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PostPosted: Fri Sep 12, 2008 7:22 am 
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President
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Hint: use OpenGFX+ Industries for more advanced LumberMill features.
(There will be no further development on this set.)

Attachment:
LumberMill.png
LumberMill.png [ 93.93 KiB | Viewed 20023 times ]


Attachment:
File comment: Version 1.0 (md5sum: 9334a7d4a35429a09edea5cad8b33225)
lumbermill.grf [493 Bytes]
Downloaded 1343 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.


Greets
Ammler


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File comment: for sig
lmlogo12.png
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Last edited by Ammler on Tue Jun 28, 2011 3:53 pm, edited 7 times in total.
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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 7:34 am 
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What does it do, gamewise?

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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 7:48 am 
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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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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 8:35 am 
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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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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 8:37 am 
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Ammler wrote:
Not obvious? Hmm.


Not for someone who barely plays tropic. :wink:

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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 9:18 am 
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I think I might experiment a little with this one...
Once I finally finish my current game.


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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 11:33 am 
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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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 Post subject: Re: Lumber Mill
PostPosted: Fri Sep 12, 2008 3:31 pm 
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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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 Post subject: Re: Lumber Mill
PostPosted: Sat Sep 13, 2008 10:20 am 
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Nice. Just what the tree doctor ordered. ;)

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 Post subject: Re: Lumber Mill
PostPosted: Sat Sep 13, 2008 10:24 am 
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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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 Post subject: Re: Lumber Mill
PostPosted: Sun Sep 14, 2008 5:55 pm 
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I noticed a very minor error... ;)

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 Post subject: Re: Lumber Mill
PostPosted: Sun Sep 14, 2008 11:09 pm 
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Oh aye. Top drawer mate.

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 Post subject: Re: Lumber Mill
PostPosted: Thu Sep 25, 2008 3:26 am 
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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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 Post subject: Re: Lumber Mill
PostPosted: Thu Sep 25, 2008 5:02 pm 
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SirkoZ wrote:
Perhaps it could increase production (by factor 2)

just add a 2. LumberMill :-)

Quote:
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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 Post subject: Re: Lumber Mill
PostPosted: Thu Nov 13, 2008 10:16 am 
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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

JCB

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 Post subject: Re: Lumber Mill
PostPosted: Thu Nov 13, 2008 11:18 am 
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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.

Attachment:
SCR17.png
SCR17.png [ 9.83 KiB | Viewed 17842 times ]

Attachment:
SCR18.png
SCR18.png [ 10.94 KiB | Viewed 17844 times ]


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

regards
Michael

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 Post subject: Re: Lumber Mill
PostPosted: Thu Nov 13, 2008 12:34 pm 
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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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PostPosted: Thu Nov 20, 2008 7:41 pm 
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Just uploaded final version of my little GRF... check first post. :-)

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PostPosted: Fri Nov 21, 2008 1:53 am 
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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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PostPosted: Fri Nov 21, 2008 8:35 am 
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wallyweb wrote:
[...] How about a snowy version [?]

And the regular saw mill sprites in temperate? :mrgreen:

regards
Michael

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