# 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 singleuser_install == 0 or not present, first only pak-file path will be read) # simutrans/pakfilefolder/config/simuconf.tab # ~/simutrans/simuconf.tab (readed a second time, s.a.) # ################################# Base settings ################################## # # 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 # # # # Do not delete these comment line! (Needed for installer) progdir_overrides_savegame_settings = 0 pak_overrides_savegame_settings = 0 userdir_overrides_savegame_settings = 0 # 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! # 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/ # The maximum number of position tested during a way search # Consumes 16*x Bytes main memory, where x is the "max_route_steps" value. max_route_steps = 1500000 # How many tiles to check before giving up on finding a free bay at a stop or free alternative route? # Default: 200 # Unlimited: 0 max_choose_route_steps = 0 # 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 = 16 # 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 = 2000 # 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 = 12 # 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=2 way_double_curve=6 way_90_curve=15 way_slope=10 way_tunnel=8 way_max_bridge_len=15 way_leaving_road=25 # if defined, the default tool will try to calculate straight ways (like OpenTTD) straight_way_without_control = 0 # These settings are used to calculate adjusted figures based on the length of the month. # To assume a base month length based on the settings in Simutrans-Standard, use 1,000 # base_meters_per_tile and 18 base_bits_per_month. # # To assume a base month length of 24 hours (to allow various settings to be calibrated # as if months were days), use a base meters per tile of 7500 base_meters_per_tile = 1000 base_bits_per_month = 18 # This setting determines the rate at which jobs replenish. At the default, 100, all # of a building's jobs replenish in exactly 1 month. At 200, it takes 2 months, and at # 50, it takes 1/2 a month. This is useful when calibrating the month/year scale as # against the hour/minute scale. If a month is timed as 6.4 hours (6:24), for example, # a day (24 hours) consists of 3.75 "months". For jobs to replenish once every 24 hours, # therefore, set this to 375 if the length of a month is 6:24. job_replenishment_per_hundredths_of_months = 100 # Save the current game when quitting and reload it upon reopening reload_and_save_on_quit = 1 # The path explorer is the system that calculates how passengers, mail and goods should # get from one place in the transport network to another. On larger maps, it takes a lot # of computational effort to calculate this, so the calculation is spread out over time. # Each step of the simulation, a certain amount of the pathing is calculated, and, once # the calculation is complete, the new calculated data are swapped for the old data. # # This setting allows the amount of work that the path explorer is allowed to do each # step of the simulation to be customised. The higher the number, the more work that will # be done each step. The current default is 64. When the path explorer was first written # in 2010, the default was 24. Setting this number too low will result in the paths taking # a long time to refresh. Setting this number too high will result in the game becoming # less responsive to user input on larger maps. # # Note that, in an online game, this setting is dictated by the server. path_explorer_time_midpoint = 64 # If the below setting should be enabled, the pathing data representing all the routes # between all the various stops are saved. This greatly reduces the time that it takes # to load very large saved games, but also very considerably increases the size of those # saved games (by >4x). save_path_explorer_data = 1 ############################### Passenger and mail settings ############################## # also pak dependent # town growth multiplier factors # The greater the factor, the greater the exent to which the thing to which the factor # makes reference influences growth passenger_multiplier = 40 mail_multiplier = 15 goods_multiplier = 20 electricity_multiplier = 20 # 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 = 200 growthfactor_capitals = 100 # The rate at which towns grow depends on their size. There are three different size categories: # "Villages", "Cities" and "Capitals". The following settings define the thresholds (in numbers # of population) above which towns become "Cities" and "Capitals". Anything smaller than # city_threshold_size is a "Village". These settings are overriden if any value in # city_threshold_percentage or capital_threshold_percentage be set. city_threshold_size = 2500 capital_threshold_size = 25000 # These values determine which rates of town growth apply depending, not on the absolute size # of the city, but rather its size relative to other cities in the game. If capital_threshold_percentage # is 5, for example, any city in the top 5% of cities by population count will be a capital. # These settings override the absolute values in city_threshold_size and capital_threshold_size # unless their values are 0, which is the default. It is recommended to use these rather than absolute # values, especially in longer games, where all towns may grow to the size of "capitals" eventually. city_threshold_percentage = 20 capital_threshold_percentage = 2 # These values are used in the city generation algorithm to determine the maximum size of cities. # max_city_size is the maximum size, in citizens, of any city at the point of generation. # max_small_city_size is the size, in citizens, of any city other than a "big city" at the point of generation. # # TIP: Set a lower number for these values the earlier that the game is started. max_city_size = 20000 max_small_city_size = 3000 # Enable this to use the old algorithm for city growth from Standard. # NOTE: The renovation_percentage in cityrules.tab should be increased if this be done. quick_city_growth = 0 # if enabled (default = 0 off) stops may have different capacities for passengers, mail, and freight seperate_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 # These settings determine the population, visitor demand, jobs and mail per "level" of building. # Each of these things can be set independently in the buildings' .dat files, but for older paksets # or paksets from Standard, only a "level" will be supplied, so these conversion factors are # important in those cases. population_per_level = 3 visitor_demand_per_level = 3 jobs_per_level = 2 mail_per_level = 1 # These settings determine the number of passenger trips that each person makes per game month # and the number of items of mail that each unit of mail demand produces per month, in 1/100ths. # This does *not* include onward and return trips, however, and is *before* adjustment for the # meters per tile and bits per month scales. passenger_trips_per_month_hundredths = 200 mail_packets_per_month_hundredths = 10 # This setting determines the maximum number of onward trips that passengers may make on a journey. # The actual number of onward trips for any given packet of passengers is a random number of anywhere # between 1 and this figure. This is only applicable if passengers are in fact going to make an onward # trip, the distribution_weight of which is determined by a different setting (see below). max_onward_trips = 3 # This figure determines how likely that it is that passengers will make any onward trips at all. It # is expressed in percentage terms. onward_trip_chance_percent = 25 # This is the distribution_weight, in percentage, that any given passenger journey will be a commuting trip. Any # trip that is not a commuting trip is classed as a visiting trip. commuting_trip_chance_percent = 67 # The following settings determine the way in which individual packets of passengers decide # what their actual journey time tolerance is, within the above ranges. The options are: # # 0 - Even distribution # Every point between the minimum and maximum is equally likely to be selected # # 1 - Normal distribution (http://en.wikipedia.org/wiki/Normal_distribution) # Points nearer the middle of the range between minimum and maximum are more likely # to be selected than points nearer the end of the ranges. # # 2 - Positively skewed normal distribution (squared) (http://en.wikipedia.org/wiki/Skewness) # Points nearer the a point in the range that is not the middle but is nearer to the lower # end of the range are more likely to be selected. The distance from the middle is the skew. # # 3 - Positively skewed normal distribution (cubed) # As with no. 2, but the degree of skewness (the extent to which the modal point in the range # is nearer the beginning than the end) is considerably greater. # # 4 - Positively skewed normal distribution (squared recursive) # As with nos. 2 and 3 with an even greater degree of skew. # # 5 - Positively skewed normal distribution (cubed recursive) # As with nos. 2, 3 and 4 with a still greater degree of skew. # # 6 and over - Positively skewed normal distribution (cubed multiple recursive) # As with nos. 2, 3, 4, and 5 with an ever more extreme degree of skew. Use with caution. random_mode_commuting = 2 random_mode_visiting = 6 # The tolerance modifier percentage applies a percentage modification to all visiting passengers' # journey time tolerances to allow for a more precise adjustment of these numbers than is possible # with the basic figures alone, especially where a high skew value be used. # # Also, setting this number to zero will disable not only the tolerance modifier percentage, but # also the system for modifying the tolerance dynamically based on the visiting passenger success # rates of the individual buildings from which passengers originate. tolerance_modifier_percentage = 100 # Some passengers who are not able to find a route will be content to go to an alternative destination. # This is set separately for visiting passengers and commuting passengers. It can either be set in # absolute figures using max_alternative_destinations_visiting and max_alternative_destinations_commuting, # or set as a proportion of the total number of jobs and total level of visitor demand, using # max_alternative_destinations_per_visitor_demand_millionths and max_alternative_destinations_per_job_millionths. # Using the relative settings is recommended, as this scales much better to the map size. # # This is specified as the maximum number of alternative destinations, as the actual number for any # given packet of passengers will be randomised between zero and this number. # # This figure strongly affects how many passengers will travel, and also can have a significant effect on # the computational load. #max_alternative_destinations_commuting = 6 #max_alternative_destinations_visiting = 12 #min_alternative_destinations_commuting = 2 #min_alternative_destinations_visiting = 1 max_alternative_destinations_per_visitor_demand_millionths = 2750 max_alternative_destinations_per_job_millionths = 5000 min_alternative_destinations_per_visitor_demand_millionths = 750 min_alternative_destinations_per_job_millionths = 2500 # Passengers who can afford to travel in higher class accommodation on a convoy that also has # lower class accommodation will only spend the extra money if they consider the additional # comfort worthwhile. Each passenger's preference for this is randomised on creation. The # minimum is the same as the maximum comfortable journey time (i.e., at this minimum level, # the passengers will only pay to travel in more comfortable accommodation if the journey # time exceeds the maximum comfortable journey time for the lower class of accommodation). # The maximum a percentage of this figure, set below. For example, if this is set to 500%, # passengers will travel in a higher class of accommodation if the journey time is more # than one fifth of the maximum comfortable journey time of the lower class of accommodation. max_comfort_preference_percentage = 500 ################################## Industry settings ################################# # 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 = 25 #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 distribution_weight 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 = 1100 # true if transformers are allowed underground (default) allow_underground_transformers = 1 # This setting determines the behaviour of industry demand. # At 0, industries will always demand goods until their internal storage is full, no matter how many goods are already in transit. # At 1, industries will demand enough goods to fill their internal storage initially, then will demand only enough goods to keep up with the demand of their consumers. # At 2, industries will demand only enough goods to keep up with the demand of their consumers without trying to fill their internal storage first, but will not demand so many goods that their internal storage is likely to overflow. # At 3, industries behave as in 2, save that the internal storage of consumer industries is ignored. # At 4, industries will demand goods whenever their internal storage does not have sufficient stock to last until the next delivery is estimated to arrive if the goods were to leave the producing factory now. # At 5, production contracts will be used. Production contracts work as follows: # For each industry, it is has production capabilities and production contracts for more than its production capacity, it will evenly reduce the contracts to its linked consumers with the aim of having the # total contracts being equal to its production capacity. If that producing industry's total contracts is less than one eighth of its production capacity, it solicits contracts to its linked consumers. # If the industry consumes goods, it calculates its expected consumption using past consumer data (for consumers), current staffing levels, current production contracts (for manufacturers), and current amount # of goods in transit and in stock (which only reduces, not halts, the expected consumption). If the total contracts is less than the expected consumption or more than 10 percent of expected consumption, it # tries to adjust the contracts to existing links in two rounds, one concentrating on active and staffed producers, then all producers. Such adjustments are done evenly with slight weight towards more nearby producers. # If that fails to produce a total number of contracts above the expected consumption, a third round is performed more aggressively such that it saturates the supply of each producer, starting with the nearest, until # the total exceeds the expected consumption. If it still cannot meet the expected consumption with existing links, it then will attempt to connect to other suppliers to fill the void. Also, when production contracts # are used, industries that have had no production contracts for 12 consecutive months or has been unproductive for 60 consecutive months will close. just_in_time = 2 # How much amount in transport is sent before further distribution stops # This is only enabled when "just_in_time" is enabled (i.e. set to a value > 0) # The limit is given in percent of factory storage (0=off) # # This number is scaled to the ratio of the time that it takes the industry to # consume its stock to the average lead time for new deliveries. Values of # slightly over 100% are recommended. maximum_intransit_percentage = 110 # 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 # The following settings determine the thresholds for deciding whether an industry is short # of staff. # # minimum_staffing_percentage_consumer_industry is for consumer industries (i.e. shops): it # is the threshold (in percentage of the total complement of staff) below which the shop # must close until more staff can be found. No visiting passengers can start their journeys # to a consumer industry whose staffing level is below this proportion. # # minimum_staffing_percentage_full_production_producer_industry is for producer industries: # it is the threshold below which the production of the industry will be scaled back # to match the proportion of the available staff. For example, when this setting is at # its default value of 80, if the industry has 81% of staff, it produces at full capacity. # If the industry has 75% of staff, it produces at 75% of capacity, and so forth. minimum_staffing_percentage_consumer_industry = 66 minimum_staffing_percentage_full_production_producer_industry = 80 # If this is disabled, all industries will continue to operate fully despite having no staff. # If this is enabled, industries will cease to operate if they are short of staff (subject to # the setting in rural_industries_no_staff_shortage). # Default: 1 (enabled) factory_enforce_demand = 1 # If the below setting is enabled, industries situated outside a town will continue # to function as normal even if they are short of staff. It is recommended to enable # this, as there is currently no way of ensuring that towns are built close enough # to industries in the early years to allow those rural industries to produce. rural_industries_no_staff_shortage = 1 # This setting will connect every industry not in a town by road to the nearest town # that it can reach whenever an industry is built. The number specifies how far down # the rank order of nearest towns that the industry will try to connect to if it cannot # connect to the nearest town. # # 0 = disabled # 1 = try to connect to the nearest town # 2 = try to connect to the nearest town, and, if unsuccessful, try to connect to the second nearest town # 3 = ...first, second, then third nearest town # ...etc. auto_connect_industries_and_attractions_by_road = 4 # This setting allows advanced players or developers retrospectively to edit the industry # density proportion of a running game. Do not alter this without a full understanding, # or else industry generation might not work properly. # #industry_density_proportion_override = 0 # Sanity check: overrides to deal with problem settings in individual factory buildings in paks which round down too low. # Minimum storage size for industries should be set at the size of a small vehicle which is expected to # be usable economically during the game. This is always at least 1, but usually more like 5 or 7. minimum_industry_input_storage_raw = 1 minimum_industry_output_storage_raw = 1 ################################# Display settings ################################ # Use with care # These settings can and should be meade in the Display settings dialogue in game. # Settings made here will override player preferences set in the Display settings UI. # Do not set these parameters in simuconf unless you know exactly what you are doing! #################################### GUI settings #################################### # show graphs old style (right to left) or rather left to right (default) #left_to_right_graphs = 1 # You can use a system font. BUT you must specify the whole path to it! # This can be only set in the user defined simuconf.tab #fontname=C:\Windows\fonts\arial.ttf # if run on a mobile device, setting hide_keyboard=1 will only show the keyboard # when there is text to input in a dialoge. Other than that textinput will not # be possible (no keyboard short cuts). # Currently only supported with SDL2 hide_keyboard = 0 # Position of the main menu bar (0=top, 1=left, 2=bottom, 3=right) #menubar_position = 0 # 1=selecting a tool again will close it (0=will be topped/reinit) #reselect_closes_tool = 1 ##################################### Map view ##################################### # 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 default: COL_GREY2 (210) #background_color = 210 # If set to 1 (default) the numpad will always move the map. # if set to 0, it will always produce numbers #numpad_always_moves_map = 1 # Should month be shown in date? # (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4, japanese no season=5, us no season=6, german no season = 7, hours/minutes scale = 8, japan hours/minutes scale = 9) # This is most useful, if you use longer months than the default length (see below) # The hours/minutes scale shows the time in hours/minutes as used for determining journey times and other short times. It is the recommended setting. show_month = 8 ################################# Tooltips/overlays ################################# # show_names has been deprecated. Use show_station_names, show_station_statistics and station_label_style instead # show_names will be ignored if either show_station_names, show_station_statistics or station_label_style is defined within the same file. # Across different simuconfs, show_station_names, show_station_statistics and station_label_style can override show_names as well as the other way round. # # Show station names? # (1=on, 0=off) #show_station_names = 1 # Show station status bars? # (1=on, 0=off) #show_station_statistics = 1 # The visual style of the station name label: # 0 = black name in color box # 1 = name in player color with outline # 2 = box in player color left of name in yellow outline #station_label_style = 1 # Show the name of depot above own depots #show_depot_names = 0 # show a tooltip on convois at several conditions # 0 no messages # 1 (default) only no_route and stuck # loading and waiting at signals too #show_vehicle_states = 1 # 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 ################################# Vehicle display settings ################################# # pedes_and_car_info has been deprecated. Use pedestrian_info and car_info instead # pedes_and_car_info will be ignored if either pedestrian_info or car_info is defined within the same file. # Across different simuconfs, car_info and pedestrian_info can override pedes_and_car_info as well as the other way round. # # Show info windows for private cars? # (1=on, 0=off) #privatecar_info = 1 # Show info windows for pedestrians? # (1=on, 0=off) #pedestrian_info = 0 # If a convoi which you are following enters a tunnel, what to do # 0=do not change view, 1=switch to underground mode and back, 2=switch to sliced underground mode #follow_convoi_underground = 2 # show (default) tiles with a halt when editing a schedule #visualize_schedule = 1 ############################### Further Display settings ############################### #These cannot be set in the Display settings UI, so simuconf is the only way to set these # 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 # (=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 # 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 infos on trees? # (1=on, 0=off) #tree_info = 1 # Show infos also on bare ground? # (1=on, 0=off) #ground_info = 1 # Show passenger level of townhalls? # (1=on, 0=off) townhall_info = 1 # do not show the button to add an inverted schedule for rail based convois # (1=hide, 0=show anyway) hide_rail_return_ticket = 1 # do not show the buttons to delete old savegames (default) show_delete_buttons = 1 # always open only a single info window for the ground, # even if there are more objects on this tile #only_single_info = 1 # Should stations get numbered names? (1=yes, 0=no) #numbered_stations = 0 # Should either account (default) or net wealth be shown below the screen? player_finance_display_account = 1 # Waytype color # All #waytype_color[0] = #aaaaaa # road #waytype_color[1] = #b551d6 # rail #waytype_color[2] = #ffa22a # ship #waytype_color[3] = #0079ff # monorail #waytype_color[5] = #b52021 # maglev #waytype_color[6] = #ff61bd # tram #waytype_color[7] = #6bd310 # narrowgauge #waytype_color[8] = #b58200 # air #waytype_color[9] = #31cbff ################################### Finance settings ################################## # # 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 # # 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 1/10 credits),interpolate (1) or step(0) # starting_money[0]=1930,20000000,1 # starting_money[1]=2030,35000000,1 # This setting controls whether players are permitted to buy vehicles after their # retirement date. The default, allow_buying_obsolete_vehicles=1, allows players # to buy old vehicles by clicking a "Show obsolete" button in the depot / replacer # window. This button is not shown if this is set to 0. # # If this is set to 2, players can buy vehicles after their retirement date, but # not after they have become obsolete. allow_buying_obsolete_vehicles=1 # If this setting should be enabled, it will be possible to see # information about what will happen to certain vehicle types in # the future, specifically, when they will stop being produced and # whether they will have any upgrades. show_future_vehicle_information = 1 # 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 # if a convoi 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 convoi 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 construction/destruction stuff #cost_buy_land=100 #cost_alter_land=1000 #cost_set_slope=2500 #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 # in beginner mode, all good prices are multiplied by a factor (default 1500=1.5) beginner_price_factor = 1500 # The number of months of maintainance that the make public tool costs to use cst_make_public_months = 60 ################################### Miscellaneous settings ################################## # # also pak dependent # # 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 # minimum/maximum allowed height level for the map (too high might cause display errors) # Also those number must no be the same #world_minimum_height = -12 #world_maximum_height = 32 # minimum distance between two townhalls #minimum_city_distance = 16 # Minimum distance of a city attraction to other special buildings #special_building_distance = 3 # Minimum clearance under bridges is 1 or 2 levels? (default = conversion factor) #way_height_clearance = 1 # This is the maximum "level" of a building that may be built underneath an elevated way. # Set this to 0 to disable building elevated ways and bridges with supports over any buildings. # Default: 2. #max_elevated_way_building_level=2 # 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 = 1024 # This is the maximum number of tiles that a road, river or canal # that is a public right of way may be diverted for an existing # public right of way to be deleted. Diversion allows players to # change the course of public rights of way to accomodate, for # example, railways whilst protecting their integrity. max_diversion_tiles = 16 # This is the fraction of the way's total wear capacity below which # the way will count as degraded and be automatically renewed or, # if the player has insufficient money or auto-renewal has been # disabled for the way in question, will enter a degraded state # in which the speed limit will be reduced. (At a state of 0, # the way will become totally impassable). # Default: 7 (approx. 14%). way_degradation_fraction = 7 # These two settings determine the default relationship between # the weight of vehicles and their way wear factors. Air and # road vehicles use the "road_type", and all others apart from # maglev and water (which are hard coded to zero) use the # "rail_type". This only applies to vehicles whose way wear # factor is not specified in the individual vehicle definitions. # The default for road is 4, based on the "forth power law": # http://www.pavementinteractive.org/article/equivalent-single-axle-load/ # The default for rail is 1. way_wear_power_factor_road_type = 4 way_wear_power_factor_rail_type = 1 # This is the setting to calibrate the way wear system. This # is only effective for vehicles which do not have their way # wear factor set in their individual .dat files. For an # explanation of the standard axle load (in tonnes), see # the link above. # The default is 8, which is the UK standard for road. standard_axle_load = 8 # This is the way wear factor exerted on roads by all # "citycars" (that is, the automatically generated # private road traffic) in the game, measured in # 1/10,000ths of a standard axle load. # Default = 2 citycar_way_wear_factor = 2 # 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 # This is the distance in meters at which train drivers can see signals ahead. # Trains have to brake in time for signals which might be at danger, so this # distance affects train speed. sighting_distance_meters = 250 # This is the maximum speed at which rail (including narrow gauge, monorail and maglev) # vehicles may travel in the drive by sight working method. 0 = as fast as they can # stop in time with no other limit. # # This is specified separately for trams. max_speed_drive_by_sight_kmh = 35 max_speed_drive_by_sight_tram_kmh = 50 # The following settings apply to time interval signalling only. # # time_interval_seconds_to_clear is the time, in seconds, after a train has completely passed a time interval # signal that it will reset its aspect to clear. # # time_interval_seconds_to_caution is the time, in seconds, after a train has completely passed a time interval # signal that it will reset its aspect to caution. # # Default: clear - 600 (10 minutes); caution - 300 (5 minutes) time_interval_seconds_to_clear = 600 time_interval_seconds_to_caution = 300 # Corners of greater than 45 degrees have their radius calculated. However, because of # the rigid tile system in Simutrans, this produces unrealistic results when applied # to corners of 45 degrees. A value is thus specified here. This affects the speed # at which vehicles can take 45 degree corners. # # If this is set to 0, 45 degree corners are treated as straight. # # If this is set to 9999, adjacent pairs of degree corners are treated as half the # radius of a 90 degree corner (and non-adjacent pairs scaled according to the distance # between them). This is techincally correct but does not work well in Simutrans because # of the inability to have gentler corners. # assumed_curve_radius_45_degrees = 1000 # Towns have speed limits. This value, expressed in km/h, is the speed limit # value for urban roads in the game. # Default: 50 # Set to 0 to disable town speed limits (roads will have their base speed limits in towns). # This only applies to roads. town_road_speed_limit = 50 # This allows for height maps with more height levels new_height_map_conversion = 0 # 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 # This setting alters the revenue for electricity transmission. # The figure is a percentage of the default revenue. Default: 100. power_revenue_factor_percentage = 100 ############################## Private car settings ############################## # How many private car routes tiles to process in a step. # With a higher number, routing data in game will be updated # more frequently. With a lower number, responsiveness will # be improved. Turn this down if there are frequent moments # of unresponsiveness. # # Default: 16384 # Setting to 0 means that all routes will be processed in # a step regardless of number of tiles max_route_tiles_to_process_in_a_step = 65535 # How many private car tiles to process in a step on a server # which is paused and on which processing background tasks # while paused is enabled. # # This setting only affects the game when running as a server. # # Default: 65535 # Setting to 0 means that all routes will be processed in # a step regardless of number of tiles. max_route_tiles_to_process_in_a_step_paused_background = 262140 # If the following setting is set to 1, private cars will assume # that they can reach anywhere on the map irrespective of the actual # road network. Private cars will not follow routes, but will drive # around semi-randomly at all times. # # Enabling this might improve performance on slow systems. # # Default: 0 assume_everywhere_connected_by_road = 0 # The following settings adjust the recording of private car routes. # These are the routes encoded on the in-game roads that private cars # follow when going from place to place. Without private car routes # written into the world, private cars will move on the basis of # a heuristic algorithm estimating which is the best way of getting # to their destination, but this will often lead to wrong turns. # # However, properly writing these data can take a large amount of # memory on a large map (and memory consumption of this increases # exponentially with the number of cities). Thus, these settings # are intended to allow fine tuning of how much in the way of # route data are stored. # # The first two settings relate to whether private car route # finding should not make individual routes to town industries # and attractions. If these are enabled (a non-zero value), # private cars headed to industries and attractions will instead # use the route to the town in which the industry/attraction is # located and move heuristically on entering the town. # The number represents the minimum visitor demand (adjusted # for scale - i.e., the numbers shown in game, rather than in # the .dat files for the pakset) for an in-town industry/attraction # before it is allowed to have its own route. This allows load # balancing for high demand town buildings with different access # routes without consuming large amounts of memory with routes to # large numbers of lower demand buildings. # # Default (for each): 120 private_car_route_to_attraction_visitor_demand_threshold = 0 private_car_route_to_industry_visitor_demand_threshold = 0 # The next setting deals with private car routes to industries out # of town. Cars will not be able to route to these by using the route # to the town, so not having a private car route for these is more # of a problem. However, if this is set to any non-zero value, # no private car route to a non-consumer industry too far away # to be within the maximum journey time tolerance of the fastest # private car journey possible will be recorded. This may be # a problem if private vans (industry owned goods transport) # should ever be introduced, but that is not an issue at present. # # Default: 1 do_not_record_private_car_routes_to_distant_non_consumer_industries = 1 # The next setting, if set to zero (default: 1) allows the private # car route finder to record a route to each individual city building. # WARNING: This has not been tested. This may result in very large # memory consumption. Turn this to zero at your own risk. # # Default: 1 do_not_record_private_car_routes_to_city_buildings = 1 ############################### Landscape settings ############################### # 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 # Determins how dense are spare trees going to be planted (works inversly) forest_inverse_spare_tree_density = 400 # climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 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) no_trees = 0 # if set, no lakes will be created at all no_lakes = 0 # 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 navigavable 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 ################################### Time settings ################################### # 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 64 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 vaule for 64 is 1956 # starting_year = 1930 # Starting month of the game for people who want to start in summer (default 1=January) starting_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 maintainance cost will be adjusted accordingly. # bits_per_month = 20 ################################# System settings ################################# # Set this for playing MIDI music with your preferred soundfont. # Need Fluidsynth support. # A recommended lightweight (30 MB) soundfont is PCLite: # http://www.personalcopy.com/sfarkfonts1.htm # https://src.fedoraproject.org/repo/pkgs/PersonalCopy-Lite-soundfont/PCLite.sf2/629732b7552c12a8fae5b046d306273a/ # But there are many more, including greater quality ones. # Set either the full path or the name of the .sf2 soundfont saved into the "music" directory soundfont_filename = PCLite.sf2 # compress savegames? # "binary" means uncompressed, # "zipped" means compressed # "bzip2" uses another compression algorithm # "zstd" may be available too: this can be much faster for larger games # when saving the path explorer data is enabled. # 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 = zstd # Alternate format for faster autosaves autosaveformat = zstd # zip and zstd allow for finetuning their packaging versus speed with and additional # compression level parameter. # Zip form 1(fastest) to 9(smallest) with 6 a good compromise # zstd goes form -10 to 30 or so. Meaningful are mostly single digit values save_level = 3 autosave_level = 1 # autosave every x months (0=off) autosave = 0 # 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 # 0: disable fullscreen # 1: enable fullscreen # 2: enable borderless fullscreen emulation (frameless window, screen size cannot be altered) fullscreen = 0 # For versions of Simutrans compiled to work in a multithreaded system (which will improve # certain aspects of performance on multiple core/processor machines), this is the number # of threads that will be used. It is best not to set this number higher than # the number of physical cores on your computer. Maximum: 12. threads = 6 # maximum size of tool bars (0 = no limit) # if more tools than allowed by height, # next and prev arrows for scrolling appears toolbar_max_width = 0 toolbar_max_height = 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 = 30 # Same as frames_per_second, but for fast forward (default 10) #fast_forward_frames_per_second = 10 # 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 nromal gaming this will be detrimined automatically, so you # usually you do not need to set this manually. simple_drawing_tile_size = 4 # you can force fast redraw for fast froward by this (default off) simple_drawing_fast_forward = 1 # How much faster should the game proceed with fast forward (limited by your computer and size of the map) fast_forward = 100 ################################### Network settings ############################## # # Synchronized networking is always a trade off between fast respone 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 listd 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 comands 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. # # The sum of server_frames_ahead and additional_client_frames_behind should be # evenly divisble by server_frames_between_checks for best network performance. 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. # # The sum of server_frames_ahead and additional_client_frames_behind should be # evenly divisble by server_frames_between_checks for best network performance. 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. # # This is the number of sync steps for every step. Sync steps handle user interaction # and things that update regularly: steps handle things that take much computational # effort, such as routing. Each step takes much more time than each sync step. # This setting is only active in network mode: the timing is automated in single # player mode. server_frames_per_step = 8 # 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 = 32 # 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 # alternative server name (an or IP6) Use only if server_dns is set! #server_altdns = fe80::1 # Port address (usually set via command line) #server_port = 13353 # 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 = 0 # Run background tasks (the path explorer and private car # route finder) when the server is paused. server_runs_background_tasks_when_paused = 0 # Nickname when joining network games #nickname = John Doe # Server saves savegame when being killed (default=0 off) server_save_game_on_quit = 0 # Chat window transparency (0=off, 25, 50 75 are possible) chat_transparency = 0 # The number of game months before a player making no changes # to its company is unlocked automatically to allow other players # to take over. unprotect_abandoned_player_months = 120 # The number of game months before a player that has never built # anything substantive is deleted automatically. remove_dummy_player_months = 24 # Here you can add a message about your server (It will read this file on each joining anew) #server_motd_filename =