Preindustrial era houses and powerplant add-on
Moderator: Graphics Moderators
Preindustrial era houses and powerplant add-on
This simply newgrf provide some extra functionality to existing default houses (from arctic and temperate climate): early era houses (for example these redbrick tenements with shops and offices) accept coal. Only houses with 1950 or 1960 limit are affected.
Additionally, default power plant industry is override by same, but with possibility of setting appearance date (for example 1882).
It would be interesting for those, who like XIX century based game, or for those, who like more challenging games, because coal destination vary, when old houses are replaced by modern ones.
Another purpose for this set is to bring power plants to FIRS (only full FIRS economy, not tropical FIRS, because custom powerplants are using slot 53): There are also some tweaks for fountain and monument placement, to avoid cluttering these object in the city centre (and dropping station goods focus as an result).
Current version is uploaded to bananas.
I didn't checked compatibility with other house sets or any AI, yet.
In case of using this add-on with ECS, power plant should be disabled (set 0 instead of date), because ECS provide own power plants with proper appearance date.
Additionally, default power plant industry is override by same, but with possibility of setting appearance date (for example 1882).
It would be interesting for those, who like XIX century based game, or for those, who like more challenging games, because coal destination vary, when old houses are replaced by modern ones.
Another purpose for this set is to bring power plants to FIRS (only full FIRS economy, not tropical FIRS, because custom powerplants are using slot 53): There are also some tweaks for fountain and monument placement, to avoid cluttering these object in the city centre (and dropping station goods focus as an result).
Current version is uploaded to bananas.
I didn't checked compatibility with other house sets or any AI, yet.
In case of using this add-on with ECS, power plant should be disabled (set 0 instead of date), because ECS provide own power plants with proper appearance date.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, preindustrial houses, wired, ECS industry extension, V4 CEE train set.
Addicted to freeciv longturn.
Addicted to freeciv longturn.
- andythenorth
- Tycoon
- Posts: 5381
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Preindustrial era houses and powerplant add-on
The snakebite edition of FIRS will make use of OpenTTD's increased industry limit (now 128 in trunk). I see no reason not to leave some IDs unassigned, 16 or so. That useful?
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
Re: Preindustrial era houses and powerplant add-on
Are those: http://bundles.openttdcoop.org/firs/pus ... industries for snakebite version?
I was just wondering, how you manage to have IDs above 63.
I think slot 53 is OK for keeping compatibility with older FIRS versions, because in 1.4.4 version there is also rubber plantation under this slot (preindustrial houses set is not intended to work in tropic climate).
I was just wondering, how you manage to have IDs above 63.
I think slot 53 is OK for keeping compatibility with older FIRS versions, because in 1.4.4 version there is also rubber plantation under this slot (preindustrial houses set is not intended to work in tropic climate).
- andythenorth
- Tycoon
- Posts: 5381
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Preindustrial era houses and powerplant add-on
Yes.McZapkie wrote:IDs for...snakebite version?

You might be able to use a newgrf local ID, I'm not sure how the IDs are allocated, but if you read the commit, it's 128 industries per newgrf, 240 total. So the industry ID in your grf might be unrelated to any FIRS industry ID, which would make the issue simpler.
http://git.openttd.org/?p=trunk.git;a=c ... 7718a0dcbe
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
Re: Preindustrial era houses and powerplant add-on
Nice gif idea. I'm about to run with ecs but I've switched the stations off and switched coal dependency and acceptance on. I'm running in an edited scenario so I need to finish checking the scenario before I try to run it but I'll hopefully bring some comments back in a week or two :/
Anyway, happy new year to anyone passing through
Anyway, happy new year to anyone passing through
- andythenorth
- Tycoon
- Posts: 5381
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Preindustrial era houses and powerplant add-on
When I advised about industry IDs compatible with FIRS, I didn't think about cargo IDs.
FIRS doesn't provide coal in all economies, which then causes this power station to accept nonsense cargos
FIRS doesn't provide coal in all economies, which then causes this power station to accept nonsense cargos

FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
Re: Preindustrial era houses and powerplant add-on
Seems, that I need to put check, if coal cargo is available.andythenorth wrote: FIRS doesn't provide coal in all economies, which then causes this power station to accept nonsense cargos
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, preindustrial houses, wired, ECS industry extension, V4 CEE train set.
Addicted to freeciv longturn.
Addicted to freeciv longturn.
Re: Preindustrial era houses and powerplant add-on
OK, finally I started to use new FIRS and realised what is a really problem with powerplants.
I fixed it: forced 4-literal coal acceptance for powerplant industry and industrytiles, so it now doesn't explode with FIRS3.
I didn't provided coal check switch, because powerplants can be disabled, and this grf have other useful functions even without coal (for example better placement of fountains and monuments),
I fixed it: forced 4-literal coal acceptance for powerplant industry and industrytiles, so it now doesn't explode with FIRS3.
I didn't provided coal check switch, because powerplants can be disabled, and this grf have other useful functions even without coal (for example better placement of fountains and monuments),
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, preindustrial houses, wired, ECS industry extension, V4 CEE train set.
Addicted to freeciv longturn.
Addicted to freeciv longturn.
Who is online
Users browsing this forum: Captain Rand, JohnFister, Timberwolf and 25 guests