This will make the references clickable and improve understanding of the API. Note that this does not prevent population change caused by players demolishing buildings or funding new buildings through the Local Authority window. It is better here to refer to existing APIs for how a GS set growth rate. (towngrowthrate ) Select how fast towns should grow.Use descriptions that relate to what is exposed to API users or use plain English if you need to refer to internal logic not exposed in the API. OpenTTD marks the faster towns with '(City)' in the town window, but Transport Tycoon 2013 doesnt mark them. The maximum size (or its growth speed) is also influenced by the x. In arctic and desert you might also need to transport water and food depending on where the town is located. I dont know if Transport Tycoon 2013 keeps the limit of 5 stations. A town grows best if 5 passenger stations have been served in the last 20 days, everything else doesnt matter in temperate. For example TOWN_GROW_RATE_CUSTOM is not exposed in the API. OpenTTD checks for 5 stations within a radius of town center a 6th station doesnt help town growth. In the API documentation, you should not refer to internal ENUM constants which are not exposed in the API. "more of this conditions" => "more of these conditions" (change "this" to "these") Items in the changelog is sorted alphabetically - not by date within the same version. In order for the HTML output to show up as a list, you need to follow the Doxygen syntax for bullet lists, otherwise it will probably even ignore your manual line breaks. In your doxygen comment you have something that looks like you intended to have a bullet list there. The latter could be also useful for other interesting scripts too. , which would make it possible to decide the service status in GS. Or make some GSStation function to retrieve struct Station properties : How it would be possible to implement some new GS feature?Įither gather the service information directly in town_cmd.cmd inĪnd send it to GS, like GSTown.HasService(townid), That is when town gui says correctly the town is not growing, but GS will say in goal gui the town is growing (even if I omit the growing line, the user can still be confused, if he sees the deliveries). That is when town gui says correctly the town is not growing, but GS will say in goal gui the town is growing (even if I omit the growing line, the user can still be confused, if he sees the deliveries). Since GS cant recognize, that the town has no transport service, it gives the user invalid information about town growth in that case. The officially unofficial subreddit of Transport Fever. IMO the Mail sorting center should just produce a small fixed output of mail since we cant have connections to places outside the region. Since GS cant recognize, that the town has no transport service, it gives the user invalid information about town growth in that case. I think the mod developer made starting off in that mod a little weird. This all works fine,īut when town has enough resources and is not serviced, the town will not grow, but the GS will think it grows, because town was supplied. Which newGRFs and gamescripts do you consider essential for OpenTTD Which gamescripts do you consider essential for play Awards. I added new growth mechanism, that uses new features of setting town growth as TOWN_GROWTH_NORMAL when town is supplied and TOWN_GROWTH_NONE when not. Script influences town in such way, that they need to be supplied to grow houses. If you notice any bugs or have some suggestion feel free to post them on our forum.I am trying to implement new GS features to my Simple City Builder script, and I get into one small trouble. In case you wonder what do all that creepy abbreviations mean read this: Advanced town growth. Layout needs to be saved for this and not be private. Towns grow with time and pas- senger exchange. You can make a permanent link to a layout like this: (replace 2 with layout id that you can see in layout list). Industries without transport infrastructure go bankrupt, good connections, in turn, increase production. Press l key for old string layout loader, b key for experimental benchmark tool. Yellow line - path that was used to find spot for last house, yellow rectangle on tile - CS outline, red one - HR.Ĭolored backgrounds on tiles - town zones from outskirts(green) to red(center). Green border on house tile means new house, dark yellow - replaced house, red - removed house. Step length "house" means one town growing cycle (70 ticks), not actaly built house (can be CS). It affects town growth even if current layout is completely different. Initial town layout is one that was used to generate town. Town is always growing at max speed (GR1), climate - temperate, year - 1990 Unlike OpenTTD roads are built precisely, so it does matter which part of tile to click.Ĭheck road symmetry in "more options" section if you want to build symmetric layout.
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