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Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 06 Dec 2010 15:21
by Sylf
andythenorth wrote:In that case you may have a cookie for finding a bug :)
Can I haz a cookie too? This sounds pretty much the same thing that I reported couple of weeks ago: http://www.tt-forums.net/viewtopic.php?p=914909#p914909

At least I'm not the only one who sees the same problem.

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 06 Dec 2010 19:37
by andythenorth
Sylf wrote:[Can I haz a cookie too?
Have a cookie ;)

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 16:32
by slink
Hi guys, thanks for your efforts with FIRs, great stuff and it's making my server quite popular now!
There seems to be a problem with the steel mill - sorry if it's been reported, but I did a search and it seems that there was only an old, solved problem listed. Although the mill lists coal, iron ore and scrap metal, when you build an adjacent depot it will only accept iron ore. I am using v5.5 and OpenTTD 1.04.
Thanks again, Steve

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 16:42
by NekoMaster
slink wrote:Hi guys, thanks for your efforts with FIRs, great stuff and it's making my server quite popular now!
There seems to be a problem with the steel mill - sorry if it's been reported, but I did a search and it seems that there was only an old, solved problem listed. Although the mill lists coal, iron ore and scrap metal, when you build an adjacent depot it will only accept iron ore. I am using v5.5 and OpenTTD 1.04.
Thanks again, Steve
Did you make sure that the station\depot serves all of the industry? Some industries in industry sets have acceptance only on some tiles. If this isn't the case then it probably is a unsolved bug

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 18:14
by slink
Yes, I have tried changing the station placement - with a FIRS steel mill that states it will accept the three cargoes, it does not matter where you place a road depot or a railway station (I have tried every tile around the industry, and even if you hover over the steel mill, it is the same), it will never accept anything other than iron ore, although the steel mill itself says it will accept the other cargoes.

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 18:25
by planetmaker
Please post a savegame which exhibits this behaviour.

I also assume that you did NOT add FIRS to the game only after the map was created and you added FIRS already to your selection of NewGRF from the main menu's newgrf config and only then clicked "generate map"? And you didn't click "ok" on any red warning box that says that changing NewGRFs on a running game can cause crashes and other unwanted behaviour?

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 19:23
by slink
Hi there,
No, it's a new map, running as a dedicated server, that had the GRFs added prior to generating the map. The map runs from 1930-2020 (Steve's Fun 1930-2020 game on the multiplayer games), and consistently does this. I will save the server game and post it, I hope that's ok. I have tried running standalone OTTD on the same machine, it exhibits the same behaviour, and there are no red boxes.
Thanks, Steve

EDIT - I have just tried the save game on another machine as a standalone, and it exhibits the same behaviour too...see Grundhall Steel Mill for an example. I then started a new game on the same machine (i.e. New Game and then Generate), and any steel mills are the same (as in my original screen shot, which was a new game for the image)

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 19:57
by planetmaker
slink wrote:Hi there,
No, it's a new map, running as a dedicated server, that had the GRFs added prior to generating the map.
Confirmed. It seems to go wrong on the 1.0.x series of OpenTTD when one combines the Experts Hard industries with FIRS. No problems in that sense arise when you use the same grf combination on current nightlies (but loading that savegame in a nightly version won't magically fix it).

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 20:07
by slink
The game gets reset every couple of days or so at the moment anyway, so I could upgrade to a nightly at the next reset but would it cause other problems running a nightly as a server (i.e. do all my clients need to run the same version, which some people may not like to do?). Alternatively, does disabling Experts Hard Industries solve the problem, although I'd rather not as I like the cargo handling and modified payments.
Thanks for checking it out, Steve

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 20:23
by planetmaker
slink wrote:do all my clients need to run the same version, which some people may not like to do?
Alternatively, does disabling Experts Hard Industries solve the problem
Running a nightly OpenTTD as well as disabling Experts Hard Industries solve the issue with the steel mill.
OpenTTD only allows clients with the very same version to connect to a server.
In future versions FIRS it will take care to disable itself when active concurrently with Experts Hard Industries when running OpenTTD 1.0.x series.

Thanks for bringing this issue to our attention.

EDIT: clarify 1st sentence

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 20 Dec 2010 20:24
by NekoMaster
slink wrote:The game gets reset every couple of days or so at the moment anyway, so I could upgrade to a nightly at the next reset but would it cause other problems running a nightly as a server (i.e. do all my clients need to run the same version, which some people may not like to do?). Alternatively, does disabling Experts Hard Industries solve the problem, although I'd rather not as I like the cargo handling and modified payments.
Thanks for checking it out, Steve
If you use a town building grf like north american cities, swiss town set, or the Uk town and industry set you should get at least Pax, Mail, Goods, and Food acceptance

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 29 Dec 2010 00:30
by of_darkness
Question: Near town demanding industries is only available to build in small,medium,big towns, but not big citys(big + city option in editor) is this meant to be as that? using chills patchpack and latest Firs...

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 29 Dec 2010 01:51
by NekoMaster
of_darkness wrote:Question: Near town demanding industries is only available to build in small,medium,big towns, but not big citys(big + city option in editor) is this meant to be as that? using chills patchpack and latest Firs...
what are you talking about? Are you saying that you can't build town industries in Cities?

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 29 Dec 2010 02:01
by of_darkness
NekoMaster wrote:
of_darkness wrote:Question: Near town demanding industries is only available to build in small,medium,big towns, but not big citys(big + city option in editor) is this meant to be as that? using chills patchpack and latest Firs...
what are you talking about? Are you saying that you can't build town industries in Cities?
When a town grows beyond large city i cant place city industries like builders yard there any more.

With the exception of store and petrol pump.

I tried with a big town and then it worked, then i expanded it and then it wasn't possible to place any of the town industries any more.

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 29 Dec 2010 09:27
by andythenorth
of_darkness wrote:I tried with a big town and then it worked, then i expanded it and then it wasn't possible to place any of the town industries any more.
Are you placing then near the town sign?

Currently FIRS town industries use a built-in OpenTTD behaviour (special industry flag value 20)

Code: Select all

"The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses)"
I haven't checked what tile distance qualifies as 'near', but if you place in the outer parts of a very large city, it's possible the distance to the sign is too large.

If that is the cause, I'll consider changing the FIRS behaviour some time in the future.

To test it, try building closer to the town sign...

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 29 Dec 2010 14:19
by of_darkness
andythenorth wrote:
of_darkness wrote:I tried with a big town and then it worked, then i expanded it and then it wasn't possible to place any of the town industries any more.
Are you placing then near the town sign?

Currently FIRS town industries use a built-in OpenTTD behaviour (special industry flag value 20)

Code: Select all

"The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses)"
I haven't checked what tile distance qualifies as 'near', but if you place in the outer parts of a very large city, it's possible the distance to the sign is too large.

If that is the cause, I'll consider changing the FIRS behaviour some time in the future.

To test it, try building closer to the town sign...

Ahh that did explain it,and the value as far as i can see seems to be is now att max around 6 tiles from town sign that the game allows me to place them. (and they can replace houses it seems..)

But Placing the scrap yard in the middle of the town center in a big city sounds abit strange..

And petrol pump and store is able to be placed anywhere in city even in the edges of town. -but maybe they are using a different flag?

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 28 Jan 2011 03:42
by Simons Mith
I've encountered a bug with the AEC Railcar using FIRS, where I've managed to deliver 25 crates of engineering supplies from a car with a supposed maximum capacity of 20. This bug is demonstrated in about 30x30 squares of a 2048x2048 map. Doh. For future reference, is there a post-hoc way to 'cut down' a gigantic map to just the relevant portion, or do you always have to upload the whole thing? Sod's Law; the problem doesn't show up for ages and then when it does...

Also, I don't really know if this is more likely a glitch with FIRS, or the UKRS2 (which I think is where the AEC railcar comes from). I've guessed FIRS. I /think/ I might have seen the same bug with other deliveries of engineering supplies too (from much larger trains), but I can't swear to it and don't have those saved games any more anyway.

I usually use transfer orders to dole out the supplies one or two at a time, and once all stations have been supplied I get rid of excess stock a trainload at a time. The symptom tends to be that towards the end of a month you might spot an industry with many hundreds of crates of supplies delivered, such that only 2-3 bulk deliveries in one month could account for it. Possible, but unlikely. And, typically while you're rubbing your eyes and wondering if you read the delivery count right, the month ticks over and the delivery count drops back to zero. With the AEC railcar, it's only 20 crates, so it's easier to spot the discrepancy when it arises.

Re: FIRS Industry Replacement Set - v0.5.5 Released 23 Nov

Posted: 28 Jan 2011 08:08
by andythenorth
Simons Mith wrote:I've encountered a bug...where I've managed to deliver 25 crates of engineering supplies from a car with a supposed maximum capacity of 20
Probably this bug: http://dev.openttdcoop.org/issues/2196

The nightly build has a fix for it. I *think* it's save game safe with 0.5.5, but no guarantees ;) http://bundles.openttdcoop.org/firs/nightlies/LATEST/

Re: FIRS Industry Replacement Set - v0.6 Released 6 Feb

Posted: 06 Feb 2011 11:02
by andythenorth
FIRS 0.6 is released! On Bananaramas or download here: http://bundles.openttdcoop.org/firs/releases/0.6/

Changelog is here: http://bundles.openttdcoop.org/firs/rel ... ngelog.txt and copied below...

=======================================
FIRS Industry Replacement Set Changelog
=======================================


-----------
0.6 Release
-----------

FIRS 0.6 is *not* savegame compatible with any previous release of FIRS.

*What's new in 0.6?*

Over 150 changes since FIRS 0.5.5

*New Industries*
- Dredging Site
- Smithy Forge
- Iron Works

*Removed Industries*
- Forge

*New / Changed Cargos*
- Alcohol cargo added (cargo label: BEER) - produced by Brewery, Sugar Refinery (Tropic only) - accepted by Store
- Cargo classes changed for Wool from Piece to Piece + Covered (to match ECS spec)
- Cargo classes changed for Goods from Piece + Express to Express (to match default TTD)

*New Features*
- Fund / prospecting costs set for all industries
- Production level reduced at Fishing Grounds to better match fishing boat capacity
- Many industries try to locate a minimum distance from industries that supply / accept their cargo
- Improved appearance of Textile Mill
- New graphics for Lime Kiln
- Builders Yard / Petrol Pump - industry window no longer indicates closure in n months (they didn't close anyway)
- Smoke (animated) for many industries
- Rebalanced cargo payment rates for better gameplay
- Game will try and locate Fishing Harbours and Fishing Grounds near each other
- Graphics for Smithy Forge (Yatta / DanMacK)
- Remove large brick building from Sugar Refinery for better appearance
- Furniture Factory graphics now feature lumber and crates
- Cement plant has animation for rotating kiln (not very good, needs improving)
- Brewery uses company colour for flag
- Cargo colours improved (used in cargo payment rate graph, and in industry chain view)

*Fixes*
- Secondary industries were unexpectedly closing even when supplied with cargo (mistake with industry registers)
- Deliveries of Engineering Supplies / Farm Supplies now reported correctly in industry windows
- Mixed Farm now creates fields when built
- Boring minor error with Petrol Pump ground sprite
- Minor errors with Biorefinery tiles
- Flashing red pixel in Lumber Yard
- Boring minor error with Dairy ground sprite
- Changed callback handling to be more explicit in production code (removes one known error now, prevents future errors)
- Update attribution of graphics

*Translations*
- Some translations update
- German language now uses genders


*Documentation*
- Readme now explains what causes primary and secondary industry to close (if closure is enabled)

*Additional Compatibility checks*
- Experts Hard Industries NewGRF will be reported as incompatible
- Citybuilder NewGRFS will be reported as incompatible
- FIRS 0.6 will report requirement for OTTD 1.1.x or r21208 or later
- Set FIRS 0.6 as minimum compatible version to prevent breaking savegames using older FIRS

Re: FIRS Industry Replacement Set - v0.6 Released 6 Feb

Posted: 09 Feb 2011 01:32
by Simons Mith
Attached is a screengrab with a couple of minor mistakes.

'tons' and 'tonnes' are used interchangeably in many places where they should probably all be one or the other. (My game is set to Imperial measurements, in case that has a bearing on the matter.) c.f. Brick Works, Arable Farm in the two production display windows, and the output of the Glass Works and Grain Mill in the Industries window.

'Building materials' has a lower-case m (in the cargo types window) where all other cargos have their names consistently capitalised. This is visible both when you build a new station, and in the cargo types window for new vehicles, as shown here.


Is the occasional smoke redraw glitch (as shown here on the brick works) a problem with FIRS or with the main game? I'm on Mac version g06951eb2-cd