[GS] Renewed Village Growth 12.1 (RVG)
Moderator: OpenTTD Developers
Re: [GS] Renewed Village Growth 12.1 (RVG)
Hello,
I'm not sure, but I believe the script also checks for undeserved houses.
And you might don't cover enougth of the city.
You could add some bus stations arround the city.
Same for post service.
I'm not sure, but I believe the script also checks for undeserved houses.
And you might don't cover enougth of the city.
You could add some bus stations arround the city.
Same for post service.
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ChronosXYZ
- Engineer

- Posts: 1
- Joined: 20 Jan 2026 23:36
Re: [GS] Renewed Village Growth 12.1 (RVG)
I have successfully fixed this issue: https://github.com/F1rrel/RenewedVillageGrowth/pull/166ashe.bluemei wrote: 08 Dec 2025 01:53
anyone know why my town is growing even though im supplying with it with acid?
im using FIRS 5 steeltown. im kind of thinking my game is bugged because shouldnt the first requirement for growing towns mail and passengers?
If anyone wants to try my fix, feel free to download my version from Banana: https://bananas.openttd.org/package/gam ... t/5256475f
Re: [GS] Renewed Village Growth 12.1 (RVG)
I created an account on this forum just to be able to say THANK YOU @ChronosXYZ for making RVG work with Steel Town FIRS. Could you maybe have a look in general for the other FIRS sets? In a Hot Country is still not working... 
Last edited by AlexMD83 on 03 Feb 2026 14:00, edited 1 time in total.
Re: [GS] Renewed Village Growth 12.1 (RVG)
Actually, as I had a day off today I decided to see if I can improve the script.I tried to move away from hard-coded values and add a more robust economy detection using Jaccard Similarity and Tie-Breaking. I tested with all FIRS 5.2 economy sets and they work great.
here is the PR: https://github.com/F1rrel/RenewedVillageGrowth/pull/167 @F1rrel, kindly review.
And in the meantime, if anyone wants to use the fix, they can install locally the unofficial release from here: https://github.com/AnjinMaru/RenewedVil ... h/releases
I will not upload my fork on Bananas not to clutter the server with forks, allowing the author do review and use the proposal as he sees fit.
The big inspiration was the work done by ChronosXYZ and of course the author of the script. All credits go to them.
here is the PR: https://github.com/F1rrel/RenewedVillageGrowth/pull/167 @F1rrel, kindly review.
And in the meantime, if anyone wants to use the fix, they can install locally the unofficial release from here: https://github.com/AnjinMaru/RenewedVil ... h/releases
I will not upload my fork on Bananas not to clutter the server with forks, allowing the author do review and use the proposal as he sees fit.
The big inspiration was the work done by ChronosXYZ and of course the author of the script. All credits go to them.
Last edited by AlexMD83 on 03 Feb 2026 21:08, edited 2 times in total.
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phailmonster
- Engineer

- Posts: 1
- Joined: 08 Feb 2026 09:28
Re: [GS] Renewed Village Growth 12.1 (RVG)
Thank you so much!! I also created an account to thank you for fixing the cargo categories (specifically passengers and mail being the first category) for the rest of the economy types. I was going crazy trying to find a solution and ended up finding that FIRS 4.16.0 worked. I stumbled back to this thread looking for explanations for town shrinkage I was experiencing while testing RVG without FIRS and I'm glad I did because I found your fix. I'll still have to do some testing and research for the shrinkage but this really made my night.AlexMD83 wrote: 03 Feb 2026 20:52 Actually, as I had a day off today I decided to see if I can improve the script.I tried to move away from hard-coded values and add a more robust economy detection using Jaccard Similarity and Tie-Breaking. I tested with all FIRS 5.2 economy sets and they work great.
here is the PR: https://github.com/F1rrel/RenewedVillageGrowth/pull/167 @F1rrel, kindly review.
And in the meantime, if anyone wants to use the fix, they can install locally the unofficial release from here: https://github.com/AnjinMaru/RenewedVil ... h/releases
I will not upload my fork on Bananas not to clutter the server with forks, allowing the author do review and use the proposal as he sees fit.
The big inspiration was the work done by ChronosXYZ and of course the author of the script. All credits go to them.
Re: [GS] Renewed Village Growth 12.1 (RVG)
I am happy to hear it was useful. I clocked around 15 hours of play with the ... modded mod and it seems to work OK (I am shipping 4 out of 5 categories for the "in a hot country" economy set and it seems OK). Let me know if you find anything dubious.
Re: [GS] Renewed Village Growth 12.1 (RVG)
The cargo categories seem to be wrong on my end when using FIRS 5.2.0 with your fix. I'm relying on the Global Story Book to verify cargo categories.
A version that works with RVG 12.1 is FIRS 5.0.0-beta3 and the cargoes for Temperate Basic are:
Category 1: Public services: Passengers, Mail
Category 2: Raw food: Fish, fruit, livestock, milk
Category 3: Raw materials: China clay, coal, iron ore, sand, scrap metal
Category 4: Processed materials: Chemicals, Engineering Supplies, Farm Supplies, Steel
Category 5: Final Products: Alcohol, Food, Goods
But with your fix (on FIRS 5.2.0), the categories are mismatched:
Category 1: Public services: Passengers, Mail
Category 2: Raw food: Alcohol, coal, fish, food, fruit, goods, livestock, milk
Category 3: Raw materials: Chemicals, China clay, Engineering Supplies, Farm Supplies, Iron ore, Sand, Scrap Metal, Steel
no category 4 or 5.
Similar issues with Steeltown (mismatched categories/cargoes), I suspect there are problems with the other FIRS sets too.
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Argus
- Tycoon

- Posts: 1488
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: [GS] Renewed Village Growth 12.1 (RVG)
Also, support for the new version of Axis is missing.
Re: [GS] Renewed Village Growth 12.1 (RVG)
Hello. I play with my friends on JGR version and we use "new renewed village growth" due to the fact this version here didn't worked with JGR back then. Just wanted to ask if anything changed and your Script is supporting JGR now?
Thanks
Thanks
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Argus
- Tycoon

- Posts: 1488
- Joined: 16 Oct 2018 08:31
- Location: Heart of the Highlands. Not Scottish. Czech.
Re: [GS] Renewed Village Growth 12.1 (RVG)
It works great for me under the JGR patchpack
Re: [GS] Renewed Village Growth 12.1 (RVG)
I would love to see this mod fixed and working with Firs 5.2 with Steel Town and the other bits. (and in the 'online content' of the game, is there any reason the fixes posted here, can't be uploaded to online content?
Re: [GS] Renewed Village Growth 12.1 (RVG)
So I went into the code, the reason the things are mismatched, is because the epic code that they wrote, just divides all the cargoes evenly into the categories, I found that too immersive breaking for myself, I also want the hardest items to be the last category, and anything easy can be the first two categories, etc.. so I figured out how to manually set things to each category for the specific Firs 5.2 that I use (I like Steeltown, so I configured those manually, but it ends up the last category only has 2 or 3 options, refined materials have the vast majority as I always use the easiest path to determine how 'hard' it is to make something... I will hopefully be testing this to find out if it's balanced, or if some items are just too impossible to fulfill. -- Also the town growth right now feels a bit too difficult... I'm going to try to figure out if it's just a setting or what. Once I am happy, I may post it in the online list if I can figure out how to post something.sunwinds wrote: 08 Feb 2026 21:54The cargo categories seem to be wrong on my end when using FIRS 5.2.0 with your fix. I'm relying on the Global Story Book to verify cargo categories.
A version that works with RVG 12.1 is FIRS 5.0.0-beta3 and the cargoes for Temperate Basic are:
Category 1: Public services: Passengers, Mail
Category 2: Raw food: Fish, fruit, livestock, milk
Category 3: Raw materials: China clay, coal, iron ore, sand, scrap metal
Category 4: Processed materials: Chemicals, Engineering Supplies, Farm Supplies, Steel
Category 5: Final Products: Alcohol, Food, Goods
But with your fix (on FIRS 5.2.0), the categories are mismatched:
Category 1: Public services: Passengers, Mail
Category 2: Raw food: Alcohol, coal, fish, food, fruit, goods, livestock, milk
Category 3: Raw materials: Chemicals, China clay, Engineering Supplies, Farm Supplies, Iron ore, Sand, Scrap Metal, Steel
no category 4 or 5.
Similar issues with Steeltown (mismatched categories/cargoes), I suspect there are problems with the other FIRS sets too.
Re: [GS] Renewed Village Growth 12.1 (RVG)
Is there a way to get this to work with more than 2000 towns?
Re: [GS] Renewed Village Growth 12.1 (RVG)
You could attempt something more dynamic by analysing the cargo types present in the game when the script initialises. Iterating over each industry's produced cargo, walk back through the chain to the primary industry (care will be needed with industry GRFs like FIRS that create loops via farming/engineering supplies) and count the number of steps. That should form the basis for the categories.Crusoe wrote: 27 Feb 2026 17:35 So I went into the code, the reason the things are mismatched, is because the epic code that they wrote, just divides all the cargoes evenly into the categories, I found that too immersive breaking for myself, I also want the hardest items to be the last category, and anything easy can be the first two categories, etc.. so I figured out how to manually set things to each category for the specific Firs 5.2 that I use...
- Passengers & Mail would be hard-coded to Category 1 (it probably already is)
- Most likely there will be more categories (I think RVG uses 5-6) than cargo-chain depths, so cargoes in the same depth may need to be spread across 2 categories.
Cheers,
M
M
Re: [GS] Renewed Village Growth 12.1 (RVG)
This is a great idea, I was basically doing this by hand. Passengers and mail was tier 0, and I disregarded them, (but they were with unique id's in firs, so not sure how to find them 'always'. I considered raw products, and import goods as 'easy' to get (tier 1), refined was my tier 2, anything that took a refined was tier 3, and anything that took tier 3 only was tier 4md4r wrote: 28 Feb 2026 03:04You could attempt something more dynamic by analysing the cargo types present in the game when the script initialises. Iterating over each industry's produced cargo, walk back through the chain to the primary industry (care will be needed with industry GRFs like FIRS that create loops via farming/engineering supplies) and count the number of steps. That should form the basis for the categories.Crusoe wrote: 27 Feb 2026 17:35 So I went into the code, the reason the things are mismatched, is because the epic code that they wrote, just divides all the cargoes evenly into the categories, I found that too immersive breaking for myself, I also want the hardest items to be the last category, and anything easy can be the first two categories, etc.. so I figured out how to manually set things to each category for the specific Firs 5.2 that I use...
- Passengers & Mail would be hard-coded to Category 1 (it probably already is)
- Most likely there will be more categories (I think RVG uses 5-6) than cargo-chain depths, so cargoes in the same depth may need to be spread across 2 categories.
but now I've been testing it, and it seems some things produce a LOT less than I expected, so I might should move those from tier 3 to tier 4...
I wonder if there is a way to see how much output/coorelates to, like 1000 steel plates = 5 car parts? if so, then car parts is a teir 4 item, not tier 3.
Re: [GS] Renewed Village Growth 12.1 (RVG)
Conversion rates are a good grouping candidate, and one I didn't think of. I'd avoid things like the number of producing/consuming industries on the map, as this would need regular recalculation to remain accurate. Ideally, this is something you'd do once at startup.
Cheers,
M
M
Re: [GS] Renewed Village Growth 12.1 (RVG)
Oh, I thought we could access the GFX of the selected mod, and check the min/max or something, get an average of it, or something.md4r wrote: 06 Mar 2026 12:03 Conversion rates are a good grouping candidate, and one I didn't think of. I'd avoid things like the number of producing/consuming industries on the map, as this would need regular recalculation to remain accurate. Ideally, this is something you'd do once at startup.
I tested my changes yesterday with some friends, and also I tested some rules I plan on rolling out to further slow down passenger OP'ness... For example, we're testing an unwritten rule, that you can only touch city zone's for 2 cities at the start of the game, and grow it by 2 cities for every 10k city growth points you reach. It changes my play style a ton, instead of just rushing for passenger routes, now I'm forced to invest in a single part of the map, and build the industry up.. I'm loving the challenge.
I plan on putting my code on github when I have 2 parts of the script working, the other script is a boolean toggle to set if radio towers appear in game... if set to false, the game starts and destroys all radio towers at the beginning of the game, or something like that... I hate those things so much.
Ideally, it would just make them cost a lot to destroy instead of removing completly, but I'll go with the easiest route first.
Re: [GS] Renewed Village Growth 12.1 (RVG)
So... I'm enhancing Renewed Village Growth, by limiting how many towns anyone can build near, you have to flesh out the towns you already have, before getting concessions to build in more towns... I want to make it highly configurable as well... and so far, I'm loving it, REALLY changes how I usually play, now I kind of feel 'forced' to upgrade my first two towns, before investing in other things.
I would love to know how to upload this to the online mod list, if anyone can point me in the right direction, I would love that.
I would love to know how to upload this to the online mod list, if anyone can point me in the right direction, I would love that.
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Re: [GS] Renewed Village Growth 12.1 (RVG)
https://wiki.openttd.org/en/Archive/Com ... he-serviceCrusoe wrote: 09 Mar 2026 01:07 I would love to know how to upload this to the online mod list, if anyone can point me in the right direction, I would love that.
Re: [GS] Renewed Village Growth 12.1 (RVG)
Sweet! Tusind takjfs wrote: 09 Mar 2026 07:34https://wiki.openttd.org/en/Archive/Com ... he-serviceCrusoe wrote: 09 Mar 2026 01:07 I would love to know how to upload this to the online mod list, if anyone can point me in the right direction, I would love that.
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