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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 30 Dec 2009 08:20
by hYpe_
Hm, doesn't seem to be solved.
I'm trying to use the wood vector in the arctic climate.
When I load the GRF it removes the food factory.
How are the cities above snow line supposed to grow without food?
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 30 Dec 2009 11:01
by Hamilton2007
Got some questions about chemical plants.
Does it produce Dyes even when it's not feeded with Refined Products ?
If i build a truckstation and let a truck full load Dyes, does that prevent the chemical plant from closure ?
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 30 Dec 2009 13:16
by JFK
George wrote:JFK wrote:Hi again!
I have come across some problems with the ECS vectors. I'm playing on a temperet map and for a long while everything is working fine! Untill, suddenly, A LOT ofthe industries simply dissapear! And the strange thing is that it's not only the ones that are unused but everyon on the map. Is this a glitch or are the ECS vectors programed to do this, I did get a notis, aproximetly, one year earlier that if one perticullar indutrie, in this case a tinning factory, did not get good servic it would go out of bussines. But when this one whent gone every other industry in this vector disapeard too!
Can this be fixed???
Well, I need 2 save games. One before it happened and one - after.
Ok, so I started a new game to get the before and after save and here they are!
Although I have a question, if you fix this is it going to work everytime I play a new game or only this game?
Thx A LOT for the help!
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 30 Dec 2009 21:34
by George
hYpe_ wrote:Hm, doesn't seem to be solved.
I'm trying to use the wood vector in the arctic climate.
When I load the GRF it removes the food factory.
How are the cities above snow line supposed to grow without food?
You need ECS agricultural vector
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 30 Dec 2009 21:44
by George
Hamilton2007 wrote:Got some questions about chemical plants.
Does it produce Dyes even when it's not feeded with Refined Products ?
yes, a very small amount
Hamilton2007 wrote:If i build a truckstation and let a truck full load Dyes, does that prevent the chemical plant from closure ?
It depends how effective are they. IF you get any of the list below, that is enough
1) production level is 4% or higher
2) amount of all materials waiting is 1024 or higher
3) it is younger than 5(2) years (5 for ones, existing from the beginning)
4) last one on the map
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 30 Dec 2009 21:56
by George
JFK wrote:George wrote:JFK wrote:Hi again!
I have come across some problems with the ECS vectors. I'm playing on a temperet map and for a long while everything is working fine! Untill, suddenly, A LOT ofthe industries simply dissapear! And the strange thing is that it's not only the ones that are unused but everyon on the map. Is this a glitch or are the ECS vectors programed to do this, I did get a notis, aproximetly, one year earlier that if one perticullar indutrie, in this case a tinning factory, did not get good servic it would go out of bussines. But when this one whent gone every other industry in this vector disapeard too!
Can this be fixed???
Well, I need 2 save games. One before it happened and one - after.
Ok, so I started a new game to get the before and after save and here they are!
Although I have a question, if you fix this is it going to work everytime I play a new game or only this game? Thx A LOT for the help!
As you can sea on the screen shot, industries have informed you that they would close. 1 month remaining means closure next month. So, the picture looks like expected.
Things that may be important.
1) if some industry did not report the plan to close, but was closed - please point me out that industry (tell the town name, industry type and the direction)
2) tell me please, when was the game started. If in 1950 - was it a scenario? If so - which one?
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 09 Jan 2010 00:22
by griffin71
Hi, I have a question about the closure of industries, or rather - how to prevent them.
George wrote:Hamilton2007 wrote:If i build a truckstation and let a truck full load Dyes, does that prevent the chemical plant from closure ?
It depends how effective are they. IF you get any of the list below, that is enough
1) production level is 4% or higher
2) amount of all materials waiting is 1024 or higher
3) it is younger than 5(2) years (5 for ones, existing from the beginning)
4) last one on the map
ad 1) - How do you increase the level to 4% or more? Is this documented somewhere?
ad 2) - Is that te total sum of all materials, or should there be 1024 of one specific cargo be waiting?
I have an example where over the last 5 months there has been material waiting to be processed continuously, yet it closes.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 09 Jan 2010 08:20
by George
griffin71 wrote:Hi, I have a question about the closure of industries, or rather - how to prevent them.
George wrote:Hamilton2007 wrote:If i build a truckstation and let a truck full load Dyes, does that prevent the chemical plant from closure ?
It depends how effective are they. IF you get any of the list below, that is enough
1) production level is 4% or higher
2) amount of all materials waiting is 1024 or higher
3) it is younger than 5(2) years (5 for ones, existing from the beginning)
4) last one on the map
ad 1) - How do you increase the level to 4% or more? Is this documented somewhere?
You have to supply the industry with enough materials. For some industries it is documented at
http://wiki.ttdpatch.net/tiki-index.php?page=ECS
For some industries there is no documentation yet, but you can help to create it.
griffin71 wrote:ad 2) - Is that te total sum of all materials, or should there be 1024 of one specific cargo be waiting?
the sum
griffin71 wrote:I have an example where over the last 5 months there has been material waiting to be processed continuously, yet it closes.
Some industries, like farms, forests, power plants are closed when they get into town zone. Also mines can get exhausted. If it is not your case - provide a savegame, please.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 09 Jan 2010 14:20
by griffin71
George wrote:(...)You have to supply the industry with enough materials. For some industries it is documented at
http://wiki.ttdpatch.net/tiki-index.php?page=ECS
For some industries there is no documentation yet, but you can help to create it.
This cement industry (see savegame) is not yet in the list on the wiki.
How can I create the documentation if I don't know how ik works exactly?
George wrote:(...)
griffin71 wrote:I have an example where over the last 5 months there has been material waiting to be processed continuously, yet it closes.
Some industries, like farms, forests, power plants are closed when they get into town zone. Also mines can get exhausted. If it is not your case - provide a savegame, please.
Savegame with continuous delivery to Finwell Cement Plant. Closes by 1 jan next year, despite continuous availability of sand for the 4 months remaining until then.
Note: this savegame is based in nightly 18748 with the dist patch. This patch does not influence the industries themselves, only the distibution of what is produced to the various destinations serviced.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 09 Jan 2010 20:57
by George
griffin71 wrote:George wrote:(...)You have to supply the industry with enough materials. For some industries it is documented at
http://wiki.ttdpatch.net/tiki-index.php?page=ECS
For some industries there is no documentation yet, but you can help to create it.
This cement industry (see savegame) is not yet in the list on the wiki.
How can I create the documentation if I don't know how ik works exactly?
That is easy
1) You can decode the GRF with RGFCodec and see lots of comments
2) You can contact me and I'll provide you some development files
Code: Select all
ID New name Vector Level New tiles 0B 0C 0D 0E 0F 10 11 14 15 17 18 19 1A (reverced) 1B 1C 1D 1E 1F 20 20(%)
19 Cement works Constuction 2 81 04h 4833h 4835h 4839h 128 1Ch 11h,1Eh 30 NONE 4 1 74h 00 00 00 00h 482Dh 00 00 01 00h 00 00 01 00h 00 00 01 00h DCE5h FFFFFFFFh 100%
3) Also I would answer you question and fix your mistakes if you would do any while writing the wiki page
If you are ready to help me with wiki - we would find a way to make you know HOW it works exactly
griffin71 wrote:George wrote:(...)
griffin71 wrote:I have an example where over the last 5 months there has been material waiting to be processed continuously, yet it closes.
Some industries, like farms, forests, power plants are closed when they get into town zone. Also mines can get exhausted. If it is not your case - provide a savegame, please.
Savegame with continuous delivery to Finwell Cement Plant. Closes by 1 jan next year, despite continuous availability of sand for the 4 months remaining until then.
Note: this savegame is based in nightly 18748 with the dist patch. This patch does not influence the industries themselves, only the distibution of what is produced to the various destinations serviced.
Sorry, I do not see Finwell Cement Plant in the save

Where it is?
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 10 Jan 2010 02:35
by griffin71
typo.... Cement Works
Sould be in the centre of your screen when loading the savegame.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 10 Jan 2010 08:14
by George
griffin71 wrote:Sould be in the centre of your screen when loading the savegame.
Could you reproduce the problem in the clean trunk?
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 14 Jan 2010 23:50
by griffin71
George wrote:griffin71 wrote:Sould be in the centre of your screen when loading the savegame.
Could you reproduce the problem in the clean trunk?
I've tried that, and stumbled on different problems.
1. It would be very helpful to the players if the request for better service would be specified more precisely -- I discovered that sometimes, it is the transport
to the industry that should improve, whereas at other times it is the transport
from the industry that's insufficient;
2. The food processing plant requires good service, but that means also that it needs good transportation of food. But the FPP closed before there were any towns accepting food.
3. Now, food is also accepted by tourist centres, but they require tourists first. And so far even large cities have not produced any tourists. Why?
4. It happens that
all instances of certain industries are closed. If I'm well informed, always 1 instance of each industry should remain open.
Attached is a savegame showing issues 2 and 3 based on release 0.7.5. Chinshaw Springs should have at least the size (4,811) to supply tourists.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 16 Jan 2010 07:01
by George
griffin71 wrote:George wrote:griffin71 wrote:Sould be in the centre of your screen when loading the savegame.
Could you reproduce the problem in the clean trunk?
I've tried that, and stumbled on different problems.
1. It would be very helpful to the players if the request for better service would be specified more precisely -- I discovered that sometimes, it is the transport
to the industry that should improve, whereas at other times it is the transport
from the industry that's insufficient;
"From" for primary industries, "to" for secondary industries
griffin71 wrote:2. The food processing plant requires good service, but that means also that it needs good transportation of food. But the FPP closed before there were any towns accepting food.
wrong. Transporting FOOD does not affect FPP's service rating
griffin71 wrote:3. Now, food is also accepted by tourist centres, but they require tourists first. And so far even large cities have not produced any tourists. Why?
You need ECS Houses or other set thet provides houses which generate tourists.
griffin71 wrote:4. It happens that all instances of certain industries are closed. If I'm well informed, always 1 instance of each industry should remain open.
Correct, with exception - The last mine exhausted will close.
griffin71 wrote:Attached is a savegame showing issues 2 and 3 based on release 0.7.5. Chinshaw Springs should have at least the size (4,811) to supply tourists.
I can't test issue 2 because the industry already informed about closure. You need to provide a savegame there remaining life is about 12 months. As for issue 3, there is no appropriate houses set loaded.
Also, there other industries sets loaded in the save, that (theoretically) can also cause problems.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 17 Jan 2010 20:21
by griffin71
Ahm, let us agree on what testing set-up is appropriate first then.
I now have the following list, is that one OK?

- List of NewGRFs
- ECS NewGRF list.jpg (37.46 KiB) Viewed 2366 times
Furthermore, which NewGRF contains houses suited for supplying tourists and accepting food? Or is that still under development?
Edit: found ECS Houses via GRFCrawler.
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 18 Jan 2010 04:37
by George
griffin71 wrote:Ahm, let us agree on what testing set-up is appropriate first then.
I now have the following list, is that one OK?
Yes
griffin71 wrote:Furthermore, which NewGRF contains houses suited for supplying tourists and accepting food? Or is that still under development?
Edit: found ECS Houses via GRFCrawler.
Correct
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 23 Jan 2010 17:03
by viking42
Hi,
lready posted this question, but probably in a dead topic.
Ive openTTD, and i'm doing some mapmaking tests.
Is there any parameter or trcik in ECS to prevent any industry to close?
till now ive tried parameter 2, 4 and 8 on all ECS modules but without any success
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 24 Jan 2010 08:37
by George
viking42 wrote:Hi,
lready posted this question, but probably in a dead topic.
Ive openTTD, and i'm doing some mapmaking tests.
Is there any parameter or trcik in ECS to prevent any industry to close?
till now ive tried parameter 2, 4 and 8 on all ECS modules but without any success
"no closure at all" would be available only in beta 6 of ECS vectors.
Currently you can prevent only serviced factories from closure
http://wiki.ttdpatch.net/tiki-index.php ... nformation
Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 24 Jan 2010 14:19
by griffin71
George wrote:griffin71 wrote:1. It would be very helpful to the players if the request for better service would be specified more precisely -- I discovered that sometimes, it is the transport to the industry that should improve, whereas at other times it is the transport from the industry that's insufficient;
"From" for primary industries, "to" for secondary industries
(...)
griffin71 wrote:Attached is a savegame showing issues 2 and 3 based on release 0.7.5. Chinshaw Springs should have at least the size (4,811) to supply tourists.
I can't test issue 2 because the industry already informed about closure. You need to provide a savegame there remaining life is about 12 months. As for issue 3, there is no appropriate houses set loaded.
Also, there other industries sets loaded in the save, that (theoretically) can also cause problems.
OK, so here's a new savegame meeting the conditions outline above.
Here again, a Cement works (Scabbot Bay) is closing, despite an apropriate deliverance of sand.
In addition I'd like to suggest the following:
1. Industries state 'Closure: no' in case there is no closure threat, or 'Closure: in
nn months', in case there is.
2. Secondary industries state which cargo they need (in sensible amounts) to prevent closure. E.g. 'Minimal monthly demand: sand (250 tonnes) or lime (150 tonnes)' (arbitrary amounts used) Such a statement is very helpful for the player

Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008
Posted: 24 Jan 2010 20:27
by George
griffin71 wrote:OK, so here's a new savegame meeting the conditions outline above.
Here again, a Cement works (Scabbot Bay) is closing, despite an apropriate deliverance of sand.
Conditions are not met
1) parameter is 0, so standard difficulty conditions are used
2) protect if level > 04h, good service ( 9E + A0 > 1024), v40 + v41 + v42 > 1024, younger than 5(2) years
2.1) level = min (min (R1, 4 + min ( R2 , R3 + 8 )) , 128)
R1 = v40 / (9 * max (year - 1920; 5) + 20) * base1=8 / 100)
so, you do not provide enough limestone to have required level
2.2) amount of cargo transported - is not applied because this amount of cargo was not produced
2.3) amount of cargo waiting. I see about 300 in you save game, so, that is not enough
2.4) age - above 5.
so, there are no conditions to protect your industry - it will be closed.
but as soon I change parameter to 8, the industry becomes protected (2.3 applies, because 300 tons is more than 1 ton) and the industry does not close
So, I see the expected behaviour.
1. Industries state 'Closure: no' in case there is no closure threat, or 'Closure: in nn months', in case there is.
It would require one more string. I do not see much profit here. I've added it to todo list with the lowest priority.
2. Secondary industries state which cargo they need (in sensible amounts) to prevent closure. E.g. 'Minimal monthly demand: sand (250 tonnes) or lime (150 tonnes)' (arbitrary amounts used) Such a statement is very helpful for the player

I've added it to todo list with the lowest priority.