FIRS Industry Replacement Set - releases

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Ogre
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by Ogre »

Well, I don't think these production levels are as insane as stated. I built a quick scenario with mines maxed out in the editors settings - once the supply chains were built up, the mines provided more than 5k tons each. Given a vehicle set with somewhat realistic capacities, the player can move those amounts rather easy. Just think about HEQS or FISH... I think it's time that other (rail) vehicle sets get some realistic capacities, too. But this is a debate that should be better located in an other thread.

Anyway, I like the new supply system as it offers the opportunity to build up very long trains... Keep up your great work.
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by Simons Mith »

Labelling refinement - changing 'items of livestock' from e.g. dairy farms and a couple of other places to 'head of livestock' would be a nice tweak.
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by 3iff »

Spent a while on v0.8.0 and no problems found.

The supplies feature change is a bit unsettling. To have production jump (up to) 4* normal means there are large boosts of cargo (with a need for more vehicles to cover that jump) but unless sufficient supplies are provided constantly, the production returns to normal causing an excess of vehicles waiting for cargo.

I know things would work best with a constant delivery of supplies but that's not always easy to achieve. I'm not sure how this could be improved...but I find it a better system than the previous method.

Does industry production increase/decrease naturally as well?

Wow...building new industries is expensive!
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by andythenorth »

3iff wrote:unless sufficient supplies are provided constantly, the production returns to normal causing an excess of vehicles waiting for cargo. [snip]...but I find it a better system than the previous method.
Yes. There are some nasty feedback possibilities. A single train jam in a supply-dependent network can cause total chaos. Then as production falls lots of empty trains cause further jams. Jams in coal, iron ore etc also cause a collapse in supply production. In a cargo-goal GS, this is quite horrible :)

It's still preferable to the previous system. Maybe it's even realistic? :twisted:
Does industry production increase/decrease naturally as well?
Not currently. I'm open to the idea, but it would need some code reworking. If other contributors get a bit less busy, maybe we could look at this as an option.
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by 3iff »

Thanks for the quick reply. I did have a major jam with empty metal carrying trains blocking access for coal/ore trains to deliver their cargos and everything snarled up.
Caused me to redesign the messy lines! Funny, they worked fine for 3-4 trains but once the production boost cut in the extra trains caused jams... :o

The new supply system is far better...not perfect by any means, but I thought it worthwhile sharing my view.
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by NekoMaster »

To prevent jams in supply lines, it might be a good idea to dedicate a station for Supplies only, this way no other trains can block its way into the station. For train stations, just use an extra connected line and use way points to direct a supply train into it, and have the other trains directed into their own lines with way points
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by 3iff »

At the time I was just being lazy...and only having a few trains was fine. As production expanded, the small branch line (leading to the separate metal pickup station) got clogged, not helped by a metal train exiting a depot and blocking all three platforms receiving coal/ore.

So, I had the metal trains approach their station on their own dedicated line and prevented them interfering with the coal/ore trains and happiness resumed.

I did have a separate station for supplies to an oil well and that worked well. It's the transition from having a bare-bones setup to something more elaborate (and functional) once the funds are available.

It's so easy to add a train here and there before you realise the small two-platform station is trying to handle 20 trains!
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by keoz »

Thanks for this new release.

Just a question. Why did you removed the primary industries closing ?

I find it's an interesting thing, that industries can close (primary and secondary). That allows new ones to open, the map to change and so on. But I suppose this decision was made necessary by the change in the supply system ?

If you are still thinking to the possibility to reintroduce it, I have a suggestion: it could be interesting to make depend primary industries closing no more on delivered supplies, but on the delivery of cargos by the industry itself (eg.: if a coal mine can not deliver one cargo within six month, there is a probability of closing ...).
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Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Post by keoz »

A little update to my question.

I was thinking something: if primary industries can only open (but not close), and secondary industries can open and close, there is logically a great probability that over the long term, there will be only primary industries on the map (except the secondaries one, that are serviced). Or I am wrong ?
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Re: FIRS Industry Replacement Set - v0.8.0 23rd Dec 2012

Post by andythenorth »

FIRS 0.8.0 is released. Get it from the banana tree, or http://bundles.openttdcoop.org/firs/releases/0.8.0/

Not savegame compatible with any previous version, including nightly builds.

* Changelog *

*New Features*
- Reworked supplies mechanic: deliver supplies regularly for temporary production boost
- Economies, selected by parameter:
  • standard FIRS economy (31 cargos, 50 industries)
  • a basic economy to suit each climate, designed by DanMacK
    • Temperate Basic (18 cargos, 19 industries)
    • Arctic Basic (17 cargos, 19 industries)
    • Tropic Basic (18 cargos, 21 industries)
- Construction sprites for majority of industries
- Snow for windmill version of Grain Mill
- Fences for Smithy Forge
- Snow for Cement Plant, Brick Works, Recycling Depot, Recycling Plant and Machine Shop
- Snow and fences for Biorefinery and Glass Works, Metal Workshop and Textile Mill
- Snow, fences and smoke for Metal Fabrication Plant, Sugar Refinery and Stockyard
- Snow and smoke for Lumber Yard
- Smoke and animated winding wheels for Bauxite Mine
- Smoke for Lime Kiln
- Lime Kiln shows different crane / loader graphics depending on date
- Dredging Site shows steam or diesel cranes depending on date
- Aluminimum Plant, Fertiliser Plant, Junk Yard, Machine Shop have date-sensitive graphics
(most new snow sprites have been drawn by DanMacK)

*Changes*
- Adjusted various primary industry probabilities and clustering behaviours
- Remove parameters that offered primary industry production change / closing as options
- Improved names for station rating algorithm parameter options
- Removed intro date from Furniture Factory for better game balance
- Removed intro date from Paper Mill to improve gameplay balance
- Removed intro date from Stockyard to prevent broken chains
- Removed intro date from Dairy to prevent broken industry chains
- Removed intro date from Sugar Refinery to avoid breaking Sugarcane / Sugar Beet chain for early start dates
- Removed intro date from Textile Mill to avoid breaking cargo chains
- Fishing Harbours no longer required to locate near town - increases probability of being built
- Use 1825 as intro date for Dredging Site for better game balance
- Use 1830 as intro date for Oil Wells and Oil Refinery to improve game balance
- Use 1824 as intro date for Cement Plant to improve game balance
- Improved snow for Brewery, Plastics Plant and Fertiliser Plant
- Improved appearance of Food Market (DanMacK)
- [Makefile] use nml translation report script by Alberth

*Fixes*
- Recycling Depot production code was incorrect
- Palette wrong for Quarry
- Bad company colour pixels in Fishing Harbour
- Hotels were too cheap to build
- Hotel tile didn't accept passengers
- Removed STR_EXTRA_FERTILIZER_PLANT from all translations that still used {WEIGHT_SHORT}
- Missing 'chemicals' in Fertiliser Plant extra text string (alberth)
- [Makefile] Adopt NML version check to NML's new version output

*Translations additions / updates*
- Afrikaans (telanus)
- Catalan (Bassals)
- Dutch (Alberth)
- Finnish (alluke)
- French (OliTTD)
- Hungarian (Brumi)
- Indonesian (Yoursnotmine)
- Romanian (Stef Ionesco)
- Spanish (Terkhen)
- Swedish (Joel_A)
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Re: FIRS Industry Replacement Set - v0.8.3 31st Dec 2012

Post by andythenorth »

FIRS 0.8.3 now on bananas or http://bundles.openttdcoop.org/firs/releases/

*0.8.3 Changelog*
- Fix: Sugarcane Plantation had no cargo output in non-Tropic climates
- Change: rename Sugarcane Plantation to Sugar Plantation as it produces Sugar Beet in non-Tropic climates
- Fix: remove Sugar Plantation from main FIRS economy (shouldn't be there)
- Fix: double 'per' in Biorefinery industry window text
- Portugese translation (squallzinn)
- Updated translations for Dutch (Alberth), German (planetmaker) and Spanish (Terkhen)

- Not savegame compatible with previous 0.8.x releases
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by Droperidolum »

Hi! I'm a old fan of TTD and newbie fan of zBase grf and FIRS. Guys, the work you've done is awesome!
But I have a question. Is this possible to make zBase 32-bit vehicles be reffitable for FIRS`s cargo? Currently I'm using 32-bit train engines and OpenGFX+ for refittable carriages, but it is uncomfortable to have 2 sets simultaneously (they are both in a vehicles list). Thanks! (and sorry, I posted In both threads :oops: )
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by peter1138 »

You can use the NewGRF called "Old Wagons with New Cargos" make the default wagons refittable.
He's like, some kind of OpenTTD developer.
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by Droperidolum »

Thanks, petern! It realy works with 32-bits wagons. However cargo assignments are different from another NewGRFs. Almost all cargoes assigned to 3-4 types of cars. Maybe there are better options?
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by FooBar »

I'm playing a game of FIRS again. I must say that I like the new 'supplies' system. No longer of these rediculous production levels and no longer the micromanaging since you have to provide a decent amount at once. Well done!

The only thing I'm having is that too many hotels are built for my liking. My game after 35 years with 22 towns already has 12 hotels. Do others experience this as well?
The other thing I don't really like about hotels is the amount of passengers they produce. It's far higher than the amount towns produce by themselfs. Is it an idea to have the production of passengers depend on the amount of food and alcohol supplied to the hotel? I.e. if you can't eat or drink then you won't stay there, and if there's plenty a lot of people will stay?
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by supermop »

FooBar wrote:Is it an idea to have the production of passengers depend on the amount of food and alcohol supplied to the hotel?
There should be a 9 month delay between delivery of large amounts of alcohol and production of a wave of passengers.
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keoz
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by keoz »

FooBar wrote:Is it an idea to have the production of passengers depend on the amount of food and alcohol supplied to the hotel?
Would you suggest that alcohol improves sexual activities ? :twisted:
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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013

Post by Comm Cody »

keoz wrote:
FooBar wrote:Is it an idea to have the production of passengers depend on the amount of food and alcohol supplied to the hotel?
Would you suggest that alcohol improves sexual activities ? :twisted:
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