Too Many Banks/Watertowers in city
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Too Many Banks/Watertowers in city
Hi,
I've got a city where I brought a lot of food and water to, so it grow, eventually to 40000. But now it isnt growing anymore, infact its population is decreasing.
Now when I look at the city there are a whole lot of watertowers and banks, is there a way to get less banks and watertowers in a city, without turning of "multiple industries per city" in the advanced settings?
Also why doesnt the city grow anymore? I have recently begun to bring goods to the city and it only got smaller population?
I've got a city where I brought a lot of food and water to, so it grow, eventually to 40000. But now it isnt growing anymore, infact its population is decreasing.
Now when I look at the city there are a whole lot of watertowers and banks, is there a way to get less banks and watertowers in a city, without turning of "multiple industries per city" in the advanced settings?
Also why doesnt the city grow anymore? I have recently begun to bring goods to the city and it only got smaller population?
- planetmaker
- OpenTTD Developer
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Re: Too Many Banks/Watertowers in city
The problems with banks, watertowers and powerplants is that they open up but by default cannot close down.
You might give OpenGFX+ a shot where I recently implemented the feature that those industries close down just like other primary industries, if they're not serviced. Download of the nightly here. It's not been extensively tested nor made much public, any feedback is welcome.
You might give OpenGFX+ a shot where I recently implemented the feature that those industries close down just like other primary industries, if they're not serviced. Download of the nightly here. It's not been extensively tested nor made much public, any feedback is welcome.
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Re: Too Many Banks/Watertowers in city
I have downloaded OpenGFX+.
I have decoded the grf, and I have found 4 lines in the nfo that have feature set as industry (last 4 lines of the grf)
106 * 9 00 0A 01 01 FF 01 00 0B 04
107 * 9 00 0A 01 01 FF 0C 00 0B 04
108 * 9 00 0A 01 01 FF 10 00 0B 04
109 * 9 00 0A 01 01 FF 16 00 0B 04
I couldnt find what FF stands for?
If I try to reproduce it with grfmaker, the line is the same but without the FF in the middle?
I have decoded the grf, and I have found 4 lines in the nfo that have feature set as industry (last 4 lines of the grf)
106 * 9 00 0A 01 01 FF 01 00 0B 04
107 * 9 00 0A 01 01 FF 0C 00 0B 04
108 * 9 00 0A 01 01 FF 10 00 0B 04
109 * 9 00 0A 01 01 FF 16 00 0B 04
I couldnt find what FF stands for?
If I try to reproduce it with grfmaker, the line is the same but without the FF in the middle?
Re: Too Many Banks/Watertowers in city
it says "Id" entry is an "extended byte", so FF means the following two bytes are still part of the Id.<Id> B* The ID of the first vehicle/station to change
that means, "01" and "FF 01 00" are the same value (1), but the latter format also allows numbers from 255 onwards.
in detail:
Code: Select all
106 * 9 // spritenum, length
00 // action 0
0A // feature A
01 // num-props 1
01 // num-info 1
FF 01 00 // id 1
0B // property B
04 // value 4
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Re: Too Many Banks/Watertowers in city
Ok think I got it working with some help of oil wells decreasing neutraliser:P
Code:
2 * 11 00 0A 03 01 01 08 01 09 01 0B 04
3 * 11 00 0A 03 01 0c 08 0c 09 0c 0B 04
4 * 11 00 0A 03 01 10 08 10 09 10 0B 04
5 * 11 00 0A 03 01 16 08 16 09 16 0B 04
For testing I started a game in desert climate, wrote down all the watertowers and banks, and after 20 years 1 watertowers was no more, so i suppose it works:D
Code:
2 * 11 00 0A 03 01 01 08 01 09 01 0B 04
3 * 11 00 0A 03 01 0c 08 0c 09 0c 0B 04
4 * 11 00 0A 03 01 10 08 10 09 10 0B 04
5 * 11 00 0A 03 01 16 08 16 09 16 0B 04
For testing I started a game in desert climate, wrote down all the watertowers and banks, and after 20 years 1 watertowers was no more, so i suppose it works:D
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Re: Too Many Banks/Watertowers in city
I implemented the Grf into my servergame, and I got proof the GRF works:P
Look for yourself:D
Look for yourself:D
- planetmaker
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Re: Too Many Banks/Watertowers in city
Nice to see it actually used
and that it works for you!

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Re: Too Many Banks/Watertowers in city
Maybe you can post it on bananas?
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- planetmaker
- OpenTTD Developer
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Re: Too Many Banks/Watertowers in city
Yes, eventually it will be and that's the plan. It didn't get the attention it needed before there could be thought about a proper release so far, though. But then, I guess, a first testing release might be in order after I looked through the cargo assignments of the rail wagons.Kogut wrote:Maybe you can post it on bananas?
OpenTTD: manual | online content | translations | Wanted contributions and patches
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DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
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Re: Too Many Banks/Watertowers in city
I have uploaded it to bananas.
Its still not finished.
Watertowers dissappear even while they get a steady flow of water.
The city in the picture had some time no watertower near the station (a new one has spawned luckely next to the station)
Its still not finished.
Watertowers dissappear even while they get a steady flow of water.
The city in the picture had some time no watertower near the station (a new one has spawned luckely next to the station)
Last edited by kamikaze_fish on 29 Jun 2010 11:27, edited 2 times in total.
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- Engineer
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Re: Too Many Banks/Watertowers in city
Ok I think Ive fixed it, by setting a output of zero.
The new version is uploaded to bananas. (V0.2)
The new version is uploaded to bananas. (V0.2)
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