electricty pylons and oil pipelines

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iranair777
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electricty pylons and oil pipelines

Post by iranair777 »

I know oil pipelines has been discussed before, but how about actually voting on it to be implemented or not instead of long threads which reach no conclusion?

also electricity pylons, not so it puts growth in the cities and towns but just so we can be able to power factories etc or just for eye candy?
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Re: electricty pylons and oil pipelines

Post by dihedral »

voting on a feature you'd like will not mean it will get implemented. even if someone does come forward and codes it for you, it does not mean the devs will accept the patch!
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Re: electricty pylons and oil pipelines

Post by iranair777 »

dihedral wrote:voting on a feature you'd like will not mean it will get implemented. even if someone does come forward and codes it for you, it does not mean the devs will accept the patch!
isnt OTTD open source?
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Re: electricty pylons and oil pipelines

Post by PikkaBird »

iranair777 wrote:
dihedral wrote:voting on a feature you'd like will not mean it will get implemented. even if someone does come forward and codes it for you, it does not mean the devs will accept the patch!
isnt OTTD open source?
Yes. You should feel free to download the source and create your own version with oil pipelines.
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Re: electricty pylons and oil pipelines

Post by iranair777 »

PikkaBird wrote:
iranair777 wrote:
dihedral wrote:voting on a feature you'd like will not mean it will get implemented. even if someone does come forward and codes it for you, it does not mean the devs will accept the patch!
isnt OTTD open source?
Yes. You should feel free to download the source and create your own version with oil pipelines.
What I meant was getting permission by my previous reply. I personally have no skills in coding and creating in OTTD and just wondering if anyone else will be intrested in it being implemented
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planetmaker
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Re: electricty pylons and oil pipelines

Post by planetmaker »

iranair777 wrote:
PikkaBird wrote:Yes. You should feel free to download the source and create your own version with oil pipelines.
What I meant was getting permission by my previous reply. I personally have no skills in coding and creating in OTTD and just wondering if anyone else will be intrested in it being implemented
The permission is granted to everyone to download and modify the source. That doesn't mean that everyone can commit to the main repository of OpenTTD. Good patches (both wrt purpose and code quality) may be accepted by them, though.
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Re: electricty pylons and oil pipelines

Post by dihedral »

hihi - what some people understand under the term 'open source' is cute :-)

"it's open source Rubidium! i demand you add some patches, eg [...] else i will ask the forum users to cast their vote, to see what they think you should be doing all day long!" :-D

sheesh ^^
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Re: electricty pylons and oil pipelines

Post by maquinista »

Maybe, this could be simulated with new station tiles with a pipe, and building very long stations.

The disadvantage is that these stations doesn't allow pass roads or rails over them.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: electricty pylons and oil pipelines

Post by Benny »

I usually make electricity pylons in scenario editor with SAC's landscape grf, and oil pipes with monorail.
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ZxBiohazardZx
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Re: electricty pylons and oil pipelines

Post by ZxBiohazardZx »

Bennythen00b wrote:I usually make electricity pylons in scenario editor with SAC's landscape grf, and oil pipes with monorail.
darn you beated me to it again benny
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Re: electricty pylons and oil pipelines

Post by iranair777 »

dihedral wrote:
i demand you add some patches,

sheesh ^^
I'm not demanding but asking if it will be possible for someone to develop this for all of us
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Re: electricty pylons and oil pipelines

Post by dihedral »

if you are going to quote me, then dont quote me out of context!
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Re: electricty pylons and oil pipelines

Post by belugas »

As far as I can remember, pipelines and electric pylons as real industry extensions have been refused because they are passive transport mode.
As such, once built... there is nothing to do anymore. pretty boring, if you ask me. Oh, of course, it add realism. But that's not a proper reason to code this.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
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SirkoZ
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Re: electricty pylons and oil pipelines

Post by SirkoZ »

As there are no capacitor/accu. waggons to transport electricity ( :lol: ), electric pylons could look nice, of course if someone makes them.
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Re: electricty pylons and oil pipelines

Post by maquinista »

Electricty pylons would need new objects support. I don't know if They will be implemented in OTTD or TTDPatch.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: electricty pylons and oil pipelines

Post by ZxBiohazardZx »

maquinista wrote:Electricty pylons would need new objects support. I don't know if They will be implemented in OTTD or TTDPatch.

see benny's post, in temperate climate you can use SAC's Landscape, they will provide you the electrical pylons (see my normal screenshot thread+baywater scenario thread, THEY EXIST ALREADY

pipeline = use the oil tanker wagons and/or oil ships, in real life that is a pretty normal way to transport it, and i dont see why you want to change it, for eyecandy you can use the monorail track
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belugas
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Re: electricty pylons and oil pipelines

Post by belugas »

maquinista wrote:Electricty pylons would need new objects support. I don't know if They will be implemented in OTTD or TTDPatch.
From what i heard, newobjets are already supported by Patch
As for OpenTTD, I'm working on it, at the pace of a snail, but still.
I have to admit, there are some sirens that are more attractive for me, currently...

Edit -> paste and pace... not the same
Last edited by belugas on 29 Apr 2009 23:23, edited 1 time in total.
If you are not ready to work a bit for your ideas, it means they don't count much for you.
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Re: electricty pylons and oil pipelines

Post by maquinista »

ZxBiohazardZx wrote:
maquinista wrote:Electricty pylons would need new objects support. I don't know if They will be implemented in OTTD or TTDPatch.
see benny's post, in temperate climate you can use SAC's Landscape, they will provide you the electrical pylons (see my normal screenshot thread+baywater scenario thread, THEY EXIST ALREADY
Yes, but new objects will allow use them without loss the current objects.
belugas wrote:From what i heard, newobjets are already supported by Patch
I didn't know it.
belugas wrote: As for OpenTTD, I'm working on it, at the paste of a snail, but still.
Thanks for your work!
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: electricty pylons and oil pipelines

Post by Qu@rks »

Mh... that would be another annoying object that can't be demolished, if in the way. Kinda like the transmitters that everyone loves :mrgreen:

It would look nice though...
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belugas
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Re: electricty pylons and oil pipelines

Post by belugas »

Qu@rks wrote:Mh... that would be another annoying object that can't be demolished
Not exactly. The specs allows newobjects to be removable. meaning that if ever the grf writer wishes it so, they can be removed indeed.
http://wiki.ttdpatch.net/tiki-index.php ... on0Objects <- reference
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
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