This is only passable in one direction, but does not have a signal
or show an aspect in the opposite direction
Add a setting for whether this is shown in the signal UI.
Off by default.
Prior to this change, without realistic breaking, trains would continuously run into the train in front of them. This makes them adjust their speed based on trains in front of them
Prior to this change, trees tended to either cover the entire map like an ancient forest, or alternatively you turn off their growth which breaks industry. Furthermore there are these ugly random tree clumps at the beginning of the game which look like squares on the map someone placed there.
This change adds a new tree placing setting which removes the ugly random clumps and only slightly modifies the initial placement. The actual growth causes trees to bunch up in higher levels as usual but on the lower 4 levels their growth works differently. The number of trees per tile is limited and the trees spread out over a wider area instead of only to the neighboring tile. That spreads them out more and makes for a nicer look.
This also allows cacti to spread, since they can now use that same algorithm and avoid bunching up, but spread as they should.
Prior to this change, the game tended to place towns on mountain tops. Realistic heightmaps had limitations because of this.
This change allows the player to specify that the towns should be generated in the valleys.
Prior to this change, road vehicles would always slowdown in curves. This forces the player to build grid like roads. With new height levels and more mountainous maps and in the absense of diagonal roads this causes unnecessary pain. It should be an option to turn this off, so mountainous maps and curvy roads are not punishing the player unnecessarily. Nobody wants to build grid like roads outside of towns.
Prior to this change, lakes could be very small and could also not be deactivated.
This change allows the deactivation of lake creation and the lake size is now the set size +- 25% instead of anything between 0 and lake_size.
This includes:
* CBID_VEHICLE_32DAY_CALLBACK
* CBID_VEHICLE_REFIT_COST
* CBID_VEHICLE_MODIFY_PROPERTY
This is on a per-property basis
The main benefit of this is to avoid callbacks not handled by the
vehicle's current sprite group from using the full graphics chain as
the "default" branch in the callback switch.
In the case where the graphics chain is long/expensive, a lot of work
had to be done before a callback failure result was eventually returned.