Auztralian Industries (AuzInd)

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Argus
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Re: Auztralian Industries (AuzInd)

Post by Argus »

You can also add some restaurants accepting food, fish, etc. And in the case of ECS, even tourists...
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Argus wrote: 24 Jan 2024 12:01 You can also add some restaurants accepting food, fish, etc. And in the case of ECS, even tourists...
I sort of the tourist by making a Tourist Center. Restaurants I thinks of pinching some of "fridaemon" 1x1 McDonalds, KFC and some others he done.
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Re: Auztralian Industries (AuzInd)

Post by Argus »

Even in your objects and industries there are enough suitable graphics. For example, the drive-in fast food.
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GarryG
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Argus wrote: 24 Jan 2024 22:47 Even in your objects and industries there are enough suitable graphics. For example, the drive-in fast food.
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 :oops: Once I removed my industry set for the time being things are starting to look good. :D

This image of tourist information center I adding. Accepts Tourists and Passengers also the tourists from OTIS Industry Set.
Tourists.png
Tourists.png (8.06 KiB) Viewed 1695 times
And looking at adding a small old style garage (Service Station). Not sure if leave them this colour or paint them to some Garage company colours like BP, Mobil, and Ampol
Garage.png
Garage.png (5.56 KiB) Viewed 1695 times
I've added a 1x1 Grocery Store and Hardware Store so these become available from 1700s. Then the 2x2 sizes become available later from about 1940 when towns get larger.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzTownSetInd7
(Auz Town Commercial Set v7)

Been fiddling with this set all day.

Still in testing phase, but hoping some can give it a try over the next few days and let me now what else can be done to it.
I have added the following:
:Hardware Store 1x1 (available from 1700)
:Grocery Store 1x1 (available from 1700)
:Garage 1x1 (available from 1900)
:Tourist Center 1x1 (available from 1800)
:Department Store 2x2 (available from 1950)
:Shopping Center 2x2 (available from 1940)
:Car Sales Yard 2x2 (available from 1945)
:Petrol Station 2x2 (available from 1965)
:Hardware Store 2x2 (available from 1965)
:Warehouse 2x2 (available from 1935)
:Take-Away Foods 2x2 (available from 1900) (McDonalds)
:Take-Away Foods 2x2 (available from 1900) (KFC)
:Hotal (Pub) 1x1 (available from 1700)
:Water Towers 1x1 (available from 1700)

These build in towns only accept Cargoes. They increase the towns population and also produce of Passengers and Mail.
These should work with any Industry set. I've tried to add cargos from as many sets as I could.

But please remember these still in testing phase and plan to add anything else I concider could be added.

Some ideas I have:
* I see if FIRS industry there is vehicles and vehicle parts so looking at idea adding a Smash Repairs to this set.
* maybe deduce the size at Petrol Station from 2x2 to a 2x1.
* Add a 1x1 warehouse

Here some screen shots of 1920 and 1970 with a variety of the buildings.
1920
1920
1920.png (61.06 KiB) Viewed 1622 times
1970
1970
1970.png (191.33 KiB) Viewed 1622 times
Here the game file.

Cheers
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry2024

Slowly making a new Industry set and hoping what I learnt from previous tries this set will work a lot better.

Quast65 and I some time ago bad a set called OTIS .. where the industries are marked by a sign board and you then have to build the industry.

This set I working on be something similar with farms. A 2x2 portion of the farm has been started and you have to build the rest.
This image might give you idea what I trying to do.
Farms.png
Farms.png (11.93 KiB) Viewed 1493 times
* Fruit Plantation has some fruit trees started.
* Farms that mostly grow crops only a small portion of crops have been planted.
* Farms with animals just a few head of stock are available.

It your job to add more crops and livestock, build the houses, sheds, fences and anything else you think the farm should have.

Farms I have added so far are:
* Agriculture Farm, Arable Farm, Cattle Station (Beef Cattle), Dairy Farm (milking cows), Hops Farm (used in Beer, soft drinks and Food spices), Market Gardens, (A FOWL Iidea I have is to add a Poultry Farm supply Eggs and Chickens), Rice Farm, Sheep Farm, Winery.

If there is a farm I not mentioned let me know.

Past my bedtime here .. it almost 11 pm. Good night all.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzTownSetInd7
(Auz Town Commercial Set v7)

No feedback received on this set that I uploaded on the 25th so I shall see if can get it finished and released in time for next weekend.

Plan to add a Smash Repairs so it will accept the Vehicle Parts and Types from FIRS.
Wondering if to change the Service Station/Petrol Stations to a Fuel Depot and place on outskirts of town.
Can not think of anything else to add.

Cheers
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzTownSetInd7
(Auz Town Commercial Set v7)

I changed the 2x2 Service Station to a Smash Repairs. Base on a Smash Repair in NSW Australia that I found.
It also has bowsers so it can be both a Smash Repairs and a Petrol Station.
smash repairs.png
smash repairs.png (37.8 KiB) Viewed 1356 times
If all goes well be able to upload the game file within the next few days.

With a bit of tweaking I could add a Car Wash to this design and place it in one of the object sets.
smash repairs 2.png
smash repairs 2.png (7.14 KiB) Viewed 1356 times
Make a few with different colours and slightly different designs.

But first let me finish the Auz Town Commercial Set.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzFarmIndustry2024


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. :roll: 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.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
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Re: Auztralian Industries (AuzInd)

Post by RoyalExamination9410 »

GarryG wrote: 29 Jan 2024 02:29
AuzFarmIndustry2024


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. :roll: 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 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
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

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
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.

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.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Re: Auztralian Industries (AuzInd)

Post by belgi »

GarryG wrote: 29 Jan 2024 05:12
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
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.

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.
Great! Both the gas station and the horse-drawn carriage idea. A forge could still be created, where horseshoes are added to horses' hooves ;-)

Have a nice day
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

AuzTownSetInd8
(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
Small Town.png (61.4 KiB) Viewed 1013 times
I think the code is in this but not understand why it not work?

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;
}
Or maybe I change all the 2x2 buildings to 1x1.
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.
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Re: Auztralian Industries (AuzInd)

Post by belgi »

GarryG wrote: 02 Feb 2024 23:50
AuzTownSetInd8
(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?

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;
}
Or maybe I change all the 2x2 buildings to 1x1.
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 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
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Re: Auztralian Industries (AuzInd)

Post by chujo »

GarryG wrote: 02 Feb 2024 23:50 I think the code is in this but not understand why it not work?
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;
		.......
	}
}
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

chujo wrote: 03 Feb 2024 13:13 I think it could work like this:
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
So your on the right track .. just need to find out the code needed to reference it.

Something I didn't notice before is the original code I had was being ignored .. every one of the buildings was not referenced too.

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
The line in the code is referenced.

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;
But need reference code for either the original:

Code: Select all

switch (FEAT_HOUSES, PARENT, number_departmentstore01_016_building_checks, population > 750) {
    0: return 0;
    1: return 1;
}
or what you suggested

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;
}
As this reference

Code: Select all

location_check: number_departmentstore01_016_building_checks;
is Unrecognized.
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Re: Auztralian Industries (AuzInd)

Post by JohnFranklin523 »

GarryG wrote: 03 Feb 2024 22:52
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;
}
And after this:

Code: Select all

...
	graphics {
		...
		construction_check: number_departmentstore01_016;
	}
The mechanic is that "switch" blocks can be nested.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

JohnFranklin523 wrote: 04 Feb 2024 05:17 The mechanic is that "switch" blocks can be nested.
:bow: :bow: :bow: :bow: :bow: :bow:
That works .. thank you so kindly.

Updates:
* Tourist I replaced with a Statue.
* To reduce the clatter of buildings I looking at idea to combine the Department Store and Shopping Center and call it Shopping Mall.
* Fast Foods .. I think I should remove 1 of the 2x2 building and make it a 1x1. Make the 1x1 more suitable around the year 1900.
* Would players like if I add parameters so you can turn off what buildings you do not want in your game?

Now to work out the best population for each building.
* Statue >= 1500
* Hardware (small) >= 500
* Grocery >= 150
* Hotel (Pub) >= 400
* Garage >= 300
* Car Sales Yard >= 1400
* Smash Repairs >= 1200
* Shopping Mall >= 1500
* Fast Foods 1 >= 1000
* Fast Foods 2 >= 1000
* Hardware Store >= 1200
* Warehouse >= 1600
* Water Tower >= 500

Cheers all and thank you again John.
Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
Auz Project Releases: viewtopic.php?f=67&t=84725
Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
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Argus
Tycoon
Tycoon
Posts: 1204
Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: Auztralian Industries (AuzInd)

Post by Argus »

The statue is good but easy to miss, the tourist center is better to see. I would give both options.
In the late game with the big skyscrapers, I'm having trouble finding even the statues from the ECS houses. :D
RoyalExamination9410
Traffic Manager
Traffic Manager
Posts: 173
Joined: 14 Nov 2021 06:56
Location: Canada

Re: Auztralian Industries (AuzInd)

Post by RoyalExamination9410 »

belgi 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
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 downtown

PS. The malls can be isolated and we can surround them with pieces from your parking set
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