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PostPosted: 24 Feb 2017, 13:01 
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Been trying to think of some Industries that based on water.

Next best thing I can think of is extra Harbours and arrange the cargos so can work with other water based Industries such as Bulk Terminals, Wharf, Fishing Harbour etc.

For instance this Harbour produces 2 cargos and 1 cargo could be accepted at say a Bulk Terminal and the other cargo be accepted at the Wharf, or Port, or the other Bulk Terminal.

Do the same with some of the others. This I hope this will give ships more work in game, especially before trains and planes where invented.

I called this a Harbour as not sure what other name can call it .. maybe Jettys or Wharf B since they made of timber decking.

Harbour and boats courtesy of Andythenorths FIRS 1.4.3 and FISH.


Attachments:
Harbour-1.png
Harbour-1.png [ 62.12 KiB | Viewed 1759 times ]

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PostPosted: 25 Feb 2017, 03:46 
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I'm working on another Industry set. Vacation have to wait till I finish this .. as I intend to use this set in my scenarios.

Be a different set to AuzInd160 as I re-arranging cargos. At moment I calling it AuzIndScen. It more towards those (especially me) who like to make scenarios as realistic as possible. It will still work with random maps.

Changes:

There are now 6 Industries that will build on water edge. They are Bulk Terminals A, Bulk Terminal B, Port, Wharf A (replaces Fish Harbour), Wharf B (replaces Wharf - originally Trading Post from FIRS) and Wharf C (new one added). Since there are extra fisheries in game 2 of the Wharfs accept Seafood (Fish).

I've arrange much of the cargos so will have more for ships to do. Some cargos can be transport by boat from one Water based Industry to another. Be a bit like the old days before good roads and trains when a lot of cargos would been transported by boats.

This also allows another Industry to produce Sugarcane and Sugar .. as some places sugarcane is loaded on to barges and transport to a sugar refinery.

I'm also re-arranging the cargos with the Goods Sheds, Loading Banks, and Wool Dump. Before I had Goods Sheds producing and accepting GOODS, now they only accept GOODS and the Loading Banks produce the GOODS. These industries designed so can place a Goods Shed and a Loading Bank and/or Wool Dump together like you would find in most Railway Stations and sidings.

Before the Wool Dump did not accept any thing, but will alter it so it will also accept some cargos.

The Cream Siding at moment does not accept any cargos .. just produce Milk and Fruit. Trains used to replace the full milk cans with empty cans and also leave empty fruit crates .. so intend to arrange so it accepts Goods to represent those items.

The game has both Fuel Depot and Service Stations (Petrol Stations) .. once upon a time Fuel would be delivered in bulk to the Fuel Depot and then get distributed to the Service Stations. So I going to arrange so the Fuel Depot will produces Fuel and Chemicals. Probably arrange so it accepts Goods and Fuel and/or Oil.

Shall keep you informed on progress.

If any of the Industries in AuzInd160 you feel could accept or produce a different cargo let me know so I can make those changes in this new set.

Cheers

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PostPosted: 25 Feb 2017, 10:21 
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I made a new AuzInd set and called it "AuzIndScen" .. not releasing on Bananas for a while as intend to take my vacation and play with it for a while.

If like to try here's a copy:
Attachment:
AuzIndScen.rar [1.46 MiB]
Downloaded 34 times

Has 93 Industries .. 2 of them are not in AuzInd160 .. these being a Dredging Site and a extra Wharf.

Here's the changelog file .. it has all the Cargos and Industries listed.
Attachment:
ChangeLog.txt [3.86 KiB]
Downloaded 30 times


I not release on Bananas until I sure I not be adding any more Industries to the set. I got room to add up to 5 more if want.

Cheers

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PostPosted: 26 Feb 2017, 03:57 
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Started to make scenario this morning suing the projects I made.

The new industry set AuzIndScen required a few changes.

Removed the Super Market .. as already have Grocery Shop and Shopping Centre.

Changed cargo distribution with:

Had the Sugar Refinery accepting Engineering Supplies (ENSP) should have been Manufacturing Supplies (MNSP)
Shopping Centre - now accepts GOOD, MEAT, FRUT
Wharf A - Accepts: FISH, MILK, FRUT; Produce: MEAT, FOOD
Wharf B - Accepts: BDMT, FISH, BEER; Produce: SGCN, WOOD
Wharf C - Accepts: WDPR, SGCN, WOOD; Produce: FRUT, SUGR
Paper Mill - now produces MNSP instead of GOOD
Metal Fabrication Plant - now produces MNSP instead of GOOD
PUB - now Accepts: BEER, MEAT, FISH

I added the Wood to the Wharves for a bit of realism as wood was transported down river to Sawmills. Logs usually floated down stream, but not sure how to arrange that .. so have to use barges instead.

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PostPosted: 26 Feb 2017, 10:53 
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Added another sawmill to the Industry set.

This one builds on the shore lines like I seen some pics and see in documentaries and some movies.

Logs would be floated down stream to the sawmill for processing.

The ships moored at the Wharves I think they could be replaced with floating logs.


Attachments:
Sawmill on the shore.png
Sawmill on the shore.png [ 292.61 KiB | Viewed 1748 times ]

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PostPosted: 26 Feb 2017, 12:11 
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I changed the boats into logs.

And added some logs to objects sets.


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PostPosted: 28 Feb 2017, 01:28 
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I love wood!


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PostPosted: 28 Feb 2017, 03:22 
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Wouldn't you know it ..

Here's a sample of the AuzIndScen with some wood and Sawmill.
Attachment:
AuzIndScen.rar [1.47 MiB]
Downloaded 32 times

If you want more wood and logs on the river.
Try this object set.
Attachment:
AuzObjects_LandAndWater.grf [1.83 MiB]
Downloaded 29 times

Find the Logs, Oyster Leases and Fish Cages in Ships and Water Objects.

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PostPosted: 15 Apr 2017, 06:18 
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I had some Lime and Cement wagons for the train sets, but I do not have these cargo types in my Industry Sets. So I hope to had a Limestone Quarry to the Industries and change some of the cargos.
Hope to make Limestone Quarry like this.
Attachment:
LimestoneQuarry_2.png
LimestoneQuarry_2.png [ 21.25 KiB | Viewed 1685 times ]


These will change the cargos for Cement Plant .. it will be changed to accept Lime, Clay and Sand (not clay and gravel).

Lime Kiln can accept Coal and Limestone.

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PostPosted: 16 Apr 2017, 07:46 
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50 shades of gray!
Good you removed the brownish road. Now it fits perfectly.


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PostPosted: 16 Apr 2017, 09:15 
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I used the brown roads at start to map out where road could go then used some Limestone to resurface them.
Attachment:
LimestoneQuarry_3.png
LimestoneQuarry_3.png [ 312.77 KiB | Viewed 1680 times ]

This will be part of a New Industry set called AuzInd170. Named after the new OpenTTD 1.7.0.

Making a lot of changes.

ChangeLog:

Industry Changes:

Added Limestone Quarry (At moment it accepts nothing and produce Lime and Gravel)
Removed Sub Station
Removed Loading Bank B
Removed Sugarcane Plantation
Removed Grain Bulk Storage Sheds
Renamed Loading Bank A to Loading Bank
Renamed Wool Dump to Loading Bank and Wool Dump

Cargo Changes:

Removed -
Wheat (creates a spare cargo slot .. not sure what to replace it with yet)
Sugarcane (replaced with LIME)

Added -
LIME

Cement Plant now accepts LIME, CLAY and SAND and produces Building Material
Lime Kiln accepts LIME and COAL .. produces Chemicals and Building Material

New idea (from FIRS 1.4.3) Random Cargos: -

The "Loading Bank" and the "Loading Bank and Wool Dump" produce random generated cargos.

Both Produce GOODs.

The second cargo produced is random:

Loading Bank can produce either Metal, Cotton, Fruit or Wool as the second cargo.

Loading Bank and Wool Dump can produce either Wool or Cotton (might add another later).

The minor problem is .. for instance if you look up the chain for Cotton, it will not show the Loading Bank or the Loading Bank and Wool Dump in the chain.

And if for instance you look up Industry Chain for Loading Bank it will not show the cargo chain for Cotton, Fruit or Wool. It only shows the default cargos in the chains which is Goods and Metal.

Here's version 1 which is still in testing and will be making more changes to Industries and adding 1 more Cargo.
Attachment:
AuzInd170.rar [210.98 KiB]
Downloaded 30 times

Other changes in the pipeline:

Combining the Locomotive Workshops and Carriage & Wagon Workshops and call it Railway Workshops.

If the random cargos going to work ok .. add it to the Goods Sheds and add a Factory to game so it too can produce random cargos.

Looking at idea adding some more mining companies such as Bauxite, Copper Ore and making a Cargo called "Minerals" to represent all raw minerals not yet included in the game.

Make a Industry and call it Smelter Refinery .. it can accept the Minerals and make metal and building materials.

Also looking at removing all or some of these: Fast Foods, Racecourse, Holiday Camp, Livestock Sales Yard, Perway Siding, and Motor Inn.

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PostPosted: 16 Apr 2017, 11:45 
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Andythenorth just sent me some info the good and bad side of random cargos.

Quote:
1. 'Industry chains' viewer in game doesn't support it
2. It confuses AIs and GameScripts
3. It annoys players when funding industries and they don't get the cargo they want
4. It's easy to slip up when building your routes and try to transport a cargo that isn't there because of random :D
Kind of a balance thing. Some good / some bad. :)


Not sure now if to continue with this idea .. I don't us AIs so that part not worry me.

Maybe a few different factories or a few extra Goods Sheds and Loading Banks might be the way to go.

I'll think about it for a while and decide which way to go.

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PostPosted: 17 Apr 2017, 08:45 
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Changed the graphics for the Locomotive Workshops .. made these a few months ago then got side tracked and forgot about them until today.

Added them to the new AuzInd170 set.

The sheds have 4 random designs 2 for each direction. Some have the railline along one side with a loco stored there .. the others have a extra shed.
Attachment:
loco and carriage sheds.png
loco and carriage sheds.png [ 12.65 KiB | Viewed 1672 times ]

This is the Carriage and Wagon Workshops and the Locomotive Workshops
Attachment:
loco and carriage sheds2.png
loco and carriage sheds2.png [ 17.17 KiB | Viewed 1672 times ]

Using objects from the AuzObjects_aril version 6 set can join the two Industries together, make them longer and wider if like.
Attachment:
loco and carriage sheds3.png
loco and carriage sheds3.png [ 20.05 KiB | Viewed 1672 times ]


Other changes to new set:

Added:

Copper Ore Mine
Smelter (renamed from Aluminium Plant)
Minerals Cargo (Used for the Copper Mine and will also be used if I add any other new mines).

Still pondering on the idea of random cargos ..

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PostPosted: 17 Apr 2017, 09:26 
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If I go ahead and use random Cargos and put this in the NewGRF file.
Attachment:
NewGRF Settings.png
NewGRF Settings.png [ 33.68 KiB | Viewed 1671 times ]

Players should be satisfied I tried to tell them if they have any complaints.

Main concern if too many random cargos that it don't crash any games.

If you want to test here a copy of the game.


Attachments:
AuzInd170.rar [1.48 MiB]
Downloaded 31 times

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PostPosted: 19 Apr 2017, 07:53 
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Playing around with graphics and started to make a Bacon Factory.
Now undecided if have it a s a Bacon Factory which means another Industry or replace the Abattoirs with this.


Attachments:
BaconFactory.png
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PostPosted: 21 Apr 2017, 07:10 
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Making a few changes to the Abattoirs and giving it a old country look.
Attachment:
Abattoirs2.png
Abattoirs2.png [ 45.96 KiB | Viewed 1639 times ]

No piggies .. they be going to the Bacon Factory.

This only has sheep, cows and Kangaroos.

Abattoirs accepts Livestock and produce Meat and Hides (I renaming Wool to Wool and Hides so cover both types). Could have Poop too but I don't think that is a cargo for the game, so might have to call it Fertilizer. But I don't have fertilizer for any of my cargos.

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PostPosted: 22 Apr 2017, 10:29 
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Some changes to AuzInd170.

The Loading Banks no longer have random cargos as in previous version.

I transferred this function to the Intermediate Station Siding and Intermediate Forestry Siding.

Intermediate Station Siding:
Accepts: Passengers and Goods. It also randomly accepts one of the following Livestock, Food and Parcels,
Produces: Passengers. It randomly selects between Milk, Livestock, Wool and Fruit as its second cargo.

Intermediate Forestry Siding:
Accepts: Wood and Goods.
Produces: Timber. It randomly selects Building Material, Fruit, Wool and Cotton as its second cargo.

Changes that will be in Version 4
-----------------------
Removed:
Locomotive Depot, Perway Siding, Cream Siding, Forestry Siding, Loading Bank A, and Loading Bank and Wool Dump

Added:
Bacon Factory,
Attachment:
bacon_factory.png
bacon_factory.png [ 20.63 KiB | Viewed 1632 times ]

Intermediate Station Siding (replaced Cream Siding), Intermediate Forestry Siding (Replaced Forestry Siding), Loading Bank (replaced Loading Bank A), and Loading Bank with Wool Dump (Replaced Loading Bank and Wool Dump)
Attachment:
new Loading Banks.png
new Loading Banks.png [ 26.96 KiB | Viewed 1632 times ]

Did some Industry Stations like this many moons ago, but changed it by adding fake railway lines and wagons, and now I think this idea is better.

The top railway line has a Loading Bank and a Intermediate Forestry Siding.

The bottom line has another Loading Bank and a Intermediate Station Siding. I have used the platforms from ISR to create a station so trains can stop to load and unload cargos. As you can see they line up perfect.

Also done a Loading Bank with Wool Dump .. it will line up with platforms too except the raised Wool Dump sticks up above the platform .. but that just a minor problem.

Changed graphics to:
Locomotive Workshops and Abattoirs

Renamed Wool Cargo to Wool and Hides.

Changes yet to make:

Change the graphics to the 2 Goods Sheds so they too will line up with platforms.

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PostPosted: 23 Apr 2017, 06:57 
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Changed the Goods Shed graphics.
Attachment:
new goods sheds.png
new goods sheds.png [ 41.04 KiB | Viewed 1622 times ]

Top row are the Goods Sheds as they will appear in the AuzInd170 set.

Bottom row if you use ISR platforms with them. They should line up with other platform sets if you prefer different.

Copy of version 4 if like to try .. I'll test it a bit more and if all ok hope release on Bananas later.

If want some sauce to go with it copy is other on this website as file to large to upload here.
https://www.tt-forums.net/viewtopic.php ... 0#p1185756

Cheers


Attachments:
AuzInd170.rar [1.47 MiB]
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PostPosted: 25 Apr 2017, 03:29 
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Found a few errors in the Industry sets.

Sawmills where growing crops .. no idea why as I hadn't changed the coding .. I just copied it from either FIRS 1.4.3 or from SPI.

When I added Limestone, Gravel no longer had any where to be sent. So I have combined the 2 and called it Stone.

This has freed up a cargo slot which I been asked by NekoMaster if can add Paper as a cargo. And have more then one place for paper to be delivered.

So I have added PAPER .. t produced at the Paper Mill. And I sending it to the Shopping Mall and I will rename the Grocer Shop to Printing Shop and it can also accept paper.

What you think of this idea .. Printing Shop and some other Industries produce Mail and/or Parcels.

How many places that people can order there stationery supplies and when printing finished they would be delivered either by mail, Parcels on trains and these days have a Courier Service.
:)

Whatcha think?

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PostPosted: 25 Apr 2017, 04:33 
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Good idea.


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