[GS] Renewed Village Growth 10.1 (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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How would you rate this game script?

5★ Lev4 'Chimaera'
28
80%
4★ "AsiaStar"
5
14%
3★ Floss "47"
2
6%
2★ Ploddyphut Choo-Choo
0
No votes
1★ Kirby Paul Tank
0
No votes
 
Total votes: 35

Church_On_A_Hill
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Re: [GS] Renewed Village Growth 10.0 (RVG)

Post by Church_On_A_Hill »

Hi,

I may be misunderstanding how the script works, but I'm having an issue where I am fulfilling the Public Services Category, but the town is not growing because it says I am not transporting enough passengers or mail out of the town. I can't find anything in the readme about having to transport a certain amount of both of those two goods out of town for it to grow, only that some amount of passengers need to be transported every month for it to show the cargo categories. Is there a reason for this issue or a way to change this? If not, is there at least a way to see how much of each of the two goods need to be transported in order for the city to grow? Screenshot attached.
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Screenshot 2024-05-24 141450.png
Screenshot 2024-05-24 141450.png (140.47 KiB) Viewed 821 times
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Firrel
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Re: [GS] Renewed Village Growth 10.0 (RVG)

Post by Firrel »

Church_On_A_Hill wrote: 24 May 2024 18:21 I may be misunderstanding how the script works, but I'm having an issue where I am fulfilling the Public Services Category, but the town is not growing because it says I am not transporting enough passengers or mail out of the town. I can't find anything in the readme about having to transport a certain amount of both of those two goods out of town for it to grow, only that some amount of passengers need to be transported every month for it to show the cargo categories. Is there a reason for this issue or a way to change this? If not, is there at least a way to see how much of each of the two goods need to be transported in order for the city to grow? Screenshot attached.
It is a growth limiter, which stops the growth completely if the combined percentage of pax&mail generated by the town are not transported. You are transporting 1688/3600 pax and 585/1500 mail. You need to improve mail transport.

You can change it by these parameter:

Limit growth settings:
- "Minimum Percentage of transported cargo from town": how much of the
cargo generated by the town that month must be transported
- "Minimum size of town before the limit rules kicks in": at what
population of the town the growth limitation will start
- "Stop growth after set amount of months": keep growing for the amount
of months after limiter stops the growth
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bigyihsuan
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Re: [GS] Renewed Village Growth 10.0 (RVG)

Post by bigyihsuan »

I made a merge request for the new FIRS 5 beta: https://github.com/F1rrel/RenewedVillageGrowth/pull/145

I was unable to use the old FIRS4 non-Steeltown economies because FIRS 5 changed the internal ordering of its cargos, making it a big pain to reorder and renumber each economy even though they were the same between versions.

The new Steeltown economy I based roughly on FIRS4 Steeltown settings, with some cargos being placed to allow for a more even distribution between cargo classes.
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Firrel
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Re: [GS] Renewed Village Growth 10.0 (RVG)

Post by Firrel »

bigyihsuan wrote: 11 Jun 2024 14:22 I made a merge request for the new FIRS 5 beta: https://github.com/F1rrel/RenewedVillageGrowth/pull/145

I was unable to use the old FIRS4 non-Steeltown economies because FIRS 5 changed the internal ordering of its cargos, making it a big pain to reorder and renumber each economy even though they were the same between versions.

The new Steeltown economy I based roughly on FIRS4 Steeltown settings, with some cargos being placed to allow for a more even distribution between cargo classes.
Perfect, I will check it out and give you feedback in the PR. Thank you for the hard work!
BlaqueWidow
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Re: [GS] Renewed Village Growth 10.0 (RVG)

Post by BlaqueWidow »

I've been trying to play with this script and CityLifeAI but so far across 3 separate attempts the script crashes within the first minute of unpausing the game. I generate a new map, wait for everything to load and then unpause to let CityLife start doing its thing but seconds after the AI starts and begins to request funds, RVG crashes and brings up the debug window stating "Your script made an error: wrong number of parameters". I'm not sure if you'd need the save or the debug message, if this is an AI issue (when not using this script I usually have to cheat $20M to it for it to work) or if I just missed/messed up something during setup. Any assistance would be greatly appreciated.
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Firrel
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Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Firrel »

New update for Renewed Village Growth 10.1 is available in BaNaNaS
- new: FIRS 5 support (bigyihsuan)
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Firrel
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Re: [GS] Renewed Village Growth 10.0 (RVG)

Post by Firrel »

BlaqueWidow wrote: 26 Jun 2024 19:05 I've been trying to play with this script and CityLifeAI but so far across 3 separate attempts the script crashes within the first minute of unpausing the game. I generate a new map, wait for everything to load and then unpause to let CityLife start doing its thing but seconds after the AI starts and begins to request funds, RVG crashes and brings up the debug window stating "Your script made an error: wrong number of parameters". I'm not sure if you'd need the save or the debug message, if this is an AI issue (when not using this script I usually have to cheat $20M to it for it to work) or if I just missed/messed up something during setup. Any assistance would be greatly appreciated.
Thank you for the info. I checked it and the issue is with the GSToyLib not working with API 1.11 or later. Since I upgraded RVG to API 12 since release of RVG 10, the problem showed up. Started discussion about this issue here, in the meantime, you can use RVG 9 with CityLifeAI. You can ctrl+click on Select Game Script to see all available versions. You can download any RVG version from links in changelog on the first post of this thread.

Another option is to download this fixed version of GSToyLib-1.tar and place it inside OpenTTD/game/library
GSToyLib-1.tar
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NielsBaars
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Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by NielsBaars »

Got a nasty persistent little thing here.
I've been trying to fix it, but I can't seem to find the broken ID.
Could you help me find the issue?

The error occurs on start, with Town id 362, which does not exist. Thus the GS stops after processing Oosterhout.
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GS Error.sav
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Last edited by NielsBaars on 09 Jul 2024 15:44, edited 1 time in total.
skkeeper
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Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by skkeeper »

Hi, first of all, thanks for your work on this, I've had tons of fun with this script.

I noticed that when running RVG 10 or 10.1 with First 5 beta 2 or AIRS on my JGR patched dedicated server it crashes straight after generating the map:

Code: Select all

 ‎*** Game paused (game script)
dbg: [script:0] [18] [S] Your script made an error: the index '318' does not exist
dbg: [script:0] [18] [S]
dbg: [script:0] [18] [S] *FUNCTION [ConstructECSVectorCargoList()] 52455649-renewed_village_growth-10.1.tar/renewed_village_growth-10.1/cargo.nut line [425]
dbg: [script:0] [18] [S] *FUNCTION [DiscoverEconomyType()] 52455649-renewed_village_growth-10.1.tar/renewed_village_growth-10.1/cargo.nut line [1027]
dbg: [script:0] [18] [S] *FUNCTION [InitCargoLists()] 52455649-renewed_village_growth-10.1.tar/renewed_village_growth-10.1/cargo.nut line [1108]
dbg: [script:0] [18] [S] *FUNCTION [Init()] 52455649-renewed_village_growth-10.1.tar/renewed_village_growth-10.1/main.nut line [180]
dbg: [script:0] [18] [S] *FUNCTION [Start()] 52455649-renewed_village_growth-10.1.tar/renewed_village_growth-10.1/main.nut line [102]
dbg: [script:0] [18] [S]
dbg: [script:0] [18] [S] [index] 318
dbg: [script:0] [18] [S] [agricultural_idx] ARRAY
dbg: [script:0] [18] [S] [agricultural_list] ARRAY
dbg: [script:0] [18] [S] [agricultural] false
dbg: [script:0] [18] [S] [wood_idx] ARRAY
dbg: [script:0] [18] [S] [wood_list] ARRAY
dbg: [script:0] [18] [S] [wood] false
dbg: [script:0] [18] [S] [machinery_idx] ARRAY
dbg: [script:0] [18] [S] [machinery_list] ARRAY
dbg: [script:0] [18] [S] [machinery] false
dbg: [script:0] [18] [S] [chemical_idx] ARRAY
dbg: [script:0] [18] [S] [chemical_list] ARRAY
dbg: [script:0] [18] [S] [chemical] false
dbg: [script:0] [18] [S] [basic_idx] ARRAY
dbg: [script:0] [18] [S] [basic_list] ARRAY   
dbg: [script:0] [18] [S] [basic] false           
dbg: [script:0] [18] [S] [town_idx] ARRAY  
dbg: [script:0] [18] [S] [town_list] ARRAY 
dbg: [script:0] [18] [S] [town] false                                  
dbg: [script:0] [18] [S] [return_list] ARRAY      
dbg: [script:0] [18] [S] [cargo_list] ARRAY   
dbg: [script:0] [18] [S] [this] INSTANCE     
dbg: [script:0] [18] [S] [i] 10     
dbg: [script:0] [18] [S] [economy] 0            
dbg: [script:0] [18] [S] [this] INSTANCE   
dbg: [script:0] [18] [S] [this] INSTANCE    
dbg: [script:0] [18] [S] [this] INSTANCE 
dbg: [script:0] [18] [S] [start_tick] 41               
dbg: [script:0] [18] [S] [sysdate] 40  
dbg: [script:0] [18] [S] [this] INSTANCE   
dbg: [script:0] The script died unexpectedly.                                                                                                                                                                                            
One of the running scripts crashed. Please report this to the script author with a screenshot of the AI/Game Script Debug Window  
It's weird because it only happens on a dedicated server, if I run a regular server inside the desktop game it seems to work fine.
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