FIRS Industry Set - 3.0.12 released 18th February 2019

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andythenorth
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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by andythenorth »

phobos2077 wrote:
16 Nov 2019 21:30
- Is there any plans to add day length support to FIRS?
No. I am somewhat opposed to all daylength patches, they will never work, and they fragment the game whilst introducing unwanted problems. :|

You could fork FIRS and modify production values :arrow: https://github.com/andythenorth/firs

The majority of industries use one of 5 templates ("templates/industry_*.pynml"). These contain 'produce' blocks, and changing the base production would be a matter of inserting a multiplier there. This may not cover all industries, and may cause broken calculations, constants or strings elsewhere, but it's possibly close enough.
- I see new industries being created during the game. But I disabled closing of secondary industries. Does that mean that the number of industries will increase until I have no more free blocks on the map? :o
For a specific map size, OpenTTD targets maintaining a specific count of industries on the map. So no, the map shouldn't get full of industries, new industries will be rarely built unless another industry has closed :)

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by phobos2077 »

andythenorth wrote:
17 Nov 2019 08:15
phobos2077 wrote:
16 Nov 2019 21:30
- Is there any plans to add day length support to FIRS?
No. I am somewhat opposed to all daylength patches, they will never work, and they fragment the game whilst introducing unwanted problems. :|

You could fork FIRS and modify production values :arrow: https://github.com/andythenorth/firs

The majority of industries use one of 5 templates ("templates/industry_*.pynml"). These contain 'produce' blocks, and changing the base production would be a matter of inserting a multiplier there. This may not cover all industries, and may cause broken calculations, constants or strings elsewhere, but it's possibly close enough.
Thanks for the info. It is unfortunate that you have this predisposition towards the day length. I find the game much more enjoyable for myself with JGR's version of the patch. Not sure what you mean "they will never work" because they do. They just require a few additional multipliers to keep the game somewhat balanced. Which is not a problem IMO, because the game is unbalanced AF even before the patch. Every player has to balance it for himself anyway if he even cares about such things (many people just want to build a model railroad w/o any restrictions, as I understand).

Just a simple third multiplier in the GRF parameters will do the trick I think. I think it might be beneficial for many since your industry set is very popular, so as JGRPP.

I'll try to play some more with default values and if it's too low then try to follow your suggestion.

Edit: I didn't find "produce" blocks in the files you mentioned. But I did find this: https://github.com/andythenorth/firs/bl ... uild.pynml
If I increase these values, will it work? Having a configurable multiplier would be better though, but I have no idea how to do it yet.

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by vtk »

I love FIRS, first of all. But it would be cool if there were an economy that felt a little "closer to home" for me. By "home" I mean Ohio, which includes parts of the Rust Belt, the Midwest, and Appalachia. I guess what I'm looking for is Temperate Basic ∪ Steeltown ∪ Power Plants. Would it be much work to make this happen?
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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by andythenorth »

vtk wrote:
06 Apr 2020 22:40
By "home" I mean Ohio, which includes parts of the Rust Belt, the Midwest, and Appalachia. I guess what I'm looking for is Temperate Basic ∪ Steeltown ∪ Power Plants. Would it be much work to make this happen?
It takes me 1-2 years to make a new FIRS economy, (mostly rounds of play-testing and tweaks) so it's not something I'd be able to do. :)

FIRS is quite easy to reconfigure yourself. There are at least 3 forks of it that I'm aware of. :D

Reconfiguring it just involves turning cargos and industries on or off in code, then recompile, and test you didn't break chains.

Reconfiguring using existing cargos and industries probably takes an hour or so. You do have to set up newgrf tools first though :twisted:

Code is here https://github.com/andythenorth/firs
There's minimalist instructions for compiling here: http://bundles.openttdcoop.org/firs/rel ... rence.html

I'm assuming by your font set that you're working on a Mac? I compile it on a Mac.

The only caveat is that major changes are in progress for v4. The v4 stuff isn't finished so I wouldn't fork from it. But the v3 stuff is designed for the old industry 3-accepted, 2-produced cargos system, where v4 is designed for the newer 16-accepted, 16-produced system. Just a heads up.

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by vtk »

andythenorth wrote:
07 Apr 2020 06:49
I'm assuming by your font set that you're working on a Mac? I compile it on a Mac.
I'm not, actually. I just think that font looks cool in retro-computing contexts.
andythenorth wrote:
07 Apr 2020 06:49
The only caveat is that major changes are in progress for v4. The v4 stuff isn't finished so I wouldn't fork from it. But the v3 stuff is designed for the old industry 3-accepted, 2-produced cargos system, where v4 is designed for the newer 16-accepted, 16-produced system. Just a heads up.
I'll wait patiently for v4 then. :-)
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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Kaoso »

There are some kind of bug in my FIRS Tropic Basic game, no fish cargo in ships neither any display on shoals, and the industry chain is broken. I use Renewed City Growth gamescript, set to FIRS: Tropic Basic.
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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Kaoso »

andythenorth wrote:
09 Apr 2020 06:06
Kaoso wrote:
09 Apr 2020 03:46
There are some kind of bug in my FIRS Tropic Basic...
Looks like Fishing Harbour is missing. :shock: What FIRS version?
It's the lastest version of FIRS, and there is the fishing harbour, but only exports food, without any income.
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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by andythenorth »

The fish cargo is missing. Possible explanations:

* another grf has removed or broken the fish cargo?
* patched version of OpenTTD? FIRS doesn't support anything except vanilla OpenTTD

GL :)

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Shylon »

Hi.

First of all, thank you for doing this amazing mod, I don't think I can play without it. :bow:

I downloaded the source code because I wanted to try something like industries demanding passengers. I took a look at those .py files and I know (or I think so) how to do it. The problem is that I have no idea how to convert it to .grf so I can test it.

I''ve read several tutorials talking about different programs and I still don't know what to do. ?(

I just made some small changes to a couple of .py files (like dairy.py). There must be some easy way to do it, so I'd appreciate if anyone could tell me how.

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by 2TallTyler »

Shylon wrote:
21 Apr 2020 17:42
I downloaded the source code because I wanted to try something like industries demanding passengers. I took a look at those .py files and I know (or I think so) how to do it. The problem is that I have no idea how to convert it to .grf so I can test it.
I'm pretty new to NewGRF coding so I'll let andythenorth answer in more detail (and correct me where I'm wrong), but FIRS is a very complex industry set which uses Python in addition to the actual NML which is encoded into the NewGRF.

I'd suggest looking at something coded directly in NML. I just released a single-industry set which is about as simple as you can get. Feel free to download the source from the thread and muck around with it.

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Shylon »

The code in your .nml file seems very similar to the .py files from FIRS. I think I know how to read and modify most of it.

My problems start when I have to compile it to .grf so I can test if it works.

I downloaded and installed Python 2.7.18.

Then I downloaded and installed PIL 1.1.7. I think all the content went inside the "Phyton27" folder during the installation.

Then I downloaded PLY 3.11. I ran setup.py but I didn't notice anything. I saw a tutorial saying that I have to put the "ply" folder inside the "Phyton27" folder.

Then I downloaded NML latest version (g9fdd4bbc). Again, running setup.py didn't seem to do any installation. I read some tutorial, but I got lost. Apparently, I have to type "python setup.py install" somewhere. And also "nmlc --version" to verify it.

I have a lot of experience modding games. I'm good at reading/modifying/creating code with Notepad++. I've done it in a lot of games, but I guess that I'm a complete noob when it comes to compile, sorry. :oops:

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Shylon »

Ok, I did it, I was able to encode a modified version of your .nml into a .grf. :D

I don't know if my installation of Python, PIL and PLY was correct, but the NML was wrong.
In case someone is interested, I was downloading "nml-2020-04-20-g9fdd4bbc.tar.gz" from http://bundles.openttdcoop.org/nml/nightlies/LATEST/ , but I needed to go to the "Parent directory" and download "nml--windows-win32.zip".

After extracting the folder inside the .zip, I renamed it "nml" and placed it in C:\ (to make things easier), and added your "plaza_ind.nml" file and "lang" folder inside the "nml" folder.

Then I just had to follow this instructions: https://www.tt-wiki.net/wiki/NMLTutoria ... sing_NML_3
So my commands were:

Code: Select all

cd C:\nml
nmlc -c --grf plaza_ind.grf plaza_ind.nml
And voilà, a "plaza_ind.grf" was created inside the "nml" folder.

Now I have to learn how to do something like this with FIRS, because I wasn't trying to create new industries like yours (great work, btw), I just wanted to see if I could make FIRS industries like Brewery, Dairy, Textile Mill... demanding passengers.

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Monty_Montana »

Hi everyone!

I have been playing FIRS from a long time and i have seen there are some kind of output limit for second industries.
Is this intentioned? Or just a game limitation? In that case, what is the real limit?

Thanks in advance.
Regards,
Montana

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by Diesel Power »

There is a limit, but it's somthing ridiculous like 2000+t per tile. It's an old Openttd coded limit I believe

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Re: FIRS Industry Set - 3.0.12 released 18th February 2019

Post by speeder »

Is it possible somehow mix "economies" ?

I am making a map in Brazil, I wanted to use the "extreme" economy because it is the most fun one, but I also wanted to support industries that are wildly common in my RL reference area (for example most of the map is in an area nicknamed "land of the coffee")

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