Re: Auztralian Industries (AuzInd)
Posted: 24 Jan 2024 12:01
You can also add some restaurants accepting food, fish, etc. And in the case of ECS, even tourists...
The place to talk about Transport Tycoon
https://www.tt-forums.net/
I just spent hours trying to figure out why so many of the same building was building in town Then remembered the industry set I working on also has these town Industries Once I removed my industry set for the time being things are starting to look good.
AuzTownSetInd7
(Auz Town Commercial Set v7)
AuzFarmIndustry2024
AuzTownSetInd7
(Auz Town Commercial Set v7)
AuzTownSetInd7
(Auz Town Commercial Set v7)
AuzFarmIndustry2024
Metal and glass can be used to make some carriages right? Although is there a way to make workshops look different in different eras, an automotive workshop will look out of place before the 1900s and vice versa for a carriage workshopGarryG wrote: ↑29 Jan 2024 02:29AuzFarmIndustry2024
After making the Smash Repairs for the "Auz Town Commercial Set", it got me thinking.
What about those who start a game before cars and trucks was invented. What kind of Industry I could make to suit those times when horse and carts ruled.
Also like to add a cargo that would suit those days but can also be used later years in game play. Would VEHI, Vehicles also be suitable for Wagons? As I don't know if can start with a cargo and later the name of the cargo changes? Like to introduce Industry that build wagons and a black smith to accept and repair them.
Metal, Glass, Timber all can be used to make carriages and wagons. To make the reins and other things maybe I could create a cargo to represent leather. The Abattoirs I will add them producing SKIN. So that can make another cargo and can be sent to a variety of other industries.RoyalExamination9410 wrote: ↑29 Jan 2024 03:52 Metal and glass can be used to make some carriages right? Although is there a way to make workshops look different in different eras, an automotive workshop will look out of place before the 1900s and vice versa for a carriage workshop
Great! Both the gas station and the horse-drawn carriage idea. A forge could still be created, where horseshoes are added to horses' hoovesGarryG wrote: ↑29 Jan 2024 05:12Metal, Glass, Timber all can be used to make carriages and wagons. To make the reins and other things maybe I could create a cargo to represent leather. The Abattoirs I will add them producing SKIN. So that can make another cargo and can be sent to a variety of other industries.RoyalExamination9410 wrote: ↑29 Jan 2024 03:52 Metal and glass can be used to make some carriages right? Although is there a way to make workshops look different in different eras, an automotive workshop will look out of place before the 1900s and vice versa for a carriage workshop
I see in FIRS 1.4.3 the flour mill starts off as a windmill type buildings and later changes to a more modern type building, so I hoping I can learn how they did this and do something similar for some old and new buildings.
AuzTownSetInd8
(Auz Town Commercial Set v8)
Code: Select all
switch(FEAT_HOUSES, SELF, number_Tourists_016, same_house_count_town <= 0) {
1: return 1;
return 0;}
switch (FEAT_HOUSES, PARENT, number_Tourists_016_building_checks, (population > 500)) {
0: return 0;
1: return 1;
}
I can't help you with the code because I don't understand it. But I would leave the buildings 2 × 2. I build them initially somewhere on the outskirts of the city. And as the city gradually grows, it will grow up to them and then it won't look so stupid anymoreGarryG wrote: ↑02 Feb 2024 23:50AuzTownSetInd8
(Auz Town Commercial Set v8)
Still got a few teething problems with this set.
I trying to code them so certain buildings only become available if a town is a certain size as small towns with big 2x2 buildings looks weird.
Small Town.png
I think the code is in this but not understand why it not work?Or maybe I change all the 2x2 buildings to 1x1.Code: Select all
switch(FEAT_HOUSES, SELF, number_Tourists_016, same_house_count_town <= 0) { 1: return 1; return 0;} switch (FEAT_HOUSES, PARENT, number_Tourists_016_building_checks, (population > 500)) { 0: return 0; 1: return 1; }
Could also combine the Department Store and Shopping Center.
Also plan to add parameters so you can choose what buildings you want in game.
You can try this set if like but just remember it isn't finished.
It has the following buildings.
:Hardware Store (1x), :Grocery Store, :Garage & Repairs, :Tourist Center, :Department Store, :Shopping Center, :Car Sales Yard, :Hardware Store (2x2), :Warehouse, :Fast Foods (McDonalds), :Fast Foods (KFC), :Hotel (Pub), :Water Towers, :Smash Repairs
EDIT:
Forgot to mention all those 2x2 buildings in the image above suppose to be in a town of a population of 500 or more.
I think it could work like this:
Code: Select all
switch (FEAT_HOUSES, PARENT, number_Tourists_016_building_checks, population > 500) {
1: return CB_RESULT_LOCATION_ALLOW;
return CB_RESULT_LOCATION_DISALLOW;
}
item (FEAT_INDUSTRIES, industry, 01)
{
property {
........
}
graphics {
.......
location_check: number_Tourists_016_building_checks;
.......
}
}
Appreciate your help but unfortunately got the message
Code: Select all
←[K←[91m nmlc ERROR: "AuzTownSetInd9.nml", line 543: Unrecognized identifier 'lo
cation_check' encountered←[0m
Code: Select all
←[K←[93m nmlc warning: "AuzTownSetInd9.nml", line 500: Block 'number_Statue_016_
building_checks' is not referenced, ignoring.←[0m
←[K←[93m nmlc warning: "AuzTownSetInd9.nml", line 697: Block 'number_Hardware_01
6_building_checks' is not referenced, ignoring.←[0m
Code: Select all
switch(FEAT_HOUSES, SELF, number_departmentstore01_016, same_house_count_town <= 0) {
1: return 1;
return 0;
}
graphics {
construction_check: number_departmentstore01_016;
Code: Select all
switch (FEAT_HOUSES, PARENT, number_departmentstore01_016_building_checks, population > 750) {
0: return 0;
1: return 1;
}
Code: Select all
switch (FEAT_HOUSES, PARENT, number_departmentstore01_016_building_checks, population > 500) {
1: return CB_RESULT_LOCATION_ALLOW;
return CB_RESULT_LOCATION_DISALLOW;
}
Code: Select all
location_check: number_departmentstore01_016_building_checks;
Try this:
Code: Select all
switch (FEAT_HOUSES, PARENT, number_departmentstore01_016_building_checks, population >= 500) {
1: return 1;
return 0;
}
switch (FEAT_HOUSES, SELF, number_departmentstore01_016, same_house_count_town <= 0) {
1: number_departmentstore01_016_building_checks;
return 0;
}
Code: Select all
...
graphics {
...
construction_check: number_departmentstore01_016;
}
Yeah here in North America you often find Walmarts and Costcos at the edge of the city to be able to accommodate their large buildings and parking lots, you don't really see them downtownbelgi wrote: ↑03 Feb 2024 09:45
I can't help you with the code because I don't understand it. But I would leave the buildings 2 × 2. I build them initially somewhere on the outskirts of the city. And as the city gradually grows, it will grow up to them and then it won't look so stupid anymore
I wish you a nice day