SPI -Stockpiled Industries - Development thread

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Diesel Power
Traffic Manager
Traffic Manager
Posts: 221
Joined: 18 Jun 2016 19:05

Re: SPI -Stockpiled Industries - Development thread

Post by Diesel Power »

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.
Attachments
SPI Bug.png
(256.01 KiB) Not downloaded yet
User avatar
3iff
Tycoon
Tycoon
Posts: 1012
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: SPI -Stockpiled Industries - Development thread

Post by 3iff »

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.
SPI132b.7z
(496.53 KiB) Downloaded 61 times
I'll have a look at the furniture factory bug. I should have a fix by next week.
Argus
Traffic Manager
Traffic Manager
Posts: 208
Joined: 16 Oct 2018 08:31

Re: SPI -Stockpiled Industries - Development thread

Post by Argus »

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 :)
User avatar
3iff
Tycoon
Tycoon
Posts: 1012
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: SPI -Stockpiled Industries - Development thread

Post by 3iff »

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.
SPI132c.7z
(502.38 KiB) Downloaded 90 times
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!
Diesel Power
Traffic Manager
Traffic Manager
Posts: 221
Joined: 18 Jun 2016 19:05

Re: SPI -Stockpiled Industries - Development thread

Post by Diesel Power »

Thanks for the fix!
japz
Engineer
Engineer
Posts: 2
Joined: 13 Nov 2019 15:49

Re: SPI -Stockpiled Industries - Development thread

Post by japz »

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:
  • Primary industries never close (0 months setting)
  • Allow secondary industries to close = off
  • Fixed primary industries will never go bankrupt
  • Mine resources: infinite resources
When I click on a mine just after game start, before the game had a chance to actually close it, it says: "Mine empty: CLOSEDOWN IS IN PROGRESS !"

I'm on the 1.32c version posted in this thread.

Any thoughts on what might cause this would be welcome!
User avatar
3iff
Tycoon
Tycoon
Posts: 1012
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: SPI -Stockpiled Industries - Development thread

Post by 3iff »

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.
japz
Engineer
Engineer
Posts: 2
Joined: 13 Nov 2019 15:49

Re: SPI -Stockpiled Industries - Development thread

Post by japz »

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!
SPI-primary-industry-shutdown.scn
(24.89 KiB) Downloaded 84 times
User avatar
3iff
Tycoon
Tycoon
Posts: 1012
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: SPI -Stockpiled Industries - Development thread

Post by 3iff »

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.
phobos2077
Engineer
Engineer
Posts: 25
Joined: 13 Nov 2019 16:17

Re: SPI -Stockpiled Industries - Development thread

Post by phobos2077 »

Have anyone tried using this with the day length patch? Is there a global production rate multiplier for the industries?

Thanks.
User avatar
3iff
Tycoon
Tycoon
Posts: 1012
Joined: 21 Oct 2005 09:26
Location: Birmingham, England

Re: SPI -Stockpiled Industries - Development thread

Post by 3iff »

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.
User avatar
luk3Z
Engineer
Engineer
Posts: 93
Joined: 25 Dec 2005 17:42
Location: Poland

Re: SPI -Stockpiled Industries - Development thread

Post by luk3Z »

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
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".
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 11 guests