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Log for #openttd on 22nd September 2018:
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01:04:40  <qwebirc52111> hello anyone, please talk to me/
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07:11:18  <andythenorth> moin
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07:32:19  <Wolf01> Moin
07:32:27  <Wolf01> Autumn has arrived
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07:38:23  <andythenorth> isn't it
07:38:41  <andythenorth> what you should do Wolf01
07:38:49  <Wolf01> Fix NRT
07:38:52  <andythenorth> is celebrate autumn by playing a test game of Iron Horse
07:39:03  <andythenorth> then give me feedback which I will politely ignore :)
07:39:09  <Wolf01> I'm rebuilding a station in Factorio
07:39:14  <andythenorth> such F
07:39:27  <andythenorth> now I want to play tanks :P
07:44:54  <Wolf01> Play F, there are tanks
07:49:43  <andythenorth> F never clicked for me
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13:16:36  <DorpsGek_II> [OpenTTD/OpenTTD] lcarlier commented on issue #6873: Jukebox not working in the flatpak version https://github.com/OpenTTD/OpenTTD/issues/6873#issuecomment-423743486
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13:18:56  <Samu> hi
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13:30:07  <snail_UES_> hey Andy… are you there?
13:35:55  <andythenorth> hi snail_UES_
13:36:06  <snail_UES_> hey, question for you...
13:36:15  <andythenorth> ?
13:37:03  <snail_UES_> just a sec
13:38:03  <snail_UES_> sorry my issue got solved :p
13:38:17  <snail_UES_> why did you code SULP to be liquid as well?
13:38:28  <snail_UES_> I’d have thought only hoppers could transport it...
13:38:36  <andythenorth> commonly transported as liquid
13:38:40  <andythenorth> hot molten sulfur
13:38:58  <andythenorth> http://3.bp.blogspot.com/-UatyDgW1xH0/UtMI8uw7MBI/AAAAAAAGd_o/EmnfGUuBgUg/s1600/TILX+135337+Trinity+Industries+Leasing+Company+Molten+Sulfur+Rail+Tank+Car+Norfolk+Southern+Freight+Train+Macon+Georgia.JPG
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13:43:58  <snail_UES_> I see… since you coded it as both “bulk” and “liquid”, it was getting excluded from both my hoppers and my tankers :p
13:44:00  <snail_UES_> fixed now
13:48:45  <andythenorth> oic :)
13:49:10  <andythenorth> doesn't the wiki say not to use exclude?
13:49:13  <andythenorth> I can't remember
13:49:49  <andythenorth> nope it doesn't say that
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14:00:14  <snail_UES_> usually, people exclude liquids from hoppers :)
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14:31:42  <Wolf01> Meh, power outage, mirc decided to rewrite the ini file and had to restore it
14:33:33  <andythenorth> Horse was 75% complete yesterday
14:33:40  <andythenorth> today it's 73% complete :P
14:37:09  <andythenorth> sometimes I regret drawing 8 liveries for every pax coach
14:44:53  <snail_UES_> haha, are you doing historical liveries?
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14:55:34  <andythenorth> no :)
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15:25:59  <sushibear> Hello guys. Need support :) 1.8.0 dedicated server. No snow appear in temperate climate. snow_line_height = 11, max map height is above. Google betrayed me. HALP!
15:33:11  <FLHerne> sushibear: Temperate doesn't have snow, you only get it in Arctic
15:34:40  <sushibear> It's a drag. Snow would look nice on those mountains. Thanks for the info! :)
15:35:23  <LordAro> isn't there a cheat to change the climate? have absolutely no idea how many things that woule break though
15:35:24  <FLHerne> If you like the bright-green grass, there's a newgrf to have that in arctic
15:36:00  <FLHerne> In principle you could also replace all the vehicles, industries etc. in an arctic game to mimic the temperate ones, but I don't think that exists
15:36:24  <sushibear> The grass will do :D
15:38:39  <FLHerne> sushibear: Specifically, it's an option under 'Landscape type' in OpenGFX+ Landscape
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16:01:19  <Samu> why can't AIs remove road pieces individually
16:01:25  <Samu> seriously sucks
16:02:13  <Samu> must remove full road to build half
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16:24:01  <snail_UES_> just curious: any of you guys play with trains never going to depots (i.e. breakdowns off)?
16:28:31  <Samu> not really
16:29:24  <Samu> guys, i'm in a situation where it would be useful to be able to remove a road piece from a road tile
16:29:51  <Samu> and there's no AI function for this
16:30:32  <Samu> i don't like the workaround
16:31:12  <Samu> besides, i don't even know if there's a possible workaround, i can't retrieve what bits were there
16:31:29  <Samu> to put them back in
16:34:16  <Samu> imagine there's tiles 1 2 3. tile 1 is rail/road level crossing, tile 1 and 2 are connected by road and I want to break this connection without demolishing the road at tile 1
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16:35:30  <Samu> can't use the demolish tile on tile 2, it could break the connection with tile 3
16:36:18  <Samu> can't use removeroad either, it requires 2 tiles, and if i use tile 1 and 2, it will remove the road at the rail tile
16:36:35  <Samu> i'm stuck!
16:40:18  <Samu> i need a different approach for this :(
16:41:05  <DorpsGek_II> [OpenTTD/OpenTTD] szymex73 closed issue #6895: Wrong release version? https://github.com/OpenTTD/OpenTTD/issues/6895
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17:10:34  <FLHerne> snail_UES_: Yes, always
17:12:06  <FLHerne> I don't find that breakdowns add anything; they're fairly arbitrary and unavoidable
17:12:50  <peter1138> They're avoidable when you set up your vehicles to be regularly serviced.
17:12:59  <snail_UES_> I see… in my set, vehicles get dirty after a while and get cleaned upon a depot visit
17:13:15  <snail_UES_> if depots are never visited, trains will always remain dirty :p
17:13:21  <peter1138> Nice
17:13:51  <FLHerne> peter1138: Not really, even with 100% max reliability it's possible for a train to break down just as it leaves the depot
17:14:38  <FLHerne> And the pathfinder doesn't allow for designing anything to mitigate them, you just get everything stopped for a while
17:15:00  <peter1138> I bet you play with disasters and inflation off as well :-)
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17:15:44  <FLHerne> Well, inflation would be completely unmanageable combined with my overuse of date-cheating :P
17:16:09  <FLHerne> (I think my current game has actually been running for several hundred years at this point)
17:16:32  <FLHerne> Disasters on
17:16:43  <FLHerne> (I'd turn the UFOs off if I could, because they're silly)
17:17:14  <FLHerne> But more non-silly disasters would be fun
17:17:40  <nielsm> the random industry closure disaster from TTO is definitely removed, right? :)
17:18:01  <nielsm> playing with disasters on in TTO means any industry you service has an automatic death sentence on it
17:18:27  <FLHerne> Eh, that sounds kind of fun
17:18:37  <FLHerne> I like building infrastructure :P
17:19:07  <nielsm> it's kinda annoying when the coal mine for your first route closes for unexplained reasons a year after you open the route
17:19:51  <nielsm> meanwhile, industries serviced by AI players don't have the same predicament
17:20:26  <nielsm> I don't know how the interaction is if you service the same industry as an AI tho
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21:06:46  <sushibear> snail_UES_, I prefer to play without breakages.
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21:46:09  <Samu> if (!AIRail.IsRailTile(par.GetTile()) || (AITestMode() && !AIRoad.BuildRoad(path.GetTile(), par.GetTile()) || AIError.GetLastErrorString() == "ERR_ALREADY_BUILT") && !AIRail.IsLevelCrossingTile(par.GetTile())) {
21:47:13  <Samu> i don't like to use AIRoad.BuildRoad in this situation :(
21:47:26  <Samu> feels wrong
21:48:32  <Samu> is there a better way to detect whether a road would be crossing a rail?
21:48:40  <Samu> during construction
21:53:33  <Samu> the situation is this: pathfinder plans a route for construction, and another company builds a rail that would intersect the planned route. When the pathbuilder begins construction of the planned route, I want it to detect that it would be crossing the rail of the other company
21:55:30  <Samu> problem with using AIRoad.BuildRoad for testing is that the AI could be out of money momentaneously and could affect the detection
21:56:04  <Samu> how would I detect it would be crossing a rail without using BuildRoad?
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22:01:08  <Samu> help!
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