Age | Commit message (Collapse) | Author |
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cargo generation. (#7412)
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cargo to/from their neutral station. (#7234)
This change is a controlled by a game setting, located under Environment ->
Industries which allows toggling the behaviour. It defaults to enabled.
"Company stations can serve industries with attached neutral stations"
When enabled, industries with attached neutral station (such as Oil Rigs) may
also be served by company-owned stations built nearby. This is the traditional
behaviour.
When disabled, these industries may only be served by their neutral station.
Any nearby company-owned stations won't be able to serve them, nor will the
neutral station serve anything else other than the industry.
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skipped the first animation frame.
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placing industries.
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data is now always accessible
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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list for a conflicting industry when the number of industries is really large (MJP)
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pool can hold (MJP)
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and north parameter with a direction parameter and taking adventage of the new unified SetFence function (cirdan, LordAro)
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GetFonce/SetFence for all directions that take an extra direction parameter (cirdan, LordAro)
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into IsSuitableForFarmField (cirdan, LordAro)
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information for situations when we only want to know if a tile is flat or not (cirdan, LordAro)
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window.
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Eagle_rainbow)
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industries without having a sponsor
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NewsFlag instead.
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deduplicate code.
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construction. (andythenorth)
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not drawn anymore for completely constructed tiles.
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restrictions of banks, water towers and toy shops.
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-Fix: wait until all tiles of an industry are completed before starting to cut trees
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validness.
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callbacks, and check the results for validity.
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use instead of property 18.
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related variables
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functions use int z as well
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