solar and battery factory?
 - rare earths?
 - lithium
 - plastic products
 - steel?
 -> renewable energy products?

plastics factory
 - refined petroleum -> plastic products

chemical plant -> refinery
 - minerals -> chemicals
 - oil -> refined petroleum


0.7 alpha 8:

fix offshore colony spawning on new wider rivers (tiletype-sea build check?)
fix town hall texts, using text stack?
bridge surfaces wrong when roadtypes off and landscape is disabled (done)
roadtype crossing groundtiles are wrong (done)
bring roadtypes up to parity with rattroads (done)

need to enable slower production mechanics on chemical plant to match other production industries?
also enable custom production for water pumps and farms to match all other industries
add boost mechanic to above industries as well^

cargo icon for rfpr/chem need to be modified
vehicles need updated graphics for and code to use new wagons for rfpr

remove passengers waiting text from offshore colony?
fix extra text appearing in industry funding window?
prefab plant prod seems very broken (small deliveries not triggering production or graphics change)(might be due to 1/4 multiplier for only one cargo, and smallest prod unit only seems to be 6 tons/month while smallest truck is 16 tons (16/4 is only 4, so not enough to trigger prod)) may need to add minimum production exception somehow
municipal hub needs construction check to limit to 1 per town, similar to town hall

remove current electricity mechanic, switch to solar panels?

remove electricity
  move municipal hub to renewed stage and reduce cost and building requirements (tbd)
    require large amounts of deliveries accrued over time to unlock stages of the municipal hub, until fully built
      building materials required first (large amounts?, tbd) and refined petroleum (to provide temp power to city)
the above conditions unlock renewed building construction, which also unlocks the final requirements for self sustained buildings which are:
  new advanced building materials required to fully upgrade hub (large amounts?, tbd) (continue to allow deliveries forever??)
  3000 population (still good?)
  active passenger service
advanced building materials produced in new industry by combining building mats, plastic/polymer products
  polymer products produced in new industry and require organic material, chemicals, and refined petroleum
farms make organic material instead of seeds (food lab remains unchanged)

=========================

perm registers:
 - primary industries (except offshore colony?):
   - 0 stores a magic value (0, 1) based on whether the industry is currently serviced or not. used to determine appropriate graphics to be used by each industry tile (destroyed, abandoned, active)* *only active status is tracked with this value, destroyed/abandoned status is determined later by a build check if the return value is 0
   - 1-3 stores a magic value (0, 1, 2, 3) which determines the production rate change based on pseudo-random switches determined by service (good, neutral, bad)
   - 4-11 temp registers to store deliveries of wastelanders in each 256 tick increment
   - 12 stores the multiplier used for cargo production, based on wastelander delivery total stored in registers 13-18
   - 13 stores total wastelanders delivered in last month (approximate, based on 8*256 ticks as recorded in 4-11)
   - 13-18 stores total wastelanders delivered in last (x) months *x being number set by user parameter

 - chemical plant: [will need redone after refinery update]
   - 0 same as primary industries above 

 - food lab:
   - 0-2 stores a magic value (0, 1) depending on whether cargo (WATR, SEED, CHEM, respectively) is currently in stockpile. used to determine production multiplier and extra text in industry window

 - steel mill:
   - 0 same as primary industries above
   - 1,2 stores magic value (0, 1) depending on whether cargo (IORE, COAL, respectively) is currently in stockpile. used to determine production multiplier and extra text in industry window

 - cement plant:
   - 0 same as primary industries above
   - 1-3 stores a magic value (0, 1) depending on whether cargo (STEL, SAND, GRVL, respectively) is currently in stockpile. used to determine production multiplier and extra text in industry window

 - offshore colony:
   - 0 counter used to determine whether production boost should be applied to OIL_. initially set to a value of 6, incremented by one each month unless STEL is delivered, in which case set back to 0.
   - 1-3 stores a magic value (0, 1, 2) based on average service level (determined by registers 4,5) used to determine actual production changes
   - 4,5 stores a magic value (-1, 0, 1) determined by service of OIL_ and PASS respectively, used to determine average service level (registers 1-3)
   - 6,7 stores initial "fake" production_level of OIL_ and PASS, determined randomly on industry build, then modified later based on service level to determine the actual production rates
   - 8 stores the "real" production_level variable, used only for debugging purposes* *the "real" production_level is not used to determine the actual production rates, only industry closure chance, so this variable is tracked simply to compare the computed "fake" production rates to the internal value stored here, mostly to make sure industry closures happen when they should
   - 9-11 stores a magic value (0, 1, 2, 3) used to change base production rate of PASS determined by service
   - 12-14 stores a magic value (0, 1, 2, 3) used to change base production rate of OIL_ determined by service

 - municipal hub:
   - 0 (TOWN scope) stores a magic value (0, 1) depending on whether a municipal hub is built in the town. used for construction check of self sustained houses

 - town hall (will finish later, needs much rework)


=========================
v2 / 0.7 Release:

24 24 24  72
3  3  3   9


16 / 8 = 2

alpha 5 industry ideas:

town hall industry, includes info on what to do for town growth (done)
robot factory? only in advanced economies? if so then what to do about no wastelanders?
substations on edge of map for post town-growth electricity? maybe only if not doing robot factory? (done, may change for other economies)
should (some) industries require electricity? if so does it enable function or do a boost?
should power plant supply info to town register so buildings/industries there don't need power lines? can't do this exclusively because it needs too many power plants to be reasonable

remember to fix (mention) destroyed house protection callback (pointing to wrong switch) in alpha 4 (done)
need higher capacity ships, for early game
need to split electricity carrier into two: one 1/2 current capacity and the other double (done)

alpha 2:

landscape:
 - airports (done)
 - roads (parameter combos, and add non-destroyed non-roadtype variant) (done)
 - industries (decouple from ground sprites) (done)
 - houses (self sustained)
 - railtype tunnel overlays (done)
 - non-roadtype road tunnels (done)
 - hq (done)

change train sprites to 6/8 length (done)
change secondary industry production to use 1/8 consumption
make renewed houses not disappear when wastelanders are being transported from a town (done)
maglev too long??
fix wastelanders, again (done)

alpha 1:

severe: offshore colony can spawn partially on shore. possibly related to other industries being able to spawn on slopes (maybe fixed?)
rework railtypes and rail vehicles
add jet train (and all other vehicles)
relabel SCRP -> STEL and _OIL -> OIL_ (done)
change trading post into scrap yard (done, except graphics)
make shack houses accept irradiated food (done)
extend building materials chain (done)
draw new cargo icons (done, for now)
add new steel mill code (done)
add sand pit industry (done)
change power plant behavior (done)
add electricity "vehicles" (done)
remove steel(scmt) as valid cargo for hoppers, add sand and coal (done for trains)

fast ferries are a bit too expensive - 30 tile route fully loaded loses about 20,000 per year
 - all ships? (done)
airplanes seem a bit too cheap
helicopters may be a bit too expensive
early trains may be a bit underpowered (done)
rvs also a bit too expensive (done)
change prefab plant graphics to look more like temperate factory
add cargo production callback to houses to prevent mail generation at 3 or less buildings (done)
also to prevent passenger production on destroyed and shack buildings (done)
add protection callback to self-sustained houses when pax_transported = 0, and no other cargos delivered (done)
extend cargo check radius to 14 tiles (done)
improve one way and blocked road sprites (done)

============================
0.5 Release:

look at steel mill sprites from dormant to active...it looks strange somehow (done/fixed)
look at fixing passenger numbers displayed on offshore colonies (maybe add consumer to produce block?) (done)
    ^^update: critical bug - causes vehicles to not make money on delivery once at 65,535 waiting!
fix industries being able to be built on slopes
fix refittability of aircraft/check other vehicles (pax is no longer express cargo) (done)
make note about asphalt roads coming out 1 day after game start

fix intercontinental airport green grass
fix level crossings (done)
add some interesting eyecandy for remaining rough land sprites?
make proper roadtypes (done)
fix scrap metal color being invisible in graphs (done)

make flame stack on chemical plant stop flaming when no recent service (done)

==ADD GRAPHICS==
 - vehicles / rvs first
 - houses!!
 - industries??
 - atlas mfp STILL in progress
 - Food Lab
 - finish maglev track
 - tunnel sprites for tracktypes??
 - more landscape variety??

fix passenger/wastelander weight (should be ~150-180 lbs or .075-.09 ton) (done)
(optional) remove CC_EXPRESS from pax/wastelanders cargos (make sure doesn't break savegames!) (done)
create vehicle rosters for monorail and maglev

finish vehicle spreadsheets and post to website

==============================================
==============================================
==============================================
0.4 Release:

use different industry sprites depending on map creation and/or serviced or not serviced (destroyed/disused/active) (done)
add ccnw's industry production changes (done)
Finish drawing water pump (add big pipes to side, and shading/details)
Begin/finish food lab/other industries sprites
Finalize industry designs/layouts (get code base ready for possible future compatibility changes) (done, more can always be added later)
Finish monorail (done, except for below)
far tunnel sprites for all tracktypes need finished
finish maglev??
add different generations of train wagons (done)
replace "class" system and refactor road vehicles to align better with the propulsion types, also do for trains (done)
 - fuel = cheap to buy, proportionately expensive to run
 - elec = moderate to buy, cheaper to run
 - nuke = very expensive to buy, very cheap to run
add separate trailer spritesheets for each articulated rv (done)

atlas mfp in progress
ask to include some finished sprites from others? (oftcrash page 7, bermudatri page 8, danmack, etc??)
fix animation in ships/trains, also add anim flags if NML 0.4 successful (done)
fix cargo weights (done)
(re)add support for different vehicle sprites for 'invisible' cargoes (done)
convert vehicle info docs into spreadsheets

add option to disable tracktypes (done, 0.3.1)

optional:
----------------
add monorail and maglev vehicles?
look into including autorefit support (done)

====================================================================
====================================================================
====================================================================
Until 0.3 Release:

Fix Offshore Colony production mechanics (done)
Fix Trading Post production mechanics (done)
Finish naming ferries/change names in code (done)
Add new Hyrax Ferry graphics (done)
Fix airport landscape graphics (done)

fix trading post code, remove test 'features' (done)

Optional:

Complete Water Pump graphics
Complete Food Lab graphics
Add a "_1" to all RV and Aircraft files and code (for consistency....nah)

=====================================================================
Now (Current Fixes):

give all vehicles explicit ids, each spaced 10 apart (done)

town growth tweaks? 
 - keep towns from shrinking when only one cargo is delivered (done)
 - try to make it so towns don't build shacks or renewed buildings once self-sustained ones start appearing (already done)
   - also prevent lower class buildings from replacing better ones (done)
 - possibly make self-sustained buildings appear later (higher amount of buildings? or somehow based on town size?) (done)
 - add town shrinkage checks to all buildings, not just destroyed (done)

 - maybe add check to protection callback to ensure there are other similar buildings nearby before destruction, to prevent town spread. (done, but implemented in failsafe instead of preventing destruction. should investigate further)

road vehicle stat tweaks (ongoing)
 - space out intro dates/make vehicle life match model life (done)
 - increase base cost multipliers and change all vehicles' cost factors to suit (done)
 - exaggerate vehicle stats to give different vehicles more purpose (done)
 - maybe make low class vehicles into feeder vehicles (done)
 - increase hopper vehicle stats (capacity, mostly) (done)

make gravel (more) profitable? (maybe wait till trains are implemented, see if they make profit first)

make articulated vehicle purchase costs more appropriate by modifying refit costs to reflect price differences (done)
add scrap cargo to road vehicles (hoppers/flatbeds) (done)
add appropriate costs to all rail wagons (done)
add appropriate costs to ships (done)
add refit costs to all vehicles (done)

adjust small airport graphics for wasteland

adjust model life dates on all vehicles so there is 1-2 yr crossover (done)

give credit to supercheese in readme file! (done)

fix purchase costs of RVs (done)


------------------------
Next Big Release (0.2):

new industries/cargoes
trains??? <= (trains are next priority after rvs)
aircraft??? (new industry chain requires either aircraft or ships in order to be useful)
tracktypes?? (should be done if trains are to be implemented)

-------------------------
Later (or whenever):

add visible stockpiles for food lab
