New industry: Supermarket
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- RSpeed tycoonfreak
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New industry: Supermarket
Hello, I have michael blunck's new cargo set, this is a great newgrf, but there is one thing that annoy's me: and that is that when I have a food factory, i cant get the food to a town, because it need at least 7 houses around the station.
When you have a town with a lot of services, this means that you have to change the position of your station every couple of months, because the town keeps demolishing houses, and builds other things like flats and offices instead.
So my idea was to make a new industry, wich recieves the food, like a supermarket for example.
This is what I had in mind: Its based on a big french supermarket, but if this is going to get in game, I will draw some other ones too, so that they can appear randomly.
My question is is this possible to do?
If yes who wants to code it?
Ofcourse if someone wants to code it I will iprove the graphics but this is just an example
When you have a town with a lot of services, this means that you have to change the position of your station every couple of months, because the town keeps demolishing houses, and builds other things like flats and offices instead.
So my idea was to make a new industry, wich recieves the food, like a supermarket for example.
This is what I had in mind: Its based on a big french supermarket, but if this is going to get in game, I will draw some other ones too, so that they can appear randomly.
My question is is this possible to do?
If yes who wants to code it?
Ofcourse if someone wants to code it I will iprove the graphics but this is just an example
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Re: New industry: Supermarket
I like this idea! People usually don't get their food at the train station anyways...
I'm sure it's possible to add this to the game using NewGRF. If I had the time to do so I would even offer to do it myself, but unfortunately I'll be too busy with other stuff for the next few months. If nobody coded this by then, feel free to give me a ring or so.
I'm sure it's possible to add this to the game using NewGRF. If I had the time to do so I would even offer to do it myself, but unfortunately I'll be too busy with other stuff for the next few months. If nobody coded this by then, feel free to give me a ring or so.
- RSpeed tycoonfreak
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Re: New industry: Supermarket
okay I will
And by that time I probably have some more supermarkets drawn.
I'm thinking about a Asian one an American one and some European ones

And by that time I probably have some more supermarkets drawn.
I'm thinking about a Asian one an American one and some European ones

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Re: New industry: Supermarket
I would use generic names, because the name of the shop is trademarked and copyrighted, and you don't have permission to use it for your own purposes.
So a sign saying "Supermarket" or things like that.
So a sign saying "Supermarket" or things like that.
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- RSpeed tycoonfreak
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Re: New industry: Supermarket
Thief^ wrote:I would use generic names, because the name of the shop is trademarked and copyrighted, and you don't have permission to use it for your own purposes.
So a sign saying "Supermarket" or things like that.
If that is true than I wonder how many times George is sued for his long vehicels, because he uses names like "Volvo" , "Mercedes" and "Opel"
So I think nobody bothers.
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Re: New industry: Supermarket
tho, you could make up kida-real-names:
didl
L-mart
ten eleven
didl
L-mart
ten eleven
Re: New industry: Supermarket
Yeah, why not? Rockstar Games does that all the time.DJ Nekkid wrote:tho, you could make up kida-real-names
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Re: New industry: Supermarket
DJ Nekkid wrote:tho, you could make up kida-real-names:
didl
L-mart
ten eleven
haha yeah thats trueFooBar wrote:Yeah, why not? Rockstar Games does that all the time.DJ Nekkid wrote:tho, you could make up kida-real-names


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Re: New industry: Supermarket
Yes, the game needs supermarkets, but possibly not coded as an industry.RSpeed tycoonfreak wrote:So my idea was to make a new industry, wich recieves the food, like a supermarket for example.
However, your sketch needs improvement. What comes to mind easily:
- it looks too "bulky", and it´s too high, at least in comparison with the building on those photos,
- the shopping carts are way too big, both in comparison with internal details (windows, doors) and external (vehicles in game),
- the walls protruding the roof are to thick and too high,
- the walls need more "shading" and/or other detail.
Take a look at SAC´s supermarkets:
and start improving. Some things need work and care to come out nicely.

regards
Michael
Re: New industry: Supermarket
Of course SAC's don't actually do anything, it's just eye-candy.
I would love to see them as actual industries.
I would love to see them as actual industries.
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Re: New industry: Supermarket
Same here, and preferaby generating and accepting passengers as well.
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Re: New industry: Supermarket
Are you sure?Thief^ wrote:Of course SAC's don't actually do anything, it's just eye-candy.
I would love to see them as actual industries.

Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.FooBar wrote:Same here, and preferaby generating and accepting passengers as well.
I.e., "industries" are either primary (generating stuff), or secondary (accepting, processing, and delivering stuff).
regards
Michael
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Re: New industry: Supermarket
@michael blunck:
I know that my supermarket doesn't look best but thats mainly because it just an example i drew in 30 minutes to show my idea.
I know that my supermarket doesn't look best but thats mainly because it just an example i drew in 30 minutes to show my idea.
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Re: New industry: Supermarket
House would work indeed. It does exactly what I want it to do: accept food and passengers and generates passengers. Plus it's contructed in towns and (if I'm not mistaken) I could allow just one per town of at least this or that population. Good thinking there, Michael, thanks.michael blunck wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.
To be honest, I felt that it had to be coded as industrie because the topic title suggested it (place either 'wink' or 'embarassed' smiley here).
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Re: New industry: Supermarket
I disagree with sinks for goods being a bad thing, especially if you take into consideration industries that stockpile, using PBI as an example and the Iron Ore+Coal - Steel - Goods chain, i frequently run in to the situation whereby my Steel Mills or Factories get "overloaded" with materials and i usually get over this by carrying excess goods stockpiling on the stations away to other Steel Mills and Factories... But sometimes these too get "overloaded" depending on how efficient i can make my network within the terrain...michael blunck wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.FooBar wrote:Same here, and preferaby generating and accepting passengers as well.
I.e., "industries" are either primary (generating stuff), or secondary (accepting, processing, and delivering stuff).
regards
Michael
A "sink" industry would be very welcome in many situations where "overloading" is common and you really don't have the time or maybe finances to cart everything off to a distant industry of the same type... Maybe transporting it to a "sink" industry would be a better option...
So in short i think a "sink" like a supermarket would be a great idea for people who use stock-piling industries like those in PBI or ECS too i believe... Because it at least provides a new option in the base materials-secondary products-final destination (A to B to C) chains employed by most sets and the original games to allow for the chains to end with something other than simply a city or town...
Sinks like supermarkets could also be placed near smaller towns and villages that may not always have enough buildings to accept goods or food too which could make these smaller settlements more immediately useful to some players depending on their style of gameplay... If i was to argue a realism stance to this as well it could represent out-of-town shopping centres and such in this case of supermarket-like industries...
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Re: New industry: Supermarket
Just for kicks, you could call it the Quik-E mart
Yeah, the building looks a little to vanilla. Frankly, if a building of that size appeared in my neighborhood, I would consider it an eyesore. Add some detail, change some colors and the layout to make it more visually appealing. If you need help, just search for pictures of Supermarkets in the US (since America is afterall the birthplace of the supermarket.

Yeah, the building looks a little to vanilla. Frankly, if a building of that size appeared in my neighborhood, I would consider it an eyesore. Add some detail, change some colors and the layout to make it more visually appealing. If you need help, just search for pictures of Supermarkets in the US (since America is afterall the birthplace of the supermarket.
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Re: New industry: Supermarket
I didn´t write that it would be a bad thing. I wrote:JacobD88 wrote:I disagree with sinks for goods being a bad thing [...]
I.e., if there´s no need for the special behaviour of an "industry" why code it as an industry? If the behaviour of a "house" would be sufficient, just code it as a house.mb wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.
regards
Michael
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Re: New industry: Supermarket
The main reason I came up with this idea is because the town keeps building and demolish houses.
and ONLY the houses accept food (dunno why) but i didn't code the grf afer all
So this is the reason that i wanted it to be an industry so it stays at the same place troughout the entire game unlike houses. I you still don't understand, I'll try to be more clear in this image: Got it?
O and another reason, buildings are restricted to a size of 2x2 and now i've seen sac's industry's again i'm dreaming of a BIG mal in OTTD
and ONLY the houses accept food (dunno why) but i didn't code the grf afer all

So this is the reason that i wanted it to be an industry so it stays at the same place troughout the entire game unlike houses. I you still don't understand, I'll try to be more clear in this image: Got it?

O and another reason, buildings are restricted to a size of 2x2 and now i've seen sac's industry's again i'm dreaming of a BIG mal in OTTD
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Re: New industry: Supermarket
SAC's supermarket/shopping centre is made up of seperate bits which can be arranged in different ways, I think!RSpeed tycoonfreak wrote: O and another reason, buildings are restricted to a size of 2x2 and now i've seen sac's industry's again i'm dreaming of a BIG mal in OTTD
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Re: New industry: Supermarket
My apologies, i misinterpreted what you had said.michael blunck wrote:I didn´t write that it would be a bad thing. I wrote:JacobD88 wrote:I disagree with sinks for goods being a bad thing [...]
I.e., if there´s no need for the special behaviour of an "industry" why code it as an industry? If the behaviour of a "house" would be sufficient, just code it as a house.mb wrote:Why do you feel the need to have it coded as an industry if it should only be a sink for food or goods? Coding it as a "house" would be sufficient.
regards
Michael
With reference to "If the behaviour of a "house" would be sufficient, just code it as a house" like i say, i think this type of industry would be useful in or near towns not large enough to have the correct number of buildings to accept goods or food for the reasons in my post

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