[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'
39
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: 50

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 28 times
rvg_12.6_germanindustries_0191_init_crash_fix_Custom.tar
(390 KiB) Downloaded 34 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 1335 times
These are my NewGRF files:
Screenshot 2026-05-02 142844.jpg
Screenshot 2026-05-02 142844.jpg (193.66 KiB) Viewed 1335 times
Harbonah
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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 952 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.
InfraGO
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by InfraGO »

I created a simple fix which is still to be turned into a pull request on the RVG repo, but it works.

As BaNaNaS isn't working right now, you can get the fixed RVG code by
- cloning https://github.com/mawie32/RenewedVillageGrowth/ into the according local directory (https://wiki.openttd.org/en/Manual/Game ... al-install)
- checking out the branch "fix-firs5.2-detection" (you will need "git" installed on your system)

After this the fix will appear in the in-game GS-list.

(I will provide the PR soon. If BaNaNaS works again before the PR is merged, I will upload a version with the fix.)

P.S. The changes can be seen here: https://github.com/F1rrel/RenewedVillag ... -detection
Last edited by InfraGO on 09 Jun 2026 14:29, edited 2 times in total.
hogofwar
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by hogofwar »

InfraGO wrote: 09 Jun 2026 14:20 I created a simple fix which is still to be turned into a pull request on the RVG repo, but it works.

As BaNaNaS isn't working right now, you can get the fixed RVG code by
- cloning https://github.com/mawie32/RenewedVillageGrowth/ into the according local directory (https://wiki.openttd.org/en/Manual/Game ... al-install)
- checking out the branch "fix-firs5.2-detection" (you will need "git" installed on your system)

After this the fix will appear in the in-game GS-list.

(I will provide the PR soon. If BaNaNaS works again before the PR is merged, I will upload a version with the fix.)

P.S. The changes can be seen here: https://github.com/F1rrel/RenewedVillag ... -detection
This is the only fix I've found that worked for me with FIRS 5.2 and Temperate Basic economy. I didn't realise it was broken at first, though was wondering why the towns really wanted Alcohol and Coal transported away from them.
MrRB
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by MrRB »

Hi all,

Today upgraded OpenTTD to the newest version and I got this error message after (the load of) a save game.

Is the 12.1 not compatible with the newest stable?
Attachments
Schermafbeelding 2026-06-30 184014.png
Schermafbeelding 2026-06-30 184014.png (38.69 KiB) Viewed 440 times
kishy
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by kishy »

InfraGO wrote: 09 Jun 2026 14:20 I created a simple fix which is still to be turned into a pull request on the RVG repo, but it works.
this worked! cheers
BartS12
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by BartS12 »

First of all, big cheers for this development. It makes Open TTD so much more challenging and realistic. I used to play it like 20 years ago, but recently picked it up again, and starting playing with RVG.

I have a few questions though, on a big map I've been playing for quite a while now.
- What exactly does the 'monthly decay' (40% for category 1, 20% for category 2) exactly mean? I cannot find it anywhere.

- I'm really struggling to get any city beyond ~8000. It *seems* I'm not delivering enough passengers (493 / 497) - even though I'm in the year 2090, with 7 tile long maglevs trains running every few seconds into a station with 8 platforms. My category 2 (Coal, grain,...) is at 5037/328 needed, category 3 at 1674/64, category 4 at 898/4. City growth is at '47 days', with a total population of 8298. And yet.... it's not growing. It goes up and down a little every month. Are the numbers for passengers/mail even realistic? Every single train delivers more than that!

- There are a lot of cities on my map that do not require anything from category 2. Building a new industry seems the logical way around this - but this is not allowed anywhere on the map. I typically get the message " Can't construct this industry type here. Secundary industries must be near a city with no other secundary industries". But.... all cities seem to already have a single industry. So... I'm stuck?

Am i missing something?
Thanks!
InfraGO
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by InfraGO »

And it's now available in BaNaNaS as well. Look for "Renewed Village Growth - FIRS5".

Enjoy! :D
Sagi
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Re: [GS] Renewed Village Growth 12.1 (RVG)

Post by Sagi »

I am having the problem that no matter what i do i cannot get the red category raw materials to work.
What can i possible be doing wrong?
Image
Last edited by Sagi on 13 Jul 2026 10:28, edited 1 time in total.
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