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Two Doors, Two Depots

VERSION 0.991  ·  5 SEPTEMBER 2026  ·  GRF v99 UNCHANGED

A server patch on top of v0.99. The Rail Baron learns how a real terminus is wired and stops sleeping on its money, every vehicle class now sticks to its own mode, industry holdings come down to match the faster industries from v0.972, and a leak that paid players for selling vehicles is closed.

Nothing to download. GRF v99 is unchanged. No talent node moved and nobody respecs. Each world takes this at its next reset, so within four hours the whole farm is on it.

Two doors into every station

The AI's double-track terminus used to bring both main lines in through one junction tile, and an arrival could curl back into a hairpin that trains cannot take. It is now built the way a player builds one:

Two depots, either end

Where trains bank up is the loading end, so both ends of a double-track line now get a proper queue: on the arriving lane a depot on each side of the track, the straight between them removed, and a signal on either side of the junction. An arriving train that finds the platforms busy waits inside a depot, off the running line, and with two depots one is always open. If only one side has room you get one depot and the log says so.

Long, medium, short

A rich Rail Baron used to spend its session failing at very long surveys. On one world three Barons ran thirty-one long surveys for two routes, each failure four to twenty minutes of silent search, while every medium survey that ran became a line. The band a Baron shops in now has to earn its keep:

BandRoute lengthWhen
Long300 to 600 tilesRich Barons, until it misses 2 rounds running.
Medium100 to 300 tilesThe next 6 rounds after a long miss, and the default once the class has proven itself.
Short6 to 16 tiles4 rounds after 2 medium misses, because a short line still pays and funds the next long attempt. Then long again.

A miss is any round in the band that built nothing, including rounds where every candidate was too dear, which is exactly the case a short line funds. A route of 100 tiles or more now proves the class the way three openers used to, so a Baron that opens with a medium double track no longer goes back to hunting openers.

Every class sticks to its mode

The Rail Baron has run trains only since v0.972 and it worked. The same rule now holds for all four vehicle classes: a Roadmaster builds road only, an Admiral ships only, an Aviator aircraft only. No truck frontage on their stations, no bus feeders, no dock shuttles, no town weave around an airport. An Admiral therefore needs docks whose catchment actually sees the cargo, and picks its pairs that way. The strategy classes (Industrialist, Merchant, Magnate, Urbanist) keep their mixed fleets.

Holdings come down

v0.972 made every industry develop about three times faster, and the holdings dividend pool scales with the development it buys, so holdings income was climbing with it. The industry development dividend is now 900 per hundred extra units hauled, down from 3,000, roughly thirty percent of the previous figure. Sink dividends (power stations, water towers, banks) and town holdings are untouched: the growth multiplier never reached them.

Industries open at half

Added later the same day. A forest at "Output: 800% (ENGINE MAXIMUM)" showed the wall: OpenTTD caps any industry at eight times its default production level, and no script can raise that. Every industry now opens at half its vanilla output, so the ceiling sits sixteen times above the start instead of eight, and a developed, powered, populous industry has room to keep growing for most of a session. The window's Output figure is relative to the start, so a fresh industry still reads 100% and the wall reads 1600%. Consequences, stated: early haulage income is about half what it was until industries develop, and holdings dividends at a given development are half too; the absolute ceiling is unchanged, so a maxed industry pays what it did.

Talents and research multiply on their own

Added later the same day. Session XP used to be base, times your charter, times the finish bonus, times one percentage that added your XP talents and your XP research together. So twenty-two points of research on a +145% talent build was worth nine percent more XP, which is not what trillions of research money should buy. They are separate factors now: base, times charter, times finish, times your talents, times your research, each on its own. Contracts and records pay through the same five factors, and the rankings row shows the two you could not see before, as talents x2.45 | research x1.22.

Fixed