Then you just said that Hard Mode, which is the FIRS Default, isn't very fun lolandythenorth wrote:Neko, hard mode doesn't sound very fun to play. I won't be including thatNekoMaster wrote:Hard mode : Industries like mines and farms need supplies and good service to produce cargo, and industries that produce supplies need cargo and service to make supplies.
FIRS Industry Replacement Set - Development
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Re: FIRS Industry Replacement Set - Development
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Re: FIRS Industry Replacement Set - Development
No, he didn't.NekoMaster wrote:Then you just said that Hard Mode, which is the FIRS Default, isn't very fun lol
FIRS industries don't require the engineering/farm/survey supplies to produce. In fact if you dump anything but those three into a factory, you get something out at the other end.
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Re: FIRS Industry Replacement Set - Development
Same as ECSFooBar wrote:No, he didn't.NekoMaster wrote:Then you just said that Hard Mode, which is the FIRS Default, isn't very fun lol
FIRS industries don't require the engineering/farm/survey supplies to produce. In fact if you dump anything but those three into a factory, you get something out at the other end.
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Re: FIRS Industry Replacement Set - Development
Yeah, but when I play the industries hardly ever increase production wihtout supplise when im give the mine or farm good service.
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Re: FIRS Industry Replacement Set - Development
Besides, the game would be impossible to play if I understood the idea correctly. In order to produce goods, the primary industry NEEDS some cargo, but to produce that cargo you need to transform the cargo produced by the pirmary industry. So in the end, no industry will ever start producing anything.
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Re: FIRS Industry Replacement Set - Development
Which is very correct, and is one reason we're not doing that idea. Lock state!!cmoiromain wrote:Besides, the game would be impossible to play if I understood the idea correctly...in the end, no industry will ever start producing anything.
Also, it wouldn't be much. Muchos important to have fun
But enough discussion of this I feel. Neko just misunderstood somewhere, no harm done, everyone is still friends
All should become clear when I've finished the production code I'm working on. But that's for tomorrow! Or soon anyway
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
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Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
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Re: FIRS Industry Replacement Set - Development
Hey, I didn't misunderstood, I know that the mines and farms produce some stuff, but good service and supplies help increase cargo production, thats what I ment for the Normal Mode, as for easy mode, which i think some people would like, would just mkae it so that the industries just need good, frequent service and time like the default industries to produce more.andythenorth wrote:Which is very correct, and is one reason we're not doing that idea. Lock state!!cmoiromain wrote:Besides, the game would be impossible to play if I understood the idea correctly...in the end, no industry will ever start producing anything.
Also, it wouldn't be much. Muchos important to have fun
But enough discussion of this I feel. Neko just misunderstood somewhere, no harm done, everyone is still friends
All should become clear when I've finished the production code I'm working on. But that's for tomorrow! Or soon anyway
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Re: FIRS Industry Replacement Set - Development
Hmmm, let me explain in two steps how FIRS mines and farms workNekoMaster wrote:Hey, I didn't misunderstood
1. No supplies delivered: industry uses the standard random production change, so same as the normal game.
2. Deliver supplies: the industry has a 1 in 4 chance of increasing production.
That's about it for the player. Simple. There's some other detail in the code but as a player that's all you need to know: if you don't deliver supplies, it's just normal, if you deliver supplies, production might increase.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
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Re: FIRS Industry Replacement Set - Development
Hmm... Well I know that, I remeber that you said in a post awhile ago that serving a industry for a while with good service may increase production. Well... is there a way so that when the game starts the indsutries will start with higher output ( over 160 units) for things like mines and farmsandythenorth wrote:Hmmm, let me explain in two steps how FIRS mines and farms workNekoMaster wrote:Hey, I didn't misunderstood
1. No supplies delivered: industry uses the standard random production change, so same as the normal game.
2. Deliver supplies: the industry has a 1 in 4 chance of increasing production.
That's about it for the player. Simple. There's some other detail in the code but as a player that's all you need to know: if you don't deliver supplies, it's just normal, if you deliver supplies, production might increase.
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Re: FIRS Industry Replacement Set - Development
Sorry for the double post, but....
The latest nightly, r296 (Oct 23rd 09) has a bug where most Manufacturing Industries like Aluminium Plants, Furniture Factories, Textile Mills, and Meat Packers produce thousands of cargo with no input, like over 10,000, though thats nice, thats not only realistic, but it ruins the fun that some people have of transporting stuff to the industry to eventually get high output.
The latest nightly, r296 (Oct 23rd 09) has a bug where most Manufacturing Industries like Aluminium Plants, Furniture Factories, Textile Mills, and Meat Packers produce thousands of cargo with no input, like over 10,000, though thats nice, thats not only realistic, but it ruins the fun that some people have of transporting stuff to the industry to eventually get high output.
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Re: FIRS Industry Replacement Set - Development
While I nibble away at some tasty code, here's a picture to entertain you...a neat logging transfer station. Nearly everything in the picture can be found for TTD somewhere or other. The truck is in HEQS, the log train is in NARS, the swivelling log loader is in ISR, and the front loader is drawn but not used in ISR (there were enough logging things in it already).
Neko - known bug. I probably shouldn't have committed that code to the repo, but I am temporarily short on backups and I wanted to make sure I had the latest code copied somewhere.
Neko - known bug. I probably shouldn't have committed that code to the repo, but I am temporarily short on backups and I wanted to make sure I had the latest code copied somewhere.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
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Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: FIRS Industry Replacement Set - Development
But AFAIK there isn't any station tiles without concrete floor...andythenorth wrote:While I nibble away at some tasty code, here's a picture to entertain you...a neat logging transfer station. Nearly everything in the picture can be found for TTD somewhere or other. The truck is in HEQS, the log train is in NARS, the swivelling log loader is in ISR, and the front loader is drawn but not used in ISR (there were enough logging things in it already).
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Re: FIRS Industry Replacement Set - Development
It was planned for the wood station in ISR, but not coded in v0.8. One day there'll be a v0.9...probably.colossal404 wrote:But AFAIK there isn't any station tiles without concrete floor...
Canadian Stations Set has a platform on just one side of the tracks (in Extras).
Dave Worley made Rusty Sidings which uses a grass base.
But now we're off-topic
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: FIRS Industry Replacement Set - Development
Theres the Empty Tile (low) that looks like concret\asphalt, in the arctic and tropical climates it looks like theres snow or sand on it when on the snow or sand tilesandythenorth wrote:It was planned for the wood station in ISR, but not coded in v0.8. One day there'll be a v0.9...probably.colossal404 wrote:But AFAIK there isn't any station tiles without concrete floor...
Canadian Stations Set has a platform on just one side of the tracks (in Extras).
Dave Worley made Rusty Sidings which uses a grass base.
But now we're off-topic
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Re: FIRS Industry Replacement Set - Development
Here's some code for your entertainment. What is it for? It's production control code for the Machine Shop. How does it work? *Magic*
Code: Select all
//No action 1 for industries, as graphics are defined by the industry-tile feature.
//Action 2 industry special features
//3 input cargos
//2 output cargos
//1:1 production ratio input:output
//50:50 distribution to output cargos C1 output = 50% total input, C1 output = 50% total input
//Production callback
-1 * 0 02 0A A0 //-1 * 0 0A <set-id>
01 //version
07 08 09 //<subtract-in-1..3>
0A 0A //<add-out-1..2>
00 //don't repeat
-1 * 0 02 0A B9 //add up total cargo produced...for this industry output is split 50:50, so only bother setting one register
89 //
7C 04 20 \dxFFFFFFFF //get stored amount for production from cargo 1
\2+ 7C 05 20 \dxFFFFFFFF //get stored amount for production from cargo 2
\2+ 7C 06 20 \dxFFFFFFFF //get stored amount for production from cargo 3
\2/ 1A 20 \d02 //divide by number of output cargos for this industry
10 1A 20 \dx0A //store in persistent storage (for debug only, can be commented if not in use)
\2sto 1A 00 \dx0A //store in register
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
A0 00 00 00 00 00 00 00 00 00
A0 00 //default
-1 * 0 02 0A B8 //calculate amount of input cargo actually processed
89 //
7C 06 20 \dxFFFFFFFF //get stored amount for production from cargo 3
\2* 7C 03 20 \dxFFFFFFFF //multiply production amount by production ratio
10 1A 20 \dx09 //store in persistent storage (for debug only, can be commented if not in use)
\2sto 1A 00 \dx09 //store in register
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B9 00 00 00 00 00 00 00 00 00
B9 00 //default
-1 * 0 02 0A B7 //calculate amount of input cargo actually processed
89 //
7C 05 20 \dxFFFFFFFF //get stored amount for production from cargo 2
\2* 7C 02 20 \dxFFFFFFFF //multiply production amount by production ratio
10 1A 20 \dx08 //store in persistent storage (for debug only, can be commented if not in use)
\2sto 1A 00 \dx08 //store in register
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B8 00 00 00 00 00 00 00 00 00
B8 00 //default
-1 * 0 02 0A B6 //calculate amount of input cargo actually processed
89 //
7C 04 20 \dxFFFFFFFF //get stored amount for production from cargo 1
\2* 7C 01 20 \dxFFFFFFFF //multiply production amount by production ratio
10 1A 20 \dx07 //store in persistent storage (for debug only, can be commented if not in use)
\2sto 1A 00 \dx07 //store in register
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B7 00 00 00 00 00 00 00 00 00
B7 00 //default
-1 * 0 02 0A B5 //store lower value of: (cargo waiting divided by prod ratio for cargo) or (output limit for produced cargo)
89 //
42 20 \dxFFFFFFFF // cargo waiting
\2/ 7C 03 20 \dxFFFFFFFF //divide cargo waiting by production ratio to get calculated production value
\2< 7C 00 20 \dxFFFFFFFF //result = min(calculated production value, output limit for produced cargo)
10 1A 00 \dx06 //store in persistent storage (could use ordinary register, but this is easier to debug)
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B6 00 00 00 00 00 00 00 00 00
B6 00 //default
-1 * 0 02 0A B4 //store lower value of: (cargo waiting divided by prod ratio for cargo) or (output limit for produced cargo)
89 //
41 20 \dxFFFFFFFF // cargo waiting
\2/ 7C 02 20 \dxFFFFFFFF //divide cargo waiting by production ratio to get calculated production value
\2< 7C 00 20 \dxFFFFFFFF //result = min(calculated production value, output limit for produced cargo)
10 1A 00 \dx05 //store in persistent storage (could use ordinary register, but this is easier to debug)
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B5 00 00 00 00 00 00 00 00 00
B5 00 //default
-1 * 0 02 0A B3 //store lower value of: (cargo waiting divided by prod ratio for cargo) or (output limit for produced cargo)
89 //
40 20 \dxFFFFFFFF // cargo waiting
\2/ 7C 01 20 \dxFFFFFFFF //divide cargo waiting by production ratio to get calculated production value
\2< 7C 00 20 \dxFFFFFFFF //result = min(calculated production value, output limit for produced cargo)
10 1A 00 \dx04 //store in persistent storage (could use ordinary register, but this is easier to debug)
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B4 00 00 00 00 00 00 00 00 00
B4 00 //default
-1 * 0 02 0A B2 //store production ratios for cargo 3
89 // using type 89 because register IDs are better specified as double words
1A 20 \d1 //production ratio (number of units input to create 1 unit output)
10 1A 00 \dx03 //store in persistent storage (could use ordinary register, but this is easier to debug)
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B3 00 00 00 00 00 00 00 00 00
B3 00
-1 * 0 02 0A B1 //store production ratios for cargo 2
89 // using type 89 because register IDs are better specified as double words
1A 20 \d1 //production ratio (number of units input to create 1 unit output)
10 1A 00 \dx02 //store in persistent storage (could use ordinary register, but this is easier to debug)
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B2 00 00 00 00 00 00 00 00 00
B2 00
-1 * 0 02 0A B0 //store production ratios for cargo 1
89 // using type 89 because register IDs are better specified as double words
1A 20 \d1 //production ratio (number of units input to create 1 unit output)
10 1A 00 \dx01 // store in persistent storage
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B1 00 00 00 00 00 00 00 00 00
B1 00
-1 * 0 02 0A BA //store output limit for produced cargo (as units of output cargo) to use when processing each input cargo
89 // using type 89 because register IDs are better specified as double words
1A 20 \dxFFFF // create a value (constant 1A anded (20) with following bytes); total production limit is FF FF per output cargo
\2/ 1a 20 \d03 // divide by number of input cargos for this industry (exclude production-boosting cargos from input cargo count)
10 1A 00 \dx00 // store in persistent storage
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
B0 00 00 00 00 00 00 00 00 00
B0 00
// PROVIDE DEBUG INFO TO INDUSTRY WINDOW
//Remember text stack is LIFO (like array.pop) - put values to render first in highest registers
-1 * 0 02 0A CE //store one values to text stack for debugging
89 //
7c 00 20 \dxffffffff
\2sto 1a 00 \dx104
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
STR_INFO_DEBUG 80 00 00 00 00 00 00 00 00
STR_INFO_DEBUG 80 //default
-1 * 0 02 0A CD //store two values to text stack for debugging
89 //
7c 0A 20 \dxffff
\2ror 1a 20 \d16
\2| 7c 0A 20 \dxffff
\2sto 1a 00 \dx103
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
CE 00 00 00 00 00 00 00 00 00
CE 00 //default
-1 * 0 02 0A CC //store two values to text stack for debugging
89 //
7c 09 20 \dxffff
\2ror 1a 20 \d16
\2| 7c 08 20 \dxffff
\2sto 1a 00 \dx102
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
CD 00 00 00 00 00 00 00 00 00
CD 00 //default
-1 * 0 02 0A CB //store two values to text stack for debugging
89 //
7c 07 20 \dxffff
\2ror 1a 20 \d16
\2| 7c 01 20 \dxffff
\2sto 1a 00 \dx101
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
CC 00 00 00 00 00 00 00 00 00
CC 00 //default
-1 * 0 02 0A CA //store two values to text stack for debugging
89
7c 02 20 \dxffff
\2ror 1a 20 \d16
\2| 7c 03 20 \dxffff
\2sto 1a 00 \dx100
\b1 //range (stay out of the nvar=0 bear pit by checking one range, but returning same for both)
CB 00 00 00 00 00 00 00 00 00
CB 00 //default
//Callback 38 display additional text in fund window
-1 * 0 02 0A C0 //-1 * 0 0A <set-id>
85 0C //<type> <variable> word-access callback
00 FF FF //no shift, no mask
\b2 //number of ranges to check
STR_INFO_MACHINESHOP 80 38 00 38 00 //return text-ID D0xx if cb 38 (fund window)
CA 00 3A 00 3A 00 // cb 3A (industry window)
BA 00 //default
//Industry action 3 attach varaction2 chain to industry
-1 * 0 03 0A 01 IND_MACHINESHOP 00 \wxC0 //-1 * 0 03 09 <n-ids> <id> 00 <def-cid>
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: FIRS Industry Replacement Set - Development
The industries I said a few posts ago are still producing too much from thin air : |
Please fix this, I wanna play a normal game with firs :\
Please fix this, I wanna play a normal game with firs :\
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Re: FIRS Industry Replacement Set - Development
Possibly add a parameter to set this so everyone can be happy?NekoMaster wrote:The industries I said a few posts ago are still producing too much from thin air : |
Please fix this, I wanna play a normal game with firs :\
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Re: FIRS Industry Replacement Set - Development
This isn't a feature, its a bug, the industries are producing like, thousands of cargo with out input, this is not normal.lawton27 wrote:Possibly add a parameter to set this so everyone can be happy?NekoMaster wrote:The industries I said a few posts ago are still producing too much from thin air : |
Please fix this, I wanna play a normal game with firs :\
27,940 parts from nothing.... hmm. thats not a feature, defiantly a bug
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Re: FIRS Industry Replacement Set - Development
Yep, it's a bug. It's a known bug. The production code is in between 'finished, old-style' and 'finished, new-style'.NekoMaster wrote:27,940 parts from nothing.... hmm. thats not a feature, defiantly a bug
The current nightly is pretty much broken. Normally I wouldn't commit things that break the nightly because it's kind of bad manners, but in this case I had good reasons to.
It will get fixed, but you'll need to be patient. Production code takes a long time to write, my house is a building site, I have leaking plumbing, flakey broadband, my electricity keeps turning off, and I have lots of real life work to do. You could always go back to an older nightly - download site is linked in the first post I believe?
EDIT: or, you could checkout the source, and take the code above and apply it to all of the industries that have the bug, then compile. It's actually quite easy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: FIRS Industry Replacement Set - Development
And then of course provide us with a diffandythenorth wrote: EDIT: or, you could checkout the source, and take the code above and apply it to all of the industries that have the bug, then compile. It's actually quite easy
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