New industry: Supermarket
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Re: New industry: Supermarket
Lots of shopping malls/centers are often built in the outskirts of cities, and then after a couple or three decades, have a new "city" grown around it.
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Re: New industry: Supermarket
"Houses" are quite flexible with regards to their behaviour, which make them good candidates for industry-like buildings. E.g., by using callbacks, it´s possible toJacobD88 wrote: [...] With reference to "If the behaviour of a "house" would be sufficient, just code it as a house" like i say, i think this type of industry would be useful in or near towns not large enough to have the correct number of buildings to accept goods or food for the reasons in my post
- decide the cargo types accepted,
- change the cargo amounts accepted,
- decide about custom cargo production,
- trigger the destruction of a building,
- protect them conditionally.
In addition, you may decide in which way to build a house in the first place:
- only during town generation,
- as a protected building which town administrations or AIs may not remove,
- you may also set the accepted cargo types,
- and the minimum life span.
In contrast to "industries", they mainly lack the production cycle.
See http://wiki.ttdpatch.net/tiki-index.php ... ion0Houses for more information.
If you´re interested to get more information, or advice for coding, feel free to open a thread in http://www.tt-forums.net/viewforum.php?f=26.
regards
Michael
Re: New industry: Supermarket
Though I know what you mean, I guess that will be misinterpreted by a lot.michael blunck wrote:- change the cargo amounts accepted,
Houses do not know how much cargo they accepted in the past / this month.
Industries can stockpile.
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Re: New industry: Supermarket
I'm with blunck, in that supermarkets shouldn't need to be an industry unto themselves. But that's as long as there not as fickle as other buildings. I hate constructing truck stopss for gas stations, supplying them with fuel, and then they close shop within the year. If i'm interpreting blunck correctly, you can make buildings so they don't close so quickly just because town growth is running over them. With that stipulation, i'd rather they be coded as houses rather than industries. No worries about stockpiling and such -- you supply it, they'll buy it!
But i love this idea and it would make a great addition to our towns. If anyone takes up the challenge, let us know...

But i love this idea and it would make a great addition to our towns. If anyone takes up the challenge, let us know...

Re: New industry: Supermarket
Could anybody shed some light on how town growth works in terms of delivery of food or goods?
Let's say we put a supermarket as industry (not house) in an arctic town above snowline. The station where the food is delivered to is positioned so that the houses of the town within the catchment area of the station give 7/8 acception for food (station accepts food due to supermarket in catchment area). Does this allow the town to grow?
So for an artctic town above snowline, does the food need to be delivered to one or more 'house-entities', or could it also be an 'industry entity' within a certain distance from the town?
Let's say we put a supermarket as industry (not house) in an arctic town above snowline. The station where the food is delivered to is positioned so that the houses of the town within the catchment area of the station give 7/8 acception for food (station accepts food due to supermarket in catchment area). Does this allow the town to grow?
So for an artctic town above snowline, does the food need to be delivered to one or more 'house-entities', or could it also be an 'industry entity' within a certain distance from the town?
Re: New industry: Supermarket
In arctic towns need one unit of food per month to grow beyond a population of 90.
In tropic towns need one unit of food and water per month to grow beyond a population of 60.
The cargo has to be accepted by a station that belongs to the town. (e.g. as seen in the station name).
It does not matter whether houses or industries were the reason for accepting.
In tropic towns need one unit of food and water per month to grow beyond a population of 60.
The cargo has to be accepted by a station that belongs to the town. (e.g. as seen in the station name).
It does not matter whether houses or industries were the reason for accepting.
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- andythenorth
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Re: New industry: Supermarket
Interesting thanks. FooBar and I are...up to somethingfrosch wrote:The cargo has to be accepted by a station that belongs to the town. (e.g. as seen in the station name).
It does not matter whether houses or industries were the reason for accepting.

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: New industry: Supermarket


We wait with baited breath...

- CommanderZ
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Re: New industry: Supermarket
Ugh, I think every town with 800 or more inhabitants is (at least in its centre) able to consume goods. And for smaller towns would such a huge mall look ridiculous.
- andythenorth
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Re: New industry: Supermarket
Ahem, I would give it approximately twelve months based on my prior experience of 'being up to something'. Just so you don't asphyxiate or anythingSirXavius wrote:We wait with baited breath...

Although if anyone particularly wants to code new cargos or implement layout variations for new industries I suggest they PM me as soon as possible (and not in 12 months by when we might have no need of their help!)

More coming soon in a thread near you (perhaps tomorrow).
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: New industry: Supermarket
Thanks Frosch, that's EXACTLY the information I needed.
And yes, Andy and I are surely up to something. You most likely don't get just a supermarket, but maybe even one or two bonus industries as well!
And yes, Andy and I are surely up to something. You most likely don't get just a supermarket, but maybe even one or two bonus industries as well!
- RSpeed tycoonfreak
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Re: New industry: Supermarket
Meanwhile, I'll just focus on drawing a decent supermarket or mall
But i wont get that done this week, proberbly somewhere around next week or the weekend after.

But i wont get that done this week, proberbly somewhere around next week or the weekend after.

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