Improved Town Industries

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

Moderator: Graphics Moderators

User avatar
2TallTyler
Director
Director
Posts: 572
Joined: 11 Aug 2019 18:15
Contact:

Re: Improved Town Industries

Post by 2TallTyler »

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.
Malcolm
Engineer
Engineer
Posts: 14
Joined: 26 Feb 2011 14:25

Re: Improved Town Industries

Post by Malcolm »

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.
I'm not good at using github. What is needed for this?

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"
Attachments
russian.lng
(6.3 KiB) Downloaded 34 times
BfGiant
Engineer
Engineer
Posts: 1
Joined: 12 Mar 2015 20:44

Re: Improved Town Industries

Post by BfGiant »

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.
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?
User avatar
2TallTyler
Director
Director
Posts: 572
Joined: 11 Aug 2019 18:15
Contact:

Re: Improved Town Industries

Post by 2TallTyler »

Yes please!
eV_Vgen
Engineer
Engineer
Posts: 10
Joined: 13 Jul 2012 19:23

Re: Improved Town Industries

Post by eV_Vgen »

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:

Code: Select all

/* Set the passenger production amount. */
STORE_TEMP((((LOAD_TEMP(1) / 4) * transported_last_month_pct("STEL")) / 100), 2),
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.
Post Reply

Return to “Graphics Releases”

Who is online

Users browsing this forum: No registered users and 8 guests