Thanks. did you maybee open the game in game's scenario editor to change the GS's industry set setting ?aantono wrote:There you go.
Looks like if it has been initialized for Baseset industries and then been changed to FIRS.
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Thanks. did you maybee open the game in game's scenario editor to change the GS's industry set setting ?aantono wrote:There you go.
Ok. It's normal, then. This setting is not intended to be changed while the game is running, but the scenario editor still allows it. I'll think to a proper solution...aantono wrote:Yes, that's exactly what I did. Once I've opened it in game, it showed me the basic Arctic economy. So I changed it to FIRS, cause that is what I was using.
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cargotable {
GRVL,//1 c1A stone - raw
CLAY,//2 c1B clay - raw
WOOD,//3 c1C wood - raw
BDMT,//4 c1X building materials - processed
LVST,//5 c2A livestock - raw
GRAI,//6 c2B grain - raw
FRUT,//7 c2C fruit and vegetables - raw
FOOD,//8 c2X food - processed
IORE,//9 c3A iron ore - raw
OIL_,//10 c3B oil - raw
URAN,//11 c3C uranium - raw
STEL,//12 c3AA steel - processed
RFPR,//13 cargo_3BB refined products - processed
BATT,//14 c3CC batteries - processed
VEHI,//15 c3X machinery - processed
YETI //16 c4X workers - like passengers
}
You're perfectly right. I didn't think to that.aantono wrote:P.S. I wasn't really trying to change the settings, I had them previously set to FIRS, but I guess since you've added more economy options, the index id for what used to be FIRS, has changed to the Basic Arctic economy.
That could be implemented quite fast. What takes time is to define categories accordingly to Yeti's cargo scheme - which I don't know.aantono wrote:P.S.S. As a feature request, how hard would it be to add support for YETI Town and Industry Set as well? (http://dev.openttdcoop.org/projects/yeti/wiki/Previews)
The set also preserves the existanse of passengers and mail, (goods also appear in the in-game cargo list, but nothing produces them). I don't see the PaxMail group to have pass and mail in the cargo list.keoz wrote:Edit: I had a fast try based on what I see in YETI's cargo scheme. Someone will need to try it. It's in last r86.
I'm downloading it from hg repo but its extremely long.aantono wrote:The set also preserves the existanse of passengers and mail, (goods also appear in the in-game cargo list, but nothing produces them). I don't see the PaxMail group to have pass and mail in the cargo list.keoz wrote:Edit: I had a fast try based on what I see in YETI's cargo scheme. Someone will need to try it. It's in last r86.
I just tried with a cargo list from v5350 and well there's a problem then, because according to houses informations, they don't produce pax/mails. I anyway have not any cargoid, for them, only for workers.aantono wrote:The set also preserves the existanse of passengers and mail, (goods also appear in the in-game cargo list, but nothing produces them). I don't see the PaxMail group to have pass and mail in the cargo list.keoz wrote:Edit: I had a fast try based on what I see in YETI's cargo scheme. Someone will need to try it. It's in last r86.
Not sure what ID is being used in the game for Pax and Mail, but they do exist and I am able to transport them.
Here is the link to the YETI nml file, maybe the table I copied is not the right table?http://dev.openttdcoop.org/projects/yet ... y/YETI.nml
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::CargoListCat <- [[0,2,16],
[8],
[4,5],
[1,3,6,7,10,17,18,19],
[9,12,13,14,15]]
Yes, it would be something like that. But I don't understand how the hell you get pax/mails/goods, which I don't. Can I see the GRF's list you're using ? Looks like you're using more than one industry grf.aantono wrote:I'm attaching the screen capture that has the debug printout with all the cargo ids.So based on that list the mapping should be this:?Also, not very sure why STEL cargo is listed twice, under 9 & 12.Code: Select all
::CargoListCat <- [[0,2,16], [8], [4,5], [1,3,6,7,10,17,18,19], [9,12,13,14,15]]
In your game Baseset cargo types are still active and YETI ones come over them (maybee a different YETI version ?). That's why you have STEL twice. You can play with your own cargocategories reconfigured like the one you showed me, but I can't include those extra cargos.aantono wrote:I was testing it on an empty game, the only GRF was the YETI one.
No. There is not a negative growing case. At worst, towns are not growing at all and in this case, they stay unchanged over time.MrZombie wrote:I have a question: With this game script, will the towns get smaller if the requirements are not met, and if so, how small will they get?
I'm glad you enjoy.arikover wrote:Quite an interesting script! I like the cargo category feature, and the fact that towns must have some industries in order to grow.
Thank you for your feedback, arikover.arikover wrote:I tested it a little, and noticed that in sub-tropical climate, even small villages in the desert can't grow at all because of the 'food' and 'water' requirements. Is this intended ?
In the 'neighbours are important' GS, little villages in the desert can grow only with passenger service at first, then they require food and water that can be stockpiled, which helps a little.
Here, it is a bit hard to get small desert villages to grow.
I have not tried, but I guess it is the same with the 'food' requirement for towns above the snow line in the arctic climate.
I observed decay of cities - small populations vanishes and all what I get were empty streets.keoz wrote: No. There is not a negative growing case. At worst, towns are not growing at all and in this case, they stay unchanged over time.
That could be an interesting idea. I also already noticed some (other) problems with very little towns. In my case I didn't see a real decay, but that can come from the fact that on long term games, I only played with houses newGRF which doesn't behave exactly like vanilla houses.McZapkie wrote:I observed decay of cities - small populations vanishes and all what I get were empty streets.keoz wrote: No. There is not a negative growing case. At worst, towns are not growing at all and in this case, they stay unchanged over time.
Or one/two houses without possibility to expand because no passengers are accepted.
Is it possible to implement protection against city decay below, let say, 50?
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