[GS] Renewed Village Growth 12.0 (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'
37
84%
4★ "AsiaStar"
5
11%
3★ Floss "47"
2
5%
2★ Ploddyphut Choo-Choo
0
No votes
1★ Kirby Paul Tank
0
No votes
 
Total votes: 44

Malcolm
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by Malcolm »

Firrel wrote: 08 Dec 2024 21:37 It may have been a savegame just interrupting the process of starting the monitoring of the town or something done in the scenario editor.
I haven't used a editor, so it's something else.

In my save, I fixed this problem by adding a couple of my bus stops and starting the bus. When the first passengers arrived, the script worked as it should.

Now I will sometimes check other cities on the map.
It is not possible to continue running a savegame with GS in the exact state at which it was saved on another PC (for some reason), so when I checked the save you provided, it loaded the GS from start.
Understood. And what potential problems can be caused by transferring the save to another computer? I haven't done this with this save yet, but sometimes I need it.
_______________

One more question. Has anyone tried to combine this script with ITL Houses NewGRF?

Now I have both of them turned on and so far I like it. But I foresee a problem.:
Both RVG and ITL Houses are slowing down the growth of cities.

Has anyone chosen the optimal settings for their collaboration?
Or maybe I'm trying to solve a problem that doesn't exist? And I don't need to fix anything?

If not, tell me if I understood correctly what the following settings are responsible for:
  • Town Growth Factor is a limiter of the city's growth rate. The smaller the faster, according to the exponential graph published a few pages ago.
  • Category #: minimum population demand - the limit for the appearance of the next category of goods? Since cities with ITL will have a smaller population, it is worth putting numbers less than the default in GS
In general, where can I read a more detailed description of the script options?
Last edited by Malcolm on 10 Dec 2024 19:38, edited 1 time in total.
joehtosis
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by joehtosis »

I've been doing some test runs running ITL with RVG as well as Full English (I use default houses on with ITL to resolve an issue with stagnant growth in Full English prior to the introduction of larger buildings in the 1900s). I think they run together just fine. I always use the lowest growth factor setting because I want town growth to be limited by the speed of infrastructure development (AI/player driven), not an arbitrary time limit. I haven't noticed any sort of growth stagnation that isn't connected to a need for improved transportation services in the town, which drives incentive to engage with the core gameplay.
Malcolm
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by Malcolm »

It seems that the script has not started again. But now the behavior is different. For many cities on the map, the script turned out to be missing. And this is not fixed by running buses.
is there any way to fix this? Maybe you can restart the script manually?
Снимок.PNG
Снимок.PNG (76.47 KiB) Viewed 7563 times
UPD: it seems that the script still works, but for a specific city it is launched only when the city gains 100+ inhabitants.
In this case, the problem is only in these two missing strings.
Attachments
Лучшие гужевые перевозки Барда, 1808.sav
(478.95 KiB) Downloaded 70 times
Vi3D
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by Vi3D »

I tried playing with RVG using a small set of NewGRFs and the mod doesn't appear to be working properly. No matter how many trains I have doing passenger and mail work on a city it always stays in "Not Growing" mode.
Image
I don't really know why this is happening, I made sure the required libraries are downloaded through OTTD's online content manager and everything.
WenSim
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by WenSim »

kamnet wrote: 21 Dec 2024 20:48 Has RVG been thoroughly tested against FIRS 5 yet?
It's working fine for me
Find me on GitHub or on Discord (wensimehrp, or WenSim)
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Green stuff here, may be helpful for content creators.
Vi3D
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by Vi3D »

Image

Tested without it, I'm guessing it may be Iron Horse or Total Town Replacement Set.
Detig
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by Detig »

I'm having some trouble with RVG 11 on both 14.1 and the 15 beta 1 + FIRS 5. For whatever reasons the only cargoes that the script chooses are only alcohol and coal, both on the temperate and hot maps. No amount of randomisation changes on the settings seems to lead to a different result.
WendellSenior
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Re: [GS] Renewed Village Growth 11.0 (RVG)

Post by WendellSenior »

Detig wrote: 22 Jan 2025 15:48 I'm having some trouble with RVG 11 on both 14.1 and the 15 beta 1 + FIRS 5. For whatever reasons the only cargoes that the script chooses are only alcohol and coal, both on the temperate and hot maps. No amount of randomisation changes on the settings seems to lead to a different result.
Same here! :(


EDIT: I think I fixed it by manually removing FIRS and RVG, then re-adding the definitely updated FIRS, then re-adding the definitely updated RVG. Unfortunately this does mean you may have to regenerate industries.
Last edited by WendellSenior on 13 Feb 2025 16:31, edited 1 time in total.
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Firrel
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Re: [GS] Renewed Village Growth 12.0 (RVG)

Post by Firrel »

New update for Renewed Village Growth 12.0 is available in BaNaNaS
  • new: AXIS Tropical Paradise support (skye0e)
  • mod: ITI 2.14 waste town cargo (2TallTyler)
    - ITI < 2.14 no longer supported
  • fix: Simplified Chinese translation (WenSimEHRP)
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