[32bpp/EZ] YETI Extended Towns and Industries

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nicfer
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Re: YETI Extended Towns and Industries

Post by nicfer » 24 Jul 2014 17:22

Other 2 questions:

1. Can you make worker yards spawn/fundable like banks in temperate? That's, replacing houses, but without any population limit. One problem is that banks can't be funded at game creation, would this also apply to WYs if changed?

2. How much heavy should turn YETI if all industries get their animation? Doing that for one increased 153MB, with your new method you said it would halve the size, but still that's like 75MB for each animated industry. That would rise the GRF size to something like 1 Gig, which would not be very accepted. Maybe it's better to leave everything static, with a reasonable 28MB filesize?
Sorry for my english I am argentinian
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V453000 :)
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Re: YETI Extended Towns and Industries

Post by V453000 :) » 24 Jul 2014 18:59

Do not worry chrswk, the newGRF will keep being updated so you can simply play it to see what is new :P

nicfer: 1. why? Not much would be different to current state. Atm Worker Yard can be funded, only has to be on an empty tile instead of building tile - but some 30 manhattan tiles away from town center maximum.

2. the HALF was for 3X Machinery factory. Other animations are considerably smaller! :) Plus, not all industries will be animated (much). The new method means that the less animated, the less size I get.

Examples:

I attach all 5 examples of current animations, you can clearly see that they are so much smaller than 3X! :)
(3C doesnt even show the car all the time)
Attachments
industry_3X_OVERLAY_f0000.png
3X
(1.05 MiB) Downloaded 11 times
industry_3B_OVERLAY_f0000.png
3B
(879.96 KiB) Downloaded 11 times
industry_3C_OVERLAY_f0020.png
3C
(864.72 KiB) Downloaded 11 times
ImageImageImage

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V453000 :)
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Re: YETI Extended Towns and Industries

Post by V453000 :) » 24 Jul 2014 19:00

... +2
Attachments
industry_1X_OVERLAY_f0000.png
1X
(906.72 KiB) Downloaded 11 times
industry_3AA_OVERLAY_f0000.png
(885.86 KiB) Downloaded 11 times
ImageImageImage

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te_lanus
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Re: YETI Extended Towns and Industries

Post by te_lanus » 24 Jul 2014 19:50

Looks quite nice

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Re: YETI Extended Towns and Industries

Post by Alberth » 24 Jul 2014 20:48

I have been playing the game of pushing cargo chains; build a circle of deliveries, and see what happens :)

I had a nice collection of worker yards, where the workers were moving to the quarry with a few feeders. Bringing building material nicely explodes the yeti production, the station to the top-right needs a bit more attention, I notcied :)
worker_yards.png
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Stone quarry seems to collect workers:
stone_quarry.png
stone_quarry.png (271.86 KiB) Viewed 2873 times
If I do more with the workers yard station at the top-right, the number of workers will probably grow even higher.

Stone gets moved to the stone/tree crusher aka construction yard:
construction_yard.png
construction_yard.png (305.34 KiB) Viewed 2873 times
No surprises here.

It takes a bit getting used to the continuous production, but I like it. In this short game, it seems to have a nice effect on the train flow, even with 2 platforms you can continuously have a train loading at one platform while the other platform is used for the departing and arriving train.

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Re: YETI Extended Towns and Industries

Post by Eddi » 25 Jul 2014 01:29

nicfer wrote:One problem is that banks can't be funded at game creation, would this also apply to WYs if changed?
no, that is freely configurable by the NewGRF
You might not exactly be interested in Ferion, but if you are, have fun :)

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V453000 :)
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Re: YETI Extended Towns and Industries

Post by V453000 :) » 25 Jul 2014 07:19

I think the production is even a bit too high Alberth, but yeah it all depends on how many worker yards you get.

After there are some bonuses and more motivation to get various industries, it should get a bit harder to get this much stuff so quickly :)
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SwissFan91
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Re: YETI Extended Towns and Industries

Post by SwissFan91 » 25 Jul 2014 21:44

Just for the record, I have been keeping tabs on this thread and looking at the pretty pictures you have been showing! But I can see why you may deviate elsewhere...
Image
Total Alpine Replacement Set: Industry, Town, Objects
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Phreeze
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Re: YETI Extended Towns and Industries

Post by Phreeze » 27 Jul 2014 15:49

as said in chat, perhaps you can note yourself to add some really basic "ground sprites" that are visible in transparent mode. even if it's just plain gray tiles, I can see where the industry is placed :)

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Re: YETI Extended Towns and Industries

Post by aantono » 27 Aug 2014 20:19

When trying to play with Pikka's Pineapple Trains grf, looks like there is no support for the Uranium cargo from any of the wagons. Is this something that can be addressed in this grf, or is it something that the Pineapple Trains grf has to fix?

(by looking at the NML, looks like the Cargo code for Uranium is URAN, so unlikely there is support for that in common sets, which usually support all the "standard" cargo labels, as defined in http://newgrf-specs.tt-wiki.net/wiki/CargoTypes)

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Re: YETI Extended Towns and Industries

Post by Eddi » 27 Aug 2014 22:12

missing cargo support is generally the vehicle set's fault. it should use cargo classes, and should avoid cyclical exclusions.
You might not exactly be interested in Ferion, but if you are, have fun :)

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PikkaBird
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Re: YETI Extended Towns and Industries

Post by PikkaBird » 27 Aug 2014 23:28

Assuming URAN is bulk+non-pourable, this was indeed a blind spot in Pineapple Trains. I'll fix it next version.

Edit: apparently this isn't the problem. That's still a bug in Pineapple Trains though, so thanks. :)

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Sylf
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Re: YETI Extended Towns and Industries

Post by Sylf » 28 Aug 2014 01:28

YETI source says uranium is cc_hazardous.

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PikkaBird
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Re: YETI Extended Towns and Industries

Post by PikkaBird » 28 Aug 2014 06:26

Sylf wrote:YETI source says uranium is cc_hazardous.
If it's only that class, that's going to cause problems with most vehicle sets. :) It should probably have at least one of the basic cargo classes added too (express, bulk, piece, or liquid).

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Re: YETI Extended Towns and Industries

Post by aantono » 30 Aug 2014 14:55

Added a new language translation for Russian - https://translator.openttdcoop.org/tran ... yeti/ru_RU but don't see it automatically be committed to the source repository. Is there anything I'm missing in the steps of what I should do?

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planetmaker
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Re: YETI Extended Towns and Industries

Post by planetmaker » 30 Aug 2014 14:57

aantono wrote:Added a new language translation for Russian - https://translator.openttdcoop.org/tran ... yeti/ru_RU but don't see it automatically be committed to the source repository. Is there anything I'm missing in the steps of what I should do?
When did you add / change that? The language changes are pushed to the repository once a day, around 18h GMT+2

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Re: YETI Extended Towns and Industries

Post by aantono » 30 Aug 2014 14:59

planetmaker wrote:
aantono wrote:Added a new language translation for Russian - https://translator.openttdcoop.org/tran ... yeti/ru_RU but don't see it automatically be committed to the source repository. Is there anything I'm missing in the steps of what I should do?
When did you add / change that? The language changes are pushed to the repository once a day, around 18h GMT+2
It was yesterday, around 2pm CST (GMT+6).

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Re: YETI Extended Towns and Industries

Post by aantono » 30 Aug 2014 18:15

Just noticed a possible Bug. Looks like Steel is listed as a cargo twice.
The game is running no other GRF but YETI - Using version 1.4.2
Unnamed, 1st Jan 1949.png
(390.29 KiB) Downloaded 3 times
Unnamed, 1st Jan 1949#1.png
(245.8 KiB) Downloaded 3 times

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Sylf
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Re: YETI Extended Towns and Industries

Post by Sylf » 30 Aug 2014 18:23

aantono wrote:Just noticed a possible Bug. Looks like Steel is listed as a cargo twice.
The game is running no other GRF but YETI - Using version 1.4.2
Unnamed, 1st Jan 1949.png
Unnamed, 1st Jan 1949#1.png
As far as I know, any original cargoes in each climate aren't disabled in the current version of YETI. So you'll see battery twice in toyland, food twice in arctic and tropical climate, etc.

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Re: YETI Extended Towns and Industries

Post by aantono » 30 Aug 2014 18:27

Sylf wrote:As far as I know, any original cargoes in each climate aren't disabled in the current version of YETI. So you'll see battery twice in toyland, food twice in arctic and tropical climate, etc.
Looking at the NML it looks like it is being disabled.

Code: Select all

disable_item(FEAT_INDUSTRIES);

disable_item(FEAT_CARGOS, 0, 29);
// don't disable 30, it's used by NARS 2 for regearing and disabling it breaks NARS 2
disable_item(FEAT_CARGOS, 31, 31);

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