Snowy version would also rock for arctic, if someone would make the graphics for. It could be done, I guess.wallyweb wrote:Ammler wrote:How about a snowy version of that little gem?

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Ammler
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Snowy version would also rock for arctic, if someone would make the graphics for. It could be done, I guess.wallyweb wrote:Ammler wrote:How about a snowy version of that little gem?
OOps! Sorry Ammler, I forgot you are not an artist as wellAmmler wrote:Snowy version would also rock for arctic, if someone would make the graphics for. It could be done, I guess.
You didn´t understand my post.Ammler wrote: Snowy version would also rock for arctic, if someone would make the graphics for. It could be done, I guess.
Without going into detail (I´ve yet to read your proposal ...), let me point out that in temperate and artic climate the behaviour of the sawmill is different from the tropical lumber mill. In those two climates we have the "forest" industry supplying "wood" which has to be transported to those sawmills.PhilSophus wrote:I've posted a suggestion how to implement advanced cutting control by NewGRFs in OpenTTD [...]
Correct me if I am wrong, but the tropic lumbermill would be a replacement for the Temperate/Arctic forests would it not? I assume that this new code would transfer the tree cutting privileges to trees from forests, much as it does in Tropic and similar to what George's sawmill does when it does not receive wood.michael blunck wrote:Without going into detail (I´ve yet to read your proposal ...), let me point out that in temperate and artic climate the behaviour of the sawmill is different from the tropical lumber mill. In those two climates we have the "forest" industry supplying "wood" which has to be transported to those sawmills.PhilSophus wrote:I've posted a suggestion how to implement advanced cutting control by NewGRFs in OpenTTD [...]
I.e., no "cutting control" needed.
Then let me point out a bit clearer, what my suggestion is intended for: It's for NewGRF industries that have the "cuts trees" special flag (bit 1 of feature 1A) set. I'm aware that the default industries in temperate (and arctic) don't cut trees, but that's just what this NewGRF here is supposed to "fix", by providing the tropical lumber mill that does.michael blunck wrote:Without going into detail (I´ve yet to read your proposal ...), let me point out that in temperate and artic climate the behaviour of the sawmill is different from the tropical lumber mill. In those two climates we have the "forest" industry supplying "wood" which has to be transported to those sawmills.
I.e., no "cutting control" needed.
Why should the tropical lumber mill going to be a replacement for the temperate/arctic one? The biggest advantage of good ol´ TTD is variety. That´s why CS did create more than one climate with more than one set of industries (among many other things). But o/c, there are always people who like to change anything because they simply like change, regardless whether it´ll be useful or, in this case, add variety to the game.wallyweb wrote:Correct me if I am wrong, but the tropic lumbermill would be a replacement for the Temperate/Arctic forests would it not? I assume that this new code would transfer the tree cutting privileges to trees from forests, much as it does in Tropic and similar to what George's sawmill does when it does not receive wood.mb wrote: [...] in temperate and artic climate the behaviour of the sawmill is different from the tropical lumber mill. In those two climates we have the "forest" industry supplying "wood" which has to be transported to those sawmills.
I.e., no "cutting control" needed.
Indeed I agree with much of what you say. It was CS' concept that attracted me to the game in the first place. However, I then discovered the Patch which greatly extended the possibilities. Indeed, your Arctic Set and your Alpine adaptation were very entertaining. But then DanMack launched the Canadian Set which brought everything home to me. The Canadian reality is that its forest industry, although often plantation based, still largely consists of harvesting in the wild. CS' tropic sawmill is more true to the Canadian reality than his Temperate/Arctic presentation. OzTransLtd's ingenious coding which allowed for a parameter to blend some of the Arctic Industries into Temperate without the need of a separate Industry set created an even more Canadian experience. Seasonal variations was the icing on the cake. And now PhilSophus gives us his adaptation! ... I am a very happy TTDX player indeed.michael blunck wrote:[advanced lumber cutting] ...
Hehe.wallyweb wrote:Indeed I agree with much of what you say.
That´s why I wrote[...] The Canadian reality is that its forest industry, although often plantation based, still largely consists of harvesting in the wild.
However, in most European countries (given that the connection "temperate" == "European" holds) there´s not much "harvesting in the wild". Most parts of Europe are densely inhabited and forests are generally managed.mb wrote:That may be different in arctic, though.
But why reinvent the wheel? TTDX already gives us new growth, and with the tree planting tool, this can be accelerated where needed (At a reasonable cost of course).michael blunck wrote: ... it would be much more interesting to have "forests" similar like farm fields are, i.e. much larger and dynamically harvested (with Phil´s tree cutting algorithm enhancement).
This job is usually done by grazing sheep.Ammler wrote:There is another reason, why I added the Lumber Mill "code" to temperate and arctic: The whole map will be full of trees, after playing around 200 years. This GRF should help to keep some [de]Lichtungen[/de]. (Birds and other animals will thank you.)
No params=defaultTrueTenacity wrote: What are the correct Param settings to get this to work?
lumber mill produces wood, which then could be used by sawmill, like the forestsI've added it to my game and i am now sitting with sawmills and lumber mills occupying the same space
Sawmill (448) Lumber mill (0) and no forests...
As you see, param2 does disable Forest per default and yes, the lumber mill is a manual industry, it is a "plain" copy of the tropic lumber mill. Nothing more.Ammler wrote: Param0: enable LumberMill (def: 1)
Param1: change Forest to cut trees like Lumber Mill (def: 0)
Param2: disable Forest (or enable in Tropic) (def: 1)
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