Auztralian Industries (AuzInd)

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andreasaspenberg
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Re: Auztralian Industries (AuzInd)

Post by andreasaspenberg »

while you are technically correct, it is off-topic. this is for discussing the auztralian industries mod. my opinion is that the developer should try to fix the bugs. either that or ask someone else for help. i am not a programmer so, i can not help. i would if i could however.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

andreasaspenberg wrote: 30 Aug 2021 12:09 while you are technically correct, it is off-topic. this is for discussing the auztralian industries mod. my opinion is that the developer should try to fix the bugs. either that or ask someone else for help. i am not a programmer so, i can not help. i would if i could however.
I presume your talking about AuzInd6 .. trouble is most older Industry sets was made with a early version of NML and when I ran the coding with NML has a very long list of things need changing .. so I think a new Industry version by quicker. The one I been working on is close to finish .. just that I slow working with it do to health issues.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry


Some things I have done in coding:

* I set the "fund_cost_multiplier: 1;" it will allow you to buy the industry cheap and place them where and how you want them. Good for if you start a game with Industry set to Funding only or Minimum.
* Set most of the Industries to produce depending on size of town. The larger the town the more they should produce.
* Coastal Industries (Bulk Terminals, Port, Passenger Terminal and a few others) set them so they be as close as they can to towns that are near the coast. (At moment I set them maximum 40 tiles from a town this to allow for towns up to 40 tiles in land).
* Farms (except market gardens) and Mines build 40 tiles or more away from towns.
* Heavy Industry build between 20 to 40 tiles from a town.
* Secondary Industries build between 10 to 20 tiles from a town.
* Schools, hospital, sporting fields, Apartment Buildings, Super Marker, Department Stores and some other shops will build in town.

Time for bed .. good night all
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Re: Auztralian Industries (AuzInd)

Post by Wreath_Noël »

I was trying this out for the first time and was coming across the issue of the flour mill not spawning on map gen. It seems that something is preventing it from spawning before 1870
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Wreath_Noël wrote: 07 Sep 2021 04:54 I was trying this out for the first time and was coming across the issue of the flour mill not spawning on map gen. It seems that something is preventing it from spawning before 1870
Yep it controlled by the coding some as it did in early versions of FIRS. I got code from FIRS 1.4.3. Small windmill type flour mills build early ad the larger one will build later.

Hope to have the new set ready for testing soon .. pushing to try have it ready by weekend.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry


List of items I like to change before I upload it for testing.

* I feel have to many Industries and like to remove some and combined some together.
* A few to many Farm Industries .. not sure if keep them all still or remove some.
* Passenger Terminals .. Like to make a 3rd set. Main reason to give it extra chance to have more then one available in a lake so can operated ships between them.
* I did have some Lobster/Crab fishing grounds and removed them .. wonder if add them again. I have a spare Cargo slot for Crustaceans. If I reinstall it this will also create a extra industry on water.

This Excel Spreadsheet 2013 has list of cargoes and what Industries I have coded so far. Also marked those that not sure if I keep.

Hope this gives you a idea what I trying to do.
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AuzFarmIndustries.xlsx
2013 Spreadsheet AuzFarmIndustries
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

[code]AuzFarmIndustry TEST set[/code][/b]

Here a copy of the game file for AuzFarmIndustry.

It only a test set as most likely be changes made next week or if any one has found any errors or have a suggestion for it.

This set all Industries can be brought cheap .. this idea for those who like to place the Industries where they want.

There are 79 Industries (still like to remove a few more) and 61 cargoes. 1 spare and 2 reserved. The reserved is for another idea i have for future add-on set.
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Re: Auztralian Industries (AuzInd)

Post by andreasaspenberg »

i will test it some day. i am a big fan of having many industries so, you could use a parameter to specify different amounts of industries.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

andreasaspenberg wrote: 14 Sep 2021 21:22 i will test it some day. i am a big fan of having many industries so, you could use a parameter to specify different amounts of industries.
Thanks for the reply, unfortunate I not that experienced with coding to do like FIRS has done.

Also have to much health problems making it hard to do coding these days.
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Re: Auztralian Industries (AuzInd)

Post by andreasaspenberg »

i found one bug already: cities does not take food, not even in subtropic.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

andreasaspenberg wrote: 15 Sep 2021 13:44 i found one bug already: cities does not take food, not even in subtropic.
Thanls for the report .. Interesting bug .. never though a Industry set would interfere with the towns .. looks like I got some researching to do .. as a guess it could be one of my cargoes interfering with the towns FOOD or the Industries that build in the towns causing the problem.

Any one else might have a suggestion what could be the cause?
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

andreasaspenberg wrote: 15 Sep 2021 13:44 re - i found one bug already: cities does not take food, not even in subtropic.
Just done a few tests with town sets. The original towns that come with OpenTTD do not accept or produce FOOD with my Industry set. Tested with Total Town Replacement and all works ok. So looks like it works with some town sets. But I still need to try find out why?

My bedtime now so check some more other the next few days .. cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Been experimenting trying to figure out what is wrong.

I tried default game .. did not load any game files .. just used default settings and got the same problem. Towns did not accept food.

I using OpenTDD 1.11.0

I then tried with FIRS 4.4.0 and same problem town did not accept foods.

Wonder if some of you could test the default settings see if get same problem.

I also tried some of my older Industry sets and still towns not want food.
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Re: Auztralian Industries (AuzInd)

Post by 2TallTyler »

Does the Food cargo defined in your industry set use ID 0x0C, which is the original cargo ID for food in the vanilla cargo economy? This is what vanilla houses are hard-coded to accept, not the cargo label FOOD.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

2TallTyler wrote: 16 Sep 2021 04:16 Does the Food cargo defined in your industry set use ID 0x0C, which is the original cargo ID for food in the vanilla cargo economy? This is what vanilla houses are hard-coded to accept, not the cargo label FOOD.
Thanks for the reply, but I have no idea where to check for the ID 0x0C.

Food has the following code:

Code: Select all

    spriteset(cargoicon_food) { [10 + 20 * 12, 10 + 20 * 0, 10, 10, 0, 0, "gfx/other/cargoicons.png"] }

    item(FEAT_CARGOS, food, 13) {
        property {
            number: 13;
            type_name: TTD_STR_CARGO_PLURAL_FOOD;
            unit_name: TTD_STR_CARGO_SINGULAR_FOOD;
            type_abbreviation: TTD_STR_ABBREV_FOOD;
            sprite: NEW_CARGO_SPRITE;
            weight: 1.0;
            station_list_colour: 48;
            cargo_payment_list_colour: 48;
            is_freight: 1;
            cargo_classes: bitmask(CC_REFRIGERATED, CC_EXPRESS);
            cargo_label: "FOOD";
            town_growth_effect: TOWNGROWTH_FOOD;
            town_growth_multiplier: 1.0;
            units_of_cargo: 94;
            items_of_cargo: TTD_STR_QUANTITY_FOOD;
            penalty_lowerbound: 0;
            single_penalty_length: 24;
            price_factor: 149.803161621;
            capacity_multiplier: 1;
        }
        graphics {
            //station_rating: switch_station_rating;
            cargoicon_food;
        }
    }
But strange part is default industry and town has same problem even if I don;t load any game files.
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Re: Auztralian Industries (AuzInd)

Post by 2TallTyler »

0x0C is just 12 in hexadecimal, whereas your cargo is in slot 13. Try making it 12 and see what happens.

Which climate are you testing with no NewGRFs loaded?
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

2TallTyler wrote: 16 Sep 2021 12:43 0x0C is just 12 in hexadecimal, whereas your cargo is in slot 13. Try making it 12 and see what happens.
I noticed in FIRS 1.4.3 and my earlier industry sets FOOD was set at 11 so I changed it to 11 but made no difference.
Which climate are you testing with no NewGRFs loaded?
When testing I used Temperate. I also updates to OpenTTD 12 beta.

I done a test using FIRS 1.4.3 that was made back in 2016 and it is having the same problem.

andreasaspenberg wrote: 15 Sep 2021 13:44 i found one bug already: cities does not take food, not even in subtropic.
Can you do us a favor .. can you test a default game setting .. don't load any NewGRF files and try the default Industries and towns?

I finding no matter what Industry I try it has same problem.

Bed time here as almost 11 pm.
Appreciate 2TallTyler for trying to help and for andreasaspenberg finding this strange bug
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Re: Auztralian Industries (AuzInd)

Post by 2TallTyler »

GarryG wrote: 16 Sep 2021 14:57 When testing I used Temperate. I also updates to OpenTTD 12 beta.
Temperate houses don’t accept Food, since the vanilla Temperate economy doesn’t include Food. :) Try subarctic or subtropical instead.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

2TallTyler wrote: 16 Sep 2021 18:26 Temperate houses don’t accept Food, since the vanilla Temperate economy doesn’t include Food. Try subarctic or subtropical instead.
I never realised that .. I spend to much time coding and no game play. When I test the Industries never tested between towns.

That will explain why FIRS had those few Industries in towns that accept foods. I see if I can do the same .. can't have the poor people intemperate starving.

Cheers pal
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Re: Auztralian Industries (AuzInd)

Post by OzTrans »

GarryG wrote: 16 Sep 2021 02:35Towns did not accept food. ...
Have you defined cargo type FOOD in any of your GRFs ?

If 'Yes', the cargo ID must be 0x0B for FOOD, if you want to support default buildings/houses/vehicles. Of course, only sub-arctic and tropical climate games have food for default features. The same rule applies to passengers, mail, goods and water respectively.

This has nothing to do with what you put in your Cargo Translation Tables; these tables are local to your GRF, but default features do not use one, they use the climate dependent cargo ID, i.e. your cargo type definitions must use these IDs (property 0x08) if you want to support default features.

Also, make sure enough buildings, in the station catchment area, accept at least 8/8 of FOOD for a town to accept food.
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