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Log for #openttd on 22nd September 2015:
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06:21:01  <Pikka> isn't it
06:21:20  <peter1138> yes no
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06:32:31  <andythenorth> horses
06:37:56  <V453000> uranus
06:44:09  <andythenorth> roflcopter
06:55:00  <andythenorth> Pikka: making anything? o_O
06:57:12  <V453000> show picturz! :>
06:57:30  <Pikka> ummmmm
07:02:25  <Supercheese> We've got Pineapple, so what's next must be... Piña Colada?
07:02:47  <V453000> SnailKingdom
07:06:30  <andythenorth> Dwarf Fortress
07:06:36  <Pikka> maybe some small pineapple releases while I work on the Next Big Thing. for the moment, mostly uni work...
07:06:36  <andythenorth> build castles
07:06:46  <Pikka> then I'm playing postman pat over christmas
07:06:55  <V453000> obvious question: what is next big thing? :>
07:07:15  <Pikka> I'll let you know once I know ;)
07:07:22  <V453000> :C
07:29:01  <Pikka> what's next from andy and V?
07:29:17  <V453000> nothing from me probably
07:29:23  <V453000> for a while at least
07:29:45  <V453000> could at least attempt to make some releases of the wip work before I fuck off entirely
07:31:25  <V453000> I think BRIX is very close to looking at least as complete as RAWR ... usable, not complete
07:31:31  <V453000> but time
07:32:14  <Pikka> exactly
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07:35:09  <andythenorth> yair
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07:36:07  <V453000> I got a job for factorio, idkf if you know the game
07:36:32  <V453000> somewhere I kind of want to keep making things for openttd here and there, but it is probably just nostalgia and force of habit
07:37:20  <V453000> apart from simply "beign a job", the community is so much more alive, anything we make gets TONS of feedback from all over everywhere, there is WAY less technical problems with creating graphics, and there is a lot of room to make new things
07:37:29  <V453000> so idk what is next :)
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07:57:26  <Wolf01> o/
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08:53:02  <Supercheese> Factorio, huzzah
08:53:21  <Supercheese> I look forward to your work for it :)
08:53:52  <Supercheese> just released my first (tiny) mod for it, in fact
08:54:49  <Supercheese> and all mods are essentially just source code, like if OTTD just read .nml files directly
08:55:10  <Supercheese> and associated graphics, of course
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09:36:24  <Wolf01> about factorio... how do i update to 0.12? i'm stuck with 0.11.22 and i can't find any update :|
09:38:29  <Wolf01> oh, they are experimental
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10:05:15  <peter1138> https://www.youtube.com/watch?v=ilnzJBkWfIE < heh, 2œ years ago
10:05:36  <peter1138> Maybe 2Ÿ...
10:24:58  <Eddi|zuHause> https://pbs.twimg.com/media/BBZuE1wCQAA3NeQ.jpg
10:36:52  <Wolf01> http://www.douglas-self.com/MUSEUM/LOCOLOCO/bousquet/bousquet%20model%20CNAM%201a.jpg 0-6-2-2-6-0 wtf
10:39:17  <Pikka> I see
10:39:48  <Pikka> the cylinders are in the middle so that the steam connection can go through the rotating pivot, giving a better seal than pipes which have to move sideways too.
10:45:54  <planetmaker> commit it, peter1138 ;)
10:55:22  <peter1138> nah, nobody was interested in it
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13:21:14  <V453000> RGB CC is awesome.
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14:14:03  <peter1138> it's pointless
14:15:14  <Wolf01> just add 16M colors on the dropdown
14:21:10  <peter1138> :S
14:21:14  <planetmaker> why is it pointless?
14:21:47  <planetmaker> if colourful pixels are pointless, then is the entire game as well
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14:29:52  <peter1138> yes that's true, it is pointless
14:31:46  <andythenorth> o/
14:31:52  <andythenorth> it’s always pointless
14:31:54  <andythenorth> all of it
14:32:00  * andythenorth spreads light and joy
14:32:56  <andythenorth> Eddi|zuHause makes a good argument for just not giving a fuck about offending people
14:34:01  <Eddi|zuHause> i'm not saying never care. but the 80-20 rule applies
14:34:58  <Eddi|zuHause> if you don't offend the other 80%, you've done a good enough job
14:35:41  <andythenorth> I thought it was well put
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16:39:54  <andythenorth> lo Alberth
16:40:03  <Alberth> hi hi
16:40:13  <Alberth> new firses appear all the time :)
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16:54:05  <DanMacK> Hey all
16:54:18  <andythenorth> moar firses Alberth
16:54:23  <andythenorth> translations, innit :)
16:54:46  <Alberth> all translators will be happy
16:56:11  <andythenorth> somehow musa encourages releasing
16:56:23  <andythenorth> although the instructions could be

16:56:26  <andythenorth> dunno, are there any?
16:56:37  <andythenorth> I read  --help, but I’m
16:56:40  <andythenorth> used to that
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17:21:19  <Alberth> don't remember tbh
17:22:39  <Alberth> someone made the BB makefile target, it wasn't me, I think
17:23:05  <Alberth> oh, bee reward had weird costs
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17:23:23  * andythenorth should look at BB features again
17:23:31  <andythenorth> (unrelated to musa)
17:23:44  <andythenorth> < 1000t goals doesn’t work that well in my current game
17:26:06  <Alberth> playing ships only?
17:28:04  <andythenorth> nah
17:28:14  <andythenorth> just weird to build a route for 350t of food :)
17:28:24  <andythenorth> logically, the amount is irrelevant really
17:28:31  <andythenorth> but logic is not always the reason
17:30:59  <Alberth> I find it kind of fun to have such low requests
17:31:10  <andythenorth> maybe I should overlook them :)
17:31:17  <Alberth> but maybe increase faster in the beginning?
17:31:29  <andythenorth> don’t know :)
17:31:32  <Alberth> ie making them less often appearing
17:31:45  <andythenorth> BB is fun, just feel like I should contribute more :P
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17:32:05  <Alberth> sounds like a good reason to me :)
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17:45:17  <DorpsGek> Commit by translators :: r27403 trunk/src/lang/polish.txt (2015-09-22 19:45:10 +0200 )
17:45:18  <DorpsGek> -Update from WebTranslator v3.0:
17:45:19  <DorpsGek> polish - 7 changes by McZapkie
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18:42:49  <dlhero> one mechanic I haven't quite understood...
18:43:20  <dlhero> with firs, I produce esp/fsp at a machine shop and then *transfer* these to two different of stations
18:43:36  <dlhero> the fsp station is rated outstanding
18:43:43  <dlhero> the esp station is rated poor
18:43:51  <dlhero> does that affect esp production at original station?
18:44:49  <andythenorth> nope
18:47:53  <dlhero> :/
18:50:16  <andythenorth> why would it ?
18:52:39  <dlhero> well I had the same amount of trains (with almost same journey) and esp had rating 18% outputing just a fraction of fsp which was rated at >50%
18:53:26  <dlhero> anyway I think it was an issue of too few trains.
19:04:19  <andythenorth> eh, if we hit the ~16k articulated vehicle ID limit in Iron Horse, is it fixable in OpenTTD?
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19:05:12  <frosch123> you need grf version 9 with 32bit callback results :)
19:05:43  <Alberth> :)
19:06:10  <frosch123> or was that grf version 10?
19:06:38  <Alberth> stat safe, use N+1
19:06:42  <Alberth> *stay
19:06:43  <frosch123> (i leave it to your imagination whether that is 2 or 8 versions ahead)
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19:07:07  <Alberth> N+(2+)  :p
19:07:29  <frosch123> i am quite sure eddi has an opinion whether grf versions should be counted decimal or hexadecimal
19:08:12  <Alberth> no problem    N+(0x2+)
19:08:40  <andythenorth> it takes a while to draw enough trains to use that many IDs :P
19:08:44  <andythenorth> but eh
19:08:55  <andythenorth> currently I am faffing around trying to micro-manage ranges of IDs
19:08:58  <andythenorth> boring
19:09:00  <Alberth> add a isron horse2b :p
19:09:08  <Alberth> *iron
19:09:14  <andythenorth> that is my plan b
19:09:55  <Alberth> how do you get 16k vehicle IDs without insane numbers of trains?
19:10:24  <andythenorth> rosters
19:10:30  <andythenorth> and 3 part vehicles
19:10:46  <Taede> just for comparison sake, how many vehicle id's does 2cc have?
19:10:48  <frosch123> Alberth: he reserves ranges of 1024 ids for specfic purposes, and then deprecates thenm
19:10:51  <andythenorth> and ID ranges for types of vehicles that are reserved, but often not 100% used
19:10:56  <andythenorth> also what frosch said :P
19:11:20  <Alberth> oh
19:11:21  <frosch123> should grf version 9 increade the grfid to 64bit?
19:11:34  <Alberth> make it 128 bit, just to be safe :p
19:11:34  <andythenorth> Road Hog I just start at 0 and count up in 10s :P
19:11:34  <frosch123> also cargo labels
19:11:59  <andythenorth> yeah 64bit grfid, we can reserve acres per author
19:16:35  <Alberth> you can just number each roster from 0 onward, right?
19:18:03  <Eddi|zuHause> <frosch123> (i leave it to your imagination whether that is 2 or 8 versions ahead) <-- obviously, you should skip 9 and go straight for 10
19:19:06  <Alberth> thus avoid any problem with 95 and 98, sounds fair
19:19:21  <frosch123> i don't think grf verison 8 is that bad
19:19:35  <andythenorth> Alberth: I can yes, that is an alternative
19:19:53  <andythenorth> I have to faff about a bit more, and action 2 chains are dangerous
19:20:18  <andythenorth> would be unclear which vehicle ID was being used in cbs
19:20:18  <Eddi|zuHause> andythenorth: why do you need ranges for each roster?
19:20:34  <andythenorth> ‘need’ is a strong word
19:20:38  <andythenorth> the implementation happened that way
19:20:40  <Eddi|zuHause> CETS works fine without ranges
19:20:49  <Alberth> otherwise he wouldn't run out of ids?
19:20:56  <andythenorth> it was an artefact of the actual design for the set
19:20:57  <Eddi|zuHause> i have a range for first, second and third vehicle parts
19:21:15  <andythenorth> yeah, that would also work
19:21:31  <andythenorth> I am picking least-work refactoring at this point though
19:21:34  <Eddi|zuHause> with 0x1000 possible vehicles each
19:22:14  <Eddi|zuHause> andythenorth: i have a "company" column in the tracking table, which basically is the same as your rosters, i imagine
19:22:19  <andythenorth> similar
19:22:37  <Eddi|zuHause> there is no point in encoding that into the vehicle ID
19:23:17  <peter1138> if you care about vehicle ids you're probably doing something silly/wrong
19:23:23  <andythenorth> Eddi|zuHause I am +1 to the argument, and -1 to refactoring existing code to accomodate that
19:24:22  <Eddi|zuHause> if CETS reaches 4k vehicles, i get a problem ;)
19:26:36  <andythenorth> I keep this quote at the top of my to-do list
19:26:37  <andythenorth> “"Eddi|zuHause:if you know it won't change, there's no point in refactoring””
19:27:08  <Eddi|zuHause> yay, out of context quote.
19:27:20  <andythenorth> was w.r.t FIRS, but eh, it’s a good quote
19:27:36  <andythenorth> Iron Horse might make it to 2000 vehicles, and it will take ~10 years to do that
19:27:45  <andythenorth> but eh, we did silly 3 part vehicles
19:28:04  <Alberth> still only 6k vehicles
19:28:06  <andythenorth> and I lazy-allocated ranges in blocks of 10 or so to make counting easy :P
19:28:26  <andythenorth> and sub-divided into stupid allocations for ‘engines’, ‘wagons’, ‘extra engines’, ‘extra wagons'
19:28:32  <andythenorth> oh and a special range for ‘wtf'
19:28:34  <andythenorth> this was silly
19:28:39  <andythenorth> I bin that, move on
19:28:53  <Eddi|zuHause> yes, that probably was silly
19:29:04  <Alberth> how is engines different from extra engines?
19:29:30  <Eddi|zuHause> the only requirement for my vehicle IDs was that they should be stable across adding/removing vehicles
19:29:48  <andythenorth> this is what arises from trying to stick to arbitrary limits for number of vehicles
19:29:55  <andythenorth> that is a BAD FEATURE
19:30:09  <andythenorth> where is that pikka? :P :)
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19:31:35  <Eddi|zuHause> if you turn upside down, maybe you recognize him easier?
19:31:48  <Demosthenex> so, is it worthwhile to tack on a mail car or passenger car to all my trains?
19:32:02  <andythenorth> “there will always be 24 ‘standard’ engines, and 24 or less narrow gauge / metro / maglev” :P
19:32:23  <andythenorth> yay, until we start on roster number 2 :P
19:32:30  <Eddi|zuHause> Demosthenex: depends what you're trying to achieve
19:32:45  <andythenorth> if you want to transport mail or pax, add those cars :)
19:32:50  <andythenorth> otherwise no
19:41:31  <Demosthenex> i meant, it seems to be produced and pile up, would it produce a background income if i just have a car on each train?
19:43:14  <Demosthenex> also if i turn on autoreplace old vehicles in my options, does that affect all players on the multieplayer game or just me?
19:44:03  <frosch123> if you select it, it says "company setting" in the bottom panel
19:55:39  <Demosthenex> cool.
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19:58:50  <Demosthenex> can i change station legnth?
19:59:20  <Eddi|zuHause> you can add tiles to it afterwards
19:59:50  <Eddi|zuHause> or you can remove them by using the bulldozer tool (NOT the dynamite tool, that kills the whole station)
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20:10:43  <Demosthenex> that's what i missed.ok
20:10:50  <Demosthenex> and adding tiles is just adding a station of length 1?
20:10:52  <Demosthenex> to the ends?
20:11:45  <frosch123> yes, but you can also overbuild stations
20:11:59  <frosch123> sometimes that is needed to achieve a certain visual appeareance
20:13:47  <_dp_> why is in not allowed to build stuff under vehicles?
20:14:17  <_dp_> I understand that removing can cause some issues but just adding something doesn't seem to pose any problem
20:15:30  <frosch123> well, last year someone allowed to build signals under trains
20:15:43  <frosch123> now we have a flyspray bug, which crashes servers and noone cares fixing
20:16:21  <frosch123> so "doesn't seem to pose any problem" is hard to tell
20:16:55  <_dp_> hm, which bug? never had any crashes even though I use it regularly
20:19:47  <frosch123> maybe 6142, but it's not a crash, but something with placing/removing signals
20:21:01  <frosch123> there are two other bugs about yapf and yapp running in infinite loops
20:21:16  <frosch123> not sure whether there is a fourth :)
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20:29:26  <Demosthenex> so what's the fastest way to grow a city?
20:30:07  <frosch123> do you really want to know?
20:30:36  <frosch123> or do you prefer to figure it out yourself?
20:30:41  *** peter1138 [~petern@00013681.user.oftc.net] has quit [Ping timeout: 480 seconds]
20:31:08  <Sylf> Unleash 1 bus in the town
20:31:13  <_dp_> ye, it crashes trains, not servers) well, that's kinda expected when you meddle with signals if you ask me ^^
20:31:55  <_dp_> btw, it may not even be related to building under trains, I can get pbs to show wrong green even without that
20:32:32  <_dp_> basically by removing signal in front of it
20:33:06  <Demosthenex> heh, so my norm of surrounding a town with my own bus service is ok
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20:34:49  <_dp_> Demosthenex, surrounding may not always work, you need 5 active stations in town zone to get max growth rate
20:35:50  <_dp_> also small towns can be boosted by funding buildings every other day (aka powerfunding)
20:36:05  <frosch123> Demosthenex: https://wiki.openttdcoop.org/User:Mfb/Towns
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20:39:08  <andythenorth> building stuff under vehicles is unrealism
20:39:09  <andythenorth> :P
20:39:40  <Demosthenex> wow, that's a bit over the top
20:42:52  <Sylf> It's simple stuff, really
20:43:24  <Sylf> 5 stations serviced at a frequency (1 bus is enough)
20:43:45  <Sylf> And don't have dead-end roads
20:44:25  <_dp_> and fund buildings every 3 months if that's enabled
20:44:32  <Sylf> Eliminate any road intersections for a better growth performance.
20:44:54  <Sylf> That's about all mfb's page is saying
20:46:17  <_dp_> dead-ends are a less important, as long as you have enough roads in some sane layout
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20:47:30  <_dp_> did growth emulator btw some time ago, can help understanding that article: http://dpointer.org/ttd/town_growth/
20:48:17  <Sylf> Write a game script that perpetually expand any cities
20:48:21  <_dp_> it is 1.5.0 though, there are some minor changes since then
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20:50:34  <DanMacK> @seen andythenorth
20:50:34  <DorpsGek> DanMacK: andythenorth was last seen in #openttd 11 minutes and 24 seconds ago: <andythenorth> :P
20:52:41  <frosch123> Eddi|zuHause: stuff is back to normal
20:53:15  <Eddi|zuHause> i did notice that :p
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23:04:38  <Wolf01> 'night
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