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 »

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.
Inspecting the Industry's in Tropics and they all have the desert tiles when placed 1 or more slopes high. Not sure yet if I can do anything about it or if it a problem with the sub-tropic landscape itself.

Will experiment and see what can be done.

Cheers

EDIT:

I removed all references to the forest concerning desert terrain (TILETYPE_DESERT) and it still had the desert ground tiles in the hills and would not build on the same level as the desert as it thought the green grass was still desert.

So curiosity I tested the default Industries and also FIRS 3 and they all do the same ..
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzInd2021_v2

Added a Airport Cargo Terminal.
AirportCargoTerminal.png
AirportCargoTerminal.png (30.31 KiB) Viewed 3331 times
It accepts: Packaging, Engineering Supplies, Fish, Fruit, Vegetables, alcohol, meat, Processed Foods, Parcels and Petrol (The petrol represents fuel for the planes and airport vehicles).
It produces: Mail, Food and Goods.

Designed to build between 5 and 15 tiles away from a town.

Wonder if I should remove the planes and vehicle and just have the buildings .. a 2x3 size industry .. and allow you to add the trucks and planes from the Fake Airport Objects how you would like them?
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Re: Auztralian Industries (AuzInd)

Post by ebla71 »

I'd prefer more flexibility - thus have only the building itself in the industry set, with the rest to be added separately by the player from a related graphically matching non-industry NewGRF (kind of "half-way" between a "normal" industry set and OTIS)

Does not really apply to an airport-related industry as it does not make sense pre-1950 or so, but would make use of other industries that can be around from very early (like 1900) 'til today more or less unchanged easier (e.g. brewery, blast furnace, quarry) if there are no modern (or old) vehicles on the industry graphics themself. Thus, as "epoch-independent" as possible.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

ebla71 wrote: 01 May 2021 13:35 I'd prefer more flexibility - thus have only the building itself in the industry set, with the rest to be added separately by the player from a related graphically matching non-industry NewGRF
That makes a lot of sense ..

- Airport reduce to just 2 buildings. With no aircraft it can act like a warehouse and suit early aviation.

Could do similar to other Industries as well:
- Warehouses don't need to be 4x4 size .. maybe I reduce them to 2x2 and you add the rest.
- Oil and Gas fields I should just have 1 pump or drilling platform and players build the rest.
- remove the trucks from the Brewery so suitable any year.
- shall have a look at the others see what can be made smaller and the parts I remove add them to object sets.
- The hardest part is many of the Industries I made about 5 years ago and I don;t have the sprites any more . never thought I would want to use them again. :shock:
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Tried the idea of smaller Industries for airport terminal, warehouse, gas fields and oil fields.

This is how they will look.

Airport cargo Terminal and Warehouse .. I used the older style buildings for the Airport Terminal that way can be used early in game as a warehouse.
warehouses 01.png
warehouses 01.png (17.37 KiB) Viewed 3163 times
and these the Oil and Gas fields
oil and gas 01.png
oil and gas 01.png (19.67 KiB) Viewed 3163 times
see what others can be re-sized.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Received a PM ask if I can do wind power stations.

But before I do .. wondering is there already is a Industry set or a object sets that uses them already.

I have the graphics to the Wind Farms consisting of 256 images that came with the source of FIRS 1.4.3 but was not coded in that set.

I don't know how to animate industry and don't think a Industry set would be of any use unless you deliver a lot of wind to them.

Also have 16 images of wind farms from ogfx-landscape.
windfarms02.png
windfarms02.png (4.42 KiB) Viewed 3118 times
The object ones I should be able to animate and arrange so they can go on land or water and add them to the AuzIndObjects. But if there already a set out there, can you tell me what it is and it might save me the trouble.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by Quast65 »

GarryG wrote: 02 May 2021 11:22 But if there already a set out there, can you tell me what it is and it might save me the trouble.
The answer is in your question:
ogfx-landscape
They add them as objects, buildable on land and water.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Quast65 wrote: 02 May 2021 14:59 The answer is in your question:
I going crazy :roll: .. I have ogfx-landscape .. the wind farm looks at me in the face even time I open the objects window as it at the top of the list. :oops:

What I will do is make a set of 4 at different angles for those who don't use ogfx-landscape.

Cheers pal
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Re: Auztralian Industries (AuzInd)

Post by Fredinho »

GarryG wrote: 01 May 2021 02:04
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.
Inspecting the Industry's in Tropics and they all have the desert tiles when placed 1 or more slopes high. Not sure yet if I can do anything about it or if it a problem with the sub-tropic landscape itself.

Will experiment and see what can be done.

Cheers

EDIT:

I removed all references to the forest concerning desert terrain (TILETYPE_DESERT) and it still had the desert ground tiles in the hills and would not build on the same level as the desert as it thought the green grass was still desert.

So curiosity I tested the default Industries and also FIRS 3 and they all do the same ..
I see. Well, I understand if you have more pressing issues to work with then, but thanks for looking into it :)

One thing I just noticed though, is that even though I've turned on the "Prevent industries opening during gameplay", new ones keep popping up all the time.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Fredinho wrote: 03 May 2021 18:51 One thing I just noticed though, is that even though I've turned on the "Prevent industries opening during gameplay", new ones keep popping up all the time.
Did you try the Set parameters in the NewGRF Settings?

That parameter is from FIRS 1.4.3 I never changed it so no idea if it actually works.
I see. Well, I understand if you have more pressing issues to work with then, but thanks for looking into it :)
The Industries that produce the desert tiles when built on higher ground .. FIRS 14.3, SPI, FIRS 3, and the default Industries have same problem .. yet ECS do not have that problem. Why I got no idea and I do not understand enough about coding to try fix that issue for the time being. So afraid that players have to put up with that problem for now.

============================================

I can not make up my mind with some ideas .. and until I do I be putting Industries on hold .. as nothing worse spending hours and hours coding or drawing then realize what I did isn't needed. :evil:

Still trying to decide with Livestock .. some times like to separate the livestock so that Sheep, Cattle, Pigs and Livestock will be 4 separate cargoes (If I did this probably remove NUTS and maybe GLASS).

If had separate sheep .. can take these to Shearing Sheds to produce wool .. then become livestock to return to the farm.

Sheep and Cattle all go to the Livestock Sales Yards .. here they are auctioned and become livestock .. the livestock can then go to the Abattoirs or become breeding stock and sent to farms.

The Pigs can go to the Bacon Factory or maybe to livestock sales yard and then become livestock and sent to the Bacon Factory.

Hope later next week I can make a decision.

Cheers all
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Looking for ideas ..

At the moment livestock suppose to go from farms to the livestock Sale yards and then to abattoirs and bacon factories .. but the way I have it you can also take the livestock direct from farms to abattoirs and bacon factory. Livestock accepts Livestock and produces Livestock .. I want to change it some the Livestock accepts and produces the cargoes different names.

A old idea I had ..

- Send sheep to Sale Yards and these produce Lambs .. the Lambs can then go to Abattoirs or return to farm as breeding stock.
- Cattle to Sale Yards and they produce Beef then go to Abattoirs or return to farm as breeding stock.
- Pigs produce Hogs then go to Bacon Factory or return to farm as breeding stock.


Same problem have with wheat, grain, and Maize and the Grain Silos.

These cargoes suppose to go from the farm to the Grain Silos and from here they be sent to Flour Mills, Brewery and Bulk Terminals for export. Grain Silos accept Wheat, Grain, Maize and produce Wheat, Grain and Maize. But at the moment can send direct from farm to Flour Mills, Brewery and Bulk Terminals which I want to put a stop to that.

So thinking to change these too. Farms can produce Grain or as my son suggest from farms call it Harvested Crops or Harvester Grains .. and take to the Silos .. from here they produce Wheat, Cereal Crops and Maize.

If I make these changes I will need to remove some of the other cargoes. But that should make this set a interesting set as in be more towards farming.

So ideas be appreciated.

Until I figure out a suitable way with the Grain Silos and Livestock Yards I at a stand still. (And NO I will not remove those 2 Industries from the game).
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

I lost interest in this project for now .. placed it in my Lost Interest folder until I can get interested again.

What I hope to do is make heaps changes and make it more of a Farming Industry set. Have the bear basics in industries and cargoes needed to produce Goods .. and have all the different farms and farm cargoes.

But that is all dream idea at moment.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry


Due to health problems I am unable to spend much time at computer so I fiddling around with ideas for a Farming Industry.

Most other Industry sets seem to concentrate on heavy Industry with just a small amount towards farms. I going the opposite way.

Trying to add some realism farm working in it. Hope I can have sheep produced in sheep farms, Cows in cattle station and dairy farms, and pigs from Piggery and these go to the Livestock Sale Yards and from here theyds they become Livestock and go to Abattoirs to produce Fresh Meat, Processed Meats and Hides, and to Bulk Terminal for export.

Grain goes from farms to railway siding by road to where Silos and bulk storage are. From here Grain forms Wheat, Maize, Cereal crops and go to the necessary industries that require those.

It a slow progress, as only get about 1/2 hour to an hour at a time at computer then have to rest before I can work on them again several hours or more later. Let you know more when I able to.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry

Still plodding along with the AuzFarmIndustry idea.

I think I got the different livestock idea working .. at least it works with what testing I did so far.

There are Sheep, Cattle, Pigs, Livestock and Poultry. My AusTrains accept these extra livestock in the livestock wagons and so does Polroad RV set.

See if I can explain a few chains.

Farm Supply (Sheep Farm) Sheep (Livestock Sale Yards) Livestock (Abattoirs) Meat, Processed Meat and Hides. Hides go to textile mill.
Farm Supply (Piggery) Pigs ( Livestock Sale Yards) Hogs (Bacon Factory) Meat, Processed Meat and Hides.

No idea when it be ready to upload .. health still slowing me down.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry

Progress is still very slow compared to how I usually do things. If health was normal this set would most likely be finished as well as the Reef Set. But they often say slow and steady will win the race.

Some of the Industries I've added.

Cotton Farm, Sanitarium Cereal Factory, Shopping center (several shops joined together), Poultry Farm, Poultry Processing Plant, and Rice Farm.

I also added a set of livestock wagons to the Industry set for those who use other train sets. These wagons will carry the Sheep, Catt;e and Pigs as well as normal Livestock.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry

Looking at adding some different Industries in or near the towns and cities.

What if I add a school and Housing Apartments .. The Housing produces Pupils (PUPL) and maybe Tourists (TOUR) and accept Students (STUD). The school accepts the Pupils and produces the students. Also looking at adding some sporting complexes to accept maybe Tourists (TOUR) or Audiences (AUDI) and produce Passengers (PASS).

Whatcha think?
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Re: Auztralian Industries (AuzInd)

Post by perverted monkey »

School produces bored pupils (or students)! :lol:
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry

Copied the schools and some sports from the object sets to the Industry set.

There is elementry and a High schools, 2 Apartment buildings (courtesy of fridaemon) and 2 sporting fields (cricket and soccer).

Not sure if I have the people that they accepted and produced correct or if the names and codes I using could be improved.

Schools and Apartments accept and produce Pupils (Apartment to Schools) and Students (Schools to Apartments).

Sports accept Tourists (produced at the Apartment buildings) and produce Passengers.

New Cargoes:

Pupils (PUPL) or maybe change it to KIDS.
Students (STUD)
Tourists (TOUR)

Tourists also go to Winery as wineries in Australia accept tourists/visitors.

Wish I was able to sit at the computer longer ( a few hours a day is all my health allowing me .. before could spend 6 hours or more at computer) so could get more done.

Cheers
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schools and apartments and sports.png
schools and apartments and sports.png (107.23 KiB) Viewed 1979 times
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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fridaemon
Director
Director
Posts: 626
Joined: 27 Oct 2019 21:06
Location: Czech Republic

Re: Auztralian Industries (AuzInd)

Post by fridaemon »

It would be cool to have this type of industry as addon to another industry. Is there any possible compatibility?
Btw my block of flats looks adorable in this short version :mrgreen: :twisted:
ImageImageImageImageImage
Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks & Buses Parking Lots * Bus Depots * Bus Terminals
Road Waypoints * Road Stops * Eyecandy Objects * Building Set

Winner of the Screenshot of 09/20, 11/20, 02/21, 06/21, 07/21, 05/22 and 06/22.:twisted:
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GarryG
Tycoon
Tycoon
Posts: 5850
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Auztralian Industries (AuzInd)

Post by GarryG »

fridaemon wrote: 02 Aug 2021 15:47 It would be cool to have this type of industry as addon to another industry.
If we knew what cargo and industry IDs are not used in the set you want to add this set with, then I think a add-on might be possible ..
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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