ThanksSapphire united wrote:I really REALLY like this script.ever

Ha, it cleverly displays a goal to you, and it measures progress of deliveries, that's all it takes to make people believe they have to do thingsSapphire united wrote:It forces me to reallocate parts of my network to focus transport to different parts of the map as time passes.

But yeah, it's nice to get goals that you can fulfill, I also fall for the above trick

I tend to keep everything, and unify with other transport later, as the need arises. It mostly depends on how you play the game, I guess.Sapphire united wrote:However, it also makes me revert to point to point spaghetti garbage builds in order to get things done fast and cheap.
I don't know if that would be the case. The script generates random destinations for random cargoes, so your transport lines get scattered all over the map, you keep that, no matter how large the goal is.Sapphire united wrote:Perhaps requiring large amounts of tranported products would reduce the tendancy to build spagetti garbage train setups?
If you want, you can experiment with the idea.
Unpack the .tar file to a directory with its files (and move the .tar out the way to avoid openttd finding it).
Open "main.nut" in a text editor (eg notepad++ is said to be useful for Windows afaik, but there are lots of text editors).
Around line 304 it says "cdata.AddActiveGoal(cargo, accept, amount);" where 'amount' is the amount of cargo you need to deliver. Multiply that eg with 10, like "cdata.AddActiveGoal(cargo, accept, amount * 10);" (ie add the " * 10" text just before the closing parenthesis).
That change will give you goals with 10 times as much cargo. Save the file, and launch openttd.
It should find BB again, and give you larger transport goals. Please report back if it works for you.
Why would this work? In my games, I have more cash than I need, so I really don't care about cash. Does giving cash for a goal increase your urge to fulfill something?Sapphire united wrote:Or mix this with a cash goal aswell..