This patch is intended to ease water construction, especially locks on rivers. The changes might be too subtle to notice, but I think they're helpful if you're familiar to the constraints of water-based transportation inland.
With this patch applied, and while on map generation, rivers are generated in a way that facilitate construction of locks on river rapids. It assures that the river source can be connected to its mouth, without the need to terraform land for locks. The player only needs to place locks on rapid tiles to connect each lock to the rest of the stream. In this manner, as long as ships can make 90 degree turns, ships can traverse the entire river.
Other features:
- Towns will not build bridges over rivers if a lock could be built under it, while growing during a game and/or during map generation.
- Town growth will not block ship paths, by denying them to grow on tiles where ships could traverse. see viewtopic.php?p=1176101#p1176101
v7
download here: viewtopic.php?p=1202268#p1202268
screenshot valid for v6:
screenshot valid for v5:
screenshot valid for v5:
generate lock-friendly rivers patch
Moderator: OpenTTD Developers
generate lock-friendly rivers patch
Last edited by xarick on 04 Feb 2018 14:31, edited 13 times in total.
Formerly known as Samu
Re: generate lock-friendly rivers patch
That would be these ones(?):
- Attachments
-
- Lock.png
- (576.63 KiB) Not downloaded yet
Re: generate lock-friendly rivers patch
Hmmm, if going that far, have you considered creating it in such a way that those "tight curves" (that require extra canal tiles) are eliminated as well? Or is that too restrictive?
Re: generate lock-friendly rivers patch
Also made towns generate lock-friendly bridges over rivers on new game creation or while growing during game.
Formerly known as Samu
Re: generate lock-friendly rivers patch
- Be less strict with lock checking when towns are expanding roads with bridges: allow bridges parallel to locks with the same direction as the bridge, and allow bridge construction on suitable lock locations if it is not a location with water.
- [+] Spoiler v5
Formerly known as Samu
Re: generate lock-friendly rivers patch
- Fixed an issue which was preventing towns from attempting to grow with a road or bridge. Checking for traversable water tracks was being done too early in the code.
Formerly known as Samu
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