If you’re up for it, a Pull Request to fix the translation issues would be appreciated — if not I’ll do my best to copy and paste.
Industries do not close in this industry set.
Improved Town Industries
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- 2TallTyler
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Re: Improved Town Industries
I'm not good at using github. What is needed for this?2TallTyler wrote: 27 Dec 2024 17:53 If you’re up for it, a Pull Request to fix the translation issues would be appreciated — if not I’ll do my best to copy and paste.
Industries do not close in this industry set.
Will it be enough to download the russian.lng file and fix the errors in it? What should I do with the file after that?
UPD: attached a file with the corrected "log" and "cities"
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- russian.lng
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Re: Improved Town Industries
I forked your repo and think I have mail implemented in addition to waste (mail back at ID 2, waste down at the bottom of the list at ID 20). I'm new to NML and fairly new to Git, environments, etc., but managed to compile the NewGRF and houses now produce mail & waste. Nothing else seems to be broken. While I was trying to figure out the NewGRF I also saw the incinerator was missing from the diagram. Would you like me to try submitting a pull request for the modified cargos.nml and docs?2TallTyler wrote: 05 Jun 2024 12:58 ...
I am pretty busy right now, but if you open a PR I will be happy to work with you to get it merged and released on Bananas so everyone can enjoy it. I would suggest moving Waste to a different ID and restoring Mail to its traditional ID 2.
- 2TallTyler
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Re: Improved Town Industries
Yes please!
Re: Improved Town Industries
Hello, 2TallTyler!
I've noticed that some secondary industries do not produce passengers. Namely, those with 2 or more inputs, like the steel mill or the building materials factory (doesn't seem to apply to other secondaries, such as recycling centers or sawmills). I have skimmed through the code and figured it could be because of the switch_produce_steel_mill_min function missing this line:
But then the switch_produce_building_materials_factory_min function has it and the issue still applies there.
I am new to this NML stuff and it's not really intuitive to get into. Just wondering if it's a bug or not.
By the way, I've also noticed that the cargotable array from the cargos.nml file misses the MAIL label. Not sure if it matters or not, the mail seems to be producing in-game as expected either way.
I've noticed that some secondary industries do not produce passengers. Namely, those with 2 or more inputs, like the steel mill or the building materials factory (doesn't seem to apply to other secondaries, such as recycling centers or sawmills). I have skimmed through the code and figured it could be because of the switch_produce_steel_mill_min function missing this line:
Code: Select all
/* Set the passenger production amount. */
STORE_TEMP((((LOAD_TEMP(1) / 4) * transported_last_month_pct("STEL")) / 100), 2),
I am new to this NML stuff and it's not really intuitive to get into. Just wondering if it's a bug or not.
By the way, I've also noticed that the cargotable array from the cargos.nml file misses the MAIL label. Not sure if it matters or not, the mail seems to be producing in-game as expected either way.
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