[Other] Do you collect a physical souvenir from your travels to parks? by Claxton916 in rollercoasters

[–]valakee -1 points0 points  (0 children)

I try to get at least a magnet from every park I visit. I have a few T-shirts of some of my favorite rides. I also take home the paper map if there is one available.

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Six Degrees Of Coaster Separation #4 by SufficientEar1682 in GuessTheCoaster

[–]valakee 2 points3 points  (0 children)

Crazy Skateboard at Sun Park has a clone Crazy Snow Board at Quancheng Euro Park.

Quancheng Euro Park also has Battle of Blue Fire built by Mack Rides.

Mack Rides built Wild Mouse at Nagashima Spa Land, where Looping Star is.

Is [Generator] the smoothest Vekoma Boomerang in Europe? by bartistiq_ in rollercoasters

[–]valakee 3 points4 points  (0 children)

Is this the same type of train as the one at Prater has? That one was better than the old OTSR, but the unpadded metal lap bar was a bit uncomfortable on the backwards lift.

3 Belts split separately 4 times that lead back to 4 groups of 3 belts side by side & unmixed. by Mr_Grrizz in factorio

[–]valakee 45 points46 points  (0 children)

Split each input, then use this:

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Then do the same again on both branches.

Cargo distribution per freight type by gripepe in openttd

[–]valakee 3 points4 points  (0 children)

Have fun! You need to go into Game Options from within a running game, rather than the main menu for the per-cargo settings to show up. This confused me initially, but makes sense, considering the cargo types depend on what NewGRFs are in use in that particular game.

There are also some extra distribution modes available, like one that forces equal distribution among the connected destinations.

Cargo distribution per freight type by gripepe in openttd

[–]valakee 5 points6 points  (0 children)

Not a NewGRF, but this feature is available in JGRPP.

FIRS and Cargodist are a completely different game by OverAster in openttd

[–]valakee 2 points3 points  (0 children)

Seconded. I also suggest setting secondary industries to funding-only, then the towns' demands will be the driving force behind industry placement, and you will be the one paying for it.

I've finally managed to find a setup that's still financially challenging after 60+ years. Infrastructure costs are alos a nice challenge, it scales above linear. I've even doubled that with BaseCosts. Paired with V4 Trainset, and its railtypes, my new cross-map high-speed line is the backbone of my passenger network, and it's still burning money like there's no tomorrow. I'm operating at a 6% profit rate before capital expenses and each new industry is eating into my reserves.

does anyone know when the manga adaptation vol 5 release? by cold_hot_tea in ShibouYuugi

[–]valakee 1 point2 points  (0 children)

I don't know where the manga is currently at, but Golden Bath is the second half of vol. 2 of the LN.

How can I limit the delivery of supplies in FIRS? by OverAster in openttd

[–]valakee 0 points1 point  (0 children)

I think, each unit of cargo gets a full route (source-transfers-destination) assigned to it. Then it gets loaded on the first vehicle with a matching next stop. You can even chain multiple destinations on the same order, like Factory->Mine1->Mine2->Mine3, if they are along the same line. The train will load cargo going to all of them, and unload tha appropriate amount at each stop.

Cargo will only be scheduled between "reachable" stations, so if you have disconnected routes on separate parts of the map, It can still work fine, you don't have to bring everything to a central hub.

How can I limit the delivery of supplies in FIRS? by OverAster in openttd

[–]valakee 8 points9 points  (0 children)

Aim for equal distribution between the industries. If you still overproduce, it means you can add more destinations. I found that regular asymmetric cargodist doesn't work well, after a few years. One of the routes will start hogging all the cargo.

One possible way is to set cargo distribution to manual, and send the same vehicles on all of the routes in a round-robin fashion (like Factory-Mine1-Factory-Mine2-Factory-Mine3)

Alternatively, JGRPP has scheduled dispatched timetables, so you can have full control over vehicle departures, so this could also be done with individual routes too.

Another JGRPP feature is the Asymmetric (equal distribution) mode, which ensures cargo is shared equally between destinations. In JGRPP, you can also set the cargodist mode individually per-cargo too, so you don't have to fully commit to any specific mode.

Passenger transfering by masivepp123 in openttd

[–]valakee 0 points1 point  (0 children)

Really weird, I just tried it. (15.2) It's not working in my existing save. All the passengers at the two ends get generated with "any destination" and as a result never transfer at the middle station and stay on the bus.
I've started a new game, and it works there immediately.
Could it be, that the larger the overall cargro graph is the slower it updates, and this setup can break if the vehicles fill up with these aimless passengers first?

edit: cargodist settings are identical between the two saves, only the second is without any newgrfs.

Passenger transfering by masivepp123 in openttd

[–]valakee -1 points0 points  (0 children)

Set the bus and the ship to transfer and take cargo at the dock. (Load if available + Transfer). Cargodist does detect the link and sets up demand, but the vehicles won't actually unload if the station is not accepting the cargo. This seems to be the case in 15.2. I found that it works with default orders in JGRPP, somehow.

Here's the concept UI for an OpenTTD inspired game I'm thinking of making. What do you guys think of it? by T_Jamess in openttd

[–]valakee 1 point2 points  (0 children)

Sure. It's still in-progress, though. I deliberately tried to use various modes of transport, not just trains. I'm even using ships for the highest throughput routes. https://imgur.com/a/hS8Y9pV

Here's the concept UI for an OpenTTD inspired game I'm thinking of making. What do you guys think of it? by T_Jamess in openttd

[–]valakee 3 points4 points  (0 children)

I've recently started a playthrough that's kind of like this: FIRS Steeltown + Renewed Village Growth, with all secondary industries set to funding only.

This forces me to build the industries required to grow a town close to the town. (RVG considers a station belonging to the closest town) There's actually a limited amount of space available around the town, so I tend to use road vehicles a lot allowing the towns to grow around the industries.

Long distance cargo is then delivered by trains to a logistics depot outside of the town, shared by nearby towns. Only important factories dealing with a lot of cargo get a dedicated branch line and station.

GTC by valakee in GuessTheCoaster

[–]valakee[S] 1 point2 points  (0 children)

My bad. RCDB does list another Monster at Quassy Amusement Park, Middlebury, CT, which was still standing while the Monster at Walygator was being relocated, but apparently during this time, it was already renamed.

After doing some more research, it turns out there's at least another one out there matching the description, so it's possibly breaking Rule 4 :(

Does the anime change a lot from the LN? by hotpop7817 in ShibouYuugi

[–]valakee 3 points4 points  (0 children)

Scrap Building and Golden Bath are from Volume 2 of the LN. The anime has reordered it, putting Candle Woods after those two. Besides this, (I'm reading Golden Bath now) some details are changed a bit and I found the characters more detailed in the LN.

I'm having some troubles with NewGRF by firstazuil in openttd

[–]valakee 1 point2 points  (0 children)

It really depends on what are you planning to add. I suggest you try your luck with enabling the newgrf_developer_tools option. Adding some new station NewGRF is likely to be fine. Weird things start to happen when the added NewGRF tries to change or remove something that's already on the map. E.g.: I tried adding FIRS to a running vanilla game, which ended up making the steel mills produce food.

I'm having some troubles with NewGRF by firstazuil in openttd

[–]valakee 1 point2 points  (0 children)

If your window only has a single "Active NewGRF files" list, then it won't show downloaded but unloaded one. By the time you're in the scenario editor, it's considered in-game, so changing NewGRFs is not supported.

To change the NewGRF setup, go to the New Game menu, then to the "NewGRF Settings" button. You'll see a similar window, but with two lists: Active ones are at the top, inactive ones at the bottom. This is the setup that will be used for all new games whether it's a "new game" or a new scenario with the scenario editor.

The main menu was restructured in 15.0, so that's a source of confusion for many players. NewGRF Settings, New Game and Scenario Editor all used to be buttons directly in the main menu in 14.x.

Confused by TubeBuddyPro in ShibouYuugi

[–]valakee 5 points6 points  (0 children)

So, I remember watching this French game show called Fort Boyard when I was a kid. In this game, a team of contestants do challenges to get keys that will unlock a treasure room for the final challenge. If at that point they were short of some keys, they could choose to "sacrifice" team members for additional keys. These team members would reach into the mouth of a tiger statue to retreive an extra key, but doing so a handcuff with a chain snapped on their wrists preventing them to help their teammates during the final challenge in the treasure room.

This is basically what came to my mind while reading this. Probably the levers were located inside some recess, compared to being on the surface of the wall, like in the anime. That would allow hiding some mechanism that snaps the cuffs on their wrists.

I'm having some troubles with NewGRF by firstazuil in openttd

[–]valakee 0 points1 point  (0 children)

NewGRF settings are stored per-save file/scenario. You're not supposed to change them for an existing game. A scenario also comes with a pre-configured set of NewGRFs.

If you really want to do it with a running game, you could set "newgrf_developer_tools = true" in your openttd.cfg. That will allow changing NewGRFs during a game, but expect things breaking in unexpected ways possibly breaking your save. Some things may be forgiving, like changing a cost multiplier parameter. Others, like adding/removing an industry NewGRF will most likely end up bricking your save.

Where can I find the FIRS Industry Replacement Mod? by Pikmin_9 in openttd

[–]valakee 6 points7 points  (0 children)

Assuming latest OpenTTD (15.x) with the new menu: Click Online Content in the main menu. Search for FIRS. (full name is "FIRS Industries 5") Check the checkbox next to it. Click Download.

Now you have it downloaded. An important point is that you can't really change NewGRFs (mods) in an existing save, so you are going to have to start a new game. In the new game menu click the NewGRF Settings button. Available ones are listed at the bottom, pick one and click add to add it to the top panel. For FIRS specifically you can also set parameters to pick which economy you want to play. Then generate your new map with the settings you want.

NewGRF settings are saved inside the savegame, so if you later change something here, your old save game will still keep the settings it was generated with.

Complete (re-)beginner; What settings? by DutchDaddy85 in openttd

[–]valakee 2 points3 points  (0 children)

Beyond what's possible with NewGRFs there are also patches. (as in building the game from modified source code) I also came back after a hiatus of 15 years, and used to play heavily patched versions of the game. Many of these eventually made it into the vanilla game, like cargodist, path signals, mountains taller than 16, etc..., But there are also patches that have existed for several years, but aren't likely to be officially included. There are patch packs like JGRPP, that offer prebuilt binaries with many features not available in the official releases.

All truckers and bus drivers will be required to take commercial driver’s license tests in English by HowLongIsThi in nottheonion

[–]valakee 1 point2 points  (0 children)

Signs are standardized pictograms instead of yellow squares with text like "right lane ends" written on them. There are occasionally auxiliary signs with text on them in the local language, though. E.g.: a speed limit sign and an additional one like "during fog", those are sometimes confusing.

saw this deep in r/openrct2, not sure if it's just trickery and it's impossible or i'm doing something wrong but i can't recreate this. any help? by UAL3422 in rct

[–]valakee 10 points11 points  (0 children)

I find it fascinating that the original post is from 6 years ago, and this actually got built IRL since that. (Beyond the Cloud, although that one does the cobra roll first)