Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Andrew350 »

Hi everyone! Sorry I haven't responded to anything in the last few months, I've been away and apparently I no longer recieve email notifications for topic replies so I completely missed all this! Apologies :)
pasantoro wrote: 15 Apr 2024 12:18 I'm trying to generate a new game using Wasteland (v 0.5.0), but I keep getting the same error:
Indeed it seems Wasteland is broken in OpenTTD 14+ when starting in the intended year. Of course starting in 2078 or later and/or using another road set as others have suggested will work as a temporary fix for now, you just won't get the destroyed roads to start.

I'll have to look when I get a chance to see what's going wrong, but I think there was a change in OpenTTD some months ago in the way it handles hidden roadtypes, so I suspect it's just something silly on my part, and it should (hopefully) be an easy fix. For now though I've restricted Wasteland from being downloaded on Bananas on OpenTTD 14+ clients to prevent any further confusion.
Auge wrote: 09 Feb 2024 11:05 Meldrian, a team member of the german Linux gaming online magazine holarse.de, recently ran a Wasteland session and wrote about it on Mastodon in german language.
That's awesome, I love seeing stuff like this. I know I'm a bit late but I really appreciate you sharing that :)
Jebus wrote: 08 Feb 2024 20:47 First of all I'd like to thank you for that nice mod, I enjoy it a lot! It's a whole new experience while playing OTTD. Great work!!!
Thank you for the kind words and I'm glad you enjoy it! I'll definitely check out your scenario next time I hop in the game :)
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by andreasaspenberg »

the intended starting year is after the scoring end year and they removed the option of changing it. i suggest as a temporary workaround to change the intended starting year. i just hope that you will release a new version soon.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by 2TallTyler »

I replied in more detail to your other post, but "they" did not remove the setting...it's still there. :)
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by 2TallTyler »

I would still love to see this fixed and updated, if you're ever in the mood. :D
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Andrew350 »

I'd love it as well :) I've been dipping my toes back into this recently, and I've already 'fixed' the game-breaking bug, but I'm a bit stuck on how to move forward with replacing the electricity chain in order to get the 0.7 update to a more releasable state. I'd rather not push the fix to the outdated 0.5 version when everything else about it is so far behind...but I have seen the complaints recently about it not being available on Bananas anymore, so I don't know.

It just hurts my brain a bit right now :)
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by 2TallTyler »

Feel free to ask for suggestions here, or ping me on Discord. I'd be happy to brainstorm design issues. :)

I played a 0.5 game the other day and had a lot of fun with it.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Fedacking »

I have just started playing this and loved the aesthetic and the idea. But I had one problem: for the life of me I couldn't understand why it was so hard. Everything seemed to be ludicrously expensive! Eventually, I managed to find the problem. As such, I have one strong recommendation: Disable inflation before starting the game!
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Align »

Like many others I've also really enjoyed playing Wasteland, definitely my favourite mod for OpenTTD! Or NewGRF, or total conversion, or whatever the term is. Point is, it's great!

If there's anything I'd like to change, it's some way of getting more water in the late game; early on it makes sense that clean water is scarce in the wastes, but once stuff like electricity is going around I'd like to have access to more of it. The gameplay reason I'd like it is that since water is consumed by both towns and food labs, the need outpaces demand (until the town reaches the self-sufficient stage, which takes a long time with the cost of the municipal hub).
Could be via water pumps increasing production if supplied with electricity, or the trading post providing water (instead of scrap or steel) like the water traders in Fallout.

A larger change would be something like a "final exam" industry that requires everything else to be working before it can get started. Nuclear power would fit, maybe with like a uranium or thorium mine that requires electricity and passengers, a nuclear fuel refining facility that requires chemicals, etc. Though that would make more sense if all industries benefit from electricity so we have something to do with the huge amounts produced by a nuke plant. If the goal is to restore the wasteland to pre-apocalyptic prosperity it'd fit if electricity was what all the industries needed to get back to the high production numbers the base game has.
Or the municipal hub could be a power plant? But then the whole "stage 4 towns work like the base game and don't need supplies" concept doesn't quite track...

Anyway, I'm sure whatever you do will be cool considering how good the mod is already!
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by abc_rus123 »

can you please finally release it into bananas?
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by andreasaspenberg »

bad news. i just tested the version posted here and it complained about not having access to a compatible road set. it refused to start. is there any road sets i can use?
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

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andreasaspenberg wrote: 24 Nov 2025 11:29 bad news. i just tested the version posted here and it complained about not having access to a compatible road set. it refused to start. is there any road sets i can use?
Try increasing the starting year, 2078 should work.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by andreasaspenberg »

that have never been the problem. starting year can be anything and it complains but will still work. though i set the right year and it still complained that there was not compatible road sets and refused to start.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Align »

andreasaspenberg wrote: 05 Jan 2026 20:06 that have never been the problem. starting year can be anything and it complains but will still work. though i set the right year and it still complained that there was not compatible road sets and refused to start.
Even on exactly year 2078? That always works for me.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Andrew350 »

Hi all! Sorry I've not responded to anything lately, but I thought I should at least let everyone know I'm not dead (yet :P)

I still don't have the 0.7 update ready to put on BaNaNaS yet, so for now Wasteland will still be a bit broken without workarounds (disabling roadtypes or setting starting year to 2078). With a bit of luck hopefully I'll have the new alpha version available here soon (tm) to test the economy changes, for those who don't mind playtesting it :)

The BIG changes: I've removed electricity completely and replaced it with an extended cargo chain instead, with a few tweaks to the town growth stages to match. I've also made it so farms and water pumps can have their production boosted as well to help with the supply issues for those cargoes in the late game. The default for the Cargo Delivery Timeframe setting has also been increased to 6 months instead of 2 (although you can set it back if you want), as well as various other things.

I'm still in the process of finalizing it and doing some playtesting myself so won't go into details yet, but those are the important things to know for now, and just to let you know things are still (slowly) moving :)
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by TrainLover1 »

Hello I am playing the 0.7 with some friends and towns says they still need electricity. Since it was removed is it just impossible to grow towns further? They don't seem to be building green buildings. Is there any fix for this?
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Andrew350 »

TrainLover1 wrote: 25 May 2026 22:20 Hello I am playing the 0.7 with some friends and towns says they still need electricity. Since it was removed is it just impossible to grow towns further? They don't seem to be building green buildings. Is there any fix for this?
The last test release I posted here still had electricity, so I'm not sure what you mean? I haven't yet released the changes I mentioned above, so whatever version you're using should still work as before.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by TrainLover1 »

I downloaded it from this link you posted https://andrew350.users.tt-forums.net/d ... wasteland/ from the one last modified in December. I am on the 0.7.0 alpha version. The change log says electricity was removed and I can confirm that power plants are not an industry that can be funded but towns still require it to grow. I am new to the forums so I am not sure how to post a photo. I generated several worlds and power plants weren't anywhere. Looking through the gfx folder I don't see them either. I was able to modify the .nml and recompile it to bypass the electricity requirement though but I didn't want to upload that without your consent since I do not know what I am doing to be honest and don't want people to get mad at you because I posted a broken gfx.
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by Andrew350 »

TrainLover1 wrote: 29 May 2026 23:16 I downloaded it from this link you posted
Oh, that...

The build posted there isn't really meant for normal gameplay since it may not be fully playable, it's just a snapshot of whatever I happened to have finished up to that point. That's more for keeping the source material up-to-date and available.

Indeed the version you have is kind of borked, as you've already figured out. Apologies for that :) I've made some progress since then, but unfortunately even my latest build with the new end-game content is still not 100% playable so I don't have an immediate fix for you, hopefully the changes you made will work for you in the meantime.

Life kind of got in the way right after my last update post (go figure) so it is still in a bit of limbo, but I'll be posting the (fully playable) update here in this forum thread as soon as it's ready :)
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Re: Wasteland [WIP] - 0.5.0 Released Sept 24, 2020!

Post by TrainLover1 »

Hopefully everything is okay and starts going smoother for you! Yeah the changes to the electrical check make it so towns can keep growing so it is definitely playable. Excited to see the final changes best of luck.
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