So I'll go straight to the point: I'm developing a small chain of industries for the RUKTS extension set, only 2 new ones, and I cannot for the life of me figure out how the spawn rates work.
There's the 2 variables "prob_in_game" and "prob_random", both with maximum possible values of 255 iirc, but I don't understand how this works. Does higher mean more spawn? Does lower mean more spawn? In the 9 months I've had this lying around I've always had the same problem that the industries will just flood the map, with over 1000 nuclear sites one a 2k by 4k map, with every other industry barely having over 100 of each example (using FIRS Extreme economy).
I have also disabled industries closing for these two and I can't remember why, and they only spawn near water (see the repo for that code). I have also changed the behaviour of the power station, and also giving it new graphics, but it behaves normally.
The full repo can be found here
Here be the two items in question:
Any help would be lovely, I can't get enough info out of the NML documentation.
Industry spawn rates
Moderator: Graphics Moderators
- FulliAutomatix
- Engineer
- Posts: 119
- Joined: 24 Aug 2014 12:20
- Location: Kaon Prison, Cybertron
Industry spawn rates
Some links to stuff I've made:
-=RUKTS=- | -=NML Py-Patcher (a Python 3.0 pre-compiler)=- | -=Screenshots=- | -=Doom Soundtrack port to OpenTTD=- | -=Heightmaps collection=-
-=RUKTS=- | -=NML Py-Patcher (a Python 3.0 pre-compiler)=- | -=Screenshots=- | -=Doom Soundtrack port to OpenTTD=- | -=Heightmaps collection=-
Re: Industry spawn rates
As I understand, those values basically "don't mean anything" except whatever they are relative to other industries. ie if you have industry A with a prob of 1 and industry B with a prob of 2 it means you get twice as many of industry B (the total being controlled by the game settings and map size). But you also could have given them the values of 100 and 200 or 17 and 34 or whatever for the same result.
FIRS values are fairly low; so 30 and 50 are, yeah, about twice as high as anything else FIRS spawns. You can compare here:
https://dev.openttdcoop.org/projects/firs/files
Mill for example has 10/10. Lots of others have something like 5/3 or whatever.
FIRS values are fairly low; so 30 and 50 are, yeah, about twice as high as anything else FIRS spawns. You can compare here:
https://dev.openttdcoop.org/projects/firs/files
Mill for example has 10/10. Lots of others have something like 5/3 or whatever.
Re: Industry spawn rates
They're relative indeed, and the spawn rates may also be affected by location limits (eg needing a coastline, or needing to be a certain distance from other industries).
Re: Industry spawn rates
Sometimes the original reference is handy. The GRF Specs might help you to fill in the blanks.FulliAutomatix wrote:Any help would be lovely, I can't get enough info out of the NML documentation.
wallyweb on tt-forums: Screenshots - Wallyweb World - Projects & Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018 - December 2018 - May 2019
- FulliAutomatix
- Engineer
- Posts: 119
- Joined: 24 Aug 2014 12:20
- Location: Kaon Prison, Cybertron
Re: Industry spawn rates
Thanks for the help! I managed to fix all the issues I was having
Some links to stuff I've made:
-=RUKTS=- | -=NML Py-Patcher (a Python 3.0 pre-compiler)=- | -=Screenshots=- | -=Doom Soundtrack port to OpenTTD=- | -=Heightmaps collection=-
-=RUKTS=- | -=NML Py-Patcher (a Python 3.0 pre-compiler)=- | -=Screenshots=- | -=Doom Soundtrack port to OpenTTD=- | -=Heightmaps collection=-
Who is online
Users browsing this forum: No registered users and 72 guests