FIRS 2.0.0-alpha is released and on bananas.
This version only works with OpenTTD nightly build r27279 or newer (requires increased industry limit).
FIRS 2.0.0-alpha is not compatible with savegames using any previous version of FIRS.
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2.0.0 Release
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*New Features / Changes*
- adjusted clustering behaviour for most primary industries
• clusters are less dense, making it much easier to place stations
• especially easier for placing supply delivery stations that should not overlap multiple industries
- adjusted industry production rates for most primary industries
• production is generally adjusted upwards, especially for farms
• revised production allows pickup of sensible amounts from a single industry instead of needing to aggregate several industries
- industry probability revised to better distribute numbers of each industry type
- processing industries that combine cargo now have a three-month delivery window instead of one month for increased output
• this supports a wider range of transport types and play-styles, for example infrequent deliveries with ships
- Sugar Beet or Sugarcane cargo is now specified solely by the economy, and will no longer change per climate (eh, that was daft)
- Recyclables cargo - removed covered class, added bulk class
- Full FIRS economy
• added Power Plant accepting Coal
• currently works identically to default OpenTTD Power Station, there are no special features planned for this industry
• try it with the Busy Bee Game Script which provides cargo delivery goals
- Tropic Basic economy
• Sugar Refinery now also produces chemicals in this economy
- Dredging Site now available from year 0, consistent with Quarry, which fixes broken cargo chains in some economies
- Dairies no longer need to locate near towns
- Quarry and Clay Pit
• improved graphics, including animation
• revised industry layouts to be smaller and easier to place on the map
• the map generator can now reliably place the quarry and clay pit at game start (previously these industry types were often missing)
• restored the standard 1-tile gap between these industry types and any other industry
- Recycling Plant
• no longer randomises cargos at construction time, that was the source of too many bug reports and confusions
• now introduced in 1978, for higher chance of seeing it in a game before getting bored
- Oil Refinery no longer uses graphics from base set, and has additional layouts
- improved Builders Yard with new graphics and layouts
- improved Coal Mine with additional layouts, snow and improved graphics
- improved Grain Mill with revised graphics and layout for windmill version
- improved Iron Works with additional layouts, snow and improved graphics
- improved layouts and graphics for Coffee Estate, Fruit Plantation, and Rubber Plantation
- animated the Brewery flag
- additional layouts for Sawmill
- updated online docs with images for new and changed industries
- updated readme.txt with newer vehicle sets.
*Fixes*
- for many industries, allow location on a wider range of slopes, for better distribution on map gen
• instead of simply disallowing all slopes, require that highest corner of each tile is equal to highest corner of north tile
• resulting in 'effectively level' graphics, with foundations
• industries are no longer mostly crowded into flat valleys by map generator
- added missing boost behaviour at some processing industries
- Temperate Basic economy
• adjusted Steel Mill and Metal Workshop intro dates to 1800, fixing broken metal cargo chain before 1850
- explicitly preserve cargo slots for passengers, mail, goods and food, default OTTD houses need them
- flashing pixels removed from 1st generation graphics for Dredging Site
- 'crates' not 't' in extra text string for Furniture Factory
- Lumber Yard kiln building was broken when built on slopes
- Hotels now build near any houses, rather than being restricted to 'near town sign', which could limit hotel construction in larger cities
*Translations*
- multiple languages updated
*Codechanges*
- converted significant number of legacy C-Pre-Processor templates to python templates
- removed a large number of redundant industry templates, code is now much easier to maintain
- reduced compile time substantially (from > 2 mins to < 1 min on the test machine)
- support for single-industry compiles using make argument 'TEST_INDUSTRY=clay_pit' (swap 'clay_pit' to the required industry id)
• single-industry compiles take around 5s on the test machine
- take advantage of increased industry limit in OpenTTD and stop trying to stuff > 64 industries into 64 slots