NEW GRAPHICS NEEDED
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- Born Acorn
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But then they looks completely unrealistic, ie an entrance tile in the centre.
I made them all to be fixed like the Iron Ore mine so more things can be done with them.
Owen and I aware of two bugs - The tree thing and the fact that sometimes the graphics change to the coal mine, no doubt to do with the coal mines animation sequence.
I made them all to be fixed like the Iron Ore mine so more things can be done with them.
Owen and I aware of two bugs - The tree thing and the fact that sometimes the graphics change to the coal mine, no doubt to do with the coal mines animation sequence.
- Born Acorn
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Heehee. Now the "tree" bug (although it happened with anything behind it.) has been fixed. Subsidies work, and the AI likes it. It doesn't mess with anything else.
The only problems now are the build on slopes error, where some on the industry is at a higher level, and the Coal Mine bug, which is when the Animation is supposed to finish it is looped back to the coal mine sprite.
The only problems now are the build on slopes error, where some on the industry is at a higher level, and the Coal Mine bug, which is when the Animation is supposed to finish it is looped back to the coal mine sprite.
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Aye, just my thoughts.Akalamanaia wrote:that desal plant really is a bit too plain, and looks out of place with other TTD industries..
Good base though. (and it would probably be a cool idea to instead of 2 small basins, have one huge one

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- Born Acorn
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- orudge
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Oh? I'll check that... it doesn't seem to have been in my original version (either that, or I added the wrong sprite by mistake). The coal mine bug should be fixed next weekend, it's basically because I haven't touched the animation sections yet. The tree bug was because I had all the graphics as individual sprites without separating the 3D 'objects' with the base, and it didn't layer them properly: Born Acorn separated them out and it now works better (which also makes Transparent Buildings work properly).Born Acorn wrote:Also. A sprite seems to be missing from the top corner.
I'll work on this and the Oil-Fired Power Plant next weekend... looking forward to it!

- orudge
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No, this is a totally new industry, it's not replacing anything. However, adding new cargoes may not be that easy until the new map version: I'm not too sure. What I might be able to do is add Chemicals to the Temperate climate (since it has an unused climate) and have the Chemical Plant produce Chemicals which could go to the Factory or something (maybe not the factory as that already accepts 3 cargoes, which is the max and would cause more problems). For now I'll just add the industries which accept existing cargoes and don't add new ones - ie, the water desal plant and the Oil Power Plant.
Ah, this is great news to hear how this part of the project is coming along. Well done to all those involved, this will rock so much when it's done. 

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- orudge
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Well, I don't think we need any graphics done at the moment - someone like Born Acorn could advise you there. Just wait for me to finish coding it all, I guess.
Next weekend I'll likely release a public test version, which should feature both the Oil Power Plant and the Water Desalination Plant, and perhaps also a Chemical Plant of some sort.

That IS a crazy idea.
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