OTIS - One Tile Industry Set (Version 02 released 19 March 2021)

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OTIS - One Tile Industry Set (Version 02 released 19 March 2021)

Post by Quast65 »

OTIS - One Tile Industry Set

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 GRF and sources can be found here:
viewtopic.php?p=1242719#p1242719

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.
OTISv02.png
OTISv02.png (48.1 KiB) Viewed 435 times
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:
[+] Spoiler

Code: Select all

There are 8 Industries and 64 cargos:
------------------------------------

Shopping_Centre
---------------	
Accept:			Produce:
Flour			Mail
Alcohol			Parcels
Cheese			Passengers
Building Materials	Food
Furniture		Tourists
Goods			Valuables
Mail			Waste
Meat	
Tourists	
Oysters	
Passengers	
Parcels	
Petrol	
Textiles	
Valuables	
Cars	

Manufacturing Industrial Estate
-------------------------------	
Accept:		Produce:
Cement		Flour
Copper		Building Materials
Fish		Alcohol
Fruit		Cheese
Vegetables	Furniture
Glass		Goods
Grain		Animal Feed
Livestock	Meat
Milk		Machine Parts
Workers		Workers
Paper		Electrical Machines
Potatoes	Waste
Cotton		Seeds
Metal		Marine Supplies
Timber		Textiles
Wool		Cars


Heavy Industrial Estate
-----------------------
Accept:		Produce:
Bauxite		Acid
Clay		Explosives
Coal		Chlorine
Copper Ore	Cement
Gravel		Copper
Iron Ore	Fertilizer
Limestone	Glass
Wood		Workers
Nickle		Paper
Oil		Petrol
Workers		Pipes
Rubber		Waste
Sand		Slag
Sulphur		Metal
Tropical Wood	Timber
Machine Parts	


Residential Estate
------------------	
Accept:		Produce:
Electricity	Mail
Natural Gas	Workers
Mail		Tourists
Workers		Passengers
Tourists	Parcels
Passengers	Sewage
Parcels		Waste
Water	
Food


Mines & Quarries
----------------	
Accept:			Produce:
Acid			Bauxite
Building Materials	Clay
Explosives		Coal
Machine Parts		Copper Ore
Workers			Natural Gas
Pipes			Gravel
Electrical Machines	Iron Ore
			Limestone
			Nickle
			Oil
			Workers
			Sand
			Waste
			Sulphur
			Uranium

Farming Lands
-------------	
Accept:			Produce:
Building Materials	Cheese
Fertilizer		Fruit
Animal Feed		Vegetables
Machine Parts		Grain
Workers			Livestock
Electrical Machines	Milk
Seeds			Workers
			Potatoes
			Rubber
			Cotton
			Waste
			Tropical Wood
			Wood
			Wool

Utility Companies
-----------------	
Accept:			Produce:
Building Materials	Electricity
Coal			Water
Copper			Workers
Natural Gas	
Machine Parts	
Oil	
Workers	
Electrical Machines	
Sewage	
Waste	
Slag	
Metal	
Uranium	
Timber
Chlorine
Pipes	

Fishing Grounds & Offshore Industries
-------------------------------------
Accept:			Produce:
Building Materials	Fish
Machine Parts		Natural Gas
Workers			Oil
Pipes			Workers
Electrical Machines	Oysters
Marine Supplies		Sand
			Waste
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.
Example612.png
Example612.png (16.75 KiB) Viewed 1764 times
- Environment:
- - Industries:
- - - Manual primary industry construction method: As other industries
- - - Allow multi similar industries per town: On
Example613.png
Example613.png (17.8 KiB) Viewed 1764 times

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

*Suggestions for future versions:
- Release also on BaNaNAs


Have fun!! :tongue:
Last edited by Quast65 on 20 Mar 2021 10:00, edited 23 times in total.
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Re: OTIS - One Tile Industry Set (Version 01 to be released within 24 hours)

Post by Quast65 »

Version 01:
GRF:
OTIS_v01.grf
(72.83 KiB) Downloaded 64 times
Sources:
OTIS_v01_SOURCES.rar
(141.31 KiB) Downloaded 23 times
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Fairyfloss »

This seems like it'll be fun to play around with! Gave it a quick go earlier, there's only one thing so far that stands out to me a bit. Should 'Cars' not maybe be moved to Manufacturing Industry? As it is now, it's like the metals and such for cars are produced on-site (you can't send a metal train to a place to make Cars)
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Quast65 »

Darthrafael wrote: 07 Mar 2021 22:12 This seems like it'll be fun to play around with! Gave it a quick go earlier, there's only one thing so far that stands out to me a bit. Should 'Cars' not maybe be moved to Manufacturing Industry? As it is now, it's like the metals and such for cars are produced on-site (you can't send a metal train to a place to make Cars)
We would have loved to have done that, but... There are only 16 production-slots per industry and Manufacturing was full ;-)

It was rather a big puzzle to divide 64 cargo's over just 8 Industries ;-)
And as Cars are produced by heavy industries in reallife, it was kinda logical to put it there.

What you can do though is the following:

- Have one Heavy industry producing Metal (and maybe other things used for cars, like glass)
- Send that via train to a Manufacturing Industry that just accepts that and doesnt produce anything.
- Next to that Manufacturing Industry you place another Heavy Industry and let that just produce Cars.

Hide the industries behind/under some nice looking objects and it looks like its just a single car-factory doing its thing ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by GarryG »

If any one tries to build a Industry and can not find a suitable object for it let us know.

If any one knows of a object set that would have that part let us know, otherwise I will try and make them.

I have most of the sprites for FIRS 1.4.3 and will add what I can of these to my Auz Industry Objects.
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by gravelpit »

GarryG wrote: 08 Mar 2021 00:23 If any one tries to build a Industry and can not find a suitable object for it let us know.

If any one knows of a object set that would have that part let us know, otherwise I will try and make them.

I have most of the sprites for FIRS 1.4.3 and will add what I can of these to my Auz Industry Objects.
it's getting a bit unclear, I understand most of it, but I think people who play less may have difficulties.
I suggest that Garry do a NewGrf that connects all the necessary objects to OTIS
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Erato »

I love the concept!

So in Auz Water Addon objects you have these empty overlap tiles, which I think are great for OTIS, and I reckon hiding the tiles would be a lot easier if the OTIS sprites fit exactly within the bounds of a tile.
Attachments
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Quast65 »

gravelpit wrote: 08 Mar 2021 09:08 it's getting a bit unclear, I understand most of it, but I think people who play less may have difficulties.
I suggest that Garry do a NewGrf that connects all the necessary objects to OTIS
My plan is to convert graphics from other industry-sets (if their licenses allow that) into objects, that then can be used to hide OTIS-tiles.
This way you can have graphics of various sets, economies and/or climates in one single game.

Also new graphics can be made to hide OTIS-tiles ofcourse.

When those GRF's are made, I will put links in the first page of this thread, so it is easier to find them.
Erato wrote: 08 Mar 2021 09:20 So in Auz Water Addon objects you have these empty overlap tiles, which I think are great for OTIS, and I reckon hiding the tiles would be a lot easier if the OTIS sprites fit exactly within the bounds of a tile.
Good spot!
Will put removing the outer walls on the to-do list for version .02
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by GarryG »

gravelpit wrote: 08 Mar 2021 09:08 I suggest that Garry do a NewGrf that connects all the necessary objects to OTIS
I hoping players not only want to use my object sets but those made by other coders as well.

The object set called FIRS and CHIPS has a large majority of Industries from FIRS including FIRS 4 and also many buildings from CHIPS. I hope to do any they might have missed.

In my object sets over on AuzObjects
viewtopic.php?f=26&t=75657

You will find many object sets that can be used.

Other object sets that I know of are:
- SNO-Supercheese New Objects
- ISR Object sets
- DWE objects sets
- CHIPS Industry Renewal style objects.
- Fridaemons Objects
- MariCo
- Industrial Stations set
- Romazoon Object set

if I forgot any one please tell us.

Your not only building big Industry complaes, but also shopping centres, residential zones, farms. mines, quarries and some on water as well.

Cheers
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Fairyfloss »

Quast65 wrote: 07 Mar 2021 23:55 We would have loved to have done that, but... There are only 16 production-slots per industry and Manufacturing was full ;-)

It was rather a big puzzle to divide 64 cargo's over just 8 Industries ;-)
And as Cars are produced by heavy industries in reallife, it was kinda logical to put it there.

What you can do though is the following:

- Have one Heavy industry producing Metal (and maybe other things used for cars, like glass)
- Send that via train to a Manufacturing Industry that just accepts that and doesnt produce anything.
- Next to that Manufacturing Industry you place another Heavy Industry and let that just produce Cars.

Hide the industries behind/under some nice looking objects and it looks like its just a single car-factory doing its thing ;-)
Oh, I hadn't thought of that. That's definitely a way to do it.

One thing I have noticed; OTIS makes Mail-carrying wagons take on the 'Freight Wagon' colour scheme, while other sets (like FIRS) make it take on the 'Passenger Coach' colour scheme. Is it possible to maybe make a parameter option or something to make it so OTIS also makes mail wagons take on the 'Passenger Coach' colour scheme? (See attachments in case my explanation doesn't make sense)

OTIS:
OTIS Carriage Colouring
OTIS Carriage Colouring
OTISIRON.PNG (13.59 KiB) Viewed 1350 times
FIRS:
FIRS Carriage Colouring
FIRS Carriage Colouring
FIRSIRON.PNG (30.71 KiB) Viewed 1350 times
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Quast65 »

Darthrafael wrote: 08 Mar 2021 12:22 One thing I have noticed; OTIS makes Mail-carrying wagons take on the 'Freight Wagon' colour scheme, while other sets (like FIRS) make it take on the 'Passenger Coach' colour scheme.
Hmm, Interesting ;-)

I think I know what may be the cause of that.
We also have a cargo named Parcels, that refits to CC_MAIL as well as CC_EXPRESS.

Code: Select all

cargo_classes: bitmask(CC_MAIL, CC_EXPRESS);
That may be why mailcarriages now have that behaviour.
We will check to be sure, will put it on to-do list.
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by gravelpit »

it is not very clear how to make from large branch,, a sawmill that accepts only wood, for example, is it done in the game settings?, because there is nothing about this in the parameters of this add-on. Newgrf have potential .Maby for now just write possible eycandy objects to readme file?
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Quast65 »

gravelpit wrote: 08 Mar 2021 14:42 a sawmill that accepts only wood, for example
You can make that by using the Heavy Industry.
That accepts (Tropical) Wood and can produce Timber (sawn wood).
In this case use objects or stations (to cover up the Industry-tile) that look like a Sawmill.
It could indeed be that those object/station-tiles do not exist at the moment. But the plan is to convert the graphics of some of the major Industry-sets into Objects (if their licenses permit that).

By the way, the Timber you can for example transport then to Manufacturing Industry (which can produce Furniture, that can be sent to Shopping Centre).
Or to the Utility Industry, where the cargo-chain then ends (imagine then that it is used to make wooden electricitypylons)
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by GarryG »

Started making more Industrial Objects mainly for this new Industry set.

These are what the Fishing Grounds & Offshore Industries looks like when you purchase them .. the buoy takes almost 2 minutes before it appears in the ,middle of the water splashes.
Helicopter landing zones_01.png
Helicopter landing zones_01.png (6.06 KiB) Viewed 1133 times
I had some Oil and Gas Rigs and some Sand Dredging objects.

These are single tiles with overlaps. Place them on the South West side of the buoy.
Helicopter landing zones_02.png
Helicopter landing zones_02.png (24.93 KiB) Viewed 1133 times
To add some interest to the game .. can now land helicopters at the sand dredging platforms.
Unfortunately the choppers cast a shadow when they have landed, but that a problem you will find also in the default industries and in FIRS as well.

Here the AuzIndObject set if you like to try.
Attachments
AuzIndObjects.grf
(3.68 MiB) Downloaded 20 times
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All my projects are GPLv2 License unless stated.
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Auz Subway Stations: viewtopic.php?f=26&t=85335
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by gravelpit »

you are absolutely right, but I mean the settings to extract only one industry from the tile, is that at all possible at this stage, I do not mean any objects.
Is it so that the tile must produce (accept) all or nothing?
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Erato »

Hey, I'm doing some bugfixes for DPRK trains, and I noticed that my stake wagons don't accept tropic wood. I fixed that, but I needed to look up that tropic wood was TWOD in the source code for OTIS.
It might be nice to have the cargo labels used by OTIS in the cargo label page on the grf wiki. I don't mind doing that tonight, but I'd need to know what colour you'd want "OTIS" to be (I want to reserve red for a future project if possible).

I also presume you took the incompatible newgrf list from the FIRS documentation? It doesn't have "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.
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Quast65 »

gravelpit wrote: 09 Mar 2021 11:33 you are absolutely right, but I mean the settings to extract only one industry from the tile, is that at all possible at this stage, I do not mean any objects.
Is it so that the tile must produce (accept) all or nothing?
I hope I understand what you mean..

Do you mean that in your case you want the industry to produce/accept just one cargo?

Then the answer is yes.
Just send one type of the accepted cargo's to the industry and nothing else, and it will just accept that.
It can accept more ofcourse, but only if you deliver it ;-)

If you want to produce just one cargo, then only let a vehicle that is refitted for that specific cargo pick something up.
The industry will then just produce that one single cargo and nothing else.
Only if another vehicle (refitted for another cargo) also visits the Industry, then it will also produce that cargo.

There are no requirements to produce a certain cargo (also no boosts for that matter).
So you dont need to deliver something (or a combination of things) to get something produced.


So in this case there is not an economy so to say to play with.
Its really aimed at eyecandy players.
This GRF just provides (and accepts) loads of different cargo's, so you can have a lot of different looking vehicles driving around.
And you can also use it to get traffic to large areas filled with loads of objects and/or stationtiles and where there is no room for example for real houses and/or industries that need more than one tile.


Erato wrote: 09 Mar 2021 12:13 Hey, I'm doing some bugfixes for DPRK trains, and I noticed that my stake wagons don't accept tropic wood. I fixed that, but I needed to look up that tropic wood was TWOD in the source code for OTIS.
It might be nice to have the cargo labels used by OTIS in the cargo label page on the grf wiki. I don't mind doing that tonight, but I'd need to know what colour you'd want "OTIS" to be (I want to reserve red for a future project if possible).
Thank you, that would be nice!
Grey would be fine then.
Do note, that in some cases we use some labels to represent something totally different.
For example we have FUEL, that we call Natural Gas ingame. So doublecheck with the .lng for the actual ingame name. ;-)
Another example is Cotton, we use label SASH (Soda Ash), because it will make the waiting-cargo tile of ISR and/or DWE-stations look like a pile of fluffy white stuff ;-)
I also presume you took the incompatible newgrf list from the FIRS documentation? It doesn't have "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.
Thnx, we will add those in v02. Its on the to-do list.
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Erato »

Quast65 wrote: 09 Mar 2021 16:38 Thank you, that would be nice!
Grey would be fine then.
Do note, that in some cases we use some labels to represent something totally different.
For example we have FUEL, that we call Natural Gas ingame. So doublecheck with the .lng for the actual ingame name. ;-)
Another example is Cotton, we use label SASH (Soda Ash), because it will make the waiting-cargo tile of ISR and/or DWE-stations look like a pile of fluffy white stuff ;-)
Interesting design decisions I'm seeing.
Furniture a bulk cargo?
Tourists OTI2 instead of TOUR?
Potatoes as "POTA", which is used by Potash?
Sewage as "RFPR", which is used by Refined products?
Marine supplies as "SESP", what is that short for?
No pics no clicks. Seriously.
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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by Quast65 »

Thank you for adding OTIS to the wiki! :bow:

Regarding labels, GarryG had a rather large list with cargo-labels and what they refitted to (I think a larger list than the one on the Wiki).
I am not entirely sure, but I think they are mostly from FIRS (either in use, or planned to be used) and they also already had waiting-cargo-icons.
We used that list to find a suitable cargo-label, if that not yet existed for a cargo we had thought of.
The reason to use existing cargo-labels is because of the showing of certain piles of cargo's in some Station-sets.

Erato wrote: 09 Mar 2021 18:24 Furniture a bulk cargo?
Yeah, that should be scrapped I think ;-) And just keep Piece-goods and Covered.
Will put on to-do-list for v02.
Tourists OTI2 instead of TOUR?
For the Workers and Tourists, we initially wanted to use YETI and TOUR.
But those cargo's didnt refit (or made available) the vehicles that we wanted.
For example TOUR had as a result that you also could refit certain large trucks for Tourists, which was, well.. odd ;-)
Therefor we made two new cargo's for those (OTI1 andOTI2)
Potatoes as "POTA", which is used by Potash?
After over 60 cargo's we just wanted to fill up the last couple of cargo-slots ;-)
We were not that original anymore with names, POTAtoes looked logical and it mostly refits vehicles like we would want.
Further more there is a link between Potash and Potatoes ;-)
Example615.png
Example615.png (180.54 KiB) Viewed 931 times
Sewage as "RFPR", which is used by Refined products?
As above, we were looking at labels that refitted vehicles that we think were fitting for the cargo.
And sewage is a product that is left over when the body has refined food and beverages ;-)
Marine supplies as "SESP", what is that short for?
I guess SEa SupPlies ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: OTIS - One Tile Industry Set (Version 01 released 07 March 2021)

Post by fridaemon »

With next update of Fridaemon's Objects, you can hide your industry tiles ;) Or other secrets :lol:
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Fridaemon's Objects: VERSION 1.2.1 OUT NOW
AN UPDATE COMES SOON!
Beach Objects * Shopping Centres * Skyscrapers * Garage Entrances
Modular Warehouses * Trucks 'n' Buses Parking Lots

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