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Re: FIRS Industry Set - 3.0.5 released 2nd March 2018

Posted: 28 Mar 2018 18:02
by andythenorth
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:

Re: FIRS Industry Set - 3.0.5 released 2nd March 2018

Posted: 28 Mar 2018 18:49
by wallyweb
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.

Re: FIRS Industry Set - 3.0.5 released 2nd March 2018

Posted: 28 Mar 2018 22:39
by FlyveHest
Thanks, i'll try this in another scenario tomorrow, not really all that intuitive, but if you know it, you can work with it :)

Re: FIRS Industry Set - 3.0.5 released 2nd March 2018

Posted: 29 Mar 2018 06:18
by andythenorth
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?
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.

Re: FIRS Industry Set - 3.0.5 released 2nd March 2018

Posted: 29 Mar 2018 11:21
by wallyweb
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.

Re: FIRS Industry Set - 3.0.6 released 10th April 2018

Posted: 10 Apr 2018 08:42
by andythenorth
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

Re: FIRS Industry Set - 3.0.6 released 10th April 2018

Posted: 13 Apr 2018 17:18
by andythenorth
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

Re: FIRS Industry Set - 3.0.8 released 23rd April 2018

Posted: 23 Apr 2018 11:04
by andythenorth
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

Re: FIRS Industry Set - 3.0.8 released 23rd April 2018

Posted: 20 May 2018 23:57
by Pekkape
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

Re: FIRS Industry Set - 3.0.8 released 23rd April 2018

Posted: 21 May 2018 06:08
by andythenorth
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

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 26 May 2018 16:05
by Vanderbildt
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

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 26 May 2018 18:41
by Alberth
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.

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 26 May 2018 22:32
by Captain Rand
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.

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 27 May 2018 07:14
by andythenorth
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.

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 27 May 2018 10:28
by Captain Rand
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.

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 12 Jun 2018 19:22
by lekkimsm2500
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?

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 12 Jun 2018 21:03
by SilverSurferZzZ
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.

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 13 Jun 2018 08:29
by LSky
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?

Re: FIRS Industry Set - 3.0.3 released 15th January 2018

Posted: 16 Jul 2018 11:33
by Diesel Power
Diesel Power wrote:Just started a fresh game with the latest update (FIRS 3.0.2) and all the primary industries in steeltown have an "enhanced" production rate even though nothing is being delivered to them. Didn't have this problem with the other FIRS 3 versions. Any ideas?

This Issue has returned with V3.0.9...

Re: FIRS Industry Set - 3.0.9 released 21st May 2018

Posted: 20 Jul 2018 06:52
by Kollba
I don't know if this already is in this thread but 76 pages is too much for me to read...

One thing I would love to have in FIRS is the possibilty to define a custom economy. Now I can use Basic or Extreme but one is too small and the other is too big... Lets say that I could start with Extreme and then delete the industries I don't want to use (by clicking on a list or editing a file [e.g. firs.cfg]).
If I play with a 1024x1024 map (or bigger) there are too many industries. I can, of course, delete unwanted industries by cheating (magic bulldozer) and add new by cheating with money or I can use the scenario editor, but it is a hell of a job and the deleted industries will still be in the list on the minimap and in the "display industry chain".
Maybe it is too much job to change the coding or...?