

In fact, my goal is to make this file as complete and accurate reference of TTD savegame structure as possible, for as long as I can maintain it. This file documents many things I know about the structure of Transport Tycoon Deluxe (TTD) savegame files. If your browser cannot display it properly, you're probably better off viewing it as plain text, especially if you have a way to filter out all the HTML markup. Hint: Although this document is 100% HTML 3.2, it uses nested tables rather heavily. Additionally, workers did not return home from the factories.Transport Tycoon Deluxe savegame internals The best network was a simple collector network from nearby towns to funnel workers to busy factories. However, this method had its drawbacks, primarily in the unrealistic passenger network design in fact a true “network” was ill-advised since CargoDist has no concept of how many workers are required by each factory. This required players to build commuter lines to serve their factories and made for a more holistic approach to building a transportation company. In my previous economy/industry NewGRFs Industries of the Caribbean and Lumberjack Industries I’ve used the Passengers produced by houses as Workers, required for industrial production and limited (in Lumberjack, at least) by a town growth script.
#OPENTTD PERCENTAGE TRANSPORTED FREE#
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Testing has shown this to be an achievable goal which still requires careful service planning and optimization. The maximum efficiency is reached when 75% of the possible passengers produced in a month are carried (including by houses not served by any stations). The maximum production determined by the population is multiplied by a Production Efficiency percentage, from 0% to 100%.

Secondary industries consume one unit of input cargo per every five population, with no limit. Primary industries increase their maximum production for each thousand population, up to 4,000 population and about 640 production per month. There are two metrics which determine the production level of the industry: Town Population and percent of Passengers transported. “Flefingbridge Oil Wells”), however those passengers don’t have to travel to or from the industry itself. In Improved Town Industries 2, industry production requires Passengers to be transported in the town which “owns” the industry (the one named in the industry name, e.g. (Jump to Design Notes) Cargos and Industries Improved Town Industries 2 makes town service integral to industrial production, and when used with a growth script like Renewed Village Growth, makes for a challenging yet satisfying game loop. In most OpenTTD economies, towns have no relation to industrial production lines and are often seen as merely an impediment to rail infrastructure.
