Improved Town Layouts

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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

Which shopping mall? The 2x2 tile one with the glass roof? I am able to bulldoze any building, and don't think it's even possible to block the magic bulldozer.
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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

itl_subtropic_small.png
itl_subtropic_small.png (311.49 KiB) Viewed 1064 times
A large city (too large a screenshot to embed):
subtropic.png
(678.15 KiB) Not downloaded yet
1.4.0 beta 1 is out, with subtropic houses! I've completely reworked how houses are chosen from the Temperate climate (and will probably go back and redo that once I'm happy with subtropic), now calculating the land value of each tile based on a variety of properties and choosing the house accordingly. Like the Temperate climate, there are features for larger suburbs, improved downtowns, and better landmarks which persist through the life of a town. For more information, see the Readme on GitHub.

Please let me know any questions, concerns, or suggestions.
Tsylatac
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Re: Improved Town Layouts

Post by Tsylatac »

Found a weird regression in 1.4.0 beta 1 (or possibly 1.3.4; 1.3.3 is fine) - the low density Shop seems to have disappeared. Started a new 1700s game and can't find anywhere to take food. I don't see it in the scenario editor, either. The people hunger!
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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

Thanks for the report. I believe I broke it in the 1.4.0 beta when I added subtropic houses. I’m in the middle of moving but will try to fix and release perhaps this coming weekend.
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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

1.4.0 beta 2 is now on BaNaNaS, and shops work properly now. I had accidentally overridden the temperate shop with the subtropic one.
Tsylatac
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Re: Improved Town Layouts

Post by Tsylatac »

Yay, thank you! Though I look forward to trying out the subtropical goodies too..
gravelpit
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Re: Improved Town Layouts

Post by gravelpit »

does it have an effect for "town zones" in custom settings? i mean can i play in JGRPP paths?
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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

Despite the name, this is just a house set. It should work fine with custom town zone sizes in JGRPP.
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Aegir
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Re: Improved Town Layouts

Post by Aegir »

gravelpit wrote: 24 May 2021 08:50 does it have an effect for "town zones" in custom settings? i mean can i play in JGRPP paths?
Disabling town zone 0 (Outer most suburbs) will pretty well kill town growth irrespective of anything else.

Town zone bands are determined purely as a function of the city size and exist before each town building gets placed.

If the town buildings have restrictions on where they are placed based on town zones, then they will be affected by the JGR town zone patch.

However, I suspect ITL is doing waaaaaaay more intelligent computations for where to place buildings than the rudimentary town zoning method and it may very well end up functionally ignoring what's going on with town zone bands in order to create its own little density pockets, etc.
Former NewGRF Coder and Sprite Artist.

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oby
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Re: Improved Town Layouts

Post by oby »

Hi,

I've played over 50 years. Started 1980. The town growth is very slow and I have gaps between office and suburbs. After that the suburbs are developing normally. I have attached a screenshot.

Version of Improved Town Layouts is 1.4.0 beta3. I've tried to build passenger stations, to see if the office buildings are spreading, but no the growth is still slow. Even when I am level the town growth to fastest.

Do you have any idea?
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2TallTyler
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Re: Improved Town Layouts

Post by 2TallTyler »

Thanks for the report. I had mis-coded the small houses used for infill to exclude TOWNZONE_CENTRE — the zone where roads have streetlamps. It has nothing to do with offices or passenger stations, although passenger service is a great way to increase land value for offices to generate. You may have noticed that buildings with a 1CC recolor palette change color based on the land value. The reason you aren't seeing more office buildings is because there's a population requirement for each, to force suburbs and a small downtown core.

1.4.0 beta 4 is now out on Bananas, fixing the infill houses. Let me know if you have any other problems or questions. :)
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