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wannaroo-basic-industries's Issues

Primary industries - max production param setting not observed ??

industries.pnml existing code, line 207:

switch (FEAT_INDUSTRIES, SELF, prod_change_increase, production_level) {
    param_max_prod_level: return [STORE_PERM(0, 0x16), CB_RESULT_IND_PROD_NO_CHANGE];
    prod_change_increase_2;
}

changed to:

switch (FEAT_INDUSTRIES, SELF, prod_change_increase, production_level) {
    (param_max_prod_level+1)..128: return [STORE_PERM(-1, 0x16), CB_RESULT_IND_PROD_DECREMENT_BY_1];
    param_max_prod_level: return [STORE_PERM(0, 0x16), CB_RESULT_IND_PROD_NO_CHANGE];
    prod_change_increase_2;
}

unsure why original does not work?

Location Checks - mutually exclude secondary industries

Review location_checks.pnml - same town mutually exclude some secondary industries:

  • Refinery and Steel/Paper Mill
  • Refinery and Foodproc (RFPR)?
  • Factory and Foodproc
  • Temp/Arctic Factory and Sawmill (WDPR)

To avoid too many industries clustered around a town.

Missing base sprite with Opengfx2

It seems the recycling plant industry is missing a texture. I'm presuming it's an issue with Opengfx2, which I'm also using, but I want to report it here too just in case it's an issue. I'm using JGR Patch pack 0.56.2 with no other GRFs loaded.
With OpenGFX2
fcfa5fda30fb9a2f410f53b0c15e3b23

With Opengfx
de5ff9e477aa0a65fede107265ba7d6a

Production - implement an alternate production model for primary inds

perhaps similar to one used in Tourist inds:

  • 1. instead manipulate the production level instead of the production rate (but min prod level 4)
  • 2. only start prod changes when industry initialised (1st cargo pickup)
  • 3. life type => black hole so inds don't close
  • 4. add parameter for max production rate (32-128)
  • 5. Document storage registers
  • 6. test if STORE_PERM(1, 0) is being used in produce_256 blocks of refinery, foodproc, steel mill, paper mill; remove if not needed

industry initialisation - 0x0F check not correct

line 303 in industries.pnml

STORE_PERM(check_transported_last_month_pct()>0, 0x0F)

does not take into account the case that industry has been initialised but is now ignored/abandoned

behaviour should be that production decreases, but as is, production will not change

need something to check 0x0F not already == 1 or something

Location Checks - industry spacing

Find a way to prevent industries being built right next to each other without using tile checks.

Not many industries so maybe just check industry ids one-by-one?

Rcyc - fix switch rcyc_plant_monthly_prod_change

rcyc.pnml
build.sh

fix switch rcyc_plant_monthly_prod_change

% was in range 0..255 in nml 0.5.0, but now fixed in master 2020-05-09

change code to use fixed range of 0..100

also change build.sh to use updated nml

Factory Temp & Tropic tiles - bitmask(INDTILE_FLAG_ACCEPT_ALL)

bitmask(INDTILE_FLAG_ACCEPT_ALL) does not override default cargo acceptance:

  1. Temp factory tiles still accept Grain, Livestock
  2. Tropic factory tiles still accept Copper, Rubber

comment out bitmask(INDTILE_FLAG_ACCEPT_ALL) and replace with accepted_cargos

industries.pnml - confirm STORE_PERM(1, 0) is NOT being used

in produce_256 blocks of refinery, foodproc, steel mill, paper mill; remove if not needed

Commented-out for 1.1.0 release as I could not find LOAD_PERM(0 | 0x0 | 0x00) anywhere in code.

Must be a copy/paste artifact, or I started an idea that didn't finish?

Have tested commented-out with steel mill and seems ok, we'll see.

Processing industries - ensure at least 1 is built

With population checks, processing inds (refinery, factory, sawmill, foodproc, etc) may not be built.

i.e. when using town sets such as Improved Town Layouts, TaI because these sets reduce town population.

So check industry count when doing population check, if count == 0 then ok to build.

Location Checks - add new checks for ExInd Desal Plant

  • Desal Plant produces RFPR | RCYC | GRVL, so need to do some new checks

  • also, removing WOOD and RFPR from Dist Center, so comment-out checks:

  • Lumber Mill -> Dist Center -> Lumber Mill

  • Forest -> Dist Center -> Lumber Mill

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