Re: FIRS Industry Replacement Set - Development & Translations
Posted: 04 May 2017 07:34
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Nice, albeit a little too modern, so I hope that you can keep the old design pre-1900andythenorth wrote:Paper Mill. DanMacK did most of this one, I'm just polishing it uppaper_mill_1.png
Hopefully any bit of water, because it would be a pain if you couldn't build a paper mill next to a large river tile lake or river (like some of the rivers and lakes in my Canada 2048x2048 map)leifbk wrote:Nice, albeit a little too modern, so I hope that you can keep the old design pre-1900andythenorth wrote:Paper Mill. DanMacK did most of this one, I'm just polishing it uppaper_mill_1.png
Oh, and by the way: If there's possible to impose a requirement that paper mills should be constructed close to a river, it would be nice. They need a lot of fresh water.
Very colorful! I wonder if they have to get someone up there every now and hten to paint the roofandythenorth wrote:@Michael - thanks, useful.
Meanwhile: Diamond Mines
FIRS is a very Keynesian world one must assume!NekoMaster wrote:Very colorful! I wonder if they have to get someone up there every now and hten to paint the roofandythenorth wrote:@Michael - thanks, useful.
Meanwhile: Diamond Mines
I don't think you got around to changing this. Working on a scenario again and I'm still hitting this restriction. Using In A Hot Country economy.andythenorth wrote:kamnet wrote:If I may lodge a small complaint, I'm finding that I'm more and more annoyed on the restriction of hotels built only near the center of towns.andythenorth wrote:Do a screenshot showing some situations where you'd like to have placed a hotel? Currently it uses the built-in 'near town' flag, but it could use custom placement rules. In FIRS, custom placement rules apply mostly to the game when generating the map or randomly adding an industry. For most industry types, players can fund an industry with most of the restrictions ignored (this doesn't apply when using the built-in 'near town' flag).Ok, good case. We have similar placement rules already for Recycling Depots. I can change this, don't know when. Prompt here if you hear nothing for months...kamnet wrote:Here's an example.
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Timely reminder, thanks. Fixed in http://dev.openttdcoop.org/projects/fir ... e4c4340407kamnet wrote:I don't think you got around to changing this. Working on a scenario again and I'm still hitting this restriction. Using In A Hot Country economy.
There was a change in CB37 (cargo sub-type display), extending the text range into 0x800 .. 0xBFF. Andy should include a check for OTTD <1.7 (r27769?).kamnet wrote:NewGRF 'FIRS Industry Replacement Set r5587' provides incorrect information. Callback 0x37 returned unknown/invalid result 0x808
Yup, OpenTTD version check now updated, ta.michael blunck wrote: There was a change in CB37 (cargo sub-type display), extending the text range into 0x800 .. 0xBFF. Andy should include a check for OTTD <1.7 (r27769?)
Interestingly, here in lower Saxony we have still a lot of active peat factories (a smaller one where I took photos). And by chance, yesterday I stumbled over an article about a number of still existing "peat trains" in the Drehscheibe Railway Magazine, so here´s a list of (partly) still existing peat factories. Mind you that focus here is more on their Decauville-style trains, but there are also photos of peat factory buildings, loading facilities etc (it´s all German, but "Torf" == "peat"andythenorth wrote: @Michael - thanks, useful.
Useful.michael blunck wrote:Mind you that focus here is more on their Decauville-style trains, but there are also photos of peat factory buildings, loading facilities etc (it´s all German, but "Torf" == "peat":
This was a bug, now fixed, cheerskamnet wrote:*EDIT* Another small complaint in the Fund New Industry window. The description for some of the industries forces the window to be quite wide.