FIRS Industry Replacement Set - Development

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planetmaker
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Re: FIRS Industry Replacement Set - Development

Post by planetmaker »

griffin71 wrote: :?: Could you explain 'Economies'? Is there a thread or so on that? ?(
Not yet that I know of (except in this thread a bit earlier). The idea is simple: different modes for FIRS with different things emphasized. E.g. if "mining economy" is selected, Mining products might have better transport rates and predominantly industries related to that sector will appear in the game, others less or not at all.

Things influenced by the economy parameter are among others:
- probability that an industry may appear (up to may not appear at all)
- payment for cargos varies
- in some cases the acceptance and / or production of few industries may be different (e.g. not producing or accepting a cargo not fitting the scheme)

If the economy parameter is not set, a default, balanced industry selection will be used.

The main purpose is to allow for greater variety, avoid cluttering the maps with many different industries at once and go beyond a simple climate dependence of industries, but let the players decide themselves what they see fit. Some schemes might not be available in a certain climate, though (no point for allowing a "tropical island" or "thousand nights and a night" economy in arctic).
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Re: FIRS Industry Replacement Set - Development

Post by FooBar »

Also see the FIRS website in order to get a general view on different types of economies: http://tt-foundry.com/sets/FIRS/schema/economies
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

For those who like to live on the edge, FIRS r555 contains a better production code for industries that accept Manufacturing Supplies (Brewery, Bakery etc). Delivering Manufacturing Supplies will cause the other input cargo(s) to be used much more efficiently.

*NOT* save game compatible.

Should show up on the nightly server by Jan 24th.

http://bundles.openttdcoop.org/firs/nightlies/
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Re: FIRS Industry Replacement Set - Development

Post by YukonRob »

Bug Report : R562 - 'Read past end of pseudo sprite' [OTTD r18917]
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

andythenorth wrote:Straw poll: what do you think happens if Manufacturing Supplies are delivered to this industry?
manufacturing_supplies.png
You get food? How can something like boxes and tools make food by them selves?
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Re: FIRS Industry Replacement Set - Development

Post by planetmaker »

Manufacturing supplies double production efficiency

Manufacturing supplies double industry output (by making it work more efficiently with its input ressources)
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Re: FIRS Industry Replacement Set - Development

Post by Zephyris »

If you are supplying any manufacturing supplies food production from milk is doubled. Acceptance of manufacturing supplies is capped at 800, presumably per month...
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Re: FIRS Industry Replacement Set - Development

Post by FooBar »

andythenorth wrote:Straw poll: what do you think happens if Manufacturing Supplies are delivered to this industry?
manufacturing_supplies.png
Nothing at all, because no milk is delivered.
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Re: FIRS Industry Replacement Set - Development

Post by George »

planetmaker wrote:Manufacturing supplies double production efficiency
Manufacturing supplies double industry output (by making it work more efficiently with its input ressources)
Do you mean to make 1 ton of food from 1 ton of milk normally and 2 tons of food with manufacturing supplies? :shock:
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Re: FIRS Industry Replacement Set - Development

Post by Jim Starluck »

FooBar wrote:
andythenorth wrote:Straw poll: what do you think happens if Manufacturing Supplies are delivered to this industry?
manufacturing_supplies.png
Nothing at all, because no milk is delivered.
I would wager this as well.

Is the "doubles production" just an example value for the gain from manufacturing supplies? And will the other supply-type cargos have a similar effect on other industries? Because that could lead to some wildly productive industries if you get a feedback loop going, like, say, Coal Mine --Coal--> Cement Plant --Engineering Supplies--> Coal Mine. Exponential growth, baby! 8)

Also, what exactly is the deal with the Survey Supplies/Survey Camp? They don't really seem to serve much of a purpose, unless the camp has some extra function that isn't apparent...
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

Jim Starluck wrote:
Is the "doubles production" just an example value for the gain from manufacturing supplies? And will the other supply-type cargos have a similar effect on other industries? Because that could lead to some wildly productive industries if you get a feedback loop going, like, say, Coal Mine --Coal--> Cement Plant --Engineering Supplies--> Coal Mine. Exponential growth, baby! 8)

Also, what exactly is the deal with the Survey Supplies/Survey Camp? They don't really seem to serve much of a purpose, unless the camp has some extra function that isn't apparent...
Um, theres a cap on the amount of supplies a industry can handle, so eventually it will max out.

Also, as for your question, FIRS isn't complete yet, theres still some industries to be done up. There could still be some industries that use Survey supplies
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Re: FIRS Industry Replacement Set - Development

Post by andythenorth »

The answer is:
:arrow: Without manufacturing supplies: deliver 2t milk, 1t food produced
:arrow: With manufacturing supplies: deliver 2t milk, 2t food produced.
Manufacturing supplies are used at around 400t / month, and the limit is 800t. So they only need to be delivered every two months or so.
Jim Starluck wrote:if you get a feedback loop going, like, say, Coal Mine --Coal--> Cement Plant --Engineering Supplies--> Coal Mine. Exponential growth
Yes and no. Currently that chain is possible, and over time you'll get a coal mine producing perhaps 1000t / month. I've got plans to amend that a little.
Also, what exactly is the deal with the Survey Supplies/Survey Camp? They don't really seem to serve much of a purpose, unless the camp has some extra function that isn't apparent...
They're for an (optional) feature I'm going to add where new industries can only be built near a survey camp.
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Re: FIRS Industry Replacement Set - Development

Post by Kogut »

andythenorth wrote: Current values for first param (these might change later):
0 - FIRS default
1 - Mining
2 - Farming
How can I enable extreme economy?
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Re: FIRS Industry Replacement Set - Development

Post by PikkaBird »

Mmm, cargos which do more than just a->b=$. Fun times, got a few of those planned myself for TaI and other sets. :)
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Re: FIRS Industry Replacement Set - Development

Post by NekoMaster »

PikkaBird wrote:Mmm, cargos which do more than just a->b=$. Fun times, got a few of those planned myself for TaI and other sets. :)
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Re: FIRS Industry Replacement Set - Development

Post by PikkaBird »

PBI, approximately.
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Re: FIRS Industry Replacement Set - Development

Post by FooBar »

Kogut wrote:
andythenorth wrote: Current values for first param (these might change later):
0 - FIRS default
1 - Mining
2 - Farming
How can I enable extreme economy?
By setting the applicable parameter. In this case the first.
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Re: FIRS Industry Replacement Set - Development

Post by Kogut »

One problem - windmill "dance" when zooomed out.
andythenorth wrote:
Kogut wrote:How can I enable extreme economy?
Economy code is not finished yet. So parameter won't affect industries.

We need to get to that I guess :)
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