Config
Log for #openttd on 24th March 2014:
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01:51:06  <NGC3982> http://i.imgur.com/czIxhpB.png
01:51:13  <NGC3982> I have no idea what's going on here
01:51:18  <NGC3982> The oil trucks are not unloading
01:52:00  <NGC3982> The orders are to fill up (oil) at the oil site, and to drop at the refinary
01:52:05  <NGC3982> But it ..just doesn't.
01:54:21  <Eddi|zuHause> usually, because you have a producing industry near the dropoff station, so the vehicles load stuff they cannot unload anywhere
01:54:33  <Eddi|zuHause> use "unload and leave empty" orders
01:55:35  <NGC3982> I see, but that results in the oil ending up on the station platform.
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01:59:20  <Eddi|zuHause> yes, because that oil came from that station in the first place
02:00:32  <Eddi|zuHause> the other option is you didn't cover the accepting tile of the refinery (there are very few)
02:06:01  <NGC3982> Yes, true.
02:06:12  * NGC3982 fixed it.
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03:55:28  <Flygon> Does anyone here ever end up building massive railway netwoorks
03:55:45  <Flygon> But never bother building stations or signalling because they want to 'finish' the line?
04:25:18  <Supercheese> I usually build stations as I go
04:25:31  <Supercheese> Start at one town, build line to town 2, build station, build line to town 3...
04:26:37  <glx> first step is usually the station because you can kill many trees while building the line ;)
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04:58:36  <Flygon> Hmm
04:58:37  <Flygon> I see
04:58:50  <Flygon> I tend to avoid building the station first in case I need to change the route
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08:05:39  <dihedral> greetings
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08:11:22  <Xaroth|Work> o/
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12:52:47  <Eddi|zuHause> [24.03.2014 05:58] <Flygon> I tend to avoid building the station first in case I need to change the route <-- i do it the opposite, building the stations first ensures that your town rating is high enough, then you can freely terraform
12:53:45  <Flygon> Hmm
12:53:55  <Flygon> I do suppose you go broke far less easily than me
12:54:10  <Flygon> I tend to build up the town popularity rates by building trams
12:54:18  <Flygon> I build an extensive Tram network in every town
12:54:29  <Flygon> Use buses (when it's practical enough) in outer suburbs
12:54:43  <Flygon> And then drive the trainline through slowly
12:54:49  <Flygon> As I build money to bribe and whatnot
12:55:00  <Flygon> I end up with games where Trams make a substantial amount of $$$
12:55:05  <Flygon> Instead of being just supplimentaru
12:55:20  <Flygon> In my current game
12:55:26  <Flygon> Trams make 2x the income of trains
12:55:27  <Flygon> But
12:55:37  <Flygon> Most of my rail lines aren't operational yet due to not being built
12:55:43  <Flygon> As in, not fully built
12:55:44  <Flygon> Only...
12:55:45  <Eddi|zuHause> well i put stations on the edge of the town, and feed it with trams
12:55:56  <Flygon> 2 railway lines are operational
12:56:18  <Flygon> Compared to every town with a planned station (and feeder system) having a tramline (suburbs of London, really)
12:56:29  <Flygon> At least 30 suburbs with a Tram system
12:56:55  <Eddi|zuHause> i build my network incrementally. start with two towns, and add another one, or sometimes two, if they form a line
12:57:46  <Flygon> I do normally do that
12:57:53  <Flygon> But I ended up choosing a UK scenario
12:57:56  <Flygon> And... well
12:57:56  <Eddi|zuHause> i generally don't use the tree cheat
12:58:02  <Flygon> This's London we're talking about
12:58:10  <Flygon> The Tram profit alone is worth a fortune
12:58:19  <Flygon> Even starting in 1830
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13:27:26  <andythenorth> hmm
13:27:26  <andythenorth> no love for Tropic Basic in the FIRS poll :(
13:27:26  <andythenorth> http://www.tt-forums.net/viewtopic.php?f=26&t=41607&start=3440&view=viewpoll
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13:27:26  <Eddi|zuHause> Flygon: what usually happens with my games is, that i end up with stations that have open ends for attaching another line, which gets never built. especially on large maps
13:27:26  <Flygon> Oh man
13:27:26  <Flygon> I get that a lot on my maps
13:27:26  <Flygon> Even on lines I've opened up
13:27:26  <Flygon> I end up building open ends on low level branch lines
13:27:26  <Flygon> ...
13:27:26  <Flygon> That end up being inadequet when I do build the new line
13:27:26  <Flygon> Because there'd be too much congestion
13:27:26  <Flygon> Cue reeengineering big bits of line for a flyove
13:27:26  <Flygon> flyover*
13:27:55  <Eddi|zuHause> like i build a line from A to B via C, and in C i plan the station as a crossover with a line from D to E via C, but either D-C or C-E never get built
13:28:51  <Eddi|zuHause> of course, reengineering happens as well, but that was not the problem ;)
13:37:37  <fjb> Moin
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13:41:39  <Flygon> Menta
14:02:17  <Flygon> Okay
14:02:18  <Flygon> Excellent
14:02:24  <Flygon> Got the second urban line completed
14:02:49  <Flygon> The Londoners are going to punch me in the face for making almost all the line terminuses Balloon Loops
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18:37:17  <frosch123> LordAro: any suggestion for fs#5952?
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18:43:56  * LordAro looks
18:44:10  <LordAro> :D
18:44:42  <LordAro> closed: worksasintended
18:44:43  <LordAro> :p
18:45:24  <DorpsGek> Commit by translators :: r26426 trunk/src/lang/polish.txt (2014-03-24 18:45:17 UTC)
18:45:25  <DorpsGek> -Update from WebTranslator v3.0:
18:45:26  <DorpsGek> polish - 3 changes by McZapkie
18:49:04  <frosch123> added a dictionary link
18:49:51  <LordAro> huh, wasn't aware that you didn't come up with it yourself :p
18:50:05  <frosch123> i learned it from rb
18:50:14  <frosch123> but google knows it in many places
18:53:00  <frosch123> isn't flash considered dead?
18:53:11  <frosch123> why would anyone port ottd to it?
18:55:29  <Supercheese> Because they can?
18:59:11  <peter1138> Someone did it?
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19:00:20  <frosch123> apparently
19:00:35  <frosch123> same llvm cross compiler approach as for the javascript port
19:00:39  *** luaduck is now known as luaduck_zzz
19:01:01  <frosch123> https://www.tt-forums.net/viewtopic.php?f=33&t=70227
19:01:31  <frosch123> but i thought javascript is the new cool kid in town (again), while noone uses flash anymore
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19:13:38  * Wolf01 waves hello o/
19:13:58  <maddy_> can I rebuild a river which I accidentally broke with land tools?
19:14:47  <maddy_> canals? at least it looks the same, guess that is ok :)
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19:28:50  <Supercheese> Sadly, you cannot rebuild rivers
19:28:52  <Supercheese> canals only
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20:38:51  <Pulec> but why, with the amount of money tycoon is making you could build a spaceship
20:42:38  <CommanderZ> Hey guys, I'm looking at planetmaker's suggestions on distant join station behavior from https://bugs.openttd.org/task/5951
20:42:38  <CommanderZ> Hey guys, I'm looking at planetmaker's suggestions on distant join station behavior from FS#5951
20:42:47  <CommanderZ> I have a quick question - when I build a station which adjoin to two other stations without holding CTRL, I get the error "adjoining to more than one station...". Why not pop up the station choice dialog instead?
20:46:05  <frosch123> that's what fs#4185 refers to
20:46:21  <frosch123> it should ignore opponents stations, and ask you if there are two of your company
20:49:34  <CommanderZ> And I assume it should only display stations in the immediate vicinity if distant join is disabled
20:51:01  <frosch123> no idea about that
20:51:29  <frosch123> may be confusing as well, if there are different join-list windows
20:52:22  <CommanderZ> There can only be one, the previous one gets closed if a new one is to be opened
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20:53:09  <frosch123> hmm, didn't the join station window list the stations sorted by distance anyway?
20:53:17  <frosch123> or was that only a patch or suggestion?
20:53:37  <CommanderZ> Yeah, it seems to do that currently
20:55:37  <frosch123> i guess listing all would be more consistent and less magical
20:56:07  <frosch123> also less work :p
20:56:51  <CommanderZ> So if you choose a station too far away, it fails with an error box later?
20:57:34  <frosch123> i would hope that the window already today only lists stations which are joinable
20:58:56  <frosch123> [21:49] <CommanderZ> And I assume it should only display stations in the immediate vicinity if distant join is disabled <- anyway, i was refering to that
20:59:37  <frosch123> i think there should only be one join window for distant or adjacent join, no separate windows
21:00:30  <frosch123> basically, non-distant join joins with adjacent station if it is uniquely defined
21:00:53  <frosch123> in all ohther cases the window should popup independent of whether you enabled or disabled distant join
21:00:58  <frosch123> or whetheer you pressed ctrl
21:03:31  <frosch123> hmm. oh... were you refering to the advanced setting for disabling distant join?
21:03:51  <frosch123> then it may indeed make sense to only list adjacent ones :p
21:04:05  <CommanderZ> Yes. But now I realized there is not only an option to enable/ distant join, but also a setting to enable/disable adjoining stations
21:04:20  <CommanderZ> The plot thickens and the number of cases to consider grows exponentially :/
21:04:41  <frosch123> oi, maybe we can get rid of the latter one
21:08:34  <frosch123> there are reasons to forbid distant join since some people consider it cheating
21:08:48  <frosch123> but i have not heard of anyone wanting to forbid more stations
21:11:50  <V453000> sounds pretty pointless to me
21:17:26  <CommanderZ> Hmm, this setting seems to only have been introduced with 0.6.0, so it is no prehistoric thing. I wonder what the reasoning was.
21:18:26  <frosch123> what? adjacent_stations should be pre-historic
21:18:33  <frosch123> distant_join_stations may be 0.6
21:19:54  <frosch123> adjacent_stations is r9905, distant_join_stations is r14919
21:20:11  <frosch123> ok, so adjacent_stations is indeed 0.6 :p
21:20:17  <frosch123> and distant_join is 0.7
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21:34:24  <frosch123> night
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23:25:50  <Wolf01> 'night
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