/usr/share/games/simutrans/config/simuconf.tab is in simutrans-data 111.2.2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#
# Low-Level values and constants
#
# Lines starting with '#' or any non_character letter will be ignored!
# To actually set a value, remove the leading '#'!
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab (this one)
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install == 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#
#################################program stuff##################################
#
# This simuconf.tab will be read first => we set meaningful defaults here.
#
# load/save the files in the users or the program directory directory? (default: 0 = user directory)
# ATTENTION!
# will be only used if this file is located in the program directory at config/simuconf.tab!
#singleuser_install = 0
# Default pak file path
# which graphics you want to play?
# Nothing means automatic selection
# ATTENTION!
# This will be only used if this file is located in the program directory at config/simuconf.tab!
# and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
#
#pak_file_path = pak/
#pak_file_path = pak.german/
#pak_file_path = pak128/
#pak_file_path = pak.japan/
#pak_file_path = pak.winter/
#pak_file_path = pak.ttd/
#
#################################program stuff##################################
# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm)
max_route_steps = 1000000
# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will give strange results
station_coverage = 2
# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000
# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less passengers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 9
# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
#
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leaving_road=25
###############################passenger stuff##############################
# also pak dependent
# town growth multiplier factors (electricity is not used at the moment)
# A heigher factor mean faster growth
# passenger_multiplier = 40
mail_multiplier = 20
goods_multiplier = 20
electricity_multiplier = 0
# town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000)
# the idea is, that area increase by square but growth is linear
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100
# passenger generation (default is 16) Smaller values means less passengers
passenger_factor=16
# amount of passengers that travel from/to factories or attractions
# the remaining percentage is intercity and intracity travel
factory_worker_percentage = 33
tourist_percentage = 16
# how much local destinations are prefrerred over time
# 1 means almost local passengers/mail only, 10000 spreads them over the map
# You can have up to ten entries, first is the year, next is the factor.
# The increase between the year will increase first slow then fast towards
# the final years
locality_factor[0]=1835,1
locality_factor[1]=2050,2500
# A factory will be added as worker's destination to a town, if it has either
# is within factory_worker_radius
# or has less than factory_worker_minimum_towns next cities added
# and has not more than factory_worker_maximum_towns added
# The default settings connect to maximum four cities with 77 tiles radius; or at least to the closest one
# Setting factory_worker_maximum_towns to zero will not connect factories to towns
factory_worker_radius = 77
factory_worker_minimum_towns = 1
factory_worker_maximum_towns = 4
# if enabled (default = 0 off) stops may have different capacities for passengers, mail, and freight
seperate_halt_capacities = 0
# three modes (default = 0)
# 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop)
pay_for_total_distance = 0
# things to overcrowded destinations won't load if active (default off)
avoid_overcrowding = 0
# do not create goods/passenger/mail when the only route is over an overcrowded stop
no_routing_over_overcrowded = 0
# in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500
##################################factory stuff#################################
# when a city reaches 2^n times of this number
# then a factory is extended, or a new factory chain is spawned
#industry_increase_every = 2000
# smallest distance between two adjacent factories
factory_spacing = 6
# allow all possible supplier to connect to your factories?
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0
# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33
# how much is the total electric power available (in relation to total production) in parts per thousand
electric_promille = 330
# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1
# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0
# number of periods for averaging the amount of arrived pax/mail at factories for boost calculation
# one period represents a fixed interval of 2^18 ms in-game time
# value can range from 1 to 16, inclusive; 1 means no averaging; default is 4
factory_arrival_periods = 4
# whether factory's pax/mail demands are enforced or not; default is on
factory_enforce_demand = 1
##################################display stuff#################################
# if defined, the default tool will try to calculate straight ways (like OpenTTD)
straight_way_without_control = 0
# player color can be fixed for several players or set totally random
# in the latter case each player will get unique but random coloring
# (default 0)
random_player_colors = 0
# when set here, the player will always get these player colors, even
# if random colors were enabled.
# color values range from 0 to 27 for first and second player color
# and there are 0...15 player in the game
player_color[1] = 1,4
# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724
# how height is a tile in z-direction (default 16, TTD 8)
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#tile_height = 16
# (=1) drive on the left side of the road
drive_left = 0
# (=1) signals on the left side
signals_on_left = 0
# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1
# Do you want to have random pedestrians after pax are reaching this
# destination? May generate quite a lot. (1=on, 0=off)
stop_pedestrians = 1
# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10
# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000
# animate the water each intervall (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250
# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 0
# How much citycars will be generated
citycar_level = 5
# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 36
# Show infos on trees?
# (1=on, 0=off)
tree_info = 1
# Show infos also on bare ground?
# (1=on, 0=off)
ground_info = 0
# Show passenger level of townhalls?
# (1=on, 0=off)
townhall_info = 0
# always open only a single info window for the ground,
# even if there are more objects on this tile
#only_single_info = 1
# show a tooltip on convois at several conditions
# 0 no messages
# 1 (default) only no_route and stuck
# loading and waiting at signals too
#show_vehicle_states = 1
# show (default) tiles with a halt when editing a schedule
#visualize_schedule = 1
# Should stations get numbered names? (1=yes, 0=no)
#numbered_stations = 0
# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
# The visual style is added to this number:
# 0 = black name in color box
# 4 = name in player color with outline
# 8 = box left of name in yellow outline
show_names = 3
# Color of cursor overlay, which is blended over marked ground tiles
# The available colors and their numbers can be found on
# http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_FactoryDef#mapcolor
# Suggested values (155 is the default)
# -- pak64, pak.german, pak128
#cursor_overlay_color = 155
# -- pak128.japan
#cursor_overlay_color = 149
##################################window stuff##################################
# show the windows close etc. buttons on the right (like windows 98)
#window_buttons_right = 0
# there are three different ways to indicate an active window
# first: draw a frame with titlebar color around active window
#window_frame_active = 0
# second: draw the title with a different brighness (0: dark ... 6: bright)
front_window_bar_color = 1
bottom_window_bar_color = 3
# third (best together with 2nd):use different text color for bar
# some colors are 215-white, 240-blck 208-214- all shades of gray
front_window_text_color = 215
bottom_window_text_color = 209
# when moving, you can use windows to snap onto each other seamlessly
# if you do not like it, set the catch radius to zero
window_snap_distance = 8
# show tooltips (default 1=show)
show_tooltips = 1
# tooltip background color (+-1 arounf this index is used), taken from playercolor table
tooltip_background_color = 4
# tooltip text color (240=black, 215=white)
tooltip_text_color = 240
# delay before showing tooltip in ms (default 500ms)
tooltip_delay = 500
# duration in ms during tooltip is visible (default 5000ms=5s)
tooltip_duration = 5000
###################################money stuff##################################
#
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
#
# show graphs old style (right to left, default) or rather left to right
left_to_right_graphs = 0
# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 20000000
# New system of year dependent starting money. Up to ten triplets are
# possible. The entries are of the form:
# startingmoney[i]=year,money(in 1/10 credits),interpolate (1) or step(0)
# starting_money[0]=1930,20000000,1
# starting_money[1]=2030,35000000,1
# allow buying obsolete vehicles (=1) in depot
allow_buying_obsolete_vehicles = 1
# vehicle can loose a part of their value, when the are once used
# the loss is given in 1/1000th, i.e 300 mean the value will be 70%
used_vehicle_reduction = 0
# lowest possible income with speedbonus (1000=1) default 125
bonus_basefactor = 125
# if a convoi runs on a way that belongs to another player, toll may
# be charged. The number given is the percentage of the running cost
# of the convoi or the way cost (include electrification if needed).
# (default 0)
toll_runningcost_percentage = 0
toll_waycost_percentage = 0
# Maintenance costs of buildings
#maintenance_building = 2000
# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000
# cost for depots
#cost_depot_air=5000
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500
# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80
# other construction/destruction stuff
#cost_buy_land=100
#cost_alter_land=1000
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000
#cost_transformer=2500
#cost_maintain_transformer=20
###################################other stuff##################################
#
# also pak dependent
#
# minimum distance between two townhalls
#minimum_city_distance = 16
# Max. length of initial intercity road connections
# If you want to speed up map creation, lower this value.
# If you want more initial intercity roads, raise this value.
# If the value is too large then very long bridges might be created.
# 200 seems to be a good compromise between speed and road number
# note: this will slow down map creation dramatically!
#
#intercity_road_length = 200
# Type of intercity roads - must be available as PAK file.
# Intercityroad with timeline: intercity_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different intercity_roads possible
# .. name = name of an existing pak file
#intercity_road[0] = asphalt_road,0,1990
# default: city_road
# (old, 102.2.2 and before) intercity_road_type = asphalt_road
# Type of city roads - must be available as PAK file.
# Cityroad with timeline: city_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different city_roads possible
# .. name = name of an existing pak file
#city_road[0] = dirt_road,1920,1940
# default: asphalt_road
# (old, 102.2.2 and before) city_road_type = city_road
# now river stuff
# first river type (should be defined in pak dependent file)
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
#river_type[0] = river
#river_type[1] = small_river
#river_type[2] = just_the source
# river number (16 gives a few nicely branched rivers)
#river_number = 16
# min length
#river_min_length = 16
# max length
#river_max_length = 320
################################# forest stuff #################################
# please be careful in changing them, I spent lot of time finding optimals.
# those values have impact on no. of spawned trees -> memory consumption
#
# Number of trees on square 2 - minimal usable, 3 good, 4 very nice looking
max_no_of_trees_on_square = 3
# Base forest size - minimal size of forest - map independent
forest_base_size = 36
# Map size divisor - smaller it is the larger are individual forests
forest_map_size_divisor = 38
# Forest count divisor - smaller it is, the more forest are generated
forest_count_divisor = 16
# Determins how dense are spare trees going to be planted (works inversly)
forest_inverse_spare_tree_density = 400
# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic)
# zero (default) means no climate with at least one tree per tile
tree_climates = 4
# climates with no trees at all (desert and arctic at the moment)
no_tree_climates = 130
# if set, no trees will be created at all (save about 30% memory and
# the season change will be much smoother on small machines)
#no_tree = 0
###################################time stuff###################################
# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation, new games off
# 3 = use settings during game creation, new games on
#
use_timeline = 3
# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended vaule for 64 is 1956
#
starting_year = 1930
# Starting month of the game for people who want to start in summer (default 1=January)
starting_month = 1
# Should month be shown in date?
# 0=no, 1=yes
# 2>=show day in japan format=2, us format=3, german=4
# 5>=show no season but everything else in japan format=5, us format=5, german=6
# This is most useful, if you use longer months than the default length (see below)
#show_month = 1
# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default before 99.x was 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
bits_per_month = 20
#################################system stuff#################################
# compress savegames?
# "binary" means uncompressed, "zipped" means compressed
# "bzip2" uses another compression algorithm
# other options are "xml", "xml_zipped" and "xml_bzip2"
# xml detects more errors of broken savegames but files are much larger
# bzip2 savegames are smaller than zipped but saving/loading takes longer
saveformat = bzip2
# autosave every x months (0=off)
autosave = 0
# display (screen/window) width
# also see readme.txt, -screensize option
#display_width = 704
# display (screen/window) height
# also see readme.txt, -screensize option
#display_height = 560
# show full screen
#fullscreen = 0
# maximum size of tool bars (0 = no limit)
# if more tools than allowed by height,
# next and prev arrows for scrolling appears
toolbar_max_width = 0
toolbar_max_height = 0
# if 1, print the company name in front of a message
#add_player_name_to_message = 1
# How many frames per second to use? Display may look pretty until 10 or so
# (depends very much on computer, game complexity and graphics driver)
frames_per_second = 25
# during zooming out simutrans may get slow due to the very high number
# of tiles visible. If the tiles become equal or smaller than the tile size
# below, a simpler clipping algorithm will be used, which will give some
# clipping errors, but is faster.
simple_drawing_tile_size = 24
# How much faster should the game proceed with fast forward (limited by your computer and size of the map)
fast_forward = 50
###################################network stuff##############################
#
# Synchronized networking is always a trade off between fast respone and safe
# connections. A more relaxed timing will cause delay of commands but is more
# likely to compensate for clients running slightly faster than the rest.
#
# Sets the local addresses Simutrans should listen on and use for making outgoing connections
# By default it will use all local IPv4 and IPv6 addresses
# This setting has no effect if Simutrans has been compiled with the USE_IP4_ONLY flag set!
# The addresses listed will be tried in the order specified
# A DNS name may be specified, this will be resolved and Simutrans will attempt to listen
# on all of the addresses returned.
#listen = ::,0.0.0.0
# How much delay before comands are executed on the clients.
# A larger number will catch even clients running slightly ahead but cause delay.
# This is set by the server side.
#server_frames_ahead = 4
# How much extra delay in command execution on the client side, on top of server_frames_ahead.
# A larger number can compensate for larger fluctuations in communication latency.
# This is set by the client side.
#additional_client_frames_behind = 0
# In network mode, there will be a fixed number of screen updates before a step.
# Reasonable values should result in 2-5 steps per second.
#server_frames_per_step = 4
# The server sends after a fixed number of steps some information to the clients.
# Large values here means: reduced server communication (if that is of importance...)
# Small values should improve the timing of the clients.
#server_frames_between_checks = 256
# Automatically announce server on the central server directory (http://servers.simutrans.org/)
# 0 (default) = off, 1 = on
#server_announce = 0
# Interval of server announcement (if enabled)
# Value is number of seconds between server announcements, default is 900 (15 minutes)
# Minimum value is 60 (1 minute), for accurate listing it is recommended not to increase
# this value to greater than 3600 (1 hour)
# To disable announcements set server_announce to 0
#server_announce_interval = 900
# Fully Qualified Domain Name (FQDN) or IP address of your server (IPv6 or IPv4)
#server_dns = 127.0.0.1
# Name of server in server listing
#server_name = My Simutrans Server
# Additional information about your server (for display on the list server)
#server_comments = Comments about my server
# Email address of server maintainer (for display on the list server)
#server_email = maintainer@your.server
# Pakset download URL (for display on the list server)
#server_pakurl = http://your.domain/pakset.zip
# Server info URL (for display on the list server)
#server_infurl = http://your.domain/server-info.html
# Pause server when no clients are connected
#pause_server_no_clients = 1
# Nickname when joining network games
#nickname = John Doe
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