# simuconf.tab # # Low-Level values and constants # # Lines starting with '#' or any non_character letter will be ignored! # To actually set a value, remove the leading '#'! # # This file can be found in many places: # # simutrans/config/simuconf.tab (this one) # ~/simutrans/simuconf.tab (in the user directory, if not a portable (single user) installation) # simutrans/pakfilefolder/config/simuconf.tab (always, if present) # ~/simutrans/simuconf.tab (read a second time, again only if not a portable (single user) installation) # ################################portable or not################################# # # This simuconf.tab will be read first => we set meaningful defaults here. # # load/save the files in the users or the program directory directory? (default: 0 = user directory) # ATTENTION! # will be only used if this file is located in the program directory at config/simuconf.tab! # #singleuser_install = 0 # #################################program stuff################################## # # # Do not delete these comment line! (Needed for installer) # Default pak file path # which graphics you want to play? # Nothing means automatic selection # ATTENTION! # This will be only used if this file is located in the program directory at config/simuconf.tab! # and will be overwritten by the settings from simutrans/simuconf.tab in the user directory # #pak_file_path = pak/ #pak_file_path = pak.german/ #pak_file_path = pak128/ #pak_file_path = pak.japan/ #pak_file_path = pak.winter/ #pak_file_path = pak.ttd/ # #################################program stuff################################## # maximum number of position tested during a way search # 100000 should be ok even for large maps with ships # 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm) max_route_steps = 1000000 # # How many tiles to check before giving up on finding a free bay at a stop? (200 default) max_choose_route_steps = 250 # size of catchment area of a station (default 2) # older game size was 3 # savegames with another catch area will give strange results station_coverage = 8 # Max number of steps in goods pathfinding # This should be equal or greater than the biggest group # of interconnected stations in your game. # # If you set it too low, some goods might not find a route # if the route is too complex. If you set it too high, the # search will take a lot of CPU power, particularly if searches # often fail because there is no route. # # Depending on your CPU power, you might want to limit the search # depth. # # prissi: On a 512x512 map with more than 150000 people daily, the saturation # value for "no route" was higher, around 8000. Using 300 instead almost doubled # the value of "no route" # max_hops = 10000 # Passengers and goods will change vehicles at most "max_transfer" # times to reach their destination. # # It seems that in good networks, the number of transfers is below # 5. I think 6 is a good compromise that allows complex networks but # cuts off the more extreme cases # # You can set this lower to save a little bit of CPU time, but at some # point this means you'll get less passengers to transport # # This value is less critical than "max_hops" from above. # # T. Kubes: I would say 8 for now, but this definitely should be difficulty # dependent setting. # max_transfers = 9 # way builder internal weights (defaults) # a higher weight make it more unlikely # make the curves negative, and the waybuilder will built strange tracks ... # way_straight=1 way_curve=3 way_double_curve=6 way_90_curve=15 way_slope=10 way_tunnel=8 way_max_bridge_len=15 way_leaving_road=25 ###############################passenger stuff############################## # also pak dependent # town growth multiplier factors (electricity is not used at the moment) # A higher factor mean faster growth passenger_multiplier = 50 mail_multiplier = 25 goods_multiplier = 25 electricity_multiplier = 0 # town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000) # the idea is, that area increase by square but growth is linear growthfactor_villages = 400 growthfactor_cities = 800 growthfactor_capitals = 1600 # passenger generation (default is 16) Smaller values means less passengers passenger_factor=14 # amount of passengers that travel from/to factories or attractions # the remaining percentage is intercity and intracity travel factory_worker_percentage = 33 tourist_percentage = 16 # how much local destinations are preferred over time # 1 means almost local passengers/mail only, 10000 spreads them over the map # You can have up to ten entries, first is the year, next is the factor. # The increase between the year will increase first slow then fast towards # the final years locality_factor[0]=1830,1 locality_factor[1]=2050,2500 # A factory will be added as worker's destination to a town, if it has either # is within factory_worker_radius # or has less than factory_worker_minimum_towns next cities added # and has not more than factory_worker_maximum_towns added # The default settings connect to maximum four cities with 77 tiles radius; or at least to the closest one # Setting factory_worker_maximum_towns to zero will not connect factories to towns factory_worker_radius = 80 factory_worker_minimum_towns = 1 factory_worker_maximum_towns = 4 # if enabled (default = 0 off) stops may have different capacities for passengers, mail, and freight separate_halt_capacities = 0 # three modes (default = 0) # 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop) pay_for_total_distance = 0 # things to overcrowded destinations won't load if active (default off) avoid_overcrowding = 0 # do not create goods/passenger/mail when the only route is over an overcrowded stop no_routing_over_overcrowded = 0 # in beginner mode, all good prices are multiplied by a factor (default 1500=1.5) beginner_price_factor = 1500 # Construction speed of new AIs, the higher the faster (default 8000) #ai_construction_speed = 8000 ##################################factory stuff################################# # when a city reaches 2^n times of this number # then a factory is extended, or a new factory chain is spawned industry_increase_every = 2000 # smallest distance between two adjacent factories min_factory_spacing = 6 # max distance for connected factories # if percentage>0, it will be in percent of the largest map dimension # percentage also overrides the absolute value max_factory_spacing_percentage = 20 #max_factory_spacing = 40 # allow all possible supplier to connect to your factories? # best to leave it in default position. (only on for simuTTD) crossconnect_factories = 0 # how big is the chance for crossconnections in percent # (100% will give nearly the same results as crossconnect_factories=1) crossconnect_factories_percentage = 33 # how much is the total electric power available (in relation to total production) in parts per thousand electric_promille = 330 # true if transformers are allowed underground (default) allow_underground_transformers = 1 # with this switch on overcrowded factories will not receive goods any more # There are three settings 0=off, 1=old_style (default), 2=new_style just_in_time = 1 # how much amount in transport is sent before further distribution stops # This is only enabled when "just_in_time=1" is enabled # The limit is given in percent of factory storage (0=off) # It should be not too low to allow big convoys fully loaded at more than one # factory (for medium sized maps 500 seems a reasonable number) maximum_intransit_percentage = 0 # use beginner mode for new maps (can be switched anyway on the new map dialog) first_beginner = 0 # number of periods for averaging the amount of arrived pax/mail at factories for boost calculation # one period represents a fixed interval of 2^18 ms in-game time # value can range from 1 to 16, inclusive; 1 means no averaging; default is 4 factory_arrival_periods = 4 # whether factory's pax/mail demands are enforced or not; default is on factory_enforce_demand = 1 ##################################display stuff################################# # if run on a mobile device, setting hide_keyboard=1 will only show the keyboard # when there is text to input in a dialog. Other than that textinput will not # be possible (no keyboard short cuts). # Currently only supported with SDL2 hide_keyboard = 0 # if defined, the default tool will try to calculate straight ways (like OpenTTD) straight_way_without_control = 0 # player color can be fixed for several players or set totally random # in the latter case each player will get unique but random coloring # (default 0) random_player_colors = 0 # when set here, the player will always get these player colors, even # if random colors were enabled. # color values range from 0 to 27 for first and second player color # and there are 0...15 player in the game player_color[1] = 1,4 # Should either account (default) or net wealth be shown blow the screen? player_finance_display_account = 1 # remove companies without convoys after x month (0=off, 6=default) remove_dummy_player_months = 6 # remove password of abandoned companies (without any building activity) after x month (0=off default) unprotect_abandoned_player_months = 0 # how long is a diagonal (512: factor 2=1024/512, old way, 724: sqrt(2)=1024/724 # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config! #diagonal_multiplier = 724 # new height for old slopes when old single height savegame loaded with double height pak (default 1=single height, 2=double height) # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config! #height_conversion_factor = 1 # how height is a tile in z-direction (default 16, TTD 8) # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config! #tile_height = 16 # (=1) drive on the left side of the road drive_left = 0 # (=1) signals on the left side signals_on_left = 0 # Do you want to have random pedestrians in town? Look nice but needs some # CPU time to process them. (1=on, 0=off) # Impact on frame time: ~10% (16 cities on a new standard map) random_pedestrians = 1 # Do you want to have random pedestrians after pax are reaching this # destination? May generate quite a lot. (1=on, 0=off) stop_pedestrians = 1 # there are some other grounds (like rocky, lakes etc. ) # which could be added to the map (default 10) # show random objects to break uniformity (every n suited tiles) random_grounds_probability = 10 # show random moving animals (n = every n suited tiles, default 1000) random_wildlife_probability = 1000 # animate the water each interval (if images available) # costs some time for the additional redraw (~1-3%) water_animation_ms = 250 # Show info windows for private cars and pedestrians? # (1=on, 0=off) pedes_and_car_info = 0 # How much citycars will be generated citycar_level = 5 # After how many month a citycar breaks (and will be forever gone) ... # default is ten years default_citycar_life = 36 # Show info on trees? # (1=on, 0=off) tree_info = 1 # Show info also on bare ground? # (1=on, 0=off) ground_info = 0 # Show passenger level of townhalls? # (1=on, 0=off) townhall_info = 0 # do not show the button to add an inverted schedule for rail based convoys # (1=hide, 0=show anyway) hide_rail_return_ticket = 1 # do not show the buttons to delete old savegames (default) show_delete_buttons = 0 # always open only a single info window for the ground, # even if there are more objects on this tile #only_single_info = 1 # show a tooltip on convoys at several conditions # 0 no messages # 1 (default) only no_route and stuck # loading and waiting at signals too #show_vehicle_states = 1 # show (default) tiles with a halt when editing a schedule #visualize_schedule = 1 # Should stations get numbered names? (1=yes, 0=no) #numbered_stations = 0 # Show name signs and statistic? # 0 = don't show anything # 1 = station names # 2 = statistics # 3 = names and statistics # The visual style is added to this number: # 0 = black name in color box # 4 = name in player color with outline # 8 = box left of name in yellow outline show_names = 3 # Draw the earth slope to mark the border (default 1 on) draw_earth_border = 1 # Tile the outside with the ground.ouside.pak (default 0 off) draw_outside_tile = 0 # Color of background outside the map, default: COL_GREY2 (210) #background_color = 210 # If and where to display a compass # 0=off (default for main screen) # 1=top, 2=vertical centre, 3=bottom, 4=left, 8=horizontal centre, 12=right # default for minimap is 1+12=13 compass_screen_position = 0 compass_map_position = 13 ###################################money stuff################################## # # These values are usually set in the pak files # You can adjust all the cost in the game, that are not inside some pak file # # show graphs old style (right to left, default) or rather left to right left_to_right_graphs = 0 # Starting money of the player. Given in Credit cents (1/100 Cr) #starting_money = 20000000 # New system of year dependent starting money. Up to ten triplets are # possible. The entries are of the form: # startingmoney[i]=year,money(in 1/100 credits),interpolate (1) or step(0) starting_money[0]=1930,30000000,1 starting_money[1]=2050,60000000,1 # allow buying obsolete vehicles (=1) in depot allow_buying_obsolete_vehicles = 1 # disable companies from making ways public with the appropiate tool # even when disabled companies can still make stops public # does not affect public service provider player disable_make_way_public = 0 # vehicle can loose a part of their value, when the are once used # the loss is given in 1/1000th, i.e 300 mean the value will be 70% used_vehicle_reduction = 0 # lowest possible income with speedbonus (1000=1) default 125 (=1/8th) bonus_basefactor = 125 # if a convoy runs on a way that belongs to another player, toll may # be charged. The number given is the percentage of the running cost # of the convoy or the way cost (include electrification if needed). # (default 0) toll_runningcost_percentage = 0 toll_waycost_percentage = 0 # Maintenance costs of buildings #maintenance_building = 2000 # first stops: the actual cost is (cost*level*width*height) #cost_multiply_dock=500 #cost_multiply_station=600 #cost_multiply_roadstop=400 #cost_multiply_airterminal=3000 #cost_multiply_post=300 #cost_multiply_headquarter=1000 # cost for depots #cost_depot_air=5000 #cost_depot_rail=1000 #cost_depot_road=1300 #cost_depot_ship=2500 # other way related stuff #cost_signal=500 #cost_tunnel=10000 #cost_third_rail=80 # other construction/destruction stuff #cost_buy_land=100 #cost_alter_land=1000 #cost_set_slope=2500 #cost_alter_climate=5000 #cost_found_city=5000000 #cost_multiply_found_industry=20000 #cost_remove_tree=100 #cost_multiply_remove_haus=1000 #cost_multiply_remove_field=5000 #cost_transformer=2500 #cost_maintain_transformer=20 # how many months of maintainance the make public tool costs #cst_make_public_months=60 ###################################other stuff################################## # # also pak dependent # # minimum distance between two townhalls minimum_city_distance = 80 # Minimum distance of a city attraction to other special buildings special_building_distance = 5 # Minimum clearance under bridges is 1 or 2 levels? (default = conversion factor) #way_height_clearance = 1 # Max. length of initial intercity road connections # If you want to speed up map creation, lower this value. # If you want more initial intercity roads, raise this value. # If the value is too large then very long bridges might be created. # 200 seems to be a good compromise between speed and road number # note: this will slow down map creation dramatically! # intercity_road_length = 0 # Type of intercity roads - must be available as PAK file. # Intercityroad with timeline: intercity_road[number]=name,intro-year,retire-year # .. number = 0..9 - up to ten different intercity_roads possible # .. name = name of an existing pak file #intercity_road[0] = asphalt_road,0,1990 # default: city_road # (old, 102.2.2 and before) intercity_road_type = asphalt_road # Type of city roads - must be available as PAK file. # Cityroad with timeline: city_road[number]=name,intro-year,retire-year # .. number = 0..9 - up to ten different city_roads possible # .. name = name of an existing pak file #city_road[0] = dirt_road,1920,1940 # default: asphalt_road # (old, 102.2.2 and before) city_road_type = city_road # now river stuff # first river type (should be defined in pak dependent file) # The highest number is the smallest. A river with max_speed==0 is not navigable by ships. #river_type[0] = river #river_type[1] = small_river #river_type[2] = just_the source # river number (16 gives a few nicely branched rivers) #river_number = 16 # min length #river_min_length = 16 # max length #river_max_length = 320 ################################# forest stuff ################################# # please be careful in changing them, I spent lot of time finding optimals. # those values have impact on no. of spawned trees -> memory consumption # # Number of trees on square 2 - minimal usable, 3 good, 4 very nice looking max_no_of_trees_on_square = 3 # All following tree options are only active during map generation/extension. # Base forest size - minimal size of forest - map independent forest_base_size = 36 # Map size divisor - smaller it is the larger are individual forests forest_map_size_divisor = 38 # Forest count divisor - smaller it is, the more forest are generated forest_count_divisor = 16 # Determines how dense are spare trees going to be planted (works inversely) forest_inverse_spare_tree_density = 400 # climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterranean, 16:temperate, 32:tundra, 64:rocky, 128:arctic) # zero (default) means no climate with at least one tree per tile tree_climates = 4 # climates with no trees at all (desert and arctic at the moment) no_tree_climates = 130 # if set, no trees will be created at all (save about 30% memory and # the season change will be much smoother on small machines) # also prevents construction of trees no_trees = 0 # if set, no lakes will be created at all no_lakes = 0 ###################################time stuff################################### # Enforce vehicle introduction dates? # 0 = all vehicles available from start of the game # 1 = use introduction dates # 2 = (default) use settings during game creation, new games off # 3 = use settings during game creation, new games on # use_timeline = 3 # Starting year of the game: # Setting it below 1850 is not recommended for pak64 set! # You will have problems with missing vehicles, do not complain if you do so! # Setting it above 2050 will render game bit boring - no new vehicles. # # other recommended value for pak64 is 1956 # starting_year = 1830 # Starting month of the game for people who want to start in summer (default 1=January) starting_month = 1 # Should month be shown in date? # 0=no, 1=yes # 2>=show day in japan format=2, us format=3, german=4 # 5>=show no season but everything else in japan format=5, us format=5, german=6 # This is most useful, if you use longer months than the default length (see below) #show_month = 1 # Global time multiplier (will be save with new games) # 2^bits_per_month = duration of a game month in milliseconds real time # default before 99.x was 18. For example, 21 will make the month 2^3=8 times longer in real time # production and maintenance cost will be adjusted accordingly. # bits_per_month = 23 #################################system stuff################################# # compress savegames? # "binary" means uncompressed, "zipped" means compressed # "bzip2" uses another compression algorithm # other options are "xml", "xml_zipped" and "xml_bzip2" # xml detects more errors of broken savegames but files are much larger # bzip2 savegames are smaller than zipped but saving/loading takes longer saveformat = bzip2 # Alternate format for faster autosaves autosaveformat = zipped # autosave every x months (0=off) autosave = 0 # save the current game when quitting and reload it upon reopening #reload_and_save_on_quit = 1 # display (screen/window) width # also see readme.txt, -screensize option #display_width = 704 # display (screen/window) height # also see readme.txt, -screensize option #display_height = 560 # show full screen #fullscreen = 0 # How many frames per second to use? Display may look pretty until 10 or so # (depends very much on computer, game complexity and graphics driver) frames_per_second = 25 # during zooming out simutrans may get slow due to the very high number # of tiles visible. If the tiles become equal or smaller than the tile size # below, a simpler clipping algorithm will be used, which will give some # clipping errors, but is faster. (default size = 4) # However, during normal gaming this will be determined automatically, so you # usually you do not need to set this manually. simple_drawing_tile_size = 4 # you can force fast redraw for fast forward by this (default off) simple_drawing_fast_forward = 0 # How much faster should the game proceed with fast forward (limited by your computer and size of the map) fast_forward = 25000 # How many threads to use (default 4) threads = 12 ###################################network stuff############################## # # Synchronized networking is always a trade off between fast response and safe # connections. A more relaxed timing will cause delay of commands but is more # likely to compensate for clients running slightly faster than the rest. # # Sets the local addresses Simutrans should listen on and use for making outgoing connections # By default it will use all local IPv4 and IPv6 addresses # This setting has no effect if Simutrans has been compiled with the USE_IP4_ONLY flag set! # The addresses listed will be tried in the order specified # A DNS name may be specified, this will be resolved and Simutrans will attempt to listen # on all of the addresses returned. #listen = ::,0.0.0.0 # How much delay before commands are executed on the clients. # A larger number will catch even clients running slightly ahead but cause delay. # This is set by the server side. #server_frames_ahead = 4 # How much extra delay in command execution on the client side, on top of server_frames_ahead. # A larger number can compensate for larger fluctuations in communication latency. # This is set by the client side. #additional_client_frames_behind = 0 # In network mode, there will be a fixed number of screen updates before a step. # Reasonable values should result in 2-5 steps per second. #server_frames_per_step = 4 # The server sends after a fixed number of steps some information to the clients. # Large values here means: reduced server communication (if that is of importance...) # Small values should improve the timing of the clients. #server_frames_between_checks = 256 # Automatically announce server on the central server directory (http://servers.simutrans.org/) # 0 (default) = off, 1 = on #server_announce = 0 # Interval of server announcement (if enabled) # Value is number of seconds between server announcements, default is 900 (15 minutes) # Minimum value is 60 (1 minute), for accurate listing it is recommended not to increase # this value to greater than 3600 (1 hour) # To disable announcements set server_announce to 0 #server_announce_interval = 900 # Fully Qualified Domain Name (FQDN) or IP address of your server (IPv6 or IPv4) #server_dns = 127.0.0.1 # Name of server in server listing #server_name = My Simutrans Server # Additional information about your server (for display on the list server) #server_comments = Comments about my server # Email address of server maintainer (for display on the list server) #server_email = maintainer@your.server # Pakset download URL (for display on the list server) #server_pakurl = http://your.domain/pakset.zip # Server info URL (for display on the list server) #server_infurl = http://your.domain/server-info.html # Pause server when no clients are connected #pause_server_no_clients = 1 # Server saves savegame when being killed (default=0 off) #server_save_game_on_quit = 0 # Nickname when joining network games #nickname = John Doe # Chat window transparency (0=off, 25, 50 75 are possible) chat_transparency = 75 # Here you can add a message about your server (It will read this file on each joining anew) #server_motd_filename =