I liked the previous larger shape more.andythenorth wrote:The fishing harbour was subject of much previous exciting debate, but I just wasn't happy with the form of it. So I've revised it to be simpler. It will fit in the game better this way.
This is work in progress, quite a bit to do still here:
FIRS Industry Replacement Set - Development
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Re: FIRS Industry Replacement Set (not yet released!)
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Re: FIRS Industry Replacement Set (not yet released!)
Yes indeed, that fits nicer into the landscape. Good jobandythenorth wrote:So I've revised it to be simpler. It will fit in the game better this way.

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Re: FIRS Industry Replacement Set (not yet released!)
and i, sadly, liked the old one better... felt more like a harbour, not just a pier...
a coastal harbour would need some protective mass around itself ... imho... not just a pier sticking out
a coastal harbour would need some protective mass around itself ... imho... not just a pier sticking out

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Re: newgrf proposal: FIRS Industry Replacement Set
This raises an interesting question. Some town 'industries' from the FIRS list might be better implemented as 'houses' (please if you don't understand the distinctions from a newgrf perspective, stay out of this conversation).OzTransLtd wrote:A list of FIRS industries that are planned to be located within town and city boundaries, including accepted and produced cargo types.andythenorth wrote: ... I can add information to the FIRS site, what information and format would be most useful ...
However what criteria should be used to decide implementing as a 'house' or an 'industry'? What are the factors:
- town buildings may relocate as the town grows, this could disrupt player's existing routes
- industries may close if not served with cargo. This could leave towns unable to accept certain types of goods. This could be solved with code. Houses do not close in the same way.
- it's possible to code for a certain mix of houses in a town. It's more difficult to do this with industries (there is the distance varaction among other things, but using these well is not trivial conceptually or in the implementation).
- what else?? I haven't coded any houses before, so I am looking for input

So how should this work in FIRS? Here are some examples:
- Gas Station accepts fuel oil (also food, goods). Presumably there won't be many gas stations in a typical town. Players will likely build routes with tank trucks to a RV station next to the truck station. Will be annoying if the RV station stops accepting fuel oil due to industry relocation. So seems like an industry, not a house?
- Retail Market is envisaged graphically as a market square as found in many towns worldwide. These don't often relocate, so in that respect are industry-like. However it would be desirable to control their number (one per town) and location (near the middle of town), so also house-like?
- General Store seems to be straightforward: it's a house and there can be n per town (minimum one), located wherever.
- Waste Collection Point. If needed at all, seems best to implement as a house.
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Re: FIRS Industry Replacement Set (not yet released!)
Hospitals, which are town buildings in ttrs (or at least they're not an industry), at least from my casual observations, don't seem to move or relocate. They do however get replaced bv a newer hospital every era change. So maybe it is possible to have static town houses.
Apologies if this information is irrelevant or faulty.
Apologies if this information is irrelevant or faulty.
Re: FIRS Industry Replacement Set (not yet released!)
I think houses are the best (functionally) way to code some of these industries, although maybe not practically, a couple of things to think about:
* I would have a look at some existing house newgrf's code, especially the north american city set - this has some "landmark" buildings which, IIRC, cannot be demolished by the player, ai or the town so "stay still".
* Any town building "industry" will not appear on maps...
* Building set compatibility - how likely are you to tread on the toes of major building sets, that is the last thing you want to do!
* I would have a look at some existing house newgrf's code, especially the north american city set - this has some "landmark" buildings which, IIRC, cannot be demolished by the player, ai or the town so "stay still".
* Any town building "industry" will not appear on maps...
* Building set compatibility - how likely are you to tread on the toes of major building sets, that is the last thing you want to do!
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Re: FIRS Industry Replacement Set (not yet released!)
The fishing harbour is made of modular wharf tiles so different layouts can be made...
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Re: FIRS Industry Replacement Set (not yet released!)
Such a great crane for your fish harbour? How great are your fish? 

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Re: FIRS Industry Replacement Set (not yet released!)
It's a shark fisheryige wrote:Such a great crane for your fish harbour? How great are your fish?

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Re: FIRS Industry Replacement Set (not yet released!)
the fish isnt so big, but when ships come in, they might have 1x1x1 meter plastic crates filled with frozen fish
And when a few tons of fish are lifted at a time, i bet its needed 


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Re: FIRS Industry Replacement Set (not yet released!)
It's awesome.andythenorth wrote:The fishing harbour is made of modular wharf tiles so different layouts can be made...

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Re: FIRS Industry Replacement Set (not yet released!)
Because coast lines run in multiple directions, an alternative angle (SW-NE) on the harbour:
...or is there a way to do those with built-in foundations? Maybe there is:)
Don't know if I'm going to do a version for NE or NW facing coasts though. The harbour walls over sea can be reused, but I can't be bothered to draw the ones where the land slopes 
...or is there a way to do those with built-in foundations? Maybe there is:)
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
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Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
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Re: FIRS Industry Replacement Set (not yet released!)
not sure, but isn't it possible to achieve that aim (quays for slopes in NW/NE direction) by a simple 90° rotation of the existing images and a subsequent mirroring on the vertical axis?
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Re: FIRS Industry Replacement Set (not yet released!)
hey!shark fishing it ilegal!leave the sharks alone!they byte!i don't wanna food that bites!andythenorth wrote:Such a great crane for your fish harbour? How great are your fish?
It's a shark fishery
Re: FIRS Industry Replacement Set (not yet released!)
Love the harbour. Nice fishing boat BTW
One thing I'd do is possibly add more clutter on the dock, like fish or lobster traps, nets, etc. Aside from that, looks amazing, keep up the awesome work.

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Re: FIRS Industry Replacement Set (not yet released!)
Um, no, it's isometric, doesn't work like thatplanetmaker wrote:not sure, but isn't it possible to achieve that aim (quays for slopes in NW/NE direction) by a simple 90° rotation of the existing images and a subsequent mirroring on the vertical axis?


FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: FIRS Industry Replacement Set (not yet released!)
Someone really ought to make some awesome isometric axis flipper rotator cropper tool for image editing.
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Re: FIRS Industry Replacement Set (not yet released!)
Fishing Harbour will feature a boat maintenance slipway (unfinished):
...fishing is the main industry in the small island town of Hoendervaart:
...fishing is also a big deal in the harbour own of Lekzaal:
Last edited by andythenorth on 03 Jun 2009 16:27, edited 1 time in total.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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