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Re: Improved Town Industries

Posted: 17 Dec 2020 00:58
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

Re: Improved Town Industries

Posted: 17 Dec 2020 07:24
by perverted monkey
2TallTyler wrote:within 15 tiles of another industry
Can this be configurable?

Re: Improved Town Industries

Posted: 17 Dec 2020 15:41
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. :)

Re: Improved Town Industries

Posted: 18 Dec 2020 04:20
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.

Re: Improved Town Industries

Posted: 18 Dec 2020 13:24
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).

Re: Improved Town Industries

Posted: 19 Dec 2020 06:21
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.

Re: Improved Town Industries

Posted: 21 Dec 2020 15:32
by 2TallTyler
1.7.1
  • Add: Arabic translation by AviationGamerX
1.7.2
  • Add: French translation by arikover

Re: Improved Town Industries

Posted: 27 Dec 2020 18:43
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

Re: Improved Town Industries

Posted: 23 Mar 2021 20:48
by 2TallTyler
supermop wrote: 27 Dec 2020 18:43 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:
Sorry for the late reply, somehow I missed this earlier. As far as I know, there is no way to access the snow-free tree sprites in the sub-arctic climate. These are the same sprite numbers, but OpenTTD swaps the actual sprite somehow. I suppose I could add OpenGFX sprites and would accept a PR which does this, but to be perfectly honest, I would rather work on other projects right now. :)

I do have a minor update, 1.7.3, which adds a Swedish translation and a parameter to change the town population required per secondary industry. This would let you play a town growth challenge game, where you need to grow towns before any secondary industries will spawn. Could be fun. :D It also changes some cargo colours to better suit the dark background graphs in OpenTTD 1.11.

Grain -> chemicals

Posted: 09 Apr 2021 12:09
by pankratz
Hi there,

so far I really like your two NewGRFs, thanks a lot for implementing this idea!

I got the problem in my game that Grain truck/Hopper can only load chemicals. That confuses me a lot and my people are starving. 8) (Also the Livestock Boxcar can load lumber.) I only activated the both "Improved..."-NewGRFs.

Re: Improved Town Industries

Posted: 09 Apr 2021 12:21
by 2TallTyler
You need a NewGRF vehicle set to carry NewGRF cargos. There are a lot of options but you could use OpenGFX+ Trains if you want the base game trains with full cargo availability, or if you’re looking to expand a bit while keeping the OpenTTD aesthetic I like Iron Horse 2 (trains), Mop Extended Road Vehicles, and Squid Ate Fish (FISH 2).

Re: Improved Town Industries

Posted: 09 Apr 2021 12:30
by pankratz
Thank you for your fast answer. I did read over this requirement in your readme. "OpenGFX+ Trains" did the job. I will test your other suggestions. I did peek into some sets some time ago, but there were always far to much vehicles to choose from for my taste. ;)

edit: "Mop Extended Road Vehicles" also got no food cargo.

Re: Improved Town Industries

Posted: 09 Apr 2021 16:13
by 2TallTyler
pankratz wrote: 09 Apr 2021 12:30 edit: "Mop Extended Road Vehicles" also got no food cargo.
I suspect you loaded it without changing the NewGRF parameters. By default, all its vehicles are disabled (not sure why), so you'll need to go in and enable all the vehicle types.

Re: Improved Town Industries

Posted: 09 Apr 2021 17:33
by pankratz
:oops:

Like I remembered, waaay too much vehicles. ;) I will start with +Trains.

Re: Improved Town Industries

Posted: 10 Apr 2021 08:37
by gravelpit
I remember when I played improved town industry for the first time, how it's works there it killed me. All passengers were directed to a nearby factory and not to nearby cities, it seemed to me very weak and tiring because I had to disconnect these connections from the main network. I know you did something to prevent the factories from generating a lot of passengers, and the other way around?

My second question can i play WITH!!!!! BSPI ?

Re: Improved Town Industries

Posted: 10 Apr 2021 09:10
by Wahazar
Gravelpit, maybe it is cargodist setting issue, try to play with 'Amount of returning cargo in symmetric mode',
for example 75% instead of 100%.

Re: Improved Town Industries

Posted: 10 Apr 2021 14:03
by 2TallTyler
Passengers as workers is rather...broken. Mines can be larger sources of traffic than your cities, and you can get paid for workers happily shuffling from one mine to another eternally. I'm thinking of redoing this in the style of either YETI industries (separate Workers and Tired Workers cargos) or Workers & Resources: Soviet Republic (workers only go to work, then teleport home), but it would likely be under ITI 2 or perhaps a new name entirely. Stay tuned. :)

ITI is just an industry set which uses the default graphics, not a change to how the game handles industries. It is incompatible with BSPI.

Re: Improved Town Industries

Posted: 10 Apr 2021 19:34
by kamnet
pankratz wrote: 09 Apr 2021 12:30 Thank you for your fast answer. I did read over this requirement in your readme. "OpenGFX+ Trains" did the job. I will test your other suggestions. I did peek into some sets some time ago, but there were always far to much vehicles to choose from for my taste. ;)
Try OpenGFX+ Road Vehicles. Same vehicles as original, will carry NewGRF food cargoes.
2TallTyler wrote: 10 Apr 2021 14:03 (separate Workers and Tired Workers cargos) ...


This always looked like ugly titles, but a nicer sounding "Commuting to Work" and "Commuting to Home" is a bit more wordy, and also kinda ugly... I know i'm probably not any help here LOL

Re: Improved Town Industries

Posted: 22 May 2021 14:47
by 2TallTyler
1.7.6 is now out, adding Simplified Chinese and Russian translations.

Re: Improved Town Industries

Posted: 25 May 2021 17:07
by Argus
Will 1.7.4 tropic alpha work with normal version 1.7.6? I like those tropical industries, but I miss the rest.