FIRS Industry Replacement Set - releases

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Pyoro
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Pyoro »

If set before scenario creation I think it works. Not sure whether you can change that afterwards, though. Probably not. ^^;
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romazoon
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by romazoon »

yes sure i know about that "funding only" at map gen, i just thought this was working only with original industry, is that option working with FIRS too ?
but in my case i m anyway facing the problem that i haven t started the scenario from scratch.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Logarifm »

Hello!

Could someone tell me a right way to find the settings I need: a long time ago I played one game with FIRS addon in which all industries processing resources in a not unlimited rate. For example: Metal Industry produces metal from coal, so after the train with coal have arrived, the industry started to produced metal, but only for ex. 20 tons for 1 month. So it takes not just a second to process big amount of coal. Well, this is just an example, but I hope you catch the idea: I tried to remember how to change the speed of processing resources. This was also and addon, maybe...

Thank you in advance!
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by planetmaker »

That does not sound like FIRS but like how ECS industries work.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Logarifm »

Exactly! Thank you!

On every industry I could see such label "Cargo waiting to be processed" and always "0" below, so, I thought that it is possible to "turn on" this feature. Thank you!
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by CPR1983 »

Do building materials help influence town growth?
Got a small town with a hardware store and wondering if I should start to deliver building materials along with my 5 regular bus stops
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Sylf
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Sylf »

CPR1983 wrote:Do building materials help influence town growth?
Got a small town with a hardware store and wondering if I should start to deliver building materials along with my 5 regular bus stops
The building materials doesn't help the growth. If you start delivering building materials regularly to that hardware store, that station will count toward number of active stations in the town for the growth.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Rollerghost »

I am playing with The Heart 0f Darkness parameter and there the ports accept Wood, Fruit and Plant Fibers. One of my ports have reached Gung Ho with plant fibers and wood. Output is at 180 a month. Will that production rise if I give fruit there as well or will the fruit be better used at a Brewery?
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by sunshare »

can not create a parameter that allows founding industries, although this the option to display or created alone?

one can build a more realistic gaming industries locating on your own while playing and not use the automatic random to appear alone

Merry Xmas!
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by NekoMaster »

sunshare wrote:can not create a parameter that allows founding industries, although this the option to display or created alone?

one can build a more realistic gaming industries locating on your own while playing and not use the automatic random to appear alone

Merry Xmas!
you must have disabled Founding Industries in your Advanced Settings because FIRS has no control over that. Mind you founding firs industries can be a bit expensive.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by sunshare »

As I must be many who play OpenTTD only to build a realistic transport network regardless of the amount.

So I use the trick to raise money so founding industries in strategic places, so would be good to have the option to allow to establish industries but have enabled option that does not allow creating industries automatically.
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Sylf
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Sylf »

sunshare wrote:As I must be many who play OpenTTD only to build a realistic transport network regardless of the amount.

So I use the trick to raise money so founding industries in strategic places, so would be good to have the option to allow to establish industries but have enabled option that does not allow creating industries automatically.
When you create the new map/game, set Number of Industries to "Funding only." If you want a few industries at the start of the game, create a new scenario with this setting, place a few industries on the scenario map, and it'll work as you want it.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by sunshare »

Sylf wrote:
sunshare wrote:As I must be many who play OpenTTD only to build a realistic transport network regardless of the amount.

So I use the trick to raise money so founding industries in strategic places, so would be good to have the option to allow to establish industries but have enabled option that does not allow creating industries automatically.
When you create the new map/game, set Number of Industries to "Funding only." If you want a few industries at the start of the game, create a new scenario with this setting, place a few industries on the scenario map, and it'll work as you want it.
I knew that is the issue is when someone plays a scenario already created and want to use FIRS with that otion that mentioned

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Re: FIRS Industry Set - 1.4.2 released 30th Jan 2015

Post by andythenorth »

Time for FIRS 1.4.2. :D Get it on Bananaaaas (in-game content download), or http://bundles.openttdcoop.org/firs/releases/

1.4.2 docs: http://bundles.openttdcoop.org/firs/rel ... arted.html

Yair, have fun.

--------------
1.4.2 Release
--------------

FIRS 1.4.2 is not savegame-compatible with any previous FIRS versions

New Features / Changes

Full FIRS economy
- added Port, providing a direct source of Engineering Supplies
- added Bulk Terminal, providing a direct source of Farm Supplies

Temperate Basic economy
- added Bulk Terminal, providing Farm Supplies, solving issue that Farm Supplies were unavailable in this economy before 1927
- adjusted Port cargos for balance against Bulk Terminal
- removed Fertiliser Plant, replaced by Bulk Terminal

Arctic Basic economy
- new cargo Paper (roughly identical to Paper cargo in default OpenTTD)
- Paper Mill now produces Paper instead of Goods in this economy
- removed Grain Mill industry
- added Bulk Terminal, providing Farm Supplies, solving issue that Farm Supplies were unavailable in this economy before 1927
- adjusted Port cargos for balance against Bulk Terminal
- Goods is now an import cargo rather than an export cargo
- added Iron Ore cargo and Iron Ore Mine

Tropic Basic economy
- new cargos Beans, Nitrates and Vehicle Parts
- added Coffee cargo
- removed Fish, Metal and Petrol cargos
- removed Oil Refinery, Petrol Station and Plastics Plant
- new Chemical Plant, Food Processing Plant, Nitrate Mine and Vehicle Factory industries
- added Bulk Terminal, providing Farm Supplies, solving issue that Farm Supplies were unavailable in this economy before 1927
- added Coffee Estate, replacing Fruit Plantation
- added Arable Farm, replacing Sugar Plantation
- adjusted Port cargos for balance against Bulk Terminal

Introduce some industries earlier for game balance:
- Fertiliser Plant now 1890
- Machine Shop now 1790, to ensure Engineering Supplies and Farm Supplies more widely available from a sensible date
- Metal Fabrication Plant now 1832
- Petrol Pump now 1900
- Bauxite Mine and Aluminium Plant now 1900

- improved Port graphics, now looks clearly different to Fishing Harbour
- improved Recycling Plant with smoke, improved sprites, and two new layouts
- improved Trading Post graphics
- improved Iron Works graphics and layouts
- smoke for Smithy Forge
- explain about Reycling Plant randomisation in docs, keeps catching people out

Fixes

Bulk Terminal and Trading Post
- now easier for players to build (reduced water tile checks)
- construction states fixed

- Port construction states fixed
- Mail cargo no longer sets 'is_freight' flag to 1, caused issues with livery for mail cars and was inconsistent with default mail
- bad comparison in magic that figures out whether to use Sugar Cane or Sugar Beet

Translation Updates

- Afrikaans
- Catalan
- Chinese (Simplified)
- Chinese (Traditional)
- Finnish
- French
- Latin
- Norwegian (Bokmal)
- Polish
- Russian
- Scottish Gaelic
- Spanish
- Swedish

Codechanges

- fixed broken Makefile (planetmaker, Alberth)
- better structure for generated files in compile
- use python multiprocessing for faster python templating step
- use the PYTHON variable of the Makefile to refer to the Python interpreter (planetmaker)
- cleanup Makefile.in
- suppress Mercurial default arguments (planetmaker)
- moved docs_src to src/docs_templates, consistent with Iron Horse, Road Hog etc
- removed dead string STR_IND_SUPERMARKET
- docs handle Sugar Beet / Sugarcane climate split better, now counting them as only one cargo

1.4.0 and 1.4.1 releases weren't shipped, due to an oops with tag names not matching changelog.
Last edited by andythenorth on 30 Jan 2015 20:02, edited 1 time in total.
Ogre
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Re: FIRS Industry Set - 1.4.2 released 30th Jan 2015

Post by Ogre »

Big, BIG thanks to the authors and contributors of FIRS, for releasing both a new version of FIRS and these nice looking ports to FIRS economy.
The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
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Re: FIRS Industry Set - 1.4.2 released 30th Jan 2015

Post by andythenorth »

Screenies.

Improved Iron Works, seen here with matching CHIPS station tiles, Iron Horse narrow gauge trains and Road Hog trams & logging trucks:
FIRS-1.4.2-1.png
FIRS-1.4.2-1.png (711.37 KiB) Viewed 3132 times
Improved Port and Bulk Terminal sprites (now included in more economies, including Basic and Full FIRS), shown here with Iron Horse, CHIPS station tiles, and Road Hog trams and supplies trucks.
FIRS-1.4.2-2.png
FIRS-1.4.2-2.png (639.35 KiB) Viewed 3132 times
Improved Trading Post graphics (Heart of Darkness economy). A packet steamer (from Squid Ate FISH) is dropping off diamonds and coffee from the interior, and will load goods and farm supplies to take back up river.
FIRS-1.4.2-3.png
FIRS-1.4.2-3.png (470.83 KiB) Viewed 3132 times
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andythenorth
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Re: FIRS Industry Set - 1.4.2 released 30th Jan 2015

Post by andythenorth »

In the high desert, center-cab diesels load nitrates and farm supplies for the coast, while a short train of inbound supplies is loaded. From other mines in the area, trams and trucks bring in more nitrates and farm supplies for transfer to the trains.
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FIRS-1.4.2-4.png
FIRS-1.4.2-4.png (383.42 KiB) Viewed 3119 times
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