FIRS Industry Replacement Set - releases

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ostlandr
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by ostlandr »

How about tackling the problem from the other direction? While I love the graphics in FIRS, is there any reason not to have invisible 1x1 tile primary industries? You could still have farm fields, and tree growth as in the Tropic sawmill. I presume it would be possible to set up oil pumps, etc. the same way as farm fields so you can build over them?
That would solve the tile placement and terraforming problems. Let the player build their own eye candy "industries" using the wonderful station tile sets from ISR, DWE, etc. if they so choose.
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by andythenorth »

ostlandr wrote:I presume it would be possible to set up oil pumps, etc. the same way as farm fields so you can build over them?
No. Fields are fields only. Work was done on this some time ago. Frosch had a patch for newgrf fields, and I had a test version of FIRS to work with it, but there were too many issues to solve to make it viable. I wouldn't expect it to be worked on further :)
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Zephyris »

andythenorth wrote:... there were too many issues to solve to make it viable. I wouldn't expect it to be worked on further :)
;( This makes me sad...
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Simons Mith
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Simons Mith »

I've added some strategy tips to the FIRS page on the Wiki. (See andythenorth's current signature for a handy link) Whether they are good tips is up for debate. But I'm also interested in inspiring people to come up with other suggestions of their own, and for that purpose bad advice is sometimes better than good. Pls take a look.
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Rychu »

I found one problem with translation in 0.6.1 release.

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In 0.6 all was good, but now not.

PS. Great work!
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Kogut »

it is PL translation
Correct me If I am wrong - PM me if my English is bad
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Ammler »

Kogut wrote:it is PL translation
maybe this is good time to show you about the language analyze logs e.g. for Polish:
http://bundles.openttdcoop.org/firs/nig ... h.pnfo.log

So also translation contributors who don't use a local build system have access to it.
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Kogut »

Ammler wrote:
Kogut wrote:it is PL translation
maybe this is good time to show you about the language analyze logs e.g. for Polish:
http://bundles.openttdcoop.org/firs/nig ... h.pnfo.log

So also translation contributors who don't use a local build system have access to it.
Sorry but for now I have not enough time to do anything with openttd (I only checked forum).
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Ammler »

Kogut wrote: ...I have not enough time ...
Time is never a excuse, so not worth reporting lack of it. ;-)
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by Emperor Jake »

Here's a bug:

The Fishing Harbour can be placed anywhere on a river - it doesn't have to be on a shore, resulting in glitches...
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by andythenorth »

Emperor Jake wrote:The Fishing Harbour can be placed anywhere on a river
Thanks for the report - others have also found this.

Not sure what the cause is. The Fishing Harbour checks that the tile is coast (land + water) for the north tile of the industry (and some others). I guess rivers might be reporting as coast.
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Re: FIRS Industry Replacement Set - v0.6.1 Released 12 Feb

Post by planetmaker »

I didn't yet check back on the placement code:
var 43 in format rczzbbss: wrote: bb, bit 1: The tile has water on it. This flag is set for coasts as well. If you need a full water tile, check the slope data as well. If it's zero (flat tile), the tile is fully watered.
One might also check for landscape class 6, type 01; but it'd still require the slope check.
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Re: FIRS Industry Replacement Set - v0.6.2 Released 2 March

Post by andythenorth »

Exported at priority speed from its birthplace, the Maximum City, Bombay, FIRS 0.6.2 is available freshly wrapped in banana leaves, or here: http://bundles.openttdcoop.org/firs/releases/0.6.2/

Changelog is here: http://bundles.openttdcoop.org/firs/rel ... ngelog.txt and copied below...

*0.6.2* Changes the following:
- Changed intro dates for Steel Mill (1873), Junk Yard (1878) and Machine Shop (1870), previously introduced in 1840s - this is for better gameplay balance against Iron Works and Smithy Forge
- Improved appearance of Aluminium Plant (additional layouts, better graphics)
- Improved appearance of Plastics Plant (uses company colours)
- Improved appearance of Brickworks (additional layouts, uses more company colours)
- Improved appearance of Lime Kiln (additional layouts, better graphics,
- Updated translations for Dutch, Serbian, Spanish (Alberth, etran, Terkhen)
- Windmill graphics for Grain Mill (work in progress, DanMacK)
- Sawmills will try to locate close to Forests (with random chance of success) - helps link an industry chain in games played before fast vehicles are available (Iron Works and Fishing Harbour already do this)
- Fixed missing cargo amount string for Fruit and Vegetables cargo
- Fix (untested) - Plantation and Oil Wells could incorrectly cause a subsidence
- Plastic Plant - removed easter egg ability to hide a truck station in the industry as this allowed town buildings to appear inside the industry
- Sugar Refinery no longer produces Alcohol in Tropic, this wasn't working and is too much work to support
- Updated some credits in documentation
- Multiple internal improvements and code changes with no effect on gameplay
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Re: FIRS Industry Replacement Set - v0.6.2 Released 2 March

Post by Simons Mith »

I can't think of anything else to add to the FIRS strategy guide. Although there are two possible factual errors re secondary industry production that I want to double-check.

1) Is delivering one tonne of stone and 99 tonnes of coal to a lime kiln as good as delivering 50 tonnes and 50? I've said it is.
2) When an industry accepts three different supply types, does delivering any two of the three bring maximum production? Again, I've said it does.
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Re: FIRS Industry Replacement Set - v0.6.2 Released 2 March

Post by NekoMaster »

Simons Mith wrote:I can't think of anything else to add to the FIRS strategy guide. Although there are two possible factual errors re secondary industry production that I want to double-check.

1) Is delivering one tonne of stone and 99 tonnes of coal to a lime kiln as good as delivering 50 tonnes and 50? I've said it is.
2) When an industry accepts three different supply types, does delivering any two of the three bring maximum production? Again, I've said it does.
Im not sure about 1 but 2 is wrong since industries that accept 3 cargos have different outputs per cargo (like 2 tons of metal per 8 tons of ore, but 4 tons of metal per 8 tons of scrap, values are simulated)
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Simons Mith
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Re: FIRS Industry Replacement Set - v0.6.2 Released 2 March

Post by Simons Mith »

Thanks, Neko. My own poor phrasing confused me. I think I've got it straight in the wiki, now.
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Re: FIRS Industry Replacement Set - v0.6.2 Released 2 March

Post by andythenorth »

Simons Mith wrote:1) Is delivering one tonne of stone and 99 tonnes of coal to a lime kiln as good as delivering 50 tonnes and 50? I've said it is.
Yes. Basically the production ratios are added together when cargos are supplied in combination. So for the lime kiln:
99t coal only @ 4/8 production ratio = 49t output
99t coal + 1t stone @ 8/8 production ratio = 100t output
50t coal + 50t stone @ 8/8 production ratio =100t output

This isn't realistic and that's not a problem; the purpose is to incentivise players to connect up routes to deliver the required cargos without having to worry about balancing deliveries.
2) When an industry accepts three different supply types, does delivering any two of the three bring maximum production? Again, I've said it does.
Depends on the industry. In the simplest case the ratios are just added. E.g. for the brick works:
99t coal only @ 2/8 production ratio = 24t output
99t coal + 1t sand @ 4/8 production ratio = 50t output
99t coal + 1t clay @ 6/8 production ratio = 75t output
99t coal + 1t sand + 1t clay @ 8/8 production = 101t output

Industries accepting manufacturing supplies may behave a little differently. E.g for the textile mill:
99t wool only @ 5/8 production ratio = 61t output
99t wool + 1t plant fibres @ 5/8 production ratio = 62t output (no combining effect)
99t wool + 1t manufacturing supplies @ 8/8 production ratio = 100t output

The maths in nfo requires whole integers, so some decimal amounts are rounded in the examples above.

A planned improvement is to have industry windows show the current production ratio.

One other note on production: cargos don't have to be delivered in the same calendar month for the combinatory effect. The delivery window is actually any time in the last 30 days or so (the number is approximate depending when the production cycle runs in game).

This is balanced in the players favour, as it would be unfair to deliver coal on 28th Feb and not get the benefit of it when stone is delivered 1st March :)

That might not be obvious from the current FIRS texts in-game.
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Re: FIRS Industry Replacement Set - v0.6.2 Released 2 March

Post by Simons Mith »

FIRS strategy guide now finished. Unless someone better than me at actually playing the game has any points to add, I think I've addressed all the FIRS-specific differences to gameplay.
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