======================================= FIRS Industry Replacement Set Changelog ======================================= -------------- 0.6.x Releases -------------- *0.6.4* Changes the following: - Fix Recycling Plant availability (shouldn't have been in game) - Partial fix for Fishing Harbours building in rivers/canals *0.6.3* Changes the following: - Updated translations for Czech, Serbian, Spanish (Nargon, etran, Terkhen) - Use a better 'mud' ground tile for multiple industries - Lime Kiln uses 'mud' ground tile instead of concrete (looks better) - Graphical improvements to Clay Pit and Quarry so they fit better with stations - Slightly reduce Junk Yard initial production for gameplay balance - Fix Fishing Grounds closing + production (will never change production, never close; does not use FIRS parameters) - Fix unintended change to base costs for 'stuff with town' and 'fund town' (reset to game defaults) - Builders Yard can build on steep slopes - Fix disasters for Dairy Farm (removed unintended explosion disaster) - Fix disasters for Biorefinery (use airplane disaster instead of helicopter) - Internal improvements (suppress some non-useful build errors) - Internal work to restore Recycling Plant (but not available in game for 0.6.3) *0.6.2* Changes the following: - Changed intro dates for Steel Mill (1873), Junk Yard (1878) and Machine Shop (1870), previously introduced in 1840s - this is for better gameplay balance against Iron Works and Smithy Forge - Improved appearance of Aluminium Plant (additional layouts, better graphics) - Improved appearance of Plastics Plant (uses company colours) - Improved appearance of Brickworks (additional layouts, uses more company colours) - Improved appearance of Lime Kiln (additional layouts, better graphics, - Updated translations for Dutch, Serbian, Spanish (Alberth, etran, Terkhen) - Windmill graphics for Grain Mill (work in progress, DanMacK) - Sawmills will try to locate close to Forests (with random chance of success) - helps link an industry chain in games played before fast vehicles are available (Iron Works and Fishing Harbour already do this) - Fixed missing cargo amount string for Fruit and Vegetables cargo - Fix (untested) - Plantation and Oil Wells could incorrectly cause a subsidence - Plastic Plant - removed easter egg ability to hide a truck station in the industry as this allowed town buildings to appear inside the industry - Sugar Refinery no longer produces Alcohol in Tropic, this wasn't working and is too much work to support - Updated some credits in documentation - Multiple internal improvements and code changes with no effect on gameplay Between releases: - Translators can use a script that indicates what's changed in language files. - Added a FIRS page to OpenTTD wiki http://wiki.openttd.org/FIRS *0.6.1* Changes the following: - New parameter to control maximum distance to coast for water based industries (such as Fishing Grounds, Dredging Site and Oil Platform) - Improve display of cargo units: more consistent, better translation support, better plurals support (issue reported by Simons Mith) - Added cargo icons for Alcohol, Clay, Sugar Beet, Building Materials (DanMacK) - Improved animation cycle for smoke where used - Map colour for Iron Works improved - Iron Works was incorrectly showing intro date in fund menu - Improve position of Dredging Site sprites - Dredging Site shows intro date in fund menu - Fix numerous industries that weren't using placement checks correctly - Updated translations for German and Serbian (planetmaker, etran) *0.6* FIRS 0.6 is *not* savegame compatible with any previous release of FIRS. *What's new in 0.6?* Over 150 changes since FIRS 0.5.5 *New Industries* - Dredging Site - Smithy Forge - Iron Works *Removed Industries* - Forge *New / Changed Cargos* - Alcohol cargo added (cargo label: BEER) - produced by Brewery, Sugar Refinery (Tropic only) - accepted by Store - Cargo classes changed for Wool from Piece to Piece + Covered (to match ECS spec) - Cargo classes changed for Goods from Piece + Express to Express (to match default TTD) *New Features* - Fund / prospecting costs set for all industries - Production level reduced at Fishing Grounds to better match fishing boat capacity - Many industries try to locate a minimum distance from industries that supply / accept their cargo - Improved appearance of Textile Mill - New graphics for Lime Kiln - Builders Yard / Petrol Pump - industry window no longer indicates closure in n months (they didn't close anyway) - Smoke (animated) for many industries - Rebalanced cargo payment rates for better gameplay - Game will try and locate Fishing Harbours and Fishing Grounds near each other - Graphics for Smithy Forge (Yatta / DanMacK) - Remove large brick building from Sugar Refinery for better appearance - Furniture Factory graphics now feature lumber and crates - Cement plant has animation for rotating kiln (not very good, needs improving) - Brewery uses company colour for flag - Cargo colours improved (used in cargo payment rate graph, and in industry chain view) *Fixes* - Secondary industries were unexpectedly closing even when supplied with cargo (mistake with industry registers) - Deliveries of Engineering Supplies / Farm Supplies now reported correctly in industry windows - Mixed Farm now creates fields when built - Boring minor error with Petrol Pump ground sprite - Minor errors with Biorefinery tiles - Flashing red pixel in Lumber Yard - Boring minor error with Dairy ground sprite - Changed callback handling to be more explicit in production code (removes one known error now, prevents future errors) - Update attribution of graphics *Translations* - Some translations update - German language now uses genders *Documentation* - Readme now explains what causes primary and secondary industry to close (if closure is enabled) *Additional Compatibility checks* - Experts Hard Industries NewGRF will be reported as incompatible - Citybuilder NewGRFS will be reported as incompatible - FIRS 0.6 will report requirement for OTTD 1.1.x or r21208 or later - Set FIRS 0.6 as minimum compatible version to prevent breaking savegames using older FIRS -------------- 0.5.x Releases -------------- *0.5.5* Changes the following: - Fixed mistake where secondary industries with two output cargos would produce even with no input cargo - Fixed mistake with production ratio registers which broke production at many industries *0.5.4* Changes the following: - Small amounts of delivered cargo no longer 'lost' at secondary industries - Additional layouts for Biorefinery - Additional layouts for Lumber Yard - Fixed wrong characters in Serbian translation *0.5.3* Changes the following: - Add/update translations: Croatian, Czech, French, German, Serbian, Polish, Russian, Spanish - Additional layout for Builders Yard - Graphics for Sugar Refinery (replaces green box) - Graphics for Biorefinery (replaces red box) - Fixed Clay Pit colour in Arctic climate - Fixed Brick Works industry window text (wrong cargos listed) - Fixed short names for some cargos. *0.5.2* Fixes bug with Lime Kiln graphics. No other changes. *0.5.1* Fixes bug with Forge cargo acceptance. No other changes. *0.5.0* First release of FIRS 0.5. *Important* The grfID has changed in FIRS 0.5. It is *not* savegame compatible with any previous release of FIRS. *What's new in 0.5?* Over 120 changes since FIRS 0.4 *New Industries* - Biorefinery (no graphics yet) - Lime Kiln (graphics unfinished) - Builders Yard - Brick Works *New / Changed Cargos* - Building Materials - Plant Fibres (replaces Cotton and available in all climates) - Stone (formerly Gravel) - Removed Water cargo. Tropic towns in Desert require Goods instead. *Removed Industries* - Water Plant and Water Tower - Windmill - Supermarket - Retail Market - Wholesale Market - Gravel Pit *New Features* - Sand Pit is now Quarry, also produces Stone - Significantly improved appearance of Quarry (formerly Sand Pit) and Clay Pit - Primary industries show when maximum production of output cargos is reached (experimental) - Cement Plant now produces Building Materials cargo instead of Goods - Paper Mill accepts additional cargos - Clay, Chemicals - Blacksmith renamed to Forge - Forge accepts Wood instead of Coal - Forge produces Engineering Supplies instead of Goods - Bakery renamed to Grain Mill, intro date removed - Mixed Farm now produces Plant Fibres instead of Fruit & Vegetables - Textile Mill accepts additional cargo - Plant Fibres - Plastics Plant accepts additional cargo - Plant Fibres - Meat Packer renamed to Stockyard, intro date removed - Glass Works accepts additional cargo - Chemicals - Glass Works produces Building Materials instead of Goods - Lumber Yard intro date removed - Lumber Yard produces additional cargo - Building Materials - General Store renamed to Store - Fishing Grounds production lower to better match vehicles - Improved minimap colours for various industries - Bug fixed with Lumber Yard production ratios - Various industry window texts fixed *Translations* - Most translations updated ----------- 0.4 Release ----------- *Important* The grfID has changed in FIRS 0.4. It is *not* savegame compatible with any previous release of FIRS. *What's new in 0.4?* Over 220 changes since FIRS 0.3 *New Industries* - Blacksmith (no new graphics) - Windmill (no new graphics) - Wholesale Market (no new graphics) - Supermarket (no new graphics) - Retail Market (no new graphics) - Sugar refinery (no new graphics) *New Cargos* - Sugar Cane / Sugar Beet - Petrol (formerly Fuel Oil) - Metal (formerly Steel and Aluminium) *Removed Industries* - Cane Plantation (yes, we added it and removed it in the same release!) *New Features* - Several industries can now build on slopes - Improved forest appearance - Improved fruit planation appearance - Improved sand and gravel pit appearance - Disallow certain industries above snowline - Disallow certain industries to build in desert - 1 tile buffer between most industries if randomly generated - Strict OpenTTD version requirements - Reviewed third party set compatibility: Allow LV4 and recent TTRS - Blacksmith now also produces farm supplies *Translations* - Most translations updated - Reworked translation framework ----------- 0.3 Release ----------- *What's new in 0.3?* Over 80 changes since FIRS 0.2 *New Industries* - Fishing Grounds - Fishing Harbour *New Cargo* - Fish *Removed Industries* - Power station *New Features* - Set parameters for production increase/decrease and industry closure. - Industry introduction dates in fund industry window. See how long you have to wait before you can build something. - New industry production code *Translations* - Dutch - German - Polish ----------- 0.2 Release ----------- *Important* The grfID has changed in FIRS 0.2. It is *not* savegame compatible with any previous release of FIRS. *What's new in 0.2?* Over 230 changes since FIRS 0.1.2 Introduced new industries: - Lumber Yard: produces Engineering Supplies from Lumber and Chemicals - Gas Station: accepts Food, Goods, Fuel Oil. Locates in town only. Graphics are temporary and will be replaced. Clustering for primary industries (farms, mines, forests, plantations). These industries will locate in clusters when constructed by the game during map generation or randomly during gameplay. Players may build these industries anywhere during gameplay or in scenario editor. The number of clusters is adjusted to suit the map size. Thanks Planetmaker, Yexo and Frosch for making this feature possible.* Anti-clustering for most secondary industries. This prevents secondary industries of the same type locating next to each other when constructed by the game during map generation or randomly during gameplay. Players may build these industries anywhere during gameplay or in scenario editor.* *Clustering only available in OpenTTD nightly r19902 or newer. Will fail gracefully in older versions. Tweaked numerous production levels. - Farms now have much lower production. Use feeder services or one large station to cover multiple farms. - Oil wells have much higher production. Oil was not widely available enough on the map. More industries now use chemicals, so the oil cargo chain is a little more important in gameplay. Aluminium Plant production changes: - now accepts Chemicals. Chemicals are a small but important cargo for real-life Aluminium production, and this makes for nice gameplay. - production is now 'combinatory'. Delivering more than one cargo type within a month will increase output ratios (a good change requested by Terkhen to balance Aluminium Plant better against the Steel Mill). Seriously improved map colours. Seriously. Space out General Stores within a town. This uses 'prevent conflicting industry types' rather than the FIRS anti-clustering code. Please report if the effects are weird. Rework of strings / translation framework to correctly support UTF-8. Entirely the work of Planetmaker and Terkhen - thanks. Spanish translation updated (Terkhen) Reporting of errors in-game is more useful. Entirely the work of Planetmaker - thanks. Fruit and Vegetables cargo had the wrong cargo classes defined. Now fixed. Changes to industry colours: - more industries now use industry colours - some industry colours are now prevented from appearing because they just suck Completely revised graphics and layouts for: - Fertiliser Plant - Aluminium Plant Snow sprites for several more industries (thanks Irwe!) Many new / additional layouts for industries including: - Arable Farm - Bakery - Brewery - Cement Plant - Dairy - Furniture Factory - Glass Works - Junk Yard - Machine Shop - Plastic Plant - Textile Mill Improved detail and anti-aliasing of graphics for many industries including: - Cement Plant - Furniture Factory - Machine Shop - Textile Mill ...and more.