JGRennison / OpenTTD-patches
OpenTTD - http://www.openttd.org/ - with additional patches
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Repository Overview (README excerpt)
Crawler viewJGR's Patchpack version 0.71.0 This is a collection of features and other modifications applied to OpenTTD. It's a separate version of the game which can be installed and played alongside the standard game, not a loadable mod (NewGRF, script, or so on). This is mainly intended to be used by players who are already familiar with the standard game and how to play it. It is not aimed at beginner/novice players. Some features and settings are there for very experienced players and so may have a steep learning curve. • * * OpenTTD is a transport simulation game based upon the popular game Transport Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features. OpenTTD is licensed under the GNU General Public License version 2.0, but includes some 3rd party software under different licenses. See the section "Licensing" below for details, • * * See below for the original OpenTTD readme. See jgrpp-changelog.md for the changelog. See the wiki for guides on how to use some of the included features. See installation.md for instructions on how to install. The TT-Forums thread for this patchpack can be found here. (Nearly all of the patches which are listed below have been modified, fixed or extended in some way, and so are not the same as the originals which are linked). Railways and Trains • Drive-through train depots. • Template-based train replacement. • Routing restrictions. See the guide on the wiki for more information. • Programmable pre-signals. These are not shown in the build signal window by default. See the guide on the wiki for more information. • Freight train through load. This is an alternative loading mode for freight trains for the case where the train is longer then the platform. • Multiple rail types per tile. • Polyline rail track building tool. • Add news setting for trains waiting due to routing restrictions. • Add setting to enable flipping direction of all train types in depot. • Realistic train braking. In this mode, trains have a stopping distance and will reserve ahead accordingly, trains cannot stop instantly. See the guide on the wiki for more information. • Allow converting track type under trains when compatible with the new rail type. • Add feature where trains adjust their speed to match the train in front to avoid stop-start behaviour. • Add a new train purchase window, where locomotive and wagons are in separate lists. • Add information about train full and empty loads and achievable speeds to the train info window. • Add setting to sort track types by category and speed. • Add a setting for whether to pathfind up to back of a one-way path signal. • Multi-aspect signal graphics. This requires a NewGRF which supports this and realistic train braking. • No-entry signals. These are not shown in the build signal window by default. • Add client setting to show all signals using the default baseset sprites. • Remember the last-used signal type between games. • Add client setting to show the introduction year for train wagons. • Add setting for rail depot maximum speed. • Add setting to allow auto-fill signal dragging to skip over stations/waypoints. Roads and Road Vehicles • One-way road and road vehicle overtaking enhancements. See the wiki for full details. • Add setting to allow articulated road vehicles to overtake other vehicles. • Add setting to control road vehicle re-routing on road layout changes. • Disallow ordering ordinary road vehicles to tram depots and vice versa. • Improve road vehicle pathfinding when multiple vehicles are simultaneously heading to a station with multiple bay/stop entrances. • Add setting for default road/tram types. • Add a setting to turn off road vehicles slowing in curves. • Add a setting to disable road vehicles from passing through each other when blocked for an extended period of time. • Allow road vehicle go to station/waypoint orders to have an associated required stop/bay/waypoint direction. • Allow changing road vehicle driving side when all road vehicles are in depots. Level Crossings • Close adjacent level crossings. • Prevent road vehicles from being stopped on level crossings. • Add setting to enable improved level crossing safety. • Trains break down after colliding with a road vehicle. • Only show level crossing overlay sprites on the outsides of multi-track crossings when using both adjacent and safer crossings settings. Bridges and Tunnels • Signals in tunnels and on bridges. • Custom bridge heads. • Chunnels (tunnels under bodies of water). Off by default. • Allow building rail stations under bridges, subject to height/clearance and bridge pillar limitations. • Add setting to allow placing NewGRF rail stations under bridges, when the GRF doesn't specify whether or not it can be placed under bridges. • Add setting to allow placing all NewGRF objects under bridges, even when it would not otherwise be allowed by the GRF. • Add setting to allow placing road/tram stops under bridges. • Add setting to allow placing docks under bridges. • Vehicles visible in tunnels (transparency setting). Airports • Upgrade airports. Ships • Ship collision avoidance. • Allow NewGRF ships to carry more than one cargo. Vehicles in General • Improved breakdowns. • Vehicle repair cost setting. • Send vehicles which need auto-renewing due to age, for servicing, even if breakdowns are off and no servicing if no breakdowns is on. • Add shift-clicking on vehicle depot button to select specific depot. • Cargo type filter in vehicle list windows. • Add client setting for vehicle naming scheme. • Vehicle lifetime profit. • Add settings to disable vehicle expiry and introduction after the given years. • Open train vehicle details window on total cargo tab if shift pressed. • Add news/advice setting to warn if no depot order in vehicle schedule. • Add buttons to collapse/expand all groups. • Add a setting to include the train length and group name in…