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Re: Changing NewGRFs in scenarios / ingame
Posted: 24 Mar 2013 17:10
by SonicTTD
Sorry,
But I have to point this out once again because you still dont understand! Please now, read this closely:
I don't want to keep people from breaking their games by adding or changing newGRF AFTER they started a new game, I want to make sure THEY KNOW they cant change stuff after they started a game BEFORE THIS HAPPENS EVEN THE FIRST TIME, -> So that they don't run into a such frustrating position like I got into where I noticed that my game got evily hard because I just didnt set it up right!
Its a little shool everyone needs to know how powerful and also not so much making happy this system can be like at its current state!
Re: Changing NewGRFs in scenarios / ingame
Posted: 24 Mar 2013 18:04
by Alberth
How is that different than generating with the wrong map size, unlucky landscape, wrong climate, wrong year, wrong city, industry density, and probably a few others I forgot now?
In all these cases, you cannot change it after you started.
Re: Changing NewGRFs in scenarios / ingame
Posted: 24 Mar 2013 20:32
by Supercheese
I, for one, would support a text notice or "help" button somewhere obvious in the newgrf window that has a quick explanation of what newGRFs are, a reference to the "online content" button to download newgrfs, how to add them to the list, an explanation that the newgrfs must be added to the list before a new game is started for them to take effect, and other such relevant data. A first-time-run notice like the mockup posted earlier (although I don't like the glaring red) would work too. This, as mentioned, would help inform new users about the newgrf system. Heck, even a button that links to the relevant wiki page would be helpful.
Re: Changing NewGRFs in scenarios / ingame
Posted: 24 Mar 2013 21:01
by FLHerne
Alberth wrote:How is that different than generating with the wrong map size, unlucky landscape, wrong climate, wrong year, wrong city, industry density, and probably a few others I forgot now?
Most of those have behaviour and consequences that should be obvious when changing the setting - anyone reducing 'industry density' should be able to realise that the game will be harder. All climates are playable under normal conditions, and I would suggest a warning for 'Date < 1950'.
The effects of NewGRFs are much harder to predict, especially the many that don't have a readme. For example, how is a new user supposed to know that UKRS2's (and most other GRF trainsets') purchase and running costs are vastly higher than the default ones? Or that they need a NewGrf vehicle set when using almost any industry grf? Or that multiple industry grfs break each other...except the many ECS ones that don't?
None of these things are explained anywhere, nor can they be inferred from any information available in OpenTTD, so I would support the addition of an in-game 'NewGRF FAQ'-style page. Of course it couldn't cover things specific to individual NewGRFs, but it could at least warn new players about some common pitfalls.
P.S. - I'm not an OpenTTD noob now, and haven't been for several years now, but I do still remember my first try at NewGRFs. I added the 2cc set, thought "Why the **** do all these vehicles cost so much!?", bought a couple, and then went bust within five years...
Also, not that long ago I wrote
this wall-of-text post about NewGRFs, which is entirely
not what I'd want to see in OTTD. It's far too long and tedious.
Re: Changing NewGRFs in scenarios / ingame
Posted: 17 Apr 2020 09:34
by gravelpit
About chanching newgrf in game ...i remamber when changing whas easy but dont know what wose the version openttd ,now you can change discryption in openttd directory files ....
Scenario_developer from
false to
true or cross that dont remembre. But now i play on android end i'm pist that can't change it!!! If someone know givet to me


Re: Changing NewGRFs in scenarios / ingame
Posted: 17 Apr 2020 14:37
by kamnet
gravelpit wrote: 17 Apr 2020 09:34
About chanching newgrf in game ...i remamber when changing whas easy but dont know what wose the version openttd ,now you can change discryption in openttd directory files ....
Scenario_developer from
false to
true or cross that dont remembre. But now i play on android end i'm pist that can't change it!!! If someone know givet to me

It's the same way, the Adroid port is a direct port. But you'll probably need a physical keyboard and mouse attached to your device.
Re: Changing NewGRFs in scenarios / ingame
Posted: 27 Apr 2020 09:37
by gravelpit
Sorry but in adroid cant found directory file like in windows
C:/Users/Documents/OpenTTD
Android have difrent specyfication!
Re: Changing NewGRFs in scenarios / ingame
Posted: 27 Apr 2020 10:34
by planetmaker
I install stuff to my SD card and find OpenTTD under the default place where you find in similar folders the data of other applications, too. So nothing strange:
SD-Card -> Android -> data -> org.openttd.sdl -> files -> .openttd
Re: Changing NewGRFs in scenarios / ingame
Posted: 30 Apr 2020 13:07
by gravelpit
planetmaker wrote: 27 Apr 2020 10:34
I install stuff to my SD card and find OpenTTD under the default place where you find in similar folders the data of other applications, too. So nothing strange:
SD-Card -> Android -> data -> org.openttd.sdl -> files -> .openttd
Exaclly but what eals you dont have data file to change scenario developer dont make mess
You cant do it like this!
Re: Changing NewGRFs in scenarios / ingame
Posted: 30 Apr 2020 13:25
by planetmaker
Get yourself a file system browser on your phone and a text file editor and all config settings are yours to change. E.g. TotalCommander is (also) available for Android.
Re: Changing NewGRFs in scenarios / ingame
Posted: 05 May 2020 06:50
by gravelpit
planetmaker wrote: 30 Apr 2020 13:25
Get yourself a file system browser on your phone and a text file editor and all config settings are yours to change. E.g. TotalCommander is (also) available for Android.
Im usin total commander and this files are emty you can change only scenari,heightmaps,newgrf,music and maby some one not importent
Re: Changing NewGRFs in scenarios / ingame
Posted: 05 May 2020 10:17
by gravelpit
gravelpit wrote: 05 May 2020 06:50
planetmaker wrote: 30 Apr 2020 13:25
Get yourself a file system browser on your phone and a text file editor and all config settings are yours to change. E.g. TotalCommander is (also) available for Android.
Im usin total commander and this files are emty you can change only scenari,heightmaps,newgrf,music and maby some one not importent
If you mean file openttd.sdl \file\game\libre or anything else theare is nothing important ,write what about file you to change
scenario_developerscript...?
Re: Changing NewGRFs in scenarios / ingame
Posted: 05 May 2020 10:24
by gravelpit
gravelpit wrote: 05 May 2020 10:17
gravelpit wrote: 05 May 2020 06:50
planetmaker wrote: 30 Apr 2020 13:25
Get yourself a file system browser on your phone and a text file editor and all config settings are yours to change. E.g. TotalCommander is (also) available for Android.
Why you just write open file openttd.cfg !
Re: Changing NewGRFs in scenarios / ingame
Posted: 05 May 2020 15:52
by planetmaker
Please don't double-post. Instead edit your previous posting.
Additionally I have no clue what you are trying to say. So please, at the same time, edit your posting for clarity.
Re: Changing NewGRFs in scenarios / ingame
Posted: 03 Jul 2022 18:23
by CazadorSirenas
Hello there, guys!
Been a long while since I visited here last, so please let me know if this isn't the right place for my question/request. But since I'm looking for... changing NewGRF? then I guessed this would be the thread.
So, I want to add some new buidings sets to the game. I was looking in this page (
https://wiki.openttd.org/en/Community/NewGRF/) that shows several sets, but things is, how do I know if they add instead of replace? For long time I've been playing with TTRS and Swedish Houses, which work great. I don't want the original buildings to disappear and never show up again, I just want more random variety.
Then please, could you suggest me which sets to install? Also only buildings sets, not replacing stations nor infrastructure and etc. Thanks in advance!
Re: Changing NewGRFs in scenarios / ingame
Posted: 04 Jul 2022 00:39
by Eddi
most sets replace everything, however, you can make (or find) a set that simply re-adds the originals.
additionally, you should probably make a new thread instead of hijacking an old thread that is just vaguely related to your question.
Re: Changing NewGRFs in scenarios / ingame
Posted: 19 Sep 2022 16:32
by Rovstam
set newgrf developer tools 1
Re: Changing NewGRFs in scenarios / ingame
Posted: 19 Jun 2023 02:30
by kamnet
fizer3 wrote: 18 Jun 2023 09:21
What if a new game player make newGRF changes before starting the new game?
Once a scenario or save game is created, it is no longer possible to change setting from outside of the active game. As noted in earlier posts, there is a way to modify the setting from inside an active game, but doing this can and likely will corrupt your game.
If you are starting a brand new game, and not playing a scenario or save game file, then you can make all the changes to setting and NeeGRF parameters as you wish.
Re: Changing NewGRFs in scenarios / ingame
Posted: 04 Jan 2025 08:55
by Not In Service
So (I feel like I'm asking too late as the question came to mind way after starting the scenario) I'm designing a scenario in vanilla with no New GRFs activated at all (with it being the first time I'm doing so I took this approach so it would theoretically be free from any problems if things change or have bugs as it's only using the vanilla game thus would only break if something in a future version of that broke it)
However I was thinking it would be worth trying it with the basegame New GRF (OpenGFX) that updates the graphics (or possibly zbase, I'm a bit confused over are these different, but think it's zbase I'm talking about as am I right in assuming OpenGFX is installed anyway and may be the default lower res vanilla graphics having got it from Steam and zbase is the vanilla as it were but in 32bpp as an optional higher res new set, if so I'm talking about zbase)
and also
Emperor Jake's Toyland compatible adaptation of Kaaskroket's Fictional Aircraft for the santa sleigh (this scenario is in Toyland, dodges things being thrown at him, but Chrimbo
But from this thread should I have done that (selected those grfs) before starting making the scenario? Is it now not safe enough to add these to either the scenario as I continue building it or a game played with the scenario? If so this is ok, this one can stay fully vanilla and I'll know for next time.
I know this may be a bit newb error/ stupid question / sorry for asking but like I say it's the first time I've delved into scenario creation and it seems from this and similar threads I might have made a bad call with the keep it vanilla to start just in case approach. As I have another in mind the situation I'm getting is it seems to pick any New GRF's for anything including housing etc before starting work creating the scenario and thus lock them in i.e. once I begin making the next scenario the idea being nothing new GRF wise is altered after that point? (I guess it's worth testing the combo of New GRF's in a game first for any clashes? Any tips on common problems and issues to check for grf clashes wise?)
Any other tips on scenario design and how to pick GRFs for it that won't be problematic together, finding that out can from experience it seems be quite tricky as it seems to be a case of delving into some quite lengthy threads about the grfs and it's not always easy to establish if a grf is finished and currently working with the latest version and how stable it is etc as it seems quite a few are unfinished or abandoned even (are there any threads with good tips on grf use generally)
One final related question is how will this apply to the individually placing buildings aspect of the future release currently in testing, will that be possible only with newly created scenarios or will it be possible for past scenario builds too?
Thank you all for any tips/ help and for keeping this still great game alive.
Re: Changing NewGRFs in scenarios / ingame
Posted: 04 Jan 2025 23:32
by kamnet
Not In Service wrote: 04 Jan 2025 08:55
However I was thinking it would be worth trying it with the basegame New GRF (OpenGFX) that updates the graphics (or possibly zbase, I'm a bit confused over are these different, but think it's zbase I'm talking about as am I right in assuming OpenGFX is installed anyway and may be the default lower res vanilla graphics having got it from Steam and zbase is the vanilla as it were but in 32bpp as an optional higher res new set, if so I'm talking about zbase)
Base graphics/sound/music sets only affect the client, not save games or scenarios. The player can change these at any time.
Any other tips on scenario design and how to pick GRFs for it that won't be problematic together, finding that out can from experience it seems be quite tricky as it seems to be a case of delving into some quite lengthy threads about the grfs and it's not always easy to establish if a grf is finished and currently working with the latest version and how stable it is etc as it seems quite a few are unfinished or abandoned even (are there any threads with good tips on grf use generally)
I wrote up this guide on adding/removing/modifying NewGRFs a few years ago. With a vanilla scenario file you should be safe to add most NewGRFs, but there isn't an absolute guarantee on that.
https://is.gd/TTDAddNewGRFs
One final related question is how will this apply to the individually placing buildings aspect of the future release currently in testing, will that be possible only with newly created scenarios or will it be possible for past scenario builds too?
It should be possible in past scenarios, but if you add a building set after removing another one, that could be an issue. But if that's not the case, I can't see an issue happening.