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00:14:12 *** Biolunar has quit IRC 00:22:52 *** Progman has quit IRC 00:29:52 *** Gja has quit IRC 02:00:00 *** DeVonne1 has joined #openttd 02:00:08 <Ethereal_Shiver> Why do people on some multiplayer games I play build stations with 6 platforms and then have 2 trains serve it? 02:04:42 *** DeVonne has quit IRC 02:17:04 <glx> easier than adding platforms later when town has grown 02:34:22 *** glx has quit IRC 02:47:42 <sim-al2> Also on multiplayer people might log off for a few hours and then come back 02:58:44 *** HerzogDeXtEr1 has quit IRC 03:12:50 <sim-al2> https://upload.wikimedia.org/wikipedia/commons/a/a1/SNCF_Diesel_Locomotive_67552_%2816495813340%29.jpg 03:13:59 <ST2> trains, what trains - I only see bars on the pic :P 03:19:43 <sim-al2> The page says it's Dieppe, seems that the station closed in 1994 though :( 03:19:48 <sim-al2> https://upload.wikimedia.org/wikipedia/commons/5/5f/231-G-558_Dieppe-Maritime.jpg 03:20:44 <sim-al2> Seems to have been a pier station, right next to the port 03:22:29 <sim-al2> Killed by the end of boat trains with the opening of the Channel Tunnel 03:23:50 <sim-al2> No trace of it left because of port renovations, just a stub next to the main station 03:24:33 <sim-al2> Although the main station is really close, easily within walking distance anyway 03:34:05 <sim-al2> Looks like someone brought a camping trailer with them: https://upload.wikimedia.org/wikipedia/commons/6/65/Dieppe-Maritime_mai_1973.jpg?uselang=fr 03:53:13 *** drdoom has quit IRC 04:59:07 *** Alberth has joined #openttd 04:59:07 *** ChanServ sets mode: +o Alberth 05:15:05 *** Snail has quit IRC 05:30:27 *** sla_ro|master has joined #openttd 06:12:31 *** sla_ro|master has quit IRC 06:34:16 *** Ethereal_Shiver is now known as Ethereal_Whisper 06:38:32 *** sla_ro|master has joined #openttd 06:57:49 *** sla_ro|master has quit IRC 06:58:51 *** sla_ro|master has joined #openttd 07:23:14 *** andythenorth has joined #openttd 07:23:39 *** sla_ro|master has quit IRC 07:23:57 <Alberth> o/ 07:24:38 *** sla_ro|master has joined #openttd 07:27:14 <andythenorth> hi 07:33:28 <Alberth> This morning I finally understood what I am missing in my games. 07:34:14 <Alberth> If you look at the game of the guy with the station rating problems, you see he is using a dense industry setting, yet he serves only a few industries 07:35:04 <Alberth> I wondered why, but then realized he is using many more primary industries 07:35:24 <Alberth> that's why he can have this big network with many trains 07:35:46 <Alberth> all transporting the same stuff 07:36:20 <Alberth> I tend to play with a lower industry density, which then means I also get few primary industries 07:36:36 <Alberth> and cannot make a big network like he has 07:39:31 *** Supercheese has quit IRC 07:42:30 <andythenorth> Alberth: what map size? 07:42:47 <Alberth> oh, very reasonable, 256x256 or 512x512 or so 07:42:58 <Alberth> I didn't check 07:44:37 <Alberth> but it fitted at the minimap without problems 07:44:48 <Alberth> or major scale reducing 07:45:28 <andythenorth> http://dev.openttdcoop.org/attachments/download/8123/industry_density.png 07:45:43 <andythenorth> I always use ‘high’ industry 07:46:10 <andythenorth> but that wasn’t enough, so I’ve been using high custom sea values to get more industry density 07:46:25 <Alberth> ah, right :) 07:46:26 <andythenorth> the map in the screenshot is silly though :) 07:46:56 <Alberth> sufficient opportunity for ships :p 07:47:22 <Alberth> but not really any major space for trains 07:47:25 <andythenorth> tends towards very busy rail networks 07:47:35 <andythenorth> I don’t build big junctions 07:47:48 <andythenorth> and usually just 2 track lines 07:47:49 <Alberth> nor do I 07:48:13 <andythenorth> but also I haven’t played a long game for quite some time :P 07:48:18 <Alberth> although connecting lines in every direction does make the junction larger 07:48:18 <andythenorth> they all get boring 07:49:38 <Alberth> well, yeah, once you understand the underlying mechanics well enough for a good network, you can build forever without learning anything interesting 07:50:28 <andythenorth> I also know the mechanics for Silicon Valley and NoCarGoal now 07:50:30 <Alberth> I think people that manage to play it longer look more at the result 07:51:08 <andythenorth> new constraints needed 07:51:16 <Alberth> or a new objective 07:51:25 <andythenorth> either 07:51:46 <Alberth> ever played the freight challenge? 07:51:58 <andythenorth> no, what is it? 07:52:33 <Alberth> https://www.tt-forums.net/viewtopic.php?f=60&t=59689 07:53:03 <Alberth> I played it, but apparently, I missed the last step :p 07:54:25 * andythenorth reading 07:54:56 <Alberth> there is also a scenario by Owen, that looks like a nice challenge, lots of water 07:55:04 <andythenorth> oh freight challenge is like a puzzle 07:55:14 <Alberth> there are probably more gems in the scenarios 07:55:18 <Alberth> yeah, it is 07:55:40 <Alberth> doesn't take very long though 07:55:45 <Alberth> but ymmv 07:56:00 <Alberth> depending on how much you want to solve it :) 08:00:09 <andythenorth> reminds me of 2048 for some reason :) 08:02:07 <Alberth> ah, played that for a few weeks too, until I understood how it works :) 08:02:21 *** Progman has joined #openttd 08:02:49 <Alberth> but it's extremely tight space in that challenge 08:05:22 <andythenorth> the goal is ratings? 08:06:46 *** keoz has joined #openttd 08:08:01 <Alberth> I am not sure, I took the goal as "transports all stuff" 08:08:22 <Alberth> but I missed transport of the secondary industries 08:08:53 <Alberth> I'll have to try that one day :) 08:10:25 <andythenorth> perhaps an ‘every town has a goal’ challenge would work 08:11:08 <andythenorth> nice side effect: could choose how long to play by scaling number of towns at map gen 08:12:40 <Alberth> sort of multi-SV ? 08:16:05 <andythenorth> yup 08:16:12 <andythenorth> goals would vary widely 08:16:41 <andythenorth> from ‘fund one industry’ to ‘maintain x transported per year' 08:17:40 <andythenorth> no time limit 08:23:53 *** Biolunar has joined #openttd 08:25:52 <andythenorth> new Hog 08:31:12 <Alberth> I haven't finished playing the previous one :p 08:35:51 *** keoz has quit IRC 08:36:26 *** keoz has joined #openttd 08:49:47 *** ElleKitty has quit IRC 08:50:10 *** sla_ro|master has quit IRC 09:09:25 *** Wolf01 has joined #openttd 09:11:10 <Wolf01> Uh... do steam locomotive arrangement 2-0-1 even exist? 09:11:16 <Wolf01> o/ also 09:22:04 *** welshdragon has joined #openttd 09:49:02 <andythenorth> Wolf01: might be lacking tractive effort that one :P 09:49:24 <Wolf01> Sorry... 2-1-0 09:50:32 <Wolf01> With articulated front truck 09:54:27 <Wolf01> 4-2-0 if you use the Whyte notation 09:54:37 *** welshdragon has quit IRC 09:56:39 *** markjones has joined #openttd 09:59:11 <andythenorth> yes they exist 10:01:15 <Wolf01> Oh, ok, the Pioneer one... I should forget the axis arrangement and start to count only with the wheel arrangement, it seem more common 10:03:12 <Wolf01> Or even the Berliner 10:04:49 *** markjones has quit IRC 10:07:57 <Alberth> o/ 10:33:47 <andythenorth> Wolf01: just finished the Volvo excavator 10:36:32 <Wolf01> :D 10:36:57 <Wolf01> I would like to build the bucket wheel one, but no space :( 10:40:57 <andythenorth> I have almost no interest in that one :) 10:41:04 <andythenorth> big Technic, dunno 10:41:24 <andythenorth> I want to break up the Unimog even but the kids won’t let me :P 10:41:36 *** frosch123 has joined #openttd 10:42:12 <Alberth> moin 10:47:12 <frosch123> hola 10:47:42 <Wolf01> Quak 10:48:06 <andythenorth> Road Hog just needs checked for bugs / inconsistencies, then I can release 1.0 10:48:11 <andythenorth> so shall I abandon it? 10:48:13 <andythenorth> o_O 10:48:16 <andythenorth> there is precedent :P 10:49:57 <Wolf01> Yes 10:55:09 <frosch123> https://bugs.openttd.org/task/6517 <- new roadtype flag :) no houses allowed 10:55:32 <Wolf01> Bug 10:57:30 *** tokai|noir has joined #openttd 10:57:30 *** ChanServ sets mode: +v tokai|noir 10:57:40 <andythenorth> trams need that flag 10:57:46 <andythenorth> also mining truck roads 10:57:47 <Wolf01> I'm trying to make a little tender for my little train, but I ran out of parts... should I disassemble one of the locomotives? 10:57:56 <andythenorth> Wolf01: lego? 10:57:59 <Wolf01> Yes 10:58:05 <andythenorth> how many engines have you got? 10:58:16 <Wolf01> 8 sets 10:58:22 <andythenorth> yes disassemble 10:58:29 <andythenorth> I like that town screenshot btw 10:58:40 <Wolf01> The streamlined one or the "classic" one? 10:58:50 <andythenorth> you have instructions? 10:59:03 <Wolf01> Yes, but I would like to make my own train 11:01:38 *** welshdragon has joined #openttd 11:01:38 <andythenorth> if you have instructions it doesn’t matter which one you disassemble :) 11:01:46 <andythenorth> rebuild it later :P 11:04:09 *** tokai has quit IRC 11:13:29 <Wolf01> Eaters gonna eat 11:21:04 *** welshdragon has quit IRC 11:21:15 *** welshdragon has joined #openttd 11:26:02 *** JacobD88 has joined #openttd 11:31:11 *** JacobD88 has quit IRC 11:35:58 *** chnkr_ has quit IRC 11:38:29 <Wolf01> Bah, not enough pieces to build locomotive + tender + wagon, I need at least 12 sets 11:39:30 *** Wormnest has joined #openttd 11:43:02 <Alberth> hmm, scale problem :) most people think in lego pieces, Wolf01 thinks in lego sets :) 11:43:41 <Wolf01> I'm on another level 11:43:50 <Alberth> clearly :) 11:44:54 *** zeknurn has quit IRC 11:45:51 *** zeknurn has joined #openttd 11:45:52 <Alberth> but yeah, I can see that to be useful 12:05:12 *** HerzogDeXtEr has joined #openttd 12:16:26 * andythenorth has run out of YT videos to watch 12:19:36 <frosch123> https://xkcd.com/920/ 12:19:59 <Eddi|zuHause> i've never had a "youtube party" 12:20:18 <frosch123> i thought this channel was one 12:21:06 <andythenorth> there are YT parties? :O 12:21:57 <Eddi|zuHause> dunno, that xkcd is the only reference i have ever seen 12:22:22 <andythenorth> maybe we should play MP OpenTTD 12:22:46 <andythenorth> there is time for a SV game if we set one up 12:24:36 <Wolf01> http://imgur.com/a/6cWjL just finished it 12:24:54 <Wolf01> No parts for tender 12:24:56 <andythenorth> Christmas Train 12:24:59 *** gelignite has joined #openttd 12:25:06 <Wolf01> Emerald express 12:26:35 <Wolf01> Now I have 14 spare driving wheels... 12:28:49 <Eddi|zuHause> then you need to take it apart again and recombine it until you have no parts leftover 12:29:37 <Wolf01> It's hard to add more wheels on a 4-6-2 locomotive 12:30:59 *** welshdragon has quit IRC 12:31:09 <andythenorth> make a wagon for spare wheels 12:31:19 <andythenorth> you can use wheels to make a boiler 12:31:56 <andythenorth> or a tender for an oil-burner https://hattonsimages.blob.core.windows.net/products/50701_1012311_Qty1_3.jpg 12:31:58 <Wolf01> I don't have any more truck wheels :( 12:42:29 *** welshdragon has joined #openttd 12:45:10 *** wCPO has joined #openttd 12:46:31 <wCPO> How do I enable the speed up feature on a server? 12:51:06 <Wolf01> It's not possible 12:52:21 <wCPO> :/ Thx 12:54:49 <wCPO> Can I go year x other ways than changing starting_year? 12:55:27 <frosch123> you can, if you load the savegame in singleplayer 12:55:30 <Wolf01> Save the game, load it in single player and cheat the year 12:55:37 <frosch123> change the date via the cheats, then save and reload in multiplayer 12:55:44 <Wolf01> Save it again and load the save in multiplayer 12:56:04 <Alberth> in SP you can also use the fast-forward key :) 12:57:33 <wCPO> Complicated :) 12:58:48 <Alberth> in MP, all machines have to run at equal speed, which is certain not to happen with fast-forward 12:59:12 <Alberth> ie you'd have pretty much instant global desync 12:59:48 <wCPO> I see. 13:00:18 *** gnu_jj has joined #openttd 13:00:19 *** Cursarion has quit IRC 13:07:18 <andythenorth> Wolf01: I am wondering how much power M motors would have at one per wheel :) 13:07:20 <andythenorth> With L motors, it’s a lot of power https://www.flickr.com/photos/andythenorth/16131716206/in/photostream/ 13:07:25 <andythenorth> but a lot of $£€ 13:08:52 <Wolf01> http://www.philohome.com/motors/motorcomp.htm 13:09:02 *** welshdragon has quit IRC 13:09:26 *** welshdragon has joined #openttd 13:10:56 <andythenorth> the M is crap 13:10:58 <andythenorth> always has been :) 13:14:56 <frosch123> i only know the first one 13:15:05 <frosch123> the train motor i know isn't even in the list :p 13:16:29 <frosch123> https://bricker.ru/images/parts/x550b.jpg 13:19:07 <andythenorth> classic 13:21:00 <andythenorth> right, let’s see I can trigger any asserts in the NRT fork for Wolf01 :) 13:21:06 <andythenorth> *if 13:24:48 <andythenorth> no assert so far :( 13:34:34 <Wolf01> Good, so removing the asserts mean they won't be triggered ;) 13:36:33 <andythenorth> Wolf01: all construction _seems_ to work 13:36:42 <andythenorth> I haven’t tested multiple company stuff 13:37:03 <andythenorth> but can’t get any asserts for roads, auto-road, tunnel, bridge, depot, or stops 13:37:05 <Wolf01> Stations will build just 1st road sub type for each roadtype 13:37:13 <Wolf01> Maybe depots too 13:37:22 <Wolf01> Bridges should work 13:37:47 <andythenorth> also dynamite and remove tools - can’t trigger anything 13:38:25 <Wolf01> Remove I think just removes the old stuff, but leaves bits in m4 there 13:38:39 <andythenorth> let’s see 13:38:55 <Wolf01> Try using the land info tool 13:39:45 <andythenorth> hmm 13:41:15 *** HerzogDeXtEr1 has joined #openttd 13:44:12 * andythenorth makes a new test grf 13:46:59 *** HerzogDeXtEr has quit IRC 13:49:24 <andythenorth> “Attempt to use invalid ID (sprite 82)" 13:50:36 <Wolf01> Wrong label or something 13:51:20 <andythenorth> happens when there are three types in the grf 13:51:38 <Wolf01> Interesting 13:52:07 <Wolf01> I have no clue, I just copy/pasted from rails 13:52:53 <andythenorth> http://dev.openttdcoop.org/attachments/download/8124/example_roadtype_3_types.grf 14:00:53 <andythenorth> frosch123: ^ o_O 14:00:54 *** wCPO has quit IRC 14:02:17 <Wolf01> I think I found the problem 14:02:23 <Wolf01> if (id + numinfo > ROADTYPE_END) { 14:02:47 <Wolf01> It should be ROADSUBTYPE_END 14:02:53 *** Cursarion has joined #openttd 14:03:40 <andythenorth> if we can get grf loading working with multiple types, I’ll make a bunch of test cases 14:09:57 <Wolf01> Patchy patch committed, and it loads 14:19:29 *** keoz has quit IRC 14:19:52 <Wolf01> I'll try to draw sprites from roadtypeinfo instead the hardcoded ones 14:19:53 *** sim-al2 has quit IRC 14:20:01 <Wolf01> So you'll be able to replace even those 14:22:34 <Wolf01> Heh, all the road_land.h stuff... 14:41:45 <andythenorth> Wolf01: confirmed working for me 14:41:51 <andythenorth> now I need a flag to make it tram, not road 14:42:56 <andythenorth> frosch123: propose a var name and number for tram/road flag? I assume it’s just a bool… 14:45:55 <Wolf01> We said to use 2 different features, if road is 0x18, tram is 0x19 14:48:08 <andythenorth> ah 14:48:08 <andythenorth> ok 14:49:08 <andythenorth> makes sense 14:49:17 * andythenorth will need a bigger nml patch 14:50:38 <frosch123> yep, two features, so that ids are all separate 14:52:14 <Wolf01> With one feature you would be able to define just up to 16 roadtypes (road+tram) => 15 roads and 1 tram, 15 trams 1 road, 8 roads and 8 trams 14:53:21 * andythenorth wonders how not to have a lot of copy-paste nml code 14:54:20 <frosch123> how do vehicles do it? 14:54:41 <andythenorth> I will look, maybe there are functions 14:57:38 <Alberth> can you create or destroy an object from a NOGO script? I'd like to place and remove transmitters, but I couldn't find a call for it 14:58:33 <andythenorth> @seen Zuu 14:58:33 <DorpsGek> andythenorth: Zuu was last seen in #openttd 11 weeks, 4 days, 6 hours, 14 minutes, and 29 seconds ago: <Zuu> Perhaps because it was "free" space near ground floor that you couldn't use for offices. 14:59:22 <frosch123> Alberth: given that objects have no name to identify them with, i doubt :) 14:59:40 <Alberth> good idea andy, too bad it didn't fly 15:01:18 <Alberth> hmm, tiles should be able to have them, maybe that gives a clue 15:03:35 <Alberth> nope, can't ask tile type either 15:05:44 *** frosch has joined #openttd 15:06:28 *** DeVonne1 has quit IRC 15:08:05 <Alberth> ok, so not possible, and not trivial to add 15:11:22 *** frosch123 has quit IRC 15:12:46 *** Snail has joined #openttd 15:16:41 <Wolf01> I made a mistake, somewhere 15:16:58 <Wolf01> Like this one RoadTypeIdentifier roadtype_map[ROADTYPE_END][ROADSUBTYPE_END]; 15:20:35 <Wolf01> uint8 *roadtypes = AllocaM(uint8, idcount); <- how do I change this one to be able to use the above one? 15:21:23 *** sla_ro|master has joined #openttd 15:22:04 <Wolf01> I copied it from RailTypeMapSpriteGroup, but it's not the same 15:22:40 <frosch> that one is the same 15:22:50 <frosch> the next line changes 15:23:25 <frosch> roadtypes[i] = _cur.grffile->roadtypes_map[feature_to_roadtype][buf->ReadByte()]; 15:38:34 <Wolf01> Nice,, I forgot a ) or a ] somewhere in the code and now every single file has error... 15:39:28 <frosch> i always forget the ; at the end of class definitions 15:44:59 <Wolf01> Nice, changing a type resolved the error 15:45:15 <Wolf01> Maybe it was used in some template 15:54:54 *** wCPO has joined #openttd 16:04:37 <Wolf01> Nice, GetRoadTypes(ti->tile) asserts in DrawRoadBits 16:06:53 *** welshdragon has quit IRC 16:07:05 *** welshdragon has joined #openttd 16:10:47 <Wolf01> Wrong type 16:15:05 <Wolf01> Ok, I can draw roadbits from roadtypeinfo now, but I don't know how to load them from grf 16:15:39 *** wCPO has quit IRC 16:18:24 *** Supercheese has joined #openttd 16:28:21 <supermop> hello 16:33:47 <Wolf01> image = _road_sloped_sprites[ti->tileh - 1] + SPR_TRAMWAY_SLOPED_OFFSET; <- any idea on how I could define this in the roadtypeinfo? 16:33:58 <Wolf01> Just the offset? 16:36:01 <frosch> you only put the SPR_TRAMWAY_SLOPED_OFFSET into it 16:36:15 <frosch> the _road_slopes_sprites stays the same for every type 16:36:20 <Wolf01> Yes 16:37:19 <frosch> it's similar to "base_sprites" in railtype 16:38:51 <Wolf01> Single sprites are easy, but for roadbits for example I need to understand how they are handled 16:39:43 <frosch> well, you may not do it exactly the same for newgrf types 16:39:59 <Wolf01> Also, it's only in the hardcoded roadtypeinfo the problem, as every grf has it's own sprites 16:40:21 <Wolf01> So most offset are meaningless 16:41:01 *** Biolunar has quit IRC 16:41:41 <Wolf01> Maybe they are only set to 0, because if you define more roadtypes you need to use them too 16:42:34 <frosch> hmm, yeah, given that there is only one built-in road and tram type 16:42:46 <frosch> maybe it's not even worth moving those constants to a table 16:43:23 <frosch> just "if newgrf-defined { GetCustomRoadSrpite } else { use offsets }" 16:44:18 <Wolf01> That would be cool, if I'll ever understand how to do it 16:47:15 <frosch> RailTypes have UsesOverlay() 16:47:46 <Wolf01> I don't think this bracnh is in sync 16:48:27 <Wolf01> I don't even know how to do it 16:48:38 <Wolf01> I just cloned andy's repository :P 16:48:58 <andythenorth> that was a clone of openttd trunk :) 16:54:42 <Wolf01> Another thing I don't really understand is tram road bits sprites 16:59:07 <Wolf01> If roads have 0, 0x546, 0x545, 0x53B, 0x544, 0x534, 0x53E, 0x539..., in the code there is (roadbits)-SPR_ROAD_Y, do trambits have low number sprites? 16:59:26 <Wolf01> *roadbits_sprite 17:00:33 <Wolf01> image = _road_tile_sprites_1[tram] - SPR_ROAD_Y; <- "0 - 1332" what is the result? 17:00:48 <Wolf01> Ok, that might not happen 17:01:39 <Wolf01> But 1350 - 1332 is 18 17:02:34 *** Defaultti has quit IRC 17:03:20 <Eddi|zuHause> what exactly are you trying to do? 17:03:53 <Wolf01> Generalising the function by moving some hardcoded stuff into the roadtypeinfo 17:05:15 <Eddi|zuHause> if road sprite is selected by SPR_ROAD_BASE + roadbits, then tram sprite should be selected by SPR_TRAM_BASE + trambits 17:07:59 <Wolf01> I think it's because this part of the code does some weird stuff trying to hide the road sprite when there is only tram 17:12:40 <Eddi|zuHause> i have no clue what you're talking about 17:13:04 <Wolf01> road_cmd.cpp DrawRoadBits() 17:18:17 <Eddi|zuHause> so, from what i gather, _road_tile_sprites_1 contains sprite IDs from the SPR_ROAD_* range 17:18:24 <Wolf01> Yes 17:18:38 <Eddi|zuHause> so this operation above calculates the offset from the raw sprite numbers 17:18:47 <Eddi|zuHause> presumably to add that offset to something else later 17:18:59 <Wolf01> No, it just draws in the next line 17:19:08 <Wolf01> It seem to draw a terrain sprite 17:19:12 <Eddi|zuHause> image += (road == ROAD_NONE) ? SPR_TRAMWAY_TRAM : SPR_TRAMWAY_OVERLAY; 17:19:42 <Eddi|zuHause> so first you calculate the offset, then you add that offset to _TRAM or _OVERLAY, depending on whether there should be road drawn or not 17:20:33 <Eddi|zuHause> you could refactor that so that _road_tile_sprites contains the offset directly, this problably needs adjusting in the road drawing code 17:21:15 <Eddi|zuHause> and _road_tile_sprites_1[0] is 0 because there can't be no trackbits 17:21:37 <Eddi|zuHause> so this value is never read 17:21:56 <Wolf01> Or I could do every single combination like in DrawTrackBits(), but I like more the DrawRoadBits() way 17:23:13 <Eddi|zuHause> @base 10 16 1332 17:23:13 <DorpsGek> Eddi|zuHause: 534 17:28:49 <Eddi|zuHause> Wolf01: https://paste.openttdcoop.org/pk7rfjl3t 17:31:09 <Eddi|zuHause> maybe you could refactor this mapping from roadbits to sprite offsets, because it's probably needed in more places 17:33:00 <Eddi|zuHause> but the mapping is perfectly logical, 1,2,4 and 8 are the single end bits, 5 and 10 are the straight roads, etc. 17:35:05 <Wolf01> Ok, half of my brain understood what you are saying and even know what to do, but the other half doesn't want to collaborate 17:35:55 <Eddi|zuHause> maybe you're suffering from https://www.youtube.com/watch?v=wfYbgdo8e-8 :p 17:36:20 *** Myhorta has joined #openttd 17:37:27 <Wolf01> Yes, exactly, but my halves don't disagree, one of them is just stupid as fuck 17:37:31 *** glx has joined #openttd 17:37:31 *** ChanServ sets mode: +v glx 17:41:20 *** aard has joined #openttd 17:42:51 <Wolf01> I need to put that stupid to sleep again, he awakened some hours ago and then I wasn't able to do anytning since... 17:54:57 *** welshdragon has quit IRC 17:57:11 *** welshdragon has joined #openttd 17:57:43 <andythenorth> Wolf01: you know how the sprite offsets work, yes? o_O 17:57:53 <andythenorth> and then it’s doing something with adding bits 18:08:01 *** wCPO has joined #openttd 18:11:13 *** keoz has joined #openttd 18:24:42 *** wCPO has quit IRC 18:25:51 *** frosch has quit IRC 18:25:52 <Wolf01> andythenorth, yes, I know how it works, but I have some brain problems this evening 18:26:24 <Wolf01> I think it's better if I sleep for half an hour 18:26:59 * andythenorth has brain problems most days 18:27:37 <Wolf01> Because when you are writing something and at the same time you yell "wtf am I writing, it doesn't work that way" then something is not right 19:08:23 <argoneus> good evening train friends 19:10:48 *** welshdragon has quit IRC 19:13:49 *** welshdragon has joined #openttd 19:21:03 <V453000> Wolf01: smart as fuck https://www.reddit.com/r/factorio/comments/5906vp/my_burner_furnace_smelting/ 19:28:43 <andythenorth> this way my brain does not work 19:32:39 * Wolf01 too 19:37:11 <andythenorth> bit meta? http://www.qstation.org/ATSF_Pix/Wheels.jpg 19:37:43 <Wolf01> Heh... put these axles on rails and roll them to destination 19:42:16 * andythenorth needs to patch NML 19:57:16 <Wolf01> V453000, the guy who posted the burner furnace smelter must be crazy, do you agree? ;) 20:03:43 <Supercheese> Definitely 20:03:48 <Supercheese> completely NUTS 20:07:55 <andythenorth> bed 20:07:56 *** andythenorth has left #openttd 20:08:35 *** sim-al2 has joined #openttd 20:09:41 <V453000> =D 20:11:14 <V453000> it's awesome, I love it 20:11:57 <Wolf01> Too much thinking on it, I'm for simple solutions: 1 belt with one side ore and other side fuel 20:12:54 <Wolf01> Or 2 belts and >9000 logistic bots 20:13:17 <V453000> sure 20:13:39 <V453000> using a simple solution is certainly totally fine as well 20:17:08 <Alberth> nn 20:18:13 *** wCPO has joined #openttd 20:19:04 *** welshdragon has quit IRC 20:21:46 *** Alberth has left #openttd 20:26:24 *** sla_ro|master has quit IRC 20:34:54 *** wCPO has quit IRC 20:50:27 *** welshdragon has joined #openttd 21:16:31 *** FLHerne has joined #openttd 21:20:47 *** welshdragon has quit IRC 21:20:59 *** welshdragon has joined #openttd 21:41:32 *** welshdragon has quit IRC 21:42:07 *** FLHerne has quit IRC 21:42:22 *** welshdragon has joined #openttd 21:42:34 *** welshdragon has quit IRC 21:42:48 *** welshdragon has joined #openttd 21:45:52 *** Progman has quit IRC 22:02:14 *** aard has quit IRC 22:25:05 *** gelignite has quit IRC 22:27:15 *** wCPO has joined #openttd 22:27:21 *** Biolunar has joined #openttd 22:43:57 *** wCPO has quit IRC 22:46:24 *** welshdragon has quit IRC 22:51:39 *** keoz has quit IRC 22:57:50 <Wolf01> 'night 22:57:51 *** Wolf01 has quit IRC 23:14:10 *** Wormnest has quit IRC 23:17:24 *** OsteHovel has quit IRC