FIRS Industry Replacement Set - Development
Moderator: Graphics Moderators
Re: FIRS Industry Replacement Set - Development
The spawning issues were already brought up, and are fixed a little before nightly 15575. It wasn't a bug with FIRS, per se, but with OTTD itself.
Re: FIRS Industry Replacement Set - Development
I assumed you meant 19575 (vs 15575) because it still existed in 19564. But I have downloaded today's (19594) and it still exists.
Re: FIRS Industry Replacement Set - Development
Oh, whoops, yeah.. I retract my previous statement. It still does it, but not as badly.
-
- Engineer
- Posts: 1
- Joined: 11 Apr 2010 08:32
Re: FIRS Industry Replacement Set - Development
the industry count is still low...and the industries are placed far to apart....it seems like only the first 10-15 industires have a reasonable number....hope the problem is sorted out soonVellen wrote:I looked through the Topic and I don't think there is anything about this.
I came across it when I started a new game with the settings you'll see below.
There is only 1 facility for most of the industries on the map..
When I have the Map Size - 2048/2048, 1024/2048 or 2048/1024
Its only with the 2048 map sizes, and it doesn't matter what setting you have set No. Of Industries - Low to High
Re: FIRS Industry Replacement Set - Development
Just something I have had in my mind for a while now.
Is the FIRS brewery based on pawtucket brewery?
Is the FIRS brewery based on pawtucket brewery?
- Attachments
-
- vlcsnap-249852.jpg (28.57 KiB) Viewed 2506 times
-
- Unnamed, 9th Jan 2050.png (14.46 KiB) Viewed 2506 times
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - Development
Hey, it looks similar yesIrwe wrote:Is the FIRS brewery based on pawtucket brewery?

http://www.flickr.com/search/?q=america ... wery&w=all
Perhaps Pawtucket Brewery is also based on that

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)
Re: FIRS Industry Replacement Set - Development
Probably, the brewery is very nice and it looks really "brewery(ish)"andythenorth wrote:Perhaps Pawtucket Brewery is also based on that
![Pleased :]](./images/smilies/pleased.gif)
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - Development
Irwe did some more nice snow sprites

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)
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - Development
I've started work on FIRS 0.2.
This release will mostly be about gameplay balance and ensuring all the existing code is clean and bug free.
Nothing is set in stone, but here's the likely changes:
- change production levels at some industries. If well supplied with Farm Supplies, farms can produce implausible amounts of cargo. Seeing long lines of trucks or large trains or ships waiting at a farm is not my taste. Farm production will be lower, but farms will cluster in sections of the map, so feeder services can be used from each farm to a railhead, dock etc.
- remove as many wrong settings of callbacks, special flags etc. This shouldn't affect players, just keeps the code clean.
- find the right balance for industry closure. I will probably provide a parameter to control this. I have been trying to keep parameters to a minimum, but I think it's worth letting players choose how industries close. I will probably make it possible to enable/disable primary and secondary industry closure separately.
This release will mostly be about gameplay balance and ensuring all the existing code is clean and bug free.
Nothing is set in stone, but here's the likely changes:
- change production levels at some industries. If well supplied with Farm Supplies, farms can produce implausible amounts of cargo. Seeing long lines of trucks or large trains or ships waiting at a farm is not my taste. Farm production will be lower, but farms will cluster in sections of the map, so feeder services can be used from each farm to a railhead, dock etc.
- remove as many wrong settings of callbacks, special flags etc. This shouldn't affect players, just keeps the code clean.
- find the right balance for industry closure. I will probably provide a parameter to control this. I have been trying to keep parameters to a minimum, but I think it's worth letting players choose how industries close. I will probably make it possible to enable/disable primary and secondary industry closure separately.
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)
Re: FIRS Industry Replacement Set - Development
Yes, my farms reached production on levels 700 + 700.
But is it possible to introduce new (bigger!), modern breweries/bakeries (and maybe production limit for old)?
Old are ideal for years 1700 - 1960.
On screenshot below brewery station is 15 times bigger than brewery!
And there is presented kind of solution for bakery.
But is it possible to introduce new (bigger!), modern breweries/bakeries (and maybe production limit for old)?
Old are ideal for years 1700 - 1960.
On screenshot below brewery station is 15 times bigger than brewery!
And there is presented kind of solution for bakery.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: FIRS Industry Replacement Set - Development
Maybe sth like this?
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - Development
Maybe yes. I don't want production limits. I could do something with 'efficiency' though (production ratios) which would give players an incentive to start using the new industries. Newer versions could have higher production ratio.Kogut wrote:But is it possible to introduce new (bigger!), modern breweries/bakeries
Also another question for 0.2, should the General Store be recoded as a town house?
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)
Re: FIRS Industry Replacement Set - Development
Yes, it will be easier to remove it.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: FIRS Industry Replacement Set - Development
Interesting how life imitates art! That building already looks very OTTD / Industrial Station Renewal-ish.Kogut wrote:Maybe sth like this?

Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets

Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: FIRS Industry Replacement Set - Development
I am very pleased/excited aboout this development:
A potential issue I see with generational industries is balancing the transition period. If the transition is absolute, you end up with players' network rendered useless as all of their well served industries become obsolete and close down. However, if the new industries simply replace old ones in keeping with the current method of industry closure, you could create the paradoxical situation of a map with no modern industries precisely because the transport economy is so functional
Another interesting problem would be that of total number of industries on the map at a given time. Would a large number of local indutries be replaced by a smaller amount of regional ones? Or would the pre-modern (presumably agrarian) map have very few industries, that are gradually augmentent by newer forms to give a wide selection of industry types and locations in the post industrial era?
Anyway, I am very excited to see how these or other issues are approached in FIRS 0.2
I also think there is A LOT of great potential for changing generations of industries, especially if possible to change their preferential locations, i.e. a historic (small) bakery would have a strong preference to locate within a town, while a modern (larger) food factory would prefer to be outside to facilitate transportation (and theoretically use cheaper land). I guess this could also work with general stores in the center of towns, and big box stores on the outskirts (although I would prefer that my TT towns not make the same planning mistakes as real cities have over the last 60 years...)Farm production will be lower, but farms will cluster in sections of the map, so feeder services can be used from each farm to a railhead, dock etc.
A potential issue I see with generational industries is balancing the transition period. If the transition is absolute, you end up with players' network rendered useless as all of their well served industries become obsolete and close down. However, if the new industries simply replace old ones in keeping with the current method of industry closure, you could create the paradoxical situation of a map with no modern industries precisely because the transport economy is so functional
Another interesting problem would be that of total number of industries on the map at a given time. Would a large number of local indutries be replaced by a smaller amount of regional ones? Or would the pre-modern (presumably agrarian) map have very few industries, that are gradually augmentent by newer forms to give a wide selection of industry types and locations in the post industrial era?
Anyway, I am very excited to see how these or other issues are approached in FIRS 0.2
Re: FIRS Industry Replacement Set - Development
Is it possible show present conversion rate for industries? I dont know is it needed to carry m. supplies more frequent.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - Development
I'm planning to show the 'Current Cargo Conversion' with actual production ratio *now*. I figure that's what you mean. It won't be in 0.2 which is mostly an internal code change release.Kogut wrote:Is it possible show present conversion rate for industries? I dont know is it needed to carry m. supplies more frequent.
cheers,
Andy
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)
Re: FIRS Industry Replacement Set - Development
Yes, it is exactly the same.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: FIRS Industry Replacement Set - Development
I've been adding some extra industry layouts. First....textile mills:
- Attachments
-
- textile_layouts_1.png (112.15 KiB) Viewed 1858 times
-
- textile_layouts_2.png (54.7 KiB) Viewed 1858 times
-
- textile_layouts_3.png (86.17 KiB) Viewed 1858 times
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)
- SwissFan91
- Tycoon
- Posts: 2401
- Joined: 08 Feb 2009 18:36
- Location: Alberta, Canada
Re: FIRS Industry Replacement Set - Development
Great work as always Andy. Can I ask, how far away is the set from being totally snow-compatable? (I.E. having all the snow sprites done?) Are we talking weeks/months' of work?
Who is online
Users browsing this forum: Baidu [Spider] and 6 guests