DaleStan wrote:In terms of TTDPatch internals, that would actually be one of the simpler things to implement -- the feature doesn't change, as it would for, eg, providing access to vehicle and station data in CB 145.
Ok, well thanks for the info.
The back story here is that I think (expensive) industry construction by the player is one of the better solutions to the 'problem' of 'too much money' (I find it a problem, others see it as the point of the game). However simply constructing or prospecting for industries is not an interesting challenge - I am looking at ways to provide interesting conditions that would have to be met (such as building near a power station that is producing electricity), or for varying an industry's production based on the production of nearby industries (such as a power station that is producing electricity). There are more possibilities than the power station, but it's the simplest example.
I am aware that some may see this as a perversion of what is fundamentally a transport game, but I'll have to take my chances with that. The gameplay changes I envisage are entirely appropriate to a newgrf; adding them to the core game would be entirely inappropriate, therefore I am currently coding a test grf for an industry chain applying this philosophy. For now I can use distance to nearest industry of type
n as a reasonable proxy for more interesting conditions.
If my thinking stands up ok in the test grf, it would be very useful to then be able to implement additional conditions such as described in the thread above; I am aware that this would rely on support from TTDPatch and OpenTTD developers and is not a small ask (if possible at all).
DaleStan wrote:
A logical NFO[0] encoding for that object shift is difficult for me to imagine, though.
[0] Yes, I did just apply that adjective to that noun.
Well, I'm starting to find NFO strangely logical and elegant. This may be a bad sign for my well-being. I think coding nfo is now corrupting my Python abilities...I'm looking at dicts and finding them both too simple and too complicated...also objects with methods, easy-use strings as keys and variable names, ints, dicts, tuples, lists, square bracket access; all seems like high level craziness after 2 straight days of nfo.
cheers,
Andy