[GS] Renewed Village Growth 12.1 (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.

Moderator: OpenTTD Developers

How would you rate this game script?

5★ Lev4 'Chimaera'
38
78%
4★ "AsiaStar"
7
14%
3★ Floss "47"
3
6%
2★ Ploddyphut Choo-Choo
1
2%
1★ Kirby Paul Tank
0
No votes
 
Total votes: 49

nihues
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by nihues »

Wow I'm liking very much what Crusoe is doing (reminds of Neighbors are Important), and also the upgrades/updates from AlexMD83 and ChronosXYZ, if possible release as fork until we got news from author, as it will be a madness handling all versions with same name, as the original author is away some time already.

Also if can add GIST industries, seems a very nice and well done mix with many industries newgrf ideas mixed together, gonna try it soon. The auto generated version from AlexMD83 did not worked correctly, created the same cat and cargos from original version, but all of them put vehicles on cat4 and a lot of random stuff on cat5 (raw included).
Crusoe
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by Crusoe »

nihues wrote: 10 Mar 2026 12:03 Wow I'm liking very much what Crusoe is doing (reminds of Neighbors are Important), and also the upgrades/updates from AlexMD83 and ChronosXYZ, if possible release as fork until we got news from author, as it will be a madness handling all versions with same name, as the original author is away some time already.

Also if can add GIST industries, seems a very nice and well done mix with many industries newgrf ideas mixed together, gonna try it soon. The auto generated version from AlexMD83 did not worked correctly, created the same cat and cargos from original version, but all of them put vehicles on cat4 and a lot of random stuff on cat5 (raw included).
Hey, yeah, I have a plan, right now vanilla industries are broken, not sure if I broke it, or if they were already broken. But I'll be forking, and calling it something else, I've been around this community for a long long time, I know most mods seem to lose their sponsors.. I don't want that to happen to something I spend any time in.
Crusoe
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by Crusoe »

nihues wrote: 10 Mar 2026 12:03 Wow I'm liking very much what Crusoe is doing (reminds of Neighbors are Important), and also the upgrades/updates from AlexMD83 and ChronosXYZ, if possible release as fork until we got news from author, as it will be a madness handling all versions with same name, as the original author is away some time already.

Also if can add GIST industries, seems a very nice and well done mix with many industries newgrf ideas mixed together, gonna try it soon. The auto generated version from AlexMD83 did not worked correctly, created the same cat and cargos from original version, but all of them put vehicles on cat4 and a lot of random stuff on cat5 (raw included).
Hey, so I had AI sort it for me, and got a list that seems decent without knowing the specific set, I also did it with everything turned on, is that normal? or do you want specific ones turned off?
openttd_12_N0uXBgrtyO.png
(310.43 KiB) Not downloaded yet
nihues
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by nihues »

Crusoe wrote: 12 Mar 2026 16:47
nihues wrote: 10 Mar 2026 12:03 Wow I'm liking very much what Crusoe is doing (reminds of Neighbors are Important), and also the upgrades/updates from AlexMD83 and ChronosXYZ, if possible release as fork until we got news from author, as it will be a madness handling all versions with same name, as the original author is away some time already.

Also if can add GIST industries, seems a very nice and well done mix with many industries newgrf ideas mixed together, gonna try it soon. The auto generated version from AlexMD83 did not worked correctly, created the same cat and cargos from original version, but all of them put vehicles on cat4 and a lot of random stuff on cat5 (raw included).
Hey, so I had AI sort it for me, and got a list that seems decent without knowing the specific set, I also did it with everything turned on, is that normal? or do you want specific ones turned off?

openttd_12_N0uXBgrtyO.png
Hmmm I’ve used your tactic and used ChatGPT for a fine tuned version, I think it's more ok, not 100% sure anyway, tried to separate cargos with more difficulty as last (except food/goods which added as last too, some of yours was little off (some raw on cat 3/4 etc). Still not really sure about scrap metal and recyclables, but rest seems fine.

I'll post if anyone wants, it was generated by IA because I'm not developer but seems to work on my end (patch against original RVG 12.1).

As attachment the full RVG 12.1 with German Industries and 6 categories + only patch

If someone reviews it and find mistakes feel free to fix.
Attachments
Captura de tela 2026-03-13 154155.png
(185.99 KiB) Not downloaded yet
rvg_germanindustries_0191_original_repo.patch
(37.1 KiB) Downloaded 26 times
rvg_12.6_germanindustries_0191_init_crash_fix_Custom.tar
(390 KiB) Downloaded 30 times
whompratt
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by whompratt »

ChronosXYZ wrote: 20 Jan 2026 23:38
ashe.bluemei wrote: 08 Dec 2025 01:53 Image
anyone know why my town is growing even though im supplying with it with acid?
im using FIRS 5 steeltown. im kind of thinking my game is bugged because shouldnt the first requirement for growing towns mail and passengers?
I have successfully fixed this issue: https://github.com/F1rrel/RenewedVillageGrowth/pull/166

If anyone wants to try my fix, feel free to download my version from Banana: https://bananas.openttd.org/package/gam ... t/5256475f
You're a star, thank you, but I think the fork might be borked.
Using your 12.2 fix worked for a bit but now I'm seeing villages demanding Alcohol and Coal again.
I'm having a dig through your changes to see if I can wrangle enough of an understanding to fix but it's looking bleak.
Rime Pendragon
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by Rime Pendragon »

When I start a new game with FIRS 5.2 with the temperate basic economy, passenger and mail are in category 3, which doesn't seem right.
Screenshot 2026-05-02 142850.jpg
Screenshot 2026-05-02 142850.jpg (92.03 KiB) Viewed 467 times
These are my NewGRF files:
Screenshot 2026-05-02 142844.jpg
Screenshot 2026-05-02 142844.jpg (193.66 KiB) Viewed 467 times
Harbonah
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Joined: 08 Apr 2026 20:08

Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by Harbonah »

the solution is quoted in the previous post ;)
frany
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by frany »

I, too, ran into the problem of the broken RVG game script with FIRS5 and tried the various solutions suggested in this thread. But nothing seems to work.

I did look at the script itself and apparently it is out-of-date with FIRS5. The problem is, as far as I can see, a changed constant in FIRS5 that prevents a match in the game script:
debug.png
debug.png (91.75 KiB) Viewed 84 times
I am using "Temperate Basic" here, but the same String appears in (at least some) others.
The fix is to adjust these Strings (in the script, it is defined in the file `cargo.nut`), then the matching at the start of a game succeeds again.

Currently large parts of the infrastructure of OpenTTD appear to be inaccessible and I have no intention of becoming involved further. I hope, somebody with access to one of the RVG game scripts (on bananas) will pick it up and publish a new version.
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