[UNIV] ISR - Industrial Stations Renewal

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mart3p
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

>Beardie27: OpenTTD is just telling you that it couldn't find the GRF file that the game was originally saved with. That's not really surprising as you have replaced ISR v0.6.2 with v0.6.3. ;)

It's only a warning and will have no other effect. If you save the game again, when you reload the new savegame the warning will be gone. :)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Beardie »

Thank you :D

Its sorted now
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Kickme93 »

Did you try re-downloading the .grf then re-applying it?
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Beardie »

i downloaded the new version and over-writ the old one

as martp3 said it should be fine once i reload again and it is
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by cmoiromain »

nearly a week since the last post, are there any news about v0.7? I really love this set, the coding is as amazing as the graphics it proposes!

also, I have a little request, but I don't know if it is possible to do:

when I have both a coal mine and an iron ore mine next to my station, only the coal piles appear on the station. Would it be possible to display both minerals depending on the proportion of each waiting in the station?
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

Don't worry, there is still plenty of progress. :) Today I have just finished coding the new ground-level non-track processed cargo tiles and also the update of the processed cargo platforms, now with additional variation of the displayed cargo.

Here's a screenshot of a desert copper factory station.
copper factory station.png
copper factory station.png (31.37 KiB) Viewed 3321 times
Don't expect v0.7.0 any time soon though, there is still plenty to do. ;)


Ah, you edited your post:
cmoiromain wrote:when I have both a coal mine and an iron ore mine next to my station, only the coal piles appear on the station. Would it be possible to display both minerals depending on the proportion of each waiting in the station?
Unfortunately although I have tried, I have not found a way to do this. The action 3 that selects the cargo type to show, can only select one cargo at a time.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by George »

mart3p wrote:Unfortunately although I have tried, I have not found a way to do this. The action 3 that selects the cargo type to show, can only select one cargo at a time.
Why not to request a new feature? May be some developer could do it.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by peter1138 »

I have thought about this but there is no obvious way of doing it as cargo (type) is not tied to any particular part of the station.
He's like, some kind of OpenTTD developer.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

Of course it would be possible to code each mineral type as a separate station, but I’m reluctant to do this due to the number of extra station IDs it would require.

While on the subject of feature requests; it would be useful if Action 3 selected the cargo that has the largest amount waiting. At the moment it selects the first cargo in the list that has any amount waiting.

Also, I would like to have some way of finding the amount of cargo waiting for all cargo types. Currently station variable 60 only works with the specific cargo that is passed as a parameter. It would be good to be able to set the parameter to FF and have variable 60 return the sum of all cargo types waiting at the station.

Neither of these changes would solve the problem of displaying multiple cargos of course, but it would certainly simplify my code for some stations. ;)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Packer »

mart3p wrote:Of course it would be possible to code each mineral type as a separate station, but I’m reluctant to do this due to the number of extra station IDs it would require.

While on the subject of feature requests; it would be useful if Action 3 selected the cargo that has the largest amount waiting. At the moment it selects the first cargo in the list that has any amount waiting.

Also, I would like to have some way of finding the amount of cargo waiting for all cargo types. Currently station variable 60 only works with the specific cargo that is passed as a parameter. It would be good to be able to set the parameter to FF and have variable 60 return the sum of all cargo types waiting at the station.

Neither of these changes would solve the problem of displaying multiple cargos of course, but it would certainly simplify my code for some stations. ;)
Mine actually does that already. I have the newest version of this patch and a nighly from the beginning of this month and it does that. If Iron ore is higher, iron ore shows, if coal is lower, coal shows.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

Packer wrote:If Iron ore is higher, iron ore shows, if coal is lower, coal shows.
I presume you mean if coal is higher, coal is shown.

That's interesting, I'm sure the last time I tried this I had only a few tons of coal waiting and 200 tons of iron ore. The platforms remained empty until the level of the coal went to zero, then the iron ore was displayed.

Are you using TTDPatch or OpenTTD? I can't remember which I was using at the time. I'll have to do some more testing. ;)
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Packer »

mart3p wrote:
Packer wrote:If Iron ore is higher, iron ore shows, if coal is lower, coal shows.
I presume you mean if coal is higher, coal is shown.

That's interesting, I'm sure the last time I tried this I had only a few tons of coal waiting and 200 tons of iron ore. The platforms remained empty until the level of the coal went to zero, then the iron ore was displayed.

Are you using TTDPatch or OpenTTD? I can't remember which I was using at the time. I'll have to do some more testing. ;)
OTTD, Nightly 12935. I had around 400 tons of ore, and 200 tons of coal (industry capacity cheat, I lke long trains). When my ore train showed up (380 tons), the loads went blank, then to coal. Doubt using the NARS set has anything to do with it.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Two5Kid »

Is it just me or did someone misplaced the nice looking ship depot grf? Instead of the usual, nice 'opened' depot, I'm getting the default 'covered' depot.

Thanks sanchimaru, my bad. Didn't read the README file. Parameters default is ship depot OFF.
Last edited by Two5Kid on 19 May 2008 15:42, edited 1 time in total.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Sanchimaru »

check out the GRF switch options, one of them is to activate the new ship depot. I think however, that the default option is activate.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Niek »

I'm playing a tropic map with ISR and I've noticed there aren't any specific facilities for rubber and fruit. Also, would it be a good idea to make some tropic style buildings?
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by mart3p »

Yes I agree a station for rubber would be good, I mentioned this to Sanchimaru some time ago. I also googled for rubber loading facilities, but failed to find anything. If you can find any information on what a rubber loading station should look like, I’m sure Sanchimaru would have a go at doing the graphics. ;)

For fruit I feel that the various facilities for goods already work ok. The general cargo platforms and container platforms both currently work for fruit.

Regarding tropic style buildings, I don’t think that warehouses etc. look much different in the tropics to other climates. But any suggestions would be welcome as always. :D
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Sanchimaru »

What he said! :D And that goes for everyone. I think I have already told this before, but: we are more than glad to hear you and add new features to the set, but "a station for rubber would be good" won't help. You have to provide information and pictures of what you want: "[this] (link) facility, which is used for storing rubber, would be good". I never draw just from my imagination, I always use a lot of pictures as references. Then, I mix some parts to make the final sprite.

To show you exactly what I mean, I have prepared here an example: I liked Born Acorn's big station building, but it looked too simple. So I spiced it up using pictures of real builings as a reference.
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Born Acorn's version and my last version
Born Acorn's version and my last version
evo1.png (3.67 KiB) Viewed 2413 times
what pictures I used as reference and what parts I used from them
what pictures I used as reference and what parts I used from them
evol2.png (88.15 KiB) Viewed 2414 times
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Niek »

Okay, I'll see if I can find anything useful, although I'm a bit doubtful if you couldn't even find anything.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by Packer »

It's a liquid when it comes out of trees. Barrel platforms or the oil platforms would work IMO.
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Re: Industrial Stations Renewal (v 0.6.3 available!)

Post by broodje »

In general the rubber is made solid at the plantage. It is made into giant blocks there, which are then transported to where ever it needs to go. Transporting the liquid would be a waste of resources, as you are transporting a lot of useless water then. I think the general freight platforms, and later the containers would not be a strange choice to transport rubber in.
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