Re: FIRS Industry Replacement Set - Development & Translations
Posted: 19 Jun 2020 14:25
Rest in Honor, FIRS Extreme. You were a good economy.
No. You were the best economy.
No. You were the best economy.
The place to talk about Transport Tycoon
https://www.tt-forums.net/
Cool, would you host all the GRFs from openttdcoop.org ?andythenorth wrote: ↑30 Jun 2020 10:06 I bought a domain name! Hurrah
http://grf.farm/firs/4.0.0-alpha-3/
This will be the new place I publish docs for the grfs I publish (replaces OpenTTD Coop Bundles).
I will add Road Hog, Iron Horse etc later.
Good point. 2 separate answers.Captain Rand wrote: ↑01 Jul 2020 07:44 Will you be leaving the old docs up on the coop for those of us who wish to continue with FIRS3/Extreme?
That's great, thank you.andythenorth wrote: ↑01 Jul 2020 10:34Good point. 2 separate answers.Captain Rand wrote: ↑01 Jul 2020 07:44 Will you be leaving the old docs up on the coop for those of us who wish to continue with FIRS3/Extreme?
1) planetmaker has said that he would like to try and keep coop bundles going. I won't take FIRS docs off there, but planetmaker has limited time available to maintain coop
2) I'll copy some/all of the v3 docs to the new location, should do the job
If you didn't turn it on, you would notice it, especially after a longer time.
This is definitely a useful feature for long and very long games. Once on a Milek7 server where probably FIRS2 was used, this feature was not enabled. After two weeks (above 3000) there was almost no place to make any railway line, because everything was covered with some factories. After restarting and enabling this function, there was no problem.
Unless I'm misunderstanding you, this is possible by starting a game with your preferred industry density, then changing the settings in-game: World Generation > Industry Density > Funding only.LaChupacabra wrote: ↑12 Jul 2020 09:02 Preventing the creation of new enterprises while maintaining the possibility of funding them
I asked about this recently, but after trying it in an industry set of my own, discovered some technical and conceptual problems with cargodist and station ratings that make this a lot harder than it sounds.LaChupacabra wrote: ↑12 Jul 2020 09:02 Didn't you think about adding employees as one of the elements influencing production? Not so much, just for some correlation. Employees could replace mail or be passengers in the same way.
I liked this feature too, and was sorry to see it changed.LaChupacabra wrote: ↑12 Jul 2020 09:02 Grouping of mines and farms
It was a very cool solution in FIRS 1
Huh, I didn't realize that changed, either.Captain Rand wrote: ↑12 Jul 2020 20:59I liked this feature too, and was sorry to see it changed.LaChupacabra wrote: ↑12 Jul 2020 09:02 Grouping of mines and farms
It was a very cool solution in FIRS 1
It made sense on a large map. I could imagine a region being "coal country" for example.
Pete.
I don't really agree here - Ports are not particularly cheap, and they primarily produce items that are otherwise unavailable in the economy - you can't build any full chain with only ports and factories. They also take very large quantities of inputs to achieve their maximum production. I generally feel that mines being expensive makes sense, as these are supposed to represent the locations of raw materials that are beyond the control of human actorsLaChupacabra wrote: ↑12 Jul 2020 09:02 The cost of funding ports is far too low
Why is the construction of mines that produce not so profitable raw materials cost so much and the ports that produce very profitable and hard-to-reach goods so cheap to build? Instead of bothering and building the entire supply line, it is often better to dig a hole and fund a port. In a game where there is any competition, ports distort it quite strongly. In my opinion, they should be much more expensive than mines, the more that mines can be sought and ports can always be put wherever you want. Maybe it should not be possible to fund them anywhere, but for example near a city - lets say more than 10-20 fields from any houses.
Whenever I write such a list of comments, I am a bit afraid that they will not be too pretentious or sheartening sometimes...2TallTyler wrote: ↑12 Jul 2020 16:28 ...There's no faster way to ruin a hobby than by taking on obligations you don't want.
I don't know how, but I have never noticed this setting during the game ... This game is so complex that even after a few years you can learn something new.2TallTyler wrote: ↑12 Jul 2020 16:28Unless I'm misunderstanding you, this is possible by starting a game with your preferred industry density, then changing the settings in-game: World Generation > Industry Density > Funding only.LaChupacabra wrote: ↑12 Jul 2020 09:02 Preventing the creation of new enterprises while maintaining the possibility of funding them.
Yes, the cargodist is actually quite troublesome in this regard. It would be nice to make some significant changes to make it more useful, but that's another topic.2TallTyler wrote: ↑12 Jul 2020 16:28I asked about this recently, but after trying it in an industry set of my own, discovered some technical and conceptual problems with cargodist and station ratings that make this a lot harder than it sounds.LaChupacabra wrote: ↑12 Jul 2020 09:02 Didn't you think about adding employees as one of the elements influencing production? Not so much, just for some correlation. Employees could replace mail or be passengers in the same way.
On the one hand, it referred to reality in an interesting way, because very often different mines are found in clusters forming basins, and on the other hand, such a solution was simply playable and created interesting possibilities for combined transport. In my opinion it would be especially suitable for steeltown, but also in other economies would be good.Captain Rand wrote: ↑12 Jul 2020 20:59I liked this feature too, and was sorry to see it changed. It made sense on a large map. I could imagine a region being "coal country" for example.LaChupacabra wrote: ↑12 Jul 2020 09:02 Grouping of mines and farms
It was a very cool solution in FIRS 1
And why play with increasing production in a port, when it is cheaper and faster to fund a new port nearby?supermop wrote: ↑15 Jul 2020 03:15I don't really agree here - Ports are not particularly cheap, and they primarily produce items that are otherwise unavailable in the economy - you can't build any full chain with only ports and factories. They also take very large quantities of inputs to achieve their maximum production. I generally feel that mines being expensive makes sense, as these are supposed to represent the locations of raw materials that are beyond the control of human actors