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authorNiels Martin Hansen <nielsm@indvikleren.dk>2018-11-07 19:06:39 +0100
committerNiels Martin Hansen <nielsm@indvikleren.dk>2019-03-04 20:19:44 +0100
commit52572cafa62b1ab2f095f8a6d7db23f5d0fa618e (patch)
tree576afdf38e049815a7227d836354dce4260e041e /src/settings_gui.cpp
parent7f00a420cbd2e4311a34937bc33966981b0ef5e5 (diff)
downloadopenttd-52572cafa62b1ab2f095f8a6d7db23f5d0fa618e.tar.xz
Add: Option for population-linear town cargo generation
Introduce a new default algorithm for town cargo generation (passengers and mail), and a game setting to choose between the new and original algorithm. The original town cargo generation algorithm has the property of the generated amount relating to the square of each building's population, meaning large towns easily produce more cargo than can realistically be transported. The problem is excessive cargo is amplified if playing with cargodist. The new algorithm introduced instead has a linear relation to the population. The result is that smaller towns will produce slightly more cargo, while the largest towns will produce about a fourth of what they would with the original algorithm. Existing savegames will use the original algorithm, while new games will default to the new algorithm.
Diffstat (limited to 'src/settings_gui.cpp')
-rw-r--r--src/settings_gui.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp
index c3a38b408..4d851333c 100644
--- a/src/settings_gui.cpp
+++ b/src/settings_gui.cpp
@@ -1733,6 +1733,7 @@ static SettingsContainer &GetSettingsTree()
towns->Add(new SettingEntry("economy.allow_town_roads"));
towns->Add(new SettingEntry("economy.allow_town_level_crossings"));
towns->Add(new SettingEntry("economy.found_town"));
+ towns->Add(new SettingEntry("economy.town_cargogen_mode"));
}
SettingsPage *industries = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES));