Like kamnet, I knew I'd seen that bug before, so I looked back in this thread and found the issue:te_lanus wrote:is this a bug?
http://www.tt-forums.net/viewtopic.php? ... 0#p1156183
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Like kamnet, I knew I'd seen that bug before, so I looked back in this thread and found the issue:te_lanus wrote:is this a bug?
To make this happen that NewGRF re-coded the power plant industry without recoding the cargo definition or cargo ID.Power plant is not available prior [to] certain date (1882 by default).
The issue is, as already stated, pre-industrial houses' power plant. Aside from unloading the newgrf, you may want to disable the power plant by parameter, as the coal accepting houses seem to be compatible with FIRS. The only newgrf industry compatible with FIRS that I am aware of is the logging camp.te_lanus wrote:Save attachedused 1.6.0 Stable (Linux Build)
Gold is likely to show up in a future economy, either from refining other ores (gold is a side-product of copper and pyrite smelting), or from a gold mine or gold dredge.literally wrote:1. Gold as a resource:
Electronics chain probably will also show up in some future economy.2. A semiconductor industry in the later years:
Nah, it also requires Vehicle Parts cargo, and there's no room left in Extreme for more cargos.please add the vehicle factory to the Extreme version of the 2.0 patch
Maybe the vehicle factory could be used as a graphical alternative for the machine shop in complex economy. But what am I reading??? Heavy industry economy? Oh dear... this sounds good. Do you have any precise information already?andythenorth wrote: ...
Nah, it also requires Vehicle Parts cargo, and there's no room left in Extreme for more cargos.But it might show up in a future heavy industry economy.
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Zero, and there's no plan to work on it at the momentOgre wrote:Heavy industry economy? Oh dear... this sounds good. Do you have any precise information already?
Thanks for your explanations. This sounds good, but, as you say, do not add too much detail in the cargo chains, as you are restricted to 32 cargoes (@Devs: Increasing the amount of cargoes would be a great addition, but I guess this is not that easy...).andythenorth wrote:...
RL inspiration would be Great Lakes of USA / Canada and similar industrial zones (parts of UK, or Rhine/Ruhr for example), but inspiration is just 'inspiration', not a model of RL
It could expand to include a wide range of mines for raw materials, but more likely it would use ports extensively as source of materials.
Might be interesting to add explosives as an export cargo, or form of engineering supplies, transport that in armoured vans
I'd like to throw in a vote for a Great Lakes/Detroit-esque economy or a Philadelphia-style heavy steel industry.andythenorth wrote:Zero, and there's no plan to work on it at the momentOgre wrote:Heavy industry economy? Oh dear... this sounds good. Do you have any precise information already?
Imprecise information, a.k.a ideas
Expanded metal (iron/steel) chain, no attempt to be accurate, but multi-stage production. Possibilities:
- coal -> coke plant -> fuel -> furnace
- lime or other flux -> furnace
- iron ore -> taconite pellets -> furnace
- scrap -> electric arc furnace
- hot metal -> casting plant -> unfinished metal
- unfinished metal + manganese -> alloy plant -> stainless steel
- unfinished metal -> rolling plant -> finished metal
- furnace -> slag cement -> building materials
Too much detail would be boring, and this needs to prefer cargos that can plausibly be transported in volume over distances, no point building an OpenTTD model of a steel plant. Just ideas.
Because the constraint is 3 input cargos and 2 outputs, not all realism can be accommodated, and would be boring anyway.
Metal could be delivered to a range of end-point consumers, some could be black holes, e.g. ship yard.
Vehicle production would be an important chain.
Any industrial economy inevitably needs a lot of chemicals also, but I can't see much interest in expanding the details of petro-chemical chain, as it's mostly just liquids in tank cars moving between industries that have lots of pipes.![]()
The main purpose of adding detail to a chain is (1) visual variety of industry types (2) visual variety of cargos transported (3) gameplay variety, e.g. where cargos go and what they're processed into.![]()
RL inspiration would be Great Lakes of USA / Canada and similar industrial zones (parts of UK, or Rhine/Ruhr for example), but inspiration is just 'inspiration', not a model of RL
It could expand to include a wide range of mines for raw materials, but more likely it would use ports extensively as source of materials.
Might be interesting to add explosives as an export cargo, or form of engineering supplies, transport that in armoured vans
Oo I like the idea of the Co-Op being a building. Only issue is it creates direct T1 Resource to Supply conversion which is really, really strong.kamnet wrote:The Fertilizer Plant could be exchanged for a Farmers Co-op. It would accept grain, soybeans and livestock, and produce farm supplies and manufacturing supplies.
It's effectively the same as the Trading Post in the Hot Country economy. And I should have said engineering supplies instead of manufacturing supplies, as there's no other engineering supplier in your chain, and the chemical plant can produce manufacturing supplies. Since this is a heavy agriculture economy then there should be plenty of grain and livestock farms to feed into it without hurting the other industries.Shadowclaimer wrote:Oo I like the idea of the Co-Op being a building. Only issue is it creates direct T1 Resource to Supply conversion which is really, really strong.kamnet wrote:The Fertilizer Plant could be exchanged for a Farmers Co-op. It would accept grain, soybeans and livestock, and produce farm supplies and manufacturing supplies.
Yea but the trading post is limited to water which is really important on some maps that are more landlocked (I'm playing on one right now and its a /nightmare/.) I definitely see what you're saying. I'm also limited to 20 industries, and I'd rather have an output or black hole for Ethanol in the form of a Petrol Station (which would also provide another Food/Goods outlet since Food is plentiful.)kamnet wrote:It's effectively the same as the Trading Post in the Hot Country economy. And I should have said engineering supplies instead of manufacturing supplies, as there's no other engineering supplier in your chain, and the chemical plant can produce manufacturing supplies. Since this is a heavy agriculture economy then there should be plenty of grain and livestock farms to feed into it without hurting the other industries.Shadowclaimer wrote:Oo I like the idea of the Co-Op being a building. Only issue is it creates direct T1 Resource to Supply conversion which is really, really strong.kamnet wrote:The Fertilizer Plant could be exchanged for a Farmers Co-op. It would accept grain, soybeans and livestock, and produce farm supplies and manufacturing supplies.
The trading post doesn't have to be limited to water. It's just a building with a water restriction on it, one that doesn't have to remain. I'm suggesting that instead of swapping the Plastics Plant for a post/port/co-op, use the Fertilizer Plant instead. Both of them accept plastic, but you don't really need both to accept plastic, the fertilizer plant already outputs farm supplies so adding engineering supplies (which you'll need for the mines) isn't a stretch either, since IRL that's mostly equipment and co-ops frequently rent or sell large-scale equipment.Shadowclaimer wrote:Yea but the trading post is limited to water which is really important on some maps that are more landlocked (I'm playing on one right now and its a /nightmare/.) I definitely see what you're saying. I'm also limited to 20 industries, and I'd rather have an output or black hole for Ethanol in the form of a Petrol Station (which would also provide another Food/Goods outlet since Food is plentiful.)kamnet wrote:It's effectively the same as the Trading Post in the Hot Country economy. And I should have said engineering supplies instead of manufacturing supplies, as there's no other engineering supplier in your chain, and the chemical plant can produce manufacturing supplies. Since this is a heavy agriculture economy then there should be plenty of grain and livestock farms to feed into it without hurting the other industries.Shadowclaimer wrote:
Oo I like the idea of the Co-Op being a building. Only issue is it creates direct T1 Resource to Supply conversion which is really, really strong.
I could also just swap the Plastics Plant for a Port, which is functionally the same with a lot of wiggle room to add more outputs/inputs.
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