FIRS Industry Replacement Set - releases

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tbela
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by tbela »

Ok, thank you!
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by Kogut »

During AI testing I found this wonderful place:
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Przechwytywanie.PNG
(456.27 KiB) Downloaded 1 time
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
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planetmaker
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by planetmaker »

Looks like an island one could have holidays on :-P
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by ervin2 »

I recently started my first game with this industry set, and I'm currently delivering metal to both a machine shop and metal foundry (both sharing one station), but for some reason all the metal goes to the metal foundry. Why is that?

I obviously solved the problem by separating it into two stations, but it would be nice if it just split the deliveries depending on which industry has greater demand.
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by Supercheese »

ervin2 wrote:I recently started my first game with this industry set, and I'm currently delivering metal to both a machine shop and metal foundry (both sharing one station), but for some reason all the metal goes to the metal foundry. Why is that?
When two accepting industries are in the catchment area of one station, cargo is only delivered to the closest industry. S'just the way things are; you'll want to either build another station closer to the other industry and drop of half the cargo there or transfer all the cargo at your existing station and use road vehicles/trams to shunt the cargo to both industries.
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ervin2
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by ervin2 »

Okay. Also, every industry I have says that I have transported approx 67-70% of the production. It says this about every single industry I have. How can I increase this number?
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Re: FIRS Industry Replacement Set - v0.7.0-beta1 29 August

Post by Yexo »

ervin2 wrote:Okay. Also, every industry I have says that I have transported approx 67-70% of the production. It says this about every single industry I have. How can I increase this number?
Increase your station rating. See the wiki for details on that.
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andythenorth
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by andythenorth »

FIRS 0.7.0 is released - on Bananas or http://bundles.openttdcoop.org/firs/releases/

Lots of changes. Special thanks to planetmaker, Yexo and Terkhen for this release, particularly the conversion to nml code of around 22,000 lines of nfo :D

Important: requires OpenTTD 1.2.0-beta1 or newer - available at http://www.openttd.org/
metal_fab_plant.png
metal_fab_plant.png (68.71 KiB) Viewed 2608 times
------------------------ Changelog for 0.7.0 -------------------------------------

FIRS 0.7 is *not* savegame compatible with any previous release of FIRS.

OpenTTD version 1.2.x or newer is required for FIRS 0.7.

*What's new in 0.7?*

Several hundred changes since FIRS 0.6.4

*New / Changed Industries*
- Hardware Store (accepts Building Materials, Goods)
- Metal Fabrication Plant (available 1852; accepts Metal, Chemicals, produces Building Materials)
- Recycling Depot (produces Recyclables)
- Recycling Plant (accepts Recyclables, produces two random cargos from this list: Building Materials, Chemicals, Engineering Supplies, Farm Supplies, Manufacturing Supplies, Scrap Metal)
- Hotel (accepts Food, Alcohol, Passengers, produces Passengers)

- Food Market now accepts Fruit instead of Goods
- Lime Kiln production reduced slightly for better balance of Farm Supplies chain
- Metal Foundry renamed to Metal Workshop, now also accepts Chemicals

*Removed Industries*
- None

*New / Changed Cargos*
- Introduce separate cargo labels for Sugar Beet (SGBT) and Sugarcane (SBCN). Helps vehicle set authors provide more specific graphics.
- set Sugar Cane classes to 'bulk, non-pourable'

- Introduced Recyclables cargo, produced by Recycling Depot, accepted by Recycling Plant
- Scrap Metal now uses label SCMT instead of SCRP (due to changed classes); changed classes for Scrap Metal
- removed 'covered' class from Building Materials cargo, added 'bulk' class

*New Features*
- Parameter to prevent industry opening during game (useful for scenarios / multi-player challenges)
- Station ratings can be controlled with a parameter (default | improved | always 100%). Affects amount of cargo distributed to stations by industries.
- Hint on possible locations for farms in the fund menu
- Petrol Pump will locate next to roads, in or out of towns
- Animation (flag) for Dairy
- Animation (pumps) for Oil Wells
- Animation (molten metal) for Iron Works
- Fences for some industries
- Graphics to show metal at Metal Foundry
- Improved appearance of Dairy
- Improved appearance of Arable Farm farmhouse
- Improved appearance of Fruit Plantation farmhouse
- Improved appearance of Furniture Factory
- Improved appearance of Dairy Farm farmhouse
- Improved appearance of Mixed Farm farmhouse
- Improved appearance of Sheep Farm farmhouse
- Improved appearance of Food Market (added trees)
- Improved appearance of Fishing Harbour (updated fishing boats, missing waves)
- Improved appearance of Grain Mill (bakery)
- Improved appearance of Grain Mill (windmill)
- Improved appearance of Glass Works
- Improved appearance of Petrol Pump
- Improved appearance of Sugar Refinery
- Improved appearance of Plastics Plant
- Improved appearance of Textile Mill
- Improved appearance of Machine Shop
- Improved appearance of Oil Wells (building added)
- Additional layout for Sheep Farm
- Additional layouts for reworked Glass Works
- Snow for Aluminium Mill
- Snow for Builders Yard
- Snow for Dairy
- Snow for Food Market
- Snow for Forge
- Snow for Grain Mill (bakery)
- Snow for Hotel
- Snow for Lime Kiln
- Snow for Petrol Pump
- Snow for Sheep Farm
- Better snow support (greeble tile) for Forest

*Fixes*
- Allow the player to also place industries where s/he wants in the scenario editor
- Builders Yard had special flag set twice
- Builders Yard construction probability was wrong
- Lime Kiln construction probability was wrong
- Store construction probability was wrong
- Flickering graphics issue solved for Fishing Harbour
- Cargo slot 1E left empty for NARS2 regearing compatibility
- Small amounts of delivered cargo could be 'lost' at secondary industries
- Always draw all ground sprites, so that in transparent mode the correct one is shown
- Industry production info text now uses litres, crates etc appropriately (previously all units were 't')
- Tile offset wrong for Forest above snowline

*Internal changes*
- FIRS converted entirely to nml instead of nfo
- Replaced all pcx graphics files with png files
- Update to grf v8

*Translations additions / updates*
- Hungarian translation (Brumi)
- Italian translation (Snail)
- Polish translation (Radmir)
- Russian translation (akasoft, kvwrd)
- Serbian translation (Etran)
- Welsh translation (kazzie)
- Update Croation translation (Voyager1)
- Update Dutch translation (Alberth)
- Update Spanish translation (Terkhen)
- Update German translation (Eddi / Planetmaker)
- !! translations framework changed, translations require updating for 0.7.x
- Updated script to log missing strings: http://bundles.openttdcoop.org/firs/nig ... ATEST/log/

*Documentation*
- Add GPL header to all industry files.

*Additional Compatibility checks*
- FIRS 0.7 will report requirement for OTTD 1.2.0 or r22780 or later
- Set FIRS 0.7 as minimum compatible version to prevent breaking savegames using older FIRS
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YukonRob
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by YukonRob »

andythenorth wrote: - Introduce separate cargo labels for Sugar Beet (SGBT) and Sugarcane (SBCN). Helps vehicle set authors provide more specific graphics.
Should this be Sugarcane (SGCN) ?

Thank you for all of your (collective) efforts. I use this GRF every game.
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Pyoro
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by Pyoro »

andythenorth wrote:*New Features*
- Parameter to prevent industry opening during game (useful for scenarios / multi-player challenges)
Since I'm slightly drunk right now I'll outright say that I hate hotels, but I guess it won't be much of a problem with this fantastic feature :bow:
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by LSky »

I'm trying to join a 1.2.0-beta1 server that runs 0.7.0, but it gives me this error;

A fatal newgrf error has ocurred:
Read past end of pseudo-sprite
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by Alberth »

Is FIRS the only NewGRF, or does the server have other NewGRFs as well?
"A NewGRF error" can come from any of them.
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by LSky »

Alberth wrote:Is FIRS the only NewGRF, or does the server have other NewGRFs as well?
"A NewGRF error" can come from any of them.
There are a load of newgrf's on that server. Ill see if I can figure out which one is at fault in a few single player games. Perhaps I concluded too early that it was FIRS.

Edit;
in the content download system, it says;
Matching file not found

Edit2;
Even when installing manually, I get the same error when Im trying to start a game with just this newgrf loaded

Code: Select all

DecodeSpecialSprite: Tried to read past end of pseudo-sprite data
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andythenorth
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by andythenorth »

LSky wrote:Even when installing manually, I get the same error when Im trying to start a game with just this newgrf loaded

Code: Select all

DecodeSpecialSprite: Tried to read past end of pseudo-sprite data
Can you provide a savegame, thanks. (I can't reproduce this).
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by LSky »

andythenorth wrote:
LSky wrote:Even when installing manually, I get the same error when Im trying to start a game with just this newgrf loaded

Code: Select all

DecodeSpecialSprite: Tried to read past end of pseudo-sprite data
Can you provide a savegame, thanks. (I can't reproduce this).
Here's a savegame.
Attachments
FIRSerror.sav
savegame
(11.88 KiB) Downloaded 70 times
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by Yexo »

LSky wrote:Here's a savegame.
I don't get any NewGRF error messages with that savegame. If you do, which OS are you using?
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by Alberth »

In the 32bpp forum, there is a similar post as yours: http://www.tt-forums.net/viewtopic.php?p=988608#p988608
Are you using 32bpp?
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by LSky »

Alberth wrote:In the 32bpp forum, there is a similar post as yours: http://www.tt-forums.net/viewtopic.php?p=988608#p988608
Are you using 32bpp?
No, I am not. I reinstalled OpenTTD and that solved my issue. I also heard someone else was experiencing this very issue and changed to a x86 installation as opposed to an x64 installation. I stuck with x64 though, so I guess its just the reinstallation that solved this issue.
Yexo wrote:
LSky wrote:Here's a savegame.
I don't get any NewGRF error messages with that savegame. If you do, which OS are you using?
Windows 7 64bit

Additional feature request;
Is it possible to add a variable that controls the base production of the industries? I understand that FIRS is designed with perticular production rates in mind, but personally I believe them still to be too low overall. I'd like to be able to change the base production of raw materials by a variable factor (es an example 1,5x the current rate or so). Would this be possible to add?
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andythenorth
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Re: FIRS Industry Replacement Set - v0.7.0 31 Dec 2011

Post by andythenorth »

LSky wrote:I'd like to be able to change the base production of raw materials by a variable factor (es an example 1,5x the current rate or so). Would this be possible to add?
I'll discuss with other devs and see if we want to support this. What's the reason it's needed?
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