FIRS Industry Replacement Set - releases
Moderator: Graphics Moderators
Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013
<disclaimer>
The following information describes production behaviour in exact terms. Knowing the exact game mechanics is generally known to ruin fun playing it.
So, while you may benefit from using Occam's razor on your theories, you may be more happy without knowing the answers. A lot of fun in about every game depends on your personal interpretations and theories. The reality is often a lot simpler and boring.
</disclaimer>
The production boost depends on the sum of supplies in the current and the previous two calendar months.
That means there is no simple threshold value for average delivery: At the beginning of a month the sum of two months matters, while at the end of a month the sum of 3 months matters.
In order to always have production boost (also at the beginning of a month), you need to supply the required supplies within 2 months.
For details see here:
https://dev.openttdcoop.org/projects/fi ... imary.pnml
https://dev.openttdcoop.org/projects/fi ... level.pnml
https://dev.openttdcoop.org/projects/fi ... tuff.pynml
The following information describes production behaviour in exact terms. Knowing the exact game mechanics is generally known to ruin fun playing it.
So, while you may benefit from using Occam's razor on your theories, you may be more happy without knowing the answers. A lot of fun in about every game depends on your personal interpretations and theories. The reality is often a lot simpler and boring.
</disclaimer>
The production boost depends on the sum of supplies in the current and the previous two calendar months.
That means there is no simple threshold value for average delivery: At the beginning of a month the sum of two months matters, while at the end of a month the sum of 3 months matters.
In order to always have production boost (also at the beginning of a month), you need to supply the required supplies within 2 months.
For details see here:
https://dev.openttdcoop.org/projects/fi ... imary.pnml
https://dev.openttdcoop.org/projects/fi ... level.pnml
https://dev.openttdcoop.org/projects/fi ... tuff.pynml
⢇⡸⢸⠢⡇⡇⢎⡁⢎⡱⢸⡱⢸⣭⠀⢸⢜⢸⢸⣀⢸⣀⢸⣭⢸⡱⠀⢰⠭⡆⣫⠰⣉⢸⢸⠀⢰⠭⡆⡯⡆⢹⠁⠀⢐⠰⡁
Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013
what you see here is not an actual production change, but an anomaly in the game mechanics:Simons Mith wrote: one single quarry on 112/112 when all the others were on 126/126
production happens every 256 ticks, which means it fluctuates between 8 and 9 times per month (1 day = 74 ticks, so for a 30-day month you have 30*74/256 ~ 8.7 production cylces per month). so if production is 14 per cycle, then 8 cycles gives 8*14=112 and 9*14=126.
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013
See also http://dev.openttdcoop.org/projects/fir ... baa1e40faa
Some of your results may be meaningless due to that bug.
Some of your results may be meaningless due to that bug.
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)
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
Nothing says "Christmas" like a trip up some steamy jungle rivers to see Mr. Kurtz. So here is FIRS 1.3.0, featuring all new "Heart of Darkness" economy. And some bug fixes.
Get it from the in-game content fruitstore thing, or here http://bundles.openttdcoop.org/firs/releases/1.3.0/
Docs for new economy are here http://bundles.openttdcoop.org/firs/rel ... STAH_KURTZ
You might want to try some new CHIPS on the side too.
--------------
1.3.0 Release
--------------
*New Features / Changes*
- New economy: Heart of Darkness
- "Mistah Kurtz - he dead"
- 22 cargos, including new cargos Coffee, Copper Ore, Diamonds, Rubber and Sugar
- 21 industries, including new industries Bulk Terminal, Coffee Estate, Copper Mine, Diamond Mine, Fibre Crop Farm, Rubber Plantation, and Trading Post
- best used with Sub-Tropic climate and many rivers
- Pre-1906 graphics for Dredging Site (DanMacK)
- Pre-1928 sprites for Arable Farm (DanMacK)
- Pre-1920 graphics for Machine Shop (DanMacK, Zephyris)
- Pre-1935 graphics for Forest (DanMacK)
- Docs improvements, including making this changelog visible in html as well as markdown text, and multiple fixes
*Fixes*
- Hotels were unexpectedly closing
- Correct order for cargo information text at Brewery
- Primary production boost required an incorrect amount of supplies
*Translations*
- Brazilian Portuguese (squallzinn)
- Croatian (Voyager1)
- Dutch (Alberth)
- Finnish (juzza1)
- German (planetmaker)
- Hungarian (Brumi(
- Italian (Snail)
- Korean (Telk)
- Norwegian (bokmal) (Trond)
- Polish (TadeuszD)
- Portugese (vesgo)
- Russian (George)
- Spanish (SilverSurferZzZ)
- Swedish (Zuu)
- simplified Chinese (siu238X)
- traditional Chinese (siu238X, zderx)
*Codechanges*
- multiple improvements to compile environment for speed and ease of use
- refactored some industry templating to be saner
Get it from the in-game content fruitstore thing, or here http://bundles.openttdcoop.org/firs/releases/1.3.0/
Docs for new economy are here http://bundles.openttdcoop.org/firs/rel ... STAH_KURTZ
You might want to try some new CHIPS on the side too.
--------------
1.3.0 Release
--------------
*New Features / Changes*
- New economy: Heart of Darkness
- "Mistah Kurtz - he dead"
- 22 cargos, including new cargos Coffee, Copper Ore, Diamonds, Rubber and Sugar
- 21 industries, including new industries Bulk Terminal, Coffee Estate, Copper Mine, Diamond Mine, Fibre Crop Farm, Rubber Plantation, and Trading Post
- best used with Sub-Tropic climate and many rivers
- Pre-1906 graphics for Dredging Site (DanMacK)
- Pre-1928 sprites for Arable Farm (DanMacK)
- Pre-1920 graphics for Machine Shop (DanMacK, Zephyris)
- Pre-1935 graphics for Forest (DanMacK)
- Docs improvements, including making this changelog visible in html as well as markdown text, and multiple fixes
*Fixes*
- Hotels were unexpectedly closing
- Correct order for cargo information text at Brewery
- Primary production boost required an incorrect amount of supplies
*Translations*
- Brazilian Portuguese (squallzinn)
- Croatian (Voyager1)
- Dutch (Alberth)
- Finnish (juzza1)
- German (planetmaker)
- Hungarian (Brumi(
- Italian (Snail)
- Korean (Telk)
- Norwegian (bokmal) (Trond)
- Polish (TadeuszD)
- Portugese (vesgo)
- Russian (George)
- Spanish (SilverSurferZzZ)
- Swedish (Zuu)
- simplified Chinese (siu238X)
- traditional Chinese (siu238X, zderx)
*Codechanges*
- multiple improvements to compile environment for speed and ease of use
- refactored some industry templating to be saner
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)
- Railwaymodeler
- Tycoon
- Posts: 2111
- Joined: 23 Dec 2004 18:31
- Location: Wisconsin, USA
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
What are the requirements for a Bulk Terminal? Starting new games, they never get built.
Checked the documentation, can't find anything.
Checked the documentation, can't find anything.
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I also could not find a new industry.Railwaymodeler wrote:What are the requirements for a Bulk Terminal? Starting new games, they never get built.
Checked the documentation, can't find anything.
[OpenTTD] STD screenshots
----------------------------------------------------------------------------------------------------------------------------------
[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017
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[OpenTTD] STD saved games - My finished scenarios and saves from the game
My Youtube channel - OpenTTD | Wiki xUSSR set (RU) | Wiki xUSSR set (EN) | Download the latest version of the xUSSR set
TT Screenshot of the Month - the page editor | Screenshot Of The Month Contest Winner: August 2017
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
Post screenshots of your maps?
Bulk Terminal needs about 7x7 tiles of clear water and some straight coast. I usually get at least 1 or 2 even on 256x256 maps. Occasionally a map will generate without one.
Try increasing the sea level, and/or turning down roughness.
If it persists as an issue, I'll make an extra industry layout (smaller) to handle this issue.
Bulk Terminal needs about 7x7 tiles of clear water and some straight coast. I usually get at least 1 or 2 even on 256x256 maps. Occasionally a map will generate without one.
Try increasing the sea level, and/or turning down roughness.
If it persists as an issue, I'll make an extra industry layout (smaller) to handle this issue.
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)
- SwissFan91
- Tycoon
- Posts: 2401
- Joined: 08 Feb 2009 18:36
- Location: Alberta, Canada
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I haven't tried the new release yet, but may I say that your sprites are absolutely stunning, Andy. Faultless.
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
Hey Andy.
Thank you very much for this new release and all the fixes/improvements !
Thank you very much for this new release and all the fixes/improvements !
Patch - Let's timetable depot waiting time with the Wait in depot patch.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
- Simons Mith
- Transport Coordinator
- Posts: 326
- Joined: 14 Jan 2010 23:45
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
Some possible missing words in 1.3.0:
When you have gung-ho production, the delivery requirement say deliver '84 crates supplies' rather than 'crates _of_ supplies'. Similarly, ' To keep this level, deliver 21 crates supplies within three months...'. It may be intentional, but it feels a bit terse to me.
Also, a minor units error:
Even though I've set my localisation to Imperial units throughout, including gallons for liquid cargos, FIRS still lists its requirements/production in terms of thousands of litres. I presume it's just using hard-coded strings that contain the litre values. e.g. Cargo production for a Fabrication Plant is given as
'2t per 8,000l chemicals delivered
2t per 8t metal delivered'
and for a Machine Shop,
'8 crates per 8,000l petrol delivered
8 crates per 8t metal delivered'
[I'd also put the missing 'of's in those places, personally.]
and a long-standing graphics curiosity I'm wondering about:
If you use the visibility settings to make industries invisible, coal mines show an area of dirt with blobs of coal at one corner. Iron ore mines don't change at all. Steel mills become 'cut off' at ground level. etc. But by comparison the majority of custom FIRS industries - sawmill, furniture factory, hotel... just show their base terrain tile - e.g. dirt, cobble, concrete, but a few - such as grain mills and glass works show the terrain tile with a black area over it marking the positions of the buildings. How come that difference arises?
When you have gung-ho production, the delivery requirement say deliver '84 crates supplies' rather than 'crates _of_ supplies'. Similarly, ' To keep this level, deliver 21 crates supplies within three months...'. It may be intentional, but it feels a bit terse to me.
Also, a minor units error:
Even though I've set my localisation to Imperial units throughout, including gallons for liquid cargos, FIRS still lists its requirements/production in terms of thousands of litres. I presume it's just using hard-coded strings that contain the litre values. e.g. Cargo production for a Fabrication Plant is given as
'2t per 8,000l chemicals delivered
2t per 8t metal delivered'
and for a Machine Shop,
'8 crates per 8,000l petrol delivered
8 crates per 8t metal delivered'
[I'd also put the missing 'of's in those places, personally.]
and a long-standing graphics curiosity I'm wondering about:
If you use the visibility settings to make industries invisible, coal mines show an area of dirt with blobs of coal at one corner. Iron ore mines don't change at all. Steel mills become 'cut off' at ground level. etc. But by comparison the majority of custom FIRS industries - sawmill, furniture factory, hotel... just show their base terrain tile - e.g. dirt, cobble, concrete, but a few - such as grain mills and glass works show the terrain tile with a black area over it marking the positions of the buildings. How come that difference arises?
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
The first industries you mention use the default graphics from your base set. New industries use graphics provided by FIRS. They're just drawn differently.Simons Mith wrote:If you use the visibility settings to make industries invisible, coal mines show an area of dirt with blobs of coal at one corner. Iron ore mines don't change at all. Steel mills become 'cut off' at ground level. etc. But by comparison the majority of custom FIRS industries - sawmill, furniture factory, hotel... just show their base terrain tile - e.g. dirt, cobble, concrete, but a few - such as grain mills and glass works show the terrain tile with a black area over it marking the positions of the buildings. How come that difference arises?
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I play with FIRS 1.3.0 with YACD 1.3.2+RC3; I found that one paper mill accepted lumber,as the transportation income is green. But the paper mill made no final goods, so the production chain stopped at the the paper mill.
And sometimes the second production is not strictly according to the production rate?
And sometimes the second production is not strictly according to the production rate?
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
YACD is unsupported. I like YACD, but it's not supported. No patches are supported with FIRS.mfans wrote:I play with FIRS 1.3.0 with YACD 1.3.2+RC3;
It's likely due to fixed point mathsAnd sometimes the second production is not strictly according to the production rate?

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 Set - 1.3.0 released 23rd December 2013
Hi dude I follow this a long time and a must say GrEAT WORK!!!
I have a issue using your GRF and a Game Script
I wannas ask you if you know how to fix this or colaborate with the GamScript Author
It fail in the industry type id any idea?
I have a issue using your GRF and a Game Script
I wannas ask you if you know how to fix this or colaborate with the GamScript Author
It fail in the industry type id any idea?
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I'm trying to make some small modifications to Firs for my own use. I'm hoping someone can point me in the right direction.
I have the large firs.nml file and I'm able to compile it to a grf (which works!) so I'm part of the way there.
Basically I have 3 changes that I'm making (for now). All work is experimental.
1. Reduction of recyclables production. When a couple of new recycling depots popped up, their production levels were far in excess of anything else on the map, over 1300 tons/m, and that's in a town I've badly neglected. I had approx 600 trucks for ALL industries then needed to add 250+ trucks for recyclables alone. I decided to abandon recycling cargos and then thought I might be able to reduce production. I've made a change that has worked but I may have overcompensated. This will need testing.
2. Disabling production increases from eng/farm supplies. This would allow production levels to stay static (more or less). I have thought of a solution but have yet to test it.
3. More variation on initial production levels for primary industries. This has something to do with prod_multiplier and randomise_primary_production_on_build but I can't quite work out how it all fits together. I can experiment with values to see what happens but if someone 'knows' then I'd appreciate some help.
Looking at 'randomise_primary_production_on_build', I presume it would be ok if I added more cases?
I'm currently playing a "lower than normally stressful" game as production levels don't increase...by carefully avoiding transporting engineering and farm supplies anywhere. That enables me to set up a service and forget about it until I upgrade the vehicles (oops). It also means that my coal mine makes ~150 tons/m and it never changes (except for station rating fluctuations).
Thanks.
I have the large firs.nml file and I'm able to compile it to a grf (which works!) so I'm part of the way there.
Basically I have 3 changes that I'm making (for now). All work is experimental.
1. Reduction of recyclables production. When a couple of new recycling depots popped up, their production levels were far in excess of anything else on the map, over 1300 tons/m, and that's in a town I've badly neglected. I had approx 600 trucks for ALL industries then needed to add 250+ trucks for recyclables alone. I decided to abandon recycling cargos and then thought I might be able to reduce production. I've made a change that has worked but I may have overcompensated. This will need testing.
2. Disabling production increases from eng/farm supplies. This would allow production levels to stay static (more or less). I have thought of a solution but have yet to test it.
3. More variation on initial production levels for primary industries. This has something to do with prod_multiplier and randomise_primary_production_on_build but I can't quite work out how it all fits together. I can experiment with values to see what happens but if someone 'knows' then I'd appreciate some help.
Looking at 'randomise_primary_production_on_build', I presume it would be ok if I added more cases?
I'm currently playing a "lower than normally stressful" game as production levels don't increase...by carefully avoiding transporting engineering and farm supplies anywhere. That enables me to set up a service and forget about it until I upgrade the vehicles (oops). It also means that my coal mine makes ~150 tons/m and it never changes (except for station rating fluctuations).
Thanks.
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I resist adding parameters, but I am considering one for the supply production boost. The current 2x, 4x values were designed for playing fast, multiplayer games with gamescripts like NoCarGoal and Silicon Valley.
In single player, I find these values too high.
In single player, I find these values too high.
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 Set - 1.3.0 released 23rd December 2013
Generally production should be scaled by epochs, it was discussed elsewhere.
For example, for game starting in 1800 and Early houses newgrf active, Hotel produce incredibly large amount of passengers
in comparison to normal houses, and hard to handle with horse carriages.
For example, for game starting in 1800 and Early houses newgrf active, Hotel produce incredibly large amount of passengers
in comparison to normal houses, and hard to handle with horse carriages.
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I find not. After all, to have the production boost you have to use a lot of ENSP or FMSP, which you need to produce, which already uses a lot of primary resources.andythenorth wrote:In single player, I find these values too high.
I find it nice the way it is

Patch - Let's timetable depot waiting time with the Wait in depot patch.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
I'm trying to compile the FIRS source but I'm not getting very far. I'm using MinGW and I have NML in the path an the python27.dll from the NML install but I don't have python installed.
$ make
/bin/bash: python: command not found
/bin/bash: python: command not found
/bin/bash: python: command not found
echo [GENERATE PNML]
[GENERATE PNML]
mkdir -p generated_pnml
touch generated_pnml/_files_here_are_generated.txt
python scripts/preprocess.py 'FIRS Industry Replacement Set 2014-04-15 (0:e02922
b6bc74M)' '3910' ''
/bin/bash: python: command not found
make: *** [firs-pnml] Error 127
Is it a lack of a python install that's giving these woes? I did read the "how to compile" instructions!
$ make
/bin/bash: python: command not found
/bin/bash: python: command not found
/bin/bash: python: command not found
echo [GENERATE PNML]
[GENERATE PNML]
mkdir -p generated_pnml
touch generated_pnml/_files_here_are_generated.txt
python scripts/preprocess.py 'FIRS Industry Replacement Set 2014-04-15 (0:e02922
b6bc74M)' '3910' ''
/bin/bash: python: command not found
make: *** [firs-pnml] Error 127
Is it a lack of a python install that's giving these woes? I did read the "how to compile" instructions!
Re: FIRS Industry Set - 1.3.0 released 23rd December 2013
Well if python is not installed, you need to install it. (python 2 and not 3, if I'm not wrong)
Patch - Let's timetable depot waiting time with the Wait in depot patch.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
GameScript - Searching a new way to make your cities growing ? Try the Renewed City Growth GameScript.
My screenshots thread.
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