Code Monkey home page Code Monkey logo

improved_town_industries's People

Contributors

2talltyler avatar adpro avatar arikover avatar aviationgamerx avatar binglunge avatar chengdd1987 avatar fauleresel avatar fmang avatar shkarlatov avatar shump avatar supercirno avatar telk5093 avatar vlork avatar wensimehrp avatar woelfivw avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

improved_town_industries's Issues

Add: Alternate industry tile layouts for variety

Applicable industries:

  • Coal Mine
  • Logging Camp
  • Oil Refinery
  • Paper Mill
  • Steel Mill

If anyone wants to mock up tile layouts with the decorative objects of each industry tile included in ITI, I'd appreciate screenshots of your ideas.

Add Atomic industry chain

Industries

Uranium Mine

  • Produces Uranium, Passengers
  • Relatively rare, probability 3?
  • Produces similar amounts to Iron Mine
  • Uses Gold Mine sprites

Nuclear Processing Plant

  • Accepts Uranium, Nuclear Waste, Chemicals
  • Produces Nuclear Fuel, Passengers
  • Extra text: Refines 1 ton of Uranium into 1/4 ton Nuclear Fuel
  • Uses Paper Mill sprites

Nuclear Power Plant

  • Accepts Nuclear Fuel
  • Produces Nuclear Waste, Passengers
  • Uses Power Station sprites (converts existing industry, which no longer accepts Coal or Waste)

Cargos

  • Uranium
  • Nuclear Fuel
  • Nuclear Waste
    • Very heavy, produced in small quantities but pays very well

(Question) Factory and paper mill

Is there any difference between the two regarding wood besides the additional step with lumber in this version?

It seems that before this version there wasn't any difference at all (except the introduction date I suppose), so choosing one over another would come down to preference. In this version, as I understand it the additional step in the factory chain makes it generate much more profit. Does paper mill compensate the lost potential profit when choosing it over factory somehow?

It could be a nice idea regardless. Since paper mill gets introduced almost a century later, it could have a minor advantage the same way transporting waste to recycling center is more efficient than transporting it to farm directly, in this version.

Mine clustering needs a safety valve

Simply prohibiting non-clustered industries can produce maps with only a couple coal or iron mines, if the first mine is on an island or town density is low.

Suggested fix (once I get a development computer running again): when a proposed mine is not within a cluster, compare number of mines to number of forests (perhaps minus 10 or /2). If there are an unusually low number of coal mines, allow construction despite the failed cluster check. If things are normal, deny construction as usual.

Industry Chain View Passenger cargo issue

Since you added passenger as a valid cargo to virtually all industries in your newGRF, there a bit confusion when viewing the industries chain as it show all industries in the windows making it hard to determine where the other cargoes supposed to go.

Since I always uses the minimap to determine where the industry is when looking for a certain chain, it is possible to hide only the passenger in the industry chain?

image
When shown in the industry chain

image
When linked to the minimap

Adjust industry funding costs

These are still using placeholder values, but should be made more interesting for "industry tycoon" gameplay, particularly when using "generate primary industries only".

It may be helpful to look at other games here, like Railroad Tycoon 3 and Railway Empire.

Allow primary industries with workers to build near towns

Coal, Iron, and Uranium mines should be allowed (but not required) to build near cities. Real mines are often near towns where workers live, (more specifically, towns are built near mines where workers are employed).

Forests, Farms, and Oil Wells should still be built away from towns.

Define Industry IDs for future stability

ITI currently does not define numerical IDs for industries. It defaults to an automatic selection by NML.

From NML specs:

Note, while the third argument (the numerical id) is optional, it should only be left out in simple short-lived NewGRF. The numerical id is relevant for OpenTTD savegame compatibilty. If you delete items or insert items in front, the automatically assigned ids of following items will change, and thus your NewGRF will be incompatible to earlier versions of itself. So, if your NewGRF is not a one-shot, but will evolve over multiple versions, you should assign ids manually, and keep them unchanged.

This change will not necessitate a new release, but should be added for stability in future releases. The next release should not be savegame-compatible, just to be safe.

Untranslated strings for both Improved Town* NewGRFs

Versions used

OpenTTD: 1.10.2
NewGRF:

54540301|1899C0EE609AFD837091F9BF9E64CEE2|improved_town_layouts-1.1.2\improved_town_layouts.grf = 0 0 1 1 1
54540401|2B9CD4A272177B792F2E68BA43C254B9|improved_town_industries-1.0.0\improved_town_industries.grf = 0 1 1 0

Expected result

The strings corresponding to the different industries and houses are translated correctly (in line with the base game).

Actual result

The strings corresponding to the different industries and houses are not translated at all.

Steps to Reproduce.

  1. Do not use any NewGRFs.
  2. Generate a new map.
  3. Set language to non-English, such as Chinese or Spanish.
  4. Observe that industry and town building names are translated.
  5. Use the above NewGRFs.
  6. Generate a new map.
  7. Set language to non-English, such as Chinese or Spanish.
  8. Observe that industry and town building names are not translated.

Add Forest

  • Change Logging Camp back to Sawmill, converts Wood to Lumber
    • Factory accepts Lumber, not Wood
    • Paper Mill accepts Wood

Error message subtitle for industry construction failure is nondescript

Versions used

OpenTTD: 1.10.2
NewGRF:

54540301|1899C0EE609AFD837091F9BF9E64CEE2|improved_town_layouts-1.1.2\improved_town_layouts.grf = 0 0 1 1 1
54540401|2B9CD4A272177B792F2E68BA43C254B9|improved_town_industries-1.0.0\improved_town_industries.grf = 0 1 1 0

Expected result

The subtitle of the error message is more descriptive of the error.

Actual result

The subtitle of the error message is just "Farm".

Steps to Reproduce

  1. Set the map generation settings as follows:
    image
  2. Use the NewGRFs "Improved Town Layouts" and "Improved Town Industries" with the given parameters and versions.
  3. Click "Generate".
  4. A warning shows saying that no Coal Mines could be placed.
  5. Set the primary industry construction method to "As other industries".
  6. Attempt to build any primary industry.
  7. The error message is "Can't construct this industry type here ... Farm".

Remove processing industry population-sharing checks

Secondary industries check for other secondary industries before building, to avoid the scenario where a map with only two cities of population 300 has two oil refineries but no factories, for example. Industry selection is handled just fine by vanilla OpenTTD code, so this will be cut.

Strange clustering of some industries

I think I might have come across a bug.

I made a game script that pretty much fills a rectangle around any given industry with industries of the same type.

This is what happens when I run it with vanilla industries:

Unnamed, Jun 15th, 1973

When I run it with improved town industries, some industries will be created at maximum possible distance within the rectangle, not filling it. Examples that I noticed are forest, farm and coal mine.

This seems to be intended behavior in improved town industries as (if I'm not mistaken) it aims to create clusters of raw industries (and changes game logic regarding processing industries too) over the course of the game. However...

Oldenbrück Transport, Sep 24th, 1973

Uranium mines, iron ore mines and oil wells spawn normally, meaning either improved town industries does not have any logic for their distancing or this feature has a bug and won't work with those three. Is this by design?

Delay Nuclear Waste production

Delaying the Nuclear Power Plant's conversion of Nuclear Fuel to Nuclear Waste would encourage use of separate waste trains from the fuel supply chain, an important gameplay objective.

Most primary industries can't be generated, prospected, built, or funded.

Versions used

OpenTTD: 1.10.2
NewGRF:

54540301|1899C0EE609AFD837091F9BF9E64CEE2|improved_town_layouts-1.1.2\improved_town_layouts.grf = 0 0 1 1 1
54540401|2B9CD4A272177B792F2E68BA43C254B9|improved_town_industries-1.0.0\improved_town_industries.grf = 0 1 1 0

Expected result

  • Coal mines can be generated, prospected, built, and funded, in both scenario editor and normal gameplay.
  • Farms can be generated, prospected, built, and funded, in both scenario editor and normal gameplay.
  • Logging Camps can be generated, prospected, built, and funded, in both scenario editor and normal gameplay.
  • Iron Ore Mines can be generated, prospected, built, and funded, in both scenario editor and normal gameplay.
  • Oil Wells can be generated, prospected, built, and funded, in both scenario editor and normal gameplay.

Actual result

  • Coal mines can't be generated, prospected, built, or funded, not even in the scenario editor. Attempting to build one yields an error message with subtitle of "Farm" (see #1), and all attempts of prospecting fail (you could burn through trillions of in-game currency that way to no avail).
  • Farms can be generated and prospected, but not built or funded (even in scenario editor). However, after 192 farms per million tiles, all attempts of prospecting fail.
  • Logging Camps can be generated and prospected, but not built or funded (even in scenario editor). However, after 96 logging camps per million tiles, all attempts of prospecting fail.
  • Iron Ore Mines can be generated and prospected, but not built or funded (even in scenario editor). However, after 96 iron mines per million tiles, all attempts of prospecting fail.
  • Oil Wells can be generated, prospected, built, and funded by the player, but after 128 oil wells per million tiles, all attempts of prospecting fail (though you can still manually build more).
    The industry density counts were taken from default settings (where "Industry Density" is Normal).

Steps to reproduce:

  1. Load the above NewGRFs with default settings (Industry Density is Normal).
  2. Set a map size of 1024 x 1024.
  3. Start a new game (or load into the scenario editor).
  4. Make sure that there is at least one town.
  5. If you are in normal gameplay, give yourself a few dozen million of in-game currency.
  6. Attempt to generate, prospect, build, or fund the above industries.
  7. Observe what happens to the industry counts (some of them cap out and others don't generate at all).
  8. Load into the scenario editor without any NewGRFs.
  9. Make sure that there is at least one town.
  10. Attempt to generate, prospect, build, or fund the above industries.
  11. Observe what happens to the industry counts (all of them increase until the map is filled with industries).

Add: Manual farm fields

  • Add: Objects for each type of field (terrain-aware)
  • Add: Parameter to disable automatic field generation

Separate industries using conflicting_ind_types, not construction checks

For better readability and maintainability. Conflicting_ind_types appears to keep industries 20 tiles apart, but will make exceptions if no further placement exists.

Use this for primary-secondary industry distance requirements (often missing - check all industries) and to keep industries out of farm fields.

Waste chart seems wrong

I noticed something weird when checking on the industry chain for 1.6 beta. The waste chain seem very weird, isn't houses supposed to produced it but it seem like house are accepting waste. In gameplay it was correct, the houses are supplying waste.

image

image

The "Generate Primary Industries Only" setting affects the ability to player-fund secondary industries.

Versions used

OpenTTD: 1.10.2
NewGRF:

54540301|1899C0EE609AFD837091F9BF9E64CEE2|improved_town_layouts-1.1.2\improved_town_layouts.grf = 0 0 1 1 1
54540401|2B9CD4A272177B792F2E68BA43C254B9|improved_town_industries-1.0.0\improved_town_industries.grf = 2 1 1 1

Expected result

Turning on "Generate Primary Industries Only" should only turn off the automatic generation of secondary industries. It should not affect the ability to manually fund these industries.
image

Actual result

Turning on "Generate Primary Industries Only" not only turns off automatic generation of secondary industries, but also makes you unable to fund these industries yourself.
image

Steps to Reproduce

  1. Load the above NewGRFs with default settings.
  2. Turn on "Generate Primary Industries Only"
  3. Start a new map.
  4. Check each industry in the "Fund new industry" list to see if it can be player-funded.

Typo in comment for iron_mine.nml

NewGRF Version

dc82c71

Expected Result

The comment reads:

Check if an even number of iron mines already exist on the map (0 is even) by dividing by 2 and checking for a remainder. If even, build without needing cluster. If odd, continue to next switch for clustering

Actual Result

The comment reads:

Check if an even number ofironl mines already exist on the map (0 is even) by dividing by 2 and checking for a remainder. If even, build without needing cluster. If odd, continue to next switch for clustering

Relevant Code

// Check if an even number ofironl mines already exist on the map (0 is even) by dividing by 2 and checking for a remainder. If even, build without needing cluster. If odd, continue to next switch for clustering

Change Food to original cargo slot

Some house sets define food using its base game cargo ID, not the modern cargolabel FOOD.

Changing this back to its original label would allow more house sets to accept the food cargo.

Add Oil Rigs

  • Un-disable
  • Make available in all climates

We need a reason for ships and helicopters.

Create error messages when loaded with other industry replacement sets

When a conflicting industry set is loaded, throw a fatal error to disable ITI and inform the player.

Conflicting industries:

  • Station name from nearby industries
  • Manual Industries
  • OpenGFX+ Industries
  • FIRS
  • ECS Vectors
  • Apollo Rocket Industry Set
  • North American Industry Set
  • North Korean Industry Set
  • Pikka's Basic Industries
  • TaI Generic Industries
  • Wannaroo Basic Industries
  • YETI Industries

Add industry chain docs

  • Industry flowchart graphic
  • List of industries with cargo production rates and location check rules
  • List of cargos with thematic explanations (like FIRS) and cargo type classification (for Renewed Village Growth and others)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.