News:

Congratulations!
 You've won the News Item Lottery! Your prize? Reading this news item! :)

Recent posts

#21
QuoteThat means, You need non-flat (for example, emerge on higher elevation than the rest of the industries) and sufficiently big map to ensure that you have complete chain
My map is 2000x2000 fields, spanning elevations -3 to +8, as far as I can see:

Would that be large enough?

QuoteCan you check industry list for available crude oil producers and their respective dates?
In the Factory legend window, I see that when I select Oil refinery on the consumers side, no producers are highlighted:

I'm not quite sure how to see dates in the industry list.

However, I have browsed the entire list of industries I can build in the Build industries dialog box, and there, the only producers of crude oil I can find are:
  • Oil rig (1955 - 1975)
  • Oil rig (1975 - 2005)
  • Oil well (1909 - 1925)
  • Oil well (1925 - 1955)
  • Oil well (1955 - 1975)

QuoteNontheless, 2024 is basically endgame, there's no more content, given historical+realistic approach of pak128Britain
Admittedly, I had the game start in 2020, precisely because I wanted to focus on building a large road network with lots of diverse traffic, without having to deal with changes in the availability of industries or rolling stock, and just have the most advanced options available.
#22
Simutrans-Extended gameplay discussion / Re: Can I somehow prevent the ...
Last post by fhaag - October 12, 2025, 01:40:24 PM
QuoteFirst of all, check simuconf.tab, i believe there should be a setting for that.
True that, maybe setting auto_connect_industries_and_attractions_by_road to 0 will help.

QuoteThe option is that you provide an alternate way to the public road system.
Oh, I do that, I want to do that. I'd just like to skip the extra effort of cleaning things like this up:

Or this:

Or this:


QuoteAs a fan of building multi-tile–wide freeways, I'd suggest protecting them with fences.
Thank you, I'm looking at some posts that imply there are some fences available that can be somehow integrated into existing paksets. Anyway, this makes me wonder whether having one-way roads and the like makes any sense at all without fences, because the auto-generated public roads can always grow into them.
#23
Game Servers / Re: pak64 server
Last post by Nazalassa - October 12, 2025, 01:13:03 PM
If the server is going to be resterted, here's the current save file: https://files.simutrans-germany.com/upload/srv.pak64.feb25.sve (link expires on 2026-10-12)
#24
Pak128 Add-ons and Graphics / Re: Susie's Add-ons
Last post by SusieNoia - October 12, 2025, 01:08:14 PM
And I have re-rendered the television station, with snow also 8)

prima.png

Name=P.zo_di_vetro
Obj=building
Type=cur
Passengers=40
intro_year=1995
retire_year=2025
climates=desert,mediterran
Build_Time=65000
chance=33
dims=2,2,1
BackImage[0][0][0][0][0][0]=palazzodivetro.0.0
BackImage[0][0][0][1][0][0]=palazzodivetro.0.1
BackImage[0][0][1][0][0][0]=palazzodivetro.0.2
BackImage[0][0][1][1][0][0]=palazzodivetro.0.3
BackImage[0][1][0][0][0][0]=palazzodivetro.1.0
BackImage[0][1][0][1][0][0]=palazzodivetro.1.1
BackImage[0][1][1][0][0][0]=palazzodivetro.1.2
BackImage[0][0][0][0][0][1]=palazzodivetro.1.3
BackImage[0][0][0][1][0][1]=palazzodivetro.2.0
BackImage[0][0][1][0][0][1]=palazzodivetro.2.1
BackImage[0][0][1][1][0][1]=palazzodivetro.2.2
BackImage[0][1][0][0][0][1]=palazzodivetro.2.3
BackImage[0][1][0][1][0][1]=palazzodivetro.3.0
BackImage[0][1][1][0][0][1]=palazzodivetro.3.1
#25
Pak128 Add-ons and Graphics / Re: Susie's Add-ons
Last post by SusieNoia - October 12, 2025, 12:55:42 PM
Thank u FLN,

I have rewritten the dat file to 30 km/h 8)

obj=vehicle
name=Servant_of_Amadeus
waytype=road
engine_type=steam
power=29
gear=60
smoke=Steam
Sound=3
freight=Passagiere
payload=12
speed=30
weight=4
cost=231000
RunningCost=37
intro_year=1875
retire_year=1925
#26
Game Servers / Re: pak64 server
Last post by FLN - October 12, 2025, 10:56:11 AM
I'd would actually enjoy, having you restart with a new map :)
#27
Pak64 Add-ons and Graphics / Re: More pak64 vehicles
Last post by Nazalassa - October 12, 2025, 07:25:35 AM
As promised, an ICE 3:

ice3-peek.png

Comes with a post car. Optimal train length is 8 cars, but longer or shorter versions should be all right. Max speed 330 km/h.

2025-10-12: raised post car cost a bit
#28
Incorporated in r11768, thank you. pak64 has a man (res), a dollar (com) and a cogwheel in an orange background for those. Very few industrial buildings as usual, missing higher levels in pak64 and pak128
#29
Different players certainly can have different opinions on how things should work. The nice thing about Simutrans is how many options there are to allow for differing styles of gameplay. The way I play is different from the way many people play.

Sometimes, there aren't options - like for so many years, roads in cities had forced speed limits. That's just how the game worked.

So it can be a good idea to come up with ways of dealing with problems that the game throws you.

As a fan of building multi-tile–wide freeways, I'd suggest protecting them with fences. The paks that include fences typically keep them cheap, but it might require making a custom pak for the purpose.
#30
First of all, check simuconf.tab, i believe there should be a setting for that. Secondly, you have an option. Let's start with public road system bit **** (sorry, Isaac, but this is how things are there, in Extended) up regarding what is considered a building required being connected (for example some of your own buildings are), but i hope you'll get through that. Secondly, THIS IS REALISM GAMEPLAY, this ain't Stone Age era gameplay, where buildings are built in the middle of nowhere with no road connection required (at least public ones).

The option is that you provide an alternate way to the public road system. That means you pick a piece of public RoW road, place a detour next to it, cut it out, repeat for as long as you need it. Given 2 posts out of 2 of yours are fixated on road building, you must understand that the public road system, while it's clunky, works ALMOST as supposed. The people of SimuEx might be dumb, but surely are smart enough to understand that they NEED to have option to get from A to B on their own. They won't build it themselves, but they will keep it once they found a way. So you VVILL build an access to your highway

The PRoW system has it's benefits in multiplayer, although not perfect. It somewhat disallows players to secure (through less dirtier means than potentially available, i'm looking at you, multiplayer enjoyers) exclusive rights to access a public building