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Buildings on shores

I found this on the German dat wiki:

Quote
Building on the shores
Simutrans-version 0.99.02.1 or higher

with this entry;

climates=water
Location=Land

the object will be built only on the shore line. AFAIK This only works for attractions (obj=building; type=cur). These objects can not reach into the water (like harbours).

Is there any way this functionality could be extended to factories?

I would like to include a new type of factory (it only needs to be 1x1) that only exists on the shore: a fishing port.  The reason for this is that the current fishing chain in pak128.Britain is this:

fish swarm ---(fish, cooled goods)---> fishmonger

This means even very large cooled container ships could go fishing(!)

My idea is this:

fish swarm --(fresh fish, special good)--> fishing port on shore --(fish, cooled goods)--> fishmonger

The only vehicles with the ability to carry fresh fish would be fishing boats, thus restricting the types of boat available to go fishing.  

Would it be possible (or even is it already possible) to allow such a factory to be built only on the shore?

(The alternative workaround would be an extension request for an extra line in the dat file that somehow prvents boats from docking at a fish swarm unless they are marked as a fishing boat, but that would be harder to integrate into existing paksets as it would require all fishing boats to be recoded in all paksets, hence I don't think it's a good idea).

EDIT: just realised this should probably be in extension requests rather than help requests - sorry, I'm half asleep this morning!

Re: Buildings on shores

Reply #1
did you try this
Code: [Select]
Location=Land
climate=water
for a factory? Imho, this should work for 1x1 factories too, since the placement routines are the same as for the attraction buildings (aka Lighthouses). If it does not work then upload a pak for such a factory.
Parsley, sage, rosemary, and maggikraut.

Re: Buildings on shores

Reply #2
No, I haven't tried it (currently in work, just thinking about it).  I didn't think it was possible, hence the post, but if you think it should work I'll try later when I get home.

Re: Buildings on shores

Reply #3
- "fishing port on shore" doesn't have port feature, so you need to build a port.
- There is no guarantee that "fishing port on shore" on seaside, it might be built on lakeside.

Re: Buildings on shores

Reply #4
@z9999+,

I had realised those.  I think the first one is not a problem (people would get used to the idea of needing to build their own dock next to it).  The second is more of an issue, but if I can get this to work I'm going to do some tests to see how often there is a problem of a fish swarm not having a direct water route to the fish port.  Hopefully this will be fine most of the time.

Re: Buildings on shores

Reply #5
Hmm, if this works, then there is the possibility of building international ports for the import of goods not domestically produced (such as coal in the later part of the game).
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Re: Buildings on shores

Reply #6
Tried this out last night and it works for 1x1 :)

Didn't have time to test other sizes, but it's still a good start.  I can do what I want with this!  Coming soon to a pak near you...

Re: Buildings on shores

Reply #7
In principle other sizes should work as well. Then however it is more difficult to find a suitable location, since all tiles of the building must be on the shore. So I think 1xN may work too, but for MxN it is almost impossible to find a suitable location.
Parsley, sage, rosemary, and maggikraut.

Re: Buildings on shores

Reply #8
That would make sense.  I'll give it a go later.

Re: Buildings on shores

Reply #9
I raised a problem with fishing ports on the pak128.Britain forum where it was suggested that there may be a code bug: In v102.2.1, as part of industry growth 3 new fishing ports were introduced but only 1 of these bordered water, 1 had no connected fishery and all the other 2 had no direct water connection to a fishery.

Re: Buildings on shores

Reply #10
That is not really a bug, that there is no water connection. You can just define water, not connected water.

Re: Buildings on shores

Reply #11
@prissi, I agree it is not a bug that there is no connected water between too places, but surely it is a bug that something with Climate=water, location=land (i.e. should be built only on shores) is being built in the middle of a field?

Re: Buildings on shores

Reply #12
In recent versions there is an emergency code to prevent broken chains in action. If on 50 random 50x50 locations on the map no suitable climate location is found, the industry is built at an unsuitable climate to prevent people to complain about broken industry chains. Since "water" is a climate, it will be ignored. One can, of course, force that water climate must be obeyed ...

Searching the whole map takes very long on large maps and led to minute long responseless pauses on large savegames, thus the "faster" building code. This effect gets only obvious with fisheries, for most other industries poeple are only happy about less broken chains.

Re: Buildings on shores

Reply #13
Might I suggest a simuconf.tab setting to allow forcing of the water climate?
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