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Re: FIRS Industry Replacement Set - releases
Posted: 02 Oct 2022 10:41
by andythenorth
The outpost layouts have been created in a way that will support adding a parameter to disable them if needed.
I think disabling them is a very bad idea, but I might add it so player can choose.
Without the outpost layouts I find it impossible to fit enough pickup stations around certain industries in certain situations, unless you use:
(1) station walking
or
(2) one giant pickup station which will probably block
But eh, there are many ways to play OpenTTD. Maybe other people know ways I don't.

Re: FIRS Industry Replacement Set - releases
Posted: 02 Oct 2022 12:13
by andythenorth
Or should I just delete the outpost layouts?
Re: FIRS Industry Replacement Set - releases
Posted: 02 Oct 2022 12:41
by piratescooby
Don't delete , add a parameter instead , let the player chose the way they want to play .The outpost layouts is the way forward for industry sets , I love playing ottd with this style . If players are not happy then there choice not to play with this set and chose another or go vanila .
Re: FIRS Industry Replacement Set - releases
Posted: 03 Oct 2022 06:57
by kamnet
Ditto, add a parameter, that should make everybody happy.
Re: FIRS Industry Replacement Set - releases
Posted: 05 Oct 2022 08:07
by ChillCore
andythenorth wrote: 02 Oct 2022 12:13
Or should I just delete the outpost layouts?
My 2cc ....
Keep the outpost but add a parameter, if you must, and if it's not too much troubs/effort of course.
In the end they are just industries with a lager footprint and with a gap in them to build some interesting infrastructure (or objects) in there.
Also more capture of industry tiles per station tile you put in there ... so yeah
I used to do deliveries way back ... by truck and car and lots of campanies I visited had (still have) infrastructure on their grounds for vehicles to enter and drive around for deliveries and export ... IRL outpost (read: seperate buldings and roads/rail inbetween them) are not an exception to the rule at all.
Re: FIRS Industry Replacement Set - releases
Posted: 05 Oct 2022 10:37
by wallyweb
The Join Station tool method would seem to be the way to go, but this would probably require source code fiddling which would require developer consultancy.
Re: FIRS Industry Replacement Set - releases
Posted: 05 Oct 2022 10:40
by andythenorth
wallyweb wrote: 05 Oct 2022 10:37
The Join Station tool method would seem to be the way to go
What would this do?

Re: FIRS Industry Replacement Set - releases
Posted: 05 Oct 2022 10:51
by wallyweb
andythenorth wrote: 05 Oct 2022 10:40
wallyweb wrote: 05 Oct 2022 10:37
The Join Station tool method would seem to be the way to go
What would this do?

It would allow for the remote spreading of an industry at a player's discretion without the invocation of parameters. A selection of related industry tiles could be available via a menu, much as is currently done with stations.
Re: FIRS Industry Replacement Set - releases
Posted: 05 Oct 2022 11:38
by andythenorth
wallyweb wrote: 05 Oct 2022 10:51
It would allow for the remote spreading of an industry at a player's discretion without the invocation of parameters. A selection of related industry tiles could be available via a menu, much as is currently done with stations.
Might be lolz

Re: FIRS Industry Replacement Set - releases
Posted: 06 May 2023 17:06
by sokiee
I've added a new "starter" economy to FIRS.
It's based on Vanilla openTTD industries but a bit more spicy with FIRS enhancements and engineering/farm supplies loop.
I feel it adds a lot of versatility to vanilla industries while not being overwhelming.
This also adds an extension to the basic temperate economy. Removes the chemicals mini loop and streamlines a few of the industries.
Late edit:
My idea for an agriculture based economy

The idea is that this should be a simple economy with tight feedback loops.
For the feedback loop you need brewery for Alcohol, but you have 3 industries providing Fruit.
On the other hand you have multiple industries producing food and you can choose which one you like but then each has only 1 type of cargo it needs.
This will create a gameplay where you consolidate big networks around a few hubs, but then you need to have secondary hubs splitting the farm supplies consciusly.
I have a few more ideas for new economies that might be fun, a fun one I am thinking about:
- Water based economy ( a lot of industries to and from water )
Re: FIRS Industry Replacement Set - releases
Posted: 09 May 2023 18:38
by andythenorth
sokiee wrote: 06 May 2023 17:06
I've added a new "starter" economy to FIRS.
It's based on Vanilla openTTD industries but a bit more spicy with FIRS enhancements and engineering/farm supplies loop.
Enjoying the concept.
Did you use the python compile, or edit nml directly?
Does it deserve its own thread?
Re: FIRS Industry Replacement Set - releases
Posted: 09 May 2023 18:48
by sokiee
andythenorth wrote: 09 May 2023 18:38
sokiee wrote: 06 May 2023 17:06
I've added a new "starter" economy to FIRS.
It's based on Vanilla openTTD industries but a bit more spicy with FIRS enhancements and engineering/farm supplies loop.
Enjoying the concept.
Did you use the python compile, or edit nml directly?
Does it deserve its own thread?
For now just gauging interest, if this is even something people find useful/interesting.
Still trying to balance the Agriculture economy, but it's proving to be quite interesting with the short feedback loops.
I've used python to compile it, Make needed some fixes for windows but managed to generate the industry svgs as well. It was pretty smooth.
Re: FIRS Industry Replacement Set - releases
Posted: 10 May 2023 03:56
by SkiddLow
I got my suggestions for translation updates in FIRS due to didn't translate for new cargo, economy and industry types, alongside with upcoming additional :
Translation, especially Bahasa Indonesia or Indonesian such as :
INDUSTRIES
Assembly Plant -> Pabrik Perakitan
Body Plant -> Pabrik Bodi
Chemical Plant -> Pabrik Kimia
Pyrite Mine -> Tambang Pirit
Phosphate Mine -> Tambang Fosfat
Pyrite Smelter -> Peleburan Pirit
Peatlands -> Lahan Gambut
Fish Farm -> Peternakan Ikan
Nitrate Mine -> Tambang Nitrat
Ranch -> Peternakan Besar
Potash Mine -> Tambang Kalium
Sheet & Pipe Mill -> Pabrik Lembaran dan Pipa
Tire/Tyre Plant -> Pabrik Ban
Manganese Mine -> Tambang Manggan
Limestone Mine -> Tambang Batu Gamping
Soda Ash mine -> Tambang Soda Abu
Carbon Black Plant -> Pabrik Karbon Hitam
Coke Oven -> Tungku Kokas
Component Factory -> Pabrik Komponen
Electric Arc Furnace -> Tungku Busur Listrik
Herding Co-op -> Koperasi Penggembalaan
and more...
CARGOS
Pyrite ore -> Bijih Pirit
China clay -> Kaolin
Beans -> Biji-bijian
Acid -> Asam
Ferrochrome -> Ferokrom
Carbon Black -> Karbon Hitam
Alloy Steel -> Baja Paduan
Tyres/Tires -> Ban
Salt -> Garam
Cassava -> Singkong
Manganese -> Manggan
Coke -> Kokas
Edible Oil -> Minyak Goreng
Coal Tar -> Tar Batu Bara
Limestone -> Batu Gamping
Peat -> Gambut
Nuts -> Kacang-Kacangan
Quicklime -> Kapur Mentah
Slag -> Terak
Fertiliser/Fertilizer -> Pupuk
Explosives -> Bahan peledak
Cleaning Agents -> Bahan Pembersih
Chlorine -> Klorin
Carbon Steel -> Baja Karbon
Ammonia -> Amoniak
Electrical Parts -> Suku cadang listrik
Glass -> Kaca
Logs -> Kayu gelondongan
Pig Iron -> Besi Kasar
Soda ash -> Soda abu
Sodium Hydroxide -> Natrium Hidroksida
Paints & Coatings -> Cat dan Pelapis
Zinc -> Seng
Vehicles Bodies, Vehicle Parts & Vehicle Engines -> Bodi Kendaraan, Suku Cadang Kendaraan, Mesin Kendaraan
Steel sections & Steel sheets -> Bagian baja, lembaran baja
and more....
Re-type due to mispelled and wrong :
Pekabuhan (Port) -> Pelabuhan
Terminal Pengumpulan (Bulk Terminal) -> Terminal Curah
Re: FIRS Industry Replacement Set - releases
Posted: 10 May 2023 08:50
by sokiee
I've made a small balance change to the agriculture economy.
Since Coffee estate was producing fruit and Ranch was also producing livestock, there was no reason to use any other industry to generate everything for trading post.
So now coffee estate doesn't produce fruit anymore, but added Vineyard that also produces Fruit.
Ranch doesn't produce livestock anymore.

Re: FIRS Industry Replacement Set - releases
Posted: 24 Jan 2024 22:37
by Bluebell
I tried using FIRS for the first time but can not figure out how to load stuff from FIRS into trains.
Both coke and limestone wont load like this even though the industry has enough.
Im using coal carts for both as the accepted goods of them seem to be all raw minerals.
Im also on Master Hellish's S10 challenge world incase that makes a difference.
Does anyone know what I'm doing wrong?
ignore the iron in the station that's me making a different mistake.
Re: FIRS Industry Replacement Set - releases
Posted: 25 Jan 2024 01:17
by kamnet
Bluebell wrote: 24 Jan 2024 22:37
Im using coal carts for both as the accepted goods of them seem to be all raw minerals.
Before you deployed your trains, did you refit the rail cars for the cargo you want to carry? Just buying them isn't enough.
Re: FIRS Industry Replacement Set - releases
Posted: 25 Jan 2024 17:30
by Bluebell
You were right.
Just tried that and all trains work perfectly now.
Thanks for the help.
Re: FIRS Industry Replacement Set - releases
Posted: 25 May 2024 16:01
by andythenorth
FIRS 5.0.0 Beta 1 now on bananas.
Docs:
https://grf.farm/firs/5.0.0-beta-1/html ... arted.html
5.0.0 Release
FIRS 5.0.0 is not savegame-compatible with any previous version of FIRS.
Changes
- significantly reworked Steeltown
- provide a more diverse range of uses for steel
- represent steel by the more common physical form (billets, ingots, slab, bars, etc), rather than the specific grade of steel (carbon, stainless etc)
- add more end-stage cargos alongside Vehicles, including Concrete Products, Goods, Hardware and Pipework
- accept more cargos at Port and Wharf to make it easier to boost production
- added cargos
- Concrete Products
- Ferroalloys
- Forgings & Castings
- Hardware
- Nitrogen
- Pipework
- Pumps & Valves
- Rebar
- Seals, Hoses & Belts
- Steel Billets & Blooms
- Steel Ingots
- Steel Merchant Bar
- Steel Pipe
- Steel Slab
- Steel Tube
- Structural Steel
- Tyre Cord
- Welding Consumables
- removed cargos
- Alloy Steel
- Carbon Steel
- Ferrochrome
- Steel Sections
- Vehicle Engines
- renamed cargos
- Stone now Aggregates
- Steel Sheet now Steel Sheet & Strip
- added industries
- Appliance Factory
- Bar & Section Mill
- Concrete Plant
- Elastomer Products Plant
- Hardware Factory
- Pipework Fabricator
- Plate Mill
- Precision Parts Plant
- Steel Forge & Foundry
- Strip Mill
- Tracked Machine Factory
- Tube & Pipe Mill
- Wire Rod Mill
- removed industries
- Bulk Terminal
- Sheet and Pipe Mill
- Wire and Section Mill
- reworked port-type industries
- can now locate on many more coast locations, so easier for OpenTTD to place them during map generation or during gameplay
- unfortunately can still be difficult for player to place
- sprites and layouts reworked for both Port and Wharf
- layouts reworked for Liquids Terminal
- added more objects for multiple industries
- Electric Arc Furnace
- Coke Oven
- Wire Rod Mill
- Blast Furnace
- Basic Oxygen Furnace
- 'Gung Ho' production is now 250% by default, not 300% (can still be adjusted by parameter)
- removed cobble ground type and convert industries using it to alternative ground types
Docs
- improvements to cargoflow display
- update code reference info about deps and python version
- mysys no longer relevant, remove mention of it from code reference page
Fixes
- make sure always Cryo Plant prospecting always succeeds (as long as there is a suitable place for it on the map)
- Lime Kiln purchase cost was too low
Codechanges
- switch lang files to TOML format
- add FIRS GS generation (proof of concept)
- make use of increased object limit in OpenTTD
- track cargo and industry sprite completion
- reduce python boilerplate by using dynamic imports for cargo, economies and industries
- cargos no longer need specific order to avoid breaking house cargo acceptance/production (as of OpenTTD #11378)
Re: FIRS Industry Replacement Set - releases
Posted: 26 May 2024 00:08
by SkiddLow
I've been waiting for a new FIRS version "5 - currently beta condition" despite some language localisations didn't update following the previous updates, new or renamed cargos and new industries (imported from AXIS) will be soon to be tested after the stable version of FIRS 5 was released. Also i updating and adding a words for Indonesian translation of upcoming FIRS version (alongside with upcoming Malay translation) if reach 'stable'.
Re: FIRS Industry Replacement Set - releases
Posted: 30 Jun 2024 11:54
by andythenorth
FIRS 5.0.0 Beta 2 now on Bananas.
Changelog
5.0.0 Release
FIRS 5.0.0 is not savegame-compatible with any previous version of FIRS.
Changes
- significantly reworked Steeltown
- provide a more diverse range of uses for steel
- represent steel by the more common physical form (billets, ingots, slab, bars, etc), rather than the specific grade of steel (carbon, stainless etc)
- add more end-stage cargos alongside Vehicles, including Concrete Products, Goods, Hardware and Pipework
- accept more cargos at Port and Wharf to make it easier to boost production
- added cargos
- Billets & Blooms
- Concrete Products
- Ferroalloys
- Forgings & Castings
- Hardware
- Merchant Bar
- Nitrogen
- Pipework
- Pumps & Valves
- Rebar
- Seals, Hoses & Belts
- Steel Ingots
- Steel Pipe
- Steel Slab
- Steel Tube
- Structural Steel
- Tyre Cord
- Welding Consumables
- removed cargos
- Alloy Steel
- Carbon Steel
- Ferrochrome
- Steel Sections
- Vehicle Engines
- renamed cargos
- Stone now Aggregates
- Steel Sheet now Steel Sheet & Strip
- added industries
- Appliance Factory
- Bar & Section Mill
- Concrete Plant
- Elastomer Products Plant
- Metal Fabricator
- Pipe Shop
- Plate Mill
- Precision Parts Plant
- Steel Forge & Foundry
- Strip Mill
- Tracked Machine Factory
- Tube & Pipe Mill
- Wire Rod Mill
- removed industries
- Bulk Terminal
- Sheet and Pipe Mill
- Wire and Section Mill
- reworked port-type industries
- can now locate on many more coast locations, so easier for OpenTTD to place them during map generation or during gameplay
- unfortunately can still be difficult for player to place
- sprites and layouts reworked for both Port and Wharf
- layouts reworked for Liquids Terminal
- added more objects for multiple industries
- Electric Arc Furnace
- Coke Oven
- Wire Rod Mill
- Blast Furnace
- Basic Oxygen Furnace
- 'Gung Ho' production is now 250% by default, not 300% (can still be adjusted by parameter)
- removed cobble ground type and convert industries using it to alternative ground types
Docs
- XYX improvements to cargoflow display
- update code reference info about deps and python version
- mysys no longer relevant, remove mention of it from code reference page
Fixes
- make sure always Cryo Plant prospecting always succeeds (as long as there is a suitable place for it on the map)
- Lime Kiln purchase cost was too low
Codechanges
- switch lang files to TOML format
- make use of increased object limit in OpenTTD
- track cargo and industry sprite completion
- reduce python boilerplate by using dynamic imports for cargo, economies and industries
- cargos no longer need specific order to avoid breaking house cargo acceptance/production (as of OpenTTD #11378)
- reorganise src directories
- add FIRS GS generation