt;
(Decreasing the 60 will tend towards a few large islands, while increasing it will tend towards many small islands.)&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=PurgeHousesIndustries&amp;diff=5734</id>
		<title>PurgeHousesIndustries</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=PurgeHousesIndustries&amp;diff=5734"/>
		<updated>2011-06-15T11:25:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Purge house and industry data=&lt;br /&gt;
&lt;br /&gt;
Removes unused house and industry data from the savegame&lt;br /&gt;
&lt;br /&gt;
(Available since TTDPatch 2.6 r1358)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))PurgeHouses[[]]PurgeHouses[[&lt;br /&gt;
&lt;br /&gt;
Cht: ))PurgeIndustries[[]]PurgeIndustries[[&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
When you use the newhouses or newindustries switches, TTDPatch remembers all house/industry types that have ever been enabled in your game, even if they&#039;re not available right now. This allows playing the game withouth loss of information even when the used GRFs aren&#039;t available for some reason. When the GRF is turned back on, everything can be restored correctly.&lt;br /&gt;
&lt;br /&gt;
There are times, however, when you don&#039;t want this functionality. For example, when you decide to stop using a building set, the IDs will stay occupied nevertheless, and this may prevent you from enabling some other big building sets. That&#039;s the reason this cheat was implemented.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re using &amp;quot;Cht: PurgeHouses&amp;quot;, you&#039;re saying &amp;quot;I don&#039;t need the house types that aren&#039;t available right now&amp;quot;. Those houses will be permanently replaced by their substitute types, and their slots become available for re-use. Therefore, the intended way to use these cheats is:&lt;br /&gt;
# Open the GRF Settings window, and disable all house/industry GRFs that you don&#039;t want to ever use again. (It&#039;s important that everything you &#039;&#039;want&#039;&#039; to use must be enabled, since you will lose everything that isn&#039;t enabled.)&lt;br /&gt;
# Plant the &amp;quot;Cht: PurgeHouses&amp;quot; and/or &amp;quot;Cht: PurgeIndustries&amp;quot; sign cheat.&lt;br /&gt;
# (optional) Open the GRF Settings window again. Now you may be able to turn on the sets you couldn&#039;t earlier because there are more free slots available for them.&lt;br /&gt;
&lt;br /&gt;
Purging industry types is a bit more complicated than purging house types. When you purge industry types, the new types that aren&#039;t currently available will be removed from the map, since they&#039;re unusable without their definitions anyway. When a set changed the behaviour of an old industry instead of adding a brand new one, though, the industry type in question will remain, and will revert to its old behaviour. That is, coal mines should stay, but potash mines should be removed. TTDPatch may make a mistake about what is a modification and what is a brand new type, though, so you might have to remove some of the industries manually. Additionally, some of the old industries may still work differently from the TTD default; if this happens, you can use [[ResetIndustryData| Cht: ReloadIndustries]] to restore their default properties. (This will reset their production to the default, though.)&lt;br /&gt;
&lt;br /&gt;
There is another tricky part. Industry sets can disable some of the default industry types without replacing them. When a set does that, TTDPatch can&#039;t decide what do you want when purging: do you want to re-enable those industries, or keep them disabled? The fate of these industries is decided the next time you apply GRF settings. (This happens whenever you load the game, or press Apply in the GRF Settings window.) If the disabling GRF is still enabled when that happens, the old types stay disabled; if, however, the disabling GRF is gone, the old types get available again.&lt;br /&gt;
&lt;br /&gt;
Because of all the difficulties mentioned above, Cht: ))PurgeIndustries[[]]PurgeIndustries[[ is probably useful in the scenario editor only. It is possible to use it in a running game, but it can cause a great chaos in your company when some industries vanish and others start behaving differently. The damage is usually so great that you may as well start a new game from scratch.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=FaceSelection&amp;diff=5733</id>
		<title>FaceSelection</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=FaceSelection&amp;diff=5733"/>
		<updated>2011-06-15T11:25:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Face Selection Cheat=&lt;br /&gt;
&lt;br /&gt;
Allows editing the company manager&#039;s face&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: Face [code]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat has two functions. Without a code, it displays the code of the current company manager&#039;s face. If a code is given, e.g. &amp;quot;Cht: Face 65AF5057&amp;quot;, the manager&#039;s face will be set correspondingly.&lt;br /&gt;
&lt;br /&gt;
Currently, the exact format of the face code is unknown, so the most reliable way to use this cheat is to find a face you like, read its code, and then write it down to use in the future.&lt;br /&gt;
&lt;br /&gt;
The face code is apparently a bunch of bit-packed values:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!bit(s)!!meaning&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|0..3||ignored&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|4..6||chin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7..9||forehead&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|10..15||mouth/nose/moustache&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16..19||hair&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|20..23||shirt/coat&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|24..27||tie&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|27||skin color (female) (set for black, clear for white)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|28||skin color (male) (set for black, clear for white)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|29..30||glasses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|31||gender (set for female, clear for male)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This table should be taken with a very large grain of salt. Note, especially, the absence of &amp;quot;earring&amp;quot;. For some female faces, toggling bit 26 changes the earring, but for others it does not, and that&#039;s only two settings, not four, as is clearly necessary.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ResetFifo&amp;diff=5732</id>
		<title>ResetFifo</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ResetFifo&amp;diff=5732"/>
		<updated>2011-06-15T11:25:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Reset Fifo loading=&lt;br /&gt;
&lt;br /&gt;
Reset Fifo loading&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))ResetFifo[[]]ResetFifo[[&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat resets the fifo loading feature. It may be useful if a station has become stuck and will no longer load any trains at all. It makes the game forget the order in which trains have arrived at all stations.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=DeleteVehicles&amp;diff=5731</id>
		<title>DeleteVehicles</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=DeleteVehicles&amp;diff=5731"/>
		<updated>2011-06-15T11:24:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Delete Vehicles Cheat=&lt;br /&gt;
&lt;br /&gt;
Delete all vehicles on tile&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))DeleteVeh[[]]DeleteVeh[[&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat deletes from the game all vehicles on the tile on which it the sign is placed. The vehicles simply disappear without trace. If any part of a train is on the tile, the whole train is deleted (even if the train is broken into 2 parts).&lt;br /&gt;
&lt;br /&gt;
This may be useful in certain cases where there are vehicles that cannot be removed otherwise, for example stuck road vehicles or ships. You can only do this for your own vehicles, of course.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ResetIndustryData&amp;diff=5730</id>
		<title>ResetIndustryData</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ResetIndustryData&amp;diff=5730"/>
		<updated>2011-06-15T11:24:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Reset Industry Data=&lt;br /&gt;
&lt;br /&gt;
Reload all industry data&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))ReloadIndustries[[]]ReloadIndustries[[&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Normally, it is not possible to change industry tile properties in an existing game. GRF changes that cause the tiles to accept a new cargo are normally only available after starting a new game. This can cause problems if the industry starts requiring a new cargo, but the tiles don&#039;t accept it.&lt;br /&gt;
&lt;br /&gt;
With this cheat, all stored industry and industry tile information is reloaded, usually from the GRF files.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=StopAllVehicles&amp;diff=5729</id>
		<title>StopAllVehicles</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=StopAllVehicles&amp;diff=5729"/>
		<updated>2011-06-15T11:24:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Stop All Vehicles=&lt;br /&gt;
&lt;br /&gt;
Stop (or start) all vehicles&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))StopAll[[]]StopAll[[ [0/1]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
When used without a parameter (or with parameter 1), this cheat stops all vehicles, except airplanes in flight of course.&lt;br /&gt;
&lt;br /&gt;
When used with parameter 0, it starts all stopped vehicles.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=RestartConstruction&amp;diff=5728</id>
		<title>RestartConstruction</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=RestartConstruction&amp;diff=5728"/>
		<updated>2011-06-15T11:24:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Restart Construction=&lt;br /&gt;
&lt;br /&gt;
Restart construction stages of town building or industry&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ))RestartConst[[]]RestartConst[[&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat restarts the construction of the house or industry under the sign. It&#039;s useful for GRF authors making new town buildings or industries to check out the construction stages.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=GraphicsCheat&amp;diff=5727</id>
		<title>GraphicsCheat</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=GraphicsCheat&amp;diff=5727"/>
		<updated>2011-06-15T11:24:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Graphics Cheat=&lt;br /&gt;
&lt;br /&gt;
Activate or deactivate new graphics sets&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: Graphics [&amp;lt;ID&amp;gt; [0/1]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; From TTDPatch 2.0.1 alpha 39 on, this cheat is deprecated, and instead simply opens the [[GRFStatusWindow| GRF Status Window]].&lt;br /&gt;
&lt;br /&gt;
With this cheat, you can selectively activate or deactivate specific new .grf files.&lt;br /&gt;
&lt;br /&gt;
If entered without any parameters, all graphics will be activated if they can.&lt;br /&gt;
&lt;br /&gt;
If you say &amp;quot;Cht: Graphics &amp;lt;ID&amp;gt; [0/1]&amp;quot;, you can activate or deactivate a specific graphics file, identified by the GRFID. If you leave off the 0 or 1, it will be activated by default. To find out the right graphics IDs for a certain .grf file, you can use Shadow&#039;s Graphics Manager, available from [http://www.ttdpatch.de.vu/].  Note that for these activations/deactivations to be permanent, &amp;quot;saveoptionaldata&amp;quot; must be &#039;&#039;on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note also that you can&#039;t for example activate the tempset if the dbset is already active, because these two sets are mutually exclusive. You have to turn off the first one, then turn on the second one if you want to switch.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a list of some GRFIDs:&lt;br /&gt;
*arcticset: 6D620104&lt;br /&gt;
*dbset: 6D620400&lt;br /&gt;
*newships: 6D620004&lt;br /&gt;
*tempset: 6D620204&lt;br /&gt;
*cargoset: 6D620305&lt;br /&gt;
&lt;br /&gt;
Finally, this switch forces the vehicle list to be reset, so that new vehicles are available and have the correct stats. In effect, this is the same as Cht: ResetVehicles. See the description of that cheat for more details.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=DebuggerCheat&amp;diff=5726</id>
		<title>DebuggerCheat</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=DebuggerCheat&amp;diff=5726"/>
		<updated>2011-06-15T11:24:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Debugger Cheat=&lt;br /&gt;
&lt;br /&gt;
Enable TTD&#039;s internal debugger&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: Debugger&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat shows the window of TTD&#039;s built-in debugger. It shows some statistics about the game, for example how much memory is used, how many vehicles there are and other things. It is strongly recommend to save your game before using this cheat.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=SwitchClimate&amp;diff=5725</id>
		<title>SwitchClimate</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=SwitchClimate&amp;diff=5725"/>
		<updated>2011-06-15T11:23:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Switch Climate=&lt;br /&gt;
&lt;br /&gt;
Switch to a new climate&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: Climate &amp;lt;newclimate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat switches to the given climate: 0=temperate, 1=arctic, 2=tropical, 3=toyland.&lt;br /&gt;
&lt;br /&gt;
It is somewhat dangerous, because it means that the existing industries and vehicles are for the wrong climate. This means that some of your transport routes may be useless and need to be adjusted. It is advisable to keep a backup savegame from before using this sign cheat in case something goes wrong.&lt;br /&gt;
&lt;br /&gt;
This cheat may be useful for example to buy vehicles that are not normally available in the current climate.&lt;br /&gt;
&lt;br /&gt;
Note that the climate-specific graphics will not change until you save and reload the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:#FF0000&#039;&amp;gt;Warning: TTD doesn&#039;t load initial climate data, you can&#039;t save switch from one climate to another and then use it to play, it&#039;s not safe to do so!!! &amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=RemoveHeadquarters&amp;diff=5724</id>
		<title>RemoveHeadquarters</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=RemoveHeadquarters&amp;diff=5724"/>
		<updated>2011-06-15T11:23:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Remove Headquarters=&lt;br /&gt;
&lt;br /&gt;
Remove headquarters&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: RemoveHQ&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat removes your company headquarters. For example this is useful if you want to move the headquarters to a different city, or if they&#039;re in the way of your railway tracks.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=SubsidyCheat&amp;diff=5723</id>
		<title>SubsidyCheat</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=SubsidyCheat&amp;diff=5723"/>
		<updated>2011-06-15T11:23:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Subsidy Cheat=&lt;br /&gt;
&lt;br /&gt;
Make TTD offer a new subsidy&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: Subsidy&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat forces the offer of a new random subsidy. Note that it may fail if TTD is unable to find any sources with cargo in need of a subsidy, or if the maximum of 8 subsidies has been reached.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=PlantManyTreesCheat&amp;diff=5722</id>
		<title>PlantManyTreesCheat</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=PlantManyTreesCheat&amp;diff=5722"/>
		<updated>2011-06-15T11:23:24Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Plant Many Trees Cheat=&lt;br /&gt;
&lt;br /&gt;
Plant a large rectangular area of trees&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: PlantTrees [&amp;lt;SizeX&amp;gt;] [&amp;lt;SizeY&amp;gt;] [&amp;lt;type&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This cheat plants a rectangular area of trees around the location of the sign. It is especially useful to plant trees for a lumber mill, just place a sign with Cht: PlantTrees on top of the lumber mill.&lt;br /&gt;
&lt;br /&gt;
If SizeX is given, it specifies the size of the rectangle in the X direction.  By default the size is just right to cover the range of a lumber mill (40 squares).&lt;br /&gt;
&lt;br /&gt;
If SizeY is given, it specifies the size of the rectangle in the Y direction. If not given, the size in Y direction is the same size as in X direction.&lt;br /&gt;
&lt;br /&gt;
Finally, you can specify the tree type as a number from 0 to the maximum tree type. If not given, random trees are planted.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ChangeSemaphores&amp;diff=5721</id>
		<title>ChangeSemaphores</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ChangeSemaphores&amp;diff=5721"/>
		<updated>2011-06-15T11:23:14Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: Semaphores 0/1 &amp;lt;nowiki&amp;gt;[tracktype]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This sets all signals to be light signals (if 0) or semaphores (if 1). Optionally you can restrict the conversion to the given track type. Note that to see the semaphores, the &amp;quot;semaphores&amp;quot; option has to be turned on and you must have loaded the semaphore graphics.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=ClearUnloadOption&amp;diff=5720</id>
		<title>ClearUnloadOption</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=ClearUnloadOption&amp;diff=5720"/>
		<updated>2011-06-15T11:23:04Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Clear unload option=&lt;br /&gt;
&lt;br /&gt;
Remove unload option from all orders&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: NoUnload&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
When taking over an AI company using either Cht: PlayerID or the subsidiary management, you will notice that most of their services use the unload command on all orders, even though it is unnecessary. As a result, all of these services will be considered to be feeder services (see [[FeederService| Feeder Service]]) if you have enabled them. This means that they will not earn any money and no cargo will ever reach a final destination.&lt;br /&gt;
&lt;br /&gt;
This cheat will remove the unload command from all orders, so that you can take over an AI company without having to go through all orders manually.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=SwitchingCompaniesplayers&amp;diff=5719</id>
		<title>SwitchingCompaniesplayers</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=SwitchingCompaniesplayers&amp;diff=5719"/>
		<updated>2011-06-15T11:22:54Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Switching companies/players=&lt;br /&gt;
&lt;br /&gt;
Switch control to a different company or player&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: PlayerID &amp;lt;num&amp;gt; [&amp;lt;temp&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Note: this sign cheat has largely been superceded by the new subsidiary management.&lt;br /&gt;
&lt;br /&gt;
You can switch control to a different company or player using this cheat. The parameter is the number of the player, ranging from 0 to 7. If the company doesn&#039;t exist or is another human player (in multiplayer games), the cheat will fail, otherwise you now own a different company.&lt;br /&gt;
&lt;br /&gt;
If you specify &amp;lt;temp&amp;gt; and it is not zero, the company is only taken over temporarily, and you can switch back using Cht: PlayerID with no parameters, or with your original company ID as the number. Without &amp;lt;temp&amp;gt;, the takeover is permanent, which means that the computer AI will take over your old company.&lt;br /&gt;
&lt;br /&gt;
If you intend to switch back to your old company, make sure that you do a temporary takeover, otherwise the computer may shut down several of your lines, or waste money by building some of its brain-damaged routes.&lt;br /&gt;
&lt;br /&gt;
You may also find it easier to switch temporarily by using the subsidiary management (see [[Subsidiaries| Subsidiaries]]).&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=GhostStationRemoval&amp;diff=5718</id>
		<title>GhostStationRemoval</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=GhostStationRemoval&amp;diff=5718"/>
		<updated>2011-06-15T11:22:44Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Ghost station removal=&lt;br /&gt;
&lt;br /&gt;
Remove ghost stations&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ClearGhosts&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Previous versions of TTDPatch (before 1.8) had a bug that sometimes caused the creation of &amp;quot;ghost&amp;quot; train stations. These are either station buildings on the map without an associated station sign, or station signs where the train station did not exist.&lt;br /&gt;
&lt;br /&gt;
This cheat will correct both problems. The first case will be converted to plain tracks, so that these can then be removed. (They can&#039;t be removed automatically in case there are trains on these tiles.) The second case will lose the train facility, and turn into a gray sign that eventually disappears, if the train terminal was the only facility.&lt;br /&gt;
&lt;br /&gt;
Note: Always save your game before using this cheat, because it might remove stations that look alright, but are in fact ghost stations. If you find a station gets removed that you want to keep, place an additional facility right next to it (e. g. a bus station), and re-build the station after using this cheat.&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=PresignalRemoval&amp;diff=5717</id>
		<title>PresignalRemoval</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=PresignalRemoval&amp;diff=5717"/>
		<updated>2011-06-15T11:22:34Z</updated>

		<summary type="html">&lt;p&gt;Pm-bot: Bot: Automated text replacement (--= +==)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=Pre-signal removal=&lt;br /&gt;
&lt;br /&gt;
Remove all pre-signal setups, or only automatic ones&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Cht: ClearPreSig [&amp;lt;all&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This clears pre-signal setups and reverts signals back to the normal type. If &amp;lt;all&amp;gt; is specified and non-zero, the cheat clears all pre-signals, even manual ones. Otherwise, only automatic pre-signals will be reset.&lt;br /&gt;
&lt;br /&gt;
Note that if automatic pre-signals are enabled, the signals will be converted to pre-signals again when a train enters the corresponding block, as long as they are a valid automatic pre-signal block (see [[Presignalsdetailed| Pre-signals (detailed]]]].&lt;/div&gt;</summary>
		<author><name>Pm-bot</name></author>
	</entry>
</feed>