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Re: Logging camp - forest replacement

Posted: 13 May 2017 18:16
by Wahazar
I uploaded v.10 of logging camp newgrf. Besides of updated translation, I changed spawning system - I removed checking for trees (it was not working satisfactory), and introduced parameter for minimal distance between logging camp. By default is is 80 tiles, which help to avoid "eating" same trees by two camps.

Re: Logging camp - forest replacement

Posted: 02 Aug 2019 15:43
by MagicBuzz
Hello,

It looks like it is incompatible with any industry newgrf that tweak the vanilla industries.


With Open GFX industries, we get both forest and looging camp (even if wood Producer is set to lumber mill in oengfx instructires).

And with expert-hard server, same, forest are generated while this grf should replace them with looging camps

Re: Logging camp - forest replacement

Posted: 02 Aug 2019 16:15
by Diesel Power
I use this alongside FIRS purely because it doesn't replace the forests. I get twice the wood from diffrent sources.

Re: Logging camp - forest replacement

Posted: 07 Aug 2019 16:04
by Wahazar
MagicBuzz wrote: 02 Aug 2019 15:43 Hello,
With Open GFX industries, we get both forest and looging camp (even if wood Producer is set to lumber mill in oengfx instructires).
And with expert-hard server, same, forest are generated while this grf should replace them with looging camps
Exactly, it is intended.
These logging camps are supplementary source of wood, additionally they can be used to remove excessive amount of trees (especially useful in case of multiplayer game, more trees == client lag while connecting).

Re: Logging camp - forest replacement

Posted: 07 Aug 2020 23:00
by CTarana45
I'm a train's over trucks and busses player of OpenTTD! I see a lot of different rail cars in the game that normally don't get used! I like to see different industries, and Logging Camp is Excellent! 8)

Thanks, Guys!

Christopher Tarana