[OTTD] Universal Rail Type

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

Post Reply
User avatar
zero.eight
Traffic Manager
Traffic Manager
Posts: 128
Joined: 15 Jun 2007 01:14

[OTTD] Universal Rail Type

Post by zero.eight » 12 Sep 2010 20:46

The Universal Rail Type NewGRF is an attempt at making train replacement easier. It allows players to use Autoreplace to convert engines and wagons into models of other rail types e.g. monorail <-> maglev. Simply configure Autoreplace, build Universal Depots (select the Universal Rail construction option and then select the depot) and send the trains that you want to replace to the nearest Universal Depot. Once the trains are all in depots you can convert the tracks and restart all of the trains. Since Autoreplace has been used, the trains' orders and groups are preserved.

Compatibility with NewGRFs that provide new trains or new/modified rail types is not guaranteed. In some cases it may be necessary to remove all wagons from a train for Autoreplace to be successful but there should be no problems with the default engines and wagons.

If you want more of a challenge, set the "Enable push/pull behaviour" parameter and have a look at this post. It requires building a "Universal Engine" to push/pull trains to new depots. It might be really tedious though so it isn't the default behaviour.

Side effects:
  • Players can build Universal Rail track which allows any of the default trains to run on it. This defeats the purpose of having different rail types but currently it's the only way to make this GRF function. It's up to you to use or abuse this feature. Of course, you can set the speed limit and construction cost of the track in the parameter menu to add some kind of penalty. In addition, Universal Rail track looks like normal railway track so it may be confusing if you build a lot of it. Note that if you build a Universal Depot at a 45degree angle to other rail, a small piece of Universal Rail track may be built automatically. This is unavoidable.
Version History:
2.0.1
  • Compatibility fixes
2.0.0
  • Universal rail track speed limit can be set by parameter (defaults to unlimited)
  • Universal rail track construction cost multiplier can be set by parameter
  • Universal engine does not need to be constructed
  • Added readme that can be accessed ingame
1.4 and older
  • Add Universal Rail and Universal Engine
Universal Rail Type 2.0.0 and newer require OpenTTD 1.2.0 or newer.
2.0.1 is not compatible with earlier versions of Universal Rail Type.

I recommend using 2.0.1 or newer rather than 2.0.0. It contains some additional safety measures to protect against messing up your games.

Downloads:
BaNaNaS (a search for "univ" should be sufficient. Check this page if you have no idea what that means)
Devzone: http://bundles.openttdcoop.org/universalrails/releases

Source: http://dev.openttdcoop.org/projects/universalrails
Kindly hosted by DevZone and built using the NML Build Framework; big thanks to all involved.

From the original request here.
Last edited by zero.eight on 26 May 2013 15:25, edited 3 times in total.
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement

User avatar
V453000 :)
President
President
Posts: 947
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [OTTD] Universal Rail Type

Post by V453000 :) » 18 Apr 2013 08:46

Hint hint, I think it is a lot more useful if Univ Rail does not set any speed limit ... you do not even need the universal engine.

e.g. NUTS Unrealistic Train Set has no speed limits and it all works like a charm ... yes, people do sometimes use the universal track instead of the "proper" track fo that engine, which I disagree with doing in most cases (except Mars), but hell, up to them.
ImageImageImage

User avatar
zero.eight
Traffic Manager
Traffic Manager
Posts: 128
Joined: 15 Jun 2007 01:14

Re: [OTTD] Universal Rail Type

Post by zero.eight » 19 Apr 2013 15:44

Yeah, the speed limit is unnecessary. I'll add a parameter for it and default to unlimited.

I'll remove the engine as well for the default behaviour. It's only exists because railtype introduction dates didn't exist when this NewGRF was first made. The engine will remain for push/pull behaviour, although I don't know if anyone actually uses it.
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement

User avatar
V453000 :)
President
President
Posts: 947
Joined: 01 Feb 2011 11:22
Location: Beer

Re: [OTTD] Universal Rail Type

Post by V453000 :) » 19 Apr 2013 22:06

the engine really is just an unnecessary step :) also, I would only make it available in NO_CLIMATE so that it does not break compatibility with older versions
ImageImageImage

User avatar
zero.eight
Traffic Manager
Traffic Manager
Posts: 128
Joined: 15 Jun 2007 01:14

Re: [OTTD] Universal Rail Type

Post by zero.eight » 26 May 2013 15:34

Version 2.0.0 has been released. But I am an idiot and I didn't check backwards compatibility properly so... version 2.0.1 has also been released.

Changes from 1.4:
  • Features and fixes
    • Universal Rail track speed limit can be set by parameter (defaults to unlimited)
    • Universal Rail track construction cost multiplier can be set by parameter
    • Universal Engine does not need to be constructed so it won't pollute the construction menu
    • Added readme that can be accessed ingame
    • Added some compatibility fixes
  • Source
    • Reimplemented in NML
    • Moved to DevZone
Version 2.0.0 and newer require OpenTTD 1.2.0 or newer.
2.0.0 and newer are not compatible with older versions (1.x series).

If you want these shiny new features and don't have version 2.0.0 (quite likely) you can skip it and go straight to 2.0.1.

Get it via BaNaNaS or http://bundles.openttdcoop.org/universa ... ses/2.0.1/

Check the first post for a more elaborate description.
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement

claxx
Engineer
Engineer
Posts: 5
Joined: 02 Jan 2014 20:58

Re: [OTTD] Universal Rail Type

Post by claxx » 03 Jan 2014 11:38

I have installed the add-on but I cant find a way to build universial depot? I thought it was gonna be a alternative like railway, monorail etc but it isnt

User avatar
zero.eight
Traffic Manager
Traffic Manager
Posts: 128
Joined: 15 Jun 2007 01:14

Re: [OTTD] Universal Rail Type

Post by zero.eight » 03 Jan 2014 14:35

claxx wrote:I have installed the add-on but I cant find a way to build universial depot? I thought it was gonna be a alternative like railway, monorail etc but it isnt
Yes, there should be a new entry called "Universal Rail construction" in the list of constructable tracks. URT 2.0.1 works as expected in OTTD 1.4.0-beta 1.
Are you sure that the NewGRF is active? Are there any other NewGRFs active, especially ones that provide new track types?
Attachments
s.png
s.png (51.83 KiB) Viewed 15962 times
OpenTTD: VAST - station tiles and objects | MICS - urban monorail graphical conversion | Universal Rail Type - easier train replacement

claxx
Engineer
Engineer
Posts: 5
Joined: 02 Jan 2014 20:58

Re: [OTTD] Universal Rail Type

Post by claxx » 03 Jan 2014 15:14

zero.eight wrote:
claxx wrote:I have installed the add-on but I cant find a way to build universial depot? I thought it was gonna be a alternative like railway, monorail etc but it isnt
Yes, there should be a new entry called "Universal Rail construction" in the list of constructable tracks. URT 2.0.1 works as expected in OTTD 1.4.0-beta 1.
Are you sure that the NewGRF is active? Are there any other NewGRFs active, especially ones that provide new track types?
It says its not active, do I have to start a new game to make it active?

THe Universal Rail Construction and Progressive Rail Set is both active when I´m at the main menu but not when I´m the game

Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4730
Joined: 09 Sep 2007 05:03
Location: home

Re: [OTTD] Universal Rail Type

Post by Alberth » 03 Jan 2014 15:17


adseo2016
Engineer
Engineer
Posts: 1
Joined: 15 Jan 2016 06:24

Re: [OTTD] Universal Rail Type

Post by adseo2016 » 15 Jan 2016 06:25

thank you.
gclub

spidyboy
Engineer
Engineer
Posts: 1
Joined: 11 Jun 2017 16:09

Re: [OTTD] Universal Rail Type

Post by spidyboy » 11 Jun 2017 16:13

i need some help with this.. i just now installed the grf but I can't find the universal track if I open it on my existing saved games. However I do found it in new games.

is there anyway to open it on existing saved games?

Thanks before

Alberth
OpenTTD Developer
OpenTTD Developer
Posts: 4730
Joined: 09 Sep 2007 05:03
Location: home

Re: [OTTD] Universal Rail Type

Post by Alberth » 11 Jun 2017 16:23

Not without ruining your existing savegames.

Once you created the world, you're stuck with it. Make a new world if you don't like it.
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 3 guests