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Food/water consumption

Posted: 18 Jan 2020 23:18
by L. Spooner Inc
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Re: Food/water consumption

Posted: 18 Jan 2020 23:36
by kamnet
Just create a NewGRF where your town buildings can stockpile. GameScripts can control how much of any item a city needs in a month to grow.

Re: Food/water consumption

Posted: 19 Jan 2020 00:17
by odisseus
L. Spooner Inc wrote: 18 Jan 2020 23:18 something like drop it off outside the city and have a single truck trickle it in to "make it last" until the next shipment.
In my opinion, that's a perfectly good solution called a distributor service. Basically, you manage the stockpile yourself by keeping it in a station.

But if you don't like the fact that cargo requirements don't scale with the town size, there is a game script called "Neighbours are important". It increases the cargo requirements as the town grows, and after some point the town needs new types of cargo! The towns are also capable of stockpiling the deliveries for the next month.

Re: Food/water consumption

Posted: 19 Jan 2020 02:14
by PikkaBird
kamnet wrote: 18 Jan 2020 23:36 Just create a NewGRF where your town buildings can stockpile.
Town buildings can't stockpile, and even if they could NewGRFs can't override the default food/water mechanic. GameScript is definitely the easiest option to achieve different town growth mechanics.

Re: Food/water consumption

Posted: 11 Mar 2020 10:01
by robo
Yeti extended industries changed the subtropical water mechanic to building materials, which is a good idea.
Towns need building materials to grow instead of water and if you want to stop them growing (in singleplayer), you simple deliver building materials to the port in exchange for food. It wouldn't make sense to stop food or water supply for towns if they get too large. Even A-train has building materials.
Another nice thing about subtropical is that it has two nice contrasting groundtextures.
Looks good in 32-bpp graphics. I like trucks and trains in zbase, unfortunately it's not possible to refit.

Re: Food/water consumption

Posted: 01 Feb 2023 08:35
by KashyapChetanKotak
I got food production up but the town/cities are not consuming it... The railway stations/bus stations are not accepting Food while the City still shows Food is required. What am I missing here?

Re: Food/water consumption

Posted: 01 Feb 2023 13:38
by Argus
Simple answer, there are no food accepting houses in town. Most newgrf house sets should be able to do this, try one - vanilla houses tend to have this problem in the tropics.

Re: Food/water consumption

Posted: 01 Feb 2023 16:56
by Eddi
problem with vanilla houses in tropic is that only the small houses accept food, while the bigger houses accept goods (no houses accept both). so the ring of small houses moves outwards from the city center, and stations in the center stop accepting food at some point.