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"publishedAt": "2026-02-28T03:04:22.000Z",
"site": "https://www.tt-forums.net",
"tags": [
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"textContent": "> So I went into the code, the reason the things are mismatched, is because the epic code that they wrote, just divides all the cargoes evenly into the categories, I found that too immersive breaking for myself, I also want the hardest items to be the last category, and anything easy can be the first two categories, etc.. so I figured out how to manually set things to each category for the specific Firs 5.2 that I use...\n\nYou could attempt something more dynamic by analysing the cargo types present in the game when the script initialises. Iterating over each industry's produced cargo, walk back through the chain to the primary industry (care will be needed with industry GRFs like FIRS that create loops via farming/engineering supplies) and count the number of steps. That should form the basis for the categories.\n\n * Passengers & Mail would be hard-coded to Category 1 (it probably already is)\n * Most likely there will be more categories (I think RVG uses 5-6) than cargo-chain depths, so cargoes in the same depth may need to be spread across 2 categories.\n\n\n\nStatistics: Posted by md4r — 28 Feb 2026 03:04\n\n* * *",
"title": "OpenTTD AIs and Game Scripts • Re: [GS] Renewed Village Growth 12.1 (RVG)",
"updatedAt": "2026-02-28T03:04:22.000Z"
}