Releases: 2TallTyler/improved_town_industries
Releases · 2TallTyler/improved_town_industries
1.7.2
1.7.1
1.7.1
December 21, 2020
- Add: Arabic translation
1.7.0
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
1.6.3
November 21, 2020
- Fix: Sawmills accept passengers
1.6.2
1.6.2
November 20, 2020
- Fix: German translation
1.6.1
1.6.1
November 19, 2020
- Add: German translation by WoelfiVW
- Codechange: Remove unused strings from depreciated parameters
1.6.0
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
- Uranium Mine
- 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
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
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
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.