Next up in my series of useless GRFs ...
...this and similar forest tiles (the ones now in EmptyGRF will be removed obviously).
Anyways, while doing this I've noticed some things I somehow missed with the other ones so far:
a) tree sprites aren't "climate sensitive". I thought they worked like groundsprites, but they don't. In other words: you can have palm trees in temperate climate, no problem:
palms.png [ 19.5 KiB | Viewed 3728 times ]
b) there's this hide sprite feature I also didn't know about which you can use to still make them climate sensitive "manually" (in the code. It'll be "automatic" ingame). It's somewhat annoying to do, but doable. ^^
So. With some vague memory on 255 limit for NewObjects IDs (is this even true? I also seem to remember that something was changed there, but my m4d search skills failed me on the details...) and dealing with annoying NewObject menu cluster (it only ever gets worse!) I started thinking on this, but since that usually leads to nothing good I decided to just ask
you guys instead.
Do we want to be able to build a pine tree forest in tropical climate? A jungle in arctic climate? (mind that someone might also play with Japanese landscape in arctic climate which leads to different results again ^^; ). Or is that unnecessary and would we rather have less menu cluster/less NewObject IDs used? Not saying that it has to be either or
, but just a general tendency. Or maybe something different entirely.
Also, if there's otherwise some suggestion, now 's a good time to speak up ^^