Moderator: OpenTTD Developers
AddCCtoInnerWallsOfRoadDepots (for [8bpp] Graphics Replacement Project - OpenGFX)
Build and Refit (filter vehicles by cargo and build them refitted)
Build Templates (Copy&Paste) (copy and paste parts of the map inside a game or from one game to another with templates)
Daylength (set the daylength up to 255 times longer with options to raise running cost or lower vehicle income and ingame time display)
Distant-join-stations (build station parts that belong to another station without touching using ctrl)
Dynamic engine pool (load huge vehicle grfs or use as many of them as you want at the same time)
Autorenew old vehicules bugfix (your old vehicles will be renewed, even if servicing is off)
Order-based full-load any/all cargo selection (select foll load all or full load any for every order additional to the global default setting)
More realistic loans system (variable interest rate and max loan is calculated based on company value)
Speed limits for Road vehicles (enables you to limit the road vehicle speed inside town and/or on two-way roads)
Extra large maps patch (you can use very long maps, up to 8k tiles)
Trains stop in the middle of too long platforms (if the platform is longer than the train, it doesn't stop at the end but in the middle)
Omit unnecessary wires on elrail (fixes some graphical glitches with electric rails)
Advanced Terraform - Drag&Draw (lets you draw lines of any shape on the map with the terraform tools)
Industry Station Names (stations placed next to industries will be named accodingly)
Supplied cargo in station placement window (displays which cargos can be recieved at a location in the station building window)
New passenger destinations (passengers have a target they want to reach and also change vehicles to get there)
Timetable based separation patch (lets you spread vehicles with shared orders evenly over the route using timetabling)
Disable Tree growth (disable tree growth in the scenario editor and/or ingame)
Terrain sprites for unmovables (draws grass/desert/snow under player owned land, lighthouses and transmitters)
YAPP - Yet Another PBS Patch (path based signalling is very intuitive, once you get the old way of placing signals out of your head and allows very efficient design)
The patch needs copypaste.grf to work.
Grfs can be found here: GRF
Old versions of the patch: Archive
Up to date version of the patches in use: Patches
r12180 built with BuildOTTD: clicky (Thanks Forked )
- works with BuildOTTD
- (678.6 KiB) Downloaded 1485 times
edit: Here's a version with passenger destination included... Don't click on station rating Also the configure patches window is a bit too small for all that... but it compiles and I had some busses running so have fun
- (439.94 KiB) Downloaded 338 times
If he suplies a .patch (or .diff) file for a rev +- the ones with paxdest, all you need is to paste the paxdest patch at the bottom of the other patch, save as a new file and build BuildOTTD, and it might just work, sometimes it does, sometimes it dont. Ive done that with paxdest and copy/paste a number of times.
A small note, though: The patched program currently can not load save games from trunk.
However, if you changed the following line in settings.cpp (about line 1394), it would work.
Replace 84 by 87 (the savegame version of the patched version), i.e. it should read
Code: Select all
SDT_CONDBOOL(Patches, disable_tree_growth, 87, SL_MAX_VERSION, 0, 0, false, STR_CONFIG_PATCHES_TREE_GROWTH, NULL),
i compiled with buildottd and it works fine btw, does not even crash when clicking on rating...
- Toni Babelony
- Posts: 1389
- Joined: 07 Jul 2006 09:34
- Skype: toni_babelony
- Location: Sagamihara-shi, Japan
Now, thanks to my über noobish skills regarding coding, could someone pretty please compile a Mac OS version? I'm running it on a 1GHZ Power PC G4 (if that is of any help) with OSX Tiger.
Thanks very much in advance! ^^
Change some signals somewhere, boom, ooh, better load last autosave - it's only 10 days old..., *load*, dang I forgot that's worth three months in normal game time
(really happened to me )
edit: but is speed limits for road vehicles optional? edit2: I guess it is, after looking in that thread.
But I have a problem with the timetable-function. I've built a connection between four cities with three trains, all with the same timetable. But they are not seperated by the timetable like in the ChrisIns, they just follow ech other, so that the timetable makes no sense.
Is it just a bug or am I too stupid?
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