Knight8510 wrote: 09 Aug 2024 00:21
Plastics, rubber, and tires are manufactured in factories as finished products (solids, goods). Therefore, ships and trains that transport them must be placed in containers. However, they are currently transported by ships and trains in a liquid state.
I wish the graphics were modified to make them more realistic.
화면 캡처 2024-08-09 092258.jpg
This is an extract from the Real Ships Tanker code, it is configured to transport liquids only.
liquid.png (6.17 KiB) Viewed 4617 times
If I want the ship to be compatible with all current and future liquid cargoe, I should use cargo classes (CC_LIQUID) instead of configuring each load individually. Maybe I can exclude those cargo manually but that doesn't rule out someone creating a new cargo in the future.
The error is not in the ships but in how those cargos are created in Openttd, for example Rubber its classified as a liquid in the various industries newgrf. (TTD, ECS, FIRS, OTIS, XIS)
I can fix these cargos for Real Industries newgrf but not in other Industries sets since that is beyond me, however, I will see if I can limit the wrong cargo on the Real Ships.
Real Industries and Real Ships fixed versions released.
Real Industries 4.0.1: Rubber, Tires and Plastics are now piece goods and as such can only be loaded by vehicles that support that type of load. (Real Industries newgrf cargos ONLY, I can't do anything about those cargos in other people industries newgrfs)
Thank you. After downloading and playing the game, I got the graphics I wanted.
And I am very happy with the change that you can load things on the train. Previous versions couldn't carry that.
Hi Temporal,
Newly joined and restarted playing the game after 20+ years away. Apologies if I'm posting in the wrong place.
I've downloaded your suite and looking forwards to getting stuck in. Only problem is that I'm getting the 'no suitable places' or the car dealership error message when generating a map.
I've read through this forum thread and matched your map specifications, set the original buildings to off and selected the 3x3 town layout as you've previously suggested.
FYI - I'm also using Welsh town name and base costs mod as GRFs but don't expect they're causing the problem.
Should I trust that the towns will generate the industry as they grow and get started on the game ? or is there another fix that I've missed ?
RhysAl9 wrote: 03 Sep 2024 23:02
Hi Temporal,
Newly joined and restarted playing the game after 20+ years away. Apologies if I'm posting in the wrong place.
I've downloaded your suite and looking forwards to getting stuck in. Only problem is that I'm getting the 'no suitable places' or the car dealership error message when generating a map.
I've read through this forum thread and matched your map specifications, set the original buildings to off and selected the 3x3 town layout as you've previously suggested.
FYI - I'm also using Welsh town name and base costs mod as GRFs but don't expect they're causing the problem.
Should I trust that the towns will generate the industry as they grow and get started on the game ? or is there another fix that I've missed ?
Thanks for all the work
RA
Hey, welcome back, i restarted playing the game around 2019.
Yes, it can happen that some 3x3 city industry sometimes not created at the beginning of the game, it is perfectly normal depending on how the cities are created randomly.
Options:
1- Try to generate a new map until the Car Dealership appears.
2- Found it yourself (Fund new industry), for that you need to do it on the upper right corner of a 3x3 block full of buildings / houses, since it must replace existing buildings.
3- Another option could be to rename your savegame file .sav to .scn (scenario) to open it in the scenery / map editor, create the dealership there, save the changes and rename the file again to .sav
4- Expect it to appear during the game, it is very likely that it will do so when the cities are quite large since it is easier for them to replace existing buildings.
really love ur stuff, looks amazing but i have some issues. i'll vent a few grievances, don't let it take away any of my great appreciation of ur tremendous act of love and labour for this game.
i like playing huge maps with hundreds of towns and to have time to connect all that use earlier gamestarts, tho there is little to do with low outputs numbers.
It became harder to set up chains cuz everything relies on qualified workers and heavy machinery tho their outputs r too low to sustain trains, even lategame, in latest 4.0.1 beta specifically. version3 already suffered this but u could cheat upscale a few of them. Which was preferable.
I still advocate base resource industries would have a minimal output even without input resources but get gradually boosted when they do receive them.
Even towns or industries that would produce trash produce A LOT more in reality than the game seems to render. (why not use ur awesome trash truck as resource vehicle?)
Also thru cheat menu in previous version i was still able to boost outputs of several output industries, now only oil wells/rigs and banks are able to be manipulated.
I prefer the option to 'artificially' boost other resources too, game is actually more enjoyable when economy works, and not have every step be a 'hard game set up to fail'.
Oil rigs work but stadium don't accept food, don't seem to produce (much?) trash and no supporters yet, i'm sure u'r aware.
still feel model for rubber-to-tyre factory and for cattle-to-food factory are reversed - cuz of the chimney. Seems more logic to switch them and add metal-to-goods to the tyre factory. I can see how the food factory could produce 'canned food' goods but for a rubber to tyre factory that model doesnt seem quite right.
There seems to be issues that multiple nearby industries cant use the same stations for unloading/output resources. Different stations need to be placed next to eachother, one for each industry? Like a food factory and a heavy machinery industry can't use the same station for when they are located just next to eachother?
It's very hard to produce a steady flow of food and consequently trash, early game, and even late game my chains have to be constantly guarded - which is impossible on huge maps, and i can only have them run trucks cuz no outputs are ever high enough to sustain the use of trains or ships, except oil, passengers and mail.
Even passengers to students to workers is very hard early game till the population boom occurs. Since these r the base for about all industry chains, hardly anything works before 1970s-1980s. very pity.
Even lategame, mostoften they don't even have enough output to fill modern trucks with a bit larger capacity.
It's not just about income or profit but about having workable chains that at least make the game feel satisfying and don't have to be micromanaged all the time.
In a flucuating economy game this is even worse, i'd say near unplayable cuz of working chains constantly suddenly collapsing and vanishing. i don't mind once in a while, but not as a constant given any chain only gets one or two good runs and then drops out. And this does create financial hiatuses too.
High output numbers are hard to reach even late game and the increased capacity quantities of later game trucks and trains r hardly ever reached. Only few very direly sustain for a while, when in original game or even in reality specially ores and farming resources require more unskilled labour and have reached huge output numbers, the game makes this very difficult if not impossible. which is a grievance, it should be a steady source of good income. In version 3 i still reached this, in 4.0.1beta this is made very hard.
I know it was mentioned some unrealistic output numbers in certain industries, but they'd have to be viable too.
I can see how u keep unskilled labour for factories but i think there definitely would be some in farming and mining too, giving those base resource industries at least some base output even without input from the larger chain. It would just make the game more feasible and enjoyable.
For hard-to-get rubber and plastics there could also be alternatives as they r no natural resources, a port or harbor could import rubber f.e. and a refinery could actually produce plastics instead of the generic 'goods'. The goods a refinery would produce, besides gasoline oil would be plastics.
(a.i. polymeres, polyesters, acrylates, paints etc...). And in huge quantities even.
In my latest game reached late 1990s in 4.0.1beta real industries heavy machinery output is also very low so my economy and delivery chains r practically bust.
It would be nice to see a nice model of a truck carrying cars around tho?
Having this huge map with many large cities but hardly any trains anywhere, cuz industry chains don't work, is a bit of a bummer.
Excuse my rant, just hope some bughunting feedback helps make this more enjoyable cuz i do love the result of all ur effort!
Ur latest models r delicious as always.
Hi chillspot, thank you very much for taking the time to write all that, it really helps me a lot.
Some of the things you mention I have already modified some time ago in my hard disk test version (for example, that industries have a normal production level and that calified workers increase it (but that they are not 100% mandatory to be able to produce something)), others I am missing because I am currently finishing other projects that I want to publish first. I think I was actually waiting for an analysis as detailed as yours.
Thank you very much again, I'll keep that in mind.
- Adjusted Payment rates and Production values.
- Adjusted industries distance to towns.
- Players cargo its working now.
- Some Industries now produce by default, Qualified Workers increase the production, and Heavy Vehicles even more but they are no longer strictly necessary to produce as before.
Overall it's easier to play and produce now! More user friendly!