Patch: Industry budgets
Moderator: OpenTTD Developers
First post updated with new patch and binary version 0.4
Please note that due to a bug with the save info in the previous version, saved games will cause asserts with the new version. Sorry.
Spreading passengers between nearby industries isn't in this version. I'll probably do it as a separate patch, as it might be useful in trunk.
Update: now 0.4.1. Sorting out the passenger acceptance when using budgets has been a real pain, and there are still problems. If there is another industry within the catchment area of your station with a positive budget, then the station will always accept and pay you for passengers, regardless of the budget of the industry you are trying to deliver to. The passengers won't go into the industry workforce though, you're just getting paid when you shouldn't. Smarter handling of industries near stations should solve this, so that will be the next project.
I've also had a request that the workforce be allowed to return home after their hard work. I will add this in, probably with a patch option, as long as you promise to deliver them back to a town, rather than just moving them from one industry to the next to the next. That feels to me like a cheat, but I can't think of any way to prevent it (until we have newcargos).
Please note that due to a bug with the save info in the previous version, saved games will cause asserts with the new version. Sorry.
Spreading passengers between nearby industries isn't in this version. I'll probably do it as a separate patch, as it might be useful in trunk.
Update: now 0.4.1. Sorting out the passenger acceptance when using budgets has been a real pain, and there are still problems. If there is another industry within the catchment area of your station with a positive budget, then the station will always accept and pay you for passengers, regardless of the budget of the industry you are trying to deliver to. The passengers won't go into the industry workforce though, you're just getting paid when you shouldn't. Smarter handling of industries near stations should solve this, so that will be the next project.
I've also had a request that the workforce be allowed to return home after their hard work. I will add this in, probably with a patch option, as long as you promise to deliver them back to a town, rather than just moving them from one industry to the next to the next. That feels to me like a cheat, but I can't think of any way to prevent it (until we have newcargos).
Patch updated to version 0.5. Now includes cargo sharing between industries within (and only in) a station's catchment area. There's a patch option for this if you prefer the old behavior. If you don't like all the text telling what has been accepted and rejected at industries, you can turn it off in the interface patch settings.
It's getting late, but tomorrow I'll update the first post with a binary, full list of changes, and more explanation of the sharing behavior (as it can appear odd).
Edit: First post now updated.
It's getting late, but tomorrow I'll update the first post with a binary, full list of changes, and more explanation of the sharing behavior (as it can appear odd).
Edit: First post now updated.
- Attachments
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- industry_budgets_0.5_9580.diff
- Industry budgets and workforce v0.5 built against r9580
- (59.25 KiB) Downloaded 212 times
Last edited by antichaos on 10 Apr 2007 10:25, edited 1 time in total.
I'll compile the binary for you.
EDIT: Here it is.
EDIT: Here it is.
- Attachments
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- Industry Budgets.zip
- Win32 Binary
- (1.87 MiB) Downloaded 233 times
Very nice idea, but I don't get one thing.
I have one train route, it's pretty long. My train is transporting coal (160 tonnes) and it's earning very little - only 3914$ per ride. Running costs are high so the train actually brings loses.
Do I do something wrong, is this a bug?
Thank you.
I have one train route, it's pretty long. My train is transporting coal (160 tonnes) and it's earning very little - only 3914$ per ride. Running costs are high so the train actually brings loses.
Do I do something wrong, is this a bug?
Thank you.
- Attachments
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- Funby Bridge Transport, 16th Feb 1941.png (208.41 KiB) Viewed 1725 times
I'd need to see the finance windows for the coal mine and power station. Could you post a savegame?Elves wrote:I have one train route, it's pretty long. My train is transporting coal (160 tonnes) and it's earning very little - only 3914$ per ride. Running costs are high so the train actually brings loses.
Do I do something wrong, is this a bug?
I have prepared another save game, because the first one uses a lot of grfs.
Here is similar situation. Running costs are much lower (6000$ a year), but the train barely earns any money.
Here is similar situation. Running costs are much lower (6000$ a year), but the train barely earns any money.
- Attachments
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- Windway Transport, 27th Jul 1941.zip
- (82.74 KiB) Downloaded 218 times
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http://tt-forums.net/viewtopic.php?t=31079fabca2 wrote:by the way, I'm interrested to know which GRF you are using to have this grass ?Elves wrote:I have prepared another save game, because the first one uses a lot of grfs.
thank you.
Ps : sorry for off topic.
First post updated with version 0.5.3 patch and binary. Although this is numbered as a bugfix it contains some significant changes to the workforce behavior. Passengers now want to go home after their hard day's work, and you only get paid for those you deliver home. Remember that if you deliver far more passengers than can be used each month, some of them will disappear, which means that you won't be able to get income for taking those home. As with the rest of this patch, the challenge is to match your transport rates to the needs of the industry.
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Hi. I'm using both patches, trying to make some profitable farms. I fed them workers with trains in one game, buses in another, and had a couple of trains with two or three grain and livestock cars waiting to get full loads and deliver them to factories. Now, firstly, it took absolutely forever to just fill the cars - having to use workforce really makes industry a very weak source of income early on - but worse, I couldn't really get the farm to profit for longer than a couple of months. It could profit pretty nicely at first, getting a balance in the 30,000 range and a bugdet somewhere around 20,000 at best, but eventually the costs would exceed the income seemingly no matter what I did and the budget would start going down (thus making it even more difficult to get any decent amount of employees in).
Am I doing something wrong or is there a reason why it's so difficult to actually get the normal production out of a farm?
Also, a bug: When I'm placing a station (i.e. the cursor is a station icon), the industries in the preview coverage area get some passengers, possibly those that are unloaded at stations with no industries around.
Am I doing something wrong or is there a reason why it's so difficult to actually get the normal production out of a farm?
Also, a bug: When I'm placing a station (i.e. the cursor is a station icon), the industries in the preview coverage area get some passengers, possibly those that are unloaded at stations with no industries around.
First post updated with a new version.
Those who are actually looking at the patch code might notice that 'wants_payment' industry property is now unused. I've left it in for now so as not to break savegame compatibility.
The attached scenario is for masochists only. Budget levels are set at their absolute minimum. You'll have to micromanage vehicle arrivals in order to get the budgets going at all. Good luck.
My bad sorry. My attempt to make income sharing a bit smarter was badly bugged. It should be fixed now. Bear in mind that an industry still has to have produced some cargo in the last year in order to receive income. Try the new version and if you're still having problems, post a savegame.Ari Rahikkala wrote:Am I doing something wrong or is there a reason why it's so difficult to actually get the normal production out of a farm?
Those who are actually looking at the patch code might notice that 'wants_payment' industry property is now unused. I've left it in for now so as not to break savegame compatibility.
I've seen this, but haven't spent any time trying to understand why it happens. Is it causing problems, or can we just call it a bonus?Ari Rahikkala wrote:Also, a bug: When I'm placing a station (i.e. the cursor is a station icon), the industries in the preview coverage area get some passengers, possibly those that are unloaded at stations with no industries around.
The attached scenario is for masochists only. Budget levels are set at their absolute minimum. You'll have to micromanage vehicle arrivals in order to get the budgets going at all. Good luck.
- Attachments
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- Challenge.scn
- Challenge scenario
- (20.61 KiB) Downloaded 239 times
Bad news Industry Budget & Workforce fans. The changes to industries in 9866, 9867, 9868 conflict pretty seriously with the industry budgets patch. The time it would take to recode the patch to take account of the changes is rather more than I have at the moment, so this patch is on hold for the time being.
I'll try and take another look at it once the industry code has settled down a bit.
I'll try and take another look at it once the industry code has settled down a bit.
- belugas
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I will let you know when newindustries will be completed. Really sorry for the mess...
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
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OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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Music from the Bloody Time Zones
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OffTopic:
http://www.tt-forums.net/download.php?id=69052
It rember me to RollerCoaster Tycoon lol - green grass, many trees, and in the middle a little bus and a trainstation.
OnTopic:
To the autor of this patch: I will bring together your patch with the passenger patch. To get more informations about this you will see in the main-topic.
Because to the differents between revisions to OpenTTD I need a revision of your patch around r9739.
You have listed all your revisions at the first page and because of this.
It is possible to send me any revision of your patch?
It would be very useful for me.
Very nice scenario at the picture you have posted!Elves wrote:Very nice idea, but I don't get one thing.
I have one train route, it's pretty long. My train is transporting coal (160 tonnes) and it's earning very little - only 3914$ per ride. Running costs are high so the train actually brings loses.
Do I do something wrong, is this a bug?
Thank you.
http://www.tt-forums.net/download.php?id=69052
It rember me to RollerCoaster Tycoon lol - green grass, many trees, and in the middle a little bus and a trainstation.
OnTopic:
To the autor of this patch: I will bring together your patch with the passenger patch. To get more informations about this you will see in the main-topic.
Because to the differents between revisions to OpenTTD I need a revision of your patch around r9739.
You have listed all your revisions at the first page and because of this.
It is possible to send me any revision of your patch?
It would be very useful for me.
I have retained diffs off all the versions posted. Attached is the diff for version 0.5.4 against r9693. As mentioned in the first post the only change between that and the most recent is stuff to fix savegame compatibility. You should be able to bring that up to 9739 no problem.Eisenbaehr wrote:Because to the differents between revisions to OpenTTD I need a revision of your patch around r9739.
You have listed all your revisions at the first page and because of this.
It is possible to send me any revision of your patch?
It would be very useful for me.
- Attachments
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- industry_budgets_0.5.4_9693.diff
- (100.33 KiB) Downloaded 148 times
Re: Patch: Industry budgets
is this patch still being worked on? i checked out the binary and it seems like a ton of fun. i ussually play chris's in distro, and would love to get a copy of this integrated. i haven't set up a build system, and im not sure this patch would still be applicable to the current builds. would it be worth doing that?
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