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Not touching m4 in MakeRoadNormal or restore m4 after? 16:18:55 <Wolf01> Mmmh, the problem occur only with the normal road, which sets the tram bits 16:22:30 *** kais58 has quit IRC 16:25:56 <Alberth> not touching is much simpler to understand 16:26:29 *** ChanServ sets mode: +v Alberth 16:26:31 *** kais58 has joined #openttd 16:27:01 <Wolf01> It seem to remove the roadtype anyway, blue road -> roadstop -> remove roadstop -> normal road 16:27:20 <Wolf01> If I restore the roadtype I get blue road again 16:27:56 <Wolf01> BTW, normal road seem to have weird effects 16:28:47 <Wolf01> Normal road is "0" so it's confusing when there is no road or normal road 16:29:08 <Wolf01> As m4 = 0 is not a "reset" 16:30:01 <Wolf01> With all the other combinations it works, but with normal road/tram screws up 16:31:04 <Wolf01> For example, if I build a tram station on normal road, I lose the road as 0 + tram is tram 16:31:17 <Alberth> chaos! :) 16:31:19 <Wolf01> Even if m5 bits are set O_o 16:31:37 <Wolf01> Yes, chaos 16:34:31 <Wolf01> New version, https://gist.github.com/Wolfolo/21b9c4f6387c8d8546ddb1d165f90f6b fixed restoring of roadtypes (other than original road) when removing the roadstop 16:39:30 <Wolf01> I changed the HarRoadTypeRoad/Tram functions to avoid recursion in RoadTypeIdentifiers, maybe I did something wrong 16:53:24 *** adb has joined #openttd 16:58:06 *** Progman has joined #openttd 17:05:27 *** TheMask96 has quit IRC 17:10:18 <Wolf01> http://img-9gag-fun.9cache.com/photo/aqrn7rp_460sv.mp4 true 17:10:27 *** TheMask96 has joined #openttd 17:17:00 <Alberth> :) 17:33:53 *** Michaellaneous_ has joined #openttd 17:40:52 *** Michaellaneous has quit IRC 17:46:57 *** roidal_ has quit IRC 17:51:27 *** Michaellaneous__ has joined #openttd 17:57:06 *** glx has joined #openttd 17:57:06 *** ChanServ sets mode: +v glx 17:59:02 *** Michaellaneous_ has quit IRC 18:01:12 *** frosch123 has joined #openttd 18:04:59 *** Michaellaneous_ has joined #openttd 18:11:34 *** Stimrol has quit IRC 18:12:47 *** Michaellaneous__ has quit IRC 18:13:09 *** Stimrol has joined #openttd 18:15:22 *** andythenorth has quit IRC 18:26:28 <Alberth> frosch123: while working on the terkhen scenario data format, I wondered if we can actually rebuild industries (and possibly other newgrf controlled instances too). I would think a newgrf could check for conditions, such as nearby other industry or so, which at the time of recreating the scenario, may not exist. Don't we run the risk that the newgrf refuses to create an industry? 18:26:55 <Alberth> If so, doesn't that imply that the scenario format is not going to fly? 18:27:25 <Alberth> At least I don't see how to fix something like that 18:29:28 <frosch123> firs farm clusters are such an example :) 18:29:57 <Alberth> think so 18:30:23 <frosch123> anyway, does the scenario format reference explicit industry types? 18:30:25 <Alberth> you can continue trying until it succeeds, which in some cases would work 18:30:47 <frosch123> actually, there is a flag "build in scenario editor" 18:30:59 <frosch123> which should ignore the weird restrictions 18:31:15 <frosch123> if the grf refuses the be build in scenario editor, well, then bad luck :) 18:31:16 <Alberth> current format doesn't do indutries afaik 18:31:35 <Alberth> it's a "future extension" :) 18:31:40 <frosch123> so, if you want to position specific industry types, i would go for the "scenario editor flag" 18:31:54 <Alberth> yeah, that should work 18:32:00 <frosch123> that will still fail if the slope does not fit etc. but otherwise it's the best there is 18:32:39 <Alberth> if you copy the position from the scenario editor, the slope will likely work :) 18:33:05 <Alberth> I am not that worried that info from 3rd party tools doesn't work 18:33:08 *** NGC3982 has quit IRC 18:33:26 <Alberth> but if you have made a scenario, you'd really like to have round-trip working 18:33:29 *** NGC3982 has joined #openttd 18:33:29 *** Michaellaneous__ has joined #openttd 18:33:41 <NGC3982> I'm awake! 18:34:02 <Alberth> nothing here, it's safe to go to sleep again 18:34:29 <NGC3982> Ok! 18:34:31 <frosch123> are you only awake or did you awoke? 18:34:43 <NGC3982> Awokened. 18:35:00 <Alberth> he heard people discuss at the Internet :p 18:35:32 <Alberth> well ok, frosch123, your idea should be sufficient at first, thanks 18:40:47 *** Michaellaneous_ has quit IRC 18:52:09 *** andythenorth has joined #openttd 18:52:21 *** Progman has quit IRC 18:52:29 *** Michaellaneous_ has joined #openttd 18:56:52 <andythenorth> also hi 19:00:05 *** Michaellaneous__ has quit IRC 19:00:59 *** Michaellaneous has joined #openttd 19:02:01 <supermop> yo 19:03:24 <frosch123> lo 19:05:08 <andythenorth> I should draw some NRT stuff? 19:07:32 *** Michaellaneous_ has quit IRC 19:07:59 <frosch123> drive-in-stop overlay? 19:09:17 *** Michaellaneous has quit IRC 19:11:32 <frosch123> https://hg.openttdcoop.org/opengfx/files/10065545725aef8ad58cc0d9a8e939d7e0fe37bb/sprites/png/infrastructure/infra08.png <- something to put on top of 976-979 to make the road red/blue/yellow 19:12:22 <frosch123> but i have no idea how fixed that shape is 19:12:30 <frosch123> i.e. how it looks in other basesets 19:13:27 <andythenorth> I’m going to assume it’s fixed 19:13:38 <andythenorth> it has to match the state machine at least 19:13:49 <andythenorth> we need the shape with or without pavements? 19:16:27 <andythenorth> frosch123: ^ :) 19:16:51 <frosch123> without pavement, same as for the other roads 19:17:01 <andythenorth> ok I’ll clip that off 19:17:05 <frosch123> original baseset looks very similar 19:21:04 <andythenorth> ok, they’re not very logical shapes w.r.t to pixels used 19:21:10 <andythenorth> I am going to overlook that for now 19:26:51 *** FLHerne has joined #openttd 19:28:43 <andythenorth> frosch123: I’ve pushed sprites for them in red, yellow and blue roads 19:28:59 <andythenorth> dunno which sprites they correspond to, so I didn’t edit the nml yet 19:38:40 <andythenorth> supermop: oats for arctic? o_O 19:38:46 <andythenorth> or more generic, grain, which already exists :P 19:39:11 <supermop> oats not exclusively cold enough? 19:39:28 <supermop> i think rye is better as a cold climate grain 19:39:28 <andythenorth> apparently the finest oats are swedish 19:39:37 <andythenorth> the long summer days make them grow up high 19:39:40 <supermop> unless you want oats -> livestock feed 19:39:41 <andythenorth> rye also works 19:39:53 <andythenorth> but IRL oats are a much bigger crop 19:40:18 <supermop> how will oats be different from grain in game? 19:40:40 <supermop> unless as stock feed 19:40:40 <andythenorth> not really 19:40:45 <andythenorth> it might just be grain 19:40:54 <supermop> stockfeed could work 19:41:01 <andythenorth> I’m only adding it because farm -> food is a bit dull 19:41:03 <frosch123> how about maple sirup? 19:41:07 <andythenorth> ho ho 19:41:11 <supermop> farm -> fmsp -> farm 19:41:11 <andythenorth> maple syrup refinery 19:41:15 <frosch123> or is canadian not artic? 19:41:18 <andythenorth> it might be 19:41:22 <andythenorth> it was scandinavia 19:41:26 <andythenorth> now I might just be making it up 19:41:32 <andythenorth> ‘northern stuff' 19:41:47 <supermop> rename current arctic to scandinavian basic 19:41:56 <andythenorth> that is…controversial 19:42:03 <andythenorth> I have some problems with players 19:42:18 <andythenorth> if it was called ‘reduced Finland’ it might be ok 19:42:20 <frosch123> supermop: then all the scanadians nerds complain abuot the fish economy on the forums 19:42:52 <andythenorth> it was made with Kyosuke who is Finnish 19:43:20 <supermop> scandinavia/ boreal canadan / alaska / Kamchatka / siberia are all too different to homogenize to anyone's satisfaction 19:43:48 <andythenorth> I figure just make cargos that look nice 19:43:54 <frosch123> fur 19:43:57 <andythenorth> or use a wide range of wagons 19:44:01 * andythenorth checks plan 19:44:18 <andythenorth> https://paste.openttdcoop.org/pknkojrl2 19:44:25 <andythenorth> Sulfur = tank wagons 19:44:29 <andythenorth> Clay = hoppers 19:44:37 <andythenorth> ENSP, FMSP = supply wagons 19:44:43 <andythenorth> Food = refrigerated wagons 19:44:49 <andythenorth> Goods = box wagons 19:44:54 <andythenorth> Mail = mail van 19:45:00 <andythenorth> Paper = flatbed with paper 19:45:09 <andythenorth> pyrite = hoppers 19:45:14 <andythenorth> wood = flatbed with logs 19:45:40 <andythenorth> alcohol = edibles tanker 19:45:48 <andythenorth> fish = fishing boat 19:45:57 <andythenorth> MNSP = blah blah blah 19:46:07 <andythenorth> explosives = ??? armoured mail van? 19:46:16 <andythenorth> potash = covered hopper 19:46:23 <andythenorth> fertiliser = covered hopper 19:46:31 <andythenorth> gold = mail van 19:46:35 <Alberth> you don't want heavy armour around explosives :p 19:46:44 <andythenorth> lumber = flat bed with visible cargo 19:47:07 <andythenorth> http://modelspoorend.appspot.com/trains/LGB/s_wagon02.jpg 19:47:23 <Alberth> open wagon is much safer when shit hits the fan :p 19:47:39 <andythenorth> grain = covered hopper 19:47:48 <andythenorth> hmm, too many mail vans :P 19:47:55 <Alberth> yeah, likely build such that the roof gets blown away 19:48:13 <Alberth> *built 19:48:49 * andythenorth considering wood chips 19:48:57 <andythenorth> paper is made from them 19:49:03 <andythenorth> peat? as fuel? 19:49:27 <andythenorth> visible cargo / wagon choice is a much more interesting way to decide the economy 19:49:32 *** BluesInTheNet has joined #openttd 19:50:12 <frosch123> what happend to trash metal? 19:51:50 <andythenorth> no metal chain 19:52:26 <andythenorth> pyrite can be processed to a range of things…copper, gold, nickel 19:52:42 <andythenorth> nickel would at least be visible 19:53:38 <frosch123> pocket watches 19:54:28 <frosch123> i have no idea what nickel is used for :) 19:55:22 *** HerzogDeXtEr has joined #openttd 19:56:08 <andythenorth> me neither http://image.ec21.com/image/ts0038/OF0011368346_1/Sell_Nickel_ingot.jpg 19:57:01 <andythenorth> http://www.trainweb.org/oldtimetrains/sudbury/inco_ops.htm 19:58:39 <andythenorth> goes into stainless steel mostly, it seems 19:59:22 <andythenorth> https://www.nickelinstitute.org/NickelUseInSociety/AboutNickel/WhereWhyNickelIsUsed.aspx 20:00:42 <supermop> TITANIUM? 20:01:30 *** FLHerne has quit IRC 20:01:41 *** FLHerne has joined #openttd 20:03:08 * andythenorth researches it 20:03:57 <Eddi|zuHause> https://scontent-frt3-1.xx.fbcdn.net/v/t1.0-9/14910431_1835874959965290_4797085864652560776_n.jpg?oh=bac35a1c7ad068c1d790d22714480d7b&oe=58B9053B 20:04:13 <andythenorth> supermop: https://en.wikipedia.org/wiki/Ilmenite 20:04:27 <andythenorth> Eddi|zuHause: :) 20:05:17 <andythenorth> anyone good at chemistry? 20:05:22 * andythenorth struggles to follow it well 20:05:44 <Eddi|zuHause> the questions are (in order): "are you childish", "are you nervous", "are you paranoid" and "are you drunk" 20:05:57 <supermop> Years ago maybe 20:06:14 <Eddi|zuHause> anyone good at metaquestions? 20:06:53 <supermop> Ti not should probably not be metal 20:06:55 <Eddi|zuHause> i've written programs that handle hydrochloric acid 20:07:15 <Eddi|zuHause> does that mean i've in-depth knowledge about it? probably not 20:07:17 <supermop> unless you want really fancy cans for your tinned fish and beer 20:07:53 <supermop> ore->Ti-> fighter jets and golf clubs 20:08:10 <supermop> ->white paint 20:08:30 <Eddi|zuHause> you use Titatnium for things that need to be strong like steel but also light like aluminium 20:09:08 <andythenorth> titanium would be exported 20:09:21 <andythenorth> ‘pacific northwest’ economy could import it for airplanes 20:09:32 <Eddi|zuHause> but there's probably not enough of it going around to make 6 mrd cars from 20:10:24 <supermop> Eddi|zuHause: in regular firs i end up making everything out of aluminum 20:10:35 * andythenorth trying to understand fertiliser production 20:10:53 <Eddi|zuHause> they're not very sturdy cars, i'm assuming :p 20:10:59 <supermop> bulk terminal -> alu plant = make all the Al you want 20:11:06 <andythenorth> I have sulfur, do I need potash or phosphate? 20:11:22 <supermop> presumably my trains should derail a lot more in warm weather too 20:11:29 <Eddi|zuHause> i've not played with the last few... dozen... iterations of FIRS 20:12:28 <andythenorth> http://yara.com/about/production_sites/finland_production_siilinjarvi.aspx 20:13:09 <andythenorth> probably need phosphate :P 20:13:50 <andythenorth> but phosphate is an import cargo, too many import cargos is boring 20:18:53 <andythenorth> to put it another way, is sulphur used in non-phosphate fertiliser? 20:19:51 <Eddi|zuHause> there's a lot of sulphur in eggs 20:20:07 <Eddi|zuHause> (not sure if that's what you wanted to know) 20:20:34 <Eddi|zuHause> it's basically why eggs are yellow, and why rotten eggs smell so bad 20:21:34 <frosch123> and what do chickens eat that contains sulfur? 20:21:58 <frosch123> or do they extract it from diesel cars? 20:22:46 <andythenorth> they eat eggs silly 20:22:55 <andythenorth> where else would it come from? 20:28:06 <frosch123> http://www.rohkostwiki.de/wiki/Schwefel-Gehalt_von_Lebensmitteln <- Eddi|zuHause: that lists the same sulfur percentage for egg and egg-white 20:28:31 <Eddi|zuHause> how is that a problem? 20:28:50 <Eddi|zuHause> the colour depends not only on the content, but also on the structure 20:29:34 <frosch123> the real question is whether peanuts and geese are actually fish 20:29:59 <frosch123> there are a lot of fish at the top of the list 20:31:15 <andythenorth> eggs are not a FIRS cargo 20:31:28 <andythenorth> hmm also https://bugs.openttd.org/task/6295?project=1&string=OS+X&type%5B0%5D=&sev%5B0%5D=&pri%5B0%5D=&due%5B0%5D=&reported%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&opened=&dev=&closed=&duedatefrom=&duedateto=&changedfrom=&changedto=&openedfrom=&openedto=&closedfrom=&closedto=&pagenum=2 20:31:34 <andythenorth> macports maintainer offering some help 20:31:37 <andythenorth> he’s german 20:59:11 <supermop> andythenorth: chips needs the rotary tipple seen at bottom of http://www.trainweb.org/oldtimetrains/sudbury/inco_ops.htm 20:59:57 <andythenorth> it would be lame :) 21:00:03 <andythenorth> it can’t actually rotate the wagons 21:00:21 <supermop> its indoors though so i guess you use your imagination 21:00:39 <supermop> need shunting patch to shunt two cars at a time into tipple 21:00:49 <supermop> slag dump also needed 21:02:37 *** bwn has quit IRC 21:03:26 *** frosch123 has quit IRC 21:04:19 <supermop> firs should place more foundries next to steel mills so i can use the molten metal cars 21:06:53 <Alberth> can molten cars even drive? 21:07:50 <Alberth> gn 21:09:41 *** Alberth has left #openttd 21:10:35 <Eddi|zuHause> A wild SirXavius appears. 21:14:35 *** sim-al2 has joined #openttd 21:16:42 *** sla_ro|master has quit IRC 21:19:33 *** Arveen has quit IRC 21:21:38 <andythenorth> supermop: I end up funding them for that reason :P 21:24:39 <Wolf01> fro... already gone 21:25:24 <andythenorth> :) 21:30:37 *** FLHerne has quit IRC 21:37:43 *** andythenorth has left #openttd 21:53:18 *** andythenorth has joined #openttd 21:53:20 <andythenorth> bloody fish 21:55:10 <Wolf01> Bloody roadtypes 21:55:43 <Wolf01> RoadTypeIdentifiers::FromTile does not work well with base tram and base road 21:55:46 <andythenorth> still on roadstops? 21:55:52 <Wolf01> Always 21:56:48 <andythenorth> :| 21:57:47 <Wolf01> And I found the problem 21:57:52 *** heffer has quit IRC 21:58:03 <Wolf01> HasRoadTypeRoad/Tram checks for != 0 21:58:14 <Wolf01> But base road and tram ARE 0 21:58:29 <Eddi|zuHause> sounds like a logic fail to me 21:58:33 <Wolf01> So I should check for bits instead? 22:00:27 <andythenorth> how does railtypes handle RAIL / ELRL? 22:00:37 <andythenorth> do they get assigned the labels? 22:00:41 <andythenorth> or is it bit-checking? 22:00:52 <andythenorth> (in the case where it’s defaults) 22:01:10 <Wolf01> Bit checking, but it's easy there, you don't have 2 railtypes on the same tile 22:01:37 <andythenorth> yup 22:02:08 <Wolf01> I would like to have 2 railtypes, to fix the different bits on same tile for NS/WE 22:02:55 <andythenorth> is that the case where half-tile tracks occupy the full tile? 22:03:06 <andythenorth> and different type can’t then be built on same tile? 22:03:12 <Wolf01> Yes 22:03:16 <andythenorth> that’s irritating 22:03:24 <andythenorth> might TMWFTLB though :) 22:03:27 <Wolf01> Lol... I broke diagdirection now 22:03:41 <Wolf01> I get road bits being built at the sides of the roadstop 22:03:56 <Wolf01> I think I inverted 2 bits somewhere 22:04:06 <andythenorth> :) 22:04:08 <Eddi|zuHause> michi_cc had a patch for that once 22:04:29 <andythenorth> ‘x had a patch’ is usually the death of the idea :D 22:04:36 <Eddi|zuHause> for separating the two tracks 22:05:10 *** heffer has joined #openttd 22:07:08 *** FLHerne has joined #openttd 22:07:59 *** FLHerne has quit IRC 22:09:25 *** Myhorta has joined #openttd 22:14:36 <Wolf01> Meh, I can't even use GetRoadBits because it's MP_STATION and not MP_ROAD 22:17:02 <andythenorth> supermop: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#arctic_basic 22:17:35 <andythenorth> not right yet, just throwing it up for opinions 22:17:44 <andythenorth> there is a severe lack of farm / organic cargos 22:18:07 <andythenorth> and gold will probably switch to nickel 22:18:33 <andythenorth> and I’m not convinced by wood -> sawmill -> timber -> goods 22:24:01 <supermop> arctic circle seems less farmy than the other areas 22:25:34 <andythenorth> yair 22:25:40 * andythenorth is reading about farming in the yukon 22:25:46 <andythenorth> ‘oats are the easiest to grow' 22:25:51 <andythenorth> someone has an elk farm :P 22:26:12 <andythenorth> ‘arctic circle’ is basically a wavey-hands f*ck off to the realism nerds 22:26:48 <Wolf01> Why don't you just focus on making it playable instead of realism-rage? 22:27:53 *** adb has quit IRC 22:27:55 <Wolf01> I wouldn't care less if you bring logs directly to a paperworks instead of wood pulp 22:29:16 <andythenorth> unfortunately I have upset some scandinavians 22:29:18 <andythenorth> :( 22:29:26 <andythenorth> so I am adjusting the docs :P 22:29:29 <Wolf01> :( 22:29:55 <Wolf01> You know you don't need to make everybody happy, that's in movies and anime 22:30:09 <andythenorth> I can fix their sadness by changing the words 22:30:23 <andythenorth> the actual economy….I’m making that to suit my taste 22:31:49 <Wolf01> Mmmh, I would rely on m7 7..6, but we decided to deprecate them 22:32:24 <Wolf01> As that stored 1 for road and 2 for tram, 0 meant nothing 22:32:30 <Wolf01> 3 both 22:32:59 <andythenorth> I wondered about that 22:33:07 <andythenorth> seems like it _shouldn’t_ be needed 22:33:25 <andythenorth> those results should be possible to calculate always? 22:33:30 <Wolf01> It shouldn't be needed with 15 roadtypes instead of 16 22:33:33 * andythenorth doesn’t know how though :| 22:34:00 <Wolf01> I need to identify when 0 means nothing or means original road/tram 22:34:37 <andythenorth> nothing if there are no road bits? 22:34:43 <andythenorth> or is that not possible to detect? 22:34:49 <Wolf01> I could do it by looking at both m4+m5/m4+m3 22:34:50 <andythenorth> roadstop has no bits? 22:35:12 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#arctic_basic < 20 cargos, 18 industries 22:35:15 <andythenorth> looks about right 22:35:21 <Wolf01> Eh, I could use GetRoadBits, but that asserts if TileType != MP_ROAD 22:35:32 <andythenorth> and tile is station 22:35:37 <Wolf01> So GetRoadBits is useful only on clear road 22:35:37 <andythenorth> ? 22:35:59 <Wolf01> I could do the bitcheck by hand, but then it's the same of removing the assert 22:36:07 <Wolf01> Or adding | MP_STATION 22:36:21 <andythenorth> urgh, how does the station tile store whether it’s road, tram, or both? 22:36:31 * andythenorth must to sleep :P 22:36:33 <Wolf01> m7 7..6 22:38:08 <Wolf01> m7 7..6 tells if it's road or tram, m4 what kind of road and/or tram 22:38:35 <Wolf01> m4 for stations is... something I would like to discuss 22:38:45 <Wolf01> m4: custom station id; 0 means standard graphics 22:38:58 <andythenorth> ok so either we don’t deprecate m7 7..6, or we have to have a distinction for what 0 means? 22:38:59 <Wolf01> For roadstops is always 0 22:39:47 <andythenorth> if 0 means nothing OR original road / tram, that seems confused 22:39:58 <Wolf01> That's really confused 22:40:07 * andythenorth is ignoring the custom stops question for now :) 22:40:15 <andythenorth> too many 0s 22:40:21 <Wolf01> Yes 22:40:44 <andythenorth> it’s too late for me to start reading the enums and stuff :) 22:41:03 <Wolf01> Now I'm storing roadtypes in m4, but that mean I'm abusing the bits 22:41:03 <andythenorth> also I have no fricking idea about most of the implementation :) 22:41:16 <andythenorth> maybe 22:41:35 <Wolf01> https://git.openttd.org/?p=trunk.git;a=blob_plain;f=docs/landscape_grid.html;h=d34fe9840c9777b4f480142714c731779537b5ac;hb=HEAD 22:42:05 <andythenorth> I read m4 as free, for roadstops 22:42:20 <Wolf01> Yes, but the specs tell another thing 22:42:28 <andythenorth> oh 22:42:36 <andythenorth> the choice of m4 was based on the grid :P 22:43:36 <andythenorth> if pushed to choose, NRT > custom road stop graphics, every time 22:43:40 <Wolf01> I would like to think again about having 16 subtypes for each roadtype 22:43:50 <andythenorth> we can have fewer, surely? 22:43:56 <andythenorth> it’s just a conventional number :P 22:44:41 *** Biolunar has joined #openttd 22:45:18 <andythenorth> you want to reduce the number of bits? Or reserve some values to distinguish ‘default’ from ‘nothing’? 22:46:10 <Wolf01> I would just use 8 subtypes for roadtype, and the other 2 bits are to know exactly if the tile has road or tram 22:46:32 <Wolf01> Or we will still keep m7 7..6 and 16 subtypes 22:47:34 <Wolf01> When 0 has too many meanings you need to use more bits, or few features 22:47:39 <andythenorth> I originally considered 3 bits or so 22:47:49 <andythenorth> imho, 8 types is plenty 22:48:04 <Wolf01> I can't even think about more than 6 types :P 22:48:04 <andythenorth> but I was persuaded that 16 is fine, so I rewrote spec 22:48:46 <andythenorth> any types menu with more than 4 or 5 gets daft 22:49:18 <andythenorth> if this is limiting progress, try something you know might be wrong? 22:49:37 <andythenorth> if someone else strongly freels it’s wrong, they can refactor it 22:49:37 <Wolf01> Ok, transport fever has 9 types of roads + 3 types of tram, but that imply state-machines (1-2-3 lane roads) 22:50:20 <andythenorth> I am 90% certain that someone gave me a paste with 15 types, and one bit reserved for default 22:50:26 <andythenorth> but I lost that :( 22:50:32 <andythenorth> and pastebin doesn’t keep them very long 22:50:46 <andythenorth> one value, not one bit :P 22:51:26 * V453000 just spent a whole evening making models of random pipe pieces ._. 22:51:47 <andythenorth> awesome 22:51:52 <andythenorth> what could be finer? :) 22:51:58 <Wolf01> More pipes! 22:52:04 <andythenorth> I have spent the evening failing to learn about NPK fertiliser 22:52:19 <andythenorth> also bedtime, really really 22:52:27 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#arctic_basic 22:52:28 <andythenorth> bye 22:52:30 <Wolf01> Factorio time 22:52:31 *** andythenorth has quit IRC 22:52:31 <Wolf01> :P 22:52:43 <V453000> nah more of a general pipe :) 22:52:46 <V453000> factorio has it's pipes done 22:54:15 <Wolf01> I need to create the modules factory now 22:56:17 <V453000> I had a very bright idea 22:56:24 <V453000> I wanted to try to make a big train junction ASAP 22:57:08 <V453000> so I made a factory where each train station produces only 1 thing, and a specific factory layout where there is 1 central 3-way junction 22:57:16 <V453000> every single train goes over that junction 22:57:33 <V453000> and to top it off, limit cargo wagon storage size to three slots 22:58:02 <V453000> currently finishing 4 lines in each direction after like 30 hours XD 22:58:03 <Wolf01> Seem nice 22:58:10 <V453000> not producing shit 22:58:12 <V453000> almos 22:58:13 <V453000> t 22:58:18 <V453000> basically got all researches 22:58:30 <V453000> except follower count and the infinite ones (duh) 22:59:33 <Wolf01> Instead I installed a mod to get different length for underground belts: yellow = standard, red = 2x, blue 3x 22:59:40 <Wolf01> Really useful 23:00:49 <V453000> I consider that dumb 23:00:50 <V453000> but eh 23:01:05 <V453000> same as the inserter shit :P 23:01:47 <Wolf01> I know your opinion, we already had a talk about it 23:04:05 <Wolf01> I think of them as lego pieces, there's people which only build stud-on-top and don't like snot pieces, other people only build stud-less models 23:05:30 *** maciozo has quit IRC 23:10:40 *** maciozo has joined #openttd 23:11:06 *** Gja has quit IRC 23:17:37 *** keoz has quit IRC 23:20:09 *** bwn has joined #openttd 23:33:17 *** maciozo has quit IRC 23:54:40 *** BluesInTheNet has quit IRC