EcoTTD : An economical fork of OpenTTD

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Fauleresel
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Joined: 20 May 2023 10:14

EcoTTD : An economical fork of OpenTTD

Post by Fauleresel »

Hello,

I want to make a fork of Ottd ( more specifc : JGR's Patchpack ) with the goal of making the existing elements more interconnected, rebalance the transportation types and make it more economically challenging.

Big changes:

No instant building and traffic routes need some sort of building material


No magic depots: Depots need to be as long the vehicle they are servicing and should need some spare part(s). Building engines cost material aswell


Steam engines should need water and coal.
Diesel ones need diesel.
Electric railway needs to be connected to a power station which is supplied with fuel


Quality of life changes:

New stations get by default the name of the industries to which they are connected.

Rework of the group system, so the group itself defines the route and not the individual vehicle


and more ...


Do you cringe when you see a train magically reversing at a signal?
If you do, you should help me. If you do not, you should help me aswell, because I am not so great at progamming.


You can help me under

https://github.com/Fauleresel/EcoTTD
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odisseus
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Joined: 01 Nov 2017 21:19

Re: EcoTTD : An economical fork of OpenTTD

Post by odisseus »

That's quite an ambitious project for somebody that's "not so great at progamming". If I were you, I would start by gaining some experience on smaller tasks. For example, you could take one of the issues reported at the base OpenTTD repository.

By the way, the automatic reversing at signals can be turned off even in the unmodified game.
ahyangyi
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Joined: 05 Feb 2010 07:34

Re: EcoTTD : An economical fork of OpenTTD

Post by ahyangyi »

Pretty sure stations already name themselves after the industry, or at least that's among the names to be randomly picked.

And there is order sharing.
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