OpenTTD
openttd.org
openttd.org
:o
so far this is the first big feature announced: https://www.openttd.org/news/2024/02/10/unbunching (for buses, trucks, road vehicles)
The numbers refer to pull requests and these have more details; e.g. description of the infinite money mode: https://github.com/OpenTTD/OpenTTD/pull/11902
One of my favourite things to do was play single player against a particular AI that would spam out hundreds of buses. It would always quickly take the lead, so I'd set up my own bus routes, then order all my buses to stop in the middle of the road at once.
This would lead to massive gridlock, effectively denying the AI profit while its operating costs dragged it to bankruptcy. When it went bust, I'd buy out the company, then allow my (now) hundreds of buses to move again!
you build a small service that gets you enough capital to build a line for e.g. oil from one end of the map to the other
that's it, then you can treat the entire game as a giant sandbox (which is the best bit)
My personal favorite was doing 5min city builder blitz online. Wasn’t ever very good but would keep me occupied for hours on end!
Aye. It can be very profitable if you find a pair of matching resource sources and sinks a nice distance (given current technology available) between them – take coal from region 1 to a power station in region 2, and pickup more coal over there and pull it back to region 1, and of course repeat. This way your trains have cargo in both directions so make more profit than if they return all the way back empty. It makes more sense for passengers, who may have reasons to travel long distance (holidays, long commutes, …) no matter what is on their doorstep.
Still one of the best games ever!
Are you saying this strategy is viable also with local authorities enabled?
2. Forestation projects are an easy way to build local authority rep. There's also a floor to how low rep can go, so if you need to bulldoze a forest to make room for your reforestation project, that still works out
(Very recently posted on ShowHN, so maybe this is cheeky…)
Long answer: trying to make it much easier to do simulation-based research using OpenTTD, and for any results found to be as reproducible as possible. There have been a few papers/dissertations that use OpenTTD, but it's tricky to do exactly what the authors did, or even in a few cases I suspect it was hard for them to repeat their own experiments or extract results from them. OpenTTDLab seeks to make these easier.
And, such research seems to often (/always?) use AIs, so that's the focus.
I also would like to be able to train an AI in some automated(/formal?) way, and maybe use OpenTTD to investigate something a bit more... supply-chain-y, but that's a work in progress (I've not even written an AI yet!)
But also a bit of a less formal "just run an AI/some AIs over some seeds and see" is also very much a use case. Am trying to strike that balance between something quite... exploratory, but still reproducible.
But it makes me realise there is another use case for OpenTTDLab that I don't think I considered: regression tests for OpenTTD AIs?
Edit: And it has been mentioned to me separately that maybe it could be used as part of regression tests of OpenTTD itself https://github.com/OpenTTD/OpenTTD/discussions/11863#discuss...
Are there technical or historical limitations in OpenTTD that you can see from a player that makes it obvious no simple-fix would work without a full overhaul of certain systems?
From an outsider, and at the risk of sounding like a project manager right before receiving a whole range of "Sure, but..." answers, it seems like if they already have a system for drawing straight lines, can't it automatically draw a junction when those two lines meet?
Also, not to knock those "Sure, but..." answers, there is usually a whole lot of information in the but.
OpenTTD is a cool game, but you quickly hit all the realistic walls: micromanagement, weak accounting and planning, scale-related issues. As a former ERP guy, it drives me nuts sometimes. Dammit, put all the data into a database, so I can write a proper resource planning system mod with all sorts of reports and automatic orders!
I remember picking up Transport Tycoon on the coverdisc of some PC magazine. I was in grade school, it was fun. Lots of clicky intricate detail that a child's mind used to narrow horizons could obsess over and learn to minmax. When you came home from school and your world was the inside of your house a game like that seemed like the universe, you obsessed over it because _it's what there was._
Then you... grow up and go outside. Your world expands to a fantastically large size and you move on from small toys. There's just... so much more out there.
Sorry to put it so bluntly. (And I have this game installed and fire it up maybe once a year for a bit of nostalgia.)
OpenTTD is easier than that, but harder than most games. Its a better balance (less to learn) than hobby-railroad hobby... cheaper... but still with the complex paths and simulated traffic needed to build a game off of.
Its a toy. Plenty of old folks have toys, and IMO it seems like the healthier retired folks I know of are those who continue to play with toys into old age. It could be a selection bias thing, but you have to keep the mind active in the retirement years.
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It could be a weird generational gap thing, wherein older folks play with expensive toy sets (ex: lots and lots of rails) in their basements. But younger folk today would have a toy-like video game (like OpenTTD, Minecraft, etc. etc.) instead.
I don't think its appropriate to ever "grow out" of toys. I think that... maybe... you run out of time to play with toys during the busier stages of your life.
Unlike a "game" where there's a set purpose and therefore a set limit to the complexity... a "toy" game (Rollercoaster Tycoon, OpenTTD, Factorio, etc. etc.) are designed to instead have the players reach complexity levels above-and-beyond what the designers dreamed of.
Some time after 1.0 it exploded in popularity, especially with younger kids, and it's now almost universally seen as a kids' game. But it's still the same game; if anything it's become more complex.
Reddit in those days was a much smaller place than it is now and a lot of the users were functionally odd, a huge amount of the discussions revolved around 'how to behave in public' and 'how to navigate normal social interactions' and 'how to cope with social anxiety' - I'm not trying to judge because I was a user too, but the average reddit user around that time - and especially a reddit minecraft fan - could politely be described as a manchild.
And minecraft Youtube is still a very weird place.
I recently started playing again, and boy has the game changed in the last 5 years or so. The caves and cliffs update made exploring wonderful.
I have found an OpenTTD fork though, CityMania, which has several quality of life patches, including a copy-paste tool. I have just tested it and it works, kind of, but it doesn't copy terrain elevation, so junctions have to be made with bridges, instead of tunnels, to be able to be automatically replicated.
"Kicad push-and-shove routing, 2nd attempt" - Tom W Sep 18, 2013 https://www.youtube.com/watch?v=zxHDAHpR5Ls
Wherever inspiration for a bit of "I need to scratch this itch" come from, personally I am the same and I love it.
EDIT : Also, Factorio is top.
I'm trying to beat out the "not productive = waste of time" mentality out of myself, and I'm getting much better about it! But Factorio somehow always brings it out of me :P
A reminder to spend a goodly amount of your time on this Earth just basking in its pleasures, large and small, "productive" or otherwise.
Of course creativity's also a subject I pressure and criticize myself about, whereas with a game you may not hold yourself to those expectations.
I love Factorio though, it's much more about building and strategy than optimization and puzzle-solving. You can do the latter if you want to, or you can just play with trains.
It turned it from "just build a city/logistics framework" to "build a city that meets these requirements, and then move to a map with harder logistical challenges".
It really helped me get into the city building and logistics genre rather than just dumping you into a pure sandbox, and the only recent games I can think of that had proper campaigns were Frostpunk (sort of) and Nebuchadnezzar (which has... other issues)
It’s this type of challenge that keeps things fun for me, but at the same time, feels a lot like the problems I’m solving at work.
https://wiki.openttdcoop.org/Line_hierarchy
https://wiki.openttdcoop.org/Backbone_Hub
If you prefer a video: https://www.youtube.com/watch?v=-YfxugbgQqs
This is why I like Simutrans: the passengers want to go from A to B.
OpenTTD towns perpetually grow as long as you service them. Which means that every passenger station will have infinite lines (as towns grow, more-and-more passengers will need to be serviced across all your stops).
This means that OpenTTD is designed to automatically make passenger traffic "harder", there's always more passengers to carry. The limit is purely the design of your railway. You might have to put the game on fast-forward for 30-ingame-simulated-years before the towns grow to that size, but it always happens.
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Industry in the game also grows bigger, but related to service station %. Early trains cannot service any industry quickly enough to consistently make industrial growth, but later trains with higher speeds will leads to more station% bonuses, making the late game also fill up with coal, lumber, steel, and other materials.
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There's no challenge on the money side. Just place 2 airports on the biggest towns across the map and you'll never run out of money. (Distance x speed traveled leads to profits, and airplanes are fastest and travel the furthest without any rail-costs, making this an appropriate strategy even early in the game)
The "real" challenge is: how many passengers can your rail-junction support? Can you max out an airport?
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My issue with OpenTTD is that the game sometimes wants to pretend its 1x1km blocks, but other times that doesn't make sense at all. Ex: Bus stations are 1x1, and there's no way my bus stops around town are 1km wide.
I think the main thing OpenTTD needs is a "rebalance". Maybe the grid needs to be 10x10 meters (10,000x more detailed) than currently.
I think this 1km x 1km limitation was because computers in the 90s were not good enough for a more detailed simulation. But we have the weird ship-behavior (because ships don't collide with each other), and other such issues partially due to this weird size incoherence in the game.
The downside is the games are typically pinned to an exact nightly build. I got tired of that, but it's managable for a finite duration to get you started.
Turn off vehicles breakdowns, and there's setting to change towns to follow 2x2 or 3x3 grid, which will make building easier.
To make early money, look for two cities (they have City label on their name) with high enough population and close enough distance, and make 7 length station on both. You'll want to run 7 length on every passenger train in the end, it'll simplify the design.
The ui and menus may be confusing at first, but you'll get used to it.
I like Simutrans [0], in which people want to get from A to B and are willing to change between bus/train/plane. The routes which are central to one's network really need to be able to bear a lot of passengers.
There were attempts to introduce more simutrans-esque behaviour in patches called cargodest, but it proved to be unacceptable performance wise for the map and network sizes that OpenTTD uses.
And without cargodest, what is the point of OpenTTD? I honestly struggle to understand this game if passengers appear randomly and pay the full price to go wherever you like to take them.
It's probably also worth mentioning that cargo quantities are usually more limited at first. Primary cargo especially grows slowly. Passengers can grow very quickly if the player understands the city growth mechanics (the count is a function of city size), but even with cargodist if you make an actual network they will dictate their stop.
For me the appeal is more the mid-late game micro-optimisations, like how to make a junction work when there's constant incoming trains.
Factorio feels like it's the only thing that's really come close since!
OpenTTD 13.4 Released - https://news.ycombinator.com/item?id=36940233 - July 2023 (22 comments)
OpenTTD's Infrastructure in 2023 - https://news.ycombinator.com/item?id=36706453 - July 2023 (79 comments)
OpenTTD 13.0 Released - https://news.ycombinator.com/item?id=34674066 - Feb 2023 (82 comments)
OpenTTD Game Mechanics - https://news.ycombinator.com/item?id=32698851 - Sept 2022 (14 comments)
OpenTTD 12.0 - https://news.ycombinator.com/item?id=28974525 - Oct 2021 (1 comment)
OpenTTD 12.0-RC1 - https://news.ycombinator.com/item?id=28654753 - Sept 2021 (62 comments)
OpenGL 3D viewport renderer for OpenTTD (2019) [video] - https://news.ycombinator.com/item?id=26823536 - April 2021 (1 comment)
OpenTTD Went to Steam to Solve a Hard Problem - https://news.ycombinator.com/item?id=26772257 - April 2021 (2 comments)
OpenTTD 1.11 - https://news.ycombinator.com/item?id=26660154 - April 2021 (58 comments)
SpaceY 1.0 – a SpaceX-inspired addon for OpenTTD game (2020) - https://news.ycombinator.com/item?id=26390602 - March 2021 (1 comment)
OpenTTD 1.10 - https://news.ycombinator.com/item?id=22772536 - April 2020 (114 comments)
OpenTTD 1.10.0 - https://news.ycombinator.com/item?id=22752066 - April 2020 (2 comments)
OpenTTD Compiled to WebAssembly - https://news.ycombinator.com/item?id=19538715 - March 2019 (88 comments)
OpenTTD 1.8.0-RC1 - https://news.ycombinator.com/item?id=16725375 - March 2018 (28 comments)
Ask HN: How do I begin an open source game executable project like OpenTTD? - https://news.ycombinator.com/item?id=1780212 - Oct 2010 (1 comment)