Auztralian Industries (AuzInd)

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GarryG
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

andythenorth wrote:Yair, are you using LIME as the cargo label?
I hope to use that Label for the Lime.

Doing the templates in small sprites like it used to be before I don't think I would be able to make Quarries and other Industries and objects .. but since Quast65 and I have made the larger templates it has made it a lot easier.

If you want to make some deep mines or quarries here is the 6x6_4 views and 8x8_2 views Templates with NML codings.

The 3rd file has these template sizes: 1x2, 1x3_4views, 2x2_2 views, 2x2_4 views, 3x3_2 view, 3x3_4 views, 4x4_2 views, 4x4_4 views and a 12x12_1 view.

Thinking of making a open cut coal mine and ore mine on the 8x8 or 12x12 templates. But hope to code it so not too many will be available in a random game.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Playing around with Random Cargos.

Some time ago FIRS had random cargo for its Recycle Plant. The default produced cargo was Manufacturing Supplies and Scrap Metal, but would randomly relace Scrap Metal with either Chemicals, Building Supplies or Farm Supplies.

I'm experimenting to do same with the Goods Sheds, Loading Banks and Wool Dumps.

The draw back it had in FIRS was when you click on Industry or the Cargo chains it did not show the chain for the Chemicals, Building Supplies or Farm Supplies being provided by the Recycle Plant .. it would only show the default cargos Manufacturing Supplies and Scrap Metal.

I don't know of any other problems it caused if any. I think if I can get it to work with some of my industries whether it make game a bit more interesting.

I can code for it to randomly produce 1 cargo and the other remains the same as did the Recycle Plant. Whether or not I can get it to randomly accept some cargos as well.

I tried to see if can randomly choose both the output cargos but had some problems .. so will stick with one cargo remain same and random the other one.

Like to add a Factory to game with the random idea. Allow them to accept Supplies but randomly produce cargos.

Looking at removing one of the Loading Banks (replace with the Wool Dump and allow it to produce Goods and randomly choose Wool or Cotton).

Whether these ideas will work if I have to many, I shall keep experimenting see what happens.


Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Finished the Limestone Quarry.
LimestoneQuarry_3.png
LimestoneQuarry_3.png (312.77 KiB) Viewed 5043 times
Since I using OpenTTD 1.7.0 I think good idea if I call this Industry Set AuzInd170

ChangeLog:

Industry Changes:

Added Limestone Quarry (At moment it accepts nothing and produce Lime and Gravel)

Removed Sub Station
Removed Loading Bank B
Removed Sugarcane Plantation
Removed Grain Bulk Storage Sheds
Renamed Loading Bank A to Loading Bank
Renamed Wool Dump to Loading Bank and Wool Dump


Cargo Changes:

Removed -
Wheat (creates a spare cargo slot .. not sure what to replace it with yet)
Sugarcane

Added -
LIME

Cement Plant now accepts LIME, CLAY and SAND and produces Building Material
Lime Kiln accepts LIME and COAL .. produces Chemicals


Random Cargos - as mentioned previously.

The "Loading Bank" and the "Loading Bank and Wool Dump" produce random generated cargos.

Both Produce GOODs.

The second cargo produced is random:

Loading Bank can produce either Metal, Cotton, Fruit or Wool.

Loading Bank and Wool Dump can produce either Wool or Cotton (might add another later).

The minor problem is .. for instance if you look up the chain for Cotton, it will not show the Loading Bank or the Loading Bank and Wool Dump in the chain.

And if for instance you look up Industry Chain for Loading Bank it will not show the cargo chain for Cotton, Fruit or Wool. It only shows the default cargos in the chains which is Goods and Metal.

Here's version 1 which is still in testing and will be making more changes to Industries and adding 1 more Cargo.
AuzInd170.grf
(10.65 MiB) Downloaded 121 times
Other changes in the pipeline:

Combining the Locomotive Workshops and Carriage & Wagon Workshops and call it Railway Workshops.

If the random cargos going to work ok .. add it to the Goods Sheds and add a Factory to game so it too can produce random cargos.

Looking at idea adding some more mining companies such as Bauxite, Copper Ore and making a Cargo called "Minerals" to represent all raw minerals not yet included in the game.

Make a Industry and call it Smelter Refinery .. it can accept the Minerals and make metal and building materials.

Also looking at removing all or some of these: Fast Foods, Racecourse, Holiday Camp, Livestock Sales Yard, Perway Siding, and Motor Inn.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Andy just sent me some info the good and bad side of random cargos.
1. 'Industry chains' viewer in game doesn't support it
2. It confuses AIs and GameScripts
3. It annoys players when funding industries and they don't get the cargo they want
4. It's easy to slip up when building your routes and try to transport a cargo that isn't there because of random :D

Kind of a balance thing. Some good / some bad. :)
So maybe I will ditch that idea and try something else.

Maybe a few different factories or a few extra Goods Sheds and Loading Banks.

I'll think about it for a while and decide which way to go.
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Re: Auztralian Industries (AuzInd)

Post by andythenorth »

Eh today I found an industry (in Taz I think) that was 'polymetallic base metal mine'.. :twisted: Probably zinc, copper, lead, maybe a bit of gold - they tend to be found in the same ore bodies.

FIRS Pyrite Ore is a bit like that - non-ferrous base metals, which are smelted to 'metal'.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

andythenorth wrote:Eh today I found an industry (in Taz I think) that was 'polymetallic base metal mine'.. Probably zinc, copper, lead, maybe a bit of gold - they tend to be found in the same ore bodies.FIRS Pyrite Ore is a bit like that - non-ferrous base metals, which are smelted to 'metal'.
The Ore mines in Cobar and Broken Hill have a mixture of metals including copper, gold and silver .. so maybe having Minerals as a cargo will cover all those minerals.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Changed the graphics with the Locomotive Workshops.
The shed have 4 random displays 2 facing this direction in pic and 2 facing other direction.
This one has a rail track running beside the sheds with a loco stored.
loco and carriage sheds.png
loco and carriage sheds.png (12.65 KiB) Viewed 4979 times
This pic has both the Carriage and Wagon Workshops and the Locomotive Workshops. The Loco Shops has a extra shed instead of the rail track in previous pic.
loco and carriage sheds2.png
loco and carriage sheds2.png (17.17 KiB) Viewed 4979 times
They both can be extended and made wider and also joined together using objects from the AuzObjects_Rail Version 6 which will have the necessary carriages sheds to allow them to join with the loco sheds.
loco and carriage sheds3.png
loco and carriage sheds3.png (20.05 KiB) Viewed 4979 times
Haven't made up my mind yet about the random cargos and what new cargo I will add.

I stole the Aluminium Plant from FIRS 1.4.3 and coding, also Bauxite and Copper Mines. Renamed the Aluminium Plants to "Smelter" to allow it to accept any minerals and be available before 1900.

Bauxite and Copper Mines have same graphics so if intend to use them both I will need to alter one of them. If I use these will introduce a cargo called "Minerals" and this will be produced by any new mines I add whether, Bauxite, Copper, or any other type.

Maybe will make up my mind eventually.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Hi fellas,

If I go ahead and have the random cargos and include this in the NewGRF so when players select it will have this message.
NewGRF Settings.png
NewGRF Settings.png (33.68 KiB) Viewed 4967 times
At least they can't say I didn't try to tell them so.

The message is also in the Change-Log File.

Added:

Copper Ore Mine
Smelter (renamed from Aluminium Plant from FIRS 1.4.3)

Added:

Minerals as a cargo (it represents Copper and any other new mines I add to game).

Any one want to test. I'll be making a few more changes and doing tests for a while before adding it to Bananas.
AuzInd170.rar
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If the random cargos don't crash any games look at doing same to the Goods Sheds. Also like to have a random accept for the Goods Sheds if possible.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Playing around with graphics .. when I started the Industry Sets over a year ago .. all my Industry graphics were stolen from FIRS 1.4.3 as I didn't know much about doing me own.

The past few months or so I've started doing my own and hope to eventually replace most of the graphics in my projects with my own designs.

Looking at changing the Abattoirs' with this design or make it a different Industry and call it Bacon Factory as that what originally intended.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

I think I do both a new Abattoirs and a add a Bacon Factory to game .. this will give a extra place for Livestock to go.

Abattoirs can be brick buildings .. the Bacon Factory can be white, but will move the buildings in the Bacon factory around a bit to give it a slightly different look and replace the sheep and cows with the piggies.
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Re: Auztralian Industries (AuzInd)

Post by Pyoro »

Pretty good, but could maybe do with some random objects thrown in? Looks a bit clean for this type of facility, I think.
A bit of a dirty on the wall. Some trees or bushes on the grass. Or some boxes or barrels or so stacked somewhere. Bit messier transitions between different things, too. A squad of emus attacking a building. Basically, make it less tidy.

Just my take on things, though ^^;
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Pyoro wrote:Pretty good, but could maybe do with some random objects thrown in? Looks a bit clean for this type of facility, I think.
Not a bad idea. If I remove the fences where the stock are not this might allow kangaroos to feed on the grass.

A few Trees and bushes be good to.

Blame Quast65 for the neat grass as he the one who mowed it :D

Thanks pal for the comments.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by Quast65 »

Blame Quast65 for the neat grass as he the one who mowed it :D
Finally my (t)rusty mower and I got a more interesting job than those same old golfcourses. But well, it seems to have literally been pearls for the pigs.... :cry:

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Re: Auztralian Industries (AuzInd)

Post by NekoMaster »

Maybe they hired goats or cows to graze on the properties :)
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Quast65 wrote:Finally my (t)rusty mower and I got a more interesting job than those same old golfcourses. But well, it seems to have literally been pearls for the pigs....
Your mower does a good job and the clippings not wasted as animals have that for their last supper.

The giant grass hoppers love the short grass. Can see some near the Red Flowering Gum Tree in both pics. (Giant grass hopers also know as Kangaroos).
abattoirs_1.png
abattoirs_1.png (40.38 KiB) Viewed 4824 times
NekoMaster wrote:Maybe they hired goats or cows to graze on the properties
They did have goats there .. that's why there is no shrubs and flower gardens as goats eat them all. Can't see no patty cakes on the lawns so looks like they didn't allow the cows to graze there.

Looking at Pyoro's idea of some crates or material stacked up near the buildings but the crates and drums from Chips and ISR sets appear to be a bit big .. will see if I can shrink any to fit better.

Looking at some Abattoirs in Australia using Google Earth and notice they have a shed where they dry the hides .. not see one in these pics .. it must be hiding.

I'll play around with this one a bit more .. maybe be rust looking roof on it and add cut down a tree or two and add the hide building.

The Hides could make a another cargo ... could have called it HIDE and take these to the Textile Factory, but all slots are taken so maybe use the WOOL coding so that it has to go to Textile Mill, Wool Storage Sheds, or the Bulk Terminal for export. Can rename cargos .. so maybe call it Wool and Hides.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

See if can give the Abattoirs a old style look with rust iron roof.
Old Style Abattoirs.png
Old Style Abattoirs.png (22.63 KiB) Viewed 4813 times
These are sprites of the buildings I using. Can join however you like and can flip if like.

Anyone like to use them welcome to do so and alter to suit how you wish.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Made some changes to the Abattoirs.
Abattoirs2.png
Abattoirs2.png (45.96 KiB) Viewed 4758 times
Gave it a old country look.

Took away the piggies as they be going to the bacon factory when I make it.

When I code it to go into AuzInd170 (later will also update it in the other AuzInd sets). it will Accept: Livestock and Produce: Meat and plan to change the Cargo "Wool" to "Wool and Hides" and the Abattoirs can also produce Hides.
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Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
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GarryG
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Location: Newcastle, Australia

Re: Auztralian Industries (AuzInd)

Post by GarryG »

Made the Bacon Factory .. now if your playing the game of a morning you can have some bacon for breakfast.

Some of the farms has chooks so can have some eggs with your bacon if like.
bacon_factory.png
bacon_factory.png (20.63 KiB) Viewed 4737 times
I'll put a copy of Version 3 here if you like to play with it .. but will not available on Banana yet as still some work to do to it.
AuzInd170.rar
Version 3
(1.65 MiB) Downloaded 95 times
Like to remove or change some of the industries in future versions.

Combine the Motor Inn and Holiday Resort.
Combine maybe the fast Food and Super Market.
Make the Racecourse a object and put in one of the Objects sets I made.
Remove the Perway Siding and Locomotive Depot. (Maybe make them objects).

I don't think I can add many more Industries as I just about used up all available Codes.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
User avatar
GarryG
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Posts: 5850
Joined: 14 Feb 2015 00:44
Location: Newcastle, Australia

Re: Auztralian Industries (AuzInd)

Post by GarryG »

Plans for AuzInd170

I've removed the Perway Siding and replaced it with Orchard and Piggery (much thanks to FIRS 1.4.3).

Because I have Abattoirs and Bacon Factory I added in brackets after them and the farms what type of livestock they handle.
Abattoirs (Cattle and Sheep), Bacon Factory (Pigs), Agriculture Farm (Sheep), Dairy Farm (Cattle), Livestock Siding (Any) etc .. There are 2 farms to produce each type of livestock.

It up to the player if they actually deliver the Pigs from the Mixed Farm or the Orchard and Piggery to the Bacon Factory or if they deliver sheep and cattle to the Abattoirs. But if you play the game delivering the correct livestock to the correct places, just makes the game a wee bit more fun.

There is now 94 Industries .. still deciding if remove or change any others.

Was going to join the Carriage and Wagon Workshops with the Locomotive Workshops make it one industry but to make it look good will need to be a 6x6 size as I tried smaller ones and to me not look good. So not sure if to do this.

The idea of random cargos at moment been testing this with the two Loading Banks .. apart from those few hick-ups Andythenorth mentioned I think I will continue with this idea but think of removing it from the Loading Banks and adding to 2 others.

The Cream Siding and the Forestry Siding .. thinking of renaming these to Intermediate Sidings. Intermediate Sidings are unmanned sidings usually serving farms and small towns in the area. Normally no signals at these locations .. trains would stay on the main line and detach just the engine and any wagons that are to be placed in these sidings for loading or unloading and leave them there. When loaded/unloaded another train would come and collect.

It is these Intermediate Sidings I like to add the random cargos too. They can accept 2 cargos and produce 2 cargos with some of them random.

Been suggested that I remove the fake railway lines and wagons from the Goods Sheds and Loading Banks and use the platforms from ISR Set. Arrange them so players can make their own railway lines and also use the platforms from ISR so they line up and look as one. They can then use what ever train set they wish. Any one who wants fake sidings and wagons can use the AuzObject sets.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
Auz Eyecandy TramTracks: viewtopic.php?t=89908
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