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Re: AuzObjects

Posted: 21 Feb 2025 22:11
by GarryG
AuzTownSetIndv14

Auz Town Commercial Set v14
Here where I'm up to with this set.

The idea of this set is it randomly places these items in towns and cities which than allows that place to accept a variety of cargos.

They add to the population of each town and city and produces Passengers and Mail. I belive there is a code that will allow them to produce some cargos, but I still using NML 5.3 and Windows 7 and got no intention to upgrade. I added the source and if any one wants to recode them they welcome to do so.

If there is any building you do not want in your game just go to "Set Parameters" in the NewGRF Settings and disable them.

Hope you like.

Now I going to working on a project I started many many years ago .. that is a Industry set based mainly on farming.

EDIT:
I meant to put the information on these sets over in my Industyry forum :oops: :roll: . Any future updates to these I hope that is where they will be.

Re: AuzObjects

Posted: 23 Feb 2025 02:38
by RoyalExamination9410
These buildings are actual houses not industry pieces? No wonder I couldn't find them when testing it in scenario editor but saw them build when expanding towns

Re: AuzObjects

Posted: 23 Feb 2025 04:15
by GarryG
RoyalExamination9410 wrote: 23 Feb 2025 02:38 These buildings are actual houses not industry pieces? No wonder I couldn't find them when testing it in scenario editor but saw them build when expanding towns
Maybe I should have called them "AuzTownHouse Set".

I sent a PM to 3IFF see if he can send me cargos codes to what he is working on so that I can add these to this set. But 3iff don't own a computer so have wait till he gets chance to visit a library or someone who does.

Re: AuzObjects

Posted: 23 Feb 2025 07:20
by RoyalExamination9410
Oh ok then. Wondering if these houses destroy themselves if the town grows? Haven't tried this in a long term game yet

Re: AuzObjects

Posted: 23 Feb 2025 11:04
by GarryG
RoyalExamination9410 wrote: 23 Feb 2025 07:20 Oh ok then. Wondering if these houses destroy themselves if the town grows? Haven't tried this in a long term game yet
They shouldn't as I included this line in the code.
building_flags: bitmask(HOUSE_FLAG_PROTECTED);

Re: AuzObjects

Posted: 23 Feb 2025 22:14
by GarryG
GarryG wrote: 23 Feb 2025 11:04 Oh ok then. Wondering if these houses destroy themselves if the town grows? Haven't tried this in a long term game yet
I intend to do some from the old buildings I did from the Old West.
Old West.png
Old West.png (51.29 KiB) Viewed 6631 times
But would like these to be replaced from the early 1920s as the game progresses with something else.

But been awhile before I will try this idea.

Cheers

Re: AuzObjects

Posted: 01 Mar 2025 01:51
by GarryG
AuzBoatingObjectsV6

SUBJECT: Added more sail boats.

Added a variety of colours to the hauls of some sailboats.
sail boats.png
sail boats.png (22.49 KiB) Viewed 6333 times
They are random multi-select with 9 to choose from.

There are single boats and there are 2 boats.

You will find them in the menu "Small Boats".

I had a go making some with spinnakers but failed. I hope to try again with that idea in the future.

Enjoy

Re: AuzObjects

Posted: 01 Mar 2025 14:59
by ebla71
GarryG wrote: 01 Mar 2025 01:51 Added more sail boats.
"Boating, Camping, Fishing ..." :lol:

Re: AuzObjects

Posted: 04 Mar 2025 06:34
by GarryG
ebla71 wrote: 01 Mar 2025 14:59 "Boating, Camping, Fishing ..."
Would have been a good object set with that name but we often think of good idea when to late.

Re: AuzObjects

Posted: 16 Mar 2025 23:09
by GarryG
AuzFarmObjectsV43

Subject: Added a Shearing Shed.

This shearing shed is based on one at a town called Hay which is located in New South Wales Australia.
shearing sheds.png
shearing sheds.png (66.39 KiB) Viewed 4228 times
There is no room left in this object set for any more items.

My dream it to re-make many of the crops and animate them. Have wheat crops in several stages .. plowed field, growing and green, died of read to harvest, and after it been harvested.

Like to do similar to other crops but no idea when I will have time to do this. When I do do this it will be a totally new Farm Object set to replace this exsisting one.

Here the game file and the source. Enjoy

Re: AuzObjects

Posted: 24 Apr 2025 07:04
by RoyalExamination9410
Hey Garry I have a question. Is it normal for newly auto generated industries to build over my object pieces? Had a newly generated industry demolish half an airport hangar and some taxiway pieces from my eyecandy airport.

Re: AuzObjects

Posted: 24 Apr 2025 11:13
by GarryG
RoyalExamination9410 wrote: 24 Apr 2025 07:04 Hey Garry I have a question. Is it normal for newly auto generated industries to build over my object pieces? Had a newly generated industry demolish half an airport hangar and some taxiway pieces from my eyecandy airport.
It depends how the person coded the object sets.

Looking at my Farm Objects one of them has this line.

Code: Select all

object_flags:           bitmask(OBJ_FLAG_ANIMATED, OBJ_FLAG_NO_FOUNDATIONS, OBJ_FLAG_REMOVE_IS_INCOME, OBJ_FLAG_ALLOW_BRIDGE, OBJ_FLAG_ANYTHING_REMOVE);
To stop the object from being removed the "OBJ_FLAG_ANYTHING_REMOVE" needs to be changed to "OBJ_FLAG_IRREMOVABLE"

If use "OBJ_FLAG_IRREMOVABLE" Object cannot be removed with the normal dynamite tool. In OpenTTD you can only remove the object with the magic bulldozer cheat, in TTDPatch you can remove it by holding ctrl while using the bulldozer tool. The cost of removing this object is multiplied by 25.

Problem being if you accidently place a object in wrong place or want to change it you need the magic bulldozer each time.

It a problem with the multi select objects.

Wonder what you and other think?

Should all object coding be changed so industrries and town can not remove your objects, but put up with the magic bulldozers?

The Industry set I been making I plan to desig it so it does not place it self on the map but you have to place them all your self at a minium cost.

Re: AuzObjects

Posted: 24 Apr 2025 13:46
by Quast65
GarryG wrote: 24 Apr 2025 11:13 Should all object coding be changed so industrries and town can not remove your objects, but put up with the magic bulldozers?
My personal view, no.
I find that extremely annoying.
I must say though, that I dont allow towns building roads and new industries can only be funded, so I never have the issue with my objects being replaced.
It a problem with the multi select objects.
This is the major thing why it should not be changed ;-)

Re: AuzObjects

Posted: 24 Apr 2025 17:22
by belgi
I see, Garry, that you are running like a well-oiled machine! That's good! I like to look here and observe your creative activity. But I can't manage to incorporate it into the game! :-D
But I have to say: compliments, sir! Beautiful work! Thanks for that ;-) :bow:

Have a nice day everyone
Belgi 8-)

Re: AuzObjects

Posted: 24 Apr 2025 23:07
by GarryG
Quast65 wrote: 24 Apr 2025 13:46 My personal view, no.
I find that extremely annoying.
It even worse when we code these and go to test them. Having to magic bolldoze them each time.
Be nice if there was a command so industries and towns would not destroy them but the play can.

Re: AuzObjects

Posted: 25 Apr 2025 03:11
by Quast65
I think it just depends on your playstyle.

If you are a eyecandy player, you mostly will have anything, that can demolish objects, off.

If you are a game/economy player, you mostly wont have time to bother with eyecandy.

Just be sure to not mix the two styles ;-)

Re: AuzObjects

Posted: 25 Apr 2025 07:48
by RoyalExamination9410
Yeah for me I just find it annoying that landscapes I spent time on ruined due to new industries.
GarryG wrote: 24 Apr 2025 23:07
Quast65 wrote: 24 Apr 2025 13:46 My personal view, no.
I find that extremely annoying.
It even worse when we code these and go to test them. Having to magic bolldoze them each time.
Be nice if there was a command so industries and towns would not destroy them but the play can.
I second that.
GarryG wrote: 24 Apr 2025 11:13
Problem being if you accidently place a object in wrong place or want to change it you need the magic bulldozer each time.
I use magic bulldozer in my games a lot, removing industries from my eyecandy builds on maps.

Re: AuzObjects

Posted: 25 Apr 2025 10:17
by Quast65
RoyalExamination9410 wrote: 24 Apr 2025 07:04 Is it normal for newly auto generated industries to build over my object pieces?
I asked over at Discord and this could possibly be a bug.

Re: AuzObjects

Posted: 25 Apr 2025 18:33
by RoyalExamination9410
Quast65 wrote: 25 Apr 2025 10:17
RoyalExamination9410 wrote: 24 Apr 2025 07:04 Is it normal for newly auto generated industries to build over my object pieces?
I asked over at Discord and this could possibly be a bug.
Oh ok then.