Age | Commit message (Collapse) | Author |
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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.
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Works only in single player.
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add choice to not lock cursor position when scrolling. (#6756)
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click (Flamefire)
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width instead of pixels.
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configured maximum map height
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in milliseconds instead of seconds. New default value is 250ms
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of unit, and move it to the advanced settings
-Feature [FS#5482]: have tractive effort in imperial (lbf) and metric (kgf) units
-Feature: have weights and volumes in imperial units (short tons, gallons)
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station GUI
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Eagle_rainbow)
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settings framework. (based on patch by eagle_rainbow)
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they are already present in other settings windows.
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added scripts and random AIs.
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and highscore tables.
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Eagle_rainbow)
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selection.
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'train_signal_side', and add a third option while doing so.
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dragging over obstacles. (adf88)
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and configurable
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the console
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graphs. (ChillCore)
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script.script_max_opcode_till_suspend
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window if a certain (configurable) threshold has been reached and its not a stable release
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TTD savegames do not contain these settings.
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for NewGRFs without action 14 palette information; this makes the default choice independent from the used base graphics and '-i' option.
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client settings
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difficulty.industry_density.
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reconstruction.
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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tunnel length setting
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could be subverted by distant join
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useless; just don't use depot orders or timetabling if you don't want to use it
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