I never did anything with newgrf,
so I might not have figured out how this system is intended to work

To 1:
Ok, if i figured it right, the normal way would be:
1. Action1 to define sprites
...now some Realsprites
2. Action2 to give the previous action1 an id
3. Action3 to connect the id from action 2 with some internal id (or new-object)
4. Action0 to change/setup some values with ID from Action3
Since new-objects are given a new computed ID anyway,
why the detour over action 2/3 ?
(action0 prop08 creates a new id, which is lastid+1, which may be referred later by action4 or action0 again)
To 2:
As above.
The special handling for category-names will be changed to
"If highest bit is set, the name is applied to the category,
to which given eyecandy(eyecandyID) belongs to"
So no need to have it right after action0 anymore.
So the only difference is: I generate the ID's via Action0-prop08,
and don't have the user to create them with action2+3
I thought this is right because of this:
Quote from http://wiki.ttdpatch.net/tiki-index.php ... on0ObjectsThe IDs are therefore free to be chosen and will in fact be allocated automatically by the patch. In action 0, you only specify IDs relative to the set, i.e. the ID of the first object type is 00, the second object type is 01 and so on.
To3:
This is info missing

If the highest bit is not set, it is the name for the eyecandy with given eyecandyID.
I thought a default bounding box was sufficient, since eyecandy's always occupy 1 full tile, and nothing else may sit on this tile.
hmm, desert, snow and water will be added soon, forgot about this. Thanks. (Will be groundsprite=4+)
Thank you for reading this.