FIRS Industry Replacement Set - releases

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leifbk
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by leifbk »

Sabre_Justice wrote:While I know jack about coding, I have a feeling that if you want to make a more Industrial Revolution style OTTD game... it's probably possible, but you'd probably be better off building it from the ground up, at least with the economic system and payments and whatnot. I've tried it once and it gets frustrating very quickly with the slow vehicles and tiny loads, I'm sure some people love that but it makes it clear that the original and FIRS economies are both based around 20th century vehicles at least.
It's probably a matter of taste. Personally, I love to start in 1700 and get a business going. It's probably age-related as well; I'm 61 years old, and time has taught me patience :) OTOH, I feel that after 1950, things are moving way too fast.

I've had a go at the FIRS source, but for now I've only set later introduction dates on several industries.
To get a 18th century game working, you'd probably want to adjust cargo amounts and payouts to reflect how everything is so short-range and even mail from the next town over is a valuable service, just for starters. Boats would probably be the only feasible large-scale transportation, and I can see heavy use of barges and sailing ships to get industry working.
The Squid (FISH 2) ship set adjusts some parameters wrt ship transport, and actually makes it a lot more profitable to run the early sailing ships. Now I'm only missing a primitive barge available from 1700. It looks weird to run big sailing ships on rivers and canals.

I'm currently in a game in which, by 1824, I've got 267 RVs (mostly mail carriages), and 249 ships. So yes, ships are indeed the only feasible large-scale transportation.
Last edited by leifbk on 07 Jul 2014 14:04, edited 1 time in total.
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kamnet
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by kamnet »

Don't worry, in a few years you'll start to get the locomotives and carriages! :-) (Well, if you're playing with the right NewGRFs anyhow)
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by NoReflex »

Hi, first post here. I'm translating FIRS into bulgarian, and I need to know how to implement the file (because I don't think I can wait till next release)? I've opened the tar file, just turned out an archive for holding the .grf and I can't open that.

Here is the file, 50% done.
Attachments
bulgarian.txt
(30.03 KiB) Downloaded 133 times
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planetmaker
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by planetmaker »

NoReflex wrote:Hi, first post here. I'm translating FIRS into bulgarian, and I need to know how to implement the file (because I don't think I can wait till next release)? I've opened the tar file, just turned out an archive for holding the .grf and I can't open that.

Here is the file, 50% done.
FIRS is translated by means of the web translator: http://translator.openttdcoop.org
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te_lanus
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by te_lanus »

planetmaker wrote:
NoReflex wrote:Hi, first post here. I'm translating FIRS into bulgarian, and I need to know how to implement the file (because I don't think I can wait till next release)? I've opened the tar file, just turned out an archive for holding the .grf and I can't open that.

Here is the file, 50% done.
FIRS is translated by means of the web translator: http://translator.openttdcoop.org
So this doesn't count? :D
ISR readme wrote: If you want to translate offline, obtain the language file from the
repository and use the English one as the base language. In those cases
post updates or new translations as an issue in the project's issue
tracker
Last edited by te_lanus on 10 Jul 2014 08:30, edited 1 time in total.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by NoReflex »

/\ I decided to go with offline translation, but I already translated the whole text, do I wait for andy for a new release or can I do it myself?
Alberth
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Alberth »

The development server builds nightlies of many newgrfs, including FIRS, once every 24 hours. The latest translations are automagically inserted in those versions.
After adding your translation in the translator, your changes will be picked up in the next nightly build, which you can donwload at most 24 hours later.

Edit: see also http://dev.openttdcoop.org/projects/firs with all the links.
maxiecool2
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by maxiecool2 »

hi guys
i have a bug
nothing major
but i have the recycling plant outputting building supplies where in the industry chain (and the firs website) it shows as out putting scrap metal but the individual popup for the plant does show building materials, just a bit confusing!
im using ottd 1.4.0
thanks mat
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kamnet
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by kamnet »

Just my opinion, but I think it would make more sense that it always produces scrap metal, and then a random of either manufacturing supplies, building supplies, farm supplies or chemicals. Scrap metal is only produced by one other source, the scrap yard. All the others have two or three other sources of generation.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by leifbk »

The fishing harbours are sometimes constructed in very awkward places, blocking docks and waterways. Several times I've got the "ship is lost" message, only to find that its route has been obstructed by a fishing harbour. There seems to be no remedy but to invoke the magic bulldozer and bomb the s**t out of existence.

Perhaps construction of fishing harbours could be restricted to at least three tiles away from existing marine installations, ie. ship depots, docks, and locks?
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andythenorth
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by andythenorth »

Fishing harbours are surrounded by 'magic tile' 0xFF to ensure some clearance. http://newgrf-specs.tt-wiki.net/wiki/Ac ... 9_.280A.29

If you have examples of the problem, post screenshots, it's probably specific to one of the industry layouts and can be fixed with more magic tiles (the caveat is that more magic tiles = fewer valid locations = harder to build the industry).
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by aantono »

Is there a way to find out the speed of decay on the various FIRS products? For example, it is obvious that perishable goods like Fish and Milk get spoiled very quickly, but what about things like Farm Supplies, or even better, Metal, etc, how long do they "stay fresh"?
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by planetmaker »

aantono wrote:Is there a way to find out the speed of decay on the various FIRS products? For example, it is obvious that perishable goods like Fish and Milk get spoiled very quickly, but what about things like Farm Supplies, or even better, Metal, etc, how long do they "stay fresh"?
OpenTTD allows to view the cargo payment graph. The steeper it is, the faster the cargo looses value
(why is it not in our wiki? http://gaming.stackexchange.com/questio ... calculated )
leifbk
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by leifbk »

andythenorth wrote:Fishing harbours are surrounded by 'magic tile' 0xFF to ensure some clearance. http://newgrf-specs.tt-wiki.net/wiki/Ac ... 9_.280A.29

If you have examples of the problem, post screenshots, it's probably specific to one of the industry layouts and can be fixed with more magic tiles (the caveat is that more magic tiles = fewer valid locations = harder to build the industry).
You asked for a screenshot, and this is the first one I've come up with:
fishy.png
fishy.png (29.54 KiB) Viewed 4755 times
This isn't by far the worst example that I've seen, but it will create annoying detours for the ships that are using this buoy.

It would also be nice if fishing harbours didn't pop up where all the fishing grounds have already been "taken", but it's probably hard to code.
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by Gondrong »

With what truck or train wagon can I transport Fruits?
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wallyweb
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by wallyweb »

Gondrong wrote:With what truck or train wagon can I transport Fruits?
It depends upon the truck or train set you are using, in which case it would probably be best to ask in the appropriate truck or train set topic how the author coded the truck or train set to handle fruit.
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kamnet
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by kamnet »

Most sets that have been updated in the last two years support FIRS. Beyond that you need to look at the discussion topic for the set to determine if it's been updated or compatible.

At the very least I suggest adding OpenGFX+ Trains and OpenGFX+Road Vehicles. If a set is missing compatibility, the OpenGFX+ sets will provide vehicles that essentially look and perform like the default OpenTTD vehicles.
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3iff
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by 3iff »

Help needed.

I can compile the firs source on my work machine...no problems at all. However at home, my machine which is 'more or less' set up identically, gives errors. I've narrowed it down to a failure to create the custom tags file which ends up looking like this.

VERSION :(0:)
VERSION_STRING :(0:)
TITLE :
FILENAME :
REPO_DATE :
REPO_HASH :
REPO_BRANCH :
NEWGRF_VERSION :(0:)
DAYS_SINCE_2K :

From what I can work out, it's not processing the shell commands in the makefile file (gives errors) and produces something close to the lines above. I have a copy of a good custom tags file and for my own firs version it's good enough... Regardless, the makefile builds the nml file and that is processed to a grf that works but with meaningless version data. I simply reprocess with a good custon tags file and it's perfectly fine.

Does anyone have any idea what my home PC is missing? Stupidly, I've left the exact error details at home!

I'm using MinGW and python.2.7.6 on both machines and they 'seem' to be set up the same.

--------

I've just been reading about a postinstall facility for MinGW where some things don't get configured properly and the pi.bat should fix that...I'll check that out. Other suggestions are welcome.
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romazoon
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Re: FIRS Industry Set - 1.3.0 released 23rd December 2013

Post by romazoon »

Hey Andythenorth,

i'd like to suggest a new parameter for FIRS industry. It s about the closure/opening mecanism.

right now we have two option :
- we can have industry built automatically trhough the game, and we can fund some.
OR
- no ability to fund any industry and none will be built automatically.

I would suggest a third option : no automatic opening of industry, but ability for players to fund industry (funding especially, not prospecting)

Why ? because the automatic funding (or prospecting) of industry is still random from a player point of view (even though some have restrictions), and in some very large map games players might want to have total control on where things will pop up.

exemple : I'm in the slow process of redoing CINDINI with Firs, i try to specialize some zone with specific industry, but the scenario is so huge that i'd also like to let players having the ability to fund things where they want (to increase their business potential), but i still would like to avoid a random automatic funding of industries, because that will mess the region speciality much faster (it s a matter of 10 to 15 years ingame) than any player could do (unless that players have billions of $ in the game, ofc).
an other exemple for a use to that parameter is for when one want to set up scenario where there is only towns to start with, and players have to fund himself "all" the industries.
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