Age | Commit message (Collapse) | Author |
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their more clearly named (longer) constant names
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non-conditional settings; with default from and to savegame versions all can be conditional. They previously were as well; the non-conditional ones were macros of the conditionals with to/from saveload versions hardcoded
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versions as well
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the need to state the "default" value for all items
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and enable it in Makefile too
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twice for the same station id
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generated settings data.
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were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite.
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DrawTileSprites/DrawTileSeqStruct instead.
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less easy to break.
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did what is needed
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multiplier for train cargo weight
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NewGRFs, and allow the maximum train length to be modified in multiplayer as well
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difficulty.industry_density.
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reconstruction.
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authority settings.
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more descriptive label.
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replacment for the old 'none' setting in the newgame window.
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engines/wagons in the depot by default for NewGRFs
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tiles in the depot
-Fix [FS#4461]: don't count the number of vehicles but the length of vehicles to (configurably) limit train length
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tunnel length setting
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could be subverted by distant join
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useless; just don't use depot orders or timetabling if you don't want to use it
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vehicle view
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for uniform stations has been broken for over a year
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since the typechecking of string parameters
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sorting of rail types in the drop down list
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for rail types; e.g. introduce a particular rail type in 1960 (or when a vehicle using it is introduced), but also allow limiting its introduction to only happen when the required railtypes are available
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be introduced if a particular rail type is introduced, e.g. to make sure slow rail is introduced when fast rail gets introduced
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infrastructure" setting name/description didn't match the behaviour
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that can be cleared/terraformed by a company
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difficulty level was other than custom
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be more generic
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lost_vehicle_warning
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