Cargo Distribution
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Re: Cargo Distribution
Question: How do you overload a travel link to red like shown in the attached screenshot? I can only make it up to green...
Re: Cargo Distribution
Create more cargo or accept more passengers to transport.
Alternatively, reduce the transport capacity
Alternatively, reduce the transport capacity

Being a retired OpenTTD developer does not mean I know what I am doing.
Re: Cargo Distribution
I just read another forum post which said I have to turn cargodist on to make them display in yellow/red, and seems like it's off here..
Re: Cargo Distribution
That could help 
Open the settings menu (from in-game if you want to change an existing game), use "advanced settings", and type "cargo dist" as search text.
Alternatively, open "Environment -> Cargo Distribution".
There are all the cargo dist settings. Change distribution modes of the cargo-types that you want handled by cargo-dist to something else than "manual".

Open the settings menu (from in-game if you want to change an existing game), use "advanced settings", and type "cargo dist" as search text.
Alternatively, open "Environment -> Cargo Distribution".
There are all the cargo dist settings. Change distribution modes of the cargo-types that you want handled by cargo-dist to something else than "manual".
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: Cargo Distribution
There is an exploit: is it easily possible to cheat by pumping station ratings with single vehicle waiting for full load, with single order as such.
Is it possible to fix this feature?

Is it possible to fix this feature?

Re: Cargo Distribution
This exists without Cdist as well, and has since the original game I believe...McZapkie wrote:There is an exploit: is it easily possible to cheat by pumping station ratings with single vehicle waiting for full load, with single order as such.
Is it possible to fix this feature?
- andythenorth
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Re: Cargo Distribution
Don't kill the piglet 

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Re: Cargo Distribution
No, vehicle would load everything which have no explicit destination. It is not possible to make single order and force vehicle to stuck on station in case of manual cargodist or if station is fresh (with red marked cargo "to anywhere").supermop wrote: This exists without Cdist as well, and has since the original game I believe...
But once link is established, vehicle would sit and not load cargo with fixed destination.
It totally kills cargodist idea, were you get higher station ratings traded for local freight. With this exploit you can get high station ratings plus all traffic at long distance.
Possible fix is to generate randomly small amounts of "cargo to anywhere".
Such fix would be also useful to establish new links, currently it is sometimes hard to attach new destination into existing network.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: Cargo Distribution
uhm, make a load order with ridiculously long timetable waiting time?McZapkie wrote:It is not possible to make single order and force vehicle to stuck on station
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Re: Cargo Distribution
Piglet variant B: drop off cargo at a nearby dump station and return to pickup.
Trying to prevent exploits is usually hard.
Trying to prevent exploits is usually hard.

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Cargo Distribution
It is not working well currently, because bad rating of target station affect source rating.andythenorth wrote:Piglet variant B: drop off cargo at a nearby dump station and return to pickup.
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
- andythenorth
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Re: Cargo Distribution
Do I misunderstand, or is there some patch I don't know about? How does rating of destination affect rating of source?McZapkie wrote:It is not working well currently, because bad rating of target station affect source rating.

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: Cargo Distribution
Sorry to revive the old topic but this exploit bothers me too.Eddi wrote:uhm, make a load order with ridiculously long timetable waiting time?McZapkie wrote:It is not possible to make single order and force vehicle to stuck on station
Yes, in general, the vehicle waiting time in stations is what causes this exploit and I don't believe it is caused by Cargo Distribution itself.
I can think of at least two possible underlying causes for this exploit:
1) "Days since last cargo pickup" exploit: A fully loaded vehicle being "loaded" at the station for months counting as a vehicle actually loading units of cargo despite being already full. Would this be a bug or a limitation of the game engine?
2) A vehicle being loaded at the station being considered by the game as an vehicle arriving at the station with each game time update. I heard/read somewhere that frequency of arrival of vehicles to the station influences rating too but I cannot find any evidence for this on the OTTD wiki. Would this be a bug or a limitation of the game engine?
Is there a general fix or at least another forum thread where this issue is being discussed? I believe this is a pretty major exploit that needs to be fixed. Are the devs aware of this? Or is there a patch I am not aware of?
Thank you.
Re: Cargo Distribution
You should post bug reports (including exploits
) on the issue tracker: https://github.com/OpenTTD/OpenTTD/issues
But no, there is no code that tracks frequency of visits to a station, only a single number (for every cargo) for when a vehicle last loaded at it.

But no, there is no code that tracks frequency of visits to a station, only a single number (for every cargo) for when a vehicle last loaded at it.
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Re: Cargo Distribution
Thank you for the clarification about the frequency of visits!jfs wrote:You should post bug reports (including exploits) on the issue tracker: https://github.com/OpenTTD/OpenTTD/issues
But no, there is no code that tracks frequency of visits to a station, only a single number (for every cargo) for when a vehicle last loaded at it.
To be absolutely precise, by "for every cargo" you mean "for each single unit of the given cargo" therefore 100 passengers would be counted as 100 individual loadings of the cargo?
- planetmaker
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Re: Cargo Distribution
No, for each cargo type, that is passengers, mail, coal,...HapticTactic wrote:Thank you for the clarification about the frequency of visits!jfs wrote:You should post bug reports (including exploits) on the issue tracker: https://github.com/OpenTTD/OpenTTD/issues
But no, there is no code that tracks frequency of visits to a station, only a single number (for every cargo) for when a vehicle last loaded at it.
To be absolutely precise, by "for every cargo" you mean "for each single unit of the given cargo" therefore 100 passengers would be counted as 100 individual loadings of the cargo?
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Re: Cargo Distribution
Because this thread was resurrected, let me go into Indiana Jones mode and comment some ancient scrolls:
Very good patch indeed, two issues are solved:
* no production boost cheating by local transfers;
* self-regulation of overloaded cargodist network (not super efficient, but it is smth.)
Not sure when such feature was implemented, but I checked current 1.8.0 version and it works as well: Station rating gradually drops, if cargo transferred from this station is sitting on the station with bad rating. No matter is cargodist is on or off.andythenorth wrote:Do I misunderstand, or is there some patch I don't know about? How does rating of destination affect rating of source?McZapkie wrote:It is not working well currently, because bad rating of target station affect source rating.
Very good patch indeed, two issues are solved:
* no production boost cheating by local transfers;
* self-regulation of overloaded cargodist network (not super efficient, but it is smth.)
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Re: Cargo Distribution
IIRC there was a feature in cargodist that checks how much cargo is piled up on intermediate stations. i forgot the details, though.
Re: Cargo Distribution
If i remember correctly, in the begginings of Cargodist there was a setting players could modify to reduce the effect on source station from cargo waiting in another station, it then disapeared from the setting menu.
I often wondered why, because i noticed the effect was still there.
And i could add to what mczapkie said about the "exploit", you don t even need the piglet truck to actually pick up something, only trying to pick up is enough to raise the ratings.
I often use it, and simply use a single order for that : go to station (unload and load if possible). That way, cargo eventually loaded get unloaded at the source station and eventually taken by another vehicle waiting. But with cargodist on, and once all cargo are routed, that piglet is actually not even loading something as it has no destination, and just by trying to load, it does its job of raising the rating.
I m also against removal of that behavior btw, That truck looses money (it s running cost), so it may be an exploit but it s not a free exploit.
I often wondered why, because i noticed the effect was still there.
And i could add to what mczapkie said about the "exploit", you don t even need the piglet truck to actually pick up something, only trying to pick up is enough to raise the ratings.
I often use it, and simply use a single order for that : go to station (unload and load if possible). That way, cargo eventually loaded get unloaded at the source station and eventually taken by another vehicle waiting. But with cargodist on, and once all cargo are routed, that piglet is actually not even loading something as it has no destination, and just by trying to load, it does its job of raising the rating.
I m also against removal of that behavior btw, That truck looses money (it s running cost), so it may be an exploit but it s not a free exploit.
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Re: Cargo Distribution
1) So one uninterrupted full loading of passengers to a train would count as one event of loading of passengers and be considered as the most recent time the passengers cargo type was loaded at a given station? Correct?planetmaker wrote:No, for each cargo type, that is passengers, mail, coal,...HapticTactic wrote:Thank you for the clarification about the frequency of visits!jfs wrote:You should post bug reports (including exploits) on the issue tracker: https://github.com/OpenTTD/OpenTTD/issues
But no, there is no code that tracks frequency of visits to a station, only a single number (for every cargo) for when a vehicle last loaded at it.
To be absolutely precise, by "for every cargo" you mean "for each single unit of the given cargo" therefore 100 passengers would be counted as 100 individual loadings of the cargo?
2) What happens when there is not enough passengers and the train is loaded to certain percentage and more percentage is loaded gradually in many days, for example?
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