Almost all newgrf vehicle sets that are available will work.Painy wrote:Is there any trainset besides OpenGFX+ trains that works well with OpenGFX+ Industries?
OpenGFX+ Industries
Moderator: Graphics Moderators
Re: OpenGFX+ Industries
Re: OpenGFX+ Industries
Leanden wrote:Try using it with the OpenGFX+ Vehicles
Ok. Thanks for the replies.Terkhen wrote:Thank you!
The default vehicles are usually not compatible with industry sets. OpenGFX+ Trains and OpenGFX+ Road Vehicles are quite similar to the default vehicles, but they support NewGRF cargos like the ones included in OpenGFX+ Industries.
I assumed, sinced there are no new cargos and industries (except the shop, but it too uses an existing cargo), that the default RVs and trains would be able to transport anything.
I wanted to use the Hungarian Truck set, but it doesn't support all cargos, so I figured I will use the default RVs for that, but as it happens...
Anyway, now I use OpenGFX+ Road Vehicles, and it works perfectly.
Re: OpenGFX+ Industries
Another update is now available. I hope that these are the last bugs introduced by the custom chain feature
Is your language missing from the translations? You can get the up to date English strings here. You don't need to translate the comments (lines starting with #) or the string IDs (STR_...); you only need to translate the strings starting with ":". Once you finish, attach your translation to this thread and it will be included in the next stable version of OpenGFX+ Industries
This release will also stop shops, water towers and banks from clustering endlessly in small towns. Now only one of those industries is allowed for every 150 houses that a town has. We also want to thank the translators for their efforts0.3.4 wrote:- Feature: Limit the number of certain types of industries based on the number of houses of their town.
- Add: Dutch translation.
- Add: Greek translation.
- Add: Russian translation.
- Fix: Banks now close after a random interval of time when they have not been serviced for a long time.
- Fix: Chain logic for the farm was incorrectly defined.
- Fix: Sawmills appeared when they were selected as the destination cargo for Wood but the Wood chain was disabled.
Is your language missing from the translations? You can get the up to date English strings here. You don't need to translate the comments (lines starting with #) or the string IDs (STR_...); you only need to translate the strings starting with ":". Once you finish, attach your translation to this thread and it will be included in the next stable version of OpenGFX+ Industries
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Industries
Lumber mill has tropical terrain in other climates too:
- Attachments
-
- Kuva 4.png (101.84 KiB) Viewed 6633 times
Re: OpenGFX+ Industries
Thank you, it has been added to the ground awareness todo list
Spanish translation of OpenTTD
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Extended heightmaps
Have fun, don't quarrel too much and add as many advanced settings as you can.
Re: OpenGFX+ Industries
Re: the banking chain.
Although I can set parameters to add gold and diamond mines to the banking system, they don't appear in a temperate game.
Is this by design, an error on my part or a bug?
Although I can set parameters to add gold and diamond mines to the banking system, they don't appear in a temperate game.
Is this by design, an error on my part or a bug?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Industries
If you enable the banking chain and select gold and diamonds as the banking cargo, you should get that irrespective of climate. Unless you play with TTRS which has its own banking industry which we then keep around and disable OpenGFX+ Industries' banking chain.3iff wrote:Re: the banking chain.
Although I can set parameters to add gold and diamond mines to the banking system, they don't appear in a temperate game.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX+ Industries
Of course! So, error on my part.
Thanks.
Thanks.
Re: OpenGFX+ Industries
Also: Some vehicles won't support a cargo anymore even when they do so without OGFX+ I or in other climate.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Industries
If vehicles cargo support is the problem, it's always a problem of the vehicle set. I suggest you use OpenGFX+ Industries along with OpenGFX+ Trains and OpenGFX+ Road vehicles if your favourite vehicle set is insufficiently capable of transporting cargos by their cargo classes.alluke wrote:Also: Some vehicles won't support a cargo anymore even when they do so without OGFX+ I or in other climate.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX+ Industries
I'm currently trying to make a Scotisch scenario, an area which would work very well in the artic climate, but it 'needs' the iron chain (as parts of the country were essentially one big mine). I was planning to use the manual industries as I hate the industries anywhere syndrome, which normally happens after a few years of playing. I was wondering if you were planning to ad a switch that prohibits industries appearing at random? Or maybe even per industry chain? If so I'd gladly rebuild the scenario with the OpenGFX+ set and in an artic environment.
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Industries
You can avoid any industries being built w/o the "manual industries" NewGRF by setting prior to map creation the industry density to "none" and only manually place industries where needed. No new random industries will then appear ingame.broodje wrote:I'm currently trying to make a Scotisch scenario, an area which would work very well in the artic climate, but it 'needs' the iron chain (as parts of the country were essentially one big mine). I was planning to use the manual industries as I hate the industries anywhere syndrome, which normally happens after a few years of playing. I was wondering if you were planning to ad a switch that prohibits industries appearing at random? Or maybe even per industry chain? If so I'd gladly rebuild the scenario with the OpenGFX+ set and in an artic environment.
Such switch as you mention might be feasible for this NewGRF, though. We already had the thought to merge some of manual industries to this set. But it's not yet done.
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX+ Industries
I thought that with setting the industry setting to 'none' industries could still close down? This would mean the more empty spaces of the map (where you normally wouldn't start a company) will get more empty and empty as time progresses. Or did I misunderstand that setting?
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Industries
Yes, that's right. Industries then still can closebroodje wrote:I thought that with setting the industry setting to 'none' industries could still close down? This would mean the more empty spaces of the map (where you normally wouldn't start a company) will get more empty and empty as time progresses. Or did I misunderstand that setting?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX+ Industries
Regardless of climate or parameter settings my Food Processing Plants always look like this:
On further investigation it appears to happen without this grf loaded as well. Hmmm... wrong thread perhaps? Methinks it might be an general OpenGFX+ problem. Anyone else have this glitch?
On further investigation it appears to happen without this grf loaded as well. Hmmm... wrong thread perhaps? Methinks it might be an general OpenGFX+ problem. Anyone else have this glitch?
Humor is the second most subjective thing on the planet
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
- SwissFan91
- Tycoon
- Posts: 2395
- Joined: 08 Feb 2009 18:36
- Location: Alberta, Canada
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Industries
I can't produce this result with or without this NewGRF with the versions I have. Please be more specific how you obtain this result (especially which NewGRFs and their exact version(s)).Nite Owl wrote:Regardless of climate or parameter settings my Food Processing Plants always look like this:(...)
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX+ Industries
After some further research I have found the culprit. The problem stems from OpenGFX nightly r866. If you use that base set nightly with trunk r23523 and no NewGrfs in a newly generated game your food processing plants will, right from the very beginning of the game, look as I posted above. OpenGFX nightly r846 and OpenGFX stable release v0.3.7 both produce the proper graphics.
Please forgive the posting of this information in the wrong thread but I was originally unsure of where the fault may have been. I should have done the further research sooner but I guess I needed to be pointed in the right direction. Of course a swift kick in the pants would have helped as well.
Please forgive the posting of this information in the wrong thread but I was originally unsure of where the fault may have been. I should have done the further research sooner but I guess I needed to be pointed in the right direction. Of course a swift kick in the pants would have helped as well.
Humor is the second most subjective thing on the planet
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: OpenGFX+ Industries
Can you try OpenGFX r867?Nite Owl wrote:After some further research I have found the culprit. The problem stems from OpenGFX nightly r866.
- Attachments
-
- opengfx-r867.zip
- r867
- (3.35 MiB) Downloaded 144 times
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: OpenGFX+ Industries
Working perfectly. Thank you very much planetmaker !!
Humor is the second most subjective thing on the planet
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
------------------------------------------------------------
Brevity is the soul of wit and obscenity is its downfall
--------------------------------------------------------
Good Night And Good Luck - Read You Soon
Who is online
Users browsing this forum: No registered users and 35 guests