An OpenTTD full industry replacement set mod with estrogen/testosterone as the end products.
Features:
✨ An entirely new industry/cargo set
✨ A mildly accurate industry chain
✨ 17 new industries
✨ 18 new cargoes
✨ FIRS's primary industry supplies mechanic
✨ A new reliability-focused game mechanic
This mod is intended to serve as a full industry replacement set for the game OpenTTD.
While this mod is still currently a work in progress, the gameplay is more or less complete, and is actively hosted and updated on BaNaNaS.
As such, you can now search for, download, and sync this mod as a NewGRF in the OpenTTD client.
To compile the NewGRF yourself, follow the installation tutorial, and run the following command from the repository's root directory:
nmlc --grf openhrt.grf openhrt.nml
In the base game, industries can increase or decrease production based on their monthly cargo transported percentage.
This mechanic is similar, but has a few key differences:
- Industries grow and shrink production based on consecutive seasons of good (>60%) or bad (<40%) service.
- Industry production level is quantized, and spans the range of Minimum, Low, Default, High, Very High, and Maximum.
- At Minimum production, industries operate at 44%. At Maximum production, industries operate at 338%.
- Industry production only begins to fluctuate after it has first been serviced.
By utilizing consecutive seasons (~3 months) of service, this mod rewards consistent service without major drops, encouraging reliability instead of just throughput.
For those unfamiliar with FIRS's Engineering Supplies / Farming Supplies game mechanic, primary industries can have their production boosted by supplying special cargos.
By delivering 20 crates of such supplies to the appropriate industry, production is doubled, and then quadruled once 80 crates have been delivered.
This boost last for one season, and rewards well-timed distribution of these supplies throughout your network.
Instead of an Extraction Ratio, secondary industries have a conversion ratio, which affects the rate at which input cargo is converted into output.
The exact rate varies, but generally, the more kinds of input are supplied per season, the more output per unit of input the industry will produce.
In this mod, secondary industries produce very little on their own, but their cargo delivery payouts are much higher to compensate, ensuring two things:
- You can start anywhere in the industry chain and still make a decent amount of money.
- In order to exploit secondary industries to their full potential, you must complete their entire industry chain.
This motivates players to expand their networks beyond one single cargo type, and rewards the breadth of a network instead of just its throughput.
This mod is currently still very much a work in progress. Game mechanics may be slightly unbalanced, and minor bugs are likely.
In addition, I do not recommend you check out the code for this mod. NML is a beautiful nightmare to program in,
but has no method by which to dynamically address a read operation, do any sort of iteration/recursion, or even have
the code available in multiple separate files. I'll get around to refactoring it all eventually™.
- Primary industry supplies mechanic blatantly copied from the FIRS NewGRF by @andythenorth.
- Industry sprites currently frankensteined almagmations available in the base game.
