FIRS Industry Replacement Set - releases

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thesaguy
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by thesaguy »

Thanks juzza1,

I'll give that a try when I get home. I did not refit my wagons, I just selected them from the list and it said "Scrap metal" when I bought it, but I'll try to refit it and see if that solves my issue.

Thanks!
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keoz
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by keoz »

Hi,

I have a strange issue: I try to have quadruple production from an Iron Ore and, according to what is asked in the box ("deliver ... 84 crates for quadruple production"), I send 84 crates of ENSP regularly. BUT: when supplies arrive, production is only doubled and I need to send a little bit more to have *4 production. At the moment, with one more wagon, I'm sending 98 and it works.

I'm I wrong somewhere or is that a bug ? (maybee some < instead of an <= in the code ?)

Note: I'm using UKRS2.
Note2: same behaviour noted on a forest.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Alberth »

You have to deliver it fast enough, maybe you were just too slow?
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keoz
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by keoz »

Alberth wrote:You have to deliver it fast enough, maybe you were just too slow?
What do you mean by "fast enough" ?

If you mean that production boost will not stand on if I don't deliver ENSP within 3 months, I'm aware of that. Other than that, the travel from ENSP production point to the Iron mine lasts about 2.5 months. Could that be a problem ?

To explain simpler the problem: let suppose that at the moment X, the mine production is at "normal".
- if a train loaded with 84 crates arrives, production doubles for three months.
- if a train loaded with 96 crates arrives, production quadruples for three months.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Alberth »

Sounds like a bug to me.
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keoz
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by keoz »

Alberth wrote:Sounds like a bug to me.
Ok. I'll report it on the dev-place, then. I tried to watch directly at the code but it's quite complicated.

Edit: I just tried with the nightlies: problem still there.

I must also say, I'm playing with tons of GRF's which I reload often and heavily. I'll try on a clean game.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by andythenorth »

keoz wrote:I'm I wrong somewhere or is that a bug ? (maybee some < instead of an <= in the code ?)
Yup. '>' instead of '>='

As discussed on irc - this issue is now fixed, and will be available in a future FIRS release (release date unknown).

Thanks for the useful report. :)
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by keoz »

andythenorth wrote:
keoz wrote:I'm I wrong somewhere or is that a bug ? (maybee some < instead of an <= in the code ?)
Yup. '>' instead of '>='

As discussed on irc - this issue is now fixed, and will be available in a future FIRS release (release date unknown).

Thanks for the useful report. :)
Thanks to you for having corrected the issue so fast. :wink:
Patch - Let's timetable depot waiting time with the Wait in depot patch.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Sian »

Just found a bug in v1.2.0

Recycling Plant says that it makes Farming Supplies and Manufacturing Supplies ...
But if you look at the Industry Chain, it says that Recycling Plants makes Manufacturing Supplies and Scrap Metal?

Scrap Metal or Farming Supplies? gut feeling says that it should be Scrap Metal + Manufacturing Supplies

EDIT: went looking around in my game and my Recycling plants are different for no appearent reason

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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Sian »

on a different note ... any chance that the Colors for Hotels, Breweries and Recycling Depots can be made more different? ... all three is very close to the same yellow and all three tend to be placed next to a city, and they all 2x2 (i know Breweries can also be other sizes but 2x2 seems the most common), so they're extremely hard to tell apart at a glance
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by planetmaker »

Sian wrote:on a different note ... any chance that the Colors for Hotels, Breweries and Recycling Depots can be made more different? ... all three is very close to the same yellow and all three tend to be placed next to a city, and they all 2x2 (i know Breweries can also be other sizes but 2x2 seems the most common), so they're extremely hard to tell apart at a glance
They sure can. Can you make a comprehensive suggestion for colours considering all industries within FIRS on the minimap? It needs no code, just a list with industries and associated colours.
Available colours are found in the DOS palette on http://newgrf-specs.tt-wiki.net/wiki/Pa ... s#Palettes (a bit below is a version which nicely allows to reference each colour with its number) Consider also that industry colours need to be visible on both, the violet- and gree-coloured maps (check your advanced settings for that switch)
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Novex »

Hello guys,
First of all. For those working on development of Openttd, Newgrf’s, scripts... Keep up the great work! After all these years, and hours and hours of playing ttd en openttd it stays addicting.

I like the FIRS industries but I looking for a answer regarding the goods ready for process. No matter how many material I send to industries the goods counter is always 0. Is this normal or am I doing something wrong. Stockpiles with goods ready for process is working fine in ECS1.12 and 1.2 games. I really like this but it doesn’t seem to work in FIRS.
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planetmaker
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by planetmaker »

Novex wrote:Hello guys,
First of all. For those working on development of Openttd, Newgrf’s, scripts... Keep up the great work! After all these years, and hours and hours of playing ttd en openttd it stays addicting.

I like the FIRS industries but I looking for a answer regarding the goods ready for process. No matter how many material I send to industries the goods counter is always 0. Is this normal or am I doing something wrong. Stockpiles with goods ready for process is working fine in ECS1.12 and 1.2 games. I really like this but it doesn’t seem to work in FIRS.
That's normal as FIRS' industries process cargo upon delivery, thus the stockpile is always at 0.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by andythenorth »

There is an idea for OpenTTD to allow removing that 'cargo waiting to be processed' text (think frosch has a spec for it). It's pointless at best, looks broken at worst :) No code for it at the moment though ;)
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Novex »

Ok, however it seems to work with ECS. Personally it’s something I like and would like to see in FIRS.
Furthermore it looks to me that factories only produce during delivery of goods. In a test game 8 trains deliver 247k oil per run and this should deliver (6/8) around 185k of gasoline. However it fills up only 2,5 trucks 35k, around 80k in total. Where’s the rest of the 150k monthly production.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by FLHerne »

Novex wrote:Ok, however it seems to work with ECS. Personally it’s something I like and would like to see in FIRS.
Furthermore it looks to me that factories only produce during delivery of goods. In a test game 8 trains deliver 247k oil per run and this should deliver (6/8) around 185k of gasoline. However it fills up only 2,5 trucks 35k, around 80k in total. Where’s the rest of the 150k monthly production.
At least in the 'FIRS' economy Oil Refineries produce both Gasoline and Chemicals, split evenly - (247k * (6/8)) / 2 = 92.5. There should be another 80k of Chemicals produced if you're collecting it. :wink:
If you're using one of the shiny new economies that might not apply though - I haven't really tried those at all.
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andythenorth
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by andythenorth »

The missing cargo is probably a station rating of 79%. That's the usual cause of this 'bug' (which is reported every now and then, and has been tested for numerous times and never found). :)

I don't understand the request to show cargo waiting to be processed. There isn't any waiting.
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Novex »

Maybe I’m just seeing things that I never noticed in while playing normal or ECS cargo’s. My experience with FIRS is low. So correct me if I’m wrong; The output of the refinery is always 50-50, even without loading chemicals? Or can it be 20-80? Is the gasoline output going to drop as soon as start to chemicals?

The station rating is around 70% indeed. The game is only 8 years and there are around 10 trucks waiting at all time on six loading positions. Regarding the cargo is O, In ECS the input cargo can be stockpiled, in which case the factory continues production. This is not the case in FIRS and I understand this now.

Cheers, Novex
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Simons Mith
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Re: FIRS Industry Replacement Set - v1.2.0 5th June 2013

Post by Simons Mith »

A handful of FIRS queries, and possible bugs, but do note my OTTD version is 1.2.3, so not quite the latest release.

I would like to precisely clarify the production boost behaviour. When you deliver eng. or farm supplies, must you provide them within a single month in order to get the production boost? Is it a calendar month, or 30 consecutive days? I tried delivering 4 crates every 12-15 days, giving ~ 24-32 in three months, and saw no boost. (The production increase thresholds were 21 and 84 IIRC.)

But 2x16 crates arriving simultaneously on separate vehicles did give a boost. And on the fourth delivery, totalling 128 crates in about 20 days crossing a month boundary, I got quadruple. I assume that on the fourth delivery, I qualified because 84+ had arrived in the same calendar month. Is this right? And if you deliver exactly 21 and then 73 in separate consignments within the same month, that's intended to qualify for x4, which will last until the 3-month anniversary of the arrival of the *21*, yes? What about 21 and 73 separated by a month boundary?

However, a minor bug here: when I retried my test delivery setup, I delivered 14+14, then 14+14, then 14+14 (exactly 84) within the same month, and by pausing the game at just the right time I saw that the x4 boost had triggered /before/ one of the trucks had finished offloading (it had 4 crates left at that point, but I dunno about the other truck), so at approx. 80 units.

Second query: the wiki has had a lot of obsolete FIRS info purged, and the FIRS web docs look /very/ professional these days. Is it worth bringing the wiki back up to date again? I'm willing to volunteer, but not if there's no interest at all... Does/would anyone use it?

Next: Why don't you change the units for livestock to /head/ of livestock? Would add a bit of flavour, and it is the term commonly used.

Last: Production changes: the only things that change production in my game are hotels. Does the current eng. supply system mean other industries /cannot/ change production except via the supply mechanism? If so, that's a quite a disappointment for me. I /have/ seen some very minor fluctuations in other industries - one single quarry on 112/112 when all the others were on 126/126 (numbers from memory, may not be exact), but on the whole everything stays locked at its initial production, which means primary industries except for hotels never ever shut down. Is this intended? *I'm on FIRS 1.20 but OTTD 1.2.3*

Thanks! Still greatly enjoying FIRS. And Happy Xmas.
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