Extended Cargo Scheme (ECS) discussion

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wallyweb
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Post by wallyweb »

Thanks for reading my post George.
George wrote:
wallyweb wrote:This new cargo/industry discussion is getting unnecessarily complicated.
Lets simplify the whole approach.
<Proposal>
1. The premise of TTDX is transportation - period!.
2.a. Products/Cargo are transported between four levels.
Why four? Not 5, no 3, but four?
Because that's how many there are. If you can think of a another level, check it against these. It's probably described.
George wrote:
wallyweb wrote:2.b. Conveyance type is appropriate to the product type.
3. The levels are:
3.a. Source/Resource - No input to generate output.
examples - Wells(includes oil rigs), Mines, Forests, Farms, Plantations, Water Sources, Fishing Grounds, Town Buildings (pax & mail), Banks (valuables etc.), Import, Tourist source
in your terms Tourists centres are the second level industries
What products are processed to make a tourist? Are tourists processed into another product?
George wrote:
wallyweb wrote:3.a.i. Output transported to Primary Industry for processing.
3.a.ii. Output transported to Secondary Industry for processing.
3.a.iii. Output transported to End User.
3.b. Primary - Requires input to generate output.
examples - Steel Mills, Paper Mills, Refineries(chemicals), Sawmills(woodchips/sawdust)
3.b.i. Output transported to Secondary Industry for processing.
3.c. Secondary - Requires input to generate output.
examples - Food Processing, Factory, Printing Works, Refinery(petrol), Breweries
3.c.i. Output transported to End User.
So the same industry has several levels? Not good
Why not? It depends upon the output(s). Oil Refinery sells chemicals to a car factory and refinery also sells petrol to a building in a town (petrol station).
George wrote:
wallyweb wrote:3.d. End User - Requires input only
examples - Banks, Power Stations, Town Buildings, Tourist Destinations.
3.d.i. No output.
Towns have output
No they don't ... its the buildings in the towns that have output. For example ... if 3 houses total 7/8 passengers, then no passengers.
George wrote:
wallyweb wrote:When proposing a new industry include the following chart (example in brackets):
It does not change the vector
It depends ... for instance, if it is a secondary level and there is no secondary level within the vector, then yes, adding that industry would change the vector.
George wrote:
wallyweb wrote:Comments/Flames? 8)
The last part is unnesesary now
The last part is always necessary. I enjoy good questions and your questions are always excellent. :bow:
George wrote:Suggestion
To make temperate and arctic different I suggest to remove wood products line from temperate and leave it in arctic only.
Hmmm ... In reality, wood is important (even critical) to the economies of all climates.
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Post by George »

wallyweb wrote:
George wrote:
wallyweb wrote:3.a. Source/Resource - No input to generate output.
examples - Wells(includes oil rigs), Mines, Forests, Farms, Plantations, Water Sources, Fishing Grounds, Town Buildings (pax & mail), Banks (valuables etc.), Import, Tourist source
in your terms Tourists centres are the second level industries
What products are processed to make a tourist? Are tourists processed into another product?
Into the same product
wallyweb wrote:
George wrote:
wallyweb wrote:3.a.i. Output transported to Primary Industry for processing.
3.a.ii. Output transported to Secondary Industry for processing.
3.a.iii. Output transported to End User.
3.b. Primary - Requires input to generate output.
examples - Steel Mills, Paper Mills, Refineries(chemicals), Sawmills(woodchips/sawdust)
3.b.i. Output transported to Secondary Industry for processing.
3.c. Secondary - Requires input to generate output.
examples - Food Processing, Factory, Printing Works, Refinery(petrol), Breweries
3.c.i. Output transported to End User.
So the same industry has several levels? Not good
Why not? It depends upon the output(s). Oil Refinery sells chemicals to a car factory and refinery also sells petrol to a building in a town (petrol station).
Because that means theat cargo has the level, not the industry
wallyweb wrote:
George wrote:
wallyweb wrote:3.d. End User - Requires input only
examples - Banks, Power Stations, Town Buildings, Tourist Destinations.
3.d.i. No output.
Towns have output
No they don't ... its the buildings in the towns that have output. For example ... if 3 houses total 7/8 passengers, then no passengers.
Even then they PRODUCE passengers
wallyweb wrote:
George wrote:
wallyweb wrote:When proposing a new industry include the following chart (example in brackets):
It does not change the vector
It depends ... for instance, if it is a secondary level and there is no secondary level within the vector, then yes, adding that industry would change the vector.
Description does not change the vector. New industry does.
wallyweb wrote:
George wrote:
wallyweb wrote:Comments/Flames? 8)
The last part is unnesesary now
The last part is always necessary. I enjoy good questions and your questions are always excellent. :bow:
But wee need a good vector, not a good description now
wallyweb wrote:
George wrote:Suggestion
To make temperate and arctic different I suggest to remove wood products line from temperate and leave it in arctic only.
Hmmm ... In reality, wood is important (even critical) to the economies of all climates.
Your suggestions?

2MB: It looks like noone has suggestions. May be you can make the first approval now?
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Post by SHADOW-XIII »

I have an idea and warning that come with the new cargo schema ...
please visit this topic: Less industry production
what are you looking at? it's a signature!
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wallyweb
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Post by wallyweb »

George wrote:
wallyweb wrote:
George wrote:in your terms Tourists centres are the second level industries
What products are processed to make a tourist? Are tourists processed into another product?
Into the same product
You have a building or something that produces a tourist. What does that building or something require as input to produce that tourist?
George wrote:
wallyweb wrote:
George wrote:So the same industry has several levels? Not good
Why not? It depends upon the output(s). Oil Refinery sells chemicals to a car factory and refinery also sells petrol to a building in a town (petrol station).
Because that means theat cargo has the level, not the industry
An industry level produces cargo and/or accepts cargo. Cargo is just the medium transported between industry levels. I guess one could say that a Primary level industry accepts a Resource level cargo and produces a Primary level cargo which is transported to and accepted by a Secondary level Industry ... etc.
George wrote:
wallyweb wrote:
George wrote:Towns have output
No they don't ... its the buildings in the towns that have output. For example ... if 3 houses total 7/8 passengers, then no passengers.
Even then they PRODUCE passengers
It is the buildings that produce passengers. The buildings just happen to be located in towns. One can have a station in a town where no passengers appear because there are no passenger producing buildings in that part of the town.
George wrote:
wallyweb wrote:
George wrote:It does not change the vector
It depends ... for instance, if it is a secondary level and there is no secondary level within the vector, then yes, adding that industry would change the vector.
Description does not change the vector. New industry does.
And how does one describe the new industry?
George wrote:
wallyweb wrote:
George wrote:The last part is unnesesary now
The last part is always necessary. I enjoy good questions and your questions are always excellent. :bow:
But wee need a good vector, not a good description now
We need a good description of the components of a vector.
George wrote:
wallyweb wrote:
George wrote:Suggestion
To make temperate and arctic different I suggest to remove wood products line from temperate and leave it in arctic only.
Hmmm ... In reality, wood is important (even critical) to the economies of all climates.
Your suggestions?
I would have to think on this. The differences between the climates before New Cargoes seemed appropriate. Do those original differences need to be changed?

What I am proposing is not a suggestion of new cargos or industries.
Rather, it is a suggestion for a procedure to assist in creating a well thought out proposal to add or change a vector or a product or an industry. Both yours and MB's implementations have obviously been very well thought out. I can't say the same for some of the suggestions from others.
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Post by eis_os »

Some of my thoughts, I don't follow the discussion every day, George, I haven't found a working full version of your pngs, it's not very good if you directly remove them, thats not good :?

From the end user point:

Don't start creating grfs with parameters to redefine each and every cargo so you eventually get a working scenario. Then you don't even need to tell every user what grf you used, you even have to tell them the right order, the parameters and so on...

To the cargo Machinery:
While we have a game, and I am strickly against people to try to make TTD a simulator, but I think in real world the amount of Machinery is quite less compared to the produced cargo. (There are exceptions sure) So I don't think it's a good cargo for TTD
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
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Post by George »

eis_os wrote:Some of my thoughts, I don't follow the discussion every day, George, I haven't found a working full version of your pngs, it's not very good if you directly remove them, thats not good :?
It is a problem of changing the server location. I could to forget to move some parts of the site. I'll fix it. Report me if you will find something else missing
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Post by wallyweb »

George wrote:Because that means theat cargo has the level, not the industry
and
George wrote:Towns have output
George: After 5 cups of coffee and re-reading our conversation I think I should have provided better replies for these two comments.

My reply should cover both ... An industry and its product(s) can exist at more than one level.
example:
A town building requires no input to produce passengers., therfore it is a Source/Resource level.
A town building accepts passengers but does not use them to output anything, therfore it is a End User level.
So, a town building is both Source/Resource and End user.
This is acceptable.
Using the same rationale, the refinery would be both primary and secondary levels.
I've added a note to my original post to cover this situation.
Thanks :bow:
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Post by George »

I think it should be fixed now. Let it be
ID bit cargo
00 00 passengers
01 01 coal
02 02 mail
03 03 crude oil
04 04 livestock
05 05 printings
06 06 grain
07 07 wood
08 08 iron ore
09 09 steel
0A 0A valuables
0B 1B paper
0C 0C food
0D 12 beer
0E 11 fish
0F 13 wool
10 14 lime
11 15 sand
12 16 glass
13 17 wood products
14 18 chemical products
15 19 fertilizer
16 1A textiles
17 1C building materials
18 1D cars, machinery
19 1E petrol
1A 1F tourists
1B 0B sulphur
1C 0D cement
1D 0E agricultural products
1E 0F --
1F 10 --
Big version http://ttd.cernun.net/temp/Cargo%20vectors%206.png
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Post by michael blunck »

[cargo slot IDs and cargo bit masks]

> I think it should be fixed now

I think it´s still too early for a final decision. Therefore, I´ll include your last letter and my response for a wider audience to take part again in the discussion.


George wrote (in private mail):

>>> [...] I think we need to define at least one cargo schema (with IDs).

>> Yes.

> Yes, urgently, and post it to public.

In the .html scheme I posted initially ( -> http://www.ttdpatch.de/cargo_scheme.html ) there are already slot IDs
and cargo bits flags.

> Then to combine all the efforts into one grf, that provides
> cargo (petrol should be moved to that file too).

Well. No. I don´t like this approach both from technical and legal
reasons.

I´ll provide a NewCargo .grf which will include all my cargoes and
industries. For reasons of flexibility and because the number of industries on a typical TTD map will be limited, I´ll provide a switch mechanism (by parameters) to activate or de-activate single cargo chains, i.e. "fishing" (fish, fishing grounds and food processing) or "brewery" (beer, brewery, beer acceptance in towns) etc.

In this way, industries and cargoes are separated already and it would
be easy to add even more industries and cargoes by additional .grfs.

We don´t need to have one large single NewCargo .grf, but o/c we need a
consistent scheme of cargo slot IDs and cargo bit masks.


["chemical products"]

>> [...] IMO, "chemical industry" is (and should be in game)
>> the core industry in every country (besides steel) so it doesn´t matter
>> that "chemicals" would be used by many other industries. That´s quite
>> normal and good for the game.

> And what do they accept?

In reality, chemical industries accept quite a big number of preliminary
products in rigid, liquid and gaseous form from diverse sources.

The only problem I see is to find one "generic" name for the preliminary
product delivered from refineries to chemical plants rather than to have
one of those many real product names. In my scheme I´m using the term
"refined products".

Other two inputs for the chemical plant could be "sulphur" and "potash",
because these are the preliminary products to produce "fertilizer". O/c one of them would suffice for fertilizer, hence "sulphur" could be a "private cargo", possibly.

In any case, i´ll have "potash" in my scheme. This is a very important
product/industry in Germany (and thus for the DB Set) and a potash mine
would fit nicely in TTDs class of "mining industries" (coal, iron ore,
potash; copper and gold for climates other than temperate).

> Oils is already accepted by oil refineries

OK.

> and power plants.

OK.

> Sulphur from power plant is good here. But!
> The problem is the cargo vector. If we use Sulphur to produce
> chemicals, we can't send chemicals anywhere except automobile industry
> and printing works, because otherwise we get 5 levels of
> transportations, while we wanted to have 4 max.

Well. I don´t understand your persistency w. regard to "levels". :)

> So, if we want to send chemicals to textile mill or others, we need
> to make chemicals plant to accept raw materials.

"Potash" would be a raw material. "Sulphur" would be kind of another raw material. "Refined products" (from the oil refinery) would be a product by itself. IMO, that doesn´t matter much because nobody would have to care about from which preliminary product exactly one of the two products of an industry is produced, i.e. a "raw material" or an "intermediate product".

> So, what to do with chemicals? I really want to have something of
> that style at textile mill.

Yes. IMO, textile mills should have two inputs rather than only one:
Wool (or "cotton" in tropic) and "chemical products" (which would be e.g. dyes or solvents in reality).

>> - "chemicals" shouldn´t be sent to "chemical industries/chem. plants"
>> (whatsoever its name) but are (and should be) the *product* of those.

> And what are they made from?

In TTD? Well, "refined products" (from refinery), "potash" (from potash
mine), "sulphur" (from power plant (in temperate)). We do not have more
inputs in our current scheme.

In reality, chemical plants would accept nearly everything from both organic and inorganic materials. :)

Products would be mainly other "chemical products", pharmaceuticals, plastics, dyes, solvents, gases, etc. pp.


["waste", "garbage"]

>> I really don´t like that idea.
> I don't like this idea too.

OK. Then let´s skip it *officially*.

>>> we could remove wood from temperate. That the wood-based
>>> brunches of cargos would make the arctic different.

>> No. We are keeping "forests" and "wood" in temperate. It´s essential and
>> typical. We better should remove "paper" and "paper mills" from
>> temperate again, now we have "food" in temperate (those were the
>> alternatives when Oskar implemented "moreindustriesperclimate") ...

In addition, I´d like to keep "wood" for the "alpine climate" which will
change to temperate in the future. An alpine scenario w/o wood industry
wouldn´t make sense.

> Well, then we should invent some more usage for wood I think.

ATM, I´m working on the "building materials" cargo chain. I.e. I´ve put
together a "brick works" which produces "bricks" which are sent to a
"building center" which would be situated near towns.

Although the "building center" itself doesn´t produce any new cargo from
its input (I skipped the new cargo "building materials", being superfluous) it accepts two more input cargoes, namely "timber" from the
saw mill and "steel" from the steel mill (this could/would be changed to
"cement" whenever the "cement works" would be available. However, we could only have three input cargoes)).

In addition, we could make a special type of "factory" which accepts
"wood products" e.g. for producing "furniture". This factory could be a
"parallel" one or a .grf specific.

From my opinion, there are still more questions around "factories". I´ve
discussed this with various other people involved and there are good
reasons to keep the original (generic) type if "goods" as well.

regards
Michael
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Post by SHADOW-XIII »

very good, open pit is nice idea,

but those:
- should bright green (Farm) go to Food Plant instead of Textile Mill
- (yeah I know ... again) Oil Rig, please get rid of passengers and mail
- and I am still confused with printings to bank

other idea:
- for industry, not cargo: splitting Food Plant "in half" so that 1 Food Plant won't produce food from everything, make 1 producing food from 2 cargos and other one from other 2 cargos (it will be 4 cargos if you made Farm->Food Plant)
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Post by George »

MB> In the .html scheme I posted initially
Does not fit in. It does not define alternatives, it only says that
they are possible. As you can see in my post, I had to add additional
IDs to cement and lime

MB> http://www.ttdpatch.de/cargo_scheme.html ) there are already slot IDs
MB> and cargo bits flags.
I used it as a base. The problem is to define alternative schemas and
show them on the global schema. I plan to do it as soon as we plan at
least one schema. It is possible to divide it into parts too.

>> Then to combine all the efforts into one grf, that provides
>> cargo (petrol should be moved to that file too).
MB> Well. No. I donґt like this approach both from technical and legal
MB> reasons.
Well, then we have to spend many efforts on collaboration. Technically
yes, it is possible, because we can read parameters of the other GRFs.

MB> Iґll provide a NewCargo .grf which will include all *my* cargoes
*CARGOS* ARE *NOT* *YOURS*. GRAPHICS DOES. "Let's divide flies from
meat" as we say here. We can code and draw parts of the schema and
call it "my part". But the general schema should be common and public.

Then, what should we do, if I provide Glass works and glass, while
your brewery accepts glass?

Michael, It is Ok to have copyrights for graphics, but I'm strongly
against copyrighting the concept. In our case it is possible to have
the following solutions:

A) common schema based schema
- Cargos are common, no one or the TTD community the holds copyright.
So called main GRF. If you want I can draw icons and code this GRF,
I think Wile will help me. Alternative variants of cargo chains are
also defined here and are chosen by a parameter
- Cargos on vehicles (with vehicles) belong to the vehicles set
authors (but we can exchange cargos graphics with permissions of
cause as we did already) (as many GRFs as we want). The chosen
variant is of cargo schema is defined via access to the main GRF
parameter
- New industries with default (TTDs) graphics are common, no one or
the TTD community holds the copyright. I can also code it in the
main GRF
- Industries with new graphics belong to their authors (as many GRFs
as we want)

We can code it that way, that the main GRF tests for GRFs with new
industries graphics and disable its' part for this new industries
from thew new GRFs. The new GRFs test for main GRF and reports a
error if it is not available

B) parts based schema
- artists select their part of the schema and draw and code it

then we should work on collaboration (as for the example of glass).
You GRF with brewery will test for my GRF with glass (and report error
if not represented). Some additional collaboration would be required.
Example: Wile part redefines oil refinery to produce rubber instead of
goods. It checks for my set is loaded after his set, his set generates
error. If my set is loaded before his set, his set does nothing. If my
set is not loaded, his set defines rubber as oil refinery's output. My
set should check for his set is loaded after my set and defines oil
refinery output as petrol and rubber.

Both solutions are technically possible.

I think solution A) is technically easier an B) is easier for
copyrights issues.

MB> and industries. For reasons of flexibility and because the number of
MB> industries on a typical TTD map will be limited, Iґll provide a switch
MB> mechanisms (by parameters) to activate or de-activate single cargo
MB> chains, i.e. "fishing" (fish, fishing grounds and food processing) or
MB> "brewery" (beer, brewery, beer acceptance in towns) etc.
bad idea. disabling fish should not disable food plant if (for
example "my") livestock is defined.

MB> In this way, industries and cargoes are separated already and it would
MB> be easy to add even more industries and cargoes by additional .grfs.
How do you see their collaboration? For example, how to specify the
collaboration of sets if rubber part is alternative to chemicals? In
this case we need collaboration of not two but three and even more
sets. I think it is rather boring to add a test for all the other sets
in each set. It would be much easier to specify cargo vectors variant
in main GRF and test selected vector in each GRF (The GRF will disable
itself if unacceptable vector is selected).
I think solution A) is easier to maintain.

MB> We donґt need to have one large single NewCargo .grf, but o/c we need a
MB> consistent scheme of cargo slot IDs and cargo bit masks.
Yes, it would be easier to do it with solution A)


["chemical products"]

>> And what do they accept?
MB> In reality chemical industries accept quite a big number of preliminary
MB> products in rigid, liquid and gaseous form from diverse sources.
I mean in game

MB> The only problem I see is to find one "generic" name for the preliminary
MB> product delivered from refineries to chemical plants rather than to have
MB> one of those many real product names. In my scheme Iґm using the term
MB> "refined products".
Were are they produced?

MB> Other two inputs for the chemical plant could be "sulphur" and "potash",
MB> these are the preliminary products to produce "fertilizer". O/c one of
MB> them would suffice, hence "sulphur" being a "private cargo", possibly.
Potash is ok because it is raw material (mined in mines) while
sulphur is not, because it moves chemicals plant to the third level.

BTW. What chemical product is used to produce textile? What is it
produced from?

MB> In any case, iґll have "potash" in my scheme.
In COMMON schema.
Should it be produced in open pit? We have enough industry slots (7)
to add a new one. While we have only 2 cargo slots.

MB> This is a very important product/industry in Germany (and thus for
MB> the DB Set) and a potash mine would fit nicely in TTDs class of
MB> "mining industry" (coal, iron ore, potash; copper and gold for
MB> climates other than temperate).
you forgot open pit for sand and lime

>> Sulphur from power plant is good here. But!
>> The problem is the cargo vector. If we use Sulphur to produce
>> chemicals, we can't send chemicals anywhere except automobile industry
>> and printing works, because otherwise we get 5 levels of
>> transportations, while we wanted to have 4 max.
MB> Well. I donґt understand your persistency w. regard to "levels". :)
Because of the map size and the amount of industries I find 4 levels
of transportation as a much. 5 levels are too much for TTD maps. If
you plan to make a reduced part of a scheme, than 5 levels is
extremely huge amount of levels. If you'll count 2 inputs on every
level, you get 30!!! cargos only for this vector. While 32 is the max
we can have. Sorry, Michael, but I'm STRONGLY against 5 levels of
transportations.

There is a possible solution (dyes) below to fit in with 4 levels
with chemicals plant on the third level.

>> So, if we want to send chemicals to textile mill or others, we need
>> to make chemicals plant to accept raw materials.
MB> "Potash" would be a raw material.
That vector is ok

MB> "Sulphur" would be *kind of* another raw material.
No. It is produced from other cargo. So, it is a 1 level product! If
Sulphur is produced in mines and chemical plant accepts oil directly,
then everything is Ok. But coal-sulphur-chemical-textile-cars vector
is too long. No.

MB> "Refined products" (from the oil refinery) would be a
MB> product by itself. IMO, that doesnґt matter much because nobody
MB> would have to care about from which preliminary product exactly
MB> one of the two products of an industry is produced, i.e. a "raw
MB> material" or an "intermediate product".
But to build the whole vector the player should use all the levels. I
made many networks ;) and can say, that even 3 cargos is long enough.
4 will take the whole map. 5 is too long for 255x255 map.
If you really want chemical plant to be the 3-d level industry, then
we should remove textile from automobile plant and unite paper mill
and printing works (and remove paper). Then sulphur would be Ok.

>> So, what to do with chemicals? I really want to have something of
>> that style at textile mill.
MB> Yes. IMO, textile mills should have two inputs rather than only one:
MB> Wool (or cotton in tropic) and "chemical products" (which would be e.g.
MB> dyes or solvents in reality).
:shocked: but there are three of them in the schema - chemicals, wool
and agricultural products. Did you read it before posting the answer?

>>> - "chemicals" shouldnґt be sent to "chemical industries/chem. plants"
>>> (whatsoever its name) but are (and should be) the *product* of those.
>> And what are they made from?
MB> In TTD? Well, "refined products" (from refinery), "potash" (from potash
MB> mine), "sulphur" (from power plant (in temperate)). We do not have more
MB> inputs in our current scheme.
what (except chemicals plant) will accept "refined products"?

MB> In reality, chemical plants would accept nearly everything both organic
MB> and inorganic materials. :)
What about organic materials? May be to add something?

MB> Products would be mainly other "chemical products", "pharmaceuticals",
MB> plastics, dyes, solvents, gases, etc. pp.
GOOD! we can remove textile from automobile plant, introduce dyes and
send it to automobile plant and printing works. Can we use refined
products to produce paper from wood products instead of chemicals?
everything will fit good then into 4 levels.

["waste", "garbage"]

>>> I really donґt like that idea.
>> I don't like this idea too.
MB> OK. Then letґs skip it *officially*.
OK

["wood products"]

MB> ATM, Iґm working on the "building materials" cargo chain. I.e. Iґve put
MB> together a "brick works" which produces "bricks" which are sent to a
MB> "building center" which would be situated near towns.
MB> Although the "building center" itself doesnґt produce any new cargo from
MB> its input (I skipped the new cargo "building materials" being
MB> superfluous) it accepts two more input cargoes, namely "timber" from the
MB> saw mill and "steel" from the steel mill (this could/would be changed to
MB> "cement" whenever the "cement works" would be available. However, we
MB> could only have three input cargoes)).
Good idea. I'll try to fit in.

MB> In addition, we could make a special type of "factory" which accepts
MB> "wood products" e.g. for producing "furniture". This factory could be a
MB> "parallel" one or a .grf specific.
I don't see place for it now.

MB> From my opinion, there are still more questions around "factories". Iґve
MB> discussed this with various other people involved and there are good
MB> reasons to keep the original (generic) type if "goods" as well.
What are they? I don't see any now

MB> FYI, Iґve posted this reply to the NewCargo discussion thread in
MB> tt-forums as well.
Ok, I'll do the same
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Post by DaleStan »

George wrote:Does not fit in. It does not define alternatives, it only says that
they are possible. As you can see in my post, I had to add additional
IDs to cement and lime
Please, George, don't add those extraneous carriage returns. If I want to see a long, skinny post, that's my business. Please don't force it on me.

I would much prefer to see
George wrote:Does not fit in. It does not define alternatives, it only says that they are possible. As you can see in my post, I had to add additional IDs to cement and lime
EDIT: I just figured that out, Owen.

George, MB, can you two discuss this either here *or* via email, but not both, so we don't have to deal with this wrap-every-70-characters mess. (Great for plaintext. NOT for forums.)
Last edited by DaleStan on 08 Sep 2005 18:54, edited 1 time in total.
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Post by orudge »

DaleStan wrote:Please, George, don't add those extraneous carriage returns. If I want to see a long, skinny post, that's my business. Please don't force it on me.
He copied that post from an e-mail, so his mail client wrapped the lines...
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Post by michael blunck »

[this is another copy from a private mail, so there will be annoying line wrappings which cannot be distinguished properly from forum-generated line breaks when copying the text into the posting window. Sorry for that. (a cc: to a newsgroup would have been easier ... )]


[...]

>>> Then to combine all the efforts into one grf, that provides
>>> cargo (petrol should be moved to that file too).

>> Well. No. I don´t like this approach both from technical and legal
>> reasons.

> Well, then we have to spend many efforts on collaboration.

Not so many. As soon as there´s a considerable scheme everything would be easy. :)

>> I´ll provide a NewCargo .grf which will include all *my* cargoes

> *CARGOS* ARE *NOT* *YOURS*. GRAPHICS DOES. [...]
> Michael, It is Ok to have copyrights for graphics, but I'm strongly
> against copyrighting the concept. [...]

You have misunderstood totally. :)

gb: "combine all the efforts into one grf"
mb: "No. I´ll provide a NewCargo .grf which will include all *my* cargoes"

This meaning I´ll provide a .grf including all the cargoes and industries which I like to offer. These will be drawn and coded by me. I will not include foreign graphics nor foreign code into this .grf == "my cargoes|industries|.grf|concept" whatsoever.

Of course *everybody* could do his own .grf with new cargoes and industries. He could even come up with a .grf of exactly the same cargoes and industries. This all doesn´t matter, as long as all those .grfs would be compatible.

*I don´t claim a copyright on the concept.*

Silly. :)

> In our case it is possible to have
> the following solutions:
>
> A) common schema based schema
> - Cargos are common, no one or the TTD community the holds copyright.

[x] agree

> So called main GRF. If you want I can draw icons and code this GRF,

[x] not needed.

> - Cargos on vehicles (with vehicles) belong to the vehicles set
> authors (but we can exchange cargos graphics with permissions of
> cause as we did already) (as many GRFs as we want).

Cargoes on vehicle sets belong to that vehicle set. Every vehicle set can have its own graphical representation of a specific cargo, e.g. the DB set would include different graphics for wood, timber, steel, etc as the US set. As it´s already now, BTW.

> The chosen
> variant is of cargo schema is defined via access to the main GRF
> parameter

No. Not again something like your AI manager. No "main .grf".

> - New industries with default (TTDs) graphics are common, no one or
> the TTD community holds the copyright. I can also code it in the
> main GRF

[x] of course.

> - Industries with new graphics belong to their authors (as many GRFs
> as we want)

[x] of course.

> We can code it that way, that the main GRF tests for GRFs with new
> industries graphics and disable its' part for this new industries
> from thew new GRFs. The new GRFs test for main GRF and reports a
> error if it is not available

I´m against that concept. As it stands now, I think we could rely on a concurrent scheme (like "concurrent processing"). If this thing gets even bigger I´m sure that Josef would step into thinking about a better solution. :)

> B) parts based schema
> - artists select their part of the schema and draw and code it
>
> then we should work on collaboration (as for the example of glass).
> You GRF with brewery will test for my GRF with glass (and report error
> if not represented). Some additional collaboration would be required.

[x] that´s better.

> Example: [...]

Apropos "rubber". You have been the one who wanted to have different cargoes for the different climates (me as well) but ATM it seem that everyone other wants to include (nearly) *all* cargoes into *all* climates, e.g. iron ore into arctic, rubber in temperate, ... :\

> Both solutions are technically possible.

I know and I prefer the "non-centralized" approach. In addition, we´d use the already existing ".grf ressource management scheme" and Josef will add more functionality to it if needed.

> I think solution A) is technically easier an B) is easier for
> copyrights issues.

...

>> and industries. For reasons of flexibility and because the number of
>> industries on a typical TTD map will be limited, I´ll provide a switch
>> mechanisms (by parameters) to activate or de-activate single cargo
>> chains, i.e. "fishing" (fish, fishing grounds and food processing) or
>> "brewery" (beer, brewery, beer acceptance in towns) etc.

> bad idea.

Well, not such bad.

From a technical point of view it would be easier for a .grf to activate/deactivate a complete "chain" and ATM there are only "your" cargo .grf and "mine" released.

But these are technical details.

> disabling fish should not disable food plant if (for
> example "my") livestock is defined.

A clean solution would be to handle this in a similar way to procedure calls: each .grf has to clean up everything it establishes.

So, if "your" livestock needs a food processing, it has to

- bring its own, or
- check if there are food processing capabilities in another activated .grf.

>> In this way, industries and cargoes are separated already and it would
>> be easy to add even more industries and cargoes by additional .grfs.

[some more technical details]

> For example, how to specify the
> collaboration of sets if rubber part is alternative to chemicals? In
> this case we need collaboration of not two but three and even more
> sets. I think it is rather boring to add a test for all the other sets
> in each set.

Well, no. Say, how much cargo slot IDs (resp. bit flags) do we have?

We´d have to check only one single double word parameter.

[...]

> I think solution A) is easier to maintain.

But it will not come into effect because of legal reasons. In addition I think (B) would be technically easier because it´s a natural approach (concurrent vs. centralized).

[...]

> ["chemical products"]

>> The only problem I see is to find one "generic" name for the preliminary
>> product delivered from refineries to chemical plants rather than to have
>> one of those many real product names. In my scheme I´m using the term
>> "refined products".

> Were are they produced?

By the "refinery".

>> Other two inputs for the chemical plant could be "sulphur" and "potash",
>> these are the preliminary products to produce "fertilizer". O/c one of
>> them would suffice, hence "sulphur" being a "private cargo", possibly.

> Potash is ok because it is raw material (mined in mines) while
> sulphur is not, because it moves chemicals plant to the third level.

Please stop talking about "levels". :O

> BTW. What chemical product is used to produce textile? What is it
> produced from?

Mmh? I don´t understand. "textile mills" are producing "textiles" from "wool" (or "cotton", or ...) *and* "chemical products" (which could be imagined as "dyes" or "solvents" or whatever. Doesn´t matter.

>> In any case, i´ll have "potash" in my scheme.

> In COMMON schema.

Ah yes. Sorry. :)

> Should it be produced in open pit?

No. Even in Canada (world´s 3rd biggest producer) it´s uncommon, IMO. In Germany, potash is deep-mined.

> We have enough industry slots (7)
> to add a new one. While we have only 2 cargo slots.

Yeah.

>> This is a very important product/industry in Germany (and thus for
>> the DB Set) and a potash mine would fit nicely in TTDs class of
>> "mining industry" (coal, iron ore, potash; copper and gold for
>> climates other than temperate).

> you forgot open pit for sand and lime

Well, I don´t like "open pit" as a category simply because it´s
too generic. "Open pit" could be anything. You´ll always find a country where a specific mined product is mined open-pit. E.g. in former East Germany, "brown coal" was mined exclusively open-pit.

[...]

>> Well. I don´t understand your persistency w. regard to "levels". :)

> Because of the map size and the amount of industries I find 4 levels
> of transportation as a much.

First tell me what you mean *exactly* with "levels of transportation".

[...]

>> [...] IMO, that doesn´t matter much because nobody
>> would have to care about from which preliminary product exactly
>> one of the two products of an industry is produced, i.e. a "raw
>> material" or an "intermediate product".

> But to build the whole vector [...] even 3 cargos is long enough.
> 4 will take the whole map. 5 is too long for 255x255 map.

Well, we could "split" productions as I layed out above, e.g. the "chemical plant" produces "fertilizer" if fed w. "sulphur" or "potash" but "chem. products" if fed from the "refinery". If fed both, both would be produced.

We haven´t really begun to talk about the exact implementation of production, not alone about prices.

> If you really want chemical plant to be the 3-d level industry, then
> we should remove textile from automobile plant and unite paper mill
> and printing works (and remove paper). Then sulphur would be Ok.

ATM I don´t have the time to construct a better vector but I´ll come up with a solution.

Speaking of paper/printings I don´t like the printing industry in temperate at all, yet alone your "printings" -> "banks" connection.

I´d propose "paper" to be delivered to shops (towns) in temperate and that´s all.

>>> So, what to do with chemicals? [...]

>> Yes. IMO, textile mills should have two inputs rather than only one:
>> Wool (or cotton in tropic) and "chemical products" (which would be e.g.
>> dyes or solvents in reality).

> :shocked: but there are three of them in the schema - chemicals, wool
> and agricultural products. Did you read it before posting the answer?

Which one? There are half a dozen "schemes" on the market, ATM.

> what (except chemicals plant) will accept "refined products"?

Unfortunately nothing else. But to deliver "chemicals" from the "refinery" to a "chemical plant" doesn´t make sense either. :\

>> In reality, chemical plants would accept nearly everything both organic
>> and inorganic materials. :)

> What about organic materials? May be to add something?

Yeah. I´ve had some ideas, maybe "vegetable oil" like rapeseed or anything else (other oilseeds)...

>> Products would be mainly other "chemical products", "pharmaceuticals",
>> plastics, dyes, solvents, gases, etc. pp.

> GOOD! we can remove textile from automobile plant, introduce dyes and
> send it to automobile plant and printing works.

I don´t *insist* to have "textiles" an input to "car plants". I only wanted to have a product like "textiles" which could transported both to end consumers and/or used as an intermediary product. I think that´s a good idea. But o/c it doesn´t have to be the car industry, unconditionally.

> Can we use refined products to produce paper from wood products
> instead of chemicals? everything will fit good then into 4 levels.

Not in reality, but in TTD - in case of need. :)

> ["wood products"]
>
>> ATM, I´m working on the "building materials" cargo chain. I.e. I´ve put
>> together a "brick works" which produces "bricks" which are sent to a
>> "building center" which would be situated near towns.
>> Although the "building center" itself doesn´t produce any new cargo from
>> its input (I skipped the new cargo "building materials" being
>> superfluous) it accepts two more input cargoes, namely "timber" from the
>> saw mill and "steel" from the steel mill (this could/would be changed to
>> "cement" whenever the "cement works" would be available. However, we
>> could only have three input cargoes)).

> Good idea. I'll try to fit in.

The question remains if we want to have the saw mill producing *two* cargoes (timber|plywood *and* "xyz" (wood chips? pulp wood?) for paper production) or would it be better to have only *one* product from saw mills, namely "wood products"? The problem is that we could end up with all "xyz products", isn´t it? :|

>> In addition, we could make a special type of "factory" which accepts
>> "wood products" e.g. for producing "furniture". This factory could be a
>> "parallel" one or a .grf specific.

> I don't see place for it now.

The proposal of "parallel cargoes" has to be worked upon as well.

>> From my opinion, there are still more questions around "factories". I´ve
>> discussed this with various other people involved and there are good
>> reasons to keep the original (generic) type if "goods" as well.

> What are they? I don't see any now

Just one: acceptance?

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Post by George »

michael blunck wrote:> Well, then we have to spend many efforts on collaboration.
Not so many. As soon as there’s a considerable scheme everything would be easy. :)
Yes, but in case of main.grf we have to check only one GRF and its parameter, while in the other case we need to check several GRFs.
michael blunck wrote:Of course *everybody* could do his own .GRF with new cargoes and industries. He could even come up with a .GRF of exactly the same cargoes and industries. This all doesn’t matter, as long as all those .GRFs would be compatible.
You didn't write yet how to organize the sets collaboration in the case of rubber example.
michael blunck wrote:> A) common schema based schema
> So called main GRF. If you want I can draw icons and code this GRF,
[x] not needed.
The example of glass? We'll need to test every accepted cargo for any newly designed industry. The only know simple solution is:
All the known GRFs have the order.
Every GRF checks the order on start. In case of error it deactivates itself
Every GRF checks all the other sets on start. In case of missing deactivates itself
Other solutions are much harder than main GRF
michael blunck wrote:No. Not again something like your AI manager. No "main .GRF".
What is wrong with AI manager? What is wrong with main GRF?
michael blunck wrote:> We can code it that way that the main GRF tests for GRFs with new
> industries graphics and disable its' part for this new industries
> from the new GRFs. The new GRFs test for main GRF and reports a
> error if it is not available
I’m against that concept. As it stands now, I think we could rely on a concurrent scheme (like "concurrent processing"). If this thing gets even bigger I’m sure that Josef would step into thinking about a better solution. :)
Again - the example with rubber. The set should define not only industries for itself, but for other sets too. For example, if my set redefines factory and your does, the first one should define for both wile the second should skip the definition. Are you ready to fix your set for every new set?
michael blunck wrote:> B) parts based schema
> - artists select their part of the schema and draw and code it
> then we should work on collaboration (as for the example of glass).
> You GRF with brewery will test for my GRF with glass (and report error
> if not represented). Some additional collaboration would be required.
[x] that’s better.
But harder. And the 10-th time - rubber example.
michael blunck wrote:> Example: [...]
Apropos "rubber". You have been the one who wanted to have different cargoes for the different climates (me as well) but ATM it seem that everyone other wants to include (nearly) *all* cargoes into *all* climates, e.g. iron ore into arctic, rubber in temperate, ... :\
But how to code this?

Did you test both my and Wile's sets? You have both the oil refineries that are not intended. How to prevent such a problem?
michael blunck wrote:> Both solutions are technically possible.
I know and I prefer the "non-centralized" approach. In addition, we’d use the already existing ".GRF resource management scheme" and Josef will add more functionality to it if needed.
It is needed. For the case when two set affect one industry.
michael blunck wrote:>> and industries. For reasons of flexibility and because the number of
>> industries on a typical TTD map will be limited, I’ll provide a switch
>> mechanisms (by parameters) to activate or de-activate single cargo
>> chains, i.e. "fishing" (fish, fishing grounds and food processing) or
>> "brewery" (beer, brewery, beer acceptance in towns) etc.
> bad idea.
Well, not such bad.
From a technical point of view it would be easier for a .GRF to activate/deactivate a complete "chain" and ATM there are only "your" cargo .GRF and "mine" released.
Wile's
michael blunck wrote:But these are technical details.
> disabling fish should not disable food plant if (for
> example "my") livestock is defined.
A clean solution would be to handle this in a similar way to procedure calls: each .GRF has to clean up everything it establishes.
So in this case we should have both the food plant definitions in both the sets :(
michael blunck wrote:So, if "your" livestock needs a food processing, it has to
- bring its own, or
- check if there are food processing capabilities in another activated .GRF.
It should test ALL the GRFs, which require food
michael blunck wrote:>> In this way, industries and cargoes are separated already and it would
>> be easy to add even more industries and cargoes by additional .GRFs.
[some more technical details]
> For example, how to specify the
> collaboration of sets if rubber part is alternative to chemicals? In
> this case we need collaboration of not two but three and even more
> sets. I think it is rather boring to add a test for all the other sets
> in each set.
Well, no. Say, how much cargo slot IDs (resp. bit flags) do we have?
32
michael blunck wrote:We’d have to check only one single double word parameter.
?we have to check at least 2 sets. it is 2xD
michael blunck wrote:> I think solution A) is easier to maintain.
But it will not come into effect because of legal reasons.
Copyright reason is the only reason for solution B) I see now
michael blunck wrote:> Potash is ok because it is raw material (mined in mines) while
> sulphur is not, because it moves chemicals plant to the third level.
Please stop talking about "levels". :O
Why?
michael blunck wrote:Well, I don’t like "open pit" as a category simply because it’s
too generic. "Open pit" could be anything. You’ll always find a country where a specific mined product is mined open-pit. E.g. in former East Germany, "brown coal" was mined exclusively open-pit.
sand and lime mine?
michael blunck wrote:>> Well. I don’t understand your persistency w. regard to "levels". :)
> Because of the map size and the amount of industries I find 4 levels
> of transportation as a much.
First tell me what you mean *exactly* with "levels of transportation".
how much lines I have to build to achieve the last (final) product in the worst case
michael blunck wrote:> :shocked: but there are three of them in the schema - chemicals, wool
> and agricultural products. Did you read it before posting the answer?
Which one? There are half a dozen "schemes" on the market, ATM.
I posted only one schema here (the last version is iteration 7)
michael blunck wrote:> Can we use refined products to produce paper from wood products
> instead of chemicals? everything will fit well then into 4 levels.
Not in reality, but in TTD - in case of need. :)
Ok, let it be this way now unless a new solution is found
michael blunck wrote:> Good idea. I'll try to fit in.
The question remains if we want to have the saw mill producing *two* cargoes (timber|plywood *and* "xyz" (wood chips? pulp wood?) for paper production) or would it be better to have only *one* product from saw mills, namely "wood products"? The problem is that we could end up with all "xyz products", isn’t it? :|
I think one cargo is ok now
michael blunck wrote:> I don't see place for it now.
The proposal of "parallel cargoes" has to be worked upon as well.
Well, I think I found a way
michael blunck wrote:>> From my opinion, there are still more questions around "factories". I’ve
>> discussed this with various other people involved and there are good
>> reasons to keep the original (generic) type if "goods" as well.
> What are they? I don't see any now
Just one: acceptance?
Only if cargo transported in box vans
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Post by krtaylor »

It's funny how there are such widely differing opinions, and also such finely-grained ones.

For me, the ideal situation would be if the TTD world consisted of many monolithic, all-encompassing sets. E.g. "The Japanset", which included Japanese trains, scenery, buildings, industries, cargoes, etc. And "The US Set," which included American trains, buildings, scenery, cargoes, etc. And "The DB set," ditto. And on down the line. So, you just install one GRF (well, maybe a couple), and bang! A whole new internally consistent situation.

I don't really like George's model of ten million individual GRFs, with who-knows-what odd interactions, and umpteen different versions, so you never really know if you're playing exactly the same as some other person. Fragmenting things by industry, makes it even worse! I'd like it best if MB released his new industries as part of the DBset, maybe along with the German buildings. Or some such.

I suspect that the larger sets have a much wider circulation than do the smaller individual stuff. I could be wrong of course, but the larger sets are lots easier to deal with - you're not constantly tweaking this, that, and the other thing. Of course some people do like to do that, and that's fine, but most don't.
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Post by Raichase »

Krtaylor - Your idea works in theory, and it's a very good concept. Not only would it be simple for the folks like us, who have a hand in the development, try everything, and anything, and canprovide feedback and try various combinations, but it's also good for the self-titled "regulars" (Thanks to Jim for that term :))), who don't want to understand a complex .grf system, they just want to play the game with as little fuss as possible.

However, it all comes apart, when you realise this is a community driven effort, rather than an orgainsed company, with reasourses.

Regional Sets that include everything. Sounds nice, doesn't it? Consider the following:

1. It's all good and well for the big, fast moving sets like the DB Set (Michael is a powerhouse, I think we can all admit to that), the US Set (dedicated Coder, Project Dev, and quite a team of artists), the Japan Set (again, a lot of folks there too), which are all more-or-less finished.

But, what about the smaller sets? For various reasons, they might not have as many folks who work on them, or the folks that do may be interrupted by RL. Why should they suffer more work they may not want? Consider ANY of the sets that ISN'T the DB Set, Japan Set, or the US Set. Consider sets like Pikka's UK Renewal Set. He did that solo, and it's a good set. Hell, it's a great set. With your current idea, he would need to make, draw and code a complete UK industry set, or have users of his set miss out on new cargos.

I'm all for the idea of having nation specific industry. I think thats a "good thing" (tm). However, it is good to have industry that can be used by all sets.

2. The Patch is about choice, isn't it? Josef and his team have made sure that everything is optional. Don't like freighttrains? Don't use it. Want to cheat? Hell, you can do that. Want to use a cheat as a shortcut, without cheating? Hell, you can even do that!

However, in this scenario, there would be very little choice. Someone might want to play with the DB Set, but use the industry from North America. If it's all in one .grf, this is impossible. In fact, the only choice that person has, is to use the trains they want, or the industry model they want.

I think, everyone needs to just stop for a bit. Have a play with the new cargos, but just wait, and talk it out without everyone rushing off and trying to start their own project, then worrying about how it works for the end user.

I'm and end user, and I don't want to have choices made for me. I'll play TTD how I want, with the graphics I want. Anything that constricts my choices, I won't use.

Thats just what I wanted to say, I'll leave you coders and graphics artists to keep discussing, and I'll watch :tongue:.
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Post by krtaylor »

Raichase wrote: I think, everyone needs to just stop for a bit. Have a play with the new cargos, but just wait, and talk it out without everyone rushing off and trying to start their own project, then worrying about how it works for the end user.
I agree with you 100%
Raichase wrote:I'm and end user, and I don't want to have choices made for me. I'll play TTD how I want, with the graphics I want. Anything that constricts my choices, I won't use.
:lol: You use everything, I think. 8)

Look, I'm not saying that no sets should be released until the entire environment was 100% ready. Hey, the US set was first released with just trains, right? With the other example you cited, of the UK Renewal Set, I am glad to see that, yes indeed. But surely we'd all even more like to see the complete BR set come back to life and get finished, and in that light, the UK Renewal Set is a "stepping-stone" on the way to a full UK environment. It may take some while, true.

Normally, an environment starts out as a trainset; then someone says, "But that country has a lot of XX cargo, we should show that," and then, "It has characteristic architecture YY," and before you know it, it's evolved into a whole environment.

The thing with the industries is that it appears to me that, by their nature, they are very much tied up with the trains. I made the suggestion that there should be some way of classifying vehicles (e.g. "bulk", "liquid", "piece-goods") so that a train set can accomodate most any potential cargo without being explicitly coded for it; but apparently this wasn't practical. So how do you square that circle without integrating the trains and the industries? Apparently by enforcing an industry scheme (which I personally think is too complex, BTW) on all and sundry - which violates your principle of independence.

I have no problem with any person, or team, making whatever industry matrix they please, and making buildings and traincars to match. I just don't like this "official industry chart" idea.
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wallyweb
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Post by wallyweb »

Folks, as long as we know the cargo ID's that are available to the game, and we do know those, any cargo name can be attached to any one of those ID's. This means that anybody can come up with and design and code a scheme to their liking. Whether a player likes it too is another question. Smart set designers will devise a scheme that is appropriate to their set. They will include the appropriate industries and transports. If it is well thought out and implemented, people will play it. What this means is that all discussion about a default cargo scheme is mute. The original TTDX scheme is the default. Anything else is an adaptation. With the ability to use new cargos, the default does not have to be used, either in whole or in part. I'm looking forward to seeing a variety of interesting schemes. Hopefuly, they will be true to their environment.

Conclusion? Drop all this talk about creating a default. Go out and create an interesting scheme. Call it whatever you want. All I care about is whether or not it works, makes sense and fits the scenario it was created for.
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