
Not currently working on FIRS, but discussion is useful - all attempts so far at waste/recycling chain have not resulted in win.
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produce(recycling_depot_production, 0, 0, 0, LOAD_TEMP(1), 0, 0);
switch (FEAT_INDUSTRIES, PARENT, recycling_depot_produce, [STORE_TEMP(min(15, max(4, (population / 1000 ))), 1)]) {
0: recycling_depot_production;
recycling_depot_production;
}
NekoMaster wrote:Wouldn't it be possible to scale the output of Recycling with train service provided? I'm pretty sure a City and/or waste managment company isn't going to send tons of waste/recycling your way if you can't handle all of it. Instead a city/company would probably look elsewhere to send their waste/recycling to (like another city or company to send to another transport company)
That's how primary industry works in ECS. If you transport more than 75% of cargo produced, more will be produced following month/year. It is hard to maintain that for majority of players, and that's why ECS considered as hard to understand and play.NekoMaster wrote:Wouldn't it be possible to scale the output of Recycling with train service provided? I'm pretty sure a City and/or waste managment company isn't going to send tons of waste/recycling your way if you can't handle all of it. Instead a city/company would probably look elsewhere to send their waste/recycling to (like another city or company to send to another transport company)
Yes bulk. No, covered isn't neededSimozzz wrote:How CASS, NITR, PHOS are supposed to be transported?
Are they bulk and needed to be covered?
Many types of nitrates (maybe even majority?) are considered to be dangerous cargo.andythenorth wrote:Yes bulk. No, covered isn't neededSimozzz wrote:How CASS, NITR, PHOS are supposed to be transported?
Are they bulk and needed to be covered?
Nitrates are easly dissolved in water, so transporting them uncovered is quite reckless. Single rain and your train/truck is empty.andythenorth wrote:Yes bulk. No, covered isn't neededSimozzz wrote:How CASS, NITR, PHOS are supposed to be transported?
Are they bulk and needed to be covered?
Cargos in FIRS aren't precise. But to give a guide, phosphate is a primary cargo in FIRS, and needs processing before it can be used in fertiliser or chemical production. So ore is a better representation.Wowanxm wrote:And what is phosphate in your conception? Is it an ore (apatite for instance, 1850 kg/m³ — suitable for open gondolas and platforms) or some mineral fertilizer (superphosphate, 960 kg/m³ — only for special hoppers)?
I've answered my own question. Turns out it works a lot better when you spell things correctlyoftcrash wrote:I decided to try to add a new economy to FIRS for my own use. Essentially industries focused northern central and eastern US and Canada. I've looked through the FIRS code, and it looks like I need to:Is there anywhere else?
- add a new economy file to the economies folder
- update the economy init file
- enable the economy in each industry I want to appear
- update the lang file
Yes. But economies can optionally over-ride industry properties, so it makes more sense to keep the flags in the industry file, alongside any over-rides.oftcrash wrote:Also, have you considered moving the industry enable flag to the economy file instead of each industry?
Yeah, I like the diagrams. I'm having some problems getting Graphviz to run properly, but I haven't had a chance to diagnose it yet.andythenorth wrote:The html docs are useful when developing an economy, especially the cargo flow diagrams. 'make html_docs' will build them quickly in isolation.
oftcrash wrote:All in all, the build scripts are slick and make it pretty easy to make changes. I was able to create a new economy to test out in about an hour yesterday.
That would probably simplify things for meandythenorth wrote:oftcrash wrote:All in all, the build scripts are slick and make it pretty easy to make changes. I was able to create a new economy to test out in about an hour yesterday.![]()
Might be worth putting it on devzone?
There's no quick way to fork a project on devzone afaik, but you can make a new project and push your changes to it http://dev.openttdcoop.org/projects/newoftcrash wrote:Might be worth putting it on devzone?
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