Age | Commit message (Collapse) | Author |
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what an industry can do (plant fields, cut trees, do not change production), what can be done to it (disasters like mine subsidence, jet/chopper attack), when it can be built etc...
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landscape types.
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climate, supplied
by newgrf files. When this is enabled forests cannot be built below the highest
snow line, and farms can't be built above it. Houses still use the
_opt.snow_line so they are all consistent, so to make them respect the snowline
you may want to use some newhouses features as well.
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animation data into IndustryTileSpec array
Added a few documentation on remaining animation arrays (mostly ToyLand ones)
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setting, so you can hide economy changes, but do show open/close of industries
-Change: store news_display_opt in his own section, so it is no longer stored as uint in openttd.cfg (allows adding news-types easier)
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is. The new industry messages do not need a series of tests. Only one property to use.
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tags and (more than just) a few comments style.
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IndustryTileSPec, the alter ego of IndustrySpec.
It offers identification of the different industry tiles in a more distinct manner, as well as regrouping scattered pieces of data across the sources. More to come
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struct array (with accessor) and implement new initialization method using cargo labels.
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grown.
This does not affect output of the mill, but make the visual aspect of it more accurate.
Prior of this, the mill produced cargo of the same amount even if the trees are on their first stages of growth.
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-Fix (since the dawn of time): Remove phantom oil rigs sometimes present in old savegames
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producing cargo, like its counterpart in temperate climate.
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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stillunknown and pv2b.
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renamed to .cpp)
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