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Re: FIRS Industry Replacement Set - Development
Posted: 18 Jun 2010 16:53
by planetmaker
I don't think there's so far more discussed than those two things I linked. I guess you could open up a separate thread.
Re: FIRS Industry Replacement Set - Development
Posted: 18 Jun 2010 18:24
by andythenorth
planetmaker wrote:I don't think there's so far more discussed than those two things I linked. I guess you could open up a separate thread.
The suggestion thread was here. There's no development thread.
http://www.tt-forums.net/viewtopic.php? ... lit=fields
I had a test grf against the patch by frosch. The concept basically works perfectly....apart from a few edge cases that seem to blow up OTTD

- Stupid tech demo I made - not serious :P
- fields_2.png (237.43 KiB) Viewed 2452 times
Re: FIRS Industry Replacement Set - Development
Posted: 18 Jun 2010 19:04
by rbn2903

Maybe it's a new type of cargo and a new challenge: harvest and transport silos

Re: FIRS Industry Replacement Set - Development
Posted: 18 Jun 2010 20:42
by George
andythenorth wrote:planetmaker wrote:I don't think there's so far more discussed than those two things I linked. I guess you could open up a separate thread.
The suggestion thread was here. There's no development thread.
http://www.tt-forums.net/viewtopic.php? ... lit=fields
Some thoughts
http://www.tt-forums.net/viewtopic.php? ... 86#p884186
Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 19:42
by andythenorth
FIRS 0.2 has been released - grf is in the release thread / Bananas.
More than 230 changes/improvements have been made since FIRS 0.1.
Development might start on FIRS 0.3 soon. Possible features include:
- parameters to control industry closure
- more improvements to graphics
- completion of missing industries
- ??
Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 19:54
by FooBar
andythenorth wrote:- ??
Maybe me returning starting from next friday

Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 20:32
by andythenorth
FooBar wrote:Maybe me returning starting from next friday

Really?
That would be nice.

Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 21:05
by Kogut
- There is a strange thing, in 1830 almost all cargo chains are broken and there are multiple raw industries without proper secondaries.
Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 21:41
by andythenorth
Kogut wrote:- There is a strange thing, in 1830 almost all cargo chains are broken and there are multiple raw industries without proper secondaries.
That would be bad. Can you list which chains (or are there too many to list)?
Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 21:48
by Kogut
It is not tested thorougly but it is an example
256x256 tropic map, year 1830
- no milk secondary
- iron ore
- gravel
- coal
- livestock
- etc
But there are 5 gas stations! In 1830!
Re: FIRS Industry Replacement Set - Development
Posted: 25 Jun 2010 21:51
by Bob_Mackenzie
The new lower producing farms make for a little more variety and mean a nice role for trucks so I'm pleased about this
However the cost to fund a new farm hasn't reduced even though the production has dropped about 10 fold. perhaps you could consider reducing the price?
[edit]
In a similar vein on an average TTD map there are too many trees and not enough farmland. Is there any chance of a "massive number of farms" parameter in FIRS to give the terrain a more agricultural feel?
Re: FIRS Industry Replacement Set - Development
Posted: 27 Jun 2010 18:25
by Kogut
Is it possible to do sth with farms located on deserts and fruit plantations above snowline (please, replace graphics for fruit plantation)?
Re: FIRS Industry Replacement Set - Development
Posted: 28 Jun 2010 16:57
by Ogre
Well, unless it is not already known / statet in the bugtracker of FIRS version 0.2:
When creating a scenario in the editor of OpenTTD 1.0.2, running under ubuntu, it is impossible to place industries like the junk yard when the starting year is at 1850 or later. However if you create a scenario starting in 2020 (the values are those of my tests) and set the starting date back to 1850, the industries such as the junk yard remain in the industries menu.
But it is a great set (talking from 0.1.2), and the anouncements sound promising. Keep up your great work!
Re: FIRS Industry Replacement Set - Development
Posted: 28 Jun 2010 17:06
by Kogut
Bug: Input coming in low packets (5 tonnes of fruits and vegetable to brewery) results in no output. It is noticeable only with early eGRVTS.
Re: FIRS Industry Replacement Set - Development
Posted: 28 Jun 2010 17:48
by andythenorth
Thanks - all this feedback is great.
I'll write tickets for each issue when I have time.
@ Kogut - the 5t issue might be a side effect of how maths works in hex (no floating point divisions). The production code does various multiplications and divisions which could result in 0 output for certain input values.
There might be a workaround, or code could be added to support this specific edge case...but I'm not sure yet.
Re: FIRS Industry Replacement Set - Development
Posted: 28 Jun 2010 18:35
by Kogut
there is 5 t food of 8 t fruits (and vegetables)
Probably game code executes it like: (5 t deliver/8)*5*station_rating = 0
Solution: Keep cargo in "cargo waiting to be processed" till it is "big" packet. For example when 2 RVs arrived in the same to station, packet was increased to 10 t and everything worked perfectly.
Re: FIRS Industry Replacement Set - Development
Posted: 28 Jun 2010 19:22
by andythenorth
Kogut wrote:Probably game code executes it like: (5 t deliver/8)*5*station_rating = 0
Yes, that's about right. FIRS doesn't pay any attention to station rating, but the (5/8)* 5 is about right.
The solution is as you describe - check for a certain minimum amount before processing.
Re: FIRS Industry Replacement Set - Development
Posted: 29 Jun 2010 13:47
by Michi_cc
Or reorder the calculation to do multiplications before divisions which mitigates the problem somewhat. This means checking for possible overflows though.
-- Michael Lutz
Re: FIRS Industry Replacement Set - Development
Posted: 29 Jun 2010 19:02
by Kogut
Why static production (no changes for % of transported) feature was removed?
Re: FIRS Industry Replacement Set - Development
Posted: 29 Jun 2010 19:22
by andythenorth
Kogut wrote:Why static production (no changes for % of transported) feature was removed?
I wanted to play test various production ideas, so in 0.2 primary industry production can decrease if no supplies, and industry can close. I discovered two things really quickly:
1. closure of primary industry really really sucks. I've disabled it in the current nightly. It's save-game safe for 0.2.
2. decreasing is kind of fun, but personally I prefer static production (boosted by supplies).
Parameter control over production change/closure is intended to be a headline feature for FIRS 0.3. I want to work on that and release it as soon as possible. Can't say when that will be though
The planned parameters are here:
http://dev.openttdcoop.org/issues/1028