

The net effect is to raise the storage cap before losses start to happen to 4,096,000 litres. There are openTTD patches / alternative clients that can automatically keep up advertising so you don't have to do it manually. Then, you can use periodic advertisement campaigns to boost the rating. So you could engineer a situation in which your rating is kept at this amount by various methods.įor example, you could found a town on a little manmade islet at your transfer point and build a dock and statue there. As long as fewer than 4,096,000 litres of oil are in the station and the rating is 50% or higher, no oil is lost. The answer is not to let too much stuff sit in a station. This might be all fine and good, but how do you solve your problem of losing (leaking?) precious oil? Apparently the computer rolled say 22 + 2 = 24 and removed 24,000 litres of oil (each unit of oil is represented as 1,000 litres or 1 m 3 in game). So, in your specific case, the first two lines applied. | Rating | Amount waiting | Decay rate (per 185) |

Then, if there are more than about 4,000 units remaining, the game will decay your cargo much faster at 1/64 th of the total stored above 4,000.įinally, if you somehow manage to out-pace this decay rate too, the game will remove any amount of cargo above 32,767 0x8FFF as overflow protection. Then, if there are more then 0 units waiting and the rating is below 50%, between 0 and 3 units will additionally be removed randomly. The natural decay rate is a random value clamped via bitwise AND between 0 and 31 units of cargo every 185 game ticks if the rating is below 25% and you have at least 200 units waiting but less than 4,096. The decay rate increases as the rating goes down further. When you have a very large amount of cargo waiting at a station, it will eventually lower the station's rating below the threshold value where cargo will naturally start to decay. The precise answer can be found on the official wiki, if you carefully read the section on station rating mechanics, as well as in the code. Station cargo is last I checked stored as a 2-byte number, which supports between 5 for each cargotype. When no vehicles arrive for years on end, the station is abandoned. Only so much cargo fits in the savefile/spec Game stability Too many cargo packets slows down the game.The reasons for this mechanic include three things: To get your mittens on some flair, please contact us from the account you want flaired with appropriate proof of your identity.Sidenote: An oil rig is a 'station' of sorts, it includes a neutral dock and helipad all companies can use. OpenTTDCoop or other large community team members.We hand out special "verified user" flair to those who request it and are in a genuine need for it. Official IRC Channel (#/r/openttd on OFTC).Report a Player / Moderator Contact /r/openttd links of interest reddit OpenTTD server network Server Rules - please read these! This subreddit welcomes any OpenTTD related content, discussions, and questions! Transport-related subjects are also permitted, but please try to keep it somewhat relevant to the game at hand. The project aims to produce a fully open source version of the 1994 classic, while extending it with new graphical options, signal types, and much more. OpenTTD is an open source remake of Chris Sawyer's Transport Tycoon Deluxe. If you're joining one of our servers, please be sure to thumb through our house rules.
