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PostPosted: Tue Oct 04, 2011 1:38 am 
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Leanden wrote:
Do these work with other Industry GRFs? FIRS for example?

How many available slots are there for industries anyway?

64

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PostPosted: Tue Oct 04, 2011 1:54 am 
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The only conflict with FIRS it currently has is that it refuses to be placed near a furniture factory. I'll see if I can fix that.

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PostPosted: Tue Oct 04, 2011 7:56 am 
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At a guess, your industry has the action 0 prop for conflicting industry types set.

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PostPosted: Tue Oct 04, 2011 11:32 am 
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Cant you instead make them as newobjects? Or is it not possible for newobjects to generate cargo? Like the 'building plop' in simcity.

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PostPosted: Tue Oct 04, 2011 12:52 pm 
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zooks wrote:
Or is it not possible for newobjects to generate cargo?

Newobjects are completely unaware of cargo.

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PostPosted: Tue Apr 10, 2012 7:41 am 
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Hy Emperor Jake,

any new progress with this? I use this in my games, but the graphics looks pretty bad in TTRS towns.

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PostPosted: Tue Apr 10, 2012 8:45 am 
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Emperor Jake wrote:
I've been working on this, using some TTRS apartments blocks (with Zimmlock's kind permission of course). Having gotten the hang of tilelayouts and spritelayouts I put together these complexes...


Hi Jake,
Would it be possible to provide a NewGRF with those apartment blocks? They look quite nice to me (much better than the industrialization era from your first post) and would allow quite some further options for town developing. :bow:


@ Coldice: Thanks for digging this up!

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PostPosted: Tue Apr 10, 2012 2:36 pm 
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This is indeed very interesting! I don't always like that it is the citycenter that gets the highrise buildings. In some cities it looks nicer (or more historical correct, when you play scenario's based on reallife) to have an historic center, with a modern outer ring around it. Hope this will be developed more!

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PostPosted: Tue Apr 10, 2012 2:51 pm 
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Wow hey, thanks for reminding me about this. I almost forgot about it.

A while ago, I actually coded a version that uses TTRS buildings in various styles and layouts. I'll polish it and release it as an alpha really soon. :)
Only thing is, I haven't gotten round to figuring out how to make certain layouts only appear in certain time periods.

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PostPosted: Tue Apr 10, 2012 3:47 pm 
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I'm not really sure if industry can be date dependent. Like for instance trains or stationbuildings. On the other hand, I don't see the problem with that. I like it to be possible to make a citycenter with 18th century buildings and also a modern officeblock on the edge of town at the same time.

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PostPosted: Tue Apr 10, 2012 3:51 pm 
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Somehow industries must be able to become date dependent. I remember that the steel works of ISR Industrial Station Renewal had two appearances depending on the date built. :idea:

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PostPosted: Tue Apr 10, 2012 4:06 pm 
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bremerjoe wrote:
Somehow industries must be able to become date dependent. I remember that the steel works of ISR Industrial Station Renewal had two appearances depending on the date built. :idea:

ISR is a station set, not an industry set. ;)

But I know some of the ECS industries change appearance over time: http://www.tt-wiki.net/wiki/ECS_Basic_V ... t#Features

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PostPosted: Tue Apr 10, 2012 4:12 pm 
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PaulC wrote:
bremerjoe wrote:
Somehow industries must be able to become date dependent. I remember that the steel works of ISR Industrial Station Renewal had two appearances depending on the date built. :idea:

ISR is a station set, not an industry set. ;)


Stupid me. Actually just got home and wanted to check out what year it was sand so on but I guess that s useless now. :(

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PostPosted: Tue Apr 10, 2012 4:13 pm 
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You should be able to use industry callback 28 for this: http://newgrf-specs.tt-wiki.net/wiki/Ca ... y_.2828.29

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PostPosted: Tue Apr 10, 2012 5:31 pm 
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Quast65 wrote:
I'm not really sure if industry can be date dependent.

Industries can do most of the sensible things you can think of*, and also some of the more insane things.

*some of the methods required might be arcane and tortuous. :twisted:

[The industry spec is quite powerful because you have callbacks and vars for both industry and each tile in the industry. You also have persistent storage available, and a comprehensive set of animation vars and cbs]

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FIRS Industry Replacement Set (Released)
HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released, ish)
CHIPS Has Improved Players' Stations (Finished)


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PostPosted: Wed Apr 11, 2012 5:20 am 
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Here is an alpha release of the Housing as Industries set. It contains three styles of buildings, all from TTRS and drawn by Zimmlock. Some have been slightly modified to fit in a larger housing complex. It allows you to create Communist style towns with rows and rows of big grey blocks, but be warned, if they are bunched together they generate a LOT of passengers :twisted:

This idea seems to be well received, I will hopefully get some time to continue working on this and my other projects soon.


Attachments:
File comment: Tar contains source files and GRF. Alpha version, code is GPL2.
HousingInd.tar [510 KiB]
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PostPosted: Wed Apr 11, 2012 7:13 am 
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:bow: thank you very much.

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PostPosted: Wed Apr 11, 2012 7:29 am 
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Emperor Jake wrote:
Here is an alpha release of the Housing as Industries set.


Thanks you kind sir! :D

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PostPosted: Mon Jun 04, 2012 12:44 pm 
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Assuming this project is not moribund...

I was wondering if it could be coded so

a) The industry looked like an industrial shed
b) It wasn't limited to close to towns

That was I could place it next to an exiting industry and then transport "workers" to and from the factories


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PostPosted: Mon Jun 04, 2012 1:19 pm 
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It's not enough that they already live in Cold War-era block housing, now you want to move them to sheds??

[re-reads]

Oh, wait, are you wanting to take them FROM the ugly block housing TO the ugly industrial sheds?

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