Lumber Mill 1.0 (2008-11-20)

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Ammler
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Lumber Mill 1.0 (2008-11-20)

Post by Ammler » 12 Sep 2008 07:22

Hint: use OpenGFX+ Industries for more advanced LumberMill features.
(There will be no further development on this set.)
LumberMill.png
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lumbermill.grf
Version 1.0 (md5sum: 9334a7d4a35429a09edea5cad8b33225)
(493 Bytes) Downloaded 1445 times
The Lumber Mill from Tropic also available at temperate and arctic.
Param0: enable LumberMill (def: 1)
Param1: change Forest to cut trees like Lumber Mill (def: 0)
Param2: disable Forest (or enable in Tropic) (def: 1)
License: GPL (might be a CC version on some releases)

Source: http://svn.openttdcoop.org/grfdev/lumbermill/

A Patch to cut trees randomly in the area and a modfied grf can be found here.


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Last edited by Ammler on 28 Jun 2011 15:53, edited 7 times in total.

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Purno
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Re: Lumber Mill

Post by Purno » 12 Sep 2008 07:34

What does it do, gamewise?
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Re: Lumber Mill

Post by Ammler » 12 Sep 2008 07:48

Not obvious? Hmm.

Well, it makes the Lumber Mill from the tropic climate accessable in the other climates.

This NewGRF is just a preview version, I am interested to see, if such a GRF would be usefull and what "Options" you would like...

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Re: Lumber Mill

Post by planetmaker » 12 Sep 2008 08:35

Ammler wrote:Not obvious? Hmm.

Well, it makes the Lumber Mill from the tropic climate accessable in the other climates.

This NewGRF is just a preview version, I am interested to see, if such a GRF would be usefull and what "Options" you would like...
Actually I like the idea. Having a Lumber mill is good means to stop trees growing all over the map and having you end up with a map which consists of urban area, water, tracks and a wood which never seems to have seen a human being for eons.

An idea is to set the wood chuck search radius via a grf option.

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Re: Lumber Mill

Post by Purno » 12 Sep 2008 08:37

Ammler wrote:Not obvious? Hmm.
Not for someone who barely plays tropic. :wink:
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Re: Lumber Mill

Post by Gremnon » 12 Sep 2008 09:18

I think I might experiment a little with this one...
Once I finally finish my current game.

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Re: Lumber Mill

Post by jacke » 12 Sep 2008 11:33

Neat :)

Not very related to this topic, but making the paper mill and printing works, plus the paper cargo, appear in the tropics would be nice too...hmm

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Re: Lumber Mill

Post by FooBar » 12 Sep 2008 15:31

Very nice, Ammler! I always liked the lumber mill, but usually prefer temperate some of the grfs I like are intended only for that climate. Please add this to grfcrawler (if you haven't done so already), so that I can find this again as soon as I've fixed up my computer.

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Re: Lumber Mill

Post by Doorslammer » 13 Sep 2008 10:20

Nice. Just what the tree doctor ordered. ;)
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Re: Lumber Mill

Post by Ameecher » 13 Sep 2008 10:24

Monaro Doorslammer wrote:Nice. Just what the tree doctor ordered. ;)
Your coat is hanging on the hook by the door, make sure not to forget it when leaving for your taxi ;)
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Re: Lumber Mill

Post by mart3p » 14 Sep 2008 17:55

I noticed a very minor error... ;)
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Re: Lumber Mill

Post by Dave » 14 Sep 2008 23:09

Oh aye. Top drawer mate.
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Re: Lumber Mill

Post by SirkoZ » 25 Sep 2008 03:26

Ammler, this is a really nice addition to Temperate and Subarctic forests.

Perhaps it could increase production (by factor 2) and with it also amount of trees it "axes". ;-)

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Re: Lumber Mill

Post by Ammler » 25 Sep 2008 17:02

SirkoZ wrote: Perhaps it could increase production (by factor 2)
just add a 2. LumberMill :-)
with it also amount of trees it "axes". ;-)
The cutting is "hardcoded" in the source and should be changed to random choser not radial... (for temperate and arctic)

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Re: Lumber Mill

Post by JacobD88 » 13 Nov 2008 10:16

Hi all,

Just here to report a problem with the lumber mill grf, i'm using OTTD r14575, and my GRF configuration is as appears in the linked thread...

http://www.tt-forums.net/viewtopic.php?f=31&t=40469

Basically it appeared to interfere with livestock road-vehicles, with or without the eGRVTS road-set. At first i didn't realise that eGRVTs required in-line depots for many vehicles so i had problems getting them to go to various destinations, but even once i removed eGRVTS my livestock vehicles, from any set, wouldn't go to even in-line stations. Only when i removed the lumber mill GRF did they work correctly, with or without eGRVTS...

All savegames/scenarios and full description of error are at above link... I just thought i'd better report this problem in the lumber mill thread :D

Cheers

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Re: Lumber Mill

Post by michael blunck » 13 Nov 2008 11:18

JacobD88 wrote: Just here to report a problem with the lumber mill grf, i'm using OTTD r14575, and my GRF configuration is as appears in the linked thread...

http://www.tt-forums.net/viewtopic.php?f=31&t=40469

Basically it appeared to interfere with livestock road-vehicles [...]
How should a .grf with only 7 bytes of real code do any harm? :P

Seriously, I doubt that. And indeed it works OK in TTDPatch both for train and truck livestock transport.
SCR17.png
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SCR18.png
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The only bug I found was a typo in the name of that .grf. 8)

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Re: Lumber Mill

Post by JacobD88 » 13 Nov 2008 12:34

michael blunck wrote:
JacobD88 wrote: Just here to report a problem with the lumber mill grf, i'm using OTTD r14575, and my GRF configuration is as appears in the linked thread...

http://www.tt-forums.net/viewtopic.php?f=31&t=40469

Basically it appeared to interfere with livestock road-vehicles [...]
How should a .grf with only 7 bytes of real code do any harm? :P

Seriously, I doubt that. And indeed it works OK in TTDPatch both for train and truck livestock transport.

The only bug I found was a typo in the name of that .grf. 8)

regards
Michael
Hmmm, possibly just OTTD having a grumble with my savegame then, reasonable to think seen as i've loaded and unloaded GRFs into it so many times trying to work out what was wrong. I will start the scenario again, with all the GRFs mentioned in above linked thread, and the lumber mill and see what happens :mrgreen:

Cheers


Edit: OK, yep seems to work correctly now. Thanks for help in both threads :wink:

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Re: Lumber Mill 1.0 (2008-11-20)

Post by Ammler » 20 Nov 2008 19:41

Just uploaded final version of my little GRF... check first post. :-)

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Re: Lumber Mill 1.0 (2008-11-20)

Post by wallyweb » 21 Nov 2008 01:53

Ammler wrote:Just uploaded final version of my little GRF... check first post. :-)
Not so fast :wink:
I've been wanting this in Temperate for a very long time and now its here. Thank you very much. :bow:
Now here is a suggestion for that final touch of excellence:
Several grf files now allow for snow in Temperate. How about a snowy version of that little gem? 8)

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Re: Lumber Mill 1.0 (2008-11-20)

Post by michael blunck » 21 Nov 2008 08:35

wallyweb wrote: [...] How about a snowy version [?]
And the regular saw mill sprites in temperate? :mrgreen:

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