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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GarryG
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

PropH wrote:Can you define two different oil? For example, Oil Rig produces Imported Oil(if i understand correctly), and Oil wells produce Local oil. Oil Refinery will accept both, but first will be processed into gasoline and refined products, and second will be processed ino only refined products. Maybe i:'m wrong in the chain, I've played a little with your GRF
They should both do the same in game play.

What I mentioned about the Oil Rig is Imported Oil was my way to explain why I changed their start dates to 1900 to represent if it was imported.

I got no control over what Oil produces what at Oil Refinery except it should produce Petrol and Chemicals.. Oils is Oils as for playing the game.

Hope we understood what each other meant :)
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

I slowly changing some graphics in the Industry Set.

Changed the parcels Office slightly by adding some water towers just to make look better and there are 4 different designs.
Parcels Office.png
Parcels Office.png (6.95 KiB) Viewed 2575 times
LtoR: These stations are designed on the following in real life .. Toronto, Ivanhoe, Mindaribba and Grenfell. I know Grenfell and Ivanhoe has water towers. Not sure about the others if they might had had one at one stage.

In the AuzInd160 set there is a Sheep Farm and a Shearing Shed .. I going to combine them as one set. This pic is now the new look of a Sheep Farm.
SheepFarm.png
SheepFarm.png (11.29 KiB) Viewed 2575 times
The double sheep pen I might replace that with a livestock truck or something else. The Shearing shed was larger before but I lowered it by 2 pixels to hope it will match up a bit betgter with everything else.

Going to do the same with the Dairy Farm and Milking Sheds too.

The Horse Races been postponed for the moment while I improve some other things first.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by PropH »

Can you fix the descriptions?
14661139178.jpg
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14661139037.jpg
14661139037.jpg (122.03 KiB) Viewed 779 times
14661139400.jpg
14661139400.jpg (112.68 KiB) Viewed 779 times
And also Bulk Terminal B has wrong description
Sorry for my "great" English
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Going to go back to the planning stage for the AuzInd sets.

When I first made the Industry set I relied heavily on FIRS 1.4.3 and SPI .. almost every thing I did I used their Industries and ideas as I didn't know anything about coding. And when I changes some thing, as "PropH" and other have found and pointed out to me I forget to change things in other places.

I still got a lot to learn, but do know a little more now, not much more, but a little.

With the larger sprites I made for Industry sets (much thanks goes to Quast65 for helping me get that idea started), I hope to make a fair few changes to different industry sets in the graphics department.

I feel I have the distribution of cargos in a mess. So I did a spreadsheet with all the cargos and Industries so can easily see what Industries Accept and Produce .. need to make some changes here .. for instance I got 13 places producing Goods and 3 to accept, 6 places to make Building Supplies and 1 to accept. Some other cargos got either to much or not enough. See if can even it out better.

I also feel I could improve on some of the new Industries with what cargos I have them accept and produce.

I like to add Wheat as a cargo if possible. Still have Grain. The Grain can represent Oats, Barley, Corn, rice things like that .. but have wheat as another cargo as so much of it is grown here in Australia. But to do this need to remove one cargo already in use. Could combine Supplies and Farm Supplies make that as 1 and that will give me a cargo slot .. or replace either the Vegetable or sugarcane with the Wheat.

I'll put all my ideas on spreadsheet first and see if can plan it all better.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Some changes to graphics for Timber Siding and Builders Yards.
Timber Siding and Builders Yard.png
Timber Siding and Builders Yard.png (144.8 KiB) Viewed 2521 times
Graphics for Timber Siding courtesy of Planetmaker and MxZapkie's Logging Camp.

Graphics for Builders Yard courtesy Andythenorth and his many helpers of FIRS 1.4.3. The truck is from McZapkie's Polroad vehicle set.
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Re: Auztralian Industries (AuzInd)

Post by 3iff »

Those I like. The gates on the lefthand site could be a bit clearer...I can barely see them.

I can definitely use the timber piles.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

3iff wrote:Those I like. The gates on the lefthand site could be a bit clearer...I can barely see them.

I can definitely use the timber piles.
Those gates looked ok when doing them .. but as you say now they hard to see. I shall fix.

The Timber siding looks a lot better then just the 2 tiles I had before .. those who want to know the reason for a Timber Siding .. it represents if the Lumber Jacks are cutting trees in the forest nearby and cart the wood to this siding for onward transport to a sawmill.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

This looks a wee bit better ..
Builders Yard1.png
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Been changing some graphics in some Industries. Many of those I added, been making them a tile or two bigger so easier to find and look maybe a bit better.
Improved Industries.png
Improved Industries.png (178.95 KiB) Viewed 2447 times
They are from L to R:
Along Top:
Wool Dump, Fruit Packing Sheds, Goods Shed A and Goods Shed B
Bottom Row:
Cream Siding, Loading Bank A and Loading Bank B.

They are all displayed with platforms from the ISR set.

Buildings and Cargo courtesy of FIRS and ISR sets.

Vehicles courtesy of the Polroad Vehicle set.

Unfortunately they are no raised platforms to match the Wool Dump. In real Wool Dumps where higher then the gunnel (Top) of an Open Wagon (Gondola). A truck loaded with wool would drive up on to the wool dump as close to the edge as possible, so the bales of wool weighting 200kg each, could be rolled off the truck into the wagon. They'd be stacked 4 high when finished loading. (I know it is high as I fell off top of the bales stacked in a open wagon and broke both ankles and right shoulder).

If you want to play around with what I done so far:

UPDATE:

Woops .. I put wrong ones here before .. try these.
New versions .. the other ones I put here got some Christmas lights which I don't think you want.

AuzInd160 Version 3 .. need OpenTTD 1.6.0 or later to use.
AuzInd160.grf
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AuzInd version 10 .. earlier version pre-OpenTTD 1.6.0.
Auzind.grf
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Been playing around with some farms.

I added the Milking Sheds to the Dairy Farm and added some grape vines to the Vineyard.
DairyFarm and Vineyard.png
DairyFarm and Vineyard.png (29.1 KiB) Viewed 2413 times
The fences at the Milking Sheds and the Grape vines will line up with the object sets.

The Vineyard will random lots with the vines going the opposite direction. And the are 4 different Milking Shed configurations.

Thinks about making a Industry set out of the Sub-stations in the Object set. Make it so you can add to it with the objects if want to make it larger. A Sub-station can accept Timber (power poles and cross arms), Metal (Metal stanchions and electrical wires) and/or Supplies and/or Goods. These to allow repairs and maintenance.

Like to remove what farms Accept and remove Fertilizers and Farm Supplies and add Wheat and Sugar. Farms will then produce depending on size of town they are near. Can't grow large crops if there are not enough people in town to employee.

Sugar can go to Brewery, Bulk Terminal, Food Processing Plant and maybe Shopping Center.. Wheat will go to Flour Mill and Export. Grain will represent Cereal crops such as Oats, Barley and Corn .. these can also go to Flour Mill, Bulk Terminal and Brewery. Arable Farm and Grain Silos will produce Wheat, and Mixed Farm and Grain Silos will produce Grain or Cereal.

Thinking of adding the following Industries (based on railway sidings in NSW) ..

Creamery (Make Ice cream) .. Accept: Milk and Sugar .. Produce: Food
Canning Factory (Make Canned Fruit and fruit juices) .. Accept: Sugar, Fruit and Supplies .. Produce: Food
Council Depot (Repairing roads and bridges) .. Accept: Gravel, Timber, Supplies (To repair roads and bridges) .. Produce: Nothing
Perway Siding (Repair and build railways) .. Accept: Gravel (Ballast), Wood (Bridge Supports), Timber (Sleepers) .. Produce: Nothing
Freezing Works (Make Frozen Foods) .. Accepts: Fruit, Vegetables, Fish .. Produce .. Nothing.
Horse Stables (Supply Horses for the Race Course) .. Accept: nothing .. Produce: Livestock (Horses)
RaceCourse .. Accept: Livestock (horses), passengers and food .. Produce: Passengers.


Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Here the cannery I be adding to AuzInd160.
Leeton_Cannery.png
Leeton_Cannery.png (8.08 KiB) Viewed 2388 times
The left pick .. the left building is based on the Leeton Cannery in NSW, Australia in the 1900s.

Not sure what other building look like so rest is guess work.

All buildings are bits and pieces of buildings from FIRS, ISR and Chip sets .. I just done a bit on renovations to them.
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Re: Auztralian Industries (AuzInd)

Post by Alberth »

Hi Garry,

Making loads of new sprites I see, they are looking great. I must try your industries some time.

As a suggestion to consider, I notice that you have a lot of sprites where the building takes all available space. For industries at least, it might be nice if the building is a bit smaller, making space for "rubble", varying from room for loading and unloading, to old machine parts, received-but-not-yet-processed input cargo, or created-but-not-yet-sent-away output cargo stacks.
Being a retired OpenTTD developer does not mean I know what I am doing.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Alberth wrote:Hi Garry,

Making loads of new sprites I see, they are looking great. I must try your industries some time.

As a suggestion to consider, I notice that you have a lot of sprites where the building takes all available space. For industries at least, it might be nice if the building is a bit smaller, making space for "rubble", varying from room for loading and unloading, to old machine parts, received-but-not-yet-processed input cargo, or created-but-not-yet-sent-away output cargo stacks.
Why didn't I think of that? I'll see what changes I can make. Thanks for letting me know .. much appreciated.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

I done some sub-stations as Industries for the AizInd160 set, but they missing a Power Station .. so I working on that now.

I looking at photos of coal powered power stations and they all seem to have a lake nearby to supply water. I thinking now I have those large sprites to work with .. if I can make a power station with a lake and the lake can supply fish?

Not sure in real if fishing allowed in those lakes, but I seen in real water birds on those lakes, so there must be food there for them. So for game play maybe we can allow fishing there.
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Re: Auztralian Industries (AuzInd)

Post by kamnet »

There's usually not any fish, certainly not enough to supply human food chains. I probably wouldn't want to eat anything out of a water source near a coal power plant, anyhow. I used to farm near such a property and it was pretty gross. Power companies try to keep most wildlife out of it because they don't want it fouling up the water, no pun intended. There's still going to be microbes and small insects and such that birds will eat, plus birds use the areas for bathing and sanctuary since there usually aren't many or any predators around.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

kamnet wrote:There's usually not any fish, certainly not enough to supply human food chains. I probably wouldn't want to eat anything out of a water source near a coal power plant, anyhow. I used to farm near such a property and it was pretty gross. Power companies try to keep most wildlife out of it because they don't want it fouling up the water, no pun intended. There's still going to be microbes and small insects and such that birds will eat, plus birds use the areas for bathing and sanctuary since there usually aren't many or any predators around.
You is right.

This is my first attempt at a Power Station with water supply. I did 2 different views but only this one will build. Not sure where I went wrong .. see if can find tomorrow after some sleep.
Powerplant1.png
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Almost forgot to put pics of sub-station and new cannery.
Sub-station and Cannery.PNG
Sub-station and Cannery.PNG (28.44 KiB) Viewed 2333 times
Sub_station accepts: Wood, Timber and supplies.

Cannery Accept: Fruit, Sugar and Supplies and produce Food.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Been making a lot of changes to AuzInd160.

* Added Industries
Sub-station, Power Station, Racecourse, Fruit Cannery.
horseracing_1.png
horseracing_1.png (19.11 KiB) Viewed 2298 times
* Removed Industries
Fertilizer Plant, Shearing Sheds, Milking Sheds

* Changed Cargo Distributions
Farms no longer accept cargo .. they produce depending on size of towns (so to increase what farms produce then support the local town with a good service to make it grow .. the bigger the populatio the more people the farmer can employee).
Farm Supplies and Fertilizer removed.
Wheat and Sugar added.

* Improved graphics to several Industries
Builders Yard, Flour Mill, Grain Silos, Goods Shed A, Goods Shed B, Loading Bank A, Loading Bank B, Wool Dump, Fruit Packing Sheds, Cream Siding, Timber Siding.

More details in attached Txt file.
AuzInd Changes.txt
(5.54 KiB) Downloaded 47 times
Anyone like to give it a try for me for a few days and if you and I no find any major problems will release on BaNaNas end of week.
AuzInd160.grf
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Why am I adding so many Industries? I intend to build more realistic scenarios of areas of New South Wales Australia .. at moment I am making 2 .. one of the Sydney Metro and North to Newcastle, and the other Hornsby to Werris Creek and Taree. As I get to each town along the railway lines and if I find some in or near that own that not yet available as a Industry or a Object, then I intend to add it to the sets I making.

For Instance Gosford had a racecourse served by a branch line .. hence why I build the racecourse. They also had Fruit Packing Sheds. In Yennora Sydney and Honeysuckle near Newcastle they had Wool Brokers and Storage Sheds.

My Industry sets are more suitable for anyone wanting to make a scenario and place Industries how they wish. For some players a random generated game maybe there are too many Industries.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
BW89
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Posts: 105
Joined: 10 May 2015 11:42

Re: Auztralian Industries (AuzInd)

Post by BW89 »

Wool Dump & Sub station only accsept Mail and pass and produce pass
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GarryG
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Posts: 5886
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Auztralian Industries (AuzInd)

Post by GarryG »

BW89 wrote:Wool Dump & Sub station only accsept Mail and pass and produce pass
Appreciate you letting me know. Got me pondering now how that eventuated as they was ok before.

Thanks pal
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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