FIRS Industry Replacement Set - releases

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Bob_Mackenzie
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Bob_Mackenzie »

AFAIK FIRS doesn't increase production due to large amounts of cargo being transported

As for eng supplies - its 1915 and as yet I don't have enough eng supply production
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by andythenorth »

@Bob...with 32% transported, you're not getting much of the 80t to your station. Station rating affects amount *distributed*. That's core game, not something FIRS should or would change.

80t sounds about right, deliver ENSP :)

If you're using FIRS 0.3 or recent nightly, check if you have 'primary production can fall' parameter enabled. It may suit you to turn that off it it is on. IIRC the parameters are in the readme, or there's a FIRS ticket on the devzone explaining them.
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Bob_Mackenzie
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Bob_Mackenzie »

I was really only being facetious - only 80t of sand in a DESERT :P

However thanks for the reminder about the parameters

For ease of reference I thought i might post them up here. Note that these apply to 0.3
* Parameters *
Parameter 1. Economy setting: unfinished, may only be set to 0


Parameter 2. Primary production change:

0 = no production decreases (ever); production increase chance if supplies delivered monthly (default)
1 = production decrease chance if no ENSP; production increase chance if supplies delivered monthly.


Parameter 3. Industry Closure / Openings. Bit map (add the numbers to get the required setting.

0 = no primary or secondary industry closures (default)
1 = allow primary industry closure
2 = allow secondary industry closure
3 = allow primary and secondary industry closure (combination of 1 + 2)
4 = no industries open during game (unfinished, doesn't work yet)


* Boosting Primary Production *

Primary industries produce raw materials, e.g.
- mines, farms, junk yard, oil wells, oil rig etc.

Many FIRS primary industries accept Engineering Supplies or Farm Supplies.
They will only increase production if the correct supplies are delivered.


Every month there is a chance of a production increase if at least 1t of the
correct supplies are delivered.
Only 1t of supplies is required - delivering more than 1t of supplies will
not make a production increase more likely.

Small vehicles are best for delivering supplies.
(transfer orders are recommended, with a large vehicle dropping supplies at
a station to be delivered by small vehicles).



If parameter 1 is set to 0, primary industry production will never reduce (default)

If parameter 1 is set to 1, there is a chance that a primary industry will
reduce production if no supplies are delivered in a month.
If the industry is producing a high level of output, there is a greater chance
of a production decrease.
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by FooBar »

Bob_Mackenzie wrote:I was really only being facetious - only 80t of sand in a DESERT :P
There sure is a lot of sand in a desert, but still someone has to get it out and on a train or something. Because it's hot in the desert, people don't work that fast. Deliver engineering supplies, that includes a whip that should get them digging :twisted:
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Muzzly »

@muzzy - the desert probs are well know and AFAIK on the list to be fixed
Sorry, I have overseen that there is a bug report page.
Bob_Mackenzie wrote:
Desert Trans, 05-12-1915.png
Bob, what grf are your using? Why sand tiles looks not like one in sub-tropical climate ? Or is it 32bpp version, you are playing?
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by FooBar »

muzzy wrote:
Bob_Mackenzie wrote:
Desert Trans, 05-12-1915.png
Bob, what grf are your using? Why sand tiles looks not like one in sub-tropical climate ? Or is it 32bpp version, you are playing?
You're using OpenGFX?
What I see is Simon Foster's rendering of desert, i.e. the original TTD graphics. Also something that looks like the UK Roads set.
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by andythenorth »

If you have OTTD nightly r20286 or newer, you get these cookies....a new GUI for setting parameters (thanks to some nice devs):
paramater_gui_cookies.png
paramater_gui_cookies.png (33.75 KiB) Viewed 2803 times
This isn't limited to FIRS. Any newgrf can make use of this :)
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Bob_Mackenzie
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Bob_Mackenzie »

FooBar wrote:
muzzy wrote:
Bob_Mackenzie wrote:
Desert Trans, 05-12-1915.png
Bob, what grf are your using? Why sand tiles looks not like one in sub-tropical climate ? Or is it 32bpp version, you are playing?
You're using OpenGFX?
What I see is Simon Foster's rendering of desert, i.e. the original TTD graphics. Also something that looks like the UK Roads set.
Well done you are a very perceptive man :)
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Dante123 »

for the parameters in the readme:

Code: Select all

* Parameters *
Parameter 1. Economy setting: unfinished, may only be set to 0


Parameter 2. Primary production change:
	
  0 = no production decreases (ever); production increase chance if supplies delivered monthly (default)
  1 = production decrease chance if no ENSP; production increase chance if supplies delivered monthly.


Parameter 3. Industry Closure / Openings.  Bit map (add the numbers to get the required setting.

  0 = no primary or secondary industry closures (default)
  1 = allow primary industry closure
  2 = allow secondary industry closure	
  3 = allow primary and secondary industry closure (combination of 1 + 2) 
  4 = no industries open during game (unfinished, doesn't work yet)
 
so when i use "0 0 3"

it will be allowed for industries to open/close during the game.
would it also close down industries that are in use by the player, or will these never close (for example they wont close when there is at least 1 time a year some drop-off or pick-up) ?
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Emperor Jake »

Just switched to 0.3 from 0.2...
This is what happens without a OpenTTD nightly (using 1.0.2) Works fine in recent nightly.
Just thought it was funny to have such fast industries :lol:
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by FooBar »

Upgrade your OpenTTD to either 1.0.3 or a recent nightly. We're using something that is specially made for FIRS and therefore only available in recent versions of OpenTTD.

With older versions, you just have to live with very fast industries :wink:
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by FooBar »

Dante123 wrote:would it also close down industries that are in use by the player, or will these never close (for example they wont close when there is at least 1 time a year some drop-off or pick-up) ?
As the behaviour isn't actually tested, we cannot tell what actually does happen, but this is what should happen with parameters 0 0 3:
[21:23] <andythenorth> code says 0 0 3 will allow closure of secondary industry
[21:23] <andythenorth> primary industry shouldn't close because there's no production decreases
[21:24] <andythenorth> secondary industry will close if no cargo for n months
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Dante123 »

FooBar wrote:
Dante123 wrote:would it also close down industries that are in use by the player, or will these never close (for example they wont close when there is at least 1 time a year some drop-off or pick-up) ?
As the behaviour isn't actually tested, we cannot tell what actually does happen, but this is what should happen with parameters 0 0 3:
[21:23] <andythenorth> code says 0 0 3 will allow closure of secondary industry
[21:23] <andythenorth> primary industry shouldn't close because there's no production decreases
[21:24] <andythenorth> secondary industry will close if no cargo for n months
ok, i will just test it. (also in combination with daylength patch)
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by andythenorth »

Dante123 wrote:ok, i will just test it. (also in combination with daylength patch)
Secondary industry has a 'closure protection' period: it can go 18 months without any cargo being produced before it tries to close.

Day length patch may screw with number of months protected ;)
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by sk8tycoon »

I'm sorry to report the bug here but i don't understand that tracker thingy
There is a bug in the dutch translation
Gravel is translated to Frind instead of Grind in some cases.
In the refit menu you can refit a car to Frind and in will say it can load 15 tons of Grind now,
just a translation issue
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by NekoMaster »

All day I've been trying to play with firs to make a petrochemical chain (oil, petrol, plastics, etc) but I can't find a half decent map to keep me interested. Anyone know of any scenario's with firs?
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Gremnon »

If not, there's always the fallback of making one yourself.
Though, I've found the Wide Lakelands heightmap from Bananas isn't a bad one to play with FIRS on, I just have to set the amount to low/very low otherwise it gets a bit much for me to handle.
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by Bob_Mackenzie »

Parameter 2. Primary production change:

0 = no production decreases (ever); production increase chance if supplies delivered monthly (default)
1 = production decrease chance if no ENSP; production increase chance if supplies delivered monthly.

In the game before last the fishing grounds production fell - but it didn't accept supplies
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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Post by FooBar »

That's "by design". We once decided that fishing grounds shouldn't be able to increase production, as in real life fish move (and are removed) as well. This might not be a final decision though. If it turns out that you often end up with no fishing grounds at all due to closing of fishing grounds, having them accept (farm) supplies might be added.

Please let us know if you run into troubles due to closing fishing grounds.
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