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Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 10:21
by Bob_Mackenzie
andythenorth wrote:
Bob_Mackenzie wrote:Is it possible to limit the amount of food each house will accept? Right now I can carry the output from three huge factory's to the same tiny general store while al the neighbouring tows starve....
Yes, but stockpile/acceptance limits of this sort are deeply unpopular with players ;)

Doing the suggested way gives another sort of game play - players are forces to set up a distribution network based on small vehicles (but not so small as Eng supplies etc). it makes food act differently to (for example) goods. Variety must make for better game play?


You could turn this on/off using a parameter - but I realise that's yet more programming for you

Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 11:35
by sc79
Andythenorth commented at the outset that stockpile/acceptance limits would not be a part of this set, and I see no reason it would be changed.
Variety must make for better game play?
Players can already set up a distribution network with multiple destinations (for food, or any/every other cargo, for that matter). Just because you can transport it all to one location doesn't you have to. Infact, there are already multiple cargoes that, while not forcing this type of gameplay, very strongly encourage it without using acceptance limits (farm / engineering supplies etc). Thus, the variety already exists. Forcing players into a specific gameplay method would counter this freedom.

Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 11:55
by Kogut
CC & doors for smaller building?

Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 18:18
by andythenorth
Anti-aliased the Machine Shop.
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Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 18:29
by YukonRob
Excellent work as usual. The shadow side of the tanks (on both versions) blends into the background however.

Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 18:50
by Freak_NL
andythenorth wrote:- I've added code to prevent general stores locating too near to each other. This will keep the number of general stores in a town sensible.
That would solve the issue I ran into. Two or three general stores in a 15000 inhabitants town can be built around/tunnelled under if you're doing downtown metro/road construction work.

Where will the future petrol stations and supermarkets be placed? Is it perhaps possible to place petrol stations next to roads at the outskirts of towns?

Re: FIRS Industry Replacement Set - Development

Posted: 23 May 2010 19:52
by NekoMaster
could there be fuel depots for mass shiping of fuel oil?

Re: FIRS Industry Replacement Set - Development

Posted: 27 May 2010 13:09
by PikkaBird
andythenorth wrote:Oil is boring to transport, but the products of oil are necessary. IRL, a great deal of crude oil moves by pipeline, so in FIRS Basic the refinery is just connected by pipe to oil fields "somewhere".
Wut?

In the real world, crude oil is one of the most transported cargos by ship and unit train. On the other hand, many refined oil products (particularly petrol) are vastly more dangerous to carry in bulk, so are produced as close to where they are used as possible.

Every major city in Australia has its own oil refinery. None of them are connected by oil pipeline to anywhere except an unloading dock. Same goes for almost all refineries everywhere (other than extremely close to major oil fields), I expect. If anything, it would be more realistic to have an oil refinery with no outputs: all refined products are delivered locally to the city in which it is located.

Re: FIRS Industry Replacement Set - Development

Posted: 27 May 2010 13:41
by DJ Nekkid
Now i have absolutely no source, but as far as i know is most of the oil and gas from the norwegian part of the north sea transported via pipe, and little by tanker. The basis of this is that ive actually never heard about any people who work on a oil or NG tanker. I do however, have multiple friends whom work offshore and on supply boats.

This wikipage in norwegian about pipeline say quite a bit of information (translate.google.com can probably help you)
http://no.wikipedia.org/wiki/R%C3%B8rledning

Re: FIRS Industry Replacement Set - Development

Posted: 27 May 2010 14:07
by Kogut
Tankers move approximately 2,000,000,000 metric tons (2.2046×109 short tons) of oil every year.
http://en.wikipedia.org/wiki/Oil_tanker
Światowe wydobycie ropy naftowej w latach 2004–2008 wynosiło ok. 73 mln baryłek dziennie[1] (ok. 3,5 mld ton rocznie).
http://pl.wikipedia.org/wiki/Ropa_naftowa
What means
World produces 3,500,000,000 metric tons of oil every year. [in years 2004-2008]

Re: FIRS Industry Replacement Set - Development

Posted: 27 May 2010 18:39
by andythenorth
PikkaBird wrote:Wut?
Wasn't me. I didn't write that. Honest. Must have been some other andythenorth :P

Can't remember if I'm sticking to that decision. I was probably sulking about some conflicting requests for a FIRS 'Basic' at the time :twisted:

I still think oil is a boring cargo. Dunno why. However FISH now includes some tanker sprites (when using liquid cargos), so I clearly thought it was worth bothering with in that case :shock:

Re: FIRS Industry Replacement Set - Development

Posted: 28 May 2010 00:11
by kamnet
PikkaBird wrote:
andythenorth wrote:Oil is boring to transport, but the products of oil are necessary. IRL, a great deal of crude oil moves by pipeline, so in FIRS Basic the refinery is just connected by pipe to oil fields "somewhere".
Wut?

In the real world, crude oil is one of the most transported cargos by ship and unit train. On the other hand, many refined oil products (particularly petrol) are vastly more dangerous to carry in bulk, so are produced as close to where they are used as possible.

Every major city in Australia has its own oil refinery. None of them are connected by oil pipeline to anywhere except an unloading dock. Same goes for almost all refineries everywhere (other than extremely close to major oil fields), I expect. If anything, it would be more realistic to have an oil refinery with no outputs: all refined products are delivered locally to the city in which it is located.
Particularly in North America, the continent is too far spread out both geographically and population-wise for oil and natural gas to be transported by rail or ship in an efficient manner. The majority of oil production comes from either northern Alaska, Texas/Oklahoma/Arizona, and the Gulf Coast offshore fields. Pipeline is the most efficient manner to transport these products over thousands of miles, traveling at up to 6 m/s.

The Trans-Alaskan Pipeline transports oil from the northern oil fields to a southern distribution point, where it is then transported by ship along the Pacific Ocean to the Seattle / British Columbia area, where it's then transported again by pipe throughout most of Canada and parts of the Canadian/US border. Western Canadian oilfields also ship mainly via pipeline to the Canadian east coast. Most of the offshore platforms in the Gulf Coast off the Southern edge of the US is also transported by underwater pipelines to collection centers in Texas, Louisiana and Alabama, where they're usually consolidated into other facilities before they're transported to refineries located in the midwest and the northeast. The US west coast generally for the most part keeps to itself with smaller oil fields in southern California and imports from Mexico, both on land and offshore, but again all fed by pipeline for the most part.

Now, once the petroleum and natural gas hit the refineries, rail becomes the most efficient manner to transport the refined products to anyplace that isn't within the immediate region of the refinery, and for many refineries they're built far away from population centers and the areas where their products are needed.

In the game, I don't think it would be unrealistic to say that if a refinery is within so many tiles of an oil well that the refinery should be able to collect from it, the closer the refinery the more the well provides to the closer refinery, unless there is a station near the well that is picking up the oil.

Re: FIRS Industry Replacement Set - Development

Posted: 29 May 2010 09:59
by andythenorth
Some progress on the Lumber Yard:
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Re: FIRS Industry Replacement Set - Development

Posted: 29 May 2010 10:02
by Zephyris
Looks tasty! Great work...

Re: FIRS Industry Replacement Set - Development

Posted: 29 May 2010 10:19
by Kogut
What with waste cargo?

Re: FIRS Industry Replacement Set - Development

Posted: 29 May 2010 10:30
by Irwe
Sweet looking lumber yard!

Re: FIRS Industry Replacement Set - Development

Posted: 29 May 2010 17:30
by Bob_Mackenzie
The lumber yard looks excellent

Re: FIRS Industry Replacement Set - Development

Posted: 29 May 2010 19:06
by ChillCore
Hello andythenorth.

While playing with the FIRS set I noticed a few glitches.
I have attached a few screenshots taken from r862.
The easiest way to spot them is pressing the fast forward button.

I also have a little suggestion.
Could you add a few tiles with logs in the Lumber Yard instead of having processed wood everywhere? I think it would make it look even better then it is now.

ps:
Good work with the different layouts.

Re: FIRS Industry Replacement Set - Development

Posted: 31 May 2010 13:47
by andythenorth
Reworking the Fertiliser Plant...
fertiliser_plant.png
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Re: FIRS Industry Replacement Set - Development

Posted: 31 May 2010 14:12
by Irwe
andythenorth wrote:Reworking the Fertiliser Plant...
fertiliser_plant.png
Awsome :D I like the chemical tankers.