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I was wondering if towns have a limit to the number of goods they will take, or how that works? Like, if I have a factory and four cities in a railroad circuit, is there some advantage to having the goods train stop at all the cities? 14:38:35 <lispmacs> and if I'm able to produce twice as many goods, should I have the goods train stop at twice as many towns in the circuit? 14:39:37 <lispmacs> I couldn't find in the Wiki and explanation of how goods consumption works. I think there is some supply/demand forces at work as well on the number of goods produced, but was unclear on that 14:50:31 <FLHerne> lispmacs: With the stock industries at least, there's no limit to (nor benefit from) goods acceptance 14:50:48 <FLHerne> oh, and if there isn't a GameScript 14:51:44 <glx> first city will take all it it accepts goods 14:51:55 <FLHerne> Certain buildings, that mostly appear in larger towns, accept n/8 goods - if there are at least 8/8 in a station catchment the station will accept goods 14:52:23 <FLHerne> [the same way passenger and mail production/acceptance works] 14:53:17 <glx> of course it's a little different if cargodist is enabled 14:53:30 <FLHerne> goods production depends only on the amount of input cargo to the factory, but the amount reaching the pickup station depends on the station rating 14:53:57 <glx> the question was about the delivery, not pick up :) 14:54:11 <FLHerne> and more-frequent trains raise the station rating all other things being equal, so that acts as a "demand force" to an extent 14:54:59 <FLHerne> glx: there's a part about production in the last line 14:56:12 <lispmacs> I think I read somewhere that items sell for more money if you transport them farther...? so I might as well send the goods to whatever city is furthest away on my loop...? 14:56:32 <lispmacs> does selling goods at a city help it grow faster or something? 14:56:53 <FLHerne> no, that's a weirdly-enduring myth 14:57:29 <glx> depends on distance and time 14:57:37 <FLHerne> [with stock mechanics; there are GameScripts that make city growth reliant on or influenced by goods supply] 14:58:59 <lispmacs> so, all else being equal, if I've got 100 crates of goods, theres no difference between dropping them of at a town with population 100 versus population 2000? 14:59:30 <lispmacs> and no reason to visit both? 14:59:47 <FLHerne> right 15:00:05 <FLHerne> furthest away is generally better 15:00:14 <FLHerne> obviously your costs increase too 15:00:38 <lispmacs> further away is better, balanced against the fact that it takes longer to get there and back 15:00:47 <FLHerne> but not proportionally because of stations and stuff, and the average speed tends to be higher so you get paid more per tile travelled 15:01:24 <glx> then you have the cost for travelling empty on the way back 15:01:42 <FLHerne> well, that's true regardless of distance 15:01:53 <glx> usually way lower than the income 15:02:06 <FLHerne> unless you're feeling too clever for your own good, and build a very long mainline that carries the same cargo in both directions 15:02:29 <FLHerne> (with a short link between dropoff and then pickup at a different industry at each end) 15:02:35 <lispmacs> does the train consume more maintenance/fuel expenses while traveling, like a real train? 15:02:43 <FLHerne> very profitable, but it tends to get unbalanced and go wrong :p 15:03:20 <glx> I think some newgrfs implement that 15:03:27 <FLHerne> I know most train grfs do, but can't remember if the default vehicles do 15:03:31 <FLHerne> probably not 15:03:51 <FLHerne> oh, no running costs while waiting at a station IIRC 15:04:06 <FLHerne> or is that only while manually stopped? 15:05:09 <lispmacs> I got the impression that train expenses were the same no matter how many times you rushed around the track 15:05:21 <lispmacs> so that partial loads weren't so big a deal 15:05:45 <lispmacs> but that was just an impression 15:06:12 <lispmacs> say, vs having the train wait at the station until full 15:06:25 <glx> partial loads are never interesting for cargoes 15:06:52 <glx> it's different for passengers/mail 15:08:50 <lispmacs> I've had pretty good success so far doing circles of one way tracks that connect to different cities, factories, and resources. But I was kind of confused about how to handle the goods distribution. I think I understand it better now 15:09:51 <lispmacs> For an area, I'll have one big circle that connects to the main towns and resources, with a few loops that branch off and then merge back in to reach the outlier stuff 15:11:11 <lispmacs> I spent an hour trying to comprehend all the information on the wiki about block signals and presignal and path signals, but I think I'm my version only path signals are available 15:11:18 <lispmacs> in my version, I meant 15:11:50 <lispmacs> seems to work fine anyway, so long as I stick to simple one way, looping routes 15:13:04 <FLHerne> lispmacs: the other signal types are still available, just hidden by default, there's a setting 15:15:37 <lispmacs> path signals seem to work great if I stick to one-way tracks, though things got really confusing quick if I tried to mix in two way 15:19:43 <FLHerne> yeah, there are very limited cases where two-way tracks help 15:20:20 <glx> last resort choice if there's no space for 2 tracks 15:20:56 <FLHerne> or if you're doing scenic stuff :p 15:22:35 <FLHerne> I made a demo of some basic things a while ago https://www.flherne.uk/files/signal_demo.sav 15:23:38 <FLHerne> tbh there's no benefit to a single track with passing loops except (a) very early game, first line, so you can get the most distance for your money and (b) playing model trains 15:24:13 <lispmacs> "passing loops"...? 15:24:59 <glx> if it's the first line you usually have only 1 train on it, so passing loops are not really needed 16:09:45 *** frosch123 has joined #openttd 16:20:17 *** HerzogDeXtEr has joined #openttd 17:47:29 *** Wormnest has joined #openttd 18:31:54 *** gelignite has joined #openttd 18:37:27 *** frosch123 has quit IRC 18:43:04 *** wallabra has quit IRC 18:43:11 *** wallabra has joined #openttd 18:57:39 *** Flygon has quit IRC 18:59:55 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/6b4fd01eebde27b4deec77472cfa46caae90b1f9 18:59:56 <DorpsGek> - Update: Translations from eints (by translators) 19:32:10 *** fiddeldibu[m] has quit IRC 20:38:48 *** gelignite has quit IRC 20:42:14 *** nielsm has quit IRC 21:17:19 <lispmacs> another question: are there different music tracks to select somewhere in the settings? (Version 12.2) I looked around but only saw an option for turning the music on and off 21:21:41 <LordAro> lispmacs: music sets can be downloaded via content download 21:34:29 *** thomas[m]1 has joined #openttd 21:37:15 *** wallabra_ has joined #openttd 21:42:19 *** Venemo_ has joined #openttd 21:42:54 *** Mek_ has joined #openttd 21:42:55 *** Hobbyboy has quit IRC 21:43:06 *** wallabra has quit IRC 21:43:06 *** wallabra_ is now known as wallabra 21:43:29 *** ericnoan has quit IRC 21:43:33 *** orudge` has joined #openttd 21:43:59 *** michi_cc_ has joined #openttd 21:43:59 *** Heili_ has joined #openttd 21:44:25 *** D-HUND has joined #openttd 21:44:29 *** ioangogo has joined #openttd 21:44:34 *** Heili__ has joined #openttd 21:45:00 *** thomas[m]1 has quit IRC 21:45:01 *** elliot[m] has quit IRC 21:45:01 *** phil[m] has quit IRC 21:45:01 *** NGC3982 has quit IRC 21:45:02 *** urdh has joined #openttd 21:45:32 *** eirc has joined #openttd 21:46:09 *** lastmikoi has joined #openttd 21:46:10 *** guru3_ has quit IRC 21:46:36 *** Westie has joined #openttd 21:47:21 *** Hirundo has joined #openttd 21:47:33 *** ericnoan has joined #openttd 21:49:46 *** NGC3982 has joined #openttd 21:49:55 *** Timberwolf has joined #openttd 21:55:20 *** phil[m] has joined #openttd 21:56:06 *** blathijs has joined