Got it, no touching the production values. Thank you for the hint.Eddi wrote: it is generally not a good idea to divide industry production by daylength factor, as that makes you get less output for the same input.
Thank you for the bugreport.Fenris wrote:is there a problem with FIRS and the new towngrowth-patch? I've started a new game with v12 (the binary posted on page 64 of this thread) and the delievered goods wasn't count in the town-window.
In my longlasting game with FIRS r1358 and a testgame with r1903 it is the same, towns do not accept goods neither.
I suspect it has to do with FIRS itself as it seems to do more than only define industries ...
¿Maybe it redefines GOODS somewhere? I am not familiar with the internal kitchen of the GRF.
I found another FIRS issue (station names) that I could reproduce in clean trunk ... will post in the FIRS thread.
I still have not yet tested all goods that FIRS produces (by the various industries) ... maybe one of them produces something that is accepted although goods should be goods ...
I will also test the towngrowth patch with the other industry sets in a bit ... has anyone already?
I noticed that when the towngrowth patch is off the growth rate percentage seems to be way off ... I think I wil hide it when the patch is disabled, but still I'd like to know how come the numbers are weird like that (I had a town at 1600% with the patch off).romazoon wrote: Also i have a small question/problem about town growth: my city just doesn t grow at all since now 10 years of gameplay, but i always had around 102% town growth, and now it s at 600% but still doesn t build anything. I m not even using the towngrowth patch (it s "off").
Thank you for reporting.
Yeah, towngrowth interval is multiplied by daylenght factor as they were growing way too fast with higher daylenght settings.i m anyway wrong about the city not growing... it s just very very slow with one station ! i opened the scenario(as it was when i started game) and there "Kali city" had like 90 less inhabitants... so it indeed grew.
Known problem with the moreheightlevels patch ... problem is that I do not yet know the exact settings/conditions that cause it as sometimes it happens and sometimes it does not ...supermop wrote:Also had this problem.Eddi wrote: is it known that this patch pack creates WAAAAY too many trees? i tried to generate a 1024x1024 map and tree generation takes incredibly long, and almost the whole map is covered with trees.
One condition to trigger it seems to be the improved tree algorithm as with the original it does not seem to happen (tested briefly).
Thank you for reminding me, I slightly forgot about the issue, will update first post.