Auztralian Industries (AuzInd)

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

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Fredinho
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Re: Auztralian Industries (AuzInd)

Post by Fredinho »

Hi Garry. Whenever I make a forest industry, it comes with (partly) desert tiles. Is that deliberate? It looks kind of odd to me.

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GarryG
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AUZIND2021
Fredinho wrote: 22 Apr 2021 23:07 Whenever I make a forest industry, it comes with (partly) desert tiles. Is that deliberate? It looks kind of odd to me.
The coding of the forest I stole from FIRS 1.4.3 and the way it is coded I think in from the default forest that came with the original game. It only seems to happen in Sub-tropical. I'll experiment with the coding and see if I can fix it. (Might be next week).

In the mean time here a update to AuzInd2021.

Changelog:

- Fishing ground with fishing boats not so clattered with boats.
- Buildings with farms also not so clattered. They spread out a bit.
AuzInd2021.grf
(11.06 MiB) Downloaded 103 times
NEXT ISSUE:
- see if can fix the forest in Sub-tropics.
- Looking at adding Rice and rice farm to game.

WATER TREATMENT PLANT

There is a Industry on Bananas called Water Treatment Plant as Industry .. it works with my set, but only with tropical .. It is GPL2 so wonder if I try adding it to my next issue and for it to work in all climates .. whatcha think. If your the maker of that set love to see the source.
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Re: Auztralian Industries (AuzInd)

Post by ebla71 »

GarryG wrote: 10 Apr 2021 11:44 Added 3 more Industrial Estates today

Industrial Estate 8 - Creamery + Brewery
Joined Industries 10.png
Industrial Estate 9 - Food Processor and Sugar Refinery
Industrial Estate 10 - Cannery Company + Textile Mill
Joined Industries 08.png
I really admire your creativity and the amount of work you put in to advance this game. The AuzStations, AuzFreightStations, AuzWayPoints, and some of the other AuzObjects - in particular AuzRailAndRoadObjects - are a key to essentially all of my games. Especially the AuzDepots: Depot Extensions have allowed me to make this much more realistic (which is a key element of my gameplay) by "hiding" the original 1-tile depot under the overlay graphics, which I always build as long as my trains. This is really cool, one of the best recent additions to the game, so big applause.

The idea to combine different industries in a single "industrial estate", on the other hand, I possibly understand the background of that but honestly I don't like it that much, as it takes away much of the flexibility to individually place industries (which I like to do by hand in a stopped on-going game by toggle if industries are allowed to be created or not - in a running game, both appearing and disappearing of industries by the game itself is always off). So will possibly not give that a try.

But in some of the graphics you showed (Joined Industries 10.png and Joined Industries 08.png) there is some really nice fences, in particular with what I think is the "Food Processor and Sugar Refinery" industry. As far as I can tell, these are not in the AuzFences objects that I have installed - did I miss an update?

Or if you have not included them there - any chance for them to go into a new separate "Fences and walls" NewGRF? In that context, something that would also be really neat would be "diagonal versions" of the "brick fence", as it nicely blends with old-style (pre-1900) industries and cities and is also one of my favorite graphics.

Best wishes & stay safe
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzInd2021

Hi ebla71, thanks for your feed back.
ebla71 wrote: 23 Apr 2021 02:09 The idea to combine different industries in a single "industrial estate", on the other hand, I possibly understand the background of that but honestly I don't like it that much, as it takes away much of the flexibility to individually place industries (which I like to do by hand in a stopped on-going game by toggle if industries are allowed to be created or not - in a running game, both appearing and disappearing of industries by the game itself is always off). So will possibly not give that a try.
What do other players think of this .. should I separate them again?
ebla71 wrote: 23 Apr 2021 02:09 But in some of the graphics you showed (Joined Industries 10.png and Joined Industries 08.png) there is some really nice fences, in particular with what I think is the "Food Processor and Sugar Refinery" industry. As far as I can tell, these are not in the AuzFences objects that I have installed - did I miss an update?
Those fences are in latest AuzFenceObjects .. but just checking the object sets .. the last upload was in January and the version I have on my computer dated Feb 2 .. so looks like I forgotten to upload the one with the black fences. .. so here a copy here and will put in object forum shortly.
AuzFencesObjects.grf
Dated 2nd Feb 2021
(5.08 MiB) Downloaded 71 times
ebla71 wrote: 23 Apr 2021 02:09 Or if you have not included them there - any chance for them to go into a new separate "Fences and walls" NewGRF? In that context, something that would also be really neat would be "diagonal versions" of the "brick fence", as it nicely blends with old-style (pre-1900) industries and cities and is also one of my favorite graphics.
Could be a nice idea not just with those fences but some of the others as well. Will look into it when I get the chance.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzInd2021

Hi,

Just to let you all know could be some changes in the Industry set with graphics.

Born Acorn has given me permission to use work that he has done .. most can be seen in the forum "New Industries for TTDPatch"
viewtopic.php?f=26&t=15240&start=320

He has industries such as lumbermill, oil wells, Oil Power Plant, Textile Mills and a Water Desalination plant plus others.

Hope Monday to start on them.

Cheers

EDIT:

Now have permission to use "prissi" graphics from that forum. Looks like I going to be busy next week as some lovely graphics from both of them.
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Re: Auztralian Industries (AuzInd)

Post by Fredinho »

GarryG wrote: 23 Apr 2021 03:44 AuzInd2021

Hi ebla71, thanks for your feed back.
ebla71 wrote: 23 Apr 2021 02:09 The idea to combine different industries in a single "industrial estate", on the other hand, I possibly understand the background of that but honestly I don't like it that much, as it takes away much of the flexibility to individually place industries (which I like to do by hand in a stopped on-going game by toggle if industries are allowed to be created or not - in a running game, both appearing and disappearing of industries by the game itself is always off). So will possibly not give that a try.
What do other players think of this .. should I separate them again?
Well, since you ask... I'm with ebla71 on this one :) as the flexibility is a bit lost. Then again, maybe I should have a go at OTIS instead.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Fredinho wrote: 23 Apr 2021 17:36 Well, since you ask... I'm with ebla71 on this one as the flexibility is a bit lost. Then again, maybe I should have a go at OTIS instead.
AuzInd2021 will be having a lot of changes since BornAcorn and Prissi have given me permission to use their graphics. Their graphics will replace some that I have.

Some Industries that may get new graphics are: Cement Works, Textiles, Oil Wells, bakery, brewery and hope a few others.

Possibility to add Water Distillation plant, Rice Farm, Cotton Plantation, Rice Mill, Oil Power Plant, a factory and maybe a few others.

With these added .. the Industries will total over 80 in the set.

Visit New Industries for TTDPatch see some of the work these guys have done many moons ago.

Cheers all
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

It was intended for me to work on the Subway Overlaps .. but just had to try some graphics for the Industry set.

These are from BornAcorn .. Cotton Plantation (I added the sheep for some extra cargo), Textile Mill and a Weaving Mill.
CottonPlantation.png
CottonPlantation.png (46.29 KiB) Viewed 2715 times
Rest time for about 4 hours .. when I come back later what I work on next.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Hi, I just added a Water Treatment Plant to the Industry set but trying to get it to build only near a river like they have done in the set "Water Treatment Plant as Industry".

The Water Treatment Plant as Industry only available in Sub-Tropic .. I hoping to make them available in all climates.

So I got the Water Industry from BornAcorn and seeing if I can convert this to do like I want.
Water Treatment.png
Water Treatment.png (39.09 KiB) Viewed 2609 times
But can't seem to understand how to code it to do that. It be ok if it near any water, but rivers preferred.

I think it somewhere in these codes that I got something wrong .. wonder if any one can point me in the right direction.

Code: Select all

switch (FEAT_INDUSTRYTILES, SELF, water_treatment_tile2_flat_check, nearby_tile_water_class(0,0) == WATER_CLASS_RIVER) { 1: return CB_RESULT_LOCATION_DISALLOW; return CB_RESULT_LOCATION_ALLOW; }
switch (FEAT_INDUSTRYTILES, SELF, water_treatment_tile2_land_check, nearby_tile_water_class(0,0) == WATER_CLASS_NONE) { 1: water_treatment_tile2_flat_check; return CB_RESULT_LOCATION_DISALLOW; }
switch (FEAT_INDUSTRYTILES, SELF, water_treatment_tile2_location_check, nearby_tile_water_class(0,0) == WATER_CLASS_RIVER) { 1: water_treatment_tile2_flat_check; water_treatment_tile2_land_check; }
Hope someobe can help.

Cheers all
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Made new Brewery Graphics .. highly based on a image of a brewery that Prissi gave me links to, but that one is for another game so need to make a few adjustments.

I also looked at a few breweries in Australia and one called Castlemaine Brewery gave me the idea for a castle style look for this brewery.
Brewery.png
Brewery.png (16.14 KiB) Viewed 2497 times
I still haven't figured out out to make the Water Treatment Plant build next to a River. Hope get it right one day soon.

Cheers

EDIT:

Forgot to mention .. trucks are from Polroad set
Last edited by GarryG on 26 Apr 2021 07:18, edited 1 time in total.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Replaced the Oil Wells and add Gas Field

The image has Gad Field to left and Oil wells to right. The pumps are not animated.
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Re: Auztralian Industries (AuzInd)

Post by fridaemon »

oh, very nice pieces, Garry :bow:
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Re: Auztralian Industries (AuzInd)

Post by Quast65 »

Very nice!

With regards to the gas-tanks though..
I think you should flip the graphic, so that the very dark side is to the left.
I believe that may be better with openTTD's shading.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Quast65 wrote: 26 Apr 2021 11:13 With regards to the gas-tanks though..
I think you should flip the graphic, so that the very dark side is to the left.
I believe that may be better with openTTD's shading.
Done .. thanks for picking that up .. many of the graphics I have access to from Prissi unfortunately are shaded opposite way around as some of them seem to be made for another type of game. A few I can use as they are .. but many I need to make some adjustments .. basically re-draw them like I did for the Brewery.

Hope to do the Oil Power Station next from BornAcorn .. he also has a factory that I see what I can do with it as well.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Work slowly progressing with the Industry set .. this version being called AuzInd2021_v2. It is not compatible with the previous version.

Changelog:

- There is 82 Industries so far:
1. Do you think that is way to many?
2. Are you a extreme player and add some more?

- adding coding so some industries so they will not build to close to each other.
- adding coding so some industries so they will build closer to towns.
- removed the Container Terminal and replaced it with a old style Warehouse. This way it is available any year.
warehouses.png
warehouses.png (10.58 KiB) Viewed 2334 times
- Do I still add:
1. Oil Power Station from BornAcorns collection.
2. add a village .. accepts fish, fruit, meat, vegetables and produces Passengers and Mail
3. use some buildings from Fake Airport Objects to represent cargo terminal for a airport.
4. I still have room for 1 more cargo .. any suggestions.

I hope to have this set ready to upload within the next few weeks as I want to go back to a old project .. my AuzTrains .. make sure the cargoes are compatible with the new FIRS 4 and also my industry set.

Cheers all
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Re: Auztralian Industries (AuzInd)

Post by Firrel »

GarryG wrote: 28 Apr 2021 12:41 4. I still have room for 1 more cargo .. any suggestions.
How about the internet as the last cargo? :))
GarryG wrote: 28 Apr 2021 12:41 There is 82 Industries so far:
1. Do you think that is way to many?
No

Btw looking forward to your industry set. I will add it to the RVG game script when you will have the cargo list finalized.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzInd2021_v2
Firrel wrote: 28 Apr 2021 17:42 How about the internet as the last cargo?
Look at a few ideas for the last cargo.

1. Livestock from farms go to the livestock sale yards for auctioning to abattoirs and where farmers buy new breeding stock.
- Like to try and introduce a livestock cargo with a different name.
- At moment the livestock sale yards accept and produce Livestock.
- It be a special type of livestock to go to abattoirs and to farms as breeding stock.
- but what do I call it?
- - If I can find a suitable name for this cargo ..
- - then it will add a extra chain to the livestock
- - at the moment livestock go direct from farms to abattoirs .. or to Livestock Sale Yards then to abattoirs.
- - with the new cargo livestock has to go to the livestock sale yards where it is converted to the new cargo to go to Abattoirs or to the farms as new breeding stock.

2. Wondering to have Cattle, Sheep and Pigs as separate cargoes and still have livestock. (It will add a extra chain). (If I did this I would remove GLASS and NUTS cargoes).
- Cattle go to the Livestock Sale Yards where they are sold at auction to abattoirs and for farmers new breeding stock .. new cargo can be called livestock.
- Sheep can go to a new industry called Shearing Shed where they produce WOOL then to Livestock Sale Yards for sale and there produce Livestock.
- Pigs only these go to the Bacon Factory.
- Abattors accept livestock from the Livestock Sale Yards.

While I ponder on some ideas .. I will finish adding the Oil fired Power Sattion.
Firrel wrote: 28 Apr 2021 17:42No
No problem .. in process of adding the Oil Power Station today so will have a Coal Fires power station and a Oil fired Power station.
Firrel wrote: 28 Apr 2021 17:42 Btw looking forward to your industry set. I will add it to the RVG game script when you will have the cargo list finalized.
Thanks pal ..

EDIT:

Another name I could use for the livestock from Livestock Sale Yards to Abbattoirs and to farms .. could call them Animals (ANIM)

Cheers
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Re: Auztralian Industries (AuzInd)

Post by Fredinho »

About the ground tile for the forest, this seems to apply to several other industries as well, like the Limestone Quarry and Arable Farm.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Fredinho wrote: 30 Apr 2021 13:23 About the ground tile for the forest, this seems to apply to several other industries as well, like the Limestone Quarry and Arable Farm.
What climate you playing in? I think it has something to do with the coding from FIRS 1.4.3 as they had some industries only available for certain climates. I thought I removed that but must have missed some.

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Re: Auztralian Industries (AuzInd)

Post by Fredinho »

Subtropical :)
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