Age | Commit message (Collapse) | Author |
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their respective places.
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a house)
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build some industries in the scenario editor.
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like more work might be needed
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an industry required to be built over a house on any other type of tiles.
In reference to FS#1492, and other "bugs" like that one
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This will add a cost to the removal of an industry using the cheat magic bulldozer.
Note that the removal of regular or newgrf industries without specified removal cost will have no cost applied to.
This is a difference from original spec, where a default base cost is added.
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production operations from result of production callback cb29/35.
Only var 0x93 will be affected by these operations
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should only decrease production would always increase it when more than 60% was transported.
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cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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non-canal water where canals should have been build.
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29/35 failed
-Fix (r11144): disable smooth economy for industries using callbacks 29/35
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responsive. Patch by Sirkoz.
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style
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with the coding style
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(production) changes better configurable; you can now disable news messages popping up for industries you are not servicing. Patch by Alberth.
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the news item pops up after the industry has been removed from the map.
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-Fix (r11410): wrong assumption about random reseeds made the whole thing reseed way too often, making the animation look very ugly.
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during construction.
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be in town with population large than 1200'
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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industries.
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should not kick in.
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used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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args, which is not the same as our. So we must detect those strings and pass them the right params
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message when trying to build industry ingame (Csaboka)
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-Fix: make sure canals are never owned by water. Based on a patch by boekabart.
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Looks like there was one spot missing. Thanks frosch
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production callbacks as they may have no production for more than a month
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time a new grf file is been submitted.
Since newhouses showed the way to newindustries(meaning I copied/adapted a lot of code and processes from it), the behaviour was there for newhouses too.
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at least one) would be build on wrongly sloped tiles.
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(and undocumented side effects in TTDP in corner cases).
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NewIndustries. Patch by Belugas.
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stuff (like towns and industries) and enable it in the scenario editor. Patch by frosch.
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frosch.
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