FIRS Industry Replacement Set - releases

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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

FIRS 4.8.0 now released on Bananas.

FIRS 4.8.0 is not savegame-compatible with any previous version of FIRS.

Changes
  • reworked Electric Arc Furnace
    • entirely new sprites
    • new larger layouts using 'outpost' approach
  • tweaked fences at Basic Oxygen Furnace so that the casting line is always fenced, even if a station is adjacent
  • added ECS Basic Vector II to list of incompatible grfs
Fixes
  • removed pink scaffolding pixels from Basic Oxygen Furnace, as they are hidden with original baseset, but show up with OpenGFX
Docs
  • note in docs that since OpenTTD 12.0, FIRS is supported by default vehicles
Translations
  • translation updates (thanks translators)
FIRS 4.8.0-1.png
FIRS 4.8.0-1.png (166.62 KiB) Viewed 1888 times
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

FIRS 4.9.0 now on Bananas.

FIRS 4.9.0 is not savegame-compatible with any previous version of FIRS.

Changes

- adjusted position of some outpost layouts relative to main industry layout - provides for more useful / flexible routing, following gameplay testing

"A note from the author"

There will be multiple savegame-breaking releases forthcoming, as industry layouts are being improved, and this inevitably breaks savegames as tiles move around.

Overall it's better to release a new FIRS as soon as each industry is done, but I wouldn't advise (for example) crafting a large detailed scenario around FIRS 4.9.0 and such. :twisted:
Last edited by andythenorth on 10 Sep 2022 12:56, edited 1 time in total.
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

4.10.0 Release now on Bananas

FIRS 4.10.0 is not savegame-compatible with any previous version of FIRS.

Changes
  • switched Assembly Plant to use 'outpost' layout
  • (experimental) added a set of FIRS landscaping objects, which players can place to make certain industries appear larger
    • landscape object have no gameplay effect
    • landscaping objects can be turned on or off via parameter
    • this is the first version of landscaping objects, there may be bugs
    • limitations /
      • not all industry tiles have equivalent objects (for a range of reasons)
      • no objects can build on water
      • no objects can build on steep slopes
      • no objects feature animation, this includes smoke which is missing in all cases
      • no objects have snow sprites
      • no objects show fences
      • all objects are currently 1x1 tiles
      • some objects have sliced sprites and must be combined precisely with other objects to get the correct appearance
      • any objects using company colour will use the player company colour (no method exists to match colour to an industry)
      • by design, objects are only available in the same FIRS economies as their industry
      • by design, objects have no date restrictions
      • objects cannot easily be made free to build, but they are set to the lowest possible build cost
      • objects are not ordered alphabetically in the object menu
      • order of object views is not yet designed, they come as they are
      • changes are likely to be made to how objects are provided in forthcoming release
    • this is not intended to replace existing grfs such as 'FIRS and CHIPS objects', which are more full-featured
      • it just happens be very easy and very little work to make FIRS provide these objects, within the limits above
Docs
  • updated some industry docs images
Codechanges
  • renamed some industries and cargos in code to be consistent with their names in game
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

4.11.0 Release now on Bananas

FIRS 4.11.0 is not savegame-compatible with any previous version of FIRS.


Changes
  • grouped FIRS landscaping objects into classes per industry (experimental)
  • split most industry buildings / assets into separate objects, instead of using views within an object
  • added better control over order of objects (but not order of object views)
  • if there are 3 views for an object, repeat the 3rd view to make a 4th, as the spec does not support having 3 views
  • forced 'FIRS landscape objects' parameter to default to 'On'
  • the remaining limitations from FIRS 4.10.0 still apply to FIRS landscaping objects
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

4.12.0 Release now on Bananas

FIRS 4.12.0 is not savegame-compatible with any previous version of FIRS.


Changes
  • added support for multi-tile objects (no longer limited to 1x1)
    • converted all objects that are more than 1x1 to multi-tile layouts
    • note that Object Selection window is still limited to showing these objects as 1x1 with sliced sprites, but they will be correct when built
  • changed how colours are chosen for industries and objects
    • each industry type will now take its random colour from the nearest town, not global random
    • objects matching the industry type will use the same colour as the industry type when built in the same town
    • notes:
      • objects will use company colour in the Object Selection window, and may show a different colour when built
      • object colour may not match a nearby industry if they are built in the catchment of a different nearby town
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

Lot of words for recent releases, so here pictures here :wink:

Landscaping objects can infill and extend between stations and industries, to make very extensive industrial areas around an industry.

firs-landscaping-objects-1.png
firs-landscaping-objects-1.png (967.9 KiB) Viewed 1388 times

Or they can be used in simple ways, like adding a couple of extra silos by the dock here.

firs-landscaping-objects-2.png
firs-landscaping-objects-2.png (230.46 KiB) Viewed 1388 times


Object Selection window is arranged as objects for each industry, like this:

firs-landscaping-objects-3.png
firs-landscaping-objects-3.png (256.79 KiB) Viewed 1381 times


I might do a similar thing for station tiles in future, we'll see :)

Full credit to rotterdxm for inspiring this with "FIRS and CHIPS style objects", which has a wider range of object tiles, organised differently.
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Re: FIRS Industry Replacement Set - releases

Post by 2TallTyler »

Time to abandon my Steeltown game and start over, to get objects and outposts? This looks amazing. :)
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

2TallTyler wrote: 13 Sep 2022 13:41 Time to abandon my Steeltown game and start over, to get objects and outposts? This looks amazing. :)
Yes please, it needs testing. And feedback. Preferably feedback like "10/10 awesome, keep going". :twisted:

Play quick though. I'm grinding out some FIRS things so that I can attempt to add support for water objects, animated objects, and objects with fancy terrain-based layouts (trees, fields etc). So I'll be breaking saves again soon :twisted:
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

FIRS 4.13.0 now on Bananas.

4.13.0 Release

Changes
  • added magic fences to objects
    • these work the same as existing industry fences
    • the object defines whether fences show or not by default
    • fences will hide if the adjacent tile is an industry, an object, or a station tile
  • added object detection to industry magic fences
    • industry fences will now hide if the adjacent tile is an object, as well as the existing checks for industry and station tiles
  • magic fences may hide sometimes in unwanted/unexpected ways
    • for example, fences will hide if the adjacent tile is a lighthouse or transmitter, or similar scenic object types
    • there is no current way to solve this in the grf spec, so we'll live with it, it's probably fine
  • renamed 'Kaolin' to 'China Clay', as it's the more common term in British English
Codechanges
  • refactored some internals which should have no visible gameplay effect, but have probably introduced bugs (version number is unlucky 13)
    • spritelayouts now provision their tile ID reference directly, not via the industry layout
    • industry economy variations now provisioned by a defined init method, not via directly rewriting properties of the economy variation object after init
    • refactored OR logic of industry location checks
    • support for creating industries in defined map regions ('biomes') - not used currently, no gameplay effect
    • removed some leftover elements from economy experiments
    • make snow support explicitly defined instead of assuming every industry has snow, this allows the removal of many redundant spritesheets
Such objects

firs-4-13-0.png
firs-4-13-0.png (687.51 KiB) Viewed 1136 times
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Re: FIRS Industry Replacement Set - releases

Post by Diesel Power »

Started a new game with 4.12.1 and Ammonia's cargo payment rate is £0 in Arctic basic.
I've been away for a while is the continued progress is awesome. Great job!
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

Diesel Power wrote: 18 Sep 2022 12:29 Started a new game with 4.12.1 and Ammonia's cargo payment rate is £0 in Arctic basic.
Thanks, bug is plausible, but I get this for Ammonia in Arctic basic :wink:

Any other grfs in your game that might be trying to define their own cargos? :)

(For example, some train grfs mess with cargos for livery refitting).
ammonia-rate-1.png
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ammonia-rate-2.png
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

FIRS 4.14.0 now on Bananas.

FIRS 4.14.0 is not savegame-compatible with any previous version of FIRS.

Changes
  • added animation support for objects, if the object is animated
  • added snow support for objects, if the object provides snow sprites
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

FIRS 14.4.1 now on Bananas.

4.14.1 Release

Changes
  • added correct building sprites for multi-tile objects in Object Selection window
    • still misses ground tile and fences
    • positioning of sprites is less than ideal in some cases
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Re: FIRS Industry Replacement Set - releases

Post by andythenorth »

FIRS 4.15.0 now on Bananas.

4.15.0 Release

Changes
  • added ground sprites for multi-tile objects in Object Selection window
  • removed display of fences for all objects in Object Selection window (seems fine)
  • build selected industry types in specific areas of the map for Basic Temperate and Basic Tropic
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Re: FIRS Industry Replacement Set - releases

Post by Macchinista »

Thank you for this fantastic set, I like it very much.

Is it normal that I am displaying two images from the same industry? I have deactivated the landscaping objects
Image

EDIT: Sorry, I only just read about the change. Don't you think it's a bit too cumbersome? The space on the maps is important for building tracks, wasting it in this way may not be a good idea.

Could it be made erasable with the magic bulldozer? Like you do for stations, just removing the excess tiles without erasing the whole station with dynamite.
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Re: FIRS Industry Replacement Set - releases

Post by Emperor Jake »

It's not possible to remove part of an industry, they come in fixed layouts and you can only demolish all or nothing. Perhaps a parameter would be better?
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Re: FIRS Industry Replacement Set - releases

Post by Macchinista »

Yes, a parameter to choose whether or not to use such large graphics.

I think such large graphics are in the way. It occupies at least a quarter of the space surrounding the industry and maybe in some maps it is the only space available.

There is already the possibility of using landscaping objects to customise industries, stations, etc. when there is enough space to do so.
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