Predicted Total Production of Mines

Forum for technical discussions regarding development. If you have a general suggestion, problem or comment, please use one of the other forums.

Moderator: OpenTTD Developers

Post Reply
Machr_nejvetsi
Engineer
Engineer
Posts: 5
Joined: 24 Jul 2005 18:54
Contact:

Predicted Total Production of Mines

Post by Machr_nejvetsi »

Hi!

My patch predicts total production to mines, which have not unlimited production (Coal mine, Iron ore mine, etc...) - when the mine is abandoned, it will close..

every mine has random predicted total production of 5000 to 64000 tons or thousand litres... :)

the second patch:

in the window of industry there is not displayed exact total production, only with a small diversion (? - i'm sorry for my english :) )

Thanks for your replies.. :)
Attachments
Machr_PredictedProduction_v1.1.patch
second patch
(41.58 KiB) Downloaded 266 times
Machr_PredictedProduction_v1.0.patch
(39.03 KiB) Downloaded 251 times
Last edited by Machr_nejvetsi on 26 Jul 2005 18:26, edited 1 time in total.
GChD - Jindra Helcl
Nanaki13
Traffic Manager
Traffic Manager
Posts: 151
Joined: 08 Jan 2005 16:08

Post by Nanaki13 »

screenies?
User avatar
lucaspiller
Tycoon
Tycoon
Posts: 1228
Joined: 18 Apr 2004 20:27

Re: Predicted Total Production of Mines

Post by lucaspiller »

Machr_nejvetsi wrote:every mine has random predicted total production of 5000 to 64000 tons/thosands litres... :)
Eh? Are those real units?

Sounds like a good idea though other than that. :D
No longer active here, but you can still reach me via email: luca[at]stackednotion[dot]com
}T{Reme [Q_G]
Route Supervisor
Route Supervisor
Posts: 389
Joined: 04 Feb 2004 23:24
Contact:

Post by }T{Reme [Q_G] »

Thats kinda low... your average mine / oil well would run empty in some 35 months (faster with those running double production) Within 3 years all your serviced mines and oil wells would dissapear :/
Siggy not gonna work unless someone allows javascripting...
Machr_nejvetsi
Engineer
Engineer
Posts: 5
Joined: 24 Jul 2005 18:54
Contact:

Screenshot

Post by Machr_nejvetsi »

When the mine increase its production, it increases its total production too... And the average mine (total production - 32000 tons, monthly 200 tons) - is running for 13 years... if every month is 30% chance to increase production, (and total predicted production), the mine is running for even more years...

Here is a screenshot.. :arrow:
Attachments
Patch_PredictedProduction.PNG
Patch_PredictedProduction.PNG (59.39 KiB) Viewed 5363 times
GChD - Jindra Helcl
Abraxa
Engineer
Engineer
Posts: 58
Joined: 18 Apr 2005 13:35

Post by Abraxa »

Nice idea :)
For people joining a new multiplayer game it however will be impossible to judge whether a mine is worth the effort when you don't know how much of its predicted output already was transported. That's why I'd suggest an absolute number showing either how much is already used up or the same as a percentage.
Or... maybe an estimated running time in years might be nice as well?

-Abraxa
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Great, now I understand what's this mod up to and I really like the idea and appreciate your work. However, I'd like to see time peroid you're calculating because I think the predirected production isn't calculated constantly for 13 years.
Asterix
Engineer
Engineer
Posts: 121
Joined: 04 Apr 2005 18:17
Location: Germany

Post by Asterix »

Maybe the production of the last month should always be subtracted from the current value, so you always see, how much is left.

Also I would say increasing the total amount should be independant from output (better methods to get the coal doesnt increase the total amount... on the other hand if new coal is found that doesnt neccesarily increase the output, imho). There could be seperate news-messages for this, too.

One more thing that came to my mind while writing: is it optional? if not, make it optional
(Its some sort of difficulty-increase, that not everybody will like to have, especially on multiplayer where the game continues while you are offline)
Machr_nejvetsi
Engineer
Engineer
Posts: 5
Joined: 24 Jul 2005 18:54
Contact:

Post by Machr_nejvetsi »

Abraxa wrote:.
Or... maybe an estimated running time in years might be nice as well?
-Abraxa
When I deciding, if it is better to print running time instead of production, something dissapointed my plans.. now, i dont know, what it was.. :) I'll try to work out it..

Asterix wrote:.
One more thing that came to my mind while writing: is it optional? if not, make it optional
(Its some sort of difficulty-increase, that not everybody will like to have, especially on multiplayer where the game continues while you are offline)
It's optional..
MeusH wrote:.
I think the predirected production isn't calculated constantly for 13 years.
It is only for average mine... some mines are running longer and the other mines not..
GChD - Jindra Helcl
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Yeah, I'd just like to see time peroid your patch is calculating the production for, like 32000 tonnes \ 10 years or something like that
Horse
Transport Coordinator
Transport Coordinator
Posts: 325
Joined: 10 Sep 2004 20:25

Post by Horse »

How lng is a real mine availeble.
make it realistic.
Abraxa
Engineer
Engineer
Posts: 58
Joined: 18 Apr 2005 13:35

Post by Abraxa »

How lng is a real mine availeble.
make it realistic.
How long is realistic in your opinion?

In my opinion, making mines last for about 15~25 years is just fine. That way competition is bigger and your income is lower - thus making the game a little more difficult.

-Abraxa
Machr_nejvetsi
Engineer
Engineer
Posts: 5
Joined: 24 Jul 2005 18:54
Contact:

Post by Machr_nejvetsi »

MeusH:

I still cannot clearly understand it... There's no time period. The patch calculate mine's total production.. every month the total production is decreased, and when it's lower than last-month-production, the mine close down.

Horse:

Of course, I had two alternatives. First, the mine's production would be stored in UINT16.. that is the type, used for all productions, so it would be easy to compare with last-month-production, for example.. This allow max. production something about 65000, if I wouldnt use new variable for overflowin'... And the second choice is store it in UINT32, but it requiores more memory, and the mine would be closed down in 2982616 years. I think, more realistic is the first way.. :)
GChD - Jindra Helcl
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Oh, you mean something like "32000 tonnes of coal left"? Is that the predicting?
Machr_nejvetsi
Engineer
Engineer
Posts: 5
Joined: 24 Jul 2005 18:54
Contact:

Post by Machr_nejvetsi »

Yes, meanwhile, at least... :D i think it is simple, but it makes the game more realistic and more difficult.. i mean, when you has 10 trains, carrying coal for many years from one coal mine, with monthly production something about 1500 tons/month, it makes the game a little boring.. :)
GChD - Jindra Helcl
Post Reply

Return to “OpenTTD Development”

Who is online

Users browsing this forum: No registered users and 18 guests