FIRS Industry Replacement Set - Development

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Coxx
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Re: FIRS Industry Replacement Set - Development

Post by Coxx »

It´s better. I hope You have not skipped lunch for it.
I would suggest even shorter chimneys, in a way similar to the glassworks. A shorter, rectangular one would also look good. Maybe the one from the textile mill or the (water?) tower from the furniture factory could be converted for that purpose.
The buildings with the kiln(?) could be a bit lower in my opinion, to offer a difference in building hights. Some drying and storage area (like glassworks?) in between the buildings might be a nice touch too.
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Re: FIRS Industry Replacement Set - Development

Post by jungle »

Very minor issue about this fantastic set :) :

If I start a game in 1875 I get petrol stations in some of the towns. Given the lack of petrol engines at that time, this seems a bit odd...

My suggestion, if OTTD's programming allows it, would be to replace it (pre 1920s only) with a small Gas Works & Coal Yard complex - typically small Victorian towns would have a facility to sell both coal & oil to local people, and that might be combined with a plant to produce 'town gas' (stored in a small gasometer) by burning coal. The gas facility needed to be manned 24/7 and so there was usually a house on site too. Somewhere between the 1920s and 1950s, the site could convert to a petrol station...
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Re: FIRS Industry Replacement Set - Development

Post by Dante123 »

i just saw that every mine of the same type, has exact the same production every month. for example all the iron mines on the map produce exact 540 a month.
i must be honest that i do play with a patchpack, but is it correct that there is no such random factor in this part ?
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

Hey, watching tv made me remeber about the waste and incinerators... could we maybe have a addon for a waste chain? I know the graphics still exist so all that would be needed is some code to be put to them. I'd really love to play with firs more if we could have a waste chain again :) (btw, it'd be cool if there could be a Waste to Engery Incinerator from the 90's on)
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Re: FIRS Industry Replacement Set - Development

Post by Simozzz »

Btw, there is wood to lumber chain, but if forests will produce lumber itself, we are saving one cargo and one industry slot for waste(or other cargo).
Sorry for my bad English.
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Re: FIRS Industry Replacement Set - Development

Post by Kogut »

Simozzz wrote:Btw, there is wood to lumber chain, but if forests will produce lumber itself, we are saving one cargo and one industry slot for waste(or other cargo).
But it removes great wood cargo.
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andythenorth
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

Simozzz wrote:Btw, there is wood to lumber chain, but if forests will produce lumber itself, we are saving one cargo and one industry slot for waste(or other cargo).
To allow for add-ons (including things like Waste) there are three cargo slots held spare (only two if NARS 2 is used with regearing).

Waste could be restored as an add-on. I have no interest in doing that at the moment, I found waste quite boring to play with :)
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Re: FIRS Industry Replacement Set - Development

Post by Ogre »

andythenorth wrote:Waste could be restored as an add-on. I have no interest in doing that at the moment, I found waste quite boring to play with :)
What's better than fooling around with waste? :lol: Maybe the waste idea could be "revived" in some sort of a modification of the scrapmetal and the junk yard (as already suggested)?

Glad to see the need for engery in the brickworks inplemented. I searched a bit around, and here is a question: Modern brickworks tend to burn oil (or fuel / petrol) instead of coal to create their bricks. Is it possible to create a switchover to this kind of combustible as the time advances? Same goes for the cement plant. Coal would still be needed in steel mills. Is it possible?
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andythenorth
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

Ogre wrote:Is it possible to create a switchover to this kind of combustible as the time advances
Short answer: no :)

Long answer:
- the architecture of OTTD allows up to three accepted cargos, but these can't be changed once an industry has been constructed. It is possible to turn acceptance on/off according to date, so there is a not-ideal-way to change the fuel type, but it would waste cargo slots at the industry. It could also be confusing to players, so would need very good industry window text to make it easy to understand.

Many players seem to think it's not good to change cargo chains once they are established. It annoys players when vehicles start making a loss because something changed at an industry. On very small maps the challenge of rebuilding existing routes is maybe more fun, but on bigger maps it might start to suck. That is what a lot of player feedback suggests anyway :)
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Re: FIRS Industry Replacement Set - Development

Post by Hirundo »

Playing with FIRS on the #openttdcoop.stable server is a very nice experience, my compliments :)
andythenorth wrote:Many players seem to think it's not good to change cargo chains once they are established. It annoys players when vehicles start making a loss because something changed at an industry. On very small maps the challenge of rebuilding existing routes is maybe more fun, but on bigger maps it might start to suck. That is what a lot of player feedback suggests anyway :)
Add multiplayer to that, where you may be absent for dozens of years. If your network suddenly breaks in the meantime, that's not fun.
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Re: FIRS Industry Replacement Set - Development

Post by Ogre »

andythenorth wrote:Short answer: no :)
What a pity... sniff. :)
andythenorth wrote:...Many players seem to think it's not good to change cargo chains once they are established...
Now that would add an interesting challenge: Being ready for a change in industry chains. But I see, and I have to admit: you are right. Thanks for the explanation concerning the cargo acceptance of industries. At least, coal is now transformed into something useful besides of metal.
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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 Replacement Set - Development

Post by Brantwan »

hey andy i just put firs in my game and this came up
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planetmaker
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Re: FIRS Industry Replacement Set - Development

Post by planetmaker »

Read what it tells you:
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Lord Aro
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Re: FIRS Industry Replacement Set - Development

Post by Lord Aro »

having a builder yard near where i live, i suggest making the fence go all the way round the yard, and the entrance smaller, not much bigger than a vehicle

just my 2cc (i've no idea why people say that... :lol: )
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Re: FIRS Industry Replacement Set - Development

Post by FooBar »

Lord Aro wrote:just my 2cc (i've no idea why people say that... :lol: )
By best guess:
You're probably familiar with the expression "just my 2 cents", or the short version "just my 2c". Add an additional c and you get 2cc, short for "two company colours" :)
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Re: FIRS Industry Replacement Set - Development

Post by Ogre »

andythenorth wrote:Builders Yard...
Nice. However, you may consider adding some crates or other pieces of building materials to the yard to make it look busy (perhaps a small hill(?) like in the junk yard). At the moment, it looks a bit abandoned.
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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Brantwan
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Re: FIRS Industry Replacement Set - Development

Post by Brantwan »

planetmaker wrote:Read what it tells you:
i did read it i dont understand computer stuff
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