Cause of indstry closure?
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- Engineer
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Cause of indstry closure?
Hi all,
I'm scratching my head over this. Searching through google with everything I can think of with no result. Searching through wiki also provide no result.
Provide I'm using vanilla (no NewGRF), what's causing industry closure?
I remember that a long time ago (really long time, when OpenTTD isn't 1.0.0 yet), I have a fine rating Coal Mine that suddenly go down.
Thank you.
I'm scratching my head over this. Searching through google with everything I can think of with no result. Searching through wiki also provide no result.
Provide I'm using vanilla (no NewGRF), what's causing industry closure?
I remember that a long time ago (really long time, when OpenTTD isn't 1.0.0 yet), I have a fine rating Coal Mine that suddenly go down.
Thank you.
Re: Cause of indstry closure?
I may be wrong, if so, somebody correct me.
If I remember, however, industry closure can be caused by: 1) Lack of service; 2) Lack of materials; 3) Depletion of cargo. If you were regularly servicing the mine with a line, then very likely you depleted all the cargo. You should have received a warning in the news headlines that the mine was closing.
If I remember, however, industry closure can be caused by: 1) Lack of service; 2) Lack of materials; 3) Depletion of cargo. If you were regularly servicing the mine with a line, then very likely you depleted all the cargo. You should have received a warning in the news headlines that the mine was closing.
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Re: Cause of indstry closure?
do have a station transporting coal from it ? What's your OTTD version ?
edit: kamnet was faster. I guess you can change that in the ECONOMY settings if I'm right !?
edit: kamnet was faster. I guess you can change that in the ECONOMY settings if I'm right !?
Re: Cause of indstry closure?
Change what in the economy setting?Phreeze wrote:I guess you can change that in the ECONOMY settings if I'm right !?
There isn't setting for industry closure.
@bloodysocom:
Basically, for default industries, the process is mostly random. A dice is thrown every now and then, and if it's bad the production goes down, if it's good the production goes up.
Well serviced industries have a slightly higher chance of getting 'good', badly serviced industries have a slightly higher chance for 'bad'.
When production goes down to 0, the industry closes.
Since it's a random process, there is not really a cause. Providing good service only reduces the chance for production decrease, it is not eliminated, so even well serviced industries may close.
(It remains possible to throw a '1' with a standard d6 dice, even if you see 2..6 as 'good'.)
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: Cause of indstry closure?
[off topic]I need to remember this post when I see the question again... "Why did the mine close when the station rating was 80%?!??!?!?!" [/off topic]Alberth wrote:Since it's a random process, there is not really a cause. Providing good service only reduces the chance for production decrease, it is not eliminated, so even well serviced industries may close.
(It remains possible to throw a '1' with a standard d6 dice, even if you see 2..6 as 'good'.)
Re: Cause of indstry closure?
ahh learned sth thx
Re: Cause of indstry closure?
May I add here - to [effectively] eliminate decrease for industries with very small productions (18, 24...) - use train with 2 waggons and keep ratings over 60% to slowly bring them up from the gutter of low productivity.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Re: Cause of indstry closure?
Or simply use road vehicles instead. The eGRVTS has an abundance of big trucks, from abt. 1960 there are articulated long vehicles taking 65 metric tons in one load. That's more than enough for most baseline industries.SirkoZ wrote:May I add here - to [effectively] eliminate decrease for industries with very small productions (18, 24...) - use train with 2 waggons and keep ratings over 60% to slowly bring them up from the gutter of low productivity.
To the original question: At present I'm only playing with FIRS, but when I played with the standard industries, some were more apt to close down, even with a perfect service, than others. In particular, oil wells and farms seem to dry up and close down for no good reason at all.
Re: Cause of indstry closure?
That's by design. Oil wells in temperate climate slowly decrease production over time, and eventually close down.leifbk wrote:oil wells ... close down for no good reason at all.
Re: Cause of indstry closure?
And instead you get oilrigsSylf wrote:That's by design. Oil wells in temperate climate slowly decrease production over time, and eventually close down.leifbk wrote:oil wells ... close down for no good reason at all.
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- Tycoon
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Re: Cause of indstry closure?
In the real world we haven't run out of oil fields yet.Sylf wrote:That's by design. Oil wells in temperate climate slowly decrease production over time, and eventually close down.leifbk wrote:oil wells ... close down for no good reason at all.
Re: Cause of indstry closure?
Keep in mind that when this game was designed in 1993, oil fields were shutting down wourld0wide as the easy-to-reach oil was nearly depleted and we were hitting "peak oil". Hydraulic fracturing had not yet been created.Baldy's Boss wrote:In the real world we haven't run out of oil fields yet.Sylf wrote:That's by design. Oil wells in temperate climate slowly decrease production over time, and eventually close down.leifbk wrote:oil wells ... close down for no good reason at all.
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: Cause of indstry closure?
It's a game, not a real world simulation.Baldy's Boss wrote:In the real world we haven't run out of oil fields yet.
The design decision to include or exclude something in the game is not based on what real-world does, it's based on making the game more interesting.
Real world behaviour is a source of inspiration, but it is not plainly copied. (You don't have to make a plan for a new railway 30 years ahead and get permission from all authorities, you can just open a construction tool, and build it.)
Oil wells shutting down is interesting from a game perspective, as you have to shift your oil transport to other resources.
However, there are several newgrfs that change oil wells behaviour, find one you like.
Being a retired OpenTTD developer does not mean I know what I am doing.
Re: Cause of indstry closure?
Also the gradual drying of oil wells is unique to the temperate climate in TTO and TTD, as this is loosely based on the UK of the latter 20th Century. Over the course of that era you would have been hard pressed to find any productive wells on land in Britain, but North Sea oil production started to take off as time went on. If you play with default industries in other climates you will not have this issue/feature.
Re: Cause of indstry closure?
Ironically, most of England's current onshore oil fields were discovered in the late 1980s, with production peaking around the time TT was released!supermop wrote:Also the gradual drying of oil wells is unique to the temperate climate in TTO and TTD, as this is loosely based on the UK of the latter 20th Century.
Like Alberth said, it's a game mechanic courtesy of no-one who's around here to explain it, so don't try to make too much sense of it. There are GRFs which change this behaviour if you don't like it.
- TimeLapse1357
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Re: Cause of indstry closure?
I found a very easy way to do 'plain vanilla' industries - never leave the station empty.
start by finding an industry producing at least 32 tons.
build a seven tile station with two platforms (leave room fore more platforms)
buy two trains with full load orders. put enough cars (wagons) on each train that the first train will return before the second one fills up.
check back every 1 - 2 years. if the trains fill up as soon as they arrive and cargo is building up in the station then add more cars/wagons. when the trains reach max length, add another train.
the industry should max out at over 2000 tons in about 25 - 50 years.
this really gets fun when MagLev becomes available. 400 MPH freight trains.
start by finding an industry producing at least 32 tons.
build a seven tile station with two platforms (leave room fore more platforms)
buy two trains with full load orders. put enough cars (wagons) on each train that the first train will return before the second one fills up.
check back every 1 - 2 years. if the trains fill up as soon as they arrive and cargo is building up in the station then add more cars/wagons. when the trains reach max length, add another train.
the industry should max out at over 2000 tons in about 25 - 50 years.
this really gets fun when MagLev becomes available. 400 MPH freight trains.
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