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Re: Electricity, Power Lines, and Industries

Posted: 18 Dec 2015 13:22
by Nyrill
Maybe a strange idea by me but couldt "electricity" not be a requirement for running electric trains without electricity you cant move the trains.
Then the possibility of various voltages could be used to power various tracks could be fun expirimenting around with.
And with the growing numbers of trains you would need more power to run and also supply city's with.

Re: Electricity, Power Lines, and Industries

Posted: 18 Dec 2015 18:01
by Alberth
Nyrill wrote:Maybe a strange idea by me but couldt "electricity" not be a requirement for running electric trains without electricity you cant move the trains.
Then the possibility of various voltages could be used to power various tracks could be fun expirimenting around with.
And with the growing numbers of trains you would need more power to run and also supply city's with.
And then your train breaks down, electricity fails due to lack of coal, and no way to push the train to the powerplant to bring it up again?

I think this has been suggested before. You will need more than a newgrf however; newgrf trains cannot inspect industry production.

Re: Electricity, Power Lines, and Industries

Posted: 26 Dec 2015 13:16
by kamnet
I see that WIRES has finally made it's appearance on BaNaNaS. Good deal!

Re: Electricity, Power Lines, and Industries

Posted: 06 Mar 2016 18:25
by Timeflyer
Little food for further thoughts....combining OpenGFX+Landscapes WINDMILLS with WIRES...
Windmills do also produce ELECTRICITY... ;)

Re: Electricity, Power Lines, and Industries

Posted: 09 Mar 2016 00:08
by NekoMaster
Timeflyer wrote:Little food for further thoughts....combining OpenGFX+Landscapes WINDMILLS with WIRES...
Windmills do also produce ELECTRICITY... ;)
I dunno if landscape objects can produce or accept cargo, but if the windmills where made into a industry then you could use them as a constant but low output power source. Though if a player has the money and multiple industries per town enabled, then they could probably set up a wind farm and go from there :)

Re: Electricity, Power Lines, and Industries

Posted: 25 Apr 2016 07:27
by Supercheese
Since there seems to yet be some bit of interest, I'll upload the source files I used to make the WIRES grf. I'm no longer very interested in continuing development, but this download should contain everything needed for anyone to build the grf except for the NML compiler itself.

Re: Electricity, Power Lines, and Industries

Posted: 01 Jul 2019 16:29
by EG0611
It is too bad that this project has been terminated. There are no other NewGrf that allows player to transport power from power plant to cities. Yes mod currently work with new versions of OpenTTD but it needs improvements.

Re: Electricity, Power Lines, and Industries

Posted: 01 Jul 2019 17:07
by kamnet
omer584 wrote: 01 Jul 2019 16:29 It is too bad that this project has been terminated. There are no other NewGrf that allows player to transport power from power plant to cities. Yes mod currently work with new versions of OpenTTD but it needs improvements.
It's not terminated. It is just no longer being maintained by its original developer. The source code is posted if you would like to develop it further.

Re: Electricity, Power Lines, and Industries

Posted: 01 Jul 2019 20:30
by SimYouLater
kamnet wrote: 01 Jul 2019 17:07
omer584 wrote: 01 Jul 2019 16:29 It is too bad that this project has been terminated. There are no other NewGrf that allows player to transport power from power plant to cities. Yes mod currently work with new versions of OpenTTD but it needs improvements.
It's not terminated. It is just no longer being maintained by its original developer. The source code is posted if you would like to develop it further.
WIRES has been included in the Recycled Infrastructure Set, in case you want to use it with the utility poles from Wired.

Re: Electricity, Power Lines, and Industries

Posted: 02 Jul 2019 05:31
by EG0611
Thank you, I will check that later on.