Limited cargo acceptance
Moderator: OpenTTD Developers
Limited cargo acceptance
The thing I like most in OpenTTD is building rail networks. When building the network to get the raw materials, the current economic model makes sense. When building the part of the network that delivers the raw materials to secondary industries, it mainly encourages players to deliver all the raw materials to only few of the all available secondary industries.
Just as raw material industries have a fixed rate of production for each month, I'd like that the secondary industries could process only a certain fixed rate of raw materials each month. Of course this rate could change as time passes (as it changes with raw material producing industries).
As an example, the economic model encourages you to connect all the coal mines to your rail network. This is good. However the current economic model lets you deliver all the coal to just one power plant giving you full profits. Instead the economic model should encourage you to distribute the coal to many different power plants. Obviously some power plants might need lots of coal while some power plants could be smaller.
I've not read the source to see how OpenTTD currently handles cargo acceptance but I think that this change should not be too hard to implement. This would certainly not require extensive modification to the economic model or to other aspects of the game. There are also some details that would need to be worked out, e.g. how much money does one get if one delivers 250 tonnes of coal to a power plant that consumes 100 tonnes of coal each month. Probably it could be assumed that industries have some space for storing incoming raw materials and the price they pay for extra material might be getting lower and lower when the storage space for incoming material gets fewer.
Just as raw material industries have a fixed rate of production for each month, I'd like that the secondary industries could process only a certain fixed rate of raw materials each month. Of course this rate could change as time passes (as it changes with raw material producing industries).
As an example, the economic model encourages you to connect all the coal mines to your rail network. This is good. However the current economic model lets you deliver all the coal to just one power plant giving you full profits. Instead the economic model should encourage you to distribute the coal to many different power plants. Obviously some power plants might need lots of coal while some power plants could be smaller.
I've not read the source to see how OpenTTD currently handles cargo acceptance but I think that this change should not be too hard to implement. This would certainly not require extensive modification to the economic model or to other aspects of the game. There are also some details that would need to be worked out, e.g. how much money does one get if one delivers 250 tonnes of coal to a power plant that consumes 100 tonnes of coal each month. Probably it could be assumed that industries have some space for storing incoming raw materials and the price they pay for extra material might be getting lower and lower when the storage space for incoming material gets fewer.
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
i only read the first 2 paragraphs, this exists in TTDPatch as part of the ECS and NewGRF industries.
AFAIK, this is currently being worked on for OpenTTD.
you need a GRF to turn it on, i recomend pb_UKRSI.grf
AFAIK, this is currently being worked on for OpenTTD.
you need a GRF to turn it on, i recomend pb_UKRSI.grf
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- StopRightThere
- Chief Executive
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- Location: United Kingdom
Re: Limited cargo acceptance
If you haven't read the source, how do you know it isn't so hard to implement?jni wrote: I've not read the source to see how OpenTTD currently handles cargo acceptance but I think that this change should not be too hard to implement. This would certainly not require extensive modification to the economic model or to other aspects of the game.
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search for UKRSi.grf, but is not supported in OTTDMagicBuzz wrote:I'd like to see it...
industries base their production on how stuff you bring to them and there is a limit (i think, i never reached it because i'm not used to the patch and i played only to see how it works) above that, industries don't accept any cargo until they use the stuff that is in the "warehouse"
ok, then you replied : it's not done.Wolf01 wrote:search for UKRSi.grf, but is not supported in OTTDMagicBuzz wrote:I'd like to see it...
industries base their production on how stuff you bring to them and there is a limit (i think, i never reached it because i'm not used to the patch and i played only to see how it works) above that, industries don't accept any cargo until they use the stuff that is in the "warehouse"
this GRF uses a features that still doesn't exists in OTTD.
so the GRF does have any effect.
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
in UKRSI, balancing steelmills is hard because you also need to probide coal. i had a kinda shortage of coal at the time, but 1 steel mill could handle 4 or 5 kinda low producing iron ore mines, with the aid of 2 or 3 coal mines, which were also lightly supplying a local power station.
i really like the railway network i made for that station.(the mainline goes between 2 halves of the steel mill station, the entance is a fairly complex piece of work.)
i really like the railway network i made for that station.(the mainline goes between 2 halves of the steel mill station, the entance is a fairly complex piece of work.)
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
-
- Engineer
- Posts: 1
- Joined: 27 Oct 2006 23:45
- Location: Melbourne
NewIndustries is the only reason I would touch TTDpatch again.
If I got the Wiki right, work on NewIndustries in openTTD will start as soon NewHouses (and NewCargos?) is working.
I really like the UKRS model, while it's not Über-realistic it makes much more sense than the way the game works orginally. Sure, it would prevent people to unload everything at one station, but I think the game only becomes a little bit more varied becuse of that.
(though I admit that it's fun to create a giant station)

I really like the UKRS model, while it's not Über-realistic it makes much more sense than the way the game works orginally. Sure, it would prevent people to unload everything at one station, but I think the game only becomes a little bit more varied becuse of that.

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