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Openttd percentage transported
Openttd percentage transported













* You cannot control the placement of primary industries or cities in OpenTTD. Turns out that in of itself is sufficient to make a game around. Its purely a game about moving items from one place to another. * No "inserters", no "biters", no "defense". Then electricity (but diesel is now max reliability, and electric is low reliable). Eventually diesel trains pop up but are unreliable until the technology matures (in contrast: coal/steam is at max reliability). Early on, coal-based trains are slow, clumsy and unreliable. * Trains evolve throughout the years based off of technology. Learning to build high-throughput maintenance networks is part of OpenTTD. Trains also require maintenance and begin to break down if you neglect maintenance. Your schedules can include target dates (ex: 30 days between TownA and TownB, with 4 days target of loading/unloading time), as well as multiple trains that share a schedule. * OpenTTD train scheduling is far deeper than Factorio. Airplanes are relatively simple: fill them up until your airports are full) Trucks have very low throughput and are mainly just an early-game / simplicity option. Of course, Trains are the most interesting part. While the item-tree of OpenTTD is simpler, the overall logistics of transportation are far more complex. Furthermore: log trains can only carry logs, passenger trains can only carry passengers. * OpenTTD also has planes, boats, trucks, and busses. OpenTTD Trains slow down going up hills and around turns: meaning optimal train pathing requires significant thought into terrain flatness and turn radius. While Factorio has very good train-logic (block-signals vs chain-signals), OpenTTD has bridges, tunnels, terrain modifications, basic signals, path-based signals, entry/exit signals and more. * OpenTTD is more "purely" about transportation. I'd also like to see this in the in-game content downloader so more people can discover it.I got into OpenTTD when I realized that it was a major source of inspiration for Factorio. As mentioned above, the "Income tax last month" display in the goal list does not update, at least in multiplayer games.In the town window, it might look cleaner to include the percent required on the same line as percent transported, as in "Passengers transported: 49% (35%)".This looks intentional, but might not be needed? (Might be leftover from City Growth Limiter. If only one town exists on the map, the script throws an error and fails.It would be nice to know by how much it will increase. In the main story book, it says the income tax will increase every time a new goal is achieved.In the main story book, the word "duplicates" sounds odd.Assuming this doesn't change, you could just remove this line from the goal list and let the "Next population goal" indicate that the goalpost has moved? I don't know what this means, since the starting population mentioned in the notebook still (correctly, I think) gives the number at the start of the game. In the goal list, after completing a goal the top line says "Starting population multiplied by 2".Or you could look into "growth points" in Renewed Village Growth and reward companies differently for their contributions to growth.but that seems overly complex. It may be easier to remove it, if that's what's needed for multiplayer compatibility. Personally, I don't think the OpenTTD economy can be fixed and the real challenge comes from other aspects, so I'm not interested in the income tax at all. The "Income tax last month" display in the goal list doesn't change and neither company appears to be taxed at all. Only the first gets a storybook and goal list. My main critique is that it doesn't seem to work properly with multiple companies. It's always lovely to see a new GS, particularly one that adds new and interesting goals to the game. Build on top of City Growth Limiter Minimal by gnrd, a fork of City Growth Limiter by Sylf I'll wait for some more playing and hopefully some feedback before uploading it to bananas.

#Openttd percentage transported code#

In the games I've played it really weighs you down so it's way harder to become a billionare.Īfter some testing and debugging the code is finally ready for a release. It also includes an optional income tax that increases with every population milestone, starting at 0% so you have time to prepare. The code is build on top of City Growth Limiter Minimal by gnrd, a fork of City Growth Limiter by Sylf, which means that towns need a minimum percentage of passengers transported to grow. There is no final goal each time you reach a population milestone the next one starts, so you can play to see how much you can increase the population up to a certain date or how many years do you need to reach a certain milestone (x4, x8, x10.). Overpopulation keeps track of the world population and records a milestone every time the initial population is doubled.













Openttd percentage transported