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Log for #openttd on 8th September 2014:
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00:29:10  <OpenGame> Is an admin online?
00:33:20  *** theholyduck [~theholydu@172.245.30.36] has quit [Ping timeout: 480 seconds]
00:33:49  <Sylf> Admin in what sense?
00:34:14  <Sylf> Or admin of what resource?
00:34:41  <OpenGame> someone who can activate central user management system accounts on the Openttd page
00:35:25  <Sylf> ah.  You'll probably have to wait for a few hours - for European morning or later.
00:35:57  <OpenGame> there is no way to request a second email right?
00:36:40  <Sylf> I don't know
00:37:46  <OpenGame> I will try tomorrow again, thanks for trying to help
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01:56:45  <luizrpgluiz> hi devs :)
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01:57:41  <OdinYggd> Is there a way to dry out lakes? I'm on a map right now that has a lot of sea level areas that are full of water but cut off from the main ocean. Raising them to grade would be costly, but if I could dry them as-is I could use them as they are
01:59:02  <luizrpgluiz> why not put apartments in openttd?
01:59:38  <luizrpgluiz> and also does not put factories?
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02:01:24  <luizrpgluiz> ?
02:02:21  <OdinYggd> Factories already exist though. They convert steel livestock or grain to goods
02:02:57  <OdinYggd> Though factories can be established in city blocks, and indeed many cities grew up around a large factory, they tend to keep to themselves because people don't like the smoke and noise.
02:02:57  <luizrpgluiz> and apartments?
02:03:21  <OdinYggd> Dunno. I would imagine that most of your city high rises are a mix of offices and apartments
02:03:25  <OdinYggd> they just aren't tagged as such
02:05:04  <luizrpgluiz> but it would be possible to put apartments for rent by each company? such as opening a real estate
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02:31:52  <luizrpgluiz> exit
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03:31:32  <Sylf> this discussion feels and smells like the continuation of the tt-forums posts...
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03:33:06  <Sylf> OdinYggd, there is no inexpensive way of drying the lakes.  You either raise the lake area's land level, or use the demolish tool on the entire lake area.
03:34:02  <OdinYggd> I didn't know the bomb tool could do it
03:34:11  <OdinYggd> That in itself is good to know
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06:51:29  <andythenorth> is the livery UI for mail wagons driven by cargo prop 15?
06:51:43  * andythenorth is looking for reasons why FIRS mail is freight, and default mail is not
06:53:15  <planetmaker> mail is always fright
06:53:24  <planetmaker> moin andythenorth :)
06:54:25  <andythenorth> FIRS causes mail cars to use freight livery
06:54:43  <andythenorth> whereas default industries do not
06:54:54  <planetmaker> what else would they use? Passengers? Would sound wrong
06:55:01  <andythenorth> yes, pax
06:55:41  <planetmaker> but... my letters don't have legs?
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06:56:23  <andythenorth> it’s not so much logic as consistency
06:56:30  <andythenorth> mail is redefined from default for no good reason
06:56:37  <andythenorth> which causes vehicle set bugs
06:56:49  <planetmaker> :) Then don't re-define it
06:57:09  <planetmaker> would make a good patch, only code removal without feature loss :)
06:57:22  <andythenorth> I don’t know which prop is doing it ;)
06:57:32  <andythenorth> I thought maybe is_freight (prop 15)
06:58:03  <planetmaker> Honestly, I'm not sure there is a way to force pax livery for non-pax cargoes
06:58:17  <planetmaker> probably driven by cc_passengers class
06:58:32  <planetmaker> but I didn't look up openttd code
06:58:36  * andythenorth wonders if something is hard-coded in ottd code
06:58:45  <andythenorth> by cargo bit or such
06:58:46  <planetmaker> pax / non-pax surely is
07:00:35  <planetmaker> yeah...
07:00:58  * andythenorth opens ottd src
07:02:49  <andythenorth> looks like it uses is_freight
07:02:51  <andythenorth> hmm
07:04:08  <planetmaker> 				if (!CargoSpec::Get(cargo_type)->is_freight) {
07:04:11  <planetmaker> yeah
07:05:15  <planetmaker> which is prop. 0x15
07:05:24  <planetmaker> 			case 0x15: // Freight status
07:05:24  <planetmaker> 				cs->is_freight = (buf->ReadByte() != 0);
07:12:16  * andythenorth fixes FIRS
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07:47:46  <andythenorth> another day, another horse
07:51:57  <planetmaker> :)
07:53:36  <andythenorth> train sets are quite fun
07:53:42  <andythenorth> the sprites are mostly symmetrical
07:54:00  <andythenorth> and the consists can be adjusted by player, so stats on each vehicle aren’t so hard to figure out
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08:02:41  <OpenGame> Is an admin online who can activate my Webtranslator account? The username is same as here. I got no email so I wasn't able to complete the registration.
08:11:08  * Xaroth|Work points at planetmaker
08:11:11  * Xaroth|Work runs
08:11:43  <OpenGame> thanks Xaroth|Work
08:11:53  <Xaroth|Work> he might be afk though
08:12:09  <Xaroth|Work> but that's the last admin-like person i've seen talk in the last few hours
08:12:30  <OpenGame> I hope he doesn't run away too ;)
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08:19:30  * planetmaker grabs coffee mug and aims at Xaroth_
08:19:44  * planetmaker reconsiders. Waste of good coffee
08:22:31  <planetmaker> OpenGame, what language do you apply for?
08:22:36  <Xaroth|Work> you're aiming at the wrong one too
08:22:56  <planetmaker> Xaroth|Work, don't dare to say you're innocent. Thus can't be wrong ;)
08:23:24  <Xaroth|Work> There is no such thing as innocence, only degrees of guilt.
08:23:45  <OpenGame> planetmaker German
08:23:52  <planetmaker> OpenGame, and did you write an application e-mail to the translator e-mail address? if so: when?
08:24:03  <Xaroth|Work> and in case you understood that reference: blood for the blood god!
08:24:13  <OpenGame> no I didn't - I just saw it on the main page and clicked on the lovely heart ;)
08:25:05  <planetmaker> well, http://translator.openttd.org/en/faq usually explains that applying there via e-mail is the usual behaviour. anyhow, don't worry now
08:26:04  <planetmaker> actually... worry now. I don't see any account with your nick registered with OpenTTD services
08:28:09  <OpenGame> if I try to register again with same name it tells me there is an acc with that name already
08:28:28  <planetmaker> you mean 'OpenGame'?
08:28:36  <OpenGame> yes
08:29:02  <planetmaker> maybe you had an account like 5+ years ago and didn't migrate it to our single-sign-on back then?
08:29:14  <OpenGame> I signed up yesterday for first time :P
08:29:56  <OpenGame> 'An account with that username already exists.'
08:30:03  <planetmaker> well, then maybe someone else did in ye ol' days. Those nicks are taken but inaccessible
08:31:41  <OpenGame> I have been able to sign up successfully - I think the email server was just down so I got no email.
08:33:15  <OpenGame> or the emailserver IP is blacklisted
08:34:51  <planetmaker> well, there is no user 'OpenGame' in our database which I see.
08:35:02  <__ln__> emails get queued for later delivery if some server is down in between
08:35:41  <planetmaker> ^ that also
08:38:21  <OpenGame> Weird... I will try a new name
08:39:09  <planetmaker> do you use some weired e-mail address which is hosted microsoft or one of its 'services'? They sometimes act up and fail to provide proper e-mail services
08:39:19  <OpenGame> I just wanted to translate the last 25 missing strings for the German language
08:39:22  <OpenGame> nope a stable one
08:40:05  <planetmaker> heieiei. commits in the weekend brought many new strings it seems :)
08:40:26  <__ln__> OpenGame: will you be using google translate?
08:40:33  <OpenGame> lol if I try to sign up and press the Go to next step button I see no error now but it won't go on
08:40:49  <OpenGame> __ln__ I hope you are kidding. I'm a native speaker.
08:41:37  <__ln__> i also hope i'm kidding, but one can never know for sure
08:42:00  <planetmaker> __ln__, I've rarely seen that with OpenTTD translations
08:44:12  <OpenGame> "    An account with that email already exists." now
08:45:03  <planetmaker> :) so... which e-mail (you can message in private as to not catch spam on it)?
08:46:13  <planetmaker> hm... strange... I don't find that either :S
08:46:38  <planetmaker> I wonder whether there's a separate DB for those where sign-up is not yet finished
08:46:45  <planetmaker> and if so: where :D
08:46:51  <OpenGame> maybe you can't see accounts which aren't active?
08:46:54  <OpenGame> yeah
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08:54:41  <OpenGame> any plans now planetmaker? :P
08:56:41  <planetmaker> I will check with our sysadmin whether I miss anything. But there's nothing else what I can do now
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08:57:56  <planetmaker> you could sign-up also at the #openttdcoop DevZone and start translating NewGRFs for now :)
08:58:26  <OpenGame> the account there is for everything right? not that I just signed up for a submodule but I try to log in on the main one
08:59:34  <planetmaker> dunno... where did you sign-up?
09:00:03  <OpenGame> http://account.openttd.org/en/signup
09:00:22  <planetmaker> there's tt-forums.net (our forums), there's openttd.org (our main site) and there's the #openttdcoop DevZone (3rd-party projects). Those three are different.
09:00:35  <planetmaker> The one you used is for openttd translations, bug reports and wiki indeed
09:00:42  <planetmaker> so that's the right one for the purpose
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09:03:05  <planetmaker> hm
09:03:08  <OpenGame> okay then I have to wait I think planetmaker
09:03:56  <OpenGame> can I see the missing strings without sign in?
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09:05:08  <planetmaker> I don't think via web translator
09:05:16  <planetmaker> but you can check the commits from the weekend
09:06:14  <planetmaker> http://hg.openttd.org/openttd/trunk.hg/shortlog
09:07:07  <planetmaker> http://hg.openttd.org/openttd/trunk.hg/log/ef1b203e2572/src/lang/english.txt rather. Newest two commits in that list
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09:08:19  <planetmaker> http://hg.openttd.org/openttd/trunk.hg/diff/ef1b203e2572/src/lang/english.txt and http://hg.openttd.org/openttd/trunk.hg/diff/dfdbef31916f/src/lang/english.txt
09:08:22  <OpenGame> okay thanks
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09:10:01  <planetmaker> make sure translations are consistent with existing strings. But web translator usually has some suggestions about related ones
09:10:33  <planetmaker> there's also discussion threads about German translations in both, tt-forums as well as the German tt-ms forums. both threads are not currently active, but well :)
09:11:31  <planetmaker> http://www.tt-forums.net/viewtopic.php?f=29&t=39481 and I don't know / find now the  thread in tt-ms.de
09:13:24  <OpenGame> np :)
09:17:26  <planetmaker> https://translator.openttdcoop.org/projects <-- might be interesting for you, too :D
09:18:38  <OpenGame> hm yeah
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10:02:49  <Eddi|zuHause> <planetmaker> what else would they use? Passengers? Would sound wrong <-- i suppose the idea is that mixed passenger/mail trains all use the same livery
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10:15:07  <planetmaker> Eddi|zuHause, sure :)
10:23:37  <b_jonas> what do valuables (on continental) use?
10:24:21  <b_jonas> you could rename the livery from "passenger" to "two-way cargo" which would include passengers, mail, and valuables
10:26:18  <planetmaker> err-no-context. err-no-parse
10:37:00  <Eddi|zuHause> i suppose valuables should be treated like mail
10:37:14  <Eddi|zuHause> wrt the livery
10:37:43  <planetmaker> probably
10:38:21  <__ln__> happy International Literacy Day to those who can read
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13:00:10  <LSky`> planetmaker, did the logs end up helping you guys with finding the desync issue?
13:00:43  <planetmaker> LSky`, yes, only they made it possible
13:01:32  <LSky`> if there happens to be a similar issue, dont hesistate to request the logs again
13:02:10  <planetmaker> I will. count on it :)
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13:02:33  <planetmaker> on the other hand: if you see a desync on server1/3, don't hesitate to start desync logging in the same manner :)
13:03:10  <LSky`> definitely
13:05:49  <planetmaker> it's sufficient to run the desync logging until the 1st desync occured. Thus turning it off afterwards might help reduce some load on the servers :)
13:06:03  <planetmaker> it can be quite a strain on it :)
13:06:46  <planetmaker> thus when you see one: turn on desync debugging. save game, load that very savegame, continue to play and hope it desyncs soon enough :P
13:07:25  <planetmaker> it kills all company passwords, though. Thus what I'd do: set some passwords and move users manually back to their company
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13:14:45  <peter1138> trick: flag whether a company had a password in the save game
13:15:12  <peter1138> should be possible, saves messing with hashes or shit
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14:37:18  <__ln__> http://www.dw.de/germany-wont-tolerate-sharia-police/a-17906086
14:38:15  <planetmaker> ^ I find that actually scary. Scary to not tolerate it.
14:40:21  <__ln__> i don't think starting one's own police force (and calling it police) is tolerated in many western countries.
14:47:23  <Eddi|zuHause> it's actually not illegal to call yourself "police", you just can't claim any rights that a normal police has.
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14:48:11  <Eddi|zuHause> there was a guy who was prosecuted because he sold t-shirts which say "police", but he got cleared because the name "police" is not protected
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14:49:06  <planetmaker> it's not even a German word. So...
14:49:24  <planetmaker> and it cannot be illegal to dress-up alike and try to talk to people in town...
14:49:43  <planetmaker> if people come and make up cases why that is illegal and succeed. Then it gets scary
14:50:13  <Pikka> planetmaker, impersonating a police officer isn't illegal in germany?
14:50:24  <planetmaker> Pikka, it is. But those people didn't and don't
14:50:43  <planetmaker> police is called Polizei in German. But they just had red jackets with 'sharia police'
14:50:44  * Pikka isn't sure what you meant by "dress-up alike"
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14:51:37  <planetmaker> http://www.spiegel.de/politik/deutschland/scharia-polizei-in-wuppertal-salafisten-als-sharia-police-in-nrw-a-990152.html vs. https://www.google.com/search?q=polizei+uniform
14:52:05  <Pikka> I would expect someone wearing a uniform with the word "police" on it would have some kind of government authority
14:52:08  <Pikka> even if it's not a german word
14:52:38  <planetmaker> I would not. English is no official language here
14:52:57  <Pikka> that said, the article does make it sound like it was a one-off attention seeking stunt and the whole issue is a beat-up :)
14:53:50  <planetmaker> it does. But even if they go there every week or day. What grounds is there to fobid anyone to do that really? They don't look remotely like police
14:54:05  <planetmaker> It's different if they started to bully anyone. Then it's time to act
14:54:53  <planetmaker> but calling for anti-sharia-police laws like was already heard... that's just plain stupid :)
14:55:13  <planetmaker> alas, we live in times of hysteria
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15:32:10  <keoz> hello, world
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15:39:46  <Eddi|zuHause> <planetmaker> I would not. English is no official language here <-- that doesn't actually matter. it wouldn't change anything if the shirts were in german.
15:40:53  <Eddi|zuHause> Pikka: "impersonating a police officer" is not "dressing up as police", it's demanding actions that only an official policeman can demand (like searching people or using violence)
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17:43:00  <acb5649> hello, I’m new to building OTTD from source. I keep getting an error that the compiler cannot find “table/strings.h”. I checked this folder, it does not exist. How can I get “strings.h”? I’m using Xcode.
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17:45:43  <Rubidium> acb5649: sounds like xcode's conversion of our makefile failed
17:46:58  <DorpsGek> Commit by translators :: r26807 /trunk/src/lang (6 files) (2014-09-08 17:46:46 UTC)
17:46:59  <DorpsGek> -Update from WebTranslator v3.0:
17:47:00  <DorpsGek> catalan - 18 changes by juanjo
17:47:01  <DorpsGek> croatian - 29 changes by VoyagerOne
17:47:02  <DorpsGek> english_US - 29 changes by Supercheese
17:47:03  <DorpsGek> italian - 29 changes by lorenzodv
17:47:04  <DorpsGek> russian - 29 changes by Lone_Wolf
17:47:05  <DorpsGek> spanish - 12 changes by SilverSurferZzZ
17:48:33  <acb5649> Interesting, that would also explain some other bugs then. Where should I place the makefile for optimal detection?
17:49:04  <Rubidium> no idea, I don't use xcode or OS X
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17:56:33  <acb5649> looks like I wasn’t even including a makefile
18:01:36  <glx> makefile is auto generated by configure, I don't know how xcode handles that
18:01:59  <acb5649> not well, that’s for sure
18:13:40  <acb5649> I’m trying to resurrect ZodTTD’s iPad port, but there were no detailed instructions on how to actually compile everything.
18:16:48  <Rubidium> you are aware that the port can't be on itunes?
18:18:21  <Rubidium> primarily because Apple rejects GPL applications because they aren't compatible with their terms of service
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18:21:46  <acb5649> well yeah, my intention was to put a version on the Cydia, the jailbrake app store.
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18:28:38  <Wolf01> hi hi
18:30:00  <Alberth> moin
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18:34:11  <Julian_> Hi, can someone maybe help me with the OpenTTDLib query webpage ? I dont get it to run. Just get a blank white webpage if i open the example with my query ips.
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18:47:59  <George> http://dev.openttdcoop.org/projects/worldairlinersset/wiki/The_Team/diff?utf8=%E2%9C%93&version=12&version_from=7&commit=%D0%9F%D1%80%D0%BE%D1%81%D0%BC%D0%BE%D1%82%D1%80%D0%B5%D1%82%D1%8C+%D0%BE%D1%82%D0%BB%D0%B8%D1%87%D0%B8%D1%8F
18:48:07  <George> Internal error
18:48:07  <George>
18:48:07  <George> An error occurred on the page you were trying to access.
18:48:07  <George> If you continue to experience problems please contact your Redmine administrator for assistance.
18:48:07  <George>
18:48:08  <George> If you are the Redmine administrator, check your log files for details about the error.
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19:13:10  <andythenorth> o/
19:14:12  <^Spike^> George see devzone channel :)
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19:23:11  <Alberth> o/
19:24:24  <Alberth> andythenorth: You are aware that Buildwas General Cargo Tram jumps towards the player in ____  view ?
19:24:40  <andythenorth> no but unsurprised :)
19:25:00  <andythenorth> might be borked offsets, or just bad sprites
19:25:30  <Julian_> can no one help me with openttdlib ? :(
19:26:56  <Alberth> both directions, don't if it's the same sprite
19:27:12  <Alberth> Julian_: very few server owners here apparently
19:28:08  <Julian_> I dont know :/
19:29:48  <Alberth> andythenorth: smoke is also pretty bad
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19:33:42  <Alberth> livestock makes a lot of money :)
19:33:42  <andythenorth> ha
19:33:46  <andythenorth> to all of it :)
19:33:52  <andythenorth> livestock making money? o_O
19:33:54  <andythenorth> shameful :o
19:34:03  <andythenorth> livestock should walk on it’s own
19:34:05  <andythenorth> its
19:35:37  <Alberth> and deny me my money? no thank you :p
19:36:03  <Rubidium> I guess the parma ham will get really tough then ;)
19:37:24  <andythenorth> another HEQS tram IRL!
19:37:24  <andythenorth> http://www.railpictures.net/viewphoto.php?id=497029&nseq=144
19:37:28  <andythenorth> mixed track too
19:37:38  * andythenorth considers multi-gauge railtype
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19:46:56  <planetmaker> good evening
19:50:33  <Alberth> evenink
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19:53:31  <b_jonas> andythenorth: multi-gauge? isn't that a train type that can run on two rail types?
19:54:33  <andythenorth> mixed gauge then
19:54:36  <andythenorth> terminology :P
19:56:04  <b_jonas> but what's that like?
19:56:11  <b_jonas> does it have three rails?
19:57:29  <andythenorth> it’s in the linked picture
19:59:32  <b_jonas> oh
19:59:36  <b_jonas> I see
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20:11:46  <b_jonas> is there a way to make a special railway waypoint that warns me with a message if a train ever passes through it, to debug rail routing?
20:12:10  <planetmaker> no such thing exists
20:12:56  <b_jonas> ok
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20:14:04  <planetmaker> interesting. that split was said to split accross the atlantic ;)
20:15:01  <Rubidium> interesting definition of atlantic
20:16:15  <b_jonas> I'm in the early stage of this game now, building simple coal trains to get some money, and buses to grow the towns, so I don't need debugging train routes yet
20:16:20  <b_jonas> but later it might be useful
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20:16:53  <Rubidium> create a trap with signals?
20:17:02  <Rubidium> then it'll eventually show up as non-profitable
20:17:26  <b_jonas> won't the routing algorithm notice the trap and not route there?
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20:17:36  <b_jonas> whereas a waypoint won't influence where the train goes
20:17:42  <b_jonas> or so I hope
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20:17:55  <Rubidium> if you make the trap right it shouldn't
20:18:21  <b_jonas> I'm not sure how to make the trap that way then
20:18:36  <planetmaker> oh, everything has an influence on the path :) signals, track bends, level crossings, stations, waypoints, other trains, bridges, tunnels, slopes,
20:18:39  <b_jonas> btw, I really like this industrial stations newgrf
20:19:24  <Rubidium> http://rbijker.net/openttd/Condham%20Transport,%201950-01-17.png <- trap
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20:20:04  <b_jonas> Rubidium: ah, good idea
20:20:05  <Rubidium> and it doesn't influence the pathfinder as far as I can tell
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20:20:48  <Rubidium> you mustn't use path signals though, then it doesn't work at all
20:20:53  <b_jonas> right
20:21:03  <b_jonas> and this works with two-way signals too
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20:28:12  <b_jonas> stupid train, you're going the wrong way!
20:28:25  <b_jonas> arghed, I jinxed it when I said I wouldn't need to debug trains thsi early
20:28:47  <andythenorth> what is ‘debugging trains’?
20:29:25  <glx> if train goes the wrong way it's a layout problem
20:29:34  <b_jonas> yep, it's a problem in my layout
20:29:37  <b_jonas> that's what I have to debug
20:30:05  <andythenorth> use the pro approach
20:30:06  <b_jonas> ah, I think I know the problem
20:30:08  <andythenorth> one track per train
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20:30:30  <b_jonas> they're going into depots then want to go back to the station before
20:30:42  <andythenorth> one track per train, no signals
20:30:55  <glx> ha yes depot placement must be smart
20:31:26  * andythenorth never has train routing problems
20:31:29  <andythenorth> or rooting problems
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20:41:20  <b_jonas> um
20:42:05  <b_jonas> how do I make the train load a full wagon of coal to half its carriages rather than loading half a wagon of coal to each carriage?
20:42:21  <b_jonas> I have trains that serve two coal mines that are very close to each other
20:43:15  <glx> disable gradual loading maybe
20:49:04  <andythenorth> it’s the same result no?
20:49:12  <andythenorth> 250t coal in a 500t train? or whatever?
20:49:45  <b_jonas> andythenorth: yes, but different source stations
20:50:07  <b_jonas> but it probably doesn't matter
20:50:08  <andythenorth> use a 50% load order
20:50:15  <andythenorth> you’ll have to patch for it first :(
20:50:39  <glx> each cargo packet knows from where it comes
20:50:46  <b_jonas> I think I should just leave it this way
20:50:49  <glx> so it doesn't matter
20:50:52  <b_jonas> ok
20:51:07  <b_jonas> so it just doesn't display both sources in the train info dialog
20:51:42  <b_jonas> it probably doesn't matter for station ratings or industry production changes or income
20:51:46  <b_jonas> I won't try to fix it then
20:51:55  <glx> hehe imagine the dialog for passengers with cargo dist ;)
20:53:02  <b_jonas> well, I have four coal wagons on the train, so it could just list one station for the first two wagons and another for the next two wagons
20:53:19  <b_jonas> but it's not important really
20:54:19  <b_jonas> am I the only one who likes to use the autoroad tool but not the autorail tool?
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21:11:40  * andythenorth wonders if tram tracks show up in industry tile landscape checks
21:11:44  * andythenorth spec
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21:13:14  <frosch123> i doubt that
21:13:20  <andythenorth> var 60 has nothing for it
21:13:28  <b_jonas> whew, good thing I loaded this ship newgrf to this game
21:13:29  <andythenorth> I can’t read the tile bits directly?
21:13:36  <b_jonas> now I have a cheap ship to build
21:13:47  <frosch123> of course you can't
21:13:50  <andythenorth> every so often this fricking petrol stations -> tram tracks bug gets reported
21:13:55  <frosch123> they changed like 10 times
21:13:58  <frosch123> would be hell to support
21:14:01  <andythenorth> he :)
21:14:21  <andythenorth> if I removed that petrol stations feature, I’d get the bug reported that they don’t build near roads
21:15:41  <b_jonas> petrol stations?
21:15:55  <andythenorth> gas stations
21:15:58  <Wolf01> 'night
21:16:04  <andythenorth> or however it’s translated
21:16:07  <b_jonas> yeah
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21:16:12  <b_jonas> but what are those in ottd?
21:16:16  <b_jonas> depots?
21:16:39  <andythenorth> petrol stations are petrol stations
21:16:41  <andythenorth> industry
21:16:48  <andythenorth> sometimes house
21:16:49  <andythenorth> depends
21:16:56  <andythenorth> pikka has them as houses
21:17:01  <andythenorth> I have industry
21:18:07  <frosch123> night
21:18:09  <b_jonas> oh
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21:18:39  <andythenorth> b_jonas: which ships?
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21:23:54  <b_jonas> ships from the FISH ship set
21:24:14  <b_jonas> gives me a cheap ship which I use to make a town on an island grow
21:24:15  <andythenorth> that one’s rubbish
21:24:22  <andythenorth> I wouldn’t touch it
21:24:36  <b_jonas> can you recommend another one then, for next game?
21:25:00  <andythenorth> Squid Ate FISH!
21:25:05  <andythenorth>  (FISH 2 on bananas)
21:26:52  <b_jonas> Fish 2? ok
21:30:16  <andythenorth> bye
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21:31:11  <b_jonas> stupid industries are starting to close because of supply problems. do they expect me to supply everything at once?
21:34:44  <FLHerne> b_jonas: If you can't supply everything anyway, why do you care about the industries closing?
21:34:47  *** sla_ro|master [slamaster@89.137.74.191] has quit []
21:35:47  <Eddi|zuHause> b_jonas: well, sorta. there is a protective period of like 5 years after game start, then practically everything you didn't connect yet closes...
21:36:26  <Eddi|zuHause> which, on larger maps, leaves you with vast stretches of unindustrialized landscape
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21:45:53  <b_jonas> yep
21:46:25  <b_jonas> so now I have to check where the factories and sawmills and steel mills are located and connect some so they don't cloas
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21:49:40  <b_jonas> oh, they removed this steel mill
21:52:17  <FLHerne> b_jonas: You only really need one of each
21:52:42  <FLHerne> The annoying thing is when they close after you've started building a route to them
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22:46:59  <b_jonas> I built trucks. I know I'll regret this. Trucks are a pain.
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