[GS] Renewed Village Growth (RVG)

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

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Firrel
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[GS] Renewed Village Growth (RVG)

Post by Firrel »

Renewed Village Growth (RVG)

RVG is a Game Script that manages towns growth in a new and balanced way, making growth depend on varied cargo delivery (passengers, food, goods, ...) and sustained transportation of passangers and mails. The script supports Baseset, FIRS, ECS, YETI and NAIS industries. It is born as a combination of keoz's Renewed City Growth GS and Sylf's City Growth Limiter GS.

Image

How this works:
The script only triggers growth in the towns which are already exchanging passengers. Its growth rate is calculated (non linearly) on the basis of the degree of achievement for cargo requirements. If there is more cargo than necessary, it is stockpiled for later use.

The growth will be completely stopped when insufficient amount of passangers and mails are transported from the city, limiting its growth when the infrastructure is not maintained.

Cargo requirements are not defined for individual cargo types, but for cargo categories. Depending on the used industry set, there are 3 or 5 categories. It doesn't matter which type of cargo you deliver to achieve category goals. The cargo categories are described in StoryBook.

For more information, read the readme file:
readme.txt
(10.86 KiB) Downloaded 44 times

Requirements:
- OpenTTD, v. 1.10.x or newer.
- GS SuperLib, v. 40 (you can find it on BaNaNaS, also accessible through OTTD's "Online Content").
- Industry sets: you can use Baseset (all climates), FIRS 1.3.0 and 3.0.12 (all economies), ECS 1.2 (any combination), YETI 0.1.6, NAIS 1.0.6. Using RVG with any other unsupported industry set may result in odd - or unstable - behaviours.

Download:
The latest stable version (v3) can be downloaded from BaNaNaS.

Changelog:
Version 3 (2020/05/17)
- modified: support for any combination of ECS 1.2 vectors
- modified: added parameter to game script settings "Town info display mode" to change the mode of
displaying town information (Automatic, Cargo information, Limiter information)
- modified: automatic town info mode is now switching pages every 3 seconds instead of scrolling
- modified: updated YETI to version 0.1.6
- fix: towns will now properly stop to be monitored after one year without passanger service

Version 2 (2020/05/13)
- modified: "Expert: slowest TGR if requirements are not met" changed to max 880 as it is maximum
possible TGR
- modified: changed "Eternal love" default value to off
- modified: updated ECS vector to version 1.2
- fix: issue with scrambled story book text after loading game
- fix: display town growth is not limited by the script message when pax and mail requirements changed to
0 mid game
- fix: town categories in town info screen now scroll when there are more than can fit
- fix: removed duplicite cargo printing
- removed: french translation

Version 1 (2020/03/08)
- combination of Renewed City Growth by Keoz, City Growth Limiter by Sylf
- new: added support for FIRS 3.0.12 economies
- new: added support for NAIS: North America economy
- new: eternal love from towns
- fix: towns under 100 population will always grow as normal
Attachments
Renewed_Village_Growth-3.tar
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V3_img.PNG
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Last edited by Firrel on 18 May 2020 22:24, edited 1 time in total.

Firrel
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Re: [GS] Renewed Village Growth (RVG)

Post by Firrel »

Korenn wrote:
14 May 2020 14:39
Hi Firrel, I have a feature request. ... I would love to see an option where for each town it picks a random *specific* cargo from each cargo category to request.
I like the idea, it is a bit like TF2 works. I wanted to do something similar. It can be done by storing a uint32 number with one bit per cargo type, so it is not too demanding for saving and it is easily reconstructed. The cargo types selected for specific town can be displayed as third page of town info. There can be 1-3 cargos per category (limited by displayed parameters).
Will try to work on it for the next release, but don't expect it to be very soon.

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Boukev
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Re: [GS] Renewed Village Growth (RVG)

Post by Boukev »

Sounds like great changes! Thanks a lot. Will try it out when I can.
It takes either 1 train with 8 carriages or 500 cars to move 1000 people. Simple math.

djsider
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Re: [GS] Renewed Village Growth (RVG)

Post by djsider »

I tried out the script with FIRS and food is not included in cat 2. I have no idea how to get the town to accept Fish, Fruit, Livestock, or Milk.

Should food be included in cat 2? and goods into cat 3?

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Boukev
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Re: [GS] Renewed Village Growth (RVG)

Post by Boukev »

djsider wrote:
21 May 2020 06:32
I tried out the script with FIRS and food is not included in cat 2. I have no idea how to get the town to accept Fish, Fruit, Livestock, or Milk.

Should food be included in cat 2? and goods into cat 3?
I think the current setup is nice with food being a second level as a processed form of a pure stock like fish, fruit, livestock or milk.

You need to have a factory (brewery, dairy or stovkyard etcetera) in or near the town (the factory starts with the towns name) that you can supply to make it count towards the growth goal. You do not need to bring the raw ingredients to the town buildings themselves.
It takes either 1 train with 8 carriages or 500 cars to move 1000 people. Simple math.

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Re: [GS] Renewed Village Growth (RVG)

Post by djsider »

I eventually did figure out it’s not just about the town buildings but it can be industry as well. I’m used to other city builders where you need to supply the town to count.

Having a raw material go into an industry that produces food in the same town area means I do not need to build a big network. I.e. a plantation to cider mill will provide two categories. Having the goals just be what you can deliver to the town or at least having options to configure the cargos would be nice.

Btw, the readme states food in cat 2, not in the later category.

Additional q: why are the requirements so low? I’m at 800 ppl and it says for general food 5/100/120 for the required/supplied/stocked. This means it only requires 5 units of general food per month? And it’s storing way more than 10x that amount

djsider
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Re: [GS] Renewed Village Growth (RVG)

Post by djsider »

Just went through the old RCG posts and I see screenshots there indicating food is in cat 2. Just wondering if the change was intended for it to be not included in general food and being allowed later on. Also, does anyone know what the requirements per 1000 population are?

LaChupacabra
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Re: [GS] Renewed Village Growth (RVG)

Post by LaChupacabra »

Boukev wrote:
21 May 2020 08:07
You need to have a factory (brewery, dairy or stovkyard etcetera) in or near the town (the factory starts with the towns name) that you can supply to make it count towards the growth goal. You do not need to bring the raw ingredients to the town buildings themselves.
It works a bit differently - in this script (similar to the base RCG), counted are delivery to stations assigned to a specific city, not to enterprises with the city's name.
Changing the station name will not change the city to which it is assigned. If the factory is located near two cities, you need note attention to which city the station will be assigned during construction.
I am sorry for may English. I know is bed.

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