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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

42,957 Subscribers

6

How do I UPLOAD a NewGRF to the Online Content tab?

I made a new set of town names for OpenTTD with the help of TueGRF, and I want to know how I can upload it to the Online content tab, or just to use it myself. Anyone know how to do this?

2 Comments
2024/12/03
22:45 UTC

9

City growth scripts and FIRS - help needed

Me and a friend use to play with FIRS industry set and renewed city growth or city growth, and i think we did a game some time ago with village growth aswell as that was the newest. But now there seems to be problems with them and none are working.

We have got a "renewed village growth" running but it feels like the cities are growing way too slow, for example in the beginning i started with the smallest town of 120 people and it has a hotel so the passenger metric is like 400/4, but the lowest growth it has had is 170 days. And this is after i doubled the growthrate in the script settings.

I tried alot of scripts together with latest version 5 of FIRS but no other than this script seems to be working correctly.

Is there just no "correct" working scripts for the latest 14.0 update? I'm thinking that this patch was a total rework of the whole time-system of the game and might screw up how stuff is calculated and that is why the towns are growing so slow, and they are constantly complaining that they don't have enough passengers and post transported, even if passenger and post is like 700/14, but i think it is the vanilla growth metric, but it seems to interfere with the growth script.

How are your setups? Recomendations? Perhaps revert back to an older version and let scripts and stuff catch up? Or has it been like this for a while? It was like 3 years ago we played last time.

EDIT: Kind of figured out that i answered my own question a little when testing (copied in from below) but i still want to hear your thoughts.

"Yeah i found it, turns out that it was another script that didn't have any description as i went back and fourth between them testing stuff so i must've mixed them up. I'm doing a single player test run now to test things. The thing MetaMiller described is how vanilla OpenTTD grow cities, and when i tried it i didn't see any change whatsoever with the amount of stations or if i have buses or not. The only think it seems to care about is how much is transported out.

I'm maybe just used to the speed of the other growth scripts, I was often down to every one day or every 10 days in that. But this growth speed is probably more realistic. Playing with the other scripts for 10 years have maybe made me a little spoiled haha.

Seems to be hard getting it lower than 130 days now in my test. Even if 3 trains are constantly loading passenger and mail to not dip under the scale for a millisecond and almost every house in the whole city is serviced by a passenger stop and a freight terminal and a bus and a mail truck is always loading at every station, transfering passengers and mail to the train station to be shipped out of the city.

It's this thing i'm not sure if it really works (using the transfer function on the buses to the train station and then out) because i tested it before with ONLY that, and it didn't seem to get the city to grow, and i think it has worked with other growth scripts before. If it doesn't work to transfer, then you just need to increase station area for the train station or just use buses and trams later to go directly out of the city. But then again i don't think i would get this high (414 out of 578 passengers) if i only had the central main station. The passengers from the hotel would be a different metric, so one cant look at public services and get a "true" value because the hotel skews it. And the hotel is separate from the town growth metric i'm talking about now about collecting passengers and mail from the houses.

The screenshot below shows the area of the train station, that has passenger terminals in the centrum of the city, and then the color coded arrows and text point how the flow is. It's in swedish (or swinghlish) but i think you can figure out what each thing means haha. (Station reach is set to 24)

Post=post, passagerare =passengers, staden=city, dagar=days, månad=month.

Screenshot on snipboard.io

EDIT: Okey fast forward 17 years, now i'm actually below 100 days when the city wants all cargoes. Maybe we just really haven't played long enough in multiplayer to get here.

Screenshot of city with all cargoes unlocked and supplied.

EDIT:2 Okay last update, now 2049, down to 22 days of growth. So i must admit it was probably just me remembering the game to be faster than it is or something, maybe i was unconciously comparing a singleplayer game to a multiplayer game, where in single player you can fast forward and thus ofcourse making the growth seem faster.

Byttbyn 2049"

7 Comments
2024/12/02
21:30 UTC

24

Which OpenTTD version made the vehicles move faster?

I've been playing for a while on version 1.10.3 of OpenTTD and decided to update it to the latest one (14 something I believe). I noticed something seemed a bit off - all the vehicles seemed to move faster than usually, so I did some experimenting and turns out they were indeed about 10% faster. Not just the vehicles, but the game in general - days were also appropriately shorter and matched the new speed (as in, the train would arrive on the same date even though it moved faster). So I'm wondering: have you noticed anything like that yourself at some point? Which update could it be and why?

3 Comments
2024/12/02
08:20 UTC

3

Audio tracks on original Transport Tycoon Deluxe CD (PC version)

Hey, does anyone have the original PC version of Transport Tycoon Deluxe on CD? If so, could you check if there are any audio tracks included? I know the PS version has them, but all the PC rips available for download are in ISO format and don't seem to include the audio tracks.

11 Comments
2024/12/01
17:49 UTC

6

Can I play OpenTTD with different NewGRFs on different maps?

Is it possible to play OpenTTD with different NewGRFs on different maps? For example, I could use NewGRF ABD on map 1, but play on map 2 without NewGRF ABD.

3 Comments
2024/12/01
11:38 UTC

20

Airplane's too cheap.

Sorry in advanced for the silly question. Is there a way to hike up the price of airplanes and the costs of operating an airline?

Bonus question: I think there used to be a feature where one could buy shares in other companies. How amd where can I get this feature please?

5 Comments
2024/12/01
03:23 UTC

5

8bpp vs 32bpp

Do you play with 8bpp or 32bpp sets for your newgrfs? Just curious what people are mostly using nowadays. I see many YouTube shorts in 32, but discussions here regarding 8.

View Poll

3 Comments
2024/12/01
02:07 UTC

24

$5.6 M Train Coming into the Main Station.

2 Comments
2024/11/30
20:36 UTC

39

Anyone else like to name cities after their favorite bands?

10 Comments
2024/11/30
17:01 UTC

13

How To Upgrade This Airport?

Hi All

Very new to the game, I want to be able to upgrade my airports but for the life of me I can't get it to work.

I have been googling this for ages now.

Google research says to:

  1. Close airport
  2. Delete the existing airport
  3. Ctrl+Click the new airport
  4. Link to old airport station name
  5. Profit

But this doesnt work, when I CTRL+Click the new airport, I can't link it to the old airport name at all.

Heres a pic: https://imgur.com/a/1OBfOPB

I need to delete the part labelled 1 in RED

I also have linked bus stations labelled as 2 in BLACK

Can anyone help me, and pretend that I'm five so I understand haha.

3 Comments
2024/11/30
09:21 UTC

7

Waypoints not triggering

Just like the title says: a train has a waypoint on its order list, it goes through the waypoint completely, but it doesn’t trigger on the order list as complete. So the poor train tries to do a giant loop-de-loop to try and hit the waypoint again so it triggers. This is obviously not ideal, and I’m wondering what triggers the bug, and how to fix it.

7 Comments
2024/11/30
02:14 UTC

91

easiest subsidy ever

8 Comments
2024/11/28
23:23 UTC

3

Cheat to use all ingame industries regardless of climate preset?

Hey, I'm not super deep into the game, but when playing in a temperate climate, the game keeps saying that various cargo stations now accept food.... Only, I don't have any industries producing food. I see that Food Processing Plants are available in other climates, and.. seeing as I just generally like building without limitations, I was wondering if there was a way to unlock all industries for any climate?

Let me know, it'd be much appreciated - esp. cause I also don't know how to accommodate the request for food when I can't produce it... - or is it just from the farms? (It doesn't specify 'food' from farms though..)

Thanks in advance!

9 Comments
2024/11/28
22:25 UTC

7

Setting a load/unload percentage in go-to orders

Why can't we just set how many % to unload a train, when unloading.

I am using FIRS and want to be able to get a full trainload of engineering supplies (say 240 cargo) deliver to separate mines 80 cargo each so that i can Gung-ho the mines.

Conditional jumps cant help me out, the train will unload all when at the station.
Only way i can think of is by using a separate engineering supplies drop-off station (outside catchment) from where i can ship 80 in a small train or by trucks (last mile) and deliver it to the mines.
the remaining 160 i need to pick up again and carry on to the next mine.
This solution is ridiculous, so setting an unload or load percentage straight away in the orders would make life much easier, so that one long train can do the job.

Any ideas?

5 Comments
2024/11/28
22:00 UTC

29

What would be a good minimum distance between airports?

My rail network is roughly 5100x2300 tiles on an 8192x16384 map. I'm thinking about planning future airline services, but I've been debating where to put the airports not serving a city. I thought that 700 tiles would be a good measure for short-hop flights, with variation depending on the population. Would this be a good framework?

Overhead screenshot of sphere of influnce my company has in early 1941.

Mini-map version of this.

22 Comments
2024/11/28
18:42 UTC

6

Is there a way to allow Ai to use your rails.

Title.Thank you.

2 Comments
2024/11/28
16:32 UTC

128

OMG what is all this?!

I had Transport Tycoon for my first PC! I guess in the 90s? I can't believe it's been alive out there all this time with this massive community!

I have also learned very quickly that I have no clue how to truly play this game. I joined a multiplayer and almost lost my mind. I feel like I've got 30 years of skills to learn! 😭

See you online! I'm usually Jones Corp.

12 Comments
2024/11/26
20:00 UTC

10

Mix it up

This is mainly for new players but some other people might not know it but if you get bored playing normally go to settings and search for "distribution mode for passengers" and change that setting. I prefer symmetric personally and try playing with that.

1 Comment
2024/11/26
18:30 UTC

6

Two-way signals with Realistic braking model?

Title says it all. I want to enable two-way signals, but these are disabled when using JGRPP's Realistic braking model feature. Is there any way to go around it an enable two-way signals anyway?

4 Comments
2024/11/26
11:18 UTC

9

Timeframe for fun game?

I must say I haven't played OpenTTD for about 7 years by now. Started to play TTD on PC long, long time ago. Then I played OpenTTD on WINMobile, and it was still many years ago. Last time I played OpenTTD, it was early Android phone, and again... many years ago :) Now I stumbled into this community and strong nostalgy.

In my past I liked to play long, very long games on extra large maps with as many add-ons extending the timeframe of the game as I could find. If I remember correctly, there was option to start with sailships and horse carriages in about 17th century and finish (cease tech evolution) by maybe 23-24th century, with super-expensive nextgen maglev roads (don't remember how it called... hyperloop?) that was faster than hypersound jets.

The question is, what are the current version reasonable points to start and finish the _long_ game? I mean, if I'd like to experience as many historical periods as possible, without century-long 'when they finally invent something' timelapses at the beginning, and wish to see more or less verisimilar progress (not StarWars or UFO style) at the end... What are the years the current version may offer to keep the gameplay fun? (I don't mind to use add-ons as well).

5 Comments
2024/11/26
11:07 UTC

1

serveurs

Bonjour,

je cherche un serveur pour jouer en ligne avec certains d'entre vous ? il y a des gens connectés ?

1 Comment
2024/11/26
08:04 UTC

9

Prefered strategy for railroad crossings?

Do you build bridges over railroad crossings or are you mentally ill?

18 Comments
2024/11/25
21:58 UTC

15

Server

Hi there! I'm planning to create an OpenTTD server. It will feature a giant map (4k x 4k) and start in the 1700s. The server will reset every month. I need recommendations for NewGRFs that bring more life to the server, such as those that add infrastructures, industries, vehicles, etc.

8 Comments
2024/11/25
18:45 UTC

25

What can I do to improve my Rail network? Mostly down at the furnace.

11 Comments
2024/11/25
02:11 UTC

9

Make buildings protected🏡

Hi there!

Is there a way to prevent the city council from removing buildings, or perhaps a way to make them "historic" or turn them into Generic Objects?

I’ve learned how to manually place buildings (thanks to EmperorJake—I’ve attached the link). However, over time, the city replaces the buildings I’ve placed manually. I’m planning to create a sort of "eye-candy" city, but the skyscrapers keep getting replaced.

As you can see on the red-mark, these are the original buildings I placed. (the buildings on right side are Generic Objects)

OpenTTD screenshot

Over time, as the city grows, they’re replaced—just like in the yellow-mark below. (The picture may show small changes now, but as time goes on, the buildings will look completely different.)

OpenTTD screenshot

Manual placing of buildings:
https://www.reddit.com/r/openttd/comments/1fps4js/manual_placing_of_buildings/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I hope there’s a NewGRF that can help me with this. Thanks!

2 Comments
2024/11/24
21:06 UTC

246

How does this farm manage to do agriculture when it's literally surrounded by a city?

30 Comments
2024/11/24
20:36 UTC

6

Update for fork of World Airlines set fork - activated Tu-144

v.1.0.2 - added pnml and activated already existed in latest version of main World Airlines set png sprites of Tu-144

https://github.com/tlpwka/WAS-source-fork/releases

0 Comments
2024/11/24
19:46 UTC

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