deuwin's Stockpiling Industries (dSPI)

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Deuwin
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deuwin's Stockpiling Industries (dSPI)

Post by Deuwin »

Hey all, I've been playing around with NML and figured it was time to share!

deuwin's Stockpiling Industries (dSPI)
Industries are changed so that cargo is produced regularly by drawing on their
input stockpile. If you fill up the stockpile, the industry will refuse delivery
and you won't get paid!

However, industries with a healthy stockpile and good level of transported cargo
will ramp up production allowing you to deliver more!

Features
  • Stockpiling secondary and tertiary industries
  • Smooth economy style production changes
  • Power station consumption tied to industry demand
  • Dual-fired power stations, coal and oil
  • Secondary industry power requirements (enabled via parameter)
  • Iron ore and coal required to produce steel
Temperate landscape only, for now at least. There's a few other things I'm
considering but I figured it'd be a good idea to gauge interest first.
So, comments and suggestions are welcome!

Screenshots
Image Image Image

Download
Latest Release

Source
The source is available here: https://github.com/deuwin/dspi
Licensed under GPLv2 so if you want to publish anything based on this make sure
you share your code.

Original Release
dspi_v0.1.0.tar
dSPI NewGRF
(40 KiB) Downloaded 66 times
Last edited by Deuwin on 09 Oct 2024 10:06, edited 2 times in total.
Vanderbildt
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Re: deuwin's Stockpiling Industries (dSPI)

Post by Vanderbildt »

Looks good.
send you a PM
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2TallTyler
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Re: deuwin's Stockpiling Industries (dSPI)

Post by 2TallTyler »

Very cool! Looking forward to trying this out.

You may have already seen this, but PIRS 2022 has many similar features and could be a potential inspiration for future features (not that you necessarily need any). One feature I quite like in PIRS and my own Improved Town Industries is secondary industries only appearing near towns instead of out in the wilderness. I'd love to see more industry sets do this, as it really helps the world feel more real somehow. :)
Deuwin
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Re: deuwin's Stockpiling Industries (dSPI)

Post by Deuwin »

Vanderbildt wrote: 02 Oct 2024 15:20 Looks good.
send you a PM
Thanks!
2TallTyler wrote: 02 Oct 2024 22:00 You may have already seen this, but PIRS 2022 has many similar features and could be a potential inspiration for future features (not that you necessarily need any).
I completely missed that actually! I somehow only came across the older version. I'll have to try it out.
2TallTyler wrote: 02 Oct 2024 22:00 One feature I quite like in PIRS and my own Improved Town Industries is secondary industries only appearing near towns instead of out in the wilderness. I'd love to see more industry sets do this, as it really helps the world feel more real somehow. :)
I agree with that, it always did seem a little weird. Occasionally I would use the Industry Constructor
game script to add that to the game. The only downside is that it can be kinda awkward to route
everything around a bunch of close industries and houses.
LaChupacabra
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Re: deuwin's Stockpiling Industries (dSPI)

Post by LaChupacabra »

Nice intro :)
And an interesting idea for industry. Something like a combination of BSPI and PIRS. There are currently some bugs that you probably know about. For example, the Power Plant, which sometimes wants to burn toys or cola :D After delivering coal, all cargoes from all climates are exchanged one by one in the lower part. Or a strange very high rating for the production level and stockpiled cargoes.
[+] Spoiler
dSPI 05.png
dSPI 05.png (147.22 KiB) Viewed 1802 times
Regarding TODO...
I actually like all the goals and ideas. Maybe the changes in production every 12 months are too rare and the reserves for the mine can be tiring over time when you have to rebuild the network all the time.
I think that linking consumption to the size of the city could be interesting, but adding an option that would define this consumption or remove the limitation could be useful.
The production of banks linked to the size of the city is also interesting. However, I wonder if it would be possible to link it to the production volume of the surrounding industry, or to the delivery of goods to cities.
Something that could also be interesting, but would also move away from the original industry a bit more, would be two types of farms. One producing grain with fields around it and the other producing livestock, which would depend on grain deliveries, but which could still be delivered direct to the factory... Funny, in the meantime I checked something and it turned out that these two types of farms are already in ITL, so I didn't come up with anything new. Although... the livestock there doesn't need grain, so there's some originality in it. :D
Another idea is the ability to deliver goods to the mining industry, which could increase production. Here, too, similarly to PIRS, the amount of goods collected could be proportional to the level of production.
I am sorry for may English. I know is bed.
Deuwin
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Re: deuwin's Stockpiling Industries (dSPI)

Post by Deuwin »

LaChupacabra wrote: 03 Oct 2024 21:27 There are currently some bugs that you probably know about. For example, the Power Plant, which sometimes wants to burn toys or cola :D After delivering coal, all cargoes from all climates are exchanged one by one in the lower part. Or a strange very high rating for the production level and stockpiled cargoes.
Darn it. I thought I squashed the rating bug. The cola one is new on me though!
I'll PM you and see if I can recreate and fix it.
LaChupacabra wrote: 03 Oct 2024 21:27 Regarding TODO...
Thanks for your suggestions! I think I'll have to update the TODO now :D

My goal was to lightly extend the basic industries since I like the simplicity
of them, but found myself falling into the same pattern. Basically I'd end up
connecting every coal mine to a single power station. Fun for producing a
mega-station but got kinda stale. dSPI forces me to have a more diverse network
while not being too complicated. So I think I'll try to keep it simple, but you
never know...

I agree about the reserves, I've not tried it but it does sound more annoying
than fun so I'll probably not implement it.
LaChupacabra wrote: 03 Oct 2024 21:27 Maybe the changes in production every 12 months are too rare...
Yeah... I wasn't too sure about that to honest. Anything to do with production changes
are early thoughts before I was able to actually playtest it myself. But now that I
have played with it I think I'm quite happy with the production changes as they are.

While on the topic of changes, the current production changes are very closely tied
to the smooth economy rules. So you get a 4.5% chance of change each month. Although
industries won't change until you meet the required stockpile level and have
transported 70% of the output.
Deuwin
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Re: deuwin's Stockpiling Industries (dSPI)

Post by Deuwin »

New Release
Fixed the text display in the industry window

Download
dspi_v0.1.1.tar
dSPI v0.1.1
(40 KiB) Downloaded 53 times
Deuwin
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Joined: 21 Jul 2010 00:40

Re: deuwin's Stockpiling Industries (dSPI)

Post by Deuwin »

New Release
dSPI v0.2.0
Power station animations and support for multiple power stations per town.
  • Responsive animations: No animation if no power is being generated
  • Load sharing: Multiple power stations in a town spread demand between themselves
Download
dspi_v0.2.0.tar
(40 KiB) Downloaded 62 times
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