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Openttd cargodist
Openttd cargodist













openttd cargodist

#Openttd cargodist Patch

This patch lets you adjust the amount of cargo (pax/mail) generated by a town using Economy > Towns > Town cargo generation factor. town-cargo-factor-01 - Adjust pax/mail generated by towns.At the default settings, they do not influence the gameplay at all. These trivial patches (~10 LOC) provide a usable and enjoyable increased-daylength gameplay experience for me. Fixing the timetable GUI to display fractional days is beyond the scope of this patch. Instead, you're more likely to get wait times that display as "0 days" in the GUI - I suggest you change Interface > Show timetable in ticks rather than days to compensate. This means that you'll no longer get ~10s wait times at each station when using timetable autofill at 4x daylength. The autofill-roundoff patch separates the timetable autofill roundoff interval from the daylength setting, having it use the same roundoff interval as trunk (74 ticks). The adjustment is kind of crude, so the towns may actually grow slightly more slowly overall. at the same real-time rate) was my only major issue so far - you're in 1925, only have the BR38 and tiny pre-war coaches - and your towns have 8k pop and more passengers than you can handle. The goal here is that the towns will grow the same amount per given game-time (and hence more slowly in real-time). The towngrowthfreq patch ties the town growth rate to the daylength. Running costs, Servicing intervals - stay the same in game-time. Town growth, Industry production, Town passenger/mail generation, Cargo payment (by duration transported), your profit - stay the same in real-time. Changing the daylength causes different things to behave differently. If you are playing with a factor of 4x, then in the time that it takes you to play from 1921 to, say, 1935 (the golden era of DBSetXL steam), you would normally already be in 1977, wondering when you're going to have the time to replace all those 40-year-old steam engines.Īfter that, things get more complicated.

openttd cargodist

Most visibly, this will increase the amount of real-time it takes for the game-time to tick forward into the next day. > openttd-cargodist-sprinkles-r19964-win32 > Day length factor to linearly increase the number of ticks in a day. The most recent version is found at the end of the topic:

openttd cargodist

There are combined win32 builds/binaries (with cargodist and autosep) to be found in this thread. The combined builds here additionally contain the timetable-based vehicle autoseparation patche(s). The most significant change is the introduction of an adjustable DAY_TICKS value (along with some related tweaks), and the possibility to scale down the passenger/mail amounts generated by towns. I've experimented with dynamic_casting and using pointers in my map, but from other answers I've seen, this doesn't seem to be a particularly good way to do it.This is a collection of small patches intended to be used in conjunction with cargodist. I'd love to hear what others would think the best way to approach this problem would be. I've been trying to use open source projects like OpenTTD and some of the Habbo Hotel emulators to figure all of this out, but to no avail. My first test was going to be to be able to place items on the map and then be able to query the sum of, say, all of the capacities of the container objects - just to make sure it works before moving on to the next step. I haven't fully scoped out the game yet, so at the moment I was just giving different objects different member variables - such as a container object that has a capacity, a heater object that has an energy rating, and so on. I had (wrongly) assumed that I would be able to have some sort of heterogenous container for all objects on the map, which I could loop through and run object-type-specific logic during the game loop. All of this, while maybe not being the best approach, works, until I try to subclass Objects to give them different functionality. I have been able to create and render objects (like a table) using a fairly clunky debug class, contained within the Map class as a std::map and giving Objects X/Y coordinates so the Map can render them in the right places. I have successfully implemented ground tiles and drawing them, et cetera, using a Tile class (held inside a Map class), but I would like to now be able to add objects on top of tiles. MyMap->func() // get the overloaded versionįor the last few weeks, I've been trying to develop an isometric, tile-based tycoon-style crafting game in my spare time (and really only to see if I am capable) and I have run up against a design challenge that I am struggling with.















Openttd cargodist