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#21
Bug Reports / Re: No new Android build since...
Last post by prissi - November 26, 2025, 11:50:14 PM
A progress report: Updating the bundle tool has now all but SDL2 and simutrans in 16k blocks. Now I just have to chase the linker information somewhere.
#22
Scenarios and Challenges / Re: New york Scenario
Last post by Yona-TYT - November 26, 2025, 09:22:41 PM
Can you share a screenshot of the error and a save game?. That would help me solve the problem.
#23
"Now I suppose you all expect me to code this myself..."

Yes, of course :-) . And apart from programming skills the first problem you will encounter is that there is no concept of a road (as in leading from A to B) in Simutrans. There are only tiles which you can pave with a road piece, telling which of the four tile sides is connected to which of the remaining three tile sides. So, it's not possible now to give a road a classification. That's a major obstacle to your concept.
#24
Scenarios and Challenges / New york Scenario
Last post by enemperic - November 25, 2025, 10:59:46 PM
Is there any version of this superb scenario that really works today? (2025) all versions I have tried (posted as fixed in the topic "Scenario compatibility for the next release"  have issues with some scripts. I've tried to solve but my squirrel skills are almost none.

I'd like to play again this masterpiece.

Thanks
#25
Quote from: Isaac Eiland-Hall on October 12, 2025, 06:11:06 PMit's just a matter of having straight sections and no oncoming traffic
Which practically means that overtaking is highly exceptional. This isn't really unrealistic though. In my country (Netherlands), overtaking is allowed on most roads, but usually practically impossible if there's just one lane per direction. Only when traffic is very sparse (like middle of the night) it's possible, but then you're unlikely to encounter anyone you might want to overtake. It's a side effect of having junctions close together.

Real life also suggests a solution to the problem discussed in the original post. We have (in my country, in the modern day) three classes of roads, all of which come in a rural and an urban version. I think I posted a similar table before.
classversionspeed limit (km/h)vehicle accessbuilding access
firstrural100–130limited, >50km/hno
firsturban80–100limited, >50km/hno
secondrural80open to all, but bicycles discouragedsome large factories and ports
secondurban50–70open to all, but bicycles discouragedsome large factories and ports
thirdrural60–80open to allall buildings can connect directly
thirdurban30–50open to allall buildings can connect directly
First class roads cannot connect directly to third class roads, but only via second class roads. Many older roads don't fully conform to these standards. 'Bicycles discouraged' means that road owners are encouraged to provide a separate bikepath.

What does this mean for Simutrans?
The roads built automatically to connect one city to another are all 2nd class. These are only built during map creation (afaik), so they won't interfere with player-built motorways. Diversions added to a 2nd class public right of way are 2nd class too. Maybe city buildings can be build along a 2nd class road, maybe not (it would be more likely in early days than in modern days), but in any case there can be 3rd class side streets and city buildings would be allowed in the corners.
Automatically built city streets and automatic access roads to rural industries would all be 3rd class. These will never connect to 1st class roads.
Motorways (and some single-carriageway express roads) are 1st class roads. They are not (or less) affected by city speed limits. They don't get publicly owned when absorbed by a city. Until Simutrans gets a way to build motorways automatically, no 1st class roads are generated automatically. The 1st class road doesn't forbid city buildings, but it's ignored by the city building placing algorithm and any personal cars spawning from the city building would be put on a 3rd class road also adjacent to the building.
Naturally, players can assign the class of the roads they own.
This simultaneously solves 4 issues:
- Automatically built roads to rural industries no longer break motorways.
- Automatically built city streets no longer connect to motorways, without requiring space-consuming fences.
- Motorways no longer suffer from the automatic city speed limit.
- City speed limits varying with road class will guide city traffic to preferred routes.
Now I suppose you all expect me to code this myself...
#26
Bug Reports / No new Android build since 16k...
Last post by prissi - November 24, 2025, 01:28:51 PM
https://developer.android.com/guide/practices/page-sizes

But whatever I do, I cannot get simutrans to build it. Even excluding fliudsynth (which does not support it), the libs are still built with 4k pages, as it is simutrans.

I even added to all cmakefile calls
"-DCMAKE_EXE_LINKER_FLAGS=\"-Wl,-z,max-page-size=16384\"", "-DCMAKE_SHARED_LINKER_FLAGS=\"-Wl,-z,max-page-size=16384\"", "-DCMAKE_MODULE_LINKER_FLAGS=\"-Wl,-z,max-page-size=16384\""to no avail.

To test, use a linux terminal (or WSL) with apt support, copy the tools/android-helper to any folder, execute setup-android, setup-simutrans-projects, build_only

And open the apk in the Android studio. Only zstd is build with 16 k.
#27
Scripting Scenarios and AI / Re: Please revert r11480
Last post by prissi - November 24, 2025, 12:22:29 AM
Since you knew this better than me, I will happily wait for you then.
#28
Scripting Scenarios and AI / Re: Please revert r11480
Last post by Dwachs - November 23, 2025, 07:28:07 PM
yes, something like this needs to be implemented. Will try next week. It needs an artificial datatype to get the conversion done correctly (similar to my_ribi_t).
#29
Scripting Scenarios and AI / Re: Please revert r11480
Last post by prissi - November 23, 2025, 01:40:01 PM
Nice to read from you too.

And I see, this is a problem.

However, when constructing an asymmetric large extension building (or headquarter), a script would need to specify the orientation (which will be influenced by the current map orientation for a space site check). Thus, I think an layout should be able to be specified; however it must be rotated again in reverse according to the current map rotation.

Would that be acceptable to you too?
#30
Scripting Scenarios and AI / Re: Please revert r11480
Last post by Dwachs - November 23, 2025, 08:14:44 AM
To see that the current implementation does not work: generate a new map with many flat beaches and oil rigs, rotate once, let the AI run. There will be failure to build flat harbours.