GIST - German industries set

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Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

Give it a bit of time to update the database. It seems to work now.
Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

Argus wrote: 10 Mar 2026 21:02 [...] the author should also find out when bricks have been made, brickmaking has been with us since the Middle Ages, again for the sake of realism.
Or, if we don't have mines after a certain year, why don't we have brickyards from the beginning? This must be a bug. :)
You may be interested in the latest update, 0.20.0. I have updated the brick works industry. It is now available from whenever you want to start. When built before 1800, it accepts wood as input. These industries will be phased out after 1820 and replaced by brick works accepting coal.
Additionally there are a couple of small bugfixes and a translation submitted to me via GitHub.
Argus
Tycoon
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Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: GIST - German industries set

Post by Argus »

Great. So there's another usable set in the mix alongside Axis. Not that Firs isn't good too, it's just gone in a somewhat specialized direction. :)
Argus
Tycoon
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Joined: 16 Oct 2018 08:31
Location: Heart of the Highlands. Not Scottish. Czech.

Re: GIST - German industries set

Post by Argus »

The Gist is still not updating, probably because it doesn't have information about the version number. I update manually.
Other graphics released at the same time update fine.
Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

A new version 0.21.0 has been released.

This time I adapted a couple of things about primary industries:
  • one can configure a maximum production (default is 65535 units per 256 ticks, which amounts over 500k tons per month)
  • one can configure how fast primary industries will change production (default is monthly, but it can be reduced down to quarterly or even yearly only*)
  • organic industries (farms, fishing grounds, forests) adapt their production at most two times per year*
  • when using the extension "production boost", oil rigs will require food deliveries for increased output
  • bugfix for secondary industries accepting optional cargos (e.g. textile mills) producing only 1 unit per cycle
* assuming default settings for time/calendar

When updating to the new version you should start a new game. Updating in an existing game may cause all sorts of weird side effects.
Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

Hi,

a new bugfix update has been uploaded to Bananas, version number is 0.21.6. This one contains a couple of fixes about extractive industries not closing correctly if they are the last industry of their type on the map. This can now also be configured via parameter (well, extractive industries will always close once they run out of resources to be extracted, but secondary industries now may close or not depending on the parameter). Additionally there's some more checks for incompatible industry sets and updates to the translation.

Have fun!
ColonelThunderbird
Engineer
Engineer
Posts: 9
Joined: 18 Oct 2019 15:18

Re: GIST - German industries set

Post by ColonelThunderbird »

Hi,

Just want to give you a heads up that I'm playing the mod on an Alpine map and have a Coke oven a number of industries, especially any sort of mills, just above the snow line (not sure if that matters) whose ground and smoke are showing, but not the oven buildings itself themselves.

Not able to replicate this issue on a Temperate map.

I've enabled all the expansion industries if that's any factor.

Happy to provide further details as needed. Thanks for your work on this.
Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

I have a hunch that this is a general issue with the snowline and how it interacts with the graphics of many industries, not just the coke oven. Can you please check and confirm if industries below the snowline show up correctly and industries above snowline do not?
Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

I uploaded a new version to Bananas (0.21.8 ), please check if that solves the problem.
Last edited by Uwe on 11 Jul 2026 06:41, edited 1 time in total.
Zet_El
Engineer
Engineer
Posts: 1
Joined: 10 Jul 2026 13:09

Re: GIST - German industries set

Post by Zet_El »

Hi,
Image

the plastic plants wants paint. The station wants other stuff. Paint is not accepted, and nothing produced, even if everything the station asks for is delivered.

I really like this industry newgrf, it is intuitive for me. But maybe the plastic industry needs fixing?
Uwe
Transport Coordinator
Transport Coordinator
Posts: 378
Joined: 09 Jul 2004 14:05
Location: Germany

Re: GIST - German industries set

Post by Uwe »

That sounds weird. Does this affect only this specific plant or all plastics plants on the map? Does this also happen on a completely new game? If it works in a new game, it's most likely that your savegame is corrupted in some way. If this also happens in a new game, it's most likely a bug in the set. In any case, feel free to send me a savegame and I'll have a closer look.
ColonelThunderbird
Engineer
Engineer
Posts: 9
Joined: 18 Oct 2019 15:18

Re: GIST - German industries set

Post by ColonelThunderbird »

Uwe wrote: 06 Jul 2026 16:57 I uploaded a new version to Bananas (0.21.8 ), please check if that solves the problem.
A lovely surprise for a Saturday morning after a bit of an unexpected Friday evening. Thanks for looking into this so quickly.
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