Moderator: OpenTTD Developers
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?
In my opinion, that's a perfectly good solution called a distributor service. Basically, you manage the stockpile yourself by keeping it in a station.
But if you don't like the fact that cargo requirements don't scale with the town size, there is a game script called "Neighbours are important". It increases the cargo requirements as the town grows, and after some point the town needs new types of cargo! The towns are also capable of stockpiling the deliveries for the next month.
Town buildings can't stockpile, and even if they could NewGRFs can't override the default food/water mechanic. GameScript is definitely the easiest option to achieve different town growth mechanics.
Towns need building materials to grow instead of water and if you want to stop them growing (in singleplayer), you simple deliver building materials to the port in exchange for food. It wouldn't make sense to stop food or water supply for towns if they get too large. Even A-train has building materials.
Another nice thing about subtropical is that it has two nice contrasting groundtextures.
Looks good in 32-bpp graphics. I like trucks and trains in zbase, unfortunately it's not possible to refit.
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