Logging camp - forest replacement
Posted: 28 Sep 2014 21:54
I created simply newgrf, which build logging camp instead of forest in temperate and subarctic climate.
Logging camp is similar to tropical lumber mill - it cut trees and produce wood.
There is already some newgrf which allow lumber mill to appear in other than tropical climate, albeit it works exactly like lumber mill - must to be build by player.
In case of logging camp, this facility appears both on random map creation and during game play, and wood base price is like for temperate/subarctic wood.
The aim of this logging camp newgrf is to control tree growth, not only for aesthetic reasons, but also to keep compressed map weight within allowed download time limit.
Because logging camp is dismantled when run out of trees, new logging camp would appear in other place of the map and start to cut trees here.
Finally we would obtain a natural balance between forest area and logging camp number.
Bias of such balance depend on two factors:
1. multiple_industry_per_town setting - if set true, there would be large number of logging camps and small tree quantity (I recommend to switch multiple off if you want to preserve some forest in non-populated areas)
2. logging camp manpower setting - if setting is off, logging camp closure procedure is identical like for lumber mill - in this case industry is more stable, therefore more trees will be preserved.
If setting is on, logging camp would be dismantled almost instantly if run out of trees - such settings results in faster rotation of creation/annihilation of lumber mills, and trees would be catted more effectively.
Additionally, with manpower option on, you can deliver passengers to lumber camp - those passengers would be "stored" for while as working crew and protect your lumber camp against closure due to lack of tree. Passengers must to be delivered to logging camp houses.
Logging camp have 8 different layouts, 4 flat and 4 with slide. Some layouts are compact, some sparse - my intention was to protect some area against growth of nearby city or other players infrastructure.
Some graphics are just opengfx sprites slightly reworked.
Here are some examples of layouts (note: there is no snow- awareness yet): Top of the hill is rather unsuitable for logging camp. It would protect some trees in high mountains.
Some tiles of logging camp layout have special meaning.
Grass tiles with heap of logs are productivity indicator - in case of no wood was produced in last month, heap is almost empty.
Grass tiles with three trunks are wood transport indicator - in case some wood was transported last month, logs heap appears.
Newgrf is not compatible with manpower industry - because it is already merged as a part of manpower industry,
but I decided to create standalone logging camp newgrf due to usefulness for long mutliplayer sessions with massive maps.
If other industry set is used, logging camp would appear as alternative wood source, instead of forest replacement.
Enjoy fruit of my work available on banana tree service.
Project source is on #openttdcoop Development Zone.
Logging camp is similar to tropical lumber mill - it cut trees and produce wood.
There is already some newgrf which allow lumber mill to appear in other than tropical climate, albeit it works exactly like lumber mill - must to be build by player.
In case of logging camp, this facility appears both on random map creation and during game play, and wood base price is like for temperate/subarctic wood.
The aim of this logging camp newgrf is to control tree growth, not only for aesthetic reasons, but also to keep compressed map weight within allowed download time limit.
Because logging camp is dismantled when run out of trees, new logging camp would appear in other place of the map and start to cut trees here.
Finally we would obtain a natural balance between forest area and logging camp number.
Bias of such balance depend on two factors:
1. multiple_industry_per_town setting - if set true, there would be large number of logging camps and small tree quantity (I recommend to switch multiple off if you want to preserve some forest in non-populated areas)
2. logging camp manpower setting - if setting is off, logging camp closure procedure is identical like for lumber mill - in this case industry is more stable, therefore more trees will be preserved.
If setting is on, logging camp would be dismantled almost instantly if run out of trees - such settings results in faster rotation of creation/annihilation of lumber mills, and trees would be catted more effectively.
Additionally, with manpower option on, you can deliver passengers to lumber camp - those passengers would be "stored" for while as working crew and protect your lumber camp against closure due to lack of tree. Passengers must to be delivered to logging camp houses.
Logging camp have 8 different layouts, 4 flat and 4 with slide. Some layouts are compact, some sparse - my intention was to protect some area against growth of nearby city or other players infrastructure.
Some graphics are just opengfx sprites slightly reworked.
Here are some examples of layouts (note: there is no snow- awareness yet): Top of the hill is rather unsuitable for logging camp. It would protect some trees in high mountains.
Some tiles of logging camp layout have special meaning.
Grass tiles with heap of logs are productivity indicator - in case of no wood was produced in last month, heap is almost empty.
Grass tiles with three trunks are wood transport indicator - in case some wood was transported last month, logs heap appears.
Newgrf is not compatible with manpower industry - because it is already merged as a part of manpower industry,
but I decided to create standalone logging camp newgrf due to usefulness for long mutliplayer sessions with massive maps.
If other industry set is used, logging camp would appear as alternative wood source, instead of forest replacement.
Enjoy fruit of my work available on banana tree service.
Project source is on #openttdcoop Development Zone.