SPI -Stockpiled Industries - Development thread
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Re: SPI -Stockpiled Industries - Development thread
I just started using this set and it's fantastic. it's how secondary industies should work.
Sadly i've found a bug. The furniture factory says "basic production available with no textiles". Exept it isn't. see screenie.
Love this set and look forward to more updates soon.
Sadly i've found a bug. The furniture factory says "basic production available with no textiles". Exept it isn't. see screenie.
Love this set and look forward to more updates soon.
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- SPI Bug.png
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Re: SPI -Stockpiled Industries - Development thread
Typical. No bugs for 2 years then 2 within a week!
Firstly, as sevenfm says, the new industry creation is covered by OTTD and my SPI newgrf has no control. The best way to deal with this is to start the game with low/minimal industries and once the game starts, go into settings/world creation and set industry creation to "funding only". You may need to prevent industries closing (or set a very large time before they do so).
You can also switch between "funding only" and "low" so that you have a burst of new industry creation but you can switch it off whenever you wish. That's probably a more flexible way of controlling things.
The Quarry bug. It seems that I overlooked setting quarries to produce/accept passengers. I also spotted that sand pits didn't produce passengers. I enclose a fix, 1.32b. You can use this for an existing game (with the normal caveats) but existing sand/quarries won't be affected, only new ones.
I'll have a look at the furniture factory bug. I should have a fix by next week.
Firstly, as sevenfm says, the new industry creation is covered by OTTD and my SPI newgrf has no control. The best way to deal with this is to start the game with low/minimal industries and once the game starts, go into settings/world creation and set industry creation to "funding only". You may need to prevent industries closing (or set a very large time before they do so).
You can also switch between "funding only" and "low" so that you have a burst of new industry creation but you can switch it off whenever you wish. That's probably a more flexible way of controlling things.
The Quarry bug. It seems that I overlooked setting quarries to produce/accept passengers. I also spotted that sand pits didn't produce passengers. I enclose a fix, 1.32b. You can use this for an existing game (with the normal caveats) but existing sand/quarries won't be affected, only new ones.
I'll have a look at the furniture factory bug. I should have a fix by next week.
Re: SPI -Stockpiled Industries - Development thread
I started using the Act Locally, Think Globally game script - Also Villages is villages script can limit industry creation
After all, somebody wrote about it 


Re: SPI -Stockpiled Industries - Development thread
V1.32c released to fix the furniture factory bugs.
There were 2 problems, an incorrect reference to a cargo and a missing line to say 'basic production' was active. The new file can be used in an existing game and the furniture factory will work correctly immediately.
The in-game filename has changed from 1.31 to 1.32c but this is for the correct reference and won't cause any problems. It was confusing me when the grf filenames were all 1.31 but were actually different!
There were 2 problems, an incorrect reference to a cargo and a missing line to say 'basic production' was active. The new file can be used in an existing game and the furniture factory will work correctly immediately.
The in-game filename has changed from 1.31 to 1.32c but this is for the correct reference and won't cause any problems. It was confusing me when the grf filenames were all 1.31 but were actually different!
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Re: SPI -Stockpiled Industries - Development thread
Thanks for the fix!
Re: SPI -Stockpiled Industries - Development thread
Thanks for making this, this looks really interesting.
I'm trying to create a scenario and I'm running into a problem with my primary industries closing down about a month after loading the scenario. Since this is the first time in many years I'm looking at OpenTTD again, I'm probably doing something wrong, I just can't figure out what
I create my scenario with the NewGRFs I want, plop down the industries (I'm using the reduced set), and configured SPI to:
I'm on the 1.32c version posted in this thread.
Any thoughts on what might cause this would be welcome!
I'm trying to create a scenario and I'm running into a problem with my primary industries closing down about a month after loading the scenario. Since this is the first time in many years I'm looking at OpenTTD again, I'm probably doing something wrong, I just can't figure out what

I create my scenario with the NewGRFs I want, plop down the industries (I'm using the reduced set), and configured SPI to:
- Primary industries never close (0 months setting)
- Allow secondary industries to close = off
- Fixed primary industries will never go bankrupt
- Mine resources: infinite resources
I'm on the 1.32c version posted in this thread.
Any thoughts on what might cause this would be welcome!
Re: SPI -Stockpiled Industries - Development thread
No idea. Any chance of seeing the scenario? Preferably without lots of other newgrfs (if at all possible).
I the meantime I'll try to create one myself to see if the same happens.
I the meantime I'll try to create one myself to see if the same happens.
Re: SPI -Stockpiled Industries - Development thread
Thank you for the fast response 
I have been able to narrow it down somewhat. Only industries placed with the "place many industries" tool in the Scenario Editor seem to be affected. Placing industries one by one seems to work as intended.
I've attached a small scenario without any additional NewGRF (openttd version 1.10-beta1) to demonstrate it. The Bauxite mine in the north was created with the spawning tool while the Iron mine in the south was created manually. Hope this helps!

I have been able to narrow it down somewhat. Only industries placed with the "place many industries" tool in the Scenario Editor seem to be affected. Placing industries one by one seems to work as intended.
I've attached a small scenario without any additional NewGRF (openttd version 1.10-beta1) to demonstrate it. The Bauxite mine in the north was created with the spawning tool while the Iron mine in the south was created manually. Hope this helps!
Re: SPI -Stockpiled Industries - Development thread
Yes, that's what I found.
SPI mine-based industries need a reserve set regardless of the in-game setting. If that reserve is less than 100 the industry will close. Building individual mine-related industries allows the reserve to be set properly.
In the ottd config file there may be a setting "newgrf-developer-tools" in the gui section. This is set to 'false'. If you set it to true then when you click an industry the new window will have an additional icon in the top right (*). Hitting that will bring up a list of internal values for that industry. Part way down is a line saying "Persistent Storage".
Just below that will be 0: W X Y Z (where WXYZ are values). X is the current reserve for mines and Z is the total reserve. X must be >100 or the industry will closedown.
As you have discovered, building the mine manually, this value is set properly.
SPI mine-based industries need a reserve set regardless of the in-game setting. If that reserve is less than 100 the industry will close. Building individual mine-related industries allows the reserve to be set properly.
In the ottd config file there may be a setting "newgrf-developer-tools" in the gui section. This is set to 'false'. If you set it to true then when you click an industry the new window will have an additional icon in the top right (*). Hitting that will bring up a list of internal values for that industry. Part way down is a line saying "Persistent Storage".
Just below that will be 0: W X Y Z (where WXYZ are values). X is the current reserve for mines and Z is the total reserve. X must be >100 or the industry will closedown.
As you have discovered, building the mine manually, this value is set properly.
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Re: SPI -Stockpiled Industries - Development thread
Have anyone tried using this with the day length patch? Is there a global production rate multiplier for the industries?
Thanks.
Thanks.
Re: SPI -Stockpiled Industries - Development thread
I've never tried the daylength patch. Production currently occurs every 74 ticks (I think).
Best thing to do it try it and see what happens. If it doesn't work properly (or as expected) then it might be helpful to know. No idea if it would be possible to correct any potential fault.
Best thing to do it try it and see what happens. If it doesn't work properly (or as expected) then it might be helpful to know. No idea if it would be possible to correct any potential fault.
Re: SPI -Stockpiled Industries - Development thread
There are 2 versions of spi1.32.grf:
1st: 3,33 MB modified 2016-09-07
2nd: 3,35 MB modified 2019-01-31
1st (older) is from "online content" ingame.
2nd (newer SPI132c.7z) is from this thread posted 5 Feb 2019, o 12:15.
Older version is on the bananas: https://bananas.openttd.org/package/newgrf/31ff0505
1st: 3,33 MB modified 2016-09-07
2nd: 3,35 MB modified 2019-01-31
1st (older) is from "online content" ingame.
2nd (newer SPI132c.7z) is from this thread posted 5 Feb 2019, o 12:15.
Older version is on the bananas: https://bananas.openttd.org/package/newgrf/31ff0505
Find new graphics easier:
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> https://bananas.openttd.org/
32 bit gfx in OTTD: https://wiki.openttd.org/en/Community/N ... 20graphics
32 bit gfx comparison: viewtopic.php?f=67&t=88503 Check "online content" button in the game menu % type "32bpp".
GRFCrawler -> http://grfcrawler.tt-forums.net
BaNaNaS -> https://bananas.openttd.org/
32 bit gfx in OTTD: https://wiki.openttd.org/en/Community/N ... 20graphics
32 bit gfx comparison: viewtopic.php?f=67&t=88503 Check "online content" button in the game menu % type "32bpp".
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