/itl_houses

A house replacement set for OpenTTD. Formerly known as Improved Town Layouts.

Primary LanguagePythonGNU General Public License v3.0GPL-3.0

ITL Houses

Photo credit: Kale on Discord Photo credit: Kale on Discord

A house replacement set using default graphics with new rules and features, for Temperate, Subarctic, and Subtropic.

Formerly known as Improved Town Layouts.

Subarctic & Subtropic Features

Better downtowns and suburbs

  • Flats are capped at 1 per every 10 houses
  • Each office building requires 1000 population
  • Office buildings cluster together into a commercial district
  • Landmarks (theatre, cinema, etc) and office buildings added from other climates for greater variety

Houses selected by land value

  • Land value is added by:
    • Water nearby
    • Being close to a town center
    • Being in a city
    • Not being in desert
    • Having a fountain or statue nearby
    • Being in the catchment of a station receiving passengers, mail, goods, water, food, or vehicles (FIRS)
  • Houses with accent colours are recoloured based on the land value:
    • 4..6: Red
    • 7..9: Yellow
    • 10..12: Green
    • 13-15: Blue
    • 16-18: Purple
    • 19+: Pink

Temperate Features

(Legacy features, to be changed to match Subarctic and Subtropic)

Better downtowns and suburbs

  • High-density residential and commercial buildings only grow within the coverage area of a passenger station
  • Downtown buildings cluster together
    • Pre-skyscraper brick buildings cluster separately from skyscrapers, so some cities have a separate "Old" and "New Town"
    • Note: A gap in passenger station coverage will block the cluster from expanding in that direction, since buildings may only grow within 2 tiles of another in its cluster
  • Downtowns stay proportional to the town
    • Each office building requires houses for its workers, so the towers won't overrun the suburbs

Historic Preservation

  • All buildings have longer lifespans to reduce the churn of constant rebuilding
  • Historic downtown buildings are kept in some towns, but demolished in others
  • Landmark buildings last forever

Landmark buildings

  • Landmarks lend character to your city and often generate increased passenger traffic
  • Some landmarks only grow in Cities (Hotel, Spa)
  • Some landmarks only grow when the town has enough population (Stadium, University, Courthouse)
  • All landmarks are kept from appearing too often, either some distance apart or only one per town

Start as early as 1700

  • Introduction dates range from 1700 to 2000, allowing a slow progression over time
  • Old houses accept Wood (until 1850) and Coal (until 1945) for fuel
  • Early buildings have reduced population to allow older, slower vehicles to keep up with demand
    • 1700-1850: 1/4 population
    • 1850-1950: 1/2 population

Compatibilities

  • Compatible with all industry sets and GameScripts (please report any problems)
  • Uses only base game sprites, thus compatible with any base graphics set including Original TTD, OpenGFX, aBase, zBase, and NightGFX
  • Requires OpenTTD version 1.10.0, JGR version 0.34, or better.

Parameters

Use additional sprites. Default off.

  • Use Bank sprites
    • Adds the Bank sprites as a University (temperate bank sprite) and a Courthouse (sub-arctic bank sprite)
    • Not recommended if playing with an industry set which includes banks
  • Use FIRS Hotel sprites
    • Adds the sub-arctic Hotel sprite as a Spa
    • Not recommended if playing with FIRS, which also uses this sprite
  • Use sub-tropical sprites (Temperate climate)
    • Adds the sub-tropical church sprite as an additional Church type
    • Adds one of the flats sprites as a random sprite of the Warehouse

Code Reference

All code is commented and is organized into several .nml files which are combined by a simple Python script into a merged .nml file for compiling into the .grf. All of these files are in /src/.

If you have any questions, please feel free to contact me and I will do my best to help.

Translations

Currently available in:

  • English
  • Simplified Chinese (SuperCirno)
  • Czech (adpro)
  • French (arikover)
  • German (WoelfiVW)

Please feel free to translate into your language and submit a Pull Request.

Limitations / Not in Scope

  • This is a house replacement set. It does not improve the behavior of other NewGRF houses, how towns build roads, or town growth.