Improved Town Industries

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Tsylatac
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Re: Improved Town Industries

Post by Tsylatac »

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

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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

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. :lol:
Oops. Apparently house mail production (using the mail_multiplier property) uses the cargo ID 0x02, not the cargo label MAIL.

1.2.1
  • Fix: Houses now produce Mail properly, instead of Goods

Tsylatac
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Re: Improved Town Industries

Post by Tsylatac »

Thanks for the quick responses to bug reports! I'm enjoying my game so far. :D

I know part of the aim is to keep things simple, but would you consider (optionally) adding the few remaining industries from vanilla Temperate? I think Banks and Oil Rigs would fit in nicely (though with Banks there's the slight problem of ITL reusing the sprites), but I don't see the need to remove the Logging Camp in favor of having a separate Forest and Sawmill.

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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

I'll consider it if/when I rework the algorithm which limits industry numbers to reserve space for industry types which haven't yet been invented. I'd like do this eventually to add support for maps smaller than 256x256, but it's not a priority right now.

Tsylatac
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Re: Improved Town Industries

Post by Tsylatac »

Fair enough!

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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

A quick bugfix release.

1.2.2

- Change: Population requirement for Factory reduced to 100 if Improved Town Layouts is loaded with the Reduced Early House Population parameter active
- Fix: Map too small error actually requires 256x256, not 256x512

gravelpit
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Re: Improved Town Industries

Post by gravelpit »

Nice im thanksfoul, but why 1700?!
Its so many dams today using grf vehicules.. I play since 1994 and never start game until 1900, that game is so fast that i chet and i rewarding the date.
I asking everybody ho read this!
WHEAR WE (OPENTTD) GOING?

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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

I chose 1700 because that’s when the first vehicles become available in Sailing Ships and eGRVTS, two popular vehicle sets which add extremely early vehicles. But this is simply an option for those who wish to start an early game. You can start in any year.

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2TallTyler
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Re: Improved Town Industries

Post by 2TallTyler »

1.3.2
July 31, 2020
  • Fix: Cargo labels reorganized (again) to fix Goods and Food acceptance by base game houses
  • Change: Rewritten NewGRF description mentions the need for NewGRF vehicles
Not savegame-compatible, but these were only bugs for those using base game houses and vehicles. If that doesn't describe you, no need to upgrade.

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