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00:07:33 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88] 00:10:35 *** glx [~glx@000128ec.user.oftc.net] has quit [Ping timeout: 480 seconds] 00:15:44 <Oddingar> working on the sidewalks, supermop? 00:16:01 <supermop> gutters actually 00:17:00 <Oddingar> how's it going? 00:17:22 <supermop> ok but the cobblestones are a pain - 00:17:48 <supermop> its hard to get a texture and bumpmap that looks like what i want 00:18:32 <Oddingar> but you have an idea how you want it? that's a start at least P 00:18:33 <supermop> especially to get the texture to wrap around curves 00:18:33 <Oddingar> P 00:18:35 <Oddingar> :P* 00:19:12 <supermop> so instead i modelled 8 or so individual stones, with complex irregular geometries 00:19:53 *** luaduck is now known as luaduck_zzz 00:20:02 <supermop> then arrayed them on a sloped surface for the gutter 00:20:59 <supermop> but now my file that contains all of the different road tiles has tens of thousands of these little complex polysurfaces in it 00:21:00 *** Pereba [~UserNick@191.32.226.47] has quit [Ping timeout: 480 seconds] 00:21:08 <supermop> so its very laggy to work with 00:21:58 <Oddingar> so you should convert it to a texture? as a picture, kinda, to prevent that, right? 00:22:17 <supermop> if i had a newer version of my software i could instead just procedurally produce these stones right before rendering 00:22:36 <supermop> then i am back to same problem though 00:24:55 <Oddingar> you wouldn't by any chance have a screenshot of what you got for now? 00:24:59 *** Pereba [~UserNick@191.250.237.234] has joined #openttd 00:33:30 <supermop> hmm i haven't set up any of the roads for rendering yet 00:45:04 <Oddingar> ok :P well, time to sleep here, I'll see you around, hope you get it working properly :P 00:47:06 *** Pereba [~UserNick@191.250.237.234] has quit [Read error: Connection reset by peer] 01:04:27 <supermop> going with texture for now and making a bunch of the wedges for curves 01:07:41 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 01:07:44 *** mode/#openttd [+v glx] by ChanServ 01:17:44 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 01:26:15 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 01:34:01 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 01:34:22 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 02:17:20 *** Pereba [~UserNick@191.250.237.234] has joined #openttd 02:19:05 *** Tirili [~chatzilla@dslc-082-083-143-208.pools.arcor-ip.net] has quit [Quit: ChatZilla 0.9.91.1 [SeaMonkey 2.32.1/20150207155745]] 03:27:16 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 03:27:50 <supermop> paint a solid center line on curved roads? 03:28:25 <supermop> I believe that is what american roadset does 03:29:49 <supermop> as far as I know RVs never pass in curves 03:30:27 *** chillcore [~chillcore@25.239-64-87.adsl-dyn.isp.belgacom.be] has joined #openttd 03:30:44 <chillcore> hello hello 03:34:01 <chillcore> would be nice for snowline to be split of of desertline. the sandy dunes are lovely this time of year. :P 03:36:47 <chillcore> ^^^ happens because it is tied to max height setting and not height of highest generated tile (at mapgen) 03:38:45 <chillcore> and where did that copy paste from? ... seems like I typed it while typing ... hmm 03:39:20 <supermop> is it possible to have snow on desert in game? 03:40:24 <chillcore> it is one or the other ... they use the same stetting for snowline and tropical forest 03:40:59 <chillcore> it pretty much stops there though ;) 03:41:36 <chillcore> so you can not have and rainforest and snow at the same time 03:44:19 <supermop> it would be nice to do a vietnam scenario, where you have jungle near the sea, rainforest in the highlands, then snow up on the mountains in sapa 03:44:48 <chillcore> just one thingy with it that one needs to select artic to be able to change it for tropical then go back ... 03:44:50 *** Pereba [~UserNick@191.250.237.234] has quit [Quit: AdiIRC is updating to v1.9.6 Beta Build (2015/03/10) 64 Bit] 03:45:20 *** Pereba [~UserNick@191.250.237.234] has joined #openttd 03:45:20 <chillcore> ye some peeps have tried 'multiclimat' before ... did not turn out very pretty 03:45:25 <supermop> i like things like rainforest that alter tree behavior - i wish there were more tree zones 03:45:53 <supermop> doesn't that treeline patch floating around spawn only pine trees above certain height 03:46:25 <chillcore> ye ... but does it catch al the hystery? 03:46:39 <supermop> hm? 03:47:16 <chillcore> I have not tested so ... my opinion is based on loclahosts version and then still mangled I my bugpack 03:47:44 <chillcore> eg. that version did not stop lumbermills spawning bove the treeline 03:48:06 <chillcore> not the end of the workd but yeah 03:48:17 <supermop> seems like that is something for industry newgrf to decide not code or patch 03:48:25 <chillcore> indeed 03:48:39 <chillcore> still easy to break stuffs 03:48:42 <supermop> if default lumbermill spawns at 20,000 ft thats ok 03:49:00 <supermop> it just won't have anything to cut 03:49:50 <chillcore> true but if I have no rainforest in tropical then those industries that are supposed to be there ... no matter how wel you code your newgrf 03:51:03 <supermop> idk what if i play firs on a map with no water - no where for ports or fishing grounds 03:51:25 <chillcore> there is always a bit of water 03:51:33 <chillcore> min is 2 % I believe 03:51:48 <chillcore> via gui anyways :P 03:52:30 <supermop> in SE can make a map 100% flat land 03:52:56 <chillcore> yep 03:52:59 <supermop> my X road junctions are too boring visually 03:53:46 <supermop> in city zones with sidewalk i have pedestrian crossings, but still the center looks too empty 03:55:09 <supermop> in countryside I have only the stop lines, and it looks worse 03:55:35 <supermop> I could put manholes in the center, 03:55:48 <chillcore> In SE scenario creator is free ... and takes full reponsability too 03:55:53 <chillcore> you could 03:56:16 <supermop> or some of the curves lines they paint in large intersections to guide turning vehicles to correct lane? 03:57:18 <chillcore> is the road very clean? 03:57:23 <supermop> crosshatched stripes to warn cars agains blocking intersection 03:57:28 <supermop> yes so far 03:57:35 <chillcore> some dirt and or skiddmarks do wonders 03:57:45 <supermop> i eventually want to add tire and oil stains 03:57:49 <chillcore> try it on a layer ;) 03:58:38 <supermop> in curves, should centerline be solid or dashed? 03:58:45 <chillcore> solid 03:59:05 <supermop> solid looks boring - but dashed is absurd as noone should be passing in a corner 03:59:08 <chillcore> unless you can turn 03:59:35 <chillcore> then solid with one stripe-y ... 03:59:38 <chillcore> :P 03:59:45 <supermop> ah 04:00:21 <supermop> I have non-sidewalk road as nice circular curve in corners 04:00:38 <supermop> I wonder though about making city corners more square 04:04:07 <chillcore> hmm how about just draw peeps digging road all the time? or is that too much realism :P 04:04:24 <supermop> haha 04:08:10 *** HerzogDeXtEr1 [~flex@i59F6DFFD.versanet.de] has quit [Quit: Leaving.] 04:52:19 *** Pikka [~Octomom@203-206-161-219.perm.iinet.net.au] has joined #openttd 05:00:14 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 05:06:05 *** DDR [~david@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 05:06:30 *** Flygon_ [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Ping timeout: 480 seconds] 05:23:26 *** glevans2 [~glevans2@71-8-126-76.dhcp.ftwo.tx.charter.com] has quit [Ping timeout: 480 seconds] 05:31:18 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has quit [Ping timeout: 480 seconds] 05:56:01 *** Eddi|zuHause [~johekr@p5DC6629F.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p57BD5BD2.dip0.t-ipconnect.de] has joined #openttd 06:00:15 *** KWKdesign [~KWKdesign@pool-71-185-189-198.phlapa.fios.verizon.net] has joined #openttd 06:45:11 *** chillcore [~chillcore@25.239-64-87.adsl-dyn.isp.belgacom.be] has quit [Ping timeout: 480 seconds] 06:56:10 *** Pereba [~UserNick@191.250.237.234] has quit [Quit: AdiIRC: are you mad enough to use it? 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16 changes by juanjo 17:47:25 <DorpsGek> norwegian_bokmal - 4 changes by cuthbert 17:47:26 <DorpsGek> spanish - 1 changes by juanjo 18:06:28 *** Zeetherdroid [~AndChat68@99-38-92-151.lightspeed.wepbfl.sbcglobal.net] has joined #openttd 18:08:12 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 18:08:15 *** mode/#openttd [+v glx] by ChanServ 18:09:09 <Terkhen> hello 18:11:44 <Zeetherdroid> Hi 18:20:57 *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has joined #openttd 18:21:06 <DanMacK> @seen andythenorth 18:21:06 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 21 hours, 8 minutes, and 25 seconds ago: <andythenorth> is cat asleep? 18:21:26 <DanMacK> He should be round soon, lol 18:25:55 *** Wolf01 [~wolf01@95.232.38.183] has joined #openttd 18:26:39 <Wolf01> hi hi 18:26:49 <DanMacK> o/ 18:27:03 *** frosch123 [~frosch@frnk-4d0193cc.pool.mediaWays.net] has joined #openttd 18:27:06 <Wolf01> "another tooth bite the dust" 18:27:10 <Wolf01> quak 18:27:43 <frosch123> moin 18:29:38 <Zeetherdroid> Welp, guess Top Gear is screwed 18:29:57 <Zeetherdroid> Clarkson in his infinite idiocy went and got himself suspended 18:30:43 <frosch123> maybe he can call top gun for backup 18:32:56 <frosch123> Eddi|zuHause: the 64k vehicle limit was increased to something like 1M 18:33:07 <Eddi|zuHause> ah 18:33:13 <Eddi|zuHause> i probably was told that already 18:33:34 <frosch123> blame articulated vehicles :p 18:45:00 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 18:45:11 <andythenorth> cat is at the end of my garden, sat on the wall 18:45:12 <andythenorth> looking at me 18:45:16 <andythenorth> not my cat 18:45:18 * andythenorth has no cat 18:46:29 <Alberth> ha, that's what people think, cats know better :p 18:49:42 *** Progman [~progman@p57A192B8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:52:26 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 18:57:16 *** ub_umstieg [~chatzilla@88.134.130.45] has joined #openttd 18:58:20 <ub_umstieg> hi all today i did a new systemsetup and installed 1.5beta2 BUT the map creation is realy bad somany oilrigs just view tiles away from oilpruduction 18:58:32 <andythenorth> map creation is just really bad 18:58:34 <ub_umstieg> and most on the edges located 18:58:47 <andythenorth> I donât think anything changed for industry location in 1.5? 18:58:58 <ub_umstieg> this has beeen mutch beter on 1.04 18:59:44 <andythenorth> did you create hundreds of maps to test it? o_O 18:59:56 <ub_umstieg> no only 4 19:00:18 <ub_umstieg> i overlooked the first and thought bud luck 19:00:35 <ub_umstieg> but then the second came in with lined up citys 19:01:02 <ub_umstieg> the third had to many dimand 19:01:09 <andythenorth> itâs just randomness being random 19:01:13 <ub_umstieg> the 4th now is ok to play 19:01:44 <andythenorth> itâs unfortunate, but random doesnât guarantee playable maps 19:01:48 <andythenorth> :P 19:01:55 <ub_umstieg> ok 19:02:00 <DorpsGek> Commit by translators :: r27179 /trunk/src/lang (12 files) (2015-03-09 18:15:33 UTC) 19:02:02 <DorpsGek> -Update from WebTranslator v3.0: 19:02:03 <DorpsGek> afrikaans - 10 changes by telanus 19:02:04 <DorpsGek> croatian - 4 changes by VoyagerOne 19:02:05 <DorpsGek> finnish - 4 changes by jpx_ 19:02:06 <DorpsGek> hebrew - 9 changes by oofnik 19:02:07 <DorpsGek> italian - 3 changes by lorenzodv 19:02:08 <DorpsGek> korean - 11 changes by Gimel3830, telk5093 19:02:09 <DorpsGek> lithuanian - 4 changes by Stabilitronas 19:02:11 <DorpsGek> polish - 4 changes by wojteks86 19:02:12 <DorpsGek> romanian - 29 changes by kneekoo 19:02:14 <DorpsGek> gaelic - 4 changes by GunChleoc 19:02:15 <DorpsGek> slovak - 17 changes by Milsa 19:02:16 <DorpsGek> spanish - 4 changes by SilverSurferZzZ 19:02:18 <ub_umstieg> as i do only play one map per real year i found a god one 19:03:12 <ub_umstieg> BYE 19:03:16 *** ub_umstieg [~chatzilla@88.134.130.45] has quit [Quit: ChatZilla 0.9.91.1 [Firefox 35.0.1/20150125222008]] 19:03:31 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has joined #openttd 19:04:12 <DorpsGek> Commit by translators :: r27179 /trunk/src/lang (12 files) (2015-03-09 18:15:33 UTC) 19:04:13 <DorpsGek> -Update from WebTranslator v3.0: 19:04:14 <DorpsGek> afrikaans - 10 changes by telanus 19:04:15 <DorpsGek> croatian - 4 changes by VoyagerOne 19:04:16 <DorpsGek> finnish - 4 changes by jpx_ 19:04:17 <DorpsGek> hebrew - 9 changes by oofnik 19:04:18 <DorpsGek> italian - 3 changes by lorenzodv 19:04:19 <DorpsGek> korean - 11 changes by Gimel3830, telk5093 19:04:20 <DorpsGek> lithuanian - 4 changes by Stabilitronas 19:04:21 <DorpsGek> polish - 4 changes by wojteks86 19:04:22 <DorpsGek> romanian - 29 changes by kneekoo 19:04:23 <DorpsGek> gaelic - 4 changes by GunChleoc 19:04:24 <DorpsGek> slovak - 17 changes by Milsa 19:04:25 <DorpsGek> spanish - 4 changes by SilverSurferZzZ 19:04:31 <DorpsGek> Commit by translators :: r27180 /trunk/src/lang (3 files) (2015-03-10 17:47:16 UTC) 19:04:32 <DorpsGek> -Update from WebTranslator v3.0: 19:04:33 <DorpsGek> catalan - 16 changes by juanjo 19:04:34 <DorpsGek> norwegian_bokmal - 4 changes by cuthbert 19:04:35 <DorpsGek> spanish - 1 changes by juanjo 19:05:27 *** gelignite [~gelignite@i528C36B7.versanet.de] has joined #openttd 19:08:46 *** Celestar [~Celestar@fire3.tngtech.com] has quit [Ping timeout: 480 seconds] 19:10:30 *** namad7 [~aaaaa@pool-74-111-111-176.pitbpa.fios.verizon.net] has quit [] 19:42:30 *** Oddingar [~Odd@141.0.235.109] has joined #openttd 19:43:56 <Samu> oh busybee is done by alberth? interesting 19:44:20 <Alberth> andy also helped 19:44:32 <Samu> i once sent steel to a factory 19:44:42 <Samu> just had to build the steel mill near it 19:44:45 <Samu> lel 19:48:20 *** DanMacK [~3fee8a84@188.cimarosa.openttdcoop.org] has quit [Ping timeout: 480 seconds] 19:48:53 <andythenorth> DanMacK wonât you come back :( 19:50:30 <V453000> so yeah the train I was rigging, I just discovered that making it render properly is pretty much impossible 19:50:53 <V453000> the only option I seem to have is to freeze the rig and create meshes from it in a couple forms ._. 19:50:59 <V453000> but cant leave it animatable 19:51:01 *** Biolunar [Biolunar@blfd-d9bf6ac8.pool.mediaWays.net] has quit [Quit: Yo.] 19:51:02 <V453000> hm, Probably 19:51:05 <V453000> Probably! 19:51:16 <V453000> fuck why do I realize there are other ways just the second I write stuff down 19:51:29 *** roidal [~roland@cm140-210.liwest.at] has quit [Quit: WeeChat 1.0.1] 19:58:21 <Alberth> it's called teddy bear programming http://blog.adrianbolboaca.ro/2012/12/teddy-bear-pair-programming/ 19:59:03 <planetmaker> :) 19:59:52 <V453000> yeah I read about that already 19:59:58 <V453000> I actually laughed. :D 20:00:04 <V453000> but yeah I realize how important it iz 20:00:50 *** Zeetherdroid [~AndChat68@99-38-92-151.lightspeed.wepbfl.sbcglobal.net] has quit [Remote host closed the connection] 20:01:27 *** Klanticus_ [~quassel@179.234.179.109] has joined #openttd 20:01:37 <Samu> is there any AI capable of dealing with infrastructure maintenance? 20:02:51 *** smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20:03:35 *** Klanticus [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 20:03:48 <V453000> omfg this new idea solves so many things 20:03:57 <V453000> it wont be easy, but it is already so helpful :) 20:03:59 <Alberth> :) 20:04:30 <Alberth> thinking about a problem in the right way is halfway to solving it 20:04:48 <V453000> basically when creating the rig- the mechanism how it works - links between objects how they move,rotate, ... which is the drivetrain of the wheels, relies on locking some axis in movement in order to make some of the pistons move properly, etc 20:05:05 <V453000> which is downright useless once I need the engine to rotate in order to render 20:05:15 <V453000> - so I will just make the camera and sun rotate 20:05:17 <V453000> that is one thing 20:05:49 <V453000> until now I tried to use some very over-complicated methods to just do the rig "better", but some parts are probably just a no-go 20:05:56 <frosch123> sounds like you have train-centric view of the universe 20:06:00 *** _dp_ [~dP@95-55-6-252.dynamic.avangarddsl.ru] has quit [Ping timeout: 480 seconds] 20:06:14 <Samu> yesterday i was talking to someone about ai framework 20:06:15 <Alberth> a common concept in this channel :p 20:06:17 <V453000> then there is another issue, the whole rig also has to scale in all views - to 83% in normal, to 116% on diagonal 20:06:23 <V453000> XD ok frosch123 20:06:37 <V453000> and the rigs of course also failed miserably at scaling 20:06:50 <V453000> good thing from this point is that some methods sucked at rotating, some sucked at scaling 20:07:05 <V453000> since I only have to worry about scaling now, I can use some of them :) 20:07:18 <V453000> /monologue over, andythenorth is next 20:07:22 <Samu> can each ai company have it's own thread usage? 20:07:39 <Samu> putting all them to the same thread slows down things :( 20:08:11 <andythenorth> V453000: I got nothing today :| 20:08:19 <V453000> :( 20:08:21 <andythenorth> I am thinking of starting a new game though 20:08:23 <andythenorth> with new Busy Bee 20:08:28 <V453000> :) 20:08:38 <planetmaker> Samu, each AI company does have its own thread 20:08:38 <andythenorth> also when is someone going to fix consists? :( 20:08:48 <andythenorth> and also a 5th transport type 20:08:50 <andythenorth> and map gen 20:08:59 *** Rubidium_ is now known as Rubidium 20:08:59 <andythenorth> and % full load orders 20:09:06 <Rubidium> Samu: yeah, but putting a guard at each tile and object to ensure only one AI is interacting with it is even more expensive 20:09:06 <andythenorth> so many ponies 20:09:11 <V453000> I just donated some shit to Factorio.com so they gave me access to their graphics wiki ... they also do 3D -> sprites, more specifically blender ... but regardless it is very interesting 20:10:10 *** Klanticus_ [~quassel@179.234.179.109] has quit [Ping timeout: 480 seconds] 20:10:31 <frosch123> V453000: visit them in person :p they are in prague after all 20:10:44 <V453000> idk? :D 20:11:09 <frosch123> they want to add more train stuff iirc :p 20:11:37 <V453000> lol indeed 20:11:38 <V453000> XD 20:11:40 <V453000> they are in prague 20:12:18 <frosch123> hmm, though i think the graphics guy is in spain 20:12:20 <Samu> only one ai company can interact at a time per tile? 20:12:26 <V453000> :) 20:12:32 <frosch123> the devs are in prague 20:12:55 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 20:13:14 <Samu> could they queue actions? 20:13:25 <Alberth> andythenorth: orders need to be broken down in smaller units, imho 20:13:49 <Alberth> where a train can do several at the same time in some way 20:13:52 <V453000> frosch123: do you play that cancer too or? :D 20:14:20 <frosch123> V453000: sure, but pipe networks annoy me 20:14:42 <V453000> I hate when you pollute your pipe with some different cargo 20:14:49 <V453000> but other than that no problemo :D 20:14:53 *** _dp_ [~dP@95-55-15-112.dynamic.avangarddsl.ru] has joined #openttd 20:15:13 <V453000> my attempt to make a gigantic mainline of belts has not been realized yet though XD separate cargoes are just so much more efficient 20:15:49 <andythenorth> Alberth: parallel orders? o_O 20:16:15 <frosch123> V453000: i think the only way to make oil at least somewhat interesting is to transport it in barrels :p 20:16:19 <V453000> more problem I have with it when I compare it to openttd in the end-game and replayability 20:16:34 <V453000> yeah ... I didnt try the barrel method yet though 20:16:42 <planetmaker> how does that compare there, V453000 ? 20:16:48 <andythenorth> V453000: itâs better? o_O 20:16:53 <planetmaker> I wondered previously already about that game, but... still unsure 20:17:05 <V453000> pm, when I build stuff in factorio, it -just-works- and you dont need to change it anymore 20:17:05 <frosch123> i think there is too much freedom in factorio 20:17:12 <frosch123> the landscape provides no restrictions 20:17:20 <frosch123> it's like ottd with copy&paste patch :) 20:17:22 <V453000> it is a lot of fun to set stuff up, but after some time it gets rather repetitive 20:17:28 <Alberth> andythenorth: expanding to more complicated mega-orders seems the wrong solution, eg for unloading some of the cargo, for example 20:17:40 <V453000> in the end of the game the only job you have is to get more resources for the expiring ones 20:17:54 <frosch123> i wondered whether it gets better in coop multiplayer 20:17:56 <V453000> while in OpenTTD, there is always something you could do better, and it helps 20:18:09 <frosch123> but yes, i wondered about the end-game 20:18:16 <V453000> I think coop multiplayer will make it more interesting as it will get a lot bigger scale - rail tracks will get interesting, etc 20:18:22 <V453000> now belts > tracks a lot 20:18:22 <frosch123> the science packs are kind of stupid, because at some point you do not need them 20:18:36 <V453000> well yeah but thats fine, just need use for them later 20:18:40 <frosch123> so, i wondered whether the goal should be maximize effiency modules 20:18:44 <frosch123> *efficiency 20:18:51 <V453000> even so, how 20:19:04 <V453000> you maximize them, fine, done, end of game nothing to see here, move on to another 20hour game 20:19:14 <V453000> with multiplayer probably more than 20h 20:19:15 <V453000> but still 20:19:34 <V453000> the thing I miss is something to force you to _within one game_ improve your designs 20:19:49 <V453000> if you make a great furnace design, it probably works just as well as a worse one on bigger footprint 20:20:03 <frosch123> the idea of efficency modules would be, that it slows down everything, so you need more, and in the end produces even more 20:20:12 <frosch123> i do not know whether it is actually solveable :p 20:20:20 <V453000> it is partially remedied by the pollution which makes it harder, so you can decide to build big and fat, but face consequences - OR - play nice and small and efficient 20:20:28 <V453000> XD 20:20:31 <V453000> right 20:20:51 <V453000> yeah frosch123 I dont think the thing is solvable, it is just a systematic thing that openttd kind of offers 20:21:14 <V453000> though in openttd it is very much given by the fact that original industries have so huge production cap that it feels like infinity 20:21:40 <Samu> nerf trains 20:21:41 <V453000> I think something like pollution is one of the possible big ways to go 20:22:05 <V453000> e.g. making it really have big impact, once you reach too much pollution, aliens attack WAY more 20:22:07 <V453000> etc 20:22:15 <V453000> to some degree that you find it really hard to defend 20:22:23 <V453000> now you just spam laser turrets - I even use them for offense 20:22:47 <frosch123> yup, laser turret are easiest for offence :p 20:22:49 <V453000> if you had to think about your network as a whole, and have the main idea to minimize pollution, it would get very interesting 20:22:52 <V453000> yeah 20:23:07 <V453000> my so far top startegy is to get laser turret tech ASAP, and then just make mass production of turrets 20:23:16 <frosch123> i don't like personal fighthing, too risky to get stuck between some trees :p 20:23:36 <Samu> disable plant tree button to please authorities 20:23:38 <V453000> yeah well ... turrets, big shield, bots :) 20:23:48 <V453000> the bots arent even necessary but later they are handy 20:23:58 <frosch123> otoh, i wonder whether feeding turrets with bullets would be interesting 20:24:17 <frosch123> i mean with transport belt feeding 20:24:23 <V453000> idk, it is a great game, one of the best smart games, probably 2nd after openttd for me in this regard, but lacks something that would make me play it for longer 20:24:33 <frosch123> but i actually don't know which deal more damage 20:24:41 <V453000> lasers deal more I think 20:24:46 <V453000> but I havent tested 20:24:51 <frosch123> actually, it would be more balanced if bullets would make more damage than lasers 20:25:06 <V453000> but sure, though electricity would have to be a LOT harder to get, or lasers would have to consume WAY more 20:25:07 <Samu> what are you talking about? i thought it was openttd 20:25:15 <V453000> otherwise piercing ammo is just expensive 20:25:28 <V453000> yeah it probably would 20:25:41 <frosch123> well, once my batteries ran out at night :p 20:25:59 <V453000> lasers/solar energy for no upkeep cost, bullets/coal for raw power 20:26:22 <V453000> would make sense but the idea of offense with towers would move to even more insanity with bullets XD 20:26:36 <V453000> though admittedly filling turrets with ammo manually is PITA 20:27:08 <frosch123> actually, i started playing in god-mode, i.e. without character 20:27:18 <frosch123> then pipes are less annoying because you cannot block your path 20:27:30 <V453000> XD I didnt know you can even do that 20:27:36 <V453000> but yeah I basically only build the ground pipes 20:27:41 <V453000> mainly for that reason 20:28:06 <frosch123> yeah, that is some kind of conflict i have 20:28:17 <frosch123> either build stuff compact and get stuck everywhere, and run out of space 20:28:31 <frosch123> to leave much space inbetween which makes it kind of boring 20:28:39 <frosch123> there are no real space restrictions 20:28:53 <frosch123> unless i completely failed at figuring out the map generator :p 20:29:21 <frosch123> s/to/or 20:29:52 *** GriffinOneTwo [~oftc-webi@adsl-68-125-33-61.dsl.irvnca.pacbell.net] has joined #openttd 20:29:55 <V453000> XD 20:30:01 <V453000> the map seems endless yes :) 20:30:24 <Samu> more disasters 20:30:25 <V453000> which is also retarded efficiency wise because you can have like 8 beacons around everything and be done with it, fuck space 20:31:16 <Samu> high production of coal, higher risk of mine collapsing 20:31:39 <V453000> nyway enough rant, the game is in alpha and is fun for MANY hours already, I think I played about 40 hours total and there is still a lot to try, I never had the flying logistic robots and a lot more stuff for example 20:31:43 <frosch123> planetmaker: btw have you seen the trailer? it's awesome :) 20:31:59 <Samu> what game 20:32:19 <frosch123> V453000: did you try the logic signals? 20:32:23 <V453000> openttd still stays n1 in endless improving etc though :P 20:32:25 <V453000> nay 20:32:32 <V453000> I didnt really mess with the trains much 20:32:38 <V453000> didnt try any signals 20:32:48 <V453000> I found belts to be interesting enough 20:32:50 <frosch123> yeah, i only managed 3 stations so far, with a single train 20:33:02 <frosch123> i have no idea what scale to build to need more than one train :p 20:33:09 <V453000> XD yeah 20:33:17 <V453000> I think the train is mainly multiplayer thing 20:33:20 <frosch123> yup, i also focussed on belts :) 20:33:27 <V453000> you really need gigantic distances to make them worth anything 20:33:34 <planetmaker> frosch123, I watched on trailer some time ago 20:33:38 <V453000> not even considering the time you need to put into research and actually setting it up 20:33:41 <frosch123> recombining and shuffinglin cargos between the sides is the most fun part for me, i guess 20:34:04 <V453000> yeah 20:34:12 <V453000> that is a nice mechanic of the belt 20:34:19 <V453000> I often combine 2 cargoes, one on each half :) 20:34:37 <V453000> it is probably the easiest way to get easy array of lab pack 3 (blue) assembling machines 20:34:45 <V453000> since it needs like 4 ingredients 20:34:58 <V453000> all of them being advanced stuff 20:35:25 <Samu> what are you guys talking about 20:35:41 <frosch123> factorio.com 20:36:39 <V453000> moar doom later, gnight :) 20:57:17 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has left #openttd [] 21:00:13 *** HerzogDeXtEr1 [~flex@i59F6A014.versanet.de] has joined #openttd 21:05:41 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 21:05:53 *** HerzogDeXtEr [~flex@i59F6DFFD.versanet.de] has quit [Ping timeout: 480 seconds] 21:20:37 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 21:20:59 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Read error: Connection reset by peer] 21:26:54 *** supermop [~supermop@d110-33-177-242.sun801.vic.optusnet.com.au] has joined #openttd 21:29:04 *** shirish [~quassel@59.94.127.212] has joined #openttd 21:30:50 <supermop> yo 21:31:25 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 21:35:30 *** dustinm` [~dustinm`@2607:5300:100:200::160d] has quit [Ping timeout: 480 seconds] 21:36:31 *** ST2 [~ST2@2607:5300:60:1bde::1] has quit [Ping timeout: 480 seconds] 21:39:12 *** dustinm` [~dustinm`@105.ip-167-114-152.net] has joined #openttd 21:39:18 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:43:17 *** gelignite [~gelignite@i528C36B7.versanet.de] has quit [Quit: http://bit.ly/1kso8Ta] 22:03:17 *** frosch123 [~frosch@frnk-4d0193cc.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:12:56 *** ST2 [~ST2@2607:5300:60:1bde::1] has joined #openttd 22:35:48 *** Progman [~progman@p57A192B8.dip0.t-ipconnect.de] has joined #openttd 22:47:32 *** APTX_ [~APTX@87-207-72-117.dynamic.chello.pl] has joined #openttd 22:49:52 *** APTX [~APTX@87-207-72-117.dynamic.chello.pl] has quit [Ping timeout: 480 seconds] 22:55:07 *** Suicyder [~Suicyder@86.92.59.88] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 23:01:32 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 23:05:38 *** Progman [~progman@p57A192B8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:20:18 <supermop> almost done modeling roads 23:20:31 <supermop> just need to decide what to do about road termini 23:23:26 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has joined #openttd 23:25:02 <Wolf01> 'night 23:25:09 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:38:59 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 23:48:13 *** JacobD88 [~Thunderbi@cpc20-stap11-2-0-cust392.12-2.cable.virginm.net] has quit [Quit: JacobD88]