[GS] Renewed Village Growth 11.0 (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.

Moderator: OpenTTD Developers

How would you rate this game script?

5★ Lev4 'Chimaera'
31
82%
4★ "AsiaStar"
5
13%
3★ Floss "47"
2
5%
2★ Ploddyphut Choo-Choo
0
No votes
1★ Kirby Paul Tank
0
No votes
 
Total votes: 38

DiscoRoo
Engineer
Engineer
Posts: 1
Joined: 30 Aug 2024 16:36

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by DiscoRoo »

Hi there, I've loved playing with this GS but recently my friends and I have noticed some odd behaviour in our multiplayer games (and indeed, replicated during experiments in single player, so I'm not suggesting this is unique to multiplayer), that it can be very easy indeed to cause towns and cities to dramatically shrink very quickly despite all listed requirements on the town's information screen being met in each category. I am no GS whizz so I'm sure this is likely either a conflict or something that I have set up incorrectly or something to that effect, so please don't think that I am pointing fingers at your work. Are there any less obvious factors/parameters to look at when encountering this issue? I have replicated a town and a large city being served correctly, and it took significant excess over the required amounts before they would actually grow. Continually meeting the amounts and the towns showing that they were growing did not actually result in growth but dramatic shrinkage. I can understand where towns remove high population buildings and replace them with lower population ones, or even a fountain, pond etc which obviously does not hold any population at all, but I'm not talking about a little dip. In a matter of a few in game years, a town that has its requirements met reasonably above the minimum can halve in size.

Do you have any advice regarding this? We are using the latest version 10.1 from BaNaNas and the latest version of FIRS 5 as well.

Many thanks in advance for your kind help.

Roo
User avatar
Firrel
Traffic Manager
Traffic Manager
Posts: 137
Joined: 13 Aug 2019 17:06

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Firrel »

DiscoRoo wrote: 30 Aug 2024 17:03 I have replicated a town and a large city being served correctly, and it took significant excess over the required amounts before they would actually grow. Continually meeting the amounts and the towns showing that they were growing did not actually result in growth but dramatic shrinkage. I can understand where towns remove high population buildings and replace them with lower population ones, or even a fountain, pond etc which obviously does not hold any population at all, but I'm not talking about a little dip. In a matter of a few in game years, a town that has its requirements met reasonably above the minimum can halve in size.
Hi Roo,

The growth does not change instantly, it moves slightly every month towards a value that represent the requirement fulfillment, so it can take a while till it really starts to grow.

I had this issue with Road NewGRF with a road that disallows to have buildings next to it (for example highway). Therefore there were no places where new buildings can appear and the towns started to dissapear.

The game script only changes how often the buildings can be built, there is no way of specifying when and where it should be built.
Master Trams
Engineer
Engineer
Posts: 43
Joined: 09 Sep 2019 15:37
Contact:

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Master Trams »

Been playing around with this GameScript, and it's really fun and (to an extent) self-explanatory. However, I do have one question relating to a message that appears in the town window: "Insufficient Infrastructure of Transportation" for a specific cargo. What on earth does this mean, and how do you resolve it?
I love distracting myself from my day job by doing my day job thanks to OpenTTD JGR!
User avatar
Firrel
Traffic Manager
Traffic Manager
Posts: 137
Joined: 13 Aug 2019 17:06

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Firrel »

Master Trams wrote: 16 Sep 2024 14:05 Been playing around with this GameScript, and it's really fun and (to an extent) self-explanatory. However, I do have one question relating to a message that appears in the town window: "Insufficient Infrastructure of Transportation" for a specific cargo. What on earth does this mean, and how do you resolve it?
It is the town growth limiter, which stops the growth when the infractructure is lacking. That means that new houses were built, that produce pax and mail, but are not covered by transportation. You need to build inter/intracity transportation for those cargo types to have good enough coverage of the town buildings and not too many cargo at stops. Basicly build more pax and mail routes around the town to get rid of the message.
Master Trams
Engineer
Engineer
Posts: 43
Joined: 09 Sep 2019 15:37
Contact:

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Master Trams »

Firrel wrote: 16 Sep 2024 19:02
Master Trams wrote: 16 Sep 2024 14:05 Been playing around with this GameScript, and it's really fun and (to an extent) self-explanatory. However, I do have one question relating to a message that appears in the town window: "Insufficient Infrastructure of Transportation" for a specific cargo. What on earth does this mean, and how do you resolve it?
It is the town growth limiter, which stops the growth when the infractructure is lacking. That means that new houses were built, that produce pax and mail, but are not covered by transportation. You need to build inter/intracity transportation for those cargo types to have good enough coverage of the town buildings and not too many cargo at stops. Basicly build more pax and mail routes around the town to get rid of the message.
Ahhh, ok... Welp, I guess my towns won't grow for the next 180 years until busses unlock! (I'm currently in 1705)
I love distracting myself from my day job by doing my day job thanks to OpenTTD JGR!
Atroskelis
Engineer
Engineer
Posts: 8
Joined: 19 Aug 2021 13:03

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Atroskelis »

This may be a stupid question, but i never understood the cat2+ game mechanics.

Most towns do not have any industries that can accept anything from the cat2+ categories

In this case i have a town that requires raw food items but it cannot accept any in the list nor it has industries around which could. And thus am i forced to fund the industry? Do i have to fund an industry for each requirement in the future?

This city only has a Bay Farm which produces corn and livestock and in the city it only accepts food,goods and building materials


Image
User avatar
Firrel
Traffic Manager
Traffic Manager
Posts: 137
Joined: 13 Aug 2019 17:06

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Firrel »

Atroskelis wrote: 21 Sep 2024 14:43 This may be a stupid question, but i never understood the cat2+ game mechanics.

Most towns do not have any industries that can accept anything from the cat2+ categories
Q: Where do I have to deliver the required cargo?
A: Some of the cargo types are accepted by the towns, so they can be
directly delivered there. Other cargo types need to be delivered
to an industry which accepts it. The station accepting the cargo
needs to be near the town. The best indicator is that if the name
of the station is same as the town, the cargo will be counted
towards that town.

Q: What to do when no industry accepts that cargo near the town?
A: If no industry accepts the cargo, the industry has to be funded
near the town. The best way to place the industry is to firstly
place down a few stations and if the stations have the same name
as the town, the industry placed there will be near enough the town.
Atroskelis
Engineer
Engineer
Posts: 8
Joined: 19 Aug 2021 13:03

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Atroskelis »

Firrel wrote: 21 Sep 2024 16:18
Atroskelis wrote: 21 Sep 2024 14:43 This may be a stupid question, but i never understood the cat2+ game mechanics.

Most towns do not have any industries that can accept anything from the cat2+ categories
Q: Where do I have to deliver the required cargo?
A: Some of the cargo types are accepted by the towns, so they can be
directly delivered there. Other cargo types need to be delivered
to an industry which accepts it. The station accepting the cargo
needs to be near the town. The best indicator is that if the name
of the station is same as the town, the cargo will be counted
towards that town.

Q: What to do when no industry accepts that cargo near the town?
A: If no industry accepts the cargo, the industry has to be funded
near the town. The best way to place the industry is to firstly
place down a few stations and if the stations have the same name
as the town, the industry placed there will be near enough the town.

Many thanks for the answer. So my assumption is correct, you have to thus invest in a town both logistically and by funding factories. As such you wouldnt be inclined to jump to the biggest city at start of the game. Nice!

I have one last question, how does this NewGRF handle CargoDist?
User avatar
Firrel
Traffic Manager
Traffic Manager
Posts: 137
Joined: 13 Aug 2019 17:06

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Firrel »

Atroskelis wrote: 21 Sep 2024 17:48 I have one last question, how does this NewGRF handle CargoDist?
It make it slightly harder to fulfill the pax and mail transported, because it may take longer to take it to the destination, but makes it more interesting. I always play with cargo dist enabled for pax and mail.
User avatar
Firrel
Traffic Manager
Traffic Manager
Posts: 137
Joined: 13 Aug 2019 17:06

Re: [GS] Renewed Village Growth 10.1 (RVG)

Post by Firrel »

pristine3 wrote: 11 Aug 2024 01:52 Hi,

I am new to Openttd and started to make a scenario to the following playthrough, https://www.youtube.com/watch?v=ZqKRaY55GZQ&t=17131s but I wanted to use AXIS and a larger map. When I go to play the scenario however I am given a Renewed Village Growth error, "the index '23' does not exist. I narrowed down that 23 is the number of towns I have on the map. I also started the process of making a new map, and testing it incrementally. The only difference between the two files is the placement of one new city.

Any help on this matter is greatly appreciated.
Sorry for a late reply, but had to find some time to test it out. I managed to reproduce it by creating a scenario with a few towns, starting the scenario, saving it, converting the save game to scenario, adding new towns and again starting the scenario. When the game was first saved, the current towns were saved to the save data. After adding new towns in the scenario, the GS tried to load them from the load data where they did not exist. Will be solved in 11.0 by initializing towns that are not stored in the save data.
User avatar
Firrel
Traffic Manager
Traffic Manager
Posts: 137
Joined: 13 Aug 2019 17:06

Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by Firrel »

New update for Renewed Village Growth 11.0 is available in BaNaNaS
- new: AXIS 2.2 Steel City support with 6 categories (rhoun)
- new: 6 categories support for FIRS 4 and 5 Steeltown
- fix: Adding towns to a savegame via scenario editor
- fix: Updated GSToyLib
Post Reply

Return to “OpenTTD AIs and Game Scripts”

Who is online

Users browsing this forum: No registered users and 3 guests