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Openttd cargodist
Openttd cargodist











openttd cargodist
  1. #OPENTTD CARGODIST HOW TO#
  2. #OPENTTD CARGODIST PATCH#
  3. #OPENTTD CARGODIST FULL#

Passengers and Mail are also types of cargo, mainly produced and accepted by Townss. It involves logistics, service throughput effectiveness and local reputation (rating). This is a crucial (and somewhat obscure) part of competitive play. Instead, it checks certain conditions before delivering the cargo to a station. Companies are not charged for those losses, although waiting too long to pick up cargo does affect the rating of the station.Ī production agent does not distribute cargo evenly among nearby stations. Cargo dissipates/vanishes over time at stations if left there for too long. The transfer costs always includes a penalty for the age. The company can't sell the cargo, however it can collect payment for transferring it to a station with an accepting agent nearby which accepts the same type of cargo.Įach cargo unit tracks its own age, starting from the moment it was produced some cargo types deteriorate faster than others and must be served faster.

#OPENTTD CARGODIST HOW TO#

From this moment, the company alone decides where or how to transfer or store it. Once cargo unit is delivered to a station, the station's owner company effectively controls it. In some cases the agent produces and accepts the same type of cargo - unloading that type permanently destroys all old units (standard payment occurs), unless the vehicle is ordered to Orders. A producing agent creates new cargo units and places ( delivers) them to nearby stations, if available and if a vehicle accepting that type of cargo has been to the station before. See Catchment area for more information.)Īn accepting agent consumes cargo units (effectively destroying them) upon unloading at a nearby station, and pays for their transportation. (In some industries, only certain squares can accept cargo. Accepting agents that are nearby a Stations accept (consume) cargo and passengers from this station, and producing agents will deliver their produced cargo to any nearby station, allowing it to be transferred elsewhere. Every action - whether production, transfer or consumption - is conducted against an integer number of cargo units.Ĭargo can only be accessed by an agent via a nearby Stations. a single unit of Oil consists of exactly 1000 litres. All cargo exists in the form of discrete, atomic units of a fixed quantity and size. Some cargo agents ( Industries or town buildings) produce cargo, and some agents accept (consume) cargo some both produce and accept cargo. In Manual, Cargo is what you, as a Transport company, transport (relocate) between cargo agents. Links For a listing of cargo types, see the Cargo category.The most recent revision is shown as 2012 Jan 25, just two days ago. As of now, the "LATEST" revision to chillpack was made 2011 Nov 18: Download.

#OPENTTD CARGODIST PATCH#

The cargodist patch is no longer maintained by its original author but it's part of chillpack, which contains many neat patches. They will not go back but will wait for the next vehicle going the right way. The station GUI will show not merely pax waiting but pax waiting with a desired destination. (For instance, conditional orders don't work.) Now you can arbitrarily run A-B, B-C with pretty much any orders and frequency. This is slightly buggy and has some limitations, which is why it's not in trunk. You might timetable both lines although this will interact poorly with 'full load'. If there are several vehicles on each line and a B-C is waiting when another B-C arrives then again, those pax will go right back where they boarded.

#OPENTTD CARGODIST FULL#

Town B must supply some pax to both lines since there will be some loss: a full load B-C won't quite make by itself a full load A-B. This is tricky and requires a lot of fussbudgetry. If there were no waiting A-B then, yes, the B-C will pick up the pax it just dropped. The A-B will pick up the pax dropped by the B-C so the latter in its turn must wait for the next A-B. If there is sufficient capacity on each line and your timing is good, there will be an A-B vehicle waiting at B when a B-C vehicle transfers, which is to say cargo unloads but will not be accepted at B. (1) Advanced Settings > Stations > Use improved loading algorithm > ON and let, for both lines, the order at intermediate station B read Transfer and wait for full load. For clarity, let's say that there are three towns, A, B, C, each with a single logical station (which may be, say, a bus station joined to a train station or dock). I'll offer two approaches to bidirectional feeder service with a single intermediate station.













Openttd cargodist