FIRS Industry Replacement Set - Development

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andythenorth
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

Additional layouts for the Fertiliser Plant.
- some layouts have a gap for stations / routes - indicated in the screenshot by road through the middle
- I might do one or two more, including one *very* large layout :)
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

I think that any industry that manufactures chemicals into supplies should have tanks similar to those in the above fertilizer plant pictures.
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Re: FIRS Industry Replacement Set - Development

Post by Bob_Mackenzie »

I'm trying to spec the cargo refits for my next vehicle. Rather than go by classes I'd like to spec exactly what cargos can be refitted to a vehicle. Blow is a list of the cargoes in GRFmaker. can some one please map the FIRS cargoes on to the list?

Thanks

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Re: FIRS Industry Replacement Set - Development

Post by Zephyris »

THat's not how cargo coding works I'm afraid, you have to define a cargo translation table and code from the values in that...
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

I've added one "supersize" layout for the Fertiliser Plant....this is fun, but unlikely to get built on small / hilly maps (the game won't be able to find space for it) :D
fertiliser_plant_supersize.png
fertiliser_plant_supersize.png (118.94 KiB) Viewed 3076 times
What are the gaps for? Adding routes of course. The 2-tile gap will allow interesting combinations of road / rail / canal to be routed through the plant:
fertiliser_plant_supersize_routes.png
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fertiliser_plant_supersize_canal.png
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Re: FIRS Industry Replacement Set - Development

Post by Bob_Mackenzie »

Zephyris wrote:THat's not how cargo coding works I'm afraid, you have to define a cargo translation table and code from the values in that...
I was under the impression that the number of cargoes was limited in the game and FIRS had given values for all of them. For example I know that valuables in the original game has become sand in FIRS?
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Re: FIRS Industry Replacement Set - Development

Post by Kogut »

Bob_Mackenzie wrote:
Zephyris wrote:THat's not how cargo coding works I'm afraid, you have to define a cargo translation table and code from the values in that...
I was under the impression that the number of cargoes was limited in the game and FIRS had given values for all of them. For example I know that valuables in the original game has become sand in FIRS?
It is bad way, it is likely that cargo ID will be changed. Use cargo classes!
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

In the recent nighties, Oil wells, Platforms, and refineries don't spawn on map generation. They show up in the list of industries but they dont spawn, no matter what size of map i use
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

NekoMaster wrote:In the recent nighties, Oil wells, Platforms, and refineries don't spawn on map generation. They show up in the list of industries but they dont spawn, no matter what size of map i use
Recent nightly of FIRS, or recent nightly of the game? What game start date?
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Re: FIRS Industry Replacement Set - Development

Post by Bob_Mackenzie »

Kogut wrote:
Bob_Mackenzie wrote:
Zephyris wrote:THat's not how cargo coding works I'm afraid, you have to define a cargo translation table and code from the values in that...
I was under the impression that the number of cargoes was limited in the game and FIRS had given values for all of them. For example I know that valuables in the original game has become sand in FIRS?
It is bad way, it is likely that cargo ID will be changed. Use cargo classes!

I probably will in the first instance - though tonight I will contemplate Andy's post on the BRBV dev thread and see if I can make that go.

IMO some of the cargoes lumped together in the classes are somewhat incompatible

Thanks

Bob
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

Bob_Mackenzie wrote:IMO some of the cargoes lumped together in the classes are somewhat incompatible
General approach is use classes first, then use the refit masks to include / exclude certain cargos (bit mask brain ache figuring that out :P ). Then use specific cargo slots in action 3 to provide specific graphics for certain cargos.

Having spent a lot of time drawing vehicles, my advice would be to make *everything* a box van, tanker, or a dump truck with a canvas top sheet over the cargo. Drawing cargo sprites is really really boring :twisted:

And now back to FIRS ;)
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Re: FIRS Industry Replacement Set - Development

Post by Kogut »

andythenorth wrote:Having spent a lot of time drawing vehicles, my advice would be to make *everything* a box van, tanker, or a dump truck with a canvas top sheet over the cargo. Drawing cargo sprites is really really boring :twisted:
But cargo on vehicles looks great in game :D .
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Re: FIRS Industry Replacement Set - Development

Post by Bob_Mackenzie »

Having spent a lot of time drawing vehicles, my advice would be to make *everything* a box van, tanker, or a dump truck with a canvas top sheet over the cargo. Drawing cargo sprites is really really boring :twisted:
I had already had that thought - we'll see how well my enthusiasm holds out
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

Recent FIRS nightlies don't spawn Oil industries upon Map Generation, I can fund them, but they wont appear even when I start in 1950
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

NekoMaster wrote:Recent FIRS nightlies don't spawn Oil industries upon Map Generation, I can fund them, but they wont appear even when I start in 1950
I don't see this problem. I have Oil Wells and Oil Refineries in 1930.

What version of FIRS / what version of OpenTTD?....as I asked you when you posted this last time :|
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

Working on improving the Aluminium Plant (to make it more TTD-style):

Old (too big, monolithic):
aluminium_plant_old.png
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New (TTD-style):
aluminium_plant_improved.png
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Re: FIRS Industry Replacement Set - Development

Post by Kogut »

Hmmm
I really like (old) aluminium plant and I think that it is way better than new. Maybe big, but for me that was nice and interesting. And have that something, I liked it from the start. New looks like heap of buildings.

PS What with waste cargo?
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

Kogut wrote:PS What with waste cargo?
I removed it from current release, I thought it made for really boring gameplay. The code still exists, so Waste might show up in a FIRS 'economy' in future...but no promises :o

If it made a difference to town growth I think it would be more fun. That needs newgrf control of town growth cargo though (not available at the moment) :)
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