---------------
0.7.0 alpha 8 (2025-03-??)
---------------

 - added refined petroleum cargo "RFPR", chemicals re-labeled back to "CHEM"
 - chemical plant renamed to refinery, now processes both chemicals and refined petroleum
 - water pump now accepts steel to boost production level, similar to offshore colony
 - fix some industries using wrong perm registers for graphics (6 -> 0)

### electricity removal progress
 - removed power plant
 - removed substation (export)

 - destroyed roadtype no longer hidden (fixes game breaking on town generation in OpenTTD 14+)
 - added new roadtype features to bring them up to current spec (tunnels, one-way sprites, etc) and various graphical fixes
 - mine industries now have (hopefully) much better help text
 - added more detail and variation to destroyed houses
 - all vehicles once again have proper names
 - changed default cargo delivery timeframe setting to 6 months
 - offshore colony now prohibited on rivers/canals (prevents spawning on wider rivers in OpenTTD 15+)
 - various minor improvements

 - updated deprecated sound effect names
 - minimum NML version now 0.7.4+
 - minimum OpenTTD version now 13.0+

---------------
0.7.0 alpha 7 (2021-06-04)
---------------

 - added fences around sand quarry and coal mine to make occupied tiles more obvious
 - added two new industries for end-game/alternate delivery of electricity and building materials
 - added cargo graphics to broad gauge wagons
 - split electricity carrier into low capacity and high capacity versions
 - fixed an "issue" where the game wasn't playable after the year 65535 due to house availability
 - fixed doom buggy cargo capacity being too low
 - much more complete list of incompatible industry NewGRFs, also added house NewGRFs

---------------
0.7.0 alpha 6 (2021-05-02)
---------------

 - added town hall industry
    - provides information and feedback on what to do for town growth
    - changes growth behavior of towns, now only the town which the station accepting cargo is named after will get any growth effect, and it applies to the whole town, not just near the station
 - removed extra info from municipal hub as it is no longer useful
 - added new parameter to adjust the length of time available to deliver all town growth cargoes
 - added the doom buggy for low capacity rv transport
 - fixed the steel mill production meter being incorrect on full production
 - reworked all mine industries to use functions for production code, to reduce duplication
 - mine industries now have a chance of spawning with slightly higher production values
 - added new parameter to adjust the length of the wastelander production boost
 - changed the mine industry windows to use the VU-meter style production indicator and updated their descriptions

---------------
0.7.0 alpha 4 (2021-04-22)
---------------

 - renewed houses should no longer disappear when transporting away wastelanders without delivering town growth cargoes
 - fixed offshore colony closing and production issues

---------------
0.7.0 alpha 3 (2021-04-20)
---------------

 - fixed wastelander boost mechanic, for real this time!
 - fixed bug where power conduit would allow houses to be built along highway
 - changed some industry window texts to be more descriptive of what they do

---------------
0.7.0 alpha 2 (2021-04-09)
---------------

 - food lab, prefab plant, and steel mill have new production mechanics, so they can always produce some cargo even if only one cargo is delivered (this should help prevent premature closing)
 - several changes to offshore colony:
   - completely re-written production code (should be similar, but more sensible)
   - PASS and OIL_ production can now change independant of each other
   - PASS production now capped at 144/month
   - greatly reduced chance of closure (hopefully)
   - slightly reduced boost of OIL_ from steel delivery
 - improved train wagon sprites (no longer incorrect sizes)
 - broad gauge wagons now 12/8 long instead of 14/8 for more sensible train lengths
 - corrected passenger wagon availability
 - paved over road tunnel overlay sprites to not include landscape
 - made one-way road sprites easier to see
 - more sensible callback results for ship graphics (no more compilation warnings)
 - added new parameter to disable landscape, or switch at chosen date (now allows complete isolation of features)
 - municipal hub now accepts passengers, not oil
 - corrected wastelander boost functionality, now much more stable
 - added ekranoplan (WIP)

---------------
0.7.0 alpha 1 (2021-02-28)
---------------

 - jet train!!
 - corrected standard train 8/8 template
 - reworked existing railtypes and added electrified rail, broad gauge, and maglev
 - new train rosters for all railtypes with rebalanced stats for more challenging gameplay
 - removed "SCRP" cargo, replaced with "STEL" 
 - changed "_OIL"->"OIL_" and "CHEM"->"RFPR" to match standard labels from other sets
 - adjusted some cargo payment rates
 - changed wastelander mechanics to allow return trip with "tired wastelanders", also added 
quadruple production boost option
 - slightly lowered pay rate for wastelanders, due to now being a two-way profit stream
 - new maglev train sprites
 - rebalanced ship roster to match new trains
 - rebalanced aircraft roster to be much more expensive (no more profitable gravel planes)
 - adjusted some grf strings to be more clear
 - fixed 'disable aircraft' and 'disable ships' parameters, which did not work (oops)
 - reduced spawning probability of trading post, also removed sawmill sound effect because it 
was f****** annoying
 - trading post renamed to scrap yard, now produces steel instead of scrap metal
 - added high voltage power conduit as a tramtype for transporting electricity (experimental)
 - added coal, sand, and eltr (electricity) cargos
 - changed steel mill to accept iore and coal, produce steel
 - added coal mine industry
 - added debug parameter for houses
 - shack houses now also accept irradiated food
 - added sand quarry industry
 - changed cement plant into prefab mfg facility, now accepts grvl, sand, stel to produce bdmt
 - nuclear train!!
 - prevent rare occurence of industries spawning on north-facing slopes during gameplay
 - prevent terraforming under extracting industries
 - new town growth requirements:
     - self-sustained houses:
         - municipal hub industry built in town
         - greater than 3000 population
         - passenger service
     - renewed houses:
         - at least 75% of town has been rebuilt (any house-type except destroyed)
         - clean food, water, building materials, AND electricity delivery within same 2 month period
     - shack houses (unchanged):
         - clean OR irradiated food AND water delivery within same 2 month period
 - shack and destroyed buildings no longer produce passengers
 - towns no longer supply wastelanders when at minimum 3 building limit (fixes easy wastelanders exploit)
 - houses now have a much larger search area for cargo delivery
 - wasteland now disables itself if another industry set is loaded without the industry parameter turned off (incomplete list, only most common/popular for now)
 - industries now have set funding costs