Quote from: jamespetts on October 01, 2026, 01:24:38 PMThank you very much for all this research and work: it is much appreciated. I am currently on a train and do not have time to review fully, but I have one or two brief queries and observations in the interim.
First, you refer to the number of units of goods per month at one point. Can I check whether all your calibration is to the short or long time scale? The intention is generally that passengers, mail and goods production are all calibrated to the short time scale rather than the long time scale, or else transport movement, which is calibrated to the short time scale, will not make sense (we cannot transport a month's worth of goods or passengers in 6 hours and 20 minutes).
Second, I note that you refer to clothes shops ceasing to exist later in the game. The current intent is that clothing sales in later eras go to department stores and possibly even supermarkets, so clothing sales do not end with the end of small dedicated clothing shops.
Third, can I check whether you have calibrated the shops' consumption based on adjusting for the difference between the actual space that an individual shop would take and the amount of area that the pakset represents it as taking at 125m per tile? We need the consumption calibrated to (for a one tile shop) 125m squared of shop of that type rather than one individual shop of that type; all the city buildings and city industries need to be balanced like this so that overall production and consumption in cities nets out correctly.
Fourth, I think that packaged food needs to be a different type to canned food: it is a later innovation and has different characteristics (plastic rather than metal inputs for packaging, for example). However, this will need food processing plants in the modern era to work.
Quote from: wlindleyGlad to see this activity here! I have been away from game dev for a while but hope to get back to this.
How about the open-air Market? Currently the last retires in 1974, but farmers' markets do continue today.
I also note that like the stone building blocks that comprise the various castles, churches, and cathedrals . . . that the Market could visually consist of just four blocks (left and right, in two rotations) combined to give the four rotations now requiring sixteen tiles.
Such a re-do could also be augmented with variations for very small towns, as well as for older marketplaces that might include a low-demand tile for books, china, and hardware. Perhaps even another component tile for paper [1] and textiles (think bazaar).
Additionally, I wonder if a city consumer industry like this could use 'Fields' to grow from a single tile to several as the city grows?
[1] much smaller demand than a stationers - and actually how about adding a stationers shop?
Quote from: wlindley on October 01, 2026, 01:32:05 PMGlad to see this activity here! I have been away from game dev for a while but hope to get back to this.Welcome back!
How about the open-air Market? Currently the last retires in 1974, but farmers' markets do continue today.
I also note that like the stone building blocks that comprise the various castles, churches, and cathedrals . . . that the Market could visually consist of just four blocks (left and right, in two rotations) combined to give the four rotations now requiring sixteen tiles.
Such a re-do could also be augmented with variations for very small towns, as well as for older marketplaces that might include a low-demand tile for books, china, and hardware. Perhaps even another component tile for paper [1] and textiles (think bazaar).
Additionally, I wonder if a city consumer industry like this could use 'Fields' to grow from a single tile to several as the city grows?
[1] much smaller demand than a stationers - and actually how about adding a stationers shop?
QuoteIn short, going off of the StatsCan numbers above for clothing retail store counts and floor area, ClothesShop distribution weight appears to go from 14 in 1910 (using 1930 as a reference year), to 20 in 1945 (1952 ref. year), to 40 in 1960 (1978 ref. year), to 100 in 1990 (1998 ref. year). In fact, this number is so high that using the original reference point (PetrolStation1975 = 25), the original result was 257, more than double the maximum value of 127, so this is after I rescaled everything so that 1990 = 100.
Quote from: MobRules on September 29, 2026, 07:46:59 PMThanks for the help!![]()
Unfortunately, this just gives me a different library error. (And I get the same one if I try to run from the just-downloaded simutrans-extended without replacing the four files with the linux.zip ones.) This time it's libSDL3.so.0.
I did a package manager search on the library name, but couldn't find anything.
I should have clarified that my previous post was about my attempts yesterday, so it would have been yesterday's build.
My brain has just been -- not as good as it used to be. So there's a good chance I'm doing something wrong somewhere.