FIRS Industry Replacement Set - Development
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Re: FIRS Industry Replacement Set - Development
And is it possible to allow forests on rough terrain - like ECS orchard/forest ?
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Re: FIRS Industry Replacement Set - Development
I like both ideas, wind turbines and woods on non-flat terrain, they make sense. But... personally I consider that nice additions which come secondary to getting a first version with all basic features.
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Re: FIRS Industry Replacement Set - Development
It may be sth more than only eyecandy - on mountainous maps all industries are crowded in rare flat places. Wind turbines, mines, forests may be located on hills. But OK, it isn't basic feature.
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Re: FIRS Industry Replacement Set - Development
Various industries will in future be able to build non-flat terrain. It needs a little work to avoid problems, so won't be available soon.Kogut wrote:And is it possible to allow forests on rough terrain - like ECS orchard/forest ?
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Re: FIRS Industry Replacement Set - Development
Of course it's not eye candy only - it's a placement issue, but not the only one. But yeah...Kogut wrote:It may be sth more than only eyecandy - on mountainous maps all industries are crowded in rare flat places. Wind turbines, mines, forests may be located on hills. But OK, it isn't basic feature.



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Re: FIRS Industry Replacement Set - Development
Right now, trying to patch OpenTTD comes firstplanetmaker wrote:The easy, fundamental stuff comes first

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Re: FIRS Industry Replacement Set - Development
So, are there any parameters for FIRS yet?


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Re: FIRS Industry Replacement Set - Development
Yes.NekoMaster wrote:So, are there any parameters for FIRS yet?
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Re: FIRS Industry Replacement Set - Development
Then what parameters are there?andythenorth wrote:Yes.NekoMaster wrote:So, are there any parameters for FIRS yet?


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Re: FIRS Industry Replacement Set - Development
NekoMaster wrote:Then what parameters are there?
FooBar on 2nd Feb wrote:By setting the applicable parameter. In this case the first.Kogut wrote:How can I enable extreme economy?andythenorth wrote: Current values for first param (these might change later):
0 - FIRS default
1 - Mining
2 - Farming
planetmaker on 21st January wrote: Things influenced by the economy parameter are among others:(...)
If the economy parameter is not set, a default, balanced industry selection will be used.
There's a 2nd one planned which will deal with the stockpile limit of production boost cargos; alas its implementation is not yet finished. I added this piece of advice to the readme.andythenorth on 15th January wrote: Current values for first param (these might change later):
0 - FIRS default
1 - Mining
2 - Farming
Look at the cargo payment chart for each of these, you'll see the difference.
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Re: FIRS Industry Replacement Set - Development
I think there is a bug on the snow version of the aluminium plant. As seen in the picture it hasn't snow all the way and I do remember drawing it with snow all the way 

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Re: FIRS Industry Replacement Set - Development
The windmill farm looks awesome.andythenorth wrote:To test an OTTD industry code patch I created a larger windfarm. Looks pretty cool no?
Look closely and you'll see a wind turbine built in gap between the meatpacker buildings...which is appropriately enough what the patch is intended to prevent when finished
Can They be built on sea?
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Re: FIRS Industry Replacement Set - Development
FixedIrwe wrote:I think there is a bug on the snow version of the aluminium plant.

Not yet, but probably yes. They'll need a little graphic for a foundation.maquinista wrote:The windmill farm looks awesome. Can They be built on sea?
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Re: newgrf proposal: FIRS Industry Replacement Set
Totally agreed. Before I discovered OTTD, I owned that game, but the CD accidentally got cracked. while searching online, I found OTTD... And I found out how lame Locomotion actually is.ostlandr wrote:The industries were larger than the mountains- steel mills taller than skyscrapers- add that to the small maps, and ugggh
andythenorth wrote:What's the issue with Locomotion industries? I've never played it...ostlandr wrote:Just please, if you care about my sanity, don't do "Locomotion" style industies. . .
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Re: FIRS Industry Replacement Set - Development
There are 2 small problems
- Junk Yard is recognised by noai api as secondary industry
by AIIndustryType.IsRawIndustry() function http://noai.openttd.org/api/trunk/class ... dba386b1a0
(it accepts engineering supplies, but it produce cargo also without them)
- There is mess with wood http://www.tt-forums.net/viewtopic.php?p=857457#p857457
- Junk Yard is recognised by noai api as secondary industry
by AIIndustryType.IsRawIndustry() function http://noai.openttd.org/api/trunk/class ... dba386b1a0
(it accepts engineering supplies, but it produce cargo also without them)
- There is mess with wood http://www.tt-forums.net/viewtopic.php?p=857457#p857457
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Re: FIRS Industry Replacement Set - Development
Yep, should be primary. Are there any others that seem wrong?Kogut wrote:There are 2 small problems
- Junk Yard is recognised by noai api as secondary industry
Hmm. Think that's a side effect of cargo classes. It can probably be sorted out.There is mess with wood http://www.tt-forums.net/viewtopic.php?p=857457#p857457
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
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Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
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Re: FIRS Industry Replacement Set - Development
Thanks. Fixed in r584Kogut wrote:There are 2 small problems
- Junk Yard is recognised by noai api as secondary industry
by AIIndustryType.IsRawIndustry() function http://noai.openttd.org/api/trunk/class ... dba386b1a0
(it accepts engineering supplies, but it produce cargo also without them)
As outlined there, it's not a FIRS issue.- There is mess with wood http://www.tt-forums.net/viewtopic.php?p=857457#p857457
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Re: FIRS Industry Replacement Set - Development
andythenorth wrote:Yep, should be primary. Are there any others that seem wrong?Kogut wrote:There are 2 small problems
- Junk Yard is recognised by noai api as secondary industry
Dairy farm
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Re: FIRS Industry Replacement Set - Development
I was just looking a little more at FIRS cargo definitions. It looks like FRUT should be defined as 'bulk', for consistency with other uses of FRUT: http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes
Currently HEQS vehicles that refit to 'bulk' then explicitly exclude fruit (using prop 16). However because prop 16 is is a simple flip of refittability, when HEQS is used with FIRS, these vehicles *can* refit to FRUT (not desired).
There are probably several solutions to this. One is to simply make FIRS define FRUT as 'bulk'. The other is for vehicle sets to provide special code for FIRS. Guess which I prefer?
Currently HEQS vehicles that refit to 'bulk' then explicitly exclude fruit (using prop 16). However because prop 16 is is a simple flip of refittability, when HEQS is used with FIRS, these vehicles *can* refit to FRUT (not desired).
There are probably several solutions to this. One is to simply make FIRS define FRUT as 'bulk'. The other is for vehicle sets to provide special code for FIRS. Guess which I prefer?
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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Re: FIRS Industry Replacement Set - Development
Hehe. Yes, adhering to the cargo class standards is definitely a good thing to do and not have every set introduce its own definition of established terms.andythenorth wrote:There are probably several solutions to this. One is to simply make FIRS define FRUT as 'bulk'. The other is for vehicle sets to provide special code for FIRS. Guess which I prefer?
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