Corrections and clarifications: • 10,080 minutes is one week of real time (I had that in the video but it didn't make the final cut. Wish I had kept it in now) • Noteworthy addition not in video: There is now a game setting "Allow level crossings with roads or rails owned by competitors" (defaut: On).
The setting to remove the loading speed penalty was my idea, and the first time I contributed code to OpenTTD (with a little help) Good to see it finally released!
My favorite is that ships can now run faster than 127 kmh. There's only one set that takes advantage of it so far, the updated Ekranoplan set. Now your Caspian Sea Monsters can tear up the waterways at blistering speeds!
Nice summary! A couple notes: * 10,080 minutes is one week of real time. * Besides the town cargo scaling, there is also an equivalent setting for industries. Together with the 100% station rating setting, these make the game more customizable by the player and provide the full functionality of the old Daylength patch that is included in JGRPP.
OTTD is like fine wine, it just keeps getting better - and it was great to start with! One thing I'd like: in the cargodist waiting/planned analysis window it'd be nice to have an option to reduce granularity. Current src-dest-via views are useful but in broad networks it's a busy window. e.g. If I'm looking at a railway station trying to determine where pax/ml want to go, every leaf node is shown. I rarely care about the bus stop they're going to/were sourced from though, I care about the links in between. Thinking a 'reachable by' feature where the starting point is all the things as now, but one level up the leaves are aggregated, a level above that more aggregation, etc, etc ultimately condensing to next hop (the current via number). Leaving this here for some eager beaver with more free time to code than I do. But seen some peeps comment who've contributed, so going to take the opportunity to say a thank you to all who do - I've loved this game since its day dot, and it couldn't happen without peeps like you.
Try changing the view to Via-Dest-Source by clicking on the drop-down. This is the default for new players going forward because it shows the links from the selected station.
Suprisingly I really appreciate the scaling option for the city cargo. For some years I have been playing a map, with japanese buildings, which are very cool, and create populous cities. But the drawback is you can't build realistic looking passenger networks, without them getting severly overcrowded. My 10-tile long express trains, that hold 2000 pax each, with the next one coming, right after the previous one is leaving a station, weren't able to keep up with demand, and the cargo dist map was filled with dark red lines. Now, with the city cargo scaling to 30%, most of those lines are green or dark green, which is a lot more satisfying, and it gives me more options in regards of the rolling stock I can use on my lines, without being constrained to the most capatious consists.
Yes, passenger overcrowding in the mid to late game is something very common. It can be a challenge to build stations that can deal with it, especially if you want those stations to look realistic
6:33 - 6:52 Please consider using the text transparency option sparingly. If the text popups get so dense that they blot out other game information, or if honestly you're just tired of them, then that's fair. But otherwise, it's quite satisfying to see the text pop up and the money rolling in, and it helps give a sense of where the money's coming from.
Yes most of the time I'll have it on but there are particular scenarios where I will turn it off. One of those will be if I'm trying to make some thumbnails
OpenTTD is such a great game and it just keeps getting better with these updates. I'd like to see some way of implementing diagonal roads, if that is even possible, which I don't think it is.
The time updates are my favorite! I love being able to spend more time in the steam era building up my network and the upgrades are that much more exciting and impactful. The customization of it and how seamlessly it has been integrated is incredible!
If you double-click on the pin icon you can follow a train with the camera. If you have sound effects volume on, try pressing H while following a train to honk the horn. :)
My fav changes have to be the auto grouping feature. I've been partial to the odd vehicle not being added to shared orders so when it comes to upgrading, there's always one or two that still trundle on in the old model. I also love the time manipulation tool. I play this game so much and I want to enjoy the steam/diesel/electric eras for a bit before monorail/maglev become the only rail methods left in the later game. Great vid Mr Hellish and thanks for the info.
My top 3 favorites are: 1-Unbunch at Depot: I simply dread faffing about with timetables to get my vehicles to work correctly. For complex cargodist networks this is a lifesaver. 2-Timescale: Often times i felt like the game boiled down to simply waiting for the next vehicle to come out. This allows me to spend more time with individual vehicles making actual networks, rather then messing with upgrades. 3-Ship Pathfinder: Bouys suck.
Sounds like a very nice update. I have not had a chance to try it yet, but really looking forward to it. And thanks to this highlight video, I know what to expect.
Seeing all the progress and improvements to the game since I started playing back in 0.5.0 makes me happy. Should really get back into it some day, I wonder if TT Forums is still around, and if I can still remember my password.
I wish that road vehicle would use both lines on one way streets, which means they would use both lines in drive through stations. I wish running cost of road vehicles was lower so that they could make some sensible profit. I wish there was a possibility to "clone" a vehicle, specifically trains when I switch from rails to monorail, or maglev. I wish that if I once removed a road from the city, the city wouldn't try to build a road in the same tile.
One of mine is also being able to upgrade to monorail or maglev. There is a game setting where you can turn off the local authority being able to create roads. Good if you like control of that sort of thing.
I would really love to see the ability to do partial unloads. I don't think there's a massive need for it in the base game but when you have more cargo types wanting one train to drop one cargo type across several stations would be very useful. My example is with firs, wanting to delivery farming supplies to several farms, at the moment it will all be dropped at the first station
Yes, this would potentially be handy. However, the way that I do it is distribute it around the world with trains and then I do the last section with the number of road vehicles going to a number of different locations
That would be a rather big change. I think we'd also need tunnels with corners and a few other things to make that possible. Certainly sounds good though
This suggestion has been around for a while. It can only be a matter of time. Thinking on Sawyers other creations (RCTD) how you are able to build coasters underground, surely this is the mechanic that needs to make underground railway a possibility?
The change to timekeeping is huge to me, I enjoy a slower game. I've been playing JGRPP so a lot of my wishlist features are from that. Through loading and reservation slots are my biggest wishes, now.
I'd quite like the game to remember the windows I had open (and positions) so that I dont waste 5 minutes trying to remember what I was doing good changes overall though, a thorough video from your good self. Cheers
Wish they would make ships more viable. They don't carry enough compared to other things in the game. Should be massive behemoths compared to anything comparable at the same date.
3:14 The 10080 mins for max year length i think is just because that is exactly 1 week in minutes, it doesn't line up to a 2^n very well so i doubt its a hard limit for programming reasons
It's definitely one of the most popular. It could be done before with timetables but I feel that timetables are unnecessarily complicated and this is the simple feature that we needed.
what I miss is ability to have more types of cargo, not some GRF that replaces cargo A with cargo B, but I mean real ability to have more than those 64? types of cargo, to be able to have bigger, complex supply chains. And together with that, I dont like the income calculations with routes where you have for example ship, then train, another train and truck at the end. This reports low income for the last mile delivery. I tend to build big cargo train stations to transfer cargoes from different directions and this makes some trains "red numbers". It is cosmetics, because other traines makes a lot of money, I am not limited by that, but if the calculations could be improved, that would be nice. Maybe add option to switch between distance/time calculation to only distance calculation or something similar (steel, coal does not looses its value even in longer period of time, while passengers, mail or food does). But as has been said, OpenTTD is on top of my list for so many years, thanks to game developers themselves and the best mod community around it. Big kudos for that!
To fix the cosmetics of transferred cargos showing negative income, try playing around with the setting "Percentage of leg profit to pay in feeder systems."
IIRC, the first 14.0 update was disappointing when I first read about it - it added things like a message if funding/prospecting an industry failed, but that should've been in OTTD 0.1, not later. But nice features we have to mess around with now :) EDIT: 15:50 that's also something that should've been in OTTD 0.1
"the first 14.0 update" this is the first one. Unless you are talking about pre-release builds. You should try playing TT or TTD the games this is based off and see how far it has come. I think it's amazing that something 20 years old is still getting updates.
@@MasterHellish-Gaming My bad then, it was v13. As someone who modded a 20+ year-old game and used the fan-made extensions and fixes, I appreciate the people who work on patches or re-makes. But then they take too long to make long-overdue features, whose absences from the original game was already disappointing enough; taking over 10+ years to implement in the open-source version feels even more embarrassing. I'm referring to this, among a very few others: "Show error message on failed industry prospecting (#10202)" from 13.0-RC1 (2023-01-01) And from 15:50 the, drastically long overdue, improvement for auto-rail&road.
@@MasterHellish-Gaming Was hoping something similar to jgr. Just one click and done. That's even more convenient for trains. You know me, I don't care much about buses 😆
Just started playing a month ago, seems like it was a really great time to jump in with this update! is the mouse icon having the rail-building icon attached to it new in the update? is there a way to turn it off? I find it hard to know where its clicking when im trying to select another option for some reason
Question: Why is everyone building back bone hubs with double bridges? That is one line split up into two bridges just to go over another track, then merge to the same track afterwards. Is this to optimize speed or is it just cosmetics for the looks of it?
@@theslicksalmon Give me my bridge signals! But yeah, if you have a 4 length bridge but 2 length signal distance then if two trains are incoming nose to tail then, when they reach the bridge, suddenly the distance that needs to be "clear of trains" for the second train to continue will get doubled. This will catch the back of the train in front so the tailgating train will stop. However, if you have a second bridge, then the tailgater will take the second bridge and the first will be clear by the time a third comes. This depends on bridge length and signal distance. 6square bridge + 2 SD = 3 bridges for optimization. 12s bridge +6SD = 2 bridges. Simple, division. Most of the time it doesn't matter unless your rail line is really crowded which for me is all the time because I like to have a single main line crossing the entire map and everything feed into and out of it. Having every train stop at a bridge is not ideal. It can be important for competitive PVP to get that little edge. For single-player, don't worry about till you actually catch a problem with it.
Maybe someone can tell me this: Say I've got a map that's 512 x 512 and I want to keep all the existing infrastructure and company assets and just increase it's size, is that possible?
Hello thanks for the video. Appreciate the overview on 14. Could you do preview on the new game Metropolis 1998, another game I watch alongside OpenTTD
Hello there. I am using GRFs with a lot of new airplanes (WAS ...). Using them is a pain, because it is hard to find out, how to make profit. It would be great to have a fleet management tool which helps to manage airplanes going for example long distances. In this case, a plane makes profit over a long period of time. 1 year is often too short.
Are you for real? Planes are the easiest to make profit with and the most boring transportation method. Having routes that take over 1 year is just bad business, no matter what you use to do it.
In settings, change the plane speed from default 1/4 to 1/1, and it will complete those routes faster, and you find out how ridiculously cheaty it is to use planes :)
I am not sure how you are having aircraft journeys that are longer than a year. In any case you can use shared orders and then group by them to see how the group did over the year
thats 168 real hours by the way :P i wonder if wall clock means you need 12x the throughput i also wonder if the custom cargo icons will work for modded content like firs i noticed when you was sandboxing, it no longer ticks to say if you have used it that text filter is great im surprised you didnt mention the option that was being able to disable level crossings
I need to play around with the feature a little bit more but I don't think using wall clock is going to make much of a difference to required throughput of industries if at all.
Wallclock timekeeping and changing the number of minutes per year does not change industry production, throughput, vehicle speed, etc. Just the calendar date which controls introduction of new vehicles and the like. Custom cargo icons do indeed work for NewGRF industry sets like FIRS.
16:27 That seems to build only the *first* series of valid squares after the initial invalid one. I would have expected it to just build *anything* that's valid, no matter how many invalid squares there are and how they're distributed. 4:53 Why is there only options for land and nautical vehicles? Why not split the "nautical" category into air and sea units (or maybe even road, rail, air sea)? The way it's done now is quite sensible; I can't imagine many people needing more granularity. But if you're already in the code changing things, why not make it as general as possible?
@@MasterHellish-Gaming one of only two games of the pre year 2000 that i play that are so heavily supported by it's community. the other being freespace 2
@@MasterHellish-Gaming nevermind. The menus were a different scale after the update. I had to reduce the scale to see all the menus on the sides of my screen. I am on an Android phone. The menus was just hidden.
The station update, lenght is determined by truck drive tilws and not station name sign /station center distance. There was gifthub file of this patchso it might be editable
I thought most of these were already there, no? Well, I always wanted realistic depots. So that you could only buy and service trains of X length at the X long depots. Not see them go into this infinite hole. It breaks the immersion bad. And then it would make sense to have fewer depots since you need a large chunk of flat land. Funny enough, so many questionable decisions were "borrowed" by Transport Fever 2. Copying with mistakes, so to say. Well, that's why I still prefer OTTD ^__^
All of these are brand new to open TDD version 14. If you've ever seen any of these before, you've been probably using a mod or playing one of the forked versions
If I had to take a guess, I would think that you've been playing on a fork of open TTD rather than the original, as I'm sure a good number of these would not be possible with simple grfs
@@MasterHellish-Gaming yes, that is true. There are some dedicated people writing amazing forks. It is a shame they languish in obscurity rather than being pulled into the trunk.
I have yet to find any other world builder that is as good as this, from version 1 on the ps1 right through to now. No other game is even close. Why can't modern devs get it?
Been waiting for years for some of that: the unbunching, ships not needing buoies anymore, creating groups out of lines,... Love this game and your content around it
I am still waiting to see something that would make it a simulation and not a sandbox game, some meaningful economy behaviour, but every time I see a HUGE update, it's just minor QoL things and I am disappointed again :(
@@MasterHellish-Gaming yes, I came to the same conclusion :) I could not find mods that would change it much, I will check Transport Fever, thanks for the advice
Frankly they should rewrite the game or at least decouple the simulation from the rendering so something more modern (3d maybe?) can be used. The only reason why I still play OpenTTD and Simutrans is that there's really no good transportation games with decent simulation and good graphics. It's no longer 1996. Those graphics can be used for enhanced interrogation due to how eyebleed-inducing they are. And no, higher res packs do not solve the problem.
I think there would be way too much work involved in such an upgrade. You would probably be batter off starting OpenTTD 2 from scratch. But I feel Transport Fever 2 is a good modern game that is like OpenTTD. ru-vid.com/group/PLX9TPVcxrORPxwcgnd1oQZQKTj3eDJIbs