Version 1.8
- Change: Farm splitted to Animal Farm (grain as procution booster) and Arable Farm (crew as production booster and goods as extensive/intensive manpower mode switch).
This split is active if Grain+Livestock is activated manually.
- Change: Famr accept passengers beyond 2xlowlevel if goods were delivered.

Version 1.7
- Change: logging camp closure even if crew delivered, if transported last month < 5
- Change: food processor and factory - added slow produce block, 4 levels of production
- Bugfix: paper mill production depend on waiting cargo, not transported ones.

Version 1.6
- Bugfix: farm closure
- Bugfix: paper mill and food processor levels
- Change: custom steel mills only if coal chain explicitly enabled

Version 1.5
- Feature: Stockpile defined for factory and food processing plant, with steel (or other 3rd product) acting as production rate booster.
- Change: farm production trigger: passengers (crew) in case of grain production, goods in case of grain&livestock production with food processor destination, none (standard) for other cases.
- Feature: Stockpile defined for paper mill.

Version 1.4
- Bugfix: steel mill stockpile limit reworked.
- Change: Logging camp: IRS crane with animation related to wood production rate.

Version 1.3
- Bugfix: stockpile limit for steel mill to avoid stockpile overflow.
- Change: Logging camp: yellow bulldozers at the end of the forest road.


Version 1.2
- Change: More ISR-style sheds for logging camp.
- Bugfix: forest instead of lumber mill replacement for logging camp.

Version 1.1
- Change: ISR-style Sheds added to logging camp.
- Change: logging camps away from farms.
- Change: shop only in large towns.
- Bugfix: coal mine shortage.

Version 1.0
- Change: Logging camp v.5 with 8 layouts merged into manpower industry.
- Change: shop tile accept passengers.
- Change: increased logging camp protection.

Version 0.9
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- Change: Logging camp v.2 with 6 layouts merged into manpower industry.
- Bugfix: logging camp missing switches
- Bugfix: cargo definition typos

Version 0.8
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- Feature: Logging camp (temperate/arctic lumber mill with new graphics) replacement for forests
- Change: Lumber mill functionality restored.
- Change: Original wood price for forest and lumber mill. 
- Bugfix: Conflicting industries for steel mill are both coal and ore mines, if coal chain is present.

Version 0.7
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- Change: Passenger production rate decrease if production level increase, to keep cargodist demand stable. 
- Change: Passenger (crew) decay scaled by parameter for minimal/maximal crew level. 
- Bugfix: Compatibility check - disabling if original ogfx-industry newgrf is present.

Version 0.6
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- Bugfix: Industry change switches work also for Plantations.
- Bugfix: Fixed separation betwwen small and main industry change switches.
- Change: Intensive organic industries (Plantations) need smaller passenger flow to maintain constant crew level, than intensive extractive industries.
- Change: Lumber mill protection after building is 3 months for in-game and 6 months for editor builded
- Change: ES and FIN translations fixed.

Version 0.5
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- Feature: Option for payment curve modification for large map size
- Bugfix: Steel mills accept coal only if coal is enabled.
- Bugfix: Manpower now works only for farms without livestock.
- Change: PL translation fixed.

Version 0.4
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- Feature: The presence of the lumber mill crew protect against lack of nearby trees closure.
- Feature: Parameter for switching on probability of lumber mill in game construction. 
- Feature: Parameter for mine resources decay speed
- Change: Increased spread of gold/diamond mine resources randomization
- Change: Oil wells as intensive type industry
- Change: Separate parameter for main and town industry creation/anihilation
- Bugfix: Tweaked passenger production for coal/ore mines for better ballance of cargodist assigment.

Version 0.3
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- Feature: Farms have manpower feature if only grain is produced
- Bugfix: closure behaviour fixed for all industries

Version 0.2
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- Feature: Steel mill require both iron ore and coal to produce steel
- Bugfix: Too narrow low productivity margin causes random mines closure
- Bugfix: In game industry construction switch now works for all industries 

Version 0.1
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- Feature: Manpower extensive industry: forest, lumber mill
- Feature: Manpower intensive industry: rubber plantation, fruit plantation
- Feature: Manpower extensive nonrenevable industry: oil rig, oil well, gold mine
- Feature: Manpower intensive nonrenevable industry: coal mine, iron ore mine, copper ore mine, diamond mine
- Feature: Switch for random industry placement and stability of industry.
