If you want to inform gamers that init is not done yet, you need to detect when the game has started (company exist), and only then show the message. Showing a message before the company exists will not do anything.
I do see the problem though that checking too often for if a company has started before init is done may cost additional ticks and in some situations just make you overshot the budget.
Ahh I see, thanks Zuu, this is what I am doing wrong. A problem to fix though, as init runs very quickly but the "build" function is the one that takes long and will usually overshoot the quota on larger maps. I need to send the msgs between these two functions, looping for a check on company existence for a msg will slow down the build script I think as it runs LOTS of nested loops
My first thought was that I use the Early Houses beta, which slashes the population of towns to a 1/4 before 1900. This isn't a problem when PBI usually loads as it disregards it in the first instance, but using the funding method like the GS, this would stop a lot being built. However, removing the Early Houses beta hasn't changed the story.
The debug log is showing the script getting stuck at Oil Refineries. I changed the year to 1880 and it worked, but took a while, so it may just be it takes a while rather than doesn't work in 1845. I will try again.
The town algorithm in this GS is the most complicated of the lot, and takes the longest. Given that it searches for towns above X pop the Early Houses mod will indeed slow it down as there will be fewer towns that meet the minimum. Try lowering the Town: Minimum population. Oil refineries are abnormal in that they also have the distance from edge requirement, try increasing General: Max distance from edge for Oil Refineries.
If it is still getting stuck you can turn on General: Prospect abnormal industries rather than use methods?, which I included for this specific reason. It will build the Oil Refinery (in temperate) using the original (random) method. This is recommended for larger maps and you can activate it while the script is running too
I don't play too many games so the long wait time isn't much of an issue for me, but I imagine it will put some off - it could take a couple of hours for massive maps and high industry settings. You do make that very clear though, and that's my only negative critique, as the placement is absolutely superb.
Great job!!! Totally solves a problem I've had with the industry generator since the original TTD!
Thanks for your comments, it is worth noting though that the waiting time is not directly proportional to map size, more towns and more space will increase the chances a lot. Using standard GS settings (and PBI) a 2048 * 2048 (year 1935) took 3 game years to populate (about 15 minutes). You can play while this is happening, and FF speed runs the script faster too. Like you say this is quite a lot of industries also (1600 total), these are the same numbers as the standard also btw (in the Density: Total industries the settings = original) just the proportions modifiers can make it seem drastic sometimes
I am looking at speeding up the "town" algorithm though, it takes the longest by far
Does the script log say when the script is completed?
Its supposed to display a news event (thanks to Zuu I will fix this maybe), but in the GS window it will say "All industry class types built", once done. The "built current total Y / X" is more for debugging as it disregards the "minimum" modifiers and non-buildable industries.