Lumber Mill 1.0 (2008-11-20)
Moderator: Graphics Moderators
Lumber Mill 1.0 (2008-11-20)
Hint: use OpenGFX+ Industries for more advanced LumberMill features.
(There will be no further development on this set.)
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
(There will be no further development on this set.)
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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Last edited by Ammler on 28 Jun 2011 15:53, edited 7 times in total.
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Re: Lumber Mill
What does it do, gamewise?
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Re: Lumber Mill
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...
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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- planetmaker
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Re: Lumber Mill
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.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...
An idea is to set the wood chuck search radius via a grf option.
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Re: Lumber Mill
Not for someone who barely plays tropic.Ammler wrote:Not obvious? Hmm.

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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Re: Lumber Mill
I think I might experiment a little with this one...
Once I finally finish my current game.
Once I finally finish my current game.
Re: Lumber Mill
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

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

Re: Lumber Mill
Oh aye. Top drawer mate.
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Re: Lumber Mill
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".
Perhaps it could increase production (by factor 2) and with it also amount of trees it "axes".

NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
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Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Re: Lumber Mill
just add a 2. LumberMillSirkoZ wrote: Perhaps it could increase production (by factor 2)

The cutting is "hardcoded" in the source and should be changed to random choser not radial... (for temperate and arctic)with it also amount of trees it "axes".
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Re: Lumber Mill
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
Cheers
JCB
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

Cheers
JCB
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Re: Lumber Mill
How should a .grf with only 7 bytes of real code do any harm?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 [...]

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.

regards
Michael
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Re: Lumber Mill
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 happensmichael blunck wrote:How should a .grf with only 7 bytes of real code do any harm?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 [...]![]()
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.![]()
regards
Michael

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

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My personal website is occasionally here - sometimes it's just the family site - it's basically a lucky dip
Re: Lumber Mill 1.0 (2008-11-20)
Just uploaded final version of my little GRF... check first post. 

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Still work in progress: OpenGFX or/and OpenSFX - Please help!
Re: Lumber Mill 1.0 (2008-11-20)
Not so fastAmmler wrote:Just uploaded final version of my little GRF... check first post.

I've been wanting this in Temperate for a very long time and now its here. Thank you very much.

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?

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Re: Lumber Mill 1.0 (2008-11-20)
And the regular saw mill sprites in temperate?wallyweb wrote: [...] How about a snowy version [?]

regards
Michael
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