Config
Log for #openttd on 2nd September 2015:
Times are UTC Toggle Colours
00:08:33  <Wolf01> 'night
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06:49:59  <Wolf01> moin
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07:53:40  <Supercheese> Hmm, I seem to have left some ancient rolling stock in some depot somewhere, but I cannot find where...
07:54:14  <Supercheese> I don't suppose there's some function to help me locate any non-empty depots?
07:54:28  <Wolf01> mmmh if we had consists you could have tracked it
07:55:06  <Wolf01> __ln__ fix my verbs thx, i'm too sleepy :P
07:56:20  <Supercheese> ah well, not like it's costing me anything
07:57:32  <Wolf01> i got summoned from my bed by a phone call, and the person who called hanged up the phone after 2 seconds :|
07:58:38  <Wolf01> i have the number, i might recall him/her at the 3:00am
07:58:59  <Wolf01> just for the glory of satan
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08:18:24  <Supercheese> aaaah bollocks, I autoreplaced wagons and now some trains are too long for their stations
08:18:47  <Wolf01> i hate when that happen too, specially with cabeese
08:21:53  <Supercheese> stations lengthened; problem solved
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16:14:56  <Eddi|zuHause> <Supercheese> I don't suppose there's some function to help me locate any non-empty depots? <-- bulldoze the whole map, and all depots which still stand have vehicles in them :p
16:15:58  <Eddi|zuHause> <Supercheese> aaaah bollocks, I autoreplaced wagons and now some trains are too long for their stations <-- there's the wagon removal function for this
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16:17:14  <Alberth> open train overview list, and examine trains with blue numbers
16:18:23  <planetmaker> it won't show left-over wagons though :)
16:24:18  *** Dee_ [~Dee@24-159-158-89.dhcp.smrt.tn.charter.com] has joined #openttd
16:24:25  <Dee_> Hello
16:25:51  <Dee_> I am having some problems with my dedicated server if anyone is online that can help. :)
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16:28:55  <Alberth> try asking a question
16:29:00  <planetmaker> Dee_, don't ask to ask. Just ask. Without a problem description no-one can help. And you're asking only for a person who thinks that s/he can solve any problem
16:30:09  <Alberth> evenink btw
16:31:52  <planetmaker> hi hi :)
16:37:58  <TrueBrain> well, we can ofc start to make funny remarks like: sure we can help; have you tried turning it off and on again
16:38:02  <TrueBrain> there, I hlped :)
16:38:33  <planetmaker> https://secure.phabricator.com/book/phabflavor/article/please_please_please/ :)
16:39:06  <TrueBrain> hehe
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16:48:51  <Dee_> lol
16:49:58  <Dee_> It's not really an error...the problem is when I leave the server running over night all the mines I am tapping dry up and my trains get old. Also I don't unlock new trains even thought the years continue to progress.
17:00:12  <planetmaker> min_active_clients is the variable you want to set
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17:01:51  <Dee_> oh wow...I list of variables but this one wasn't on it...lol ty :)
17:02:42  <frosch123> "i am a frog person" was no option :/
17:16:17  <Dee_> Hmm if I am not mistaken the "min_active_clients" options will just pause the game when nobody is online. I dont think it will do what I am looking for. I am looking to make it so that mines never run out of resources and so that people either continue to get trains if time is progressing while they are offline OR alternatively companies start with access to all trains.
17:17:17  <frosch123> for the latter: enable "engines never expire" and start in year 3000
17:18:04  <Dee_> awesome :) Ty. lol Now I just have to figure out how to make it so that resources don't expire...lol
17:18:56  <glx> only oilwells expire IIRC
17:19:02  <frosch123> that's the normal case actually, so disable whatever you activated that does that
17:19:08  <glx> and in year 300 there are none :)
17:19:17  <glx> *3000
17:19:39  <Dee_> err...I went to bed and woke up and all the Iron Mines were tapped out...lol
17:20:07  <glx> only unserviced ones
17:20:20  <Dee_> unserviced?
17:20:56  <glx> with no pick up
17:21:39  <Dee_> I had a dedicated train on each of them. lol
17:23:30  <Alberth> one train isn't enough
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17:23:58  <Dee_> If I put two trains on it than the other one would just sit there doing nothing while the first one was loading...
17:39:44  <frosch123> blathijs: heffer: release btw :)
17:40:04  <blathijs> frosch123: Noticed it, thanks :-)
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17:59:05  <andythenorth> o/
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18:05:35  <andythenorth> I want to use the probability aspect of CB 22
18:05:36  <andythenorth> http://newgrf-specs.tt-wiki.net/wiki/Callbacks#Industry_availability_.2822.29
18:05:38  <andythenorth> but
18:05:56  <andythenorth> probability is relative to all industry types, and I have a crapload of industry types
18:06:03  <andythenorth> and I’m planning to vary probability by date
18:06:09  <andythenorth> so it’s a horribly moving target
18:06:14  <andythenorth> shall I just forget this idea?
18:18:52  <Eddi|zuHause> Dee_: the idea is that one train loads while the other train delivers the previous load
18:22:15  <andythenorth> ugh, I could construct some structure showing all the relative probabilities for any given date :(
18:22:25  <andythenorth> as documentation
18:24:18  <Dee_> @Eddi Well, I find there doesn't seem to be a need for it because by the time the train has unloaded and came back the resource node hasn't produced enough to get another full load. That is why I only had one train on each node. lol
18:24:47  <Dee_> Maybe I should have built my tracks longer?
18:25:02  <Eddi|zuHause> Dee_: well, it didn't produce a full load because the rating dropped too low while nothing was loading
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18:25:24  <Eddi|zuHause> Dee_: and this low rating also causes your industry to close
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18:26:09  <Dee_> Aaaah so it produces more resources while a train is at the station?
18:26:26  <Eddi|zuHause> basically, yes
18:26:51  <Dee_> So I just need 2 trains for a nearby resource node?
18:32:14  <Eddi|zuHause> well, how many trains you need depends on the distance, the output, and the train length
18:58:55  <glx> but it's good to have always 1 vehicle loading
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19:18:50  * andythenorth ponders probability
19:19:46  <Eddi|zuHause> probably bad...
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19:21:16  <andythenorth> it seemed like an elegant solution
19:21:19  <andythenorth> in theory :P
19:37:33  <Eddi|zuHause> even elegant solutions can be bad
19:38:30  <andythenorth> it seemed to kill two birds with one stone
19:38:57  <andythenorth> 1. rather than setting hard available / not available dates per industry, adjust probability a little more gradually
19:39:12  <andythenorth> 2. allows player funding irrespective of industry availability (which is a goal for v2 FIRS)
19:40:18  <andythenorth> also the code would be easy
19:40:30  <andythenorth> but /me is not smart enough to work out what values to set for probability
19:46:43  <__ln__> http://imgur.com/gallery/PIOafIe
19:49:04  <andythenorth> that is important news
19:49:13  <andythenorth> which direction is the wind though?
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20:13:15  <andythenorth> eh, maybe I can just use the probabilty from prop 17 and 18
20:13:26  <andythenorth> and not change by date
20:13:27  <andythenorth> meh
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20:19:32  <TartarusMkII> Guten abend, I'm having an odd issue. I am trying out the very common large road vehicle pack (that adds stuff like horse drawn carriages from 1800's on, etc), and I decided to start the game at 1850 to try them out, and when I try to give orders to the carriages to use typical bus-stops, it says they can't use that station. It says they carry Passengers, and the station is also for passengers, so I'm clueless
20:19:35  <TartarusMkII> does anyone have any idea? =0
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20:24:12  <Taede> horse carriages count as articulated vehicles i think
20:24:31  <Taede> if so, they are unable to use dead-end type busstops
20:24:44  <Taede> they can only use the drive-through variant
20:24:52  <TartarusMkII> eGVRTS v2.0
20:24:59  <TartarusMkII> Oh!
20:25:03  <TartarusMkII> That explains it!
20:25:05  <TartarusMkII> Thankyou!
20:25:14  <Taede> yw
20:25:28  <TartarusMkII> How goes the thug life, Taede?
20:25:50  <Taede> cant complain
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20:36:54  <TartarusMkII> the animations for the horses are adorable, but when they break down they still smoke XD I love it
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20:45:50  <TartarusMkII> https://gyazo.com/83868540d511f49fb4019cb8628fd266
20:46:05  <TartarusMkII> this error came up- not sure why. I am not using any AI- perhaps one of my mods needs some supplemental AI?..
20:46:14  <TartarusMkII> Anyone familiar? And thanks, I really appreciate the halp
20:50:48  <TartarusMkII> oh nvm I think I may still ahve AI's enabled, but no AIs installed anymore. I hope this wont corrupt my save =v
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21:03:58  <Taede> shouldnt, itll just end up an empty company at worst
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21:18:31  <TartarusMkII> lol thje carriages are hardly sustainable XD
21:43:20  <Eddi|zuHause> i still always read "gayzoo" on that url...
21:58:07  <TartarusMkII> XD why not.
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22:13:44  <luizrpgluiz> hi devs and all :)
22:14:34  <luizrpgluiz> the game is possible to show why a company is notorious in the city?
22:16:58  <Eddi|zuHause> not really, but you can read the effects of actions on town rating in the wiki
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22:28:15  <TartarusMkII> If I sent angry letters calling the town board members silly names, does that effect my town notoriety?
22:33:31  <Supercheese> If you're playing in Toyland, silly names would be accepted as compliments
22:35:09  <TartarusMkII> I thought Toyland was a virus that corrupts your computer
22:38:12  <Supercheese> While it is rather mellifluous, I doubt it is malicious
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22:55:43  <Wolf01> 'night
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