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Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 05 Jan 2013 07:25
by andythenorth
FooBar wrote:The only thing I'm having is that too many hotels are built for my liking. My game after 35 years with 22 towns already has 12 hotels.
I have similar experience, also petrol stations do the same.
Which economy are you playing? Because probability is relative, every industry type active in the game affects the likelihood of every other type being built. Each economy has different types active, so I likely need to adjust probability per-economy. Blearch.

Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 05 Jan 2013 11:27
by FooBar
The FRIS Economy and secondary industry closure enabled. Maybe that's also why the quantity of hotels is so high compared to other industries. While technically they are primary industries of course.
Perhaps the following would make it a more interesting industry:
- 4 passengers in = 1 passenger out
- 1 food in = 1 passenger out
- 2 alcohol in = 1 passenger out
Which would essentially make hotels secondary industries, with the option to have them close if you don't use them. I'm not sure how this works with hotels in towns though: will the hotel or the town houses accept the delivered passengers?
Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 14 Jan 2013 07:12
by LSky
On the topic of hotels, is there an option to change the funding of these individually? They're still too cheap for multiplayer purposes, and they're not prospective industries either.
Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 14 Jan 2013 09:20
by andythenorth
Sounds like hotels could be improved
Lets see if I remember these requests.

Maybe they need a ticket in the tracker.
http://dev.openttdcoop.org/projects/firs/issues
Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 14 Jan 2013 13:47
by LSky
Well, this can't be intended right?

Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 16 Jan 2013 16:50
by Ogre
LSky wrote:...Well, this can't be intended right?...
Why not? Have this in snowy mountains and it turns out as a ski station filled with hotels...

Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 19 Jan 2013 22:15
by jonnie47
hello all, great set by the way. i have just started using this but the amount of industries is tremendous. i was wondering if there is a chart of what goes where etc. Pics would be a good help
Many thanks.
Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 19 Jan 2013 22:39
by andythenorth
jonnie47 wrote:hello all, great set by the way. i have just started using this but the amount of industries is tremendous. i was wondering if there is a chart of what goes where etc. Pics would be a good help
(1) Have you tried the basic economies (choose one via parameter settings)? There are currently 3 basic economies. They have about 50% fewer cargos and industries.
(2) Industry windows have a button for cargo chain. You can link it to minimap. Nightly builds of OpenTTD also have a cargo chains option in the industry menu.
Re: FIRS Industry Replacement Set - v0.8.4 3rd Jan 2013
Posted: 19 Jan 2013 22:44
by jonnie47

didnt even see that. Thanks for the heads up.
Re: FIRS Industry Replacement Set - v0.9.0 28th Jan 2013
Posted: 28 Jan 2013 20:20
by andythenorth
FIRS 0.9.0 released - get it on Bananas
Changelog for FIRS 0.9.0
- Feature: add Port industry (Arctic Basic economy only)
- Change: some town based industries no longer set nearby station name (Pikka said it was silly)
- Change: reduce supply requirements for industries using ENSP to 21t and 84t
- Change: adjust supply requirements for industries using FMSP to 14t and 56t
*Fixes*
- Fix: wrong produced cargos at Iron Ore Mine and Coal Mine
- Fix: prevent flickering graphics at Fishing Harbour
- Fix: sprites out of place at Cement Works
*Translations additions / updates*
- Change: update Catalan translation (bassals)
- Fix: bad control string in german lang file
- Change: plural forms in NML are now decimal like in OpenTTD lang files. Adopt the Slovakian lang file accordingly
- Change: update Hungarian translation (Brumi)
- Add: Slovak language file.
- Change: update US English translation (Supercheese)
Re: FIRS Industry Replacement Set - v0.9.0 28th Jan 2013
Posted: 28 Jan 2013 21:51
by Hyronymus
I presume it isn't savegame compatible with 0.8.x versions, is it?
Re: FIRS Industry Replacement Set - v0.9.0 28th Jan 2013
Posted: 28 Jan 2013 22:26
by FLHerne
andythenorth wrote: Change: some town based industries no longer set nearby station name (Pikka said it was silly)
Which ones?
I love 'Grocers Shop' and 'Hardware Store', although 'Petrol Station' was a bit silly...

Re: FIRS Industry Replacement Set - v0.9.0 28th Jan 2013
Posted: 29 Jan 2013 03:43
by praguzz
I Think someone have report it, but The Steel Mill is still producing Grain and Livestock

(
http://dev.openttdcoop.org/issues/4859)
Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 29 Jan 2013 07:21
by andythenorth
0.9.1 fixes the Steel Mill output cargos On Bananas.
Thanks for the report

Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 29 Jan 2013 08:02
by V453000 :)
OH COME ON! That was clearly a feature!
/me wants animals and grain back!
Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 01 Feb 2013 13:39
by andythenorth
What, no bug reports?
Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 01 Feb 2013 13:40
by bokkie
Everybody thinks these are all features

Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 01 Feb 2013 16:45
by Hyronymus
andythenorth wrote:What, no bug reports?
Is it on purpose that groceries stop accepting produce when they're flooded with it?
Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 01 Feb 2013 19:06
by andythenorth
Hyronymus wrote:Is it on purpose that groceries stop accepting produce when they're flooded with it?
Nope. How much cargo is 'flooded'?

Re: FIRS Industry Replacement Set - v0.9.1 29th Jan 2013
Posted: 01 Feb 2013 19:28
by Hyronymus
andythenorth wrote:Hyronymus wrote:Is it on purpose that groceries stop accepting produce when they're flooded with it?
Nope. How much cargo is 'flooded'?

80-100 tons a month. I believe the cause of the problem to be different though. Send multiple RV's to a station and don't make them leave empty (just unload): other vehicles with the same orders accidentily waiting there trigger the delivered cargo to be picked up again.