Beaches as Industries

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2TallTyler
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Beaches as Industries

Post by 2TallTyler »

Beaches which produce and accept passengers. These are adapted from Quast65's beach object tiles, which are highly recommended in addition to this set for decoration.

beachindustry.PNG
beachindustry.PNG (300.57 KiB) Viewed 3110 times

Generation and funding:
  • Beaches come in four slope directions, in three variants each measuring either 1x2 or 1x3 tiles.
  • During map generation, beaches will only be created within 12 tiles of a town.
  • There is a NewGRF parameter to set how many beaches are generated (Few or Many).
  • The player can fund these industries anywhere for about the cost of a hotel in FIRS.
Cargo:
  • The beaches produce and accept passengers in the same quantity as a FIRS hotel.
  • The snack shack tiles also accept food.
  • When FIRS is enabled, the beach also accepts sand (for beach renewal, although this isn't modeled)
Drawn by Quast65, coded by 2TallTyler.
License: GPL v3.

Download available on BaNaNaS and source available on GitHub

Updates:
  • 4/23/20, 1.01: Snack shack tiles accept food.
  • 4/27/20, 1.02: Removed random production change, removed random in-game industry spawning.
Last edited by 2TallTyler on 27 Apr 2020 21:17, edited 4 times in total.

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GarryG
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Re: Beaches as Industries

Post by GarryG »

That sound like a great idea for a Industry ..

When I first started doing Industry's I used FIRS 1.4.3 sources. It has 5 Industries that hog the coast line. Port, Bulk terminal A and B, Fishing Harbour and Trading Post. The last 2 might be best to have a look at and see what you need to do. The coding isn't as complicated as later FIRS so might be a good source to get hold of and learn from.

Copy here of FIRS 1.4.3 if like to use. Hope it helps.
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2TallTyler
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Re: Beaches as Industries

Post by 2TallTyler »

Thanks, Garry. This is much simpler than FIRS 3 and should do the trick!

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kamnet
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Re: Beaches as Industries

Post by kamnet »

This is similar to an idea I had a few years ago, a single-tile industry that just accepted and produced passengers, so that you can put it next to other industries and simulate them needing workers. Now that we have expanded the input and output capacity of industries, though, I don't know if that will be necessary in the future since it seems logical to me that all industries would just be coded to do that.

Definitely a neat idea for the beaches, looking forward to what you do with this!

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Re: Beaches as Industries

Post by 2TallTyler »

kamnet wrote:
11 Apr 2020 15:08
This is similar to an idea I had a few years ago, a single-tile industry that just accepted and produced passengers, so that you can put it next to other industries and simulate them needing workers. Now that we have expanded the input and output capacity of industries, though, I don't know if that will be necessary in the future since it seems logical to me that all industries would just be coded to do that.
That might be my next project, although the use I'd envisioned was adding traffic to eyecandy areas. I was planning on using the fountain graphic, although if I can learn parameters I could allow the player to choose from a few options.

As for beaches, I've managed to restrict it to coastal tiles (thanks to GarryG and FIRS 1.4.3) and have added 1x3 beaches in all four directions: NE, NW, SE, and SW. Next step: adding the sprites!

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GarryG
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Re: Beaches as Industries

Post by GarryG »

2TallTyler wrote:
11 Apr 2020 14:07
Thanks, Garry. This is much simpler than FIRS 3 and should do the trick!
Glad it working for you. I think since your at the beach is to start in the shallow end first and jump into deep water later when you can swim properly :D .

A Coastal Industry I thought about doing was a village (or holiday resort) where houses are right on the coast and some in the water. But be some months before I get back to doing Industries do to other projects I working on.

Cheers pal
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Auz Bridges: viewtopic.php?f=26&t=75248
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Re: Beaches as Industries

Post by 2TallTyler »

It's release time! Check out the first post for the download, more info, and source code. Please let me know if you find any problems or have suggestions to balance cost, production, etc.

Before I upload to BaNaNaS, what am I missing in terms of a readme, any other credits, etc.?

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Re: Beaches as Industries

Post by 2TallTyler »

This release is now on BaNaNaS. (Mods, you can move this thread to Graphics Releases, if you want. I don't see the need to create a duplicate thread there.)

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Re: Beaches as Industries

Post by Fredinho »

I'm loving this, thank you.

I do wish there was an option to turn off industries opening during playing though. I play with NAIS, where I've done that, but it doesn't affect the Beaches as Industries and now I have a new beach opening every week.

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Re: Beaches as Industries

Post by 2TallTyler »

Fredinho wrote:
26 Apr 2020 22:42
I do wish there was an option to turn off industries opening during playing though. I play with NAIS, where I've done that, but it doesn't affect the Beaches as Industries and now I have a new beach opening every week.
Your wish is my command. :)

...At least when it's a good suggestion. I also removed random production changes so you won't get any closures.

It's now updated on BaNaNas. It should be savegame-compatible.

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Re: Beaches as Industries

Post by Fredinho »

That was fast! Great! Thank you.

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Re: Beaches as Industries

Post by Gadg8eer »

Found a bug with this. When used with any industry set (such as FIRS) and the Plaza you made, some of the industries provided by the other industry set have their specs changed so that they cannot receive or produce freight. It can be tested by creating a random map and checking the stats of all industry types through the industry list. It only seems to happen when this GRF is used with the Plaza you made, when only one or the other is used they don't cause the problem.

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