[32bpp/EZ] YETI Extended Towns and Industries

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V453000 :)
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by V453000 :) » 03 Feb 2015 13:53

I do not understand what do you want, or mainly how should I achieve that.
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Pingaware » 03 Feb 2015 18:12

V453000 :) wrote:I do not understand what do you want, or mainly how should I achieve that.
I think he's talking about the slight green tinge introduced towards the edge of the station tiles.

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by V453000 :) » 03 Feb 2015 20:19

Ah right, so some transparency or holes in ground of industries ... maybe eventually :)
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by siu238X » 19 Feb 2015 14:31

Just curious... does this have a nightly release or so? I could compile it if there's no choice, though the compilation guide seems recommending a more powerful machine than I currently have.
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Sylf » 19 Feb 2015 14:41

Depending on the machine spec and version of NML (recent version including just-released 0.4.0 are pretty fast), it can take 2-4 hours to compile the first time. But NML is caching most of the heavy processing part (graphics), so when you compile it in the future, it'll be done in a few seconds to couple of minutes.

Having said that, the push versions (sort of nightly version) are available at http://bundles.openttdcoop.org/

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by siu238X » 20 Feb 2015 05:55

Sylf wrote:Depending on the machine spec and version of NML (recent version including just-released 0.4.0 are pretty fast), it can take 2-4 hours to compile the first time. But NML is caching most of the heavy processing part (graphics), so when you compile it in the future, it'll be done in a few seconds to couple of minutes.

Having said that, the push versions (sort of nightly version) are available at http://bundles.openttdcoop.org/

Thanks! I should have remembered this link.
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by minexew » 14 Jun 2015 15:17

V453000 :) wrote:Hy ... few months ago I decided to create a new industry set that would have thought-through functional system, and look nice.
Just stopping by to say that this industry set is a lot of fun. I particularly like how it makes cities matter in a completely new way. And it looks just gorgeous. Those f*** animations... (it also brings my not-so-old Phenom II to a crawl sometimes)
You're absolutely BASED for doing this. Where do I donate?

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by V453000 :) » 22 Jun 2015 07:06

Hi, first of all thank you for the interest in YETI :) I appreciate when people like it.

If you would like to support me and donate, I have these three links - CZK, EUR and USD

CZK:
https://www.paypal.com/cgi-bin/webscr?c ... aNonHosted

EUR:
https://www.paypal.com/cgi-bin/webscr?c ... aNonHosted

USD:
https://www.paypal.com/cgi-bin/webscr?c ... aNonHosted

P.S. just a few weeks ago I have started to work on YETI again, expect at least 4 new industries :) you can read more about it at https://dev.openttdcoop.org/issues/7693

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by minexew » 22 Jun 2015 08:04

V453000 :) wrote:Hi, first of all thank you for the interest in YETI :) I appreciate when people like it.

If you would like to support me and donate, I have these three links - CZK, EUR and USD

...
CZK? Sweet, that means no exchange fees for me :) I dropped a few coins there for you.


By the way, what am I doing wrong here? How do I get my 3-input industries to have 100% production efficiency? Sorry if this has been answered.
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by V453000 :) » 22 Jun 2015 08:37

Thank you very much :)

You are doing nothing wrong, it is just a small issue in string; we will fix it soon :)

The production really is 50% for 1 cargo type, 75% for 2, and 100% for 3 - the industry text just lies about it :)
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by R2T9 » 29 Aug 2015 13:32

P.S. just a few weeks ago I have started to work on YETI again, expect at least 4 new industries
When can we expect the new version? Also, how are DOOM and CATS coming along?

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by snowcloud » 12 Oct 2015 08:53

Please, help me.
how can i fix this?

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Sylf » 12 Oct 2015 13:17

Sure, can you post your save game?

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by snowcloud » 13 Oct 2015 04:26

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test yeti.sav
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Sylf » 13 Oct 2015 05:08

The file you posted loads fine for me, no missing graphics. Check and make sure that the YETI tar file is about 235MB. If not, I'm not even sure how you can even load the file in the game

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by snowcloud » 13 Oct 2015 10:12

That's really problem. Thank bro!

and let me ask another question.

How can I associated with 5X Exchange Merchant when it's on the sea?

and my wettrain cann't build on the water.

what mod I should install?

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Sylf » 13 Oct 2015 13:07

You simply need to build some land near the industry - then you can build a train station, truck stop, sea port etc as you like. For example, in the save game you posted, you can do something like this. Notice how I built a small island next to the industry, as well as extending the islands by 1 tile each so I can connect them with short bridges. Games archive like this and this may give you some more ideas too.
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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by pipja » 02 Dec 2015 10:58

I have a question, I just started playing with YETI today and I saw that certain industries just close down if not used after a while, like animal farms and such. Is that normal?

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Alberth » 02 Dec 2015 11:37

pipja wrote:I have a question, I just started playing with YETI today and I saw that certain industries just close down if not used after a while, like animal farms and such. Is that normal?
That depends on what you use as reference for "normal".

The default industries do close down, some other industry sets like FIRS do not close down by default (although you can set an option to allow it).
It's likely that closing down of YETI is indeed intended behaviour (it's pretty hard to miss by accident).
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

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Re: [32bpp/EZ] YETI Extended Towns and Industries

Post by Sylf » 03 Dec 2015 19:31

YETI yards (igloos) will never close one they are built.
All other industries will close down if they are not serviced.
If you find any industries close while it is serviced regularly (once a year should be enough to be considered as regularly - I don't have the source with me right now, so I can't check for sure), then that's an unintended behavior. You can report those cases as a bug.

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