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Releases: 2TallTyler/improved_town_industries

1.7.2

25 Dec 21:59
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1.7.2

  • Add: French translation by arikover

1.7.1

21 Dec 15:12
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1.7.1

December 21, 2020

  • Add: Arabic translation

1.7.0

17 Dec 00:49
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1.7.0

December 16, 2020

  • Add: Processing industries in towns are now grouped into "industrial zones," within 15 tiles of another industry
  • Change: Rebalanced industry funding costs
    • See the industry tech tree (in ./docs/) for gameplay info
  • Change: Rebalanced cargo payment rates to new industry funding costs
    • Reduced payments for primary and secondary bulk cargos (Wood, Oil, Uranium, Lumber, Steel, Waste) to incentivize completing further steps of the industry chain
    • Increased payment for Chemicals
    • Reduced payment for Goods
  • Change: Coal, Iron, and Uranium mines may build near towns
  • Change: Removed industry clustering mechanic, which wasn't noticable and was causing problems
  • Fix: When Generating Primary Industries Only, removed incorrect errors created by Sawmills and Nuclear Fuel Plants

1.6.3

22 Nov 01:02
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1.6.3

November 21, 2020

  • Fix: Sawmills accept passengers

1.6.2

20 Nov 13:33
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1.6.2

November 20, 2020

  • Fix: German translation

1.6.1

19 Nov 22:19
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1.6.1

November 19, 2020

  • Add: German translation by WoelfiVW
  • Codechange: Remove unused strings from depreciated parameters

1.6.0

19 Nov 04:07
232bdfa
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1.6.0

November 8, 2020

  • Add: Nuclear Energy chain
    • Uranium Mine
      • Accepts Chemicals
      • Produces Uranium, Passengers
    • Nuclear Fuel Plant
      • Accepts Uranium, Nuclear Waste
      • Produces Nuclear Fuel, Passengers
    • Power Plant (existing industry)
      • Accepts Nuclear Fuel, Oil, Coal, Waste
      • Produces Nuclear Waste, Passengers
  • Add: Oil Rigs are back! (identical to Vanilla)
  • Add: Sawmill processes Wood into Lumber
  • Add: Forest produces Wood (replaces Logging Camp, identical to vanilla Forest)
  • Add: Farms accept Waste; feeding it to the pigs generates 1 ton of Food per 4 tons of Waste delivered (Recycled Materials has a 1:1 ratio, incentivizing a change once the Recycling Center is invented in 1945)
  • Add: Secondary industry passenger production is scaled to cargo deliveries
    • Each industry employs 1 worker per 4 units of cargo delivered
    • Symmetric Cargodist should route passengers back to the industry as workers headed to work
    • Passengers are no longer "Requires" cargos but are still accepted by industry tiles
  • Add: Secondary industries now close if cargo is not delivered for 5 years (vanilla behavior, previously disrupted by passenger generation)
  • Add: Waste & Recycling now compatible with other house sets which generate Waste
    • Improved Town Layouts
    • OpenGFX Mars Houses - Late Start
  • Add: Error messages for incompatible industry NewGRFs now specifies which NewGRF is incompatible
  • Fix: Coal and Iron Mines now have a safety valve on their clustering mechanic, preventing a deadlock where the next mine is required to be within 100 tiles of another mine, but no owning town is within range
  • Change: Transporting Waste pays slightly more
  • Change: Waste & Recycling parameter text and error now requires Improved Town Layouts 1.3.0 (removes year >= 1882 limit for Waste production, now that Farms accept Waste)
  • Change: Use base game industry count management instead of handling it within ITI
  • Removed: Parameter for Logging Camp to act like Sub-Tropic Lumber Mill

1.5.1

02 Sep 20:21
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1.5.1

September 2, 2020

  • Change: Primary industries may generate in (owned by) a city
    • The minimum distance still applies, but if a player starts a game with "Proportion of towns that will become cities" set to 1 in 1, primary industries will now generate
    • Banning primary industries next to cities has not proved necessary
  • Fix: Recycling Center obeys "Generate Primary Industries Only" parameter

1.5.0

29 Aug 20:43
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1.5.0

August 29, 2020

  • Add: Waste & Recycling (see Readme)
  • Add: Chemicals delivered to Farms (as fertilizer) are now converted into Food at a 1:1 rate, as with deliveries to the Paper Mill
  • Add: Loading ITI alongside most incompatible industry sets throws a fatal error which disables ITI. The list of incompatible industries is defined manually, so please notify me of new/additional incompatible NewGRFs.
  • Codechange: Industries now have defined industry IDs for future update stability

1.4.0

12 Aug 00:38
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1.4.0

August 11, 2020

  • Add: Parameter to disable automatic field generation
  • Add: Decorative objects for each type of farm field, with terrain awareness
  • Add: Additional industry tile layouts for Coal Mine, Logging Camp, Oil Refinery, Paper Mill, and Factory
    • Thanks to YaoAngelsin for designing many of these
  • Add/Change: Added parameter to make Logging Camp behave like the vanilla Forest. This is the new default, but players can still choose the previous sub-tropic Lumber Mill behavior.