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00:12:22 *** frosch123 has quit IRC 01:03:57 *** tycoondemon has quit IRC 01:04:16 *** tycoondemon has joined #openttdcoop.devzone 05:57:16 *** andythenorth has joined #openttdcoop.devzone 06:26:16 <DevZone> Project Iron Horse build #363-push: SUCCESS in 1 min 50 sec: https://jenkins.openttdcoop.org/job/iron-horse/363/ 06:34:40 <DevZone> Project Iron Horse build #364-push: SUCCESS in 2 min 5 sec: https://jenkins.openttdcoop.org/job/iron-horse/364/ 06:36:07 <DevZone> Project Iron Horse build #365-push: SUCCESS in 51 sec: https://jenkins.openttdcoop.org/job/iron-horse/365/ 06:40:06 <DevZone> Project Iron Horse build #366-push: SUCCESS in 39 sec: https://jenkins.openttdcoop.org/job/iron-horse/366/ 06:48:20 <DevZone> Project Iron Horse build #367-push: SUCCESS in 40 sec: https://jenkins.openttdcoop.org/job/iron-horse/367/ 06:55:21 <DevZone> Project Iron Horse build #368-push: SUCCESS in 41 sec: https://jenkins.openttdcoop.org/job/iron-horse/368/ 06:58:49 <DevZone> Project Japanese Buildings build #6-push: SUCCESS in 58 sec: https://jenkins.openttdcoop.org/job/jpbuild/6/ 06:59:12 <DevZone> Project Iron Horse build #369-push: SUCCESS in 51 sec: https://jenkins.openttdcoop.org/job/iron-horse/369/ 07:04:49 *** andythenorth has quit IRC 07:05:06 <DevZone> Project Iron Horse build #370-push: SUCCESS in 41 sec: https://jenkins.openttdcoop.org/job/iron-horse/370/ 07:14:38 *** andythenorth has joined #openttdcoop.devzone 07:18:55 <DevZone> Project Iron Horse build #371-push: SUCCESS in 1 min 31 sec: https://jenkins.openttdcoop.org/job/iron-horse/371/ 07:45:01 <DevZone> Project Iron Horse build #372-push: SUCCESS in 1 min 22 sec: https://jenkins.openttdcoop.org/job/iron-horse/372/ 07:47:05 <DevZone> Project Iron Horse build #373-push: SUCCESS in 39 sec: https://jenkins.openttdcoop.org/job/iron-horse/373/ 07:49:07 <DevZone> Project Iron Horse build #374-push: SUCCESS in 1 min 43 sec: https://jenkins.openttdcoop.org/job/iron-horse/374/ 07:56:55 <DevZone> Project Iron Horse build #375-push: SUCCESS in 40 sec: https://jenkins.openttdcoop.org/job/iron-horse/375/ 09:07:13 *** Alberth has joined #openttdcoop.devzone 09:10:59 <DevZone> Project Iron Horse build #376-push: SUCCESS in 41 sec: https://jenkins.openttdcoop.org/job/iron-horse/376/ 09:16:21 <DevZone> Project Iron Horse build #377-push: SUCCESS in 2 min 11 sec: https://jenkins.openttdcoop.org/job/iron-horse/377/ 09:17:12 <Alberth> how's the iron horse going? 09:20:37 <andythenorth> up and running 09:20:48 <andythenorth> needs training :P 09:25:34 <Alberth> :) 09:28:25 <DevZone> Project Finnish Rail Infrastructure - Rails build #133-push: SUCCESS in 1 min 38 sec: https://jenkins.openttdcoop.org/job/frissrails/133/ 09:33:57 <DevZone> Project Iron Horse build #378-push: SUCCESS in 2 min 7 sec: https://jenkins.openttdcoop.org/job/iron-horse/378/ 09:39:13 <DevZone> Project Iron Horse build #379-push: SUCCESS in 45 sec: https://jenkins.openttdcoop.org/job/iron-horse/379/ 09:40:09 *** andythenorth has quit IRC 09:44:46 *** andythenorth has joined #openttdcoop.devzone 09:47:25 <DevZone> Project Iron Horse build #380-push: SUCCESS in 42 sec: https://jenkins.openttdcoop.org/job/iron-horse/380/ 09:57:23 <DevZone> Project Iron Horse build #381-push: SUCCESS in 39 sec: https://jenkins.openttdcoop.org/job/iron-horse/381/ 10:00:07 <DevZone> Project Iron Horse build #382-push: SUCCESS in 48 sec: https://jenkins.openttdcoop.org/job/iron-horse/382/ 10:02:55 <DevZone> Project Iron Horse build #383-push: SUCCESS in 54 sec: https://jenkins.openttdcoop.org/job/iron-horse/383/ 10:17:13 <DevZone> Project Iron Horse build #384-push: SUCCESS in 45 sec: https://jenkins.openttdcoop.org/job/iron-horse/384/ 10:18:41 <DevZone> Project Iron Horse build #385-push: SUCCESS in 41 sec: https://jenkins.openttdcoop.org/job/iron-horse/385/ 11:29:54 <DevZone> Project Iron Horse build #386-push: SUCCESS in 2 min 8 sec: https://jenkins.openttdcoop.org/job/iron-horse/386/ 11:34:42 <DevZone> Project Iron Horse build #387-push: SUCCESS in 50 sec: https://jenkins.openttdcoop.org/job/iron-horse/387/ 11:41:33 *** andythenorth has quit IRC 11:56:03 *** frosch123 has joined #openttdcoop.devzone 12:31:37 *** Supercheese has quit IRC 12:32:11 *** Supercheese has joined #openttdcoop.devzone 12:36:45 *** zooks has joined #openttdcoop.devzone 12:43:31 *** andythenorth has joined #openttdcoop.devzone 13:20:38 *** andythenorth has joined #openttdcoop.devzone 13:49:53 <DevZone> Project Iron Horse build #388-push: SUCCESS in 41 sec: https://jenkins.openttdcoop.org/job/iron-horse/388/ 13:55:06 <DevZone> Project Iron Horse build #389-push: SUCCESS in 38 sec: https://jenkins.openttdcoop.org/job/iron-horse/389/ 13:59:40 <DevZone> Project Iron Horse build #390-push: SUCCESS in 1 min 21 sec: https://jenkins.openttdcoop.org/job/iron-horse/390/ 14:00:09 *** zooks has quit IRC 14:13:50 <DevZone> Project Iron Horse build #391-push: SUCCESS in 1 min 35 sec: https://jenkins.openttdcoop.org/job/iron-horse/391/ 14:15:42 <DevZone> Project Iron Horse build #392-push: SUCCESS in 1 min 1 sec: https://jenkins.openttdcoop.org/job/iron-horse/392/ 15:09:35 *** andythenorth has quit IRC 15:37:44 <Alberth> Issue 6504 is considered correct by eints ({P 0 e,e,e} is seen as correct for ##plural 0), because '0' is the first argument, and 'e,e,e' is the second one 15:38:07 <Alberth> apparently, nml interpretes '0' as number instead 15:38:22 <Alberth> planetmaker: ^ 15:38:37 <Alberth> frosch123: ^ 15:38:48 <Alberth> so what should be done here? 15:43:06 <frosch123> hmm, we had the same issue with wt3 15:43:26 <frosch123> that is wt3 and strgen treating it differently 15:43:52 <frosch123> we fixed wt3 to match strgen, but i cannot remember which way that was :) 15:44:07 <frosch123> we should make it the same everywhere :) 15:47:43 <Alberth> k, that is testable :) 15:49:18 <Alberth> strgen breaks on {P 0 "stuff"} 15:51:41 <Alberth> but not on {P "0" "stuff"} 15:56:01 <Alberth> and that matches with behaviour of nml 16:30:11 <frosch123> looks good, it's unlikely that a plural form contains a number 16:30:27 <frosch123> so, the majority vote even makes sense :p 16:49:19 <DevZone> Project ISR Industrial Station Renewal build #59-push: SUCCESS in 1 min 43 sec: https://jenkins.openttdcoop.org/job/isr/59/ 17:21:04 <DevZone> Project NML - NewGRF Meta Language build #125-nightlies: SUCCESS in 2 min 58 sec: https://jenkins.openttdcoop.org/job/nml/125/ 17:33:36 *** ODM has joined #openttdcoop.devzone 17:42:35 *** andythenorth has joined #openttdcoop.devzone 18:06:33 <DevZone> Project Japanese Faces build #3-nightlies: SUCCESS in 26 sec: https://jenkins.openttdcoop.org/job/jpfaces/3/ 18:07:20 <DevZone> Project finnishtrams build #13-nightlies: SUCCESS in 1 min 13 sec: https://jenkins.openttdcoop.org/job/finnishtrams/13/ 18:09:04 *** andythenorth has quit IRC 18:15:17 <Alberth> :o more bugs :) 18:21:32 <DevZone> Project Japanese Trains build #5-nightlies: SUCCESS in 25 sec: https://jenkins.openttdcoop.org/job/jptrains/5/ 18:22:32 <DevZone> Project Japanese Buildings build #7-nightlies: SUCCESS in 25 sec: https://jenkins.openttdcoop.org/job/jpbuild/7/ 18:23:00 <Alberth> frosch123: pushed a fix and (almost) a fix to the eints repo 18:23:19 <Alberth> or rather, by sheer luck a code change :p 18:23:50 <DevZone> Project eints build #10-nightlies: SUCCESS in 13 sec: https://jenkins.openttdcoop.org/job/eints/10/ 18:28:33 <DevZone> Project ISR Industrial Station Renewal build #60-push: SUCCESS in 1 min 9 sec: https://jenkins.openttdcoop.org/job/isr/60/ 18:30:26 <DevZone> Project Nutracks build #61-nightlies: SUCCESS in 20 sec: https://jenkins.openttdcoop.org/job/nutracks/61/ 18:31:22 <frosch123> Alberth: updated server. thanks for the fixes :) 18:32:15 <Alberth> what's the idea behind "Allow more intermediate roles between TRANSLATOR and OWNER" ? 18:32:51 <Alberth> ie feature 6380 18:33:35 <frosch123> allow editing all languages and project settings for manangers 18:33:43 <frosch123> but disallow uploading languages 18:34:10 <frosch123> i started on it, but turned out boring :) 18:34:15 <Alberth> good idea 18:34:26 <Alberth> yes, it's probably very boring :) 18:39:35 *** oskari89 has joined #openttdcoop.devzone 18:40:49 <DevZone> Project Japanese Landscape build #4-nightlies: SUCCESS in 1 min 43 sec: https://jenkins.openttdcoop.org/job/jpland/4/ 18:46:58 <Alberth> I guess you should add expected role to the permissions 18:48:37 <DevZone> Project Iron Horse build #393-nightlies: SUCCESS in 1 min 30 sec: https://jenkins.openttdcoop.org/job/iron-horse/393/ 18:50:16 <DevZone> Project Japanese Signals build #3-nightlies: SUCCESS in 9.7 sec: https://jenkins.openttdcoop.org/job/jpsignals/3/ 19:05:46 <DevZone> Project OpenGFX build #91-nightlies: SUCCESS in 7 min 40 sec: https://jenkins.openttdcoop.org/job/opengfx/91/ 19:17:11 *** andythenorth has joined #openttdcoop.devzone 19:23:41 <DevZone> Project Iron Horse build #394-push: SUCCESS in 1 min 48 sec: https://jenkins.openttdcoop.org/job/iron-horse/394/ 19:25:29 <DevZone> Project Iron Horse build #395-push: SUCCESS in 1 min 48 sec: https://jenkins.openttdcoop.org/job/iron-horse/395/ 19:31:06 <DevZone> Project Iron Horse build #396-push: SUCCESS in 1 min 13 sec: https://jenkins.openttdcoop.org/job/iron-horse/396/ 20:03:00 <DevZone> Project Iron Horse build #397-push: SUCCESS in 55 sec: https://jenkins.openttdcoop.org/job/iron-horse/397/ 20:04:10 <Alberth> planetmaker: http://bundles.openttdcoop.org/opengfx/nightlies/ LATEST is not latest any more 20:05:41 <Alberth> http://bundles.openttdcoop.org/opengfx/nightlies/v5051/ actually contains 4 versions 20:07:04 <planetmaker> hm, *that* is strange. ty 20:08:47 <Alberth> the red error message was annoying :p 20:08:56 <planetmaker> :-) 20:09:18 <planetmaker> I didn't try to upload again... I actually would like to see it online on bananas... 20:09:26 <planetmaker> need to figure out that, too. 20:09:41 <DevZone> Project Iron Horse build #398-push: SUCCESS in 40 sec: https://jenkins.openttdcoop.org/job/iron-horse/398/ 20:13:03 <Alberth> hmm, almost 2000 at a 256^2 map, and still not connected all industries :) 20:13:25 <Alberth> cargo flow does create a lot of work :p 20:14:19 <planetmaker> :-) High density maps are hard to fill alone. At least with my play style 20:14:37 <planetmaker> I build some initial network. And then I'm always distracted by seeing things move ;-) 20:17:05 <planetmaker> my playstyle actually requires a daylength factor of at least 4 or 8. Or vehicle introduction rushes past without me having real chance to appreciate them :-) 20:17:56 <DevZone> Project Iron Horse build #399-push: SUCCESS in 47 sec: https://jenkins.openttdcoop.org/job/iron-horse/399/ 20:21:30 <Alberth> playing with nuts helps a lot :) 20:22:11 <planetmaker> :-) 20:22:12 <Alberth> I think I have normal density even 20:22:34 <Alberth> it's the volume of transport that makes it difficult 20:22:50 <planetmaker> firs? 20:23:05 <Alberth> no, plain-ish industries 20:23:22 <Alberth> but cargo flow where you connect all consuming industries 20:23:28 <planetmaker> with cargodist? 20:23:41 <Alberth> so you get large amount of stuff to move 20:23:57 <Alberth> yes CD without symmetry 20:24:21 <andythenorth> planetmaker: I have a solution for you 20:24:31 <Alberth> (not that I have time to serve cities much :) ) 20:24:33 <andythenorth> all we need to do is patch a crapload of server 20:24:36 <andythenorth> server? 20:24:40 <andythenorth> stuff / server /s :P 20:25:02 <Alberth> is rm a good form of patching? :p 20:25:20 <andythenorth> my solution is to daylength :) 20:25:26 <andythenorth> rm is good, but not for this case 20:26:28 <Alberth> oh, I got confused with your mentioning of "server" 20:26:45 <planetmaker> yeah, andy uses the replace command always reverse 20:27:11 <planetmaker> ;-) 20:27:21 <Alberth> this is the first time I see that :) 20:27:23 <DevZone> Project Iron Horse build #400-push: SUCCESS in 2 min 12 sec: https://jenkins.openttdcoop.org/job/iron-horse/400/ 20:27:42 <andythenorth> anyway 20:27:44 <andythenorth> tech levels :P 20:27:48 <andythenorth> solve all problems 20:27:50 <andythenorth> maybe 20:27:55 <andythenorth> except for the new ones we introduce 20:28:11 <andythenorth> I just don't know where / how to start with it 20:28:24 <planetmaker> yes-ish. could. But it needs something which defines progression of tech levels. How to make tech advance? 20:28:26 <andythenorth> the convention seems to be 'write a spec' first 20:28:37 <andythenorth> but I can only discover a spec by writing code :P 20:29:07 <andythenorth> ok, so without a GS, tech just advances over time, ottd does it. We normalise against the default temperate game. 20:29:11 <planetmaker> if tech levels is just to rename time by tech level, then it's wrong ;-) 20:29:34 <andythenorth> well the first case is to not break existing gameplay, yes? 20:29:42 <andythenorth> especially in vanilla game with no newgrfs? 20:33:27 <planetmaker> well, would be sad if it broke 20:36:07 <andythenorth> indeed :) 20:37:54 <andythenorth> tech level is just a nice abstraction to decouple gameplay progression from time (date) progression 20:38:29 <andythenorth> dunno why we didn't think of it before, instead of arsing around with daylength and such :) 20:38:42 <andythenorth> I guess GS is still quite new 20:43:16 <planetmaker> GS is quite new. People only start to really adopt it as of this year - is my impression 20:44:05 <andythenorth> anyway, tech level provides at least part of a clean interface between newgrf and GS that is 100% lacking right now 20:46:50 <andythenorth> hmm 20:46:53 * andythenorth ponders 21:07:01 <frosch123> andythenorth: there difference between tech level and daylength is exactly the R word 21:07:30 <andythenorth> oh 21:07:33 <frosch123> R people want stuff to be introduced in a specific year and change colour in an other specific year 21:07:40 <andythenorth> you mean the foamers need specific day / date? :( 21:07:53 <andythenorth> they know they can get MS Train Sim or whatever? 21:08:09 <frosch123> tech level mean throwing out all R crap, and thus it might actually work :p 21:08:39 <andythenorth> yair 21:08:45 <andythenorth> feels, um....gamelike? 21:09:18 <andythenorth> anyway, realism-lovers can have a link to this site for their needs :) http://www.hornby.com 21:09:18 <planetmaker> it would be the logical extension of the thoughts behind NUTS 21:09:19 <Webster> Title: Hornby Model Railways - Welcome to Hornby (at www.hornby.com) 21:09:21 <frosch123> maybe there are people playing civ, who research the right tech at the R time :p 21:10:13 <andythenorth> fwiw, the set I am doing with Dan definitely has some grounding in realism (compared to NUTS), but we're way off actual reality 21:12:36 <planetmaker> it's always a question of what level of realism you need or want 21:13:01 <andythenorth> in my case, the realism is realism like FISH 21:13:09 <andythenorth> *might* be real 21:13:13 <andythenorth> doesn't claim to be accurate 21:13:28 <andythenorth> plausible, but not a historical recreation 21:13:32 <planetmaker> do vehicles need to look realistic or even be modeled after those? Do dates need to match? Other stats? Or can you actually ship the new cargo "bird goo" in shiny hover-saucers on air-cushion rails? 21:13:37 <andythenorth> I think 'plausible' is not on the NUTS list :) 21:14:27 <planetmaker> NUTS is actually the default set which should ship with toyland climate ;-) 21:16:15 <Taede> including purr 21:17:11 <frosch123> planetmaker: i am not sure about the age rating of nuts :p 21:17:44 <frosch123> it's probably safe for children who cannot read yet 21:17:57 <frosch123> so < 6 or > 14 ? :p 21:19:06 <planetmaker> hm... what did I miss? :D 21:19:35 <frosch123> it uses strong words, doesn't it? 21:19:57 <planetmaker> the creator sure does ;-) 21:20:35 <andythenorth> anyway 21:20:46 <andythenorth> tech level feels like a sane addition 21:21:02 <andythenorth> I still think there's something else, less sane, like 'capability' or 'resources' or something 21:21:33 <andythenorth> tech level affects availability of vehicles, industries, objects etc, and can't regress 21:21:55 <andythenorth> something like capability or resources affects construction actions 21:22:00 <andythenorth> but might be rubbish idea 21:23:49 <andythenorth> 'yes, you have enough tech to invent steel works, but you can't build one' 21:24:23 <andythenorth> 'yes, you have blueprints for this train, but not enough resources to build 5 of them' 21:26:22 <andythenorth> maybe less detail 21:26:23 <planetmaker> hm 21:26:33 <planetmaker> ressources is money 21:26:37 <andythenorth> yar 21:26:38 <planetmaker> and LA rating 21:27:17 <andythenorth> and ultimately ottd is more towards sandbox than resource management 21:27:21 <andythenorth> imho 21:27:32 <andythenorth> really arbitrary restrictions get boring fast 21:28:32 <planetmaker> yes 21:28:43 <planetmaker> it needs a concept which gives sense to the restrictions 21:30:26 <andythenorth> railroad tycoon had scenario challenges featuring limited track or limited engines 21:30:40 <andythenorth> but not convinced for ottd 21:30:52 <andythenorth> the regions idea looks most promising 21:33:08 <andythenorth> limiting track and such is quite fine grained imho, I don't think a GS can do it well 21:33:27 <planetmaker> well. They could do for a specific scenario. 21:33:29 <andythenorth> limiting availablity of whole classes of technology is quite rough-grained, and should suit a GS 21:33:34 <Taede> limit stations within region/local authority? 21:33:50 <andythenorth> partially implemented already 21:33:55 <planetmaker> But that means s/o needs to choose newgrfs, know them well, design a map and write a GS tailored to it 21:34:12 <planetmaker> that is a big challenge. And then maybe even tailor one or more AI to compete 21:34:15 <andythenorth> planetmaker: +1 21:34:38 <andythenorth> railroad tycoon was fully integrated - game designers = content designers = scenario designers 21:34:44 <andythenorth> we are different 21:42:10 <Alberth> good night 21:42:52 *** Alberth has left #openttdcoop.devzone 21:49:54 <planetmaker> yes, this here is a different. We usually need to develop stuff more modular. More versatile 21:50:14 <planetmaker> As we don't have the manpower to pull-off one such big thing within reasonable time 21:50:24 <planetmaker> thus we need to go small steps. Which make sense on their own 21:50:37 <planetmaker> we might reach the goal. But with intermediate steps making sense on their own 21:50:43 <planetmaker> and the road thus might be longer 21:54:43 <andythenorth> I think tech level needs some spec 21:54:51 <andythenorth> if it takes too much spec, it's a bad idea :P 21:55:04 <andythenorth> but it needs to be clear what it does + doesn't offer 21:56:06 <planetmaker> yeah 21:57:23 <andythenorth> I am thinking of it as a static property 21:57:40 <andythenorth> which primarily substitutes for introduction dates on vehicles etc 21:58:16 <andythenorth> not sure how that works for, e.g. industry, where availability is a cb, not a prop 21:58:25 *** ODM has quit IRC 22:02:00 <frosch123> i thought it would only affect vehicles 22:02:43 <andythenorth> well it could 22:03:10 <andythenorth> cb 22 makes me dubious about using it for industry 22:03:20 <andythenorth> any static property stuff seems clean 22:03:33 <andythenorth> anything where newgrf has a cb, and can make decisions seems like a minefield 22:03:42 <frosch123> we can also add a new variable "tech level", which defaults to have the same value as "date" 22:03:52 <frosch123> then industries can check that var instead 22:03:57 <frosch123> it requires grf support then 22:04:04 <andythenorth> yes :( 22:04:12 <andythenorth> well...we are where we are :) 22:04:16 <frosch123> for vehicles we could cheat, but not for industries 22:04:28 <andythenorth> I should do something evil with cb 22 in FIRS 22:04:29 <andythenorth> dunno what 22:04:44 <andythenorth> but it seems to be a case of a callback-too-fat :) 22:04:47 <andythenorth> fat? 22:04:48 <andythenorth> far :P 22:05:22 <andythenorth> maybe I count how many coal mines you have 22:05:40 <andythenorth> or whether you have a statue in town # 1 22:05:44 <andythenorth> or some other silly thing 22:06:35 <planetmaker> that new property and / or variable could default to the introduction date, if not set by the NewGRF 22:06:50 <andythenorth> hmm 22:06:55 <planetmaker> then it needs not necessarily newgrf support. But could get 22:06:56 <andythenorth> so if tech level was just a date.... 22:07:09 <planetmaker> it would solve the backward compatibility problem that way 22:07:10 <andythenorth> "It's 1975, but we're stuck with 1955 tech..." 22:07:16 <frosch123> originally i thought of just reporting a different date to vehicles 22:07:23 <andythenorth> "it's 199, but we get tomorrow's tech today" 22:07:27 <frosch123> so they would introduce and recolour differently 22:07:28 <planetmaker> ah, that way around 22:07:39 <frosch123> vehicles have no storage, so they rely on what ottd tells them 22:07:51 <planetmaker> yeah... hm... :-) good! 22:07:56 <frosch123> but that does not work for industries 22:08:10 <frosch123> for them we would need explicit support 22:08:14 <andythenorth> so we could leave industries out of scope, try a patch, play test it to see if the whole thing is lame? 22:08:23 <andythenorth> then worry about the full spec? 22:08:28 <frosch123> but i am not sure how widespread techlevels are for industries 22:08:40 <andythenorth> I'm not convinced by them for industry 22:08:43 <planetmaker> what you mean 'wide spread'? 22:08:44 <frosch123> sure, there are oilrigs and stuff, but does that really matter? 22:08:58 <planetmaker> ah, progression 22:09:02 <frosch123> is it relevant to alter the techlevel of industries? 22:09:06 <planetmaker> hm.... not much. FIRS is the extreme we have 22:09:15 <andythenorth> even FIRS has problems with progression 22:09:30 <andythenorth> lack of availability of some types means broken chains 22:09:36 <andythenorth> it's not an easy problem 22:09:38 <planetmaker> yes. Industry progression is difficult to implement w/o breaking game play. Or certain ways of game play 22:10:03 <planetmaker> Might be solved by industries spawing objects... 22:10:21 <planetmaker> and by industry production / cargo callbacks 22:10:43 <planetmaker> which then needs... handling by industry tech tree :D 22:10:46 <planetmaker> nightmare :-) 22:11:08 <andythenorth> if there was a var for tech level, leave it to the industry newgrf if it wants to implement or not 22:11:14 <andythenorth> GS can still modify tech level 22:11:40 <andythenorth> GS - newgrf industry communication is so hard 22:11:45 <andythenorth> vehicles is comparatively simpler 22:12:00 <andythenorth> industries both know too much, but also too little :P 22:13:10 <andythenorth> hmm 22:13:22 * andythenorth wonders about simply lying to industries about date 22:13:26 <andythenorth> what would happen 22:14:07 <planetmaker> not much... unless they know too much. Then they'll be confused :-) 22:14:26 <planetmaker> and might close too early or too late. or produce too little or too much 22:14:42 <planetmaker> or both. or not spawn. or spawn too many 22:15:19 <andythenorth> yar :) 22:15:26 <andythenorth> so leave them out of scope for now 22:15:42 * andythenorth wants to think about this more, but is falling asleep 22:15:50 <andythenorth> maybe tomorrow ;) 22:15:52 <frosch123> planetmaker: worse 22:15:56 <frosch123> ecs will completely break 22:15:58 <planetmaker> industries are more or less static anyway 22:16:02 <planetmaker> good night, andythenorth 22:16:06 <andythenorth> good night 22:16:13 <planetmaker> frosch123, why? stockpile? 22:16:13 <andythenorth> industries *should* be static 22:16:22 <andythenorth> closure is a borked idea 22:16:27 <planetmaker> I agree 22:16:27 <frosch123> it relies on ticks and dates and production cycles being tied to each other 22:16:29 <andythenorth> and availability restrictions are meh 22:16:34 <andythenorth> anyway, good night 22:16:39 *** andythenorth has quit IRC 22:18:58 <planetmaker> ugh... mixing all that... yeah, breaks hard with any change to dates 22:20:58 <frosch123> problem is also stuff like seasons 22:21:12 <frosch123> luckily i do not know about vehicels with season effects 22:23:35 <planetmaker> :-) 22:23:42 <planetmaker> taxi: cabrio yes/no 22:23:48 <planetmaker> capacity: 2 passengers 22:23:51 <Taede> dont give V ideas 22:24:00 <planetmaker> :D 22:24:32 <Taede> or he'll have some train have sunglasses in summer and wear a scarf in winter 22:25:26 <planetmaker> lol. Actually that'd be nice to look at 22:25:32 <planetmaker> no, who is giving ideas?! 22:25:39 <planetmaker> *now 22:26:03 <planetmaker> and it would make sense for a set like Thomas the tank engine 22:26:23 <planetmaker> though I'd rather tie it to a difference in vehicle height to snow height 22:26:58 <Taede> hehe 22:27:31 <frosch123> you can also wear sunglasses above snowline 22:27:39 <planetmaker> :-) 22:29:38 <planetmaker> before I get too many strange ideas I rather also go to bed :D 22:29:49 <planetmaker> good night folks :-) - and likely till monday 22:32:05 <frosch123> night 22:32:08 *** frosch123 has quit IRC 22:32:34 <Taede> sleep well 23:00:59 *** oskari89 has quit IRC