1.4 version of manpower industries is already available on bananas service.
Logging camp - forest replacement feature is merged into manpower set (standalone logging camp project is temporarily abandoned until all features, including snow aware tiles, will be ready).
There is many logging camp layouts available, some has ISR-style cranes animated if trees are cutted.
Manpower is not mandatory for logging camp, delivered crew does not change production rate (no possibility of such action),
presence of crew is protect logging camp against closure. More details in
logging camp thread.
Another change is
stockpile limit for steel mill - I underestimated capability of users for spamming industry with stream higher than resource consuming rate (produce rate depend on waiting cargo amount, but is limited) with 65535 tons of waiting coal as an result.
Stockpile limit is large (29 kt for iron ore and 19 kt for coal) and there is wide acceptance hysteresis - once stockpile limit is reached,
acceptance is switched off unless waiting cargo drops below 6 kt limit.
Due to high limit and wide hysteresis, I expect that steel mill should not considered as bad feature causing problems with cargodist or AI
(however I did not tested it with any AI).
You can deliver about 100 trains (assuming 200 t coal load per train) before steel mill coal bunker will be closed - enough time to collect funds
and establish another link (to iron ore mine or/and power station).
I tested this newgrf on my 2096x2096 real-world based map (with sparse resources and high costs) and found interesting phenomena - players
tends to cooperate - one company was delivering coal and other one was delivering ore, additionally one company send passengers to other company mine, to increase its production. Surprisingly symbiosis was a "win-win" strategy.
Maybe someday I will attempt to run server with infrastructure sharing patch...
PS. is it possible to define industry layout depending on construction date or current date?