BSPI.grf - Stockpiling Industries

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Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Well, its simple. I just divide stored cargo by 250 so when I hit 6000 cargo stored
we can go 100% production (1-24 steps).
E1 is action to decrement production
D1 is action to increment production (1 cargo, it does additional checks like ratings)
D2 is action like D1 but for 2 cargos

Code: Select all

// Monthly production update for Sawmill and Oil Refinery
82 * 39		02 0A 29 85 40 20 FF FF 08 1A 20 \w250 00 1A 20 \w1 13
		7C 00 00 FF 00 02
		E1 00 00 00 00 00
		D1 00 02 00 02 00
		00 80

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3iff
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Re: BSPI.grf - Stockpiling Industries

Post by 3iff »

It does work, not in the same sense as BSPI does as I can't tell how it actually functions...but I have something to look at now.

As for a release...definitely not yet as I'm still making lots of changes. It's WAY different from the last release.
I'll see how things go.

Wow, that nfo code is just so much gibberish...it gives me a headache just trying to translate it...(but that's my problem!)

Anyway, my approximation of how it works is good enough for my purposes. Thanks for the idea.

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busface
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Re: BSPI.grf - Stockpiling Industries

Post by busface »

Hi. I just wanted to show my appreciation for this industry NewGRF. I became aware of it via LugnutsK's current (as of Nov. 2019) let's play series (https://youtu.be/oF1Yvhkz0eo). I like FIRS Basic (Extreme is just too much) but this has become my new favourite.

Things I like about it:
1. It adds a level of complexity above vanilla without overwhelming a relative novice like me.
2. The power requirement means I have to think strategically about starting locations (towns with steel mill, factories, etc. and power plants are tough to find on my preferred 512x512 with low towns and industries selected, so you have to trade off).
3. The valuables requirement makes towns and town sizes relevant even if you don't intend to transport passengers. Towns can seem too irrelevant when I play industry-only games otherwise, usually just serving as goods-dumps — now I have to string them together too.
4. The power/banks requirement means industry growth feels organic and it also makes money somewhat more relevant past the early game as you end up having to invest in power stations and sometimes banks in order to "unlock" parts of the map that lack them. (In fact, I may use the BaseCost mod to increase the cost of these industries to $10–20m or so, as $1m is still a little cheap)

It's just a really nice balance for the way I like to play. Are there any current plans to develop it? If so, what might you add?

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Glad to hear it :)
Well, I like vanilla OpenTTD very much, but lack of complexity was an issue
after many years of playing. Thats why this GRF has born.

Do you use bit0 flag as well? On my server I play with GS that disables industry respawning.
There is initial 25 years period where industries are rebuild. After that you need to take care
of them yourself by building or prospecting. So makes game even more fun.

As for development... Well, I really like it. I also dont have any idea currently how to extend it and
dont break the balance in the same time. For now, it looks kinda perfect to me :)

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busface
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Re: BSPI.grf - Stockpiling Industries

Post by busface »

I don't actually, I play with parameter 1: 6 so just the power (bit1) and valuables (bit2) requirements (same as LugnutsK). To be honest, I didn't know what "industries have reserves" actually means (how long until they run out of reserves? Can I affect how long it lasts?), so I avoided it :)

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Its random, decided on extractive (coal, ore, oil) industry spawn.
Value of reserves is between 24k - 286k. Now, if you start moving cargo from
them, its substracted from reserves. Once reach zero, industry announces closure.
200k+ reserves can last a lot, depending how fast you move cargo out of them.
Lets assume 300 units per month avarage:
200000 / 300 = around 55 years.

When playing with that bit set, every extractive industry have extra text:
Estimated reserves: <N>k

So, you can plan ahead if some critical mine is soon going out of business :)

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Hazzard
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Re: BSPI.grf - Stockpiling Industries

Post by Hazzard »

Hey Borg, is there a specific ratio for iron ore vs coal for the steel mill?

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Yeah, 2:1. So, 10t Iron Ore + 5t Coal = 10t Steel.
Power Station also burn coal in 5t intervals.
Max Burn rates for small, medium, large Power Station: 60,90,120 tons of coal.

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Comm Cody
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Re: BSPI.grf - Stockpiling Industries

Post by Comm Cody »

what's the differences between BSPI and the X2025 grfs?
Something goes here, hell if I know.

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

X2025.grf just contains new (replaces other loco) 'X2025' (Electric) loco.
It can additionally merge maglev into monorail via bit0 of Param1.

I updated first post, so people do not get confused.
Those GRFs are not related to each other. You can use both or just one of them.

mrkastan
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Re: BSPI.grf - Stockpiling Industries

Post by mrkastan »

Borg wrote:
04 Nov 2019 17:57
As for development... Well, I really like it. I also dont have any idea currently how to extend it and
dont break the balance in the same time. For now, it looks kinda perfect to me :)
Hi there,
I do like your mod as well, it is just perfect in sense of keeping the game as vanilla as possible with just right amount of complexity on top of it. My question would be if you plan to extend it throughout other biomes too (with sub-arctic in my mind)?

And maybe one suggestion, just based on feeling, really. As it is now, banks feel bit separated from the whole supply chain right now. I could imagine cities require goods in order for them to grow (in a same way desert cities requires water and food). Maybe put some sort of scale in place - bigger city, more goods required. Anyway, it's just a thought. I really do enjoy BSPI and don't want to play other biomes because I would miss it too much.

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Yeah, they are a bit disconnected because I didnt investaged the idea to chain it with
city goods. You still need to grow cities to be able to dump goods and then raise banks,
so it was enough for me :)

As for other biomes, I dont play anything else except temperate because it looks and feels best.
Also, I really want Power Stations and all its logic (I play with everything On) so only sub-arctic bio
can be extended. Im not good enough to add working industries like sprites and sounds :)

If someone feels brave and want to add stuff, I can provide sources (via GIT).
Be warned tho, its all NFO nearly directly (via my simple grfix.rb that handles mnemonics and indexing).

mrkastan
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Re: BSPI.grf - Stockpiling Industries

Post by mrkastan »

Borg wrote:
21 Mar 2020 14:02
If someone feels brave and want to add stuff, I can provide sources (via GIT).
Be warned tho, its all NFO nearly directly (via my simple grfix.rb that handles mnemonics and indexing).
Well I guess looking into it can't hurt. So if you don't mind sharing it I would see if it's beyond my skills to wrap my head around it or not :D

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Okey, for now I will provide simple ZIP with sources. Here it goes:
ftp://ds-1.ovh.uu3.net/home/borg/openttd/BSPI_src.zip

You need Ruby and GNU Make to build GRF. Or, you can convert Makefile to BAT.
If you are on Windows and cant find native Ruby installer, you can download my static ruby here:
ftp://ds-1.ovh.uu3.net/pub/archive/Ruby ... 30-w32.zip

Put ruby.exe in PATH or into BSPI grf dir and fix Makefile.
You also need grfcodec as well to build GRF.

I will accept patches with bugfixes (are they any?) and minor improvements..
Be warned, im picky about changes, but sending them wont hurt.

Disclaimer: Please do NOT publish modified BSPI GRF anywhere.
You can reuse part of it in your own projects.
If you wish to fork entire project, do it on your own name.

mrkastan
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Re: BSPI.grf - Stockpiling Industries

Post by mrkastan »

Thank you, that is awesome. And overwhelming :D I appreciate it even more seeing how much work went into it.

I guess I don't have the patience to program in NFO so I try to make my personal version written in NML, not shared anywhere.

And one maybe not-so-interesting observance - I found out that NewGRF does not support towns which nullify my suggestion. Only way around it would be dealing with goods in similar way to coal, i.e. bank would produce only if goods are supplied to given town. Which I might try to add to my version.

Teijo
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Re: BSPI.grf - Stockpiling Industries

Post by Teijo »

Hello, Just want to confirm, if i want to configure all bits on in this set should i put value 7 in param1(binary 111)?
Btw great industy set!

Borg
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Re: BSPI.grf - Stockpiling Industries

Post by Borg »

Teijo: yes, thats corrent. Binary 111 is 7 decimal.
So Param1 = 7 will enable all features.

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