Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Wed Jun 20, 2018 5:33 am

All times are UTC




Post new topic  Reply to topic  [ 1518 posts ]  Go to page Previous 172 73 74 75 76
Author Message
PostPosted: Wed Mar 28, 2018 6:02 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
On coastal industry placement, see also second part of this post: viewtopic.php?p=1190239#p1190239

TL;DR: I encounter the issue too, and can't find any fix for it. :twisted:

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Wed Mar 28, 2018 6:49 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Nov 27, 2004 3:05 pm
Posts: 5212
Location: Canada
andythenorth wrote:
On coastal industry placement, see also second part of this post: viewtopic.php?p=1190239#p1190239

TL;DR: I encounter the issue too, and can't find any fix for it. :twisted:
Thanks for the link This confirms what I suspected.
The following also applies to objects.
For multitiled (1x2; 2x1; 4x4; 10x15, etc) objects and industries, the tiles are in an (x,y) array where the northernmost coordinate is 0,0.
That northernmost 0,0 tile is where you must place your cursor when building.
This is neither grf fault nor OTTD bug.
The best that Andy can do is to post the x,y tile dimension of each industry as a hint as to where that 0,0 coordinate is located.
Something that occurs with objects is the grid is displayed with the cursor. Perhaps a dev could add that to industries.

_________________
wallyweb on tt-forums: Screenshots - Projects - Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018


Top
   
PostPosted: Wed Mar 28, 2018 10:39 pm 
Offline
Engineer
Engineer

Joined: Tue Mar 27, 2018 8:15 pm
Posts: 3
Thanks, i'll try this in another scenario tomorrow, not really all that intuitive, but if you know it, you can work with it :)


Top
   
PostPosted: Thu Mar 29, 2018 6:18 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
wallyweb wrote:
The best that Andy can do is to post the x,y tile dimension of each industry as a hint as to where that 0,0 coordinate is located.
That information is available
http://dev.openttdcoop.org/projects/fir ... al.py#L297

To make it easier, layout information _could_ be automatically included in the FIRS docs: http://bundles.openttdcoop.org/firs/pus ... arted.html

I'm lacking inspiration for how to format it though. The horizontal x, y has to be projected on to the diagonal tile grid, and that's not easy for the reader to do in their head. Seems like the best thing would be to generate pictures of coloured tiles?

Quote:
Something that occurs with objects is the grid is displayed with the cursor. Perhaps a dev could add that to industries.
This would be useful. There might be performance issues, but it's worth exploring.

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Thu Mar 29, 2018 11:21 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Nov 27, 2004 3:05 pm
Posts: 5212
Location: Canada
andythenorth wrote:
[Andy's random thoughts]
Sounds like a job for my Tile Grids v3.0. 8)
The license is GPL v2 and the zip contains a sprite sheet (.pcx).
Give me a month or two to work up some preassembled FIRS grids.

_________________
wallyweb on tt-forums: Screenshots - Projects - Releases
wallyweb on Simuscape: Projects - Releases
Other Stuff: TTDPatch 2.6 "Nightly" download - cirdan's OpenTTD branch (New Map Features)
Screenshot Of The Month Contest Winner: August 2015 - Tied May 2016 - January 2018


Top
   
PostPosted: Tue Apr 10, 2018 8:42 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
FIRS 3.0.6 released on Bananas and http://bundles.openttdcoop.org/firs/releases/

- translations updated
- easier to deep link cargos, economies industries in docs pages, eg. http://bundles.openttdcoop.org/firs/rel ... ical_plant

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Fri Apr 13, 2018 5:18 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
FIRS 3.0.7 is now on Bananas

-------------
3.0.7 Release
-------------

*Fix*

- 3.0.6 unintentionally broke industry availability, now fixed

*Docs*

- more accurate licensing information

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Mon Apr 23, 2018 11:04 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
FIRS 3.0.8 now released (Bananas or http://bundles.openttdcoop.org/firs/releases/)

* fixes a bug with the grf name in the 3.0.7 release
* updated translations

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Sun May 20, 2018 11:57 pm 
Offline
Engineer
Engineer

Joined: Sun Jun 19, 2016 7:36 pm
Posts: 9
Sweedish translation is now updated. :)

Mega thanks for FIRS as it makes this game so much funnier. I am just playing Steeltown and it is awesome.

//Pekka


Top
   
PostPosted: Mon May 21, 2018 6:08 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
Thanks for translations and for nice comments. :wink:

FIRS 3.0.9 is now on Bananas, with updated translations.

-------------
3.0.9 Release
-------------

*Codechange*

- improved how 'make install' handles copying the grf to install location

*Translations*

- updated

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Sat May 26, 2018 4:05 pm 
Offline
Engineer
Engineer

Joined: Wed Feb 24, 2016 4:40 pm
Posts: 5
First of all Thanks a lot for the Work
My wish list for Firs.
Merge Extrem with Steeltown change the food chain, Metal for the Stockyard, Glas Brevery, packaging Flour Mill, Add Bulding materials for the Furniture Factory, ad pipes and cars for the town stores. remove the requirements for the Scrap Yard maybe Scrap is in dependency of the Population.
And a Hardcore version: factories need 2 of 3 requirements so that the Steel Mill need Coal and Iron Ore not only Scrap. As a complete NOOB i would say take the best from ECS and bring it in to Firs.

Just wishes


Top
   
PostPosted: Sat May 26, 2018 6:41 pm 
Offline
OpenTTD Developer
OpenTTD Developer

Joined: Sun Sep 09, 2007 5:03 am
Posts: 4631
Location: home
You can create new economies for FIRS, see viewtopic.php?p=1201365#p1201365

If you want to discuss it, please also post in that thread, as it's the development thread (this one is for releases only).
Not mentioned in the post above, but you can have 64 industries and 32 cargoes at most, max 3 input and 2 output cargoes for each industry.

_________________
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.


Top
   
PostPosted: Sat May 26, 2018 10:32 pm 
Offline
Engineer
Engineer
User avatar

Joined: Sat Jan 28, 2012 7:35 am
Posts: 77
I thought the industry limit had been increased recently - 240 industries with a max of 128 per GRF.
Cargo limit remains at 32 (be nice if that went up a bit too).
Can anybody confirm this please?

Pete.

_________________
There's nothing like a deadline to hone the concentration.

Good manners cost nothing, but earn respect.

" 'Impossible' is not in our vocabulary." Jack Chrichton, Farscape


Top
   
PostPosted: Sun May 27, 2018 7:14 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Sat Mar 31, 2007 2:23 pm
Posts: 4676
Location: Lost in Music
Captain Rand wrote:
240 industries with a max of 128 per GRF

Correct ;) https://github.com/OpenTTD/OpenTTD/comm ... c456de6f3c

Cargos are 32 per game, and will remain so for the foreseeable future.

_________________
FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


Top
   
PostPosted: Sun May 27, 2018 10:28 am 
Offline
Engineer
Engineer
User avatar

Joined: Sat Jan 28, 2012 7:35 am
Posts: 77
andythenorth wrote:

Thanks Andy.

andythenorth wrote:
Cargos are 32 per game, and will remain so for the foreseeable future.

I wonder why the opportunity to increase this wasn't taken when the cargo limit went up.
Ah well, it'll happen when it happens!

Pete.

_________________
There's nothing like a deadline to hone the concentration.

Good manners cost nothing, but earn respect.

" 'Impossible' is not in our vocabulary." Jack Chrichton, Farscape


Top
   
PostPosted: Tue Jun 12, 2018 7:22 pm 
Offline
Engineer
Engineer

Joined: Wed May 23, 2007 2:41 pm
Posts: 54
Coming in here, to ask if it would be possible to have all cargo types and industries enabled, and just having read a handful of the last posts about a cargo limitation, am i then correctly understanding that wont be possible then?


Top
   
PostPosted: Tue Jun 12, 2018 9:03 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Tue Oct 29, 2013 11:31 pm
Posts: 414
It's impossible today. 32 cargoes is the limit, nothing more.

Maybe in a distant future....
But that needs changes in the program code, and it's not an easy task, and even less a quick one.

_________________
NewGRFs__
City names/Landscape: Naruto | Planets | Lovers | Halloween | Kaijus
Vehicles: Famous Cars | Super Cars | Racing Cars | Cars Cars | Improved M Cars


Top
   
PostPosted: Wed Jun 13, 2018 8:29 am 
Offline
Traffic Manager
Traffic Manager

Joined: Sat Jun 25, 2005 10:44 am
Posts: 169
Location: The Netherlands
I looked through the changelog, but I couldn't find a change for this. I do not know when this behavior was adjusted;

Hotels are once again set to fund as secondary industries, being able to be placed freely by the player, even when industry funding is set to 'prospecting'. The changelog from all the way to 1.2.0 has the change first implemented. But that change seems to have reverted. Is this intended?

_________________
/r/OpenTTD
/r/tycoon


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 1518 posts ]  Go to page Previous 172 73 74 75 76

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2018 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2018.
Hosted by Zernebok Hosting.