/r/openttd

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OpenTTD discussion, strategy, and banter. We also run a suite of community servers!

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What is OpenTTD?

OpenTTD is an open source remake of Chris Sawyer's Transport Tycoon Deluxe. The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more. Best of all, it's completely free!

This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand.


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/r/openttd

42,651 Subscribers

10

Question

So i have this station, with two industries in its radius ok? And i want to bring engineering supplies to the booth of those industries. The problem is that when bringing the supplies only one of those industries get the supplies... Do any of you faced the same problem and do you know the solution? Thank you very much.

11 Comments
2024/11/09
19:00 UTC

4

so, how can I put 2 airports together?? and I can put more than 3 too??

3 Comments
2024/11/09
05:37 UTC

133

After years I've just tried to play with North American Building Set. I wanted to try it with new sets and with new buildings =)

7 Comments
2024/11/08
21:10 UTC

16

How cooked am I with this intersection and how do I fix this?

27 Comments
2024/11/08
15:59 UTC

4

My rail menu disappeared

Was playing the other day built a rail station went to go build tracks and when I click on the rail icon it says none... wtf?

6 Comments
2024/11/08
04:08 UTC

14

Can't seem to make cyclotron merge work - what am I doing wrong?

Hey engineers!

I'm trying to make a simple cyclotron priority merge, but I got a bit stumped. I know it is not the most efficient way, I just find them neat.

I'm trying to do this:

From https://wiki.openttd.org/en/Community/Junctionary/Priority%20Merge

I reproduced it below, but can't seem to make the trains choose the loop:

https://preview.redd.it/1fpt0zbjtkzd1.png?width=1039&format=png&auto=webp&s=f0646eb307eb01f7fe7cee29231fd9f39008bc83

Can someone provide a working example, pointing which types of signals I should use?

Thanks!

4 Comments
2024/11/08
01:01 UTC

11

How do I edit a newGRF?

I got a passenger train mod that I really like but the trains wagons hold a pityful amount of passengers, how can I edit this when the dev gave no way to change parameters?

6 Comments
2024/11/07
15:55 UTC

4

Slow movement on Mac

After not playing for a few years, the features of 14.0 got me curious again. Unfortunately, movement on the map has become very slow. In my old version (unfortunately it's gone), I could move around easily—now I can barely keep up with a train going 115 km/h. I'm using version 14.1 (universal) since I couldn't find another version.

Does anyone have an idea of what I can do?

3 Comments
2024/11/07
14:01 UTC

10

JGRPP condition orders on carried cargo destination

I am looking for whether or not there is a possible way to ensure that a particular order in a train's order list is skipped if it does not carry any cargo with that station as final destination (using cargodist). Essentially the setup I am trying to create is having a pickup station for (say) farm supplies where trains arrive, pick up cargo, enter the mainline in some direction, then leaves the mainline only to go to stations that are the final stops for the loaded cargo, i.e., skips orders for which it doesn't carry cargo.

The basic idea would be:

  • Picks up farm supplies at station A destined for stations B and D.
  • Enters mainline in direction towards stations B, C, and D.
  • Exits mainline to drop off cargo at B. Then reenters mainline in direction of C and D.
  • Skips order to go to C as there is no cargo destined for C. Continues on mainline towards D.
  • Exits mainline to drop off cargo at D.
  • Returns to A for new pickup.

I can't seem to find any way to condition orders or slot acquisition on the destination of a train's carried cargo so I thought I'd ask the hive mind. If it is not possible, it is not possible ... Ideally I'd see a skip order if no cargo is destined for station order, but I would not be adverse to using slots if necessary.

Running JGRPP 0.63.0 with FIRS4.

9 Comments
2024/11/07
09:51 UTC

15

adding to my previous post, the trains are filling up completely and then not leaving thats further tanking my ratings on the stations my farm went from like 300 tons of both down to 57 and 48

18 Comments
2024/11/07
04:24 UTC

27

don't seem to understand the issue here, after its unloading grain/livestock it shows 0% like this even though i put unload and leave empty and i also put no loading causing heavy losses and might shut down my farm itself

13 Comments
2024/11/07
04:17 UTC

17

How to make mods for OTTD?

I want to make trainsets for OpenTTD, but idk how to make it, some modder can help me?

9 Comments
2024/11/06
19:56 UTC

9

Is there a mod to add growth to town name

Looking for a basic mod that adds the current growth & sentiment toward player to the town name, anything from

Name ⬆️⬇️⬅️🟢🟠🔴 To Name 20d OS

Sorry if asked before, didn’t see when I searched

2 Comments
2024/11/06
04:24 UTC

4

NML - applying a parameter to speed

Hello, does anybody know, why applying a parameter to speed in nml for trams max out speed only at 127km/h in game when i modify grf parameter?
with:

param {
 param_speedmod {
type:int;
name:string(STR_PARAM_SPEEDMOD_NAME);
desc:string(STR_PARAM_SPEEDMOD_DESC);
            min_value: 1;
            max_value: 500;
            def_value: 100;
            }
}
}

item (FEAT_ROADVEHS, item_roadvehicle_AdelTypeB, 257) {
property {
speed: 48*param_speedmod/100 km/h;
}
3 Comments
2024/11/06
00:31 UTC

0

Looking to play with dedicated people

Just dm me

2 Comments
2024/11/05
15:02 UTC

11

trains stuck at 0%

I have a coal train thats supposed to unload at a power plant but instead its stuck at 0% and holding up the rest of my network, Ive gotten this problem a few times before and sending them back to the depot via the 'reverse direction of train' button but id like to not have to do that every time

Is there a solution or is something bugged

thanks

https://preview.redd.it/fxv5rppd5yyd1.png?width=1919&format=png&auto=webp&s=b1e8b5a247f685eab74276bc7ee7939f98c73073

9 Comments
2024/11/04
20:44 UTC

23

Here is a small test map showing how I setup the double loop hub for a 5 tile length trains and a 6 lane main.. Set your zoning like it's shown so you can see where the programable signals are. link in comments.

26 Comments
2024/11/04
20:37 UTC

9

Oil transfer

I have a simple setup that moves oil from a dock to a refinery via road because the distance is so short that trains are simply infeasible. but after i have the truck transfer to the station right beside a refinery, it doesn't produce any goods.

I feel this has a really simple solution and I've been trying different things for about 20 mins but i just cant figure it out.

take a look:

https://preview.redd.it/v1gpnz7jwwyd1.png?width=1919&format=png&auto=webp&s=a166f011a0a674f5871752aebe75d764fc294fd5

11 Comments
2024/11/04
16:32 UTC

0

Cargo distribution?

So- from what I've gathered through some research, game time and ChatGPT, the game by itself only makes ports and stations accept cargo that has either a source or target place in the catchment area.

Currently playing a run using FIRS, I have a fishing port and a FIRS port needing and giving all kinds of resources. At the fishing port I built a port and a station, at the FIRS port I also built a port.

My idea was to transport the resources needed and given by that FIRS port to and from my fishing port and forwarding it from/to there while also moving food supplies between that and some hotels via trucks and ships.

So, I have trucks and ships transporting fish at the fishing port (which works because it accepts fish) but my trucks and ships for the FIRS port can't do their work (since the fishing place port/station only accepts fish).

Is there a way, maybe even using a NewGRF to relay/distribute/store/transport stuff via a single station even though that station doesn't have those resource sources/targets in its catchment area? Kinda like a "transshipment station"? (Google translated that term, Idk if it's correct)

8 Comments
2024/11/04
15:14 UTC

12

What's your ideal map city size and time per year setup?

I recently setup map to 2048x2048 with all cities starting at 5x size and no towns. Then also increased the time per year to 3 hours each year barely got from 1970-1975 but the cities grew exponentially (10k to 36k) during the time. This might be a problem if I'm looking to play for 75 more years. I like playing mostly with cities and less with industries.

So is there a way for towns to grow more slowly with time adjustments to 2-3 hours per year?

I realised my mistake about the time and city adjustment and the map was too big. I'll probably try with 1x cities next time. I went to €100million in 3 years with 6 trains and 6 stations and 50+ buses. I was also concentrated on passenger happiness on these 6 stations and building beautiful stations.

Rest of the map seemed like a waste to me.

Any experiences and inputs will be helpful.

15 Comments
2024/11/04
09:30 UTC

9

Expanding Train Range

I've seen People sort of 'link' their bus network with a train station to get more passengers. How do i do that?

IMG: https://imgur.com/a/1mnlTHe

12 Comments
2024/11/03
20:50 UTC

25

Learning signals: What signals I could/should use in this configuration?

I am a newbie at this game and I wanted to try to build something like what is shown inside the blue square space. But I can't figure out what signals I should use for this kind of configuration. Could someone give me some pointers?

https://preview.redd.it/vu2cshrqxpyd1.png?width=1920&format=png&auto=webp&s=3bdd6e1e2e0dab8260eb9157a4f3e8292e5322ca

19 Comments
2024/11/03
17:07 UTC

7

Cant buy train engines

I started a new world and set up a railway but when i went into the depot, i only had the choice of wagons and not the actual driving part of the train.

In the image the cargo type is blocked by the cursor but i promise it says all cargo types, I just got unlucky with the cursor placement.

IMG: https://imgur.com/a/B9sptya

Pls help

10 Comments
2024/11/03
14:42 UTC

9

Temporal8 no suitable places for car dealer or ikea industries

Temporal8 Real Industries

So incase people get the error a certain type of industry couldn't be placed when generating map, this is how i fixed it:

Game settings (expert) search for "initial city size multipler" set it to 8 or higher and you also need to set "road layout for new towns" to 3x3.

Map size: 1024 x1024

Doing this you won't get the error that car dealerships or Ikea can't be placed.

Posted here so it's recorded and should show on a search

1 Comment
2024/11/03
02:45 UTC

12

Inwant AI to cheat

I love this game, but most AIs fail at some point (even the ones that are considered "good"). I think the original game competitors actually cheated to make them profitable. Is it possible to enable that? I don't care if the game is not realistic. I just want it to be more challenging.

8 Comments
2024/11/02
22:54 UTC

13

As a new player I struggle with the signaling.

There is only two signals available, the two way signal and the one way signal, but whenever I watch youtube videos of Master Hellish and LugnutsK, they use all sorts of signals.
After doing some research it seems most signals got scrapped in favor of path based signals.
But I'm struggling with implementing most of the designs showcased in their youtube videos because I lack the proper signaling.
My question is, is there some tutorials or other anywhere using the new signaling to create crossings and manage overflow and the like?

22 Comments
2024/11/02
22:52 UTC

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