Forest Industry | 4th January update

Broken links, etc.

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22Alpha
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Re: Forest Industry

#21

Post by 22Alpha » Fri Nov 03, 2017 23:07

[mention]THEMAX[/mention] , I am trying to do something about the coal mining, in support for the energy sources, but maybe I'll wait on [mention]KoalaGuy[/mention] on that plugin if he'll do one, since my coding skills are not yet very advance.
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Re: Forest Industry

#22

Post by TheFennekin » Sat Nov 04, 2017 4:18

Don't even blink

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Re: Forest Industry

#23

Post by Luigi » Sat Nov 04, 2017 5:23

you just got featured in the fb page, nice!
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Re: Forest Industry

#24

Post by CommanderABab » Sat Nov 04, 2017 10:31

Hey, do you have a zip file? Your link only comes up with this:
Screenshot_20171104-040031.jpg
Screenshot_20171104-035726.jpg
754!754Currently using beta 754. 754 What's new? :)
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Re: Forest Industry

#25

Post by CommanderABab » Sat Nov 04, 2017 10:53

[mention]KoalaGuy[/mention]?
754!754Currently using beta 754. 754 What's new? :)
harder hard mode!!
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Re: Forest Industry

#26

Post by CommanderABab » Sat Nov 04, 2017 10:58

[mention]mdk_813[/mention]
754!754Currently using beta 754. 754 What's new? :)
harder hard mode!!
:)

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Re: Forest Industry

#27

Post by CommanderABab » Sat Nov 04, 2017 17:58

KoalaGuy wrote: โ†‘
Sat Nov 04, 2017 11:22
Weird, it's a link to Google Drive and a .plugin file.
I'll post the .zip with the .plugin soon
Yeah, but the link is to standby response.
754!754Currently using beta 754. 754 What's new? :)
harder hard mode!!
:)

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Re: Forest Industry

#28

Post by CommanderABab » Sat Nov 04, 2017 19:32

I was able to download it on my phone and add it to my drive and download it from there.
754!754Currently using beta 754. 754 What's new? :)
harder hard mode!!
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Re: Forest Industry

#29

Post by Lobby » Sat Nov 04, 2017 23:48

I recommend to upload plugins via attachments, too. It's free for you and guarantees that it will be available for a long time.
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Re: Forest Industry

#30

Post by CommanderABab » Sun Nov 05, 2017 1:44

It would also help if what was downloaded wss not in a folder called plugins, as everybody has that name already in many places if they make backups.
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Re: Forest Industry

#31

Post by Borbor » Sun Nov 05, 2017 12:41

will you add the lumber mill? according to him I will start to work on my own.
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Re: Forest Industry

#32

Post by Bearbear65 » Sat Nov 11, 2017 14:28

Hi
Just saying if you have problems with the download
With Google drive saying "this file is not supported" just click on the 3 dots on the top and press download and you'll get it
ImageJust my opinion
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Re: Forest Industry

#33

Post by 22Alpha » Sun Nov 12, 2017 8:44

Hey, I've seen your Forest Industry, and it feels great to have it in the game since it brings the rural gaming style!

A few suggestions just for greater eye scenery:
1. Make the zones more less reddish or make it lighter, at the same time maybe you can make it more transparent too lessen the appearance of the zone beneath the trees and the hunting sites!

2. Make the animation of growing and cutting trees slower. Nurturing trees take up large amount of time and cutting them won't quickly pop another set immediately.
:teach

Not unless it changes quickly because it has only 1 worker and keep on cycling for a larger type?


3. You can have a road dedicated to your loggers, in that way, there would be no normal cars that would just keep passing by.

4. Let your cut (past tense) phased trees produce at least 1 pollution. It is because it releases large amount of carbon dioxide once they are dead, which would contribute to the global warming and other climate change effects.

Thank you for that nice plugin.
:bc
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Re: Forest Industry

#34

Post by JustAnyone » Sun Nov 12, 2017 10:35

22Alpha wrote: โ†‘
Sun Nov 12, 2017 8:44
4. Let your cut (past tense) phased trees produce at least 1 pollution. It is because it releases large amount of carbon dioxide once they are dead, which would contribute to the global warming and other climate change effects.
That would be very realistic and it would be added very easily.

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Re: Forest Industry

#35

Post by CommanderABab » Sun Nov 12, 2017 11:14

That depends on how he implemented it.
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Re: Forest Industry

#36

Post by 22Alpha » Sun Nov 12, 2017 11:25

[mention]CommanderABab[/mention] , Is it for all of my suggestions, or just for the number 4 which was sited?

[mention]JustAnyone[/mention] , Since it is part of the industrial zone, it automatically produces pollution and noise, so... I think there would probably be no more changes for number 4 since it produces more than what I've suggested.
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Re: Forest Industry

#37

Post by JustAnyone » Sun Nov 12, 2017 11:33

No it doesn't.

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Re: Forest Industry

#38

Post by 22Alpha » Sun Nov 12, 2017 11:48

[mention]JustAnyone[/mention] , at first it does not produce. But once it grows out, it produces bad influences. And this industries should be on the farm category as well, then just add pollution to it as the industry grows just like how your current mechanism works out.
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Re: Forest Industry

#39

Post by 22Alpha » Sun Nov 12, 2017 12:28

[mention]JustAnyone[/mention] , I think you were right! I've waited long enough to see if it would really spawn the bad influence forest industry, but instead the hunting industry only spawned it. Looks like suggestion number 4 is not yet out.
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Re: Forest Industry

#40

Post by cesareborgia94 » Sun Nov 12, 2017 15:57

Just a question to former member
Why does hunting ground produce pollution and noise? :?:
I mean hunters usually are stealthy when shooting deers or games for food or sports. I get it they produce noise because shooting is noisy, but how does it contribute to pollution?
Also the action of hunting is not as noisy as the noise produced by other industrial areas.

Also tree industry could use a little noise because cutting tree produces noise (chainsaw noise) unless they used axe to chop tree but even then TIMBEEEERRRRRRRR! :)

But overall a nice plugin, I love diversifying small scale industry for my rural residents. :D
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