Ahh yes, the "Cottage Industries" update. Houses (at least with Improved Town Layouts) now produce Goods instead of Mail.2TallTyler wrote: 19 Jul 2020 20:31 1.2.0
- Fix: Redefine cargo IDs for proper ordering in the Cargo Flow Legend

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Ahh yes, the "Cottage Industries" update. Houses (at least with Improved Town Layouts) now produce Goods instead of Mail.2TallTyler wrote: 19 Jul 2020 20:31 1.2.0
- Fix: Redefine cargo IDs for proper ordering in the Cargo Flow Legend
Oops. Apparently house mail production (using the mail_multiplier property) uses the cargo ID 0x02, not the cargo label MAIL.Tsylatac wrote: 22 Jul 2020 03:54 Ahh yes, the "Cottage Industries" update. Houses (at least with Improved Town Layouts) now produce Goods instead of Mail.![]()
Alright, thanks. How much waste do the houses produce in your GRFs? I'm going to add compatibility for waste to the "Late Start" version of OpenGFX Mars Houses.2TallTyler wrote: 30 Aug 2020 13:04 It is indeed WSTE, and the cargo classes are Bulk, Piece Goods (matching Recyclables in FIRS), and Covered.
Oh boy that looks complicated. Would there be a good way to make the modified Mars houses produce WSTE without using any of that? Maybe future homes produce less waste?2TallTyler wrote: 31 Aug 2020 15:53 It depends on the building. I’m using the produce-cargo callback, which runs 8-9 times per month, hooked to some clever code by jrook1445 to produce every 8 iterations, allowing each house to specify its monthly production of each type: PASS, MAIL, and WSTE. Note that defining the produce_cargo callback overrides and disables the usual population and mail_multiplier production.
The code is pretty well-commented, but feel free to ask for clarification on anything. Code.
Also, when you release your NewGRF, please let me know so I can add compatibility to ITI.
Ah, I see. I was thinking of the cargoes that houses accept, not the cargoes they produce.2TallTyler wrote: 31 Aug 2020 23:02 Nope, that callback is the only way for houses to produce anything other than passengers or mail. It’s not as bad as it looks, though. All of the switches which store temporary variables are specific callbacks for each type of house, then they all share the compatibility switch and production loop at the top.
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