HERDING LIVESTOCK TO MARKET

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RoyalExamination9410
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Re: HERDING LIVESTOCK TO MARKET

Post by RoyalExamination9410 »

A bit related, but is there interest to make a version of this set for passengers as well? The passengers can either represent a marching band or a group of marathon runners, feel free to add more ideas below. Running cost can be attributed to the company's sponsorship costs to run the event, and profit the event revenue. I can imagine this accommodating up to several hundred marchers or runners, all going down the street. The empty eyecandy vehicle when there is nobody could be a police car that leads the event at the front.
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

RoyalExamination9410 wrote: 16 Apr 2023 06:39 A bit related, but is there interest to make a version of this set for passengers as well? The passengers can either represent a marching band or a group of marathon runners, feel free to add more ideas below.
If we can get the livestock to work then we can add people and other ideas. Some ideas maybe able to take cargo and some will just be wondering around on the roads.

Brickblock1 got it to work but I tried a few ideas and can not get it to work for me.

I see several other people have download what Brickblock1 has done .. wonder if it work for them?
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Re: HERDING LIVESTOCK TO MARKET

Post by LaChupacabra »

I like this idea. :) I think it can look interesting and be really useful, especially in the early years.
I'm thinking that such a "vehicle" could be called "Shepherd" or "Shepherd with a dog" (a bit more expensive, but faster, because animals don't escape him) :)

If you were interested, I would have a few comments.
1. Articulated vehicles still in the game (except JGRPP) cannot overtake other articulated vehicles. I think it will look best in this form, but it is worth taking into account these limitations. Maybe it's possible to introduce a restriction so that animals can't move on faster roads? At least on highways.

2. Most likely, a very unwise change will be introduce to the game soon, which will mean that the player will receive virtually no payment for too long transport time. It takes about 360 days to cover the distance of 100 tiles at a speed of 8 km/h (5 mph). With this change, revenues will be lower by more than 50%. If the distance is greater, e.g. 200 tiles, revenue will drop by more than 90% with this change. In one of the arguments I made against this change, I was just thinking about your add-on. Unfortunately, this did not convince the author... like any other arguments.
This is what it might look like in the near future:
[+] Spoiler
On the left side current result, on the right after change
Slow vehicles in 19th century.png
Slow vehicles in 19th century.png (91.3 KiB) Viewed 3273 times
This is why, but not only, it is worth thinking about adding the cargo aging modifier. So that the effect of the payment will be similar to that for vehicles driving, for example, 50 km/h. Something like this is, for example, in the PKP set and Polroad buses. All ship sets of Fish type also have these modifiers and are therefore very functional.

3. When the vehicles are slow, very often, even with a small production, they go one after the other. This is clearly visible in the case of eGRVTS horse-drawn vehicles. In order for the vehicles not to form a caterpillar, it would be good to increase their load capacity. Even up to 100, 200 or even more. Often these herds are even much much larger. ;)


4. In most industrial sets, they are not sheep, but simply livestock. So maybe it would be worth adding the ability to refit the shepherd to take the right animals with him. It's good if, regardless of the type of animals, their number was the same, otherwise players will always use sheep instead of cows, because there are more of them and they will earn more.

A small, boring and tiring request: Please don't forget to add the version in the add-on name. ;)
RoyalExamination9410 wrote: 16 Apr 2023 06:39 The passengers can either represent a marching band or a group of marathon runners, feel free to add more ideas below. Running cost can be attributed to the company's sponsorship costs to run the event, and profit the event revenue. I can imagine this accommodating up to several hundred marchers or runners, all going down the street. The empty eyecandy vehicle when there is nobody could be a police car that leads the event at the front.
Yes, that can be good too.
I don't know if somebody can make money on a marching band, but you can definitely make money on tourists, or even more on pilgrims. ;) My old friend used to be a monk in the monastery at Jasna Góra in Częstochowa, where crowds of pilgrims come. He was pious and good man but not quite honest. Even when he took tens of thousands from the fundraiser for himself, no one was able to realize that something was missing... He could not have a car, so he drove a taxi all over the country... Yes, really, pilgrims can be a goldmine. :D
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Re: HERDING LIVESTOCK TO MARKET

Post by WolfRamXx »

Works for me, but the sprites need some alignment fixes. Love the idea of it btw, i will surely use this somewhere once its done :bow:
Pluntfield Transport, 07-01-1950000.png
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

WolfRamXx wrote: 16 Apr 2023 12:17 Works for me, but the sprites need some alignment fixes. Love the idea of it btw, i will surely use this somewhere once its done
I build a road and place a depot but when click on depot there is nothing there. I tried different years from as early as 1750 till 1925 when the first bus becomes available in default mode.

So until I can get it to work for me I'm at a stand still to do any more. I even tried it on its own in case I had some else conflicting with it but no good.
I using OpenTTD 13.0

EDIT:

I having no luck .. been trying different ideas most of the morning and it just not available. The depot stays empty.
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Re: HERDING LIVESTOCK TO MARKET

Post by WolfRamXx »

GarryG wrote: 16 Apr 2023 22:40 So until I can get it to work for me I'm at a stand still to do any more. I even tried it on its own in case I had some else conflicting with it but no good.
I using OpenTTD 13.0
Im using JGRPP 0.50.1, with Brickblocks1's version of herding mod i used Ufibis U-RaTT road pack. I dint try what roads it does work with and dint try base game (non-JGRPP) either...
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Re: HERDING LIVESTOCK TO MARKET

Post by Brickblock1 »

I also used jgrpp but I don't think that should matter.
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Re: HERDING LIVESTOCK TO MARKET

Post by RoyalExamination9410 »

I don't know if somebody can make money on a marching band, but you can definitely make money on tourists, or even more on pilgrims. ;) My old friend used to be a monk in the monastery at Jasna Góra in Częstochowa, where crowds of pilgrims come. He was pious and good man but not quite honest. Even when he took tens of thousands from the fundraiser for himself, no one was able to realize that something was missing... He could not have a car, so he drove a taxi all over the country... Yes, really, pilgrims can be a goldmine. :D
I was thinking of the company sponsoring festivals and having a band come to perform. Walking tours all over the city also sound good for this. We could also have military parades based on the soldier graphics from Garry's military sets led by a small jeep at front.
I see several other people have download what Brickblock1 has done .. wonder if it work for them?
It doesn't work for me, I can load the grf but nothing shows in the game, it doesn't result in a new vehicle. The game functions as if I never loaded any grfs.
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

WolfRamXx wrote: 17 Apr 2023 06:23 Im using JGRPP 0.50.1, with Brickblocks1's version of herding mod i used Ufibis U-RaTT road pack. I dint try what roads it does work with and dint try base game (non-JGRPP) either...
I just tried with JGRPP 0.50 but still no luck. I using Windows 64 bit 7 and tried both JGRPP 32 bit and 64 bit. Also tried default with nothing else loaded.

I just don't like me :x

The coding I took from Wallyweb vehicle coding he sent me years ago when he tried to teach me to code vehicles. So wonder if someone like to try recoding it using their own coding they use for other vehicles or horse drawn wagons.

Here the Livestock images I was hoping to use and the template for the sheep with a few extra sheep added.
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Sheep.png
Sheep.png (5.79 KiB) Viewed 3122 times
Livestock.png
Livestock.png (6.46 KiB) Viewed 3122 times
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Re: HERDING LIVESTOCK TO MARKET

Post by Kruemelchen »

GarryG wrote: 17 Apr 2023 06:55 I just don't like me :x
Please don't work yourself up about it. You can give us the source code you tried to make work, then we can have a look :)

(Edit: if you coded a roadtype, you need to put ROAD into the "powered_roadtype_list" property. If you coded a vehicle of type other than ROAD, you need to put the label you chose into the "powered_roadtype_list".)

... Meanwhile I have coded a version with cattle and shepherds, variable length of the herd, and the ability to create traffic jams :lol:
cattle herd.png
cattle herd.png (22.86 KiB) Viewed 3081 times
... It still lacks proper herd graphics and the refit to sheep.
Also I am not sure how to handle the variable length, as it doesn't update on the fly...

LaChupacabra wrote: 16 Apr 2023 12:12 2. Most likely, a very unwise change will be introduce to the game soon, which will mean that the player will receive virtually no payment for too long transport time. It takes about 360 days to cover the distance of 100 tiles at a speed of 8 km/h (5 mph). With this change, revenues will be lower by more than 50%. If the distance is greater, e.g. 200 tiles, revenue will drop by more than 90% with this change. In one of the arguments I made against this change, I was just thinking about your add-on. Unfortunately, this did not convince the author... like any other arguments.
This is what it might look like in the near future:
[+] Spoiler
On the left side current result, on the right after change
cattle herd.png
cattle herd.png (22.86 KiB) Viewed 3081 times
This is why, but not only, it is worth thinking about adding the cargo aging modifier. So that the effect of the payment will be similar to that for vehicles driving, for example, 50 km/h. Something like this is, for example, in the PKP set and Polroad buses. All ship sets of Fish type also have these modifiers and are therefore very functional.
Thank you for the input!
So the normal modifier is 185 in a range from 0 (off) to 255. 255 means, it goes bad very quickly, doesn't it? *scratches head*

I think it's good to minimise ageing, as it doesn't really make sense for living cargo to go "bad" as quickly as other cargo, anyway, if you treat them well at least :lol:
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

Kruemelchen wrote: 17 Apr 2023 08:38 Please don't work yourself up about it. You can give us the source code you tried to make work, then we can have a look
I worded a bit wrong .. where I wrote "I just don't like me :x" should have read "It just don't like me :x .. :D

I tried the version that "Brickblock1" did back on page 1
viewtopic.php?p=1260250#p1260250
and
also the original I did
HerdingLivestock.rar
(39.58 KiB) Downloaded 101 times
and neither of the works for me. :x

I first thought it was my AuzRattRoad road sets, so removed and just used the default road .. but still no luck.

Tomorrow I will go train riding for the day and give my mind a rest from it. Maybe with a fresh mind the answer will come to me.

Cheers .. and thanks to all for trying to help me.
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Re: HERDING LIVESTOCK TO MARKET

Post by Kruemelchen »

GarryG wrote: 17 Apr 2023 09:18 and neither of the works for me. :x
The issue is, "model_life" is set to 45, which means the vehicle won't be available later than 245 :lol:
(it only works regardlessly, when you switch on the advanced setting "vehicles never expire")

Solution: property "model_life" set to "VEHICLE_NEVER_EXPIRES"


I would code it like this (you don't need all the properties):

Code: Select all

item(FEAT_ROADVEHS, item_Sheep) {
 property {
  name: string(STR_NAME_Sheep);
  climates_available: ALL_CLIMATES;
  introduction_date: date(01,01,01);
  vehicle_life: 45;
  road_type: ROAD;
  model_life: VEHICLE_NEVER_EXPIRES;
  cost_factor: 5;
  running_cost_factor: 20;
  sprite_id: SPRITE_ID_NEW_ROADVEH;
  speed: 5 km/h;
  cargo_capacity: 200;
  cargo_age_period: 0; // ageing disabled
  running_cost_base: RUNNING_COST_ROADVEH;
  misc_flags: bitmask(ROADVEH_FLAG_2CC);
  power: 100;
  weight: 1;
  sound_effect:	 SOUND_SHEEP;
  length: 8;
  cargo_allow_refit: [LVST];
 }
 graphics {
  default: spriteset_Sheep;
 }
}
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Re: HERDING LIVESTOCK TO MARKET

Post by LaChupacabra »

Kruemelchen wrote: 17 Apr 2023 08:38 So the normal modifier is 185 in a range from 0 (off) to 255. 255 means, it goes bad very quickly, doesn't it? *scratches head*
The higher the value, the slower the aging of the cargo. In Polroad and V4 Trains, you even have these values listed as "Comfort" in the description of the vehicles. It ranges from 57 for city buses to 600 for sleeping cars. I don't know how it looks in other sets, but from what I know in the Polish Train Set, direct values are not used, but multipliers for the basic one, e.g. 185x2.83 (523) for 1st class cars or even 185x8 (1480) for sleeping cars .

Maybe there is some table or formula somewhere, but I did a little test to see what effect these values have (with and without said change).
[+] Spoiler
Cargo ageing value - comparison.png
Cargo ageing value - comparison.png (88.16 KiB) Viewed 2979 times
I don't know what coefficient Shark ships have, but I'd guess around 800.
Thus, the conclusion is that if the revenue for a slow flock of sheep were to be the same as for a vehicle going 50 km/h, the cargo aging factor should be around 1100-1200. If the revenue is to correspond to a vehicle going 100 km/h, the CA should probably be around 1600-1700
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

Kruemelchen wrote: 17 Apr 2023 16:05 The issue is, "model_life" is set to 45, which means the vehicle won't be available later than 245
(it only works regardlessly, when you switch on the advanced setting "vehicles never expire")
Solution: property "model_life" set to "VEHICLE_NEVER_EXPIRES"
I would code it like this (you don't need all the properties):
It works .. many thank yous. Now I be able to align the animals better so they hog all the road and not be off to the side. Normally they would look k being between edge of road and the fence line but some might fall off the narrow bridges they cross. Shall work on these more on Wednesday.

Shortly I go catch a bus, and then another bus and hope the 2nd on is on time as it gives me 4 minutes to get from bus stop to the station to get the train I want.
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Re: HERDING LIVESTOCK TO MARKET

Post by WolfRamXx »

Kruemelchen wrote: 17 Apr 2023 16:05 The issue is, "model_life" is set to 45, which means the vehicle won't be available later than 245 :lol:
(it only works regardlessly, when you switch on the advanced setting "vehicles never expire")
I shouldve say i have "vehicles never expire" on, sorry for that... At least it got sorted now.
GarryG wrote: 17 Apr 2023 20:43 Shortly I go catch a bus, and then another bus and hope the 2nd on is on time as it gives me 4 minutes to get from bus stop to the station to get the train I want.
Have fun and enjoy it! :))
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

WolfRamXx wrote: 18 Apr 2023 20:45 I shouldve say i have "vehicles never expire" on, sorry for that... At least it got sorted now.
Today see if can get the sheep walking on the roads properly. Not sure how they will go with some countries that drive on the wrong side. :D
WolfRamXx wrote: 18 Apr 2023 20:45 Have fun and enjoy it!
I missed the train I wanted as bus was late. But still enjoy the day. In NSW, Australia a pension can travel all day on trains, buses and ferries for just $2.50. I am over weight and need exercise so the walk to the bus stops and from bus stops to railway stations then I visit several railways stations and walk the length of the platform and over the foot bridges helps give me the exercise and enjoy it at same time. Each station I visit after walking the platform and the foot bridges I then sit and watch a few trains go by. Yesterday visited 5 railway stations and got some nice videos. Shame they to big to upload here.

Cheers
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Re: HERDING LIVESTOCK TO MARKET

Post by GarryG »

GarryG wrote: 18 Apr 2023 21:58 vehicles never expire
Technically that good idea for livestock because it a new lot of livestock each time .. but the people and dogs returning to the farm well I presume they will be the same ones herding each time and they might get old and grey :D

This morning I been fiddling with the sheep and have them looking nice for those who drive on the left side of the road.
sheeps.png
sheeps.png (20.12 KiB) Viewed 2846 times
But those who drive on the other side, haven't got those correct yet. I think because I want the livestock to hog all the road like in real might have to do a UK set and a separate US set.

Here the update game file and source.
The template for the sheep also has template for the people and dogs returning to the farm. Got no idea how to code for the graphics to change. Can I ask for some help with this?

Cheers all
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Re: HERDING LIVESTOCK TO MARKET

Post by Kruemelchen »

GarryG wrote: 19 Apr 2023 02:24 Technically that good idea for livestock because it a new lot of livestock each time .. but the people and dogs returning to the farm well I presume they will be the same ones herding each time and they might get old and grey :D
"VEHICLE_NEVER_EXPIRES" means, the vehicle will be available in the buy menu forever.
The actual maximum age of an individual vehicle is set by the property "vehicle_life".

GarryG wrote: 19 Apr 2023 02:24 Here the update game file and source.
The template for the sheep also has template for the people and dogs returning to the farm. Got no idea how to code for the graphics to change. Can I ask for some help with this?
It already looks good to me!
However, the sprite alignment doesn't look right for me yet, when turning corners (tested with traffic on the "wrong" side :lol: )

you can code the change as follows:

Code: Select all

switch (FEAT_ROADVEH, SELF, sheep_or_no_sheep, cargo_count) {
	0: spriteset_no_sheep;
	default: spriteset_with_sheep;
}
Then you have to refer to that switch in the "default" property of the vehicle under graphics.
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Re: HERDING LIVESTOCK TO MARKET

Post by Captain Rand »

GarryG wrote: 18 Apr 2023 21:58 ......... got some nice videos. Shame they to big to upload here.
You could put them on Youtube and just post links here, or "embed" the videos in a forum post.

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WolfRamXx
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Joined: 24 May 2020 17:20
Location: Western country of eastern block.

Re: HERDING LIVESTOCK TO MARKET

Post by WolfRamXx »

GarryG wrote: 18 Apr 2023 21:58 I missed the train I wanted as bus was late. But still enjoy the day. In NSW, Australia a pension can travel all day on trains, buses and ferries for just $2.50. I am over weight and need exercise so the walk to the bus stops and from bus stops to railway stations then I visit several railways stations and walk the length of the platform and over the foot bridges helps give me the exercise and enjoy it at same time. Each station I visit after walking the platform and the foot bridges I then sit and watch a few trains go by. Yesterday visited 5 railway stations and got some nice videos. Shame they to big to upload here.
Good you enjoyed it. You could upload the videos on YT. Theres many channels about trainspotting, and many people upload train spotting videos on their own. :)
Owner of WolfTrans.com. An fictional trucking company.
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