FIRS Industry Replacement Set - releases
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- Bob_Mackenzie
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
AFAIK that mechanism doesn't work in FIRS
Re: FIRS Industry Replacement Set - v0.2 Officially Released
It is not affecting changing industry protection, but it is still increasing % of cargo going to station.Bob_Mackenzie wrote:AFAIK that mechanism doesn't work in FIRS
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
I just finished out the game from my previously posted screenshots. New screenshots posted here including some more FIRS.
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- andythenorth
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Nice. Anyone got more? Seeing how players use FIRS helps us design the setkamnet wrote:New screenshots posted here including some more FIRS.

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)
- planetmaker
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Actually... some desire which came up among players when playing on our PS: an easy or TTD mode, where the industries don't depend upon their respective supplies but work in that respect as the default TTD industries would.
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Hmm, that would be nice...planetmaker wrote:Actually... some desire which came up among players when playing on our PS: an easy or TTD mode, where the industries don't depend upon their respective supplies but work in that respect as the default TTD industries would.


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- Bob_Mackenzie
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Couple more hereandythenorth wrote:Nice. Anyone got more? Seeing how players use FIRS helps us design the setkamnet wrote:New screenshots posted here including some more FIRS.
http://www.tt-forums.net/viewtopic.php? ... 25#p890325
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Could happen as discussed on irc. Probably as one or two 'basic' economies with also fewer industries and cargos than 'full FIRS'.planetmaker wrote:Actually... some desire which came up among players when playing on our PS: an easy or TTD mode, where the industries don't depend upon their respective supplies but work in that respect as the default TTD industries would.
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 - v0.2 Officially Released
Hi there. I'm very happy to see that project is so fast developing. These industries are awsome, and for me they has better graphic IMHO much more similar to original one
But to the point.
Some days ago I've updated map of poland with FIRS industries v0.2 , and like someone asked some posts earlier, i have very big annoying problem with industry closure. I've downloaded recommended nightly version of grf but it doesn't work for me on already created map.
Please tell me, do I have to start my work again and update industries on clear map and fresh loaded nightly grf?
And finally. Will my FIRS 0.2 updated map work fine with next (0.3) versio of FIRS?
Or do i have to start it all over again...

Some days ago I've updated map of poland with FIRS industries v0.2 , and like someone asked some posts earlier, i have very big annoying problem with industry closure. I've downloaded recommended nightly version of grf but it doesn't work for me on already created map.
Please tell me, do I have to start my work again and update industries on clear map and fresh loaded nightly grf?
And finally. Will my FIRS 0.2 updated map work fine with next (0.3) versio of FIRS?
Or do i have to start it all over again...
Re: FIRS Industry Replacement Set - v0.2 Officially Released
The upcoming FIRS 0.3 should be compatible with 0.2. The current nightlies however are not and never will be.
Eventually you have to do it all over again, as every now and then FIRS will become incompatible with itself. I guess that's the price to pay for using things that aren't finished yet and a disadvantage of the "release early, release often" strategy. Unfortunately.
Eventually you have to do it all over again, as every now and then FIRS will become incompatible with itself. I guess that's the price to pay for using things that aren't finished yet and a disadvantage of the "release early, release often" strategy. Unfortunately.
Re: FIRS Industry Replacement Set - v0.2 Officially Released
First of all, thanks for FIRS (and thanks to everyone/anyone involved with getting OpenTTD to me/us.)
Suggestions: Anything that produces livestock should accept grain (feed). The bakery and brewery should accept the same cargo: Grains AND Fruits. (Mmm... pie!) Yes, this makes them totally redundant. But table beer was "liquid bread."
And a dream: Industries require power plants to produce and/or grow. We don't have to transport the energy; it just needs to be there. Perhaps X number of power plants per 128 (or 256) square of map, of X number of plants per Y number of industries. Too few and production suffers or stops.
Suggestions: Anything that produces livestock should accept grain (feed). The bakery and brewery should accept the same cargo: Grains AND Fruits. (Mmm... pie!) Yes, this makes them totally redundant. But table beer was "liquid bread."
And a dream: Industries require power plants to produce and/or grow. We don't have to transport the energy; it just needs to be there. Perhaps X number of power plants per 128 (or 256) square of map, of X number of plants per Y number of industries. Too few and production suffers or stops.
Re: FIRS Industry Replacement Set - v0.2 Officially Released
I think that it should be connected with town growth (but now I try to add requirement for food/goods).
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- andythenorth
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Electricity is interesting. I've considered various schemes.
1. No dev is currently interested in connecting electricity with town growth. Unless they're keeping it *very* secret.
2. I've considered making industry production depend on electricity. It could be done as:
- count number of industries on map to get power requirement.
- count number of power stations on map.
- divide one by other, adjust production accordingly.
- make power plants produce even without deliveries (there is no way for one industry to know anything useful about another, such as if it has had cargo delivered*).
- make power plants close quickly if no input is delivered for n years (implemented already).
I have two issues with that idea:
- I think it's too complicated and wouldn't actually be fun to play.
- the FIRS production ratios are already 'not simple' to code or explain, and I don't want to make them any more complex.
3. Pikka suggested adding a cargo 'electricity' in units of 'volts' or 'joules' or something. Well it is *a* solution
* Adding support for one industry being able to get info about another has been more-or-less ruled out by devs.
@Kogut. Extending town growth to temperate would be interesting, but adding full newgrf control over town growth cargos is really desirable.
cheers,
Andy
1. No dev is currently interested in connecting electricity with town growth. Unless they're keeping it *very* secret.
2. I've considered making industry production depend on electricity. It could be done as:
- count number of industries on map to get power requirement.
- count number of power stations on map.
- divide one by other, adjust production accordingly.
- make power plants produce even without deliveries (there is no way for one industry to know anything useful about another, such as if it has had cargo delivered*).
- make power plants close quickly if no input is delivered for n years (implemented already).
I have two issues with that idea:
- I think it's too complicated and wouldn't actually be fun to play.
- the FIRS production ratios are already 'not simple' to code or explain, and I don't want to make them any more complex.
3. Pikka suggested adding a cargo 'electricity' in units of 'volts' or 'joules' or something. Well it is *a* solution

* Adding support for one industry being able to get info about another has been more-or-less ruled out by devs.
@Kogut. Extending town growth to temperate would be interesting, but adding full newgrf control over town growth cargos is really desirable.
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 - v0.2 Officially Released
I got to say: the supply-mechanic works pretty well, and it really adds a nice touch to the game.
I've got one semi-off-topic question: Is there an AI that makes halfway nice networks that fully employ FIRS mechanics? Because right now, I really have to try hard not to end up with one central area with processing industries, and a bunch of uninteresting peripheral areas. The supply mechanic actually exacerbates this situation, as the core will be supplied better, and for a longer time, making it far more productive (but that doesn't really make it a bad mechanic, as the pros outweigh this small issue). I was thinking that if an AI creates another central area, keeping the secondary industries alive there, and the primary industries well-supplied, I could buy the AI later in the game and integrate their network into mine. That would make the map more interesting, and also give me something to do late-game. So it's doesn't have to be very competitive, as their main purpose is to make the peripheral areas more alive.
Anyway some screenies:
I've got one semi-off-topic question: Is there an AI that makes halfway nice networks that fully employ FIRS mechanics? Because right now, I really have to try hard not to end up with one central area with processing industries, and a bunch of uninteresting peripheral areas. The supply mechanic actually exacerbates this situation, as the core will be supplied better, and for a longer time, making it far more productive (but that doesn't really make it a bad mechanic, as the pros outweigh this small issue). I was thinking that if an AI creates another central area, keeping the secondary industries alive there, and the primary industries well-supplied, I could buy the AI later in the game and integrate their network into mine. That would make the map more interesting, and also give me something to do late-game. So it's doesn't have to be very competitive, as their main purpose is to make the peripheral areas more alive.
Anyway some screenies:
Re: FIRS Industry Replacement Set - v0.2 Officially Released
It is planned to add that behaviour to AIAI. But now I try to patch OpenTTD.
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- andythenorth
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Niceel koeno wrote:Anyway some screenies:

Last edited by andythenorth on 12 Aug 2010 20:12, edited 1 time in total.
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)
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
I too am having problems with primary industries closing down despite them being serviced, often by 2 trains to try prevent them closing!
Every time I go away and work on another section of the map I come back and within 15mins real world time I've lost 4 or 5 Forests, 4 or 5 Coal Mines etc. Getting annoying to say the least - I'm used to once an industry is being serviced it will stay open.
What's the easiest way to prevent this from happening please? 0.1 didn't have this problem, 0.2 seems too.
Thanks!
Every time I go away and work on another section of the map I come back and within 15mins real world time I've lost 4 or 5 Forests, 4 or 5 Coal Mines etc. Getting annoying to say the least - I'm used to once an industry is being serviced it will stay open.
What's the easiest way to prevent this from happening please? 0.1 didn't have this problem, 0.2 seems too.
Thanks!
Re: FIRS Industry Replacement Set - v0.2 Officially Released
Upgrade to a FIRS nightly (which is by the way not compatible with you current games) or wait for the release of 0.3 (which should be compatible with your current games.alex_kretz wrote:What's the easiest way to prevent this from happening please? 0.1 didn't have this problem, 0.2 seems too.
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Re: FIRS Industry Replacement Set - v0.2 Officially Released
Thanks for the reply.
I should mention - thanks for the stirling work that's gone into FIRs thus far. It makes things so much playable - I love being able to send cargo through 4 or 5 different stages...
I should mention - thanks for the stirling work that's gone into FIRs thus far. It makes things so much playable - I love being able to send cargo through 4 or 5 different stages...
- andythenorth
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Re: FIRS Industry Replacement Set - v0.3 Officially Released
FIRS 0.3 released - Bananas and first page of this thread. Adds parameters for players to control
- primary industry production decrease
- primary and secondary industry closure
Parameter details in readme. Worth getting a nightly build of OpenTTD r20286 or newer - this introduces the newGRF settings GUI, which FIRS 0.3 supports.
- primary industry production decrease
- primary and secondary industry closure
Parameter details in readme. Worth getting a nightly build of OpenTTD r20286 or newer - this introduces the newGRF settings GUI, which FIRS 0.3 supports.
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)
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