Available on the ingame downloader (BaNaNas)
Made by GarryG, assisted by Quast65
Inspired by all industry-sets that have small industries, many thanks especially to the developers of FIRS.
Licensed under GPL(v2)
Most recent sources can be found here:
viewtopic.php?p=1252635#p1252635
This set is for the eyecandy players.
This version of OTIS is created with the idea that the games starts with no Industries available.
You have to buy and place the 1 tile representing the Industry you want.
Then you build your Industry using eye candy objects and non-track stations.
The one-tile industries can easily be hidden behind some nicer looking structures and then stimulate traffic to areas where you otherwise, for example because of the lack of housing, wouldn't have that.
There are just 8 different industries, so you don't have to place loads close to each other. But they accept and produce a lot of different cargo's, (in total 64 different cargos) so you can have many different looking vehicles visiting them.
These are the cargos: You can also see what cargo's we have in the Wiki, with many thanks to Erato for adding OTIS:
https://newgrf-specs.tt-wiki.net/wiki/CargoTypes
How to play:
For instance if you choose Farms
- it will only be a single tile with sign boards
- you then use eye candy to build the farm type you want
- you can have it as one farm accepting and producing all the cargos shown above for Farming Lands
- or you can have a specialty farm only accepting and producing what you want.
The plan is to eventually convert a couple of the well known industry-sets into objects.
So that you can have graphics from various sets, economies and/or climates in the same game.
The industries are funded only, so they wont spawn at the start (or during) a game, but they are very cheap.
So the player has total control over where they will be.
You will need these main game settings:
- World generation:
- - Industry density: Funding Only. - Environment:
- - Industries:
- - - Manual primary industry construction method: As other industries
- - - Allow multi similar industries per town: On
If you want to increase or decrease the production of an industry, use the "Enable Modifying Production Values" cheat.
If you want to transport the Electricity cargo, you will need a special GRF for that.
At the moment only WIRES is capable of doing that:
viewtopic.php?f=26&t=63356&hilit=WIRES
BUT!! Make sure you put WIRES above OTIS in your GRF-list!!
*A (probably incomplete) list of Object-sets you can use to make the OTIS-industries look more interesting:
(more suggestions are welcome)
- 1000 Building Set
viewtopic.php?p=1176459#p1176459
- AuzObjects
viewtopic.php?p=1181032#p1181032
- California City Set
viewtopic.php?p=1189825#p1189825
- Dutch Landmark Object Set
viewtopic.php?p=1173716#p1173716
- Farm Objects
viewtopic.php?p=1116659#p1116659
- FIRS And CHIPS Style Objects
viewtopic.php?p=1229233#p1229233
- Flogeza's City Objects
viewtopic.php?p=1135056#p1135056
- Forest Objects
viewtopic.php?p=1136997#p1136997
- Fridaemon's Objects
viewtopic.php?f=26&t=87596
- ISR/DWE Style Objects
viewtopic.php?p=1001276#p1001276
- MariCo
viewtopic.php?p=921263#p921263
*Changelog:
- Remove outer walls, so that industries can be covered up more easily
*Implimented in version 02
- Check why colorscheme of Mailcarriages change when colorscheme of goodscarriages is changed
*Caused by setting is_freight in the cargo code-block of MAIL to 1, it should be 0, fixed in version 02
- Include "EN\31\01" and "EN\31\02", the North Korean Industry Set v1 and v2 respectively, and "EN\31\03", the North Korean Industry Set v1 Fix, to the incompatible newgrf list
*Implimented in version 02
- Remove CC_BULK from cargo_classes for Furniture
*Implimented in version 02
- Change CC_LIQUID from cargo-classes for Cheese into CC_PIECE_GOODS
*Implimented in version 02
- Shorten the name of Fishing Grounds & Offshore Industries
*Implimented in version 02
- Move production of Cars from Heavy Industries to Manufacturing Industries
*Implimented in version 02, replaces production of Food in Manufacturing Industries
- Shopping Centres produce Food only and move acceptance Food to Residential Estates.
*Implimented in version 02
- Replace acceptance of Food by Shopping Centres by Building Materials
*Implimented in version 02
- Add acceptance of Machine Parts to Heavy Industries
*Implimented in version 02
- Remove acceptance Chlorine from Mines & Quarries to Utilities
*Implimented in version 02
- Add acceptance of Machine Parts to Mines & Quarries
*Implimented in version 02
- Add acceptance of Pipes to Utilities
*Implimented in version 02
- Release also on BaNaNas
*Implimented on July 16th 2021
- Replace cargolabel POTA with cargolabel TATO for cargo Potato's
*Implimented on October 3rd 2021
- Replace cargolabel NICK with cargolabel NKOR for cargo Nickel
- Replace cargolabel SASH with cargolabel FICR for cargo Cotton
*Implimented on April 12th 2022
- Fix misspelling of Nickel (was Nickle)
*Implimented on April 13th 2022
*Suggestions for future versions:
none for now

Have fun!!
