Ponies that we might actually get
- Bananas web view on content item information (page per item)
- NewAirports / NewPorts / NewStations (one must be right?). Partially done.
- road types (petern had a partial patch for this). - WIP - Wolf01, frosch
- advanced action 2 sprite layout for house / industry tiles Done - supported by nml, no grfcodec (nfo) support last time I checked
- extend var 68 with to return count of industry type for parent town if bit 8 is set in register 101 Done
- map overlay or mini-map view using colour coded shapes (in/out arrows?) to show cargo acceptance/production at each industry.Done by Alberth - July 2010
- seriously enhanced GUI for newgrf parameters Done July 2010 (Frosch / Yexo / Rubidium)
- Newgrf changelog field. http://www.tt-forums.net/viewtopic.php?f=32&t=51396
- smoke for road vehicles and ships (with arbitrary x offset) Done November 2010 (Hirundo) HEQS 0.9.5 adds RV support for this. Ship support is harder - further control is needed over offsets. http://bugs.openttd.org/task/4263?proje ... &sort=desc
Ponies that are too silly / ruled out / unlikely / probably too much work
- 'fields' around industries. Work started by frosch. Got stuck. It's quite complicated, might be too much work for too little benefit.
- rv-wagons. 'Proper' articulated road vehicles - consist assembled by player. Nah, not good.
- water types, or something similar, so that something interesting can be done for gameplay in respect of adjusting ship speeds on rivers, canals or open water etc. (might be an extension of rail / road types)
- resurrect 'growth' patch idea so roads can be snowed over, blown over with sand, etc. To be cleared to varying degree by vehicles, so snow ploughs become possible. More snow = reduced vehicle speeds. If properly combined with road types, 'maintenance' also becomes possible, as tile could be 'maintained' to a lesser or greater degree, slowing vehicles. 'maintenance' level to be restored by engineering vehicles.
- articulated ships, or a hack in similar fashion to aircraft, using another following sprite to hold cargo. Typically 2 cargos would improve ships. More aren't necessary. However consolidating cargo capacity could be fun. E.g. capacity 100t, to be made up of cargo A, cargo B. So 10t cargo A, 90t cargo B, or 50t each, or 70t cargo A, 30t cargo B, any combination really. Could be implemented as an invisible following sprite, or as a wake sprite. Hmm just how performance-draining is the ship pathfinder anyway? Proper articulated ships would be good for some limited cases, but not actually necessary.
- 'ford' tile to let vehicles cross small areas of water (limited to 'n' tiles), has to be built explicitly, like a bridge. Is it asking too much of the graphics engine to draw water over part of vehicle sprites? Probably.
- set bits in an industry/house/station tile that cause adjacent road tiles to build a road piece abutting the tile. For e.g. petrol stations, station entrance tiles, car parks etc.
- goals framework http://wiki.openttd.org/Requested_featu ... _Framework
- extended industry variable 68, ability to get values from the registers at other industries. DaleStan explained to me a while back that trying to get at properties of industries might be a pony too far if it's for *any* industry on the map... but var 67 / 68 can check properties at neighbouring industries of type n, so wondering if value of arbitrary property x could be got for nearby industries of type n? (This is thought to be possible, but generally not likely to happen).
- cargo arriving at a station distributed to industries in catchment area using round-robin, instead of nearest neighbour. Stops all cargo being delivered to one industry, preventing certain annoyances. Rubidium tells me it would be inefficient performance-wise (and therefore is not going to happen - seems reasonable, but I thought I'd mention it).
- multi-mode vehicles, e.g. road-rail; hovercraft on land, amphibious trucks etc.