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Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 23 May 2012 23:29
by Simons Mith
Catching up on the FIRS threads after a long absence, (0.7.5? Yay!) I see 'bales' has been made the unit type for some cargos. Does that mean you could similarly correct livestock from 'units' of livestock' to 'head' of same?

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 23 Sep 2012 17:44
by Aotrs Commander
Hi folks. I've only been playing OpenTTD in anger for the past couple of weeks (I last played it when it was 0.5!). I'm currently running 1.2.2 release. Anyway, I have been tried some of the stuff, like FIRS. I have encountered - and found out about - the alcohol road vehicle bug in eGRVTS v1.0; I've got v2 beta now but of course that doesn't affect my current game! But the game I'm playing (on a map rather too small and a bit lacking in dustries, to be honest!) started in the 1830s and it now just broaching 1950 (I am determined to see one game of TT through to the bitter end, something I've never managed to to before!)

The major thing I'm asking is about banks. In that, there don't appear to be any. I don't seem to have any options to fund them, or for that matter, they don't even appear in the scenario editor. (Obviously, I have checked the Advanced settings toggle is set so that I can fund all the industries!) Are they present at all in FIRS? (It doesn't seem to say anywhere either here on the Openttd wiki, which I have been mostly using, and from what I've gathered from other threads, there is sometimes some conflict with other town replacement grfs, but I haven't loaded any of those.

Apart from FIRS, I've only got vehicle sets loaded (2CC Trainset V.2.00 Beta 5), Aviator Arcraft anniversy set, ECS&FIRS vehicle replacment set, eGRVTS v1.0, Generic Trams 0.4, FISH 0.9, Sailing ship 0.6 and Bob and Amcheer's Tram set (BATS).

I did, when I first started, load ECS as well, though when it flagged up an error, I unloaded the NewGRF.

Can anyone shed some light on this? I'm mystified.

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 23 Sep 2012 20:14
by Supercheese
FIRS does not feature banks as industries -- nor the valuables cargo.

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 23 Sep 2012 21:22
by Aotrs Commander
Right. Cheers.

And, literally just as came to check this post, I got a new armoured truck prototype and I realised the armoured trucks are for transporting scrap metal instead in FIRS, aren't they? *headdesk* That was what was throwing me out, seeing banks mentioned on the wiki, having the armoured truck prototypes keep showing up that I can't use (see below), but pretty much have to build and have to sit for a year, combined with the google search results with "FIRS" and "bank" finding posts in which incompatibilty between FIRs and something else made all the townhouses look like banks was mentioned, which confusingly suggested that there might be banks or something.

I can't use the armoured trucks for the FIRS-assigned scrap metal purposes because the map I'm on has only one scrapyard - which turned up late - and the scrapmetal accepting industries are, like the other side of the map and across water.

(Wasn't a very good map, really; my own fault for not making it a) really big enough and b) using the scenario editor and just using the random add industries and towns without any rationale and generally ending up with large chunks of the map that could really have used some more industry and towns. (Until quite recently, there were about five saw mills and only one forest.) Which is why I keep forgetting that the armoured trucks aren't for valuables in FIRS, cause they only come up when I can't build 'em... Sheer bloody-mindedness is keeping me going though, I'm just settling for dealing with any hiccups, because I'm determined to get at least one game of TT through to the bitter end; I'm slightly over halfway in the early 1950s.)

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 15 Oct 2012 02:34
by Retro00064
Hi:

This is a cool set; thanks! :)

A builder's yard just suffered a coal mine subsidence while playing OpenTTD v1.2.2 using FIRS v0.7.5. See the attached screenshot. From what I've read, this is known to have happened with FIRS industries before. Figured I'd post this in case it would be helpful.

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 15 Oct 2012 10:51
by andythenorth
Retro00064 wrote:A builder's yard just suffered a coal mine subsidence while playing OpenTTD v1.2.2 using FIRS v0.7.5.
Thanks.

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 18 Oct 2012 19:06
by Aotrs Commander
Having just discovered that NewGRFs have parameters *facepalm*, I have a question about the FIRS station rating parameter (which is currently set to "default"). Am I extrapolating correctly that increasing that parameter means that more of the cargo the industry produces is sent to the station? And that at the 100%, all the industry's production is sent to the station (or divided among the stations if there's more than one or something?) Which essentially makes turning it up from default an easier difficulty setting, yes?

I hadn't even twigged that you didn't get the whole production under normal circumstances without a high rating; which might be why my secondary industries have been a bit pants in production (not getting much cargo out meaning your rating doesn't go up much, if I'm finally understanding correctly?)

Despite reading the wiki, and the forums over the last months, really all I've learned is still have a lot to learn...!

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 19 Oct 2012 12:43
by Yexo
Aotrs Commander wrote:Having just discovered that NewGRFs have parameters *facepalm*, I have a question about the FIRS station rating parameter (which is currently set to "default"). Am I extrapolating correctly that increasing that parameter means that more of the cargo the industry produces is sent to the station? And that at the 100%, all the industry's production is sent to the station (or divided among the stations if there's more than one or something?) Which essentially makes turning it up from default an easier difficulty setting, yes?
Correct.
(not getting much cargo out meaning your rating doesn't go up much, if I'm finally understanding correctly?)
Almost, but not completely correct. See our wiki for a more detailed explanation.

Re: FIRS Industry Replacement Set - v0.7.5 30 April 2012

Posted: 09 Dec 2012 14:14
by andythenorth
FIRS 0.8.0-test-2 released.

http://bundles.openttdcoop.org/firs/rel ... .0-test-2/

More than 400 changesets committed since 0.7.5. Lots of them just code stuff, but plenty of features:
- 'Supplies' mechanic reworked completely
- test version of 'Basic' economy now included along with 'FIRS' economy
- snow and construction sprites for most industries (most snow by DanMacK)

Absolutely not savegame compatible with any previous release of FIRS.

Changelog for 0.8.0-test-2
*New Features*
- Reworked supplies mechanic: deliver supplies regularly for temporary production boost
- Construction sprites for majority of industries
- Snow for windmill version of Grain Mill
- Fences for Smithy Forge
- Snow for Cement Plant, Brick Works, Recycling Depot, Recycling Plant and Machine Shop
- Snow and fences for Biorefinery and Glass Works, Metal Workshop and Textile Mill
- Snow, fences and smoke for Metal Fabrication Plant, Sugar Refinery and Stockyard
- Snow and smoke for Lumber Yard
- Smoke and animated winding wheels for Bauxite Mine
- Smoke for Lime Kiln
- Lime Kiln shows different crane / loader graphics depending on date
- Dredging Site shows steam or diesel cranes depending on date


*Changes*
- Adjusted various primary industry probabilities and clustering behaviours
- Remove parameters that offered primary industry production change / closing as options
- Improved names for station rating algorithm parameter options
- Removed intro date from Furniture Factory for better game balance
- Removed intro date from Paper Mill to improve gameplay balance
- Removed intro date from Stockyard to prevent broken chains
- Removed intro date from Dairy to prevent broken industry chains
- Removed intro date from Sugar Refinery to avoid breaking Sugarcane / Sugar Beet chain for early start dates
- Removed intro date from Textile Mill to avoid breaking cargo chains
- Fishing Harbours no longer required to locate near town - increases probability of being built
- Use 1825 as intro date for Dredging Site for better game balance
- Use 1830 as intro date for Oil Wells and Oil Refinery to improve game balance
- Use 1824 as intro date for Cement Plant to improve game balance
- Improved snow for Plastics Plant and Fertiliser Plant
- [Makefile] use nml translation report script by Alberth

*Fixes*
- Recycling Depot production code was incorrect
- Palette wrong for Quarry
- Hotels were too cheap to build
- Removed STR_EXTRA_FERTILIZER_PLANT from all translations that still used {WEIGHT_SHORT}
- Missing 'chemicals' in Fertiliser Plant extra text string (alberth)
- [Makefile] Adopt NML version check to NML's new version output

*Translations additions / updates*
- Afrikaans (telanus)
- Dutch (Alberth)
- French (OliTTD)
- Hungarian (Brumi)
- Indonesian (Yoursnotmine)
- Romanian (Stef Ionesco)
- Swedish (Joel_A)

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 09 Dec 2012 16:32
by Bob_Mackenzie
Looks interesting
Reworked supplies mechanic: deliver supplies regularly for temporary production boost
Would you care to go into more detail how this works?

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 09 Dec 2012 16:45
by Alberth
The strings are pretty much self-explanatory:

Code: Select all

STR_PRIMARY_PRODUCTION_1X  :{BLACK}Current production: {YELLOW}normal{}{}{BLACK}To double production deliver 30 crates supplies within three months (or 120 crates for quadruple production)
STR_PRIMARY_PRODUCTION_2X  :{BLACK}Current production: {YELLOW}enhanced (double){}{}{BLACK}To keep this level, deliver 30 crates supplies within three months, or 120 crates to raise to quadruple production
STR_PRIMARY_PRODUCTION_4X  :{BLACK}Current production: {YELLOW}gung ho (quadruple){}{}{BLACK}To keep this level, deliver 120 crates supplies within three months

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 09 Dec 2012 17:25
by oberhümer
Could production triple when between 75 and 120 crates of supplies are delivered, or some other number in between? Also, some way to double/triple/whatever starting production could be useful for people who like that sort of challenge.

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 11 Dec 2012 23:25
by LaDoncella
- Remove parameters that offered primary industry production change / closing as options
Hope that they don't keep closing just because they received no supplies.

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 12 Dec 2012 04:27
by YukonRob
Not sure who controls the industry map but the industry count (specifically for coal) is wrong (OTTD r24815 / firs v0.8.0-test-2)
Turns out at 1920 x 1200 the numbers are impossible to read and what I was reading as 3 was actually 5. Sorry for the confusion.

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 12 Dec 2012 12:47
by NekoMaster
YukonRob wrote:Not sure who controls the industry map but the industry count (specifically for coal) is wrong (OTTD r24815 / firs v0.8.0-test-2)
Turns out at 1920 x 1200 the numbers are impossible to read and what I was reading as 3 was actually 5. Sorry for the confusion.
Sounds like you need to increase your font size in your openttd.cfg file

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 12 Dec 2012 13:06
by kormer
How does FIRS work for deliveries if a station has more than one industry in the catchment area and those industries can accept the same thing?

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 12 Dec 2012 13:19
by andythenorth
oberhümer wrote:Could production triple when between 75 and 120 crates of supplies are delivered, or some other number in between?
No. It's a logical suggestion, but not doing it. Too fine-grained. The idea is 'some boost' or 'lots of boost'.
LaDoncella wrote:Hope that they don't keep closing just because they received no supplies.
Here's a relevant text string from FIRS:

Code: Select all

STR_PARAM_DESC_SECONDARY_NEVER_CLOSE                                            :By default, FIRS secondary industries will never close.{}{}If secondary closing is turned on, secondary industries may close if no cargo is transported for a long time.  Primary industries will never close in FIRS and are not affected by this setting.
kormer wrote:How does FIRS work for deliveries if a station has more than one industry in the catchment area and those industries can accept the same thing?
OpenTTD controls this not newgrf. Cargo goes to industry nearest to the station sign.

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 13 Dec 2012 08:18
by 3iff
Gave the v0.8.0 version a try last night. I really like the cut-down basic economy as it's fewer industries to contend with. The full version with 49 was always far to difficult to get a grasp on with so many commodity interlinks that I was unfamiliar with. Thirty industries is still a lot but much more manageable.

I did try with 100% industry production but that was far too much so eventually reduced it to standard production levels. I do like the engineering supplies system - better than the previous system.

I did have one oddity, a new petrol station appeared next to one of my roads in the middle of nowhere, a long distance from any town. I suppose it could service the few trucks passing by but it seemed an odd place to have one appear...but I'm not aware of the conditions for placing that industry.

Excellent work.

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 13 Dec 2012 08:39
by andythenorth
3iff wrote:I did try with 100% industry production but that was far too much so eventually reduced it to standard production levels.
It's an insane setting for people who want to build intense networks with insane cargo production :) I wouldn't use it in a normal game.
I did have one oddity, a new petrol station appeared next to one of my roads in the middle of nowhere, a long distance from any town
Locates next to any road, in or out of town.

Re: FIRS Industry Replacement Set - v0.8.0-test-2 9th Dec 20

Posted: 13 Dec 2012 13:42
by 3iff
Re: Petrol stations, I thought it might be normal behaviour but thanks for confirming.

You're right about the insane production levels...I'll stick to the regular levels in future.