Improved Town Industries

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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

Just when I thought I was out...they pull me back in.

A Gamescript author asked me about some of the location checks and I realized they were a mess, so I refactored behind the curtain, then found a few places for improvement. Most notably, I fleshed out the "industry tycoon" gameplay possible by use of the "Generate Primary Industries Only" parameter.

1.7.0
  • Add: Processing industries in towns are now grouped into "industrial zones," within 15 tiles of another industry
  • Change: Rebalanced industry funding costs — see the industry tech tree for gameplay info
  • Change: Rebalanced cargo payment rates to new industry funding costs
    • Reduced payments for primary and secondary bulk cargos (Wood, Oil, Uranium, Lumber, Steel, Waste) to incentivize completing further steps of the industry chain
    • Increased payment for Chemicals
    • Reduced payment for Goods
  • Change: Coal, Iron, and Uranium mines may build near towns
  • Change: Removed industry clustering mechanic, which wasn't noticable and was causing problems
  • Fix: When Generating Primary Industries Only, removed incorrect errors created by Sawmills and Nuclear Fuel Plants
perverted monkey
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Re: Improved Town Industries

Post by perverted monkey »

2TallTyler wrote:within 15 tiles of another industry
Can this be configurable?
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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

perverted monkey wrote: 17 Dec 2020 07:24
2TallTyler wrote:within 15 tiles of another industry
Can this be configurable?
In general I try to avoid unnecessary configuration settings which serve only to confuse users. There are plenty of limits chosen through iterative testing which cannot be controlled by users: required town population per industry, distance to town center, introduction date, production rate, distance between secondary industries of the same type, and more.

Industrial zone clustering should not be an undue limitation on players, because funded industries have no restrictions on their placement. It just influences how industries created by the game (during map generation and randomly during a game) appear. If there's no space for an industry to spawn within 15 tiles of another town industry, that industry will simply be placed in another town.

That said, if you can convince me of a legitimate reason for a player to configure any of these options, I would be happy to add such a feature. :)
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Re: Improved Town Industries

Post by perverted monkey »

In general I try to avoid unnecessary configuration settings
The reason I asked is that some members have discussed about creating industries that cover many more tiles than what we are accustomed too. In such sets clustering might fail. Otherwise 15 is a balanced number.
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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

perverted monkey wrote: 18 Dec 2020 04:20 The reason I asked is that some members have discussed about creating industries that cover many more tiles than what we are accustomed too.
Using industry tile objects or station tiles? Or larger industries themselves? This NewGRF adds new industries that happen to look like old industries...it will not change the behavior of other industry NewGRFs (and is incompatible with any other NewGRF which defines cargos).
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Re: Improved Town Industries

Post by perverted monkey »

Or larger industries themselves?
Larger industries.
But:
adds new industries that happen to look like old industries
:Your set doesn't include larger industries as in mimics the original ones in size too.
is incompatible with any other NewGRF which defines cargos
: The other sets probably will define new cargos.
OK now I got it. Thanks for clarification.
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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

1.7.1
  • Add: Arabic translation by AviationGamerX
1.7.2
  • Add: French translation by arikover
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supermop
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Re: Improved Town Industries

Post by supermop »

I Know you are probably not too keen on messing with snow sprites - but these trees staying frosty in the summer is a little odd:
Frosty Trees.PNG
(415.79 KiB) Not downloaded yet
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