Log for #openttd on 14th April 2015:
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00:18:43  <Supercheese> Well, the seaplanes don't quite line up with the docks in all orientations, but I'll add it anyway
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00:53:33  <supermop> cool
01:54:33  <kamnet> I'm thinking that the docks should probably line up right in the middle of the tile, and a larger pad of some sort built to meet the planes where the nose rests.
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03:21:23  <Supercheese> well, I'll commit version 1 and can always go back and tweak things
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04:08:42  <kamnet> Sounds good. :D
04:10:42  <kamnet> Supercheese, I've got 140 flying boats and floatplanes documented currently.
04:10:59  <Supercheese> Well, graphics are always the hardest part of any grf
04:11:22  <Supercheese> I have spend ~10 times as much time wrangling pixels than actually developing working code for OGFX+ Airports
04:11:29  <kamnet> True, but I figure if I get this out there, maybe somebody decides to take interest. even if it's just one or two at a time.
04:12:11  <Supercheese> I don't think you need the OS2U Kingfisher on your list, I was it there a while back. No transport capacity on that plane ;)
04:12:19  <Supercheese> I saw it*
04:12:40  <kamnet> Some of them are a stretch, yes.
04:15:55  <kamnet> Now that I've got as many as I do, I can thin the ranks a little.
04:17:07  <kamnet> But most of the WWI stuff didn't actually have a civilian version, nor did most of it make it out of surplus for conversion.
04:17:24  <kamnet> But they all look nice.
04:18:16  <Supercheese> I like the Do-X
04:18:19  <Supercheese> crazy plane
04:18:37  <Supercheese> definitely would be fun in OTTD
04:18:54  <kamnet> Yeah, a few of these are just absolutely nuts.
04:19:04  <kamnet> The Do X, Princess, Dutchess.
04:19:40  <Supercheese> Do-X is a classic example of, "You can make anything fly if you strap enough engines on it."
04:20:12  <kamnet> Earlier I found a proposal for a 24-engine SARO that fits between the Princess and the Duchess.
04:20:57  <Flygon> Can we implement the Flying Ductman? Introduction date around 21AD
04:21:00  <kamnet> Amazing how many of these planes literally crashed and burned, though.
04:21:03  <Flygon> Going by Age of Empires
04:22:32  <Supercheese> The museum that now has the Spruce Goose is not too far from me here
04:22:51  <Supercheese> now there's a flying boat
04:22:52  <kamnet> *Not made of real Spruce
04:23:03  <Supercheese> well, it has to rhyme yaknow ;)
04:23:05  <Flygon> Wait, that's an actual thing???
04:23:16  <Supercheese>
04:23:18  <kamnet> Howard Huges looked around and said "That's not a flying boat... THIS is a flying boat!"
04:23:18  <Flygon> I thought it was something The Simpsons made up
04:23:33  <Flygon> Hahaha what the fuck, wow
04:24:01  <Supercheese>
04:24:11  <Supercheese> note DC-3 at bottom
04:24:23  <kamnet> I'm honestly surprised that nobody ever took advantage of it. Never even flew it. *SMH*
04:24:26  <Supercheese> at least I am pretty sure that's a DC-3
04:24:43  <Supercheese> it flew, once
04:24:44  <Supercheese> briefly
04:24:58  <Supercheese> by that point though Hughes was clinically insane
04:25:11  <kamnet> He may have been. But the ship was genius
04:25:48  <Flygon> At least it doesn't catch fire when rained on
04:26:20  <Supercheese> what did?
04:26:39  <Flygon> The Spruce Goose
04:26:45  <Flygon> Despite what Mister Burns stated otherwise
04:28:34  <Flygon> Shame it'll never fly again
04:29:47  <Supercheese> it'd perhaps be cheaper just to build another with modern techniques
04:29:55  <Supercheese> rather than try and restore the original
04:30:20  <Supercheese> FAA would probably have a fit though with a craft that large
04:30:35  <Supercheese> they are finicky with licensing
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04:30:56  <Flygon> It's not the size that had me thinking they'd panic
04:31:00  <Flygon> It's the material
04:31:59  * Flygon resumes cursing how hard hair is to animate
04:33:02  <Flygon> Supercheese: Incidentally
04:33:05  <Supercheese> you're probably echoing the Pixar staff when they decided to create Brave
04:33:14  <Flygon> With the H220 restoration here
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04:33:18  <Flygon> The proposed one
04:33:20  <Supercheese> "f***ing hair!" say the animators
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04:33:32  <Flygon> There's people suggesting just to build a H221... because of how unique H220 is
04:33:46  <Flygon> And that regauging from 1600mm to 1435mm would require partially rebuidling the loco
04:34:10  <Flygon> H220 being an utter monster of a loco
04:34:12  <kamnet> @logs
04:34:13  <DorpsGek> kamnet:
04:34:20  <Flygon> Most powerful loco in Australia from 1939 through to 1995 :B
04:35:04  <Flygon> It's just not as well known as it's older Sisters tho (the S-class (Steam))
04:35:49  <Flygon> Also, RE: The hair
04:35:56  <Flygon> Trying to draw inbetweens for a 2D animation
04:36:04  <Flygon> And keeping track of which hairstrand is which is hell
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05:00:41  <Supercheese> I thought Bananas accepted .tar bundles... maybe I'm doing something wrong?
05:04:00  <Supercheese> something is not right here, Bananas is not liking either .zip or .tar bundle uploads
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05:13:06  <kamnet> Not liking my ISP today
05:13:53  <Supercheese> Oh Bananas hates apostrophes, that's it
05:14:28  <kamnet> Yes.
05:14:29  <kamnet> The bugger
05:15:44  <Supercheese> kamnet:
05:16:01  <kamnet> WOOHOO
05:16:29  <kamnet> Now we just need bigger seaplane ports
05:16:55  <Supercheese> I applied a few edits to the docks, like putting railings on both sides
05:17:20  <kamnet> Just read up on the Beechcraft Model 18. World record for longest continual model production
05:17:24  <Supercheese> the problem with the Commuter statemachine is the airports load out in the middle of nowhere
05:17:31  <kamnet> And every one of them could be refitted with pontoons
05:17:37  <Supercheese> and they move about on all sides of their loading zones
05:17:53  <Supercheese> so no docks can extend out to them without also having planes plow straight through the docks...
05:18:11  <Supercheese> guess they load via dinghy :P
05:18:41  <kamnet> Well, i was told that in the regular commuter passengers were just transported underground... :D
05:18:56  <kamnet> Maybe they now have to swim to shore!
05:20:29  <Supercheese> no, at all the commuter ports I've ever flown out of we just walked right up to the plane
05:20:42  <Supercheese> so it makes good sense there for landplanes
05:21:28  <Supercheese> even at SeaTac IIRC the planes just parked out on the tarmac and we walked in to the terminal
05:21:38  <Supercheese> and it sucked because, well, Seattle... rain rain rain
05:21:55  <Supercheese> when I flew on the small regional turboprop planes that is
05:22:20  <Supercheese>
05:22:38  <Supercheese> you can see the Bombardier Q400s there just park there and no gangways extend
05:24:47  <kamnet> That's a nice airport
05:25:08  <Supercheese> oh and kamnet: a new version of SNO is out on Bananas that has bare water tiles useful for fencing in the seaplane ports and guarding against flooding
05:26:13  <Supercheese> oooooh I also think I may have included another feature where seagulls randomly spawn on mapgen
05:26:24  <Supercheese> yeah that snuck in there, forgot to mention it in the changelog
05:27:39  <kamnet> *ponders* I dunno if some people will like that one.
05:27:53  <kamnet> I like it though
05:28:11  <Supercheese> you can disable it
05:28:13  <Supercheese> via parameter
05:28:15  <kamnet> Hey, you got seagulls on water... what about carrion in deserts?
05:28:25  <Supercheese> vultures eh
05:28:30  <Supercheese> recolor 'em black
05:28:49  <kamnet> Random birds with openttd trees
05:29:03  <kamnet> *OpenGFX Trees
05:29:26  <kamnet> Fish spawning near fishing grounds?
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05:31:53  <Supercheese> was debating a whale breaching object
05:32:01  <Supercheese> would make for a great animation
05:32:14  <Supercheese> but I am focusing on airports for the time being
05:33:15  <V453000> morningq
05:38:48  <kamnet> A whole pack of random animations wold be kinda fun Supercheese.
05:38:52  <kamnet> morning V453000
05:39:05  <V453000> hyhy
05:41:19  <Supercheese>
05:41:36  <Supercheese> I hope I haven't missed any critical points about usage
05:41:50  <V453000> :D
05:42:35  <V453000> nice stuf :)
05:42:56  <V453000> today forecast: RAWR all over the territory
05:43:25  <V453000> occassional PURRstorms
05:43:26  <planetmaker> moin
05:43:29  <V453000> hy
05:43:49  <supermop> seaguls over fishing grounds would be nice
05:44:21  <Supercheese> eh yeah but they may block ship movement
05:44:31  <planetmaker> hm... fishing grounds. Fish farms maybe rather?
05:44:34  <Supercheese> you can place them manually so as to not impede the trawlers
05:45:31  <Supercheese> I'm still not sure how I have commit access when I am not explicitly enumerated as a manager/developer/contributor at
05:46:10  <Supercheese> but things evidently work
05:48:10  <planetmaker> how they do look like
05:48:58  <Supercheese> I cannot access that photo
05:49:50  <planetmaker> ah... always the same, wrong link format. This probably works: (it's a video actually)
05:50:16  <planetmaker> so one can also mimic the animation of the lights :)
05:53:03  <planetmaker> Supercheese, and well, made you manager of the airports project as well
05:55:40  <planetmaker> Supercheese, did you know that one can use canal just as fine to fence an area in open water?
05:55:56  <Supercheese> Sure... but you get ugly banks surrounding it
05:56:29  <planetmaker> with the additional benefit that it is still navigable by ships. And no banks when adjacent to water. But yes, towards an airport; didn't think of that
05:56:56  <Supercheese> also the canal tiles have different water colors
05:59:20  <planetmaker> also true :)
05:59:31  <planetmaker> the seaplane airport looks nice :)
06:00:10  <Supercheese> :D
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06:14:51  <kamnet> Supercheese, what about a steam-powered seaplane? :D
06:15:12  <Supercheese> sounds steamy
06:15:48  <kamnet> A Travel Air 4000 was modified with a steam-powered engine and sold to a Japanese buyer in 1934.
06:15:50  <Supercheese> not sure the forums can handle that kind of content ;)
06:16:43  <supermop>
06:18:16  <supermop> I guess it tool them a few iterations to figure out where to put the doors
06:22:30  <kamnet> Rather phallic, isn't it?
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06:32:59  <V453000> hm, so CC mask for bridges ._.
06:33:02  <V453000> pain in the ass much
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06:41:00  <V453000> only Tubular, Cantliever, Suspension and Concrete bridge needs CC masks, right?
06:41:03  <V453000> the other bridges dont
06:41:09  <V453000> (or can have the CC mask empty)
06:41:25  <Pikka> do concrete?
06:41:38  <V453000> yeah it is a part of suspended bridge in some cases
06:42:22  <Pikka> I guess none of them really need it. you just won't be able to see the difference between the different versions otherwise ;)
06:42:26  <V453000> if lengths are 7+m*4
06:42:31  <V453000> m/n :)
06:42:39  <V453000> well yeah
06:42:44  <V453000>  which is kind of bad I think
06:42:52  <V453000> esp with the cantlievers and tubulars
06:43:20  <Pikka>  most of the bridges are pointless anyway. if you're making a newgrf, just disable some of them, or have specific graphics for them? If you're doing a base set, well then...
06:44:26  <V453000> rawr is a newgrf but I only replace sprites so I can easily convert to a base set eventually
06:44:40  <Pikka> oh I see @ concreete bridge in suspension. how ridiculous
06:44:45  <V453000> yeah
06:44:49  <V453000> just one middle piece :)
06:44:55  <Pikka> totally doesn't match in zbase :)
06:45:00  <V453000> I know
06:45:14  <V453000> the suspended bridges are utterly broken in zbase anyway
06:45:20  <V453000> the overlay doesnt even fit
06:45:43  <Pikka> yes, too high
06:46:00  <Pikka> well. that's zbase for you
06:46:40  <Pikka> it's a good proof of 32bpp-concept
06:47:05  <V453000> yes :)
06:47:23  <V453000> time2fix
06:57:55  <supermop> somehow ive got it into my head that my mom wants an abstract 3d printed monorail necklace for her birthday
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06:58:01  <Supercheese> haha
07:02:13  <supermop> i've spent much of the day trying to make it less phallic
07:09:23  <kamnet> I don't think that's really possible.
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07:16:32  <supermop> hah
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07:39:23  <supermop> non-phallic enough?
07:43:51  <Supercheese> improved
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07:56:01  <supermop> need to make a little plastic ball joint to fit in there as a coupler
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08:10:20  <argoneus> phallic monorails are my favourite
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09:31:02  <Flygon> supermop: Gimmie a sec, my net is being a butt
09:31:21  <Flygon> Dude
09:31:26  <Flygon> It looks like a Mars Bar
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10:18:21  <kamnet_> *yawns*
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11:59:43  <supermop_> yo
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12:11:12  <jk_> hi, my openttd server ignores settings
12:11:28  <jk_> from config file and applied via console
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13:41:14  <Samu> hi
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13:45:11  <supermop_> yo
13:45:17  <supermop_> im off in a bit
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13:59:32  <kamnet_> Morning
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14:14:07  <Flygon> <Flygon> Ooooo
14:14:07  <Flygon> <Flygon> Thunderstorm
14:14:07  <Flygon> <Flygon> Or an airplane exploded
14:14:07  <Flygon> <Flygon> Hard to tell when you live next to an airport
14:14:15  <Flygon> I live in the world of OTTD :B
14:16:19  <Flygon> Seriously tho, my planes love to crash <_>
14:23:29  <Samu> i want to unify the construction rules for waterways
14:24:12  <Samu> but at the same time I want to ease waterways construction
14:24:55  <Samu> building a dock
14:25:15  <Samu> should it auto-build a canal if there's none?
14:25:21  <Samu> or if no water?
14:25:25  <Samu> kinda like locks?
14:25:32  <Samu> what about on removal?
14:25:49  <Samu> remove the canal? leave the canal?
14:27:31  <Samu> i know that building a canal has a costly £5000 base to it, but I hope i could convince devs to change it
14:30:02  <Samu> i want to treat the canal the basic foundation of waterways
14:30:08  <Samu> much like a road bit
14:30:43  <Samu> or a rail track
14:33:16  <Samu> brb
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15:00:28  <Samu> guys, what you rather prefer
15:00:59  <Samu> demolishing a lock, leave the canal behind or remove it?
15:02:01  <Samu> i like the idea of leaving canal behind, but...
15:02:28  <Samu> at the same time I don't like it when that's the only thing left behind
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16:35:41  <Samu> psst
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16:43:12  <Alberth> o/
16:44:14  <andythenorth> bonsoir
16:49:59  <Samu>
16:50:07  <Samu> can it be simplified?
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16:52:25  <andythenorth> coffee cat
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16:54:43  <andythenorth> @seen danmack
16:54:43  <DorpsGek> andythenorth: danmack was last seen in #openttd 1 day, 22 hours, 16 minutes, and 28 seconds ago: <DanMacK> Hey all
16:55:15  <Alberth> always friendly saying hello :)
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17:00:03  <andythenorth> Alberth: you can’t fix the industry chains view to handle cargos that change when industry is constructed?  (it’s non-deterministic)
17:01:15  <planetmaker> andythenorth, the industry chain view is a global thing, working by industry type, not by single industry
17:01:25  <Alberth> it's an industry-type view rather than industry-specific
17:01:33  <planetmaker> good evening :)
17:01:40  <Alberth> oddink planetmaker
17:01:55  <andythenorth> presumably there could be a mapping of all cargos that _might_ be accepted/produced
17:02:06  <andythenorth> but it would have to be maintained dynamically
17:02:08  <andythenorth> I dunno
17:02:13  <andythenorth> I think changing cargos is a BAD FEATURE
17:02:34  <planetmaker> andythenorth, yes, as there are callbacks involved, it is too dynamic to be possible to map. It could change by the time of day even
17:02:52  <Alberth> current layout is designed to have 3 outputs max
17:03:22  <andythenorth> I _am_ going to bin that FIRS feature
17:03:24  <andythenorth> sooner not later
17:03:34  <andythenorth> also we should deprecate that cb
17:03:45  <andythenorth> or at least put a health-warning on it, that it causes failure demand
17:03:53  <andythenorth> I would do it, but I can’t wiki
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17:11:29  <planetmaker> quak
17:12:03  <frosch123> moin :)
17:17:10  <Samu> 	if (HasTileWaterClass(tile) && GetWaterClass(tile) == WATER_CLASS_CANAL && !IsTileType(tile, MP_INDUSTRY) && GetTileOwner(tile) != OWNER_NONE) {
17:17:45  <Samu> is this gonna do the same as
17:18:07  <Samu> first 4 lines
17:19:48  <frosch123> andythenorth: we could call the callback in purchase list and make it return pairs of (cargotype, always/sometimes accepted/produced)
17:20:50  <planetmaker> frosch123, that still makes it rely on correctness of the code, thus it could still fool openttd. However, I guess, it's a nice and good idea
17:21:28  <frosch123> we have to rely on newgrf doing stuff correctly in many cases :p
17:21:35  <frosch123> that's why articulated vehicles are such a pain :p
17:21:43  <planetmaker> :)
17:25:35  <V453000> how can you do something not correctly with articulated vehicles? :D
17:25:46  * V453000 is interested in how many times did he score that so far
17:26:27  <frosch123> i think you are immune to that
17:26:35  <frosch123> usually you only break stuff when trying to code bad features
17:27:13  <V453000> xd
17:27:24  <V453000> power randomization is not bad
17:27:47  <V453000> still want power_decreases_over_time_after_a_year_without_servicing feature :P
17:28:18  <frosch123> you could fade vehicles into transparency
17:28:25  <V453000> XD
17:28:29  <frosch123> if you don't service them, you won't e able to find them anymore
17:28:37  <V453000> I am afraid people would like that
17:29:28  <frosch123> or turn them into text "service me, fu"
17:29:56  <V453000> ._.
17:30:05  <V453000> I need something functional
17:30:19  <V453000> visuals can be additive to that, but it mainly needs to work
17:30:35  <frosch123> well, as said, the only thing available would be loading time :)
17:31:15  <V453000> =(
17:31:32  <Samu> help me out
17:31:44  <V453000> am still wondering how much magic can I do with it changing only upon visits of stations/depots
17:31:46  <Samu> is this the same as
17:31:48  <frosch123> @kick samu like this?
17:31:48  *** Samu was kicked from #openttd by DorpsGek [like this?]
17:31:57  <V453000> e.g. train would be considered serviced for 5 trips XD
17:32:14  <V453000> that possible?
17:32:28  <V453000> and after every trip it would get worse
17:32:54  <frosch123> the only "storage" you have are random bits
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17:33:02  <Alberth> will you nicely wait for your scheduled service? :)
17:33:19  <frosch123> you can code "decrease power by 10% with 25% chance on every stop"
17:33:21  <Samu> omg fuck you idiot
17:33:27  <frosch123> sorry :)
17:33:47  <V453000> amazing attitude Samu :)
17:33:51  <glx> Samu: be careful :)
17:34:10  <V453000> frosch123: but servicing cant play a role in that?
17:34:20  <frosch123> V453000: time since last service can
17:34:27  <V453000> thats good
17:34:36  <V453000> that is basically everything I need then I think
17:34:48  <V453000> if time since last service > whatever, chance >0%
17:34:52  <frosch123> but you can only change it somewhat randomly, not exactly
17:34:57  <Samu> i get so frustrated trying to get this right
17:35:01  <V453000> I see
17:35:10  <V453000> bad that
17:35:19  <frosch123> and same with the servicing itself
17:35:26  <frosch123> it cannot immediately increse to 100%
17:35:31  <V453000> ._.
17:35:33  <frosch123> but only after stopping multiple times :p
17:35:47  <andythenorth> frosch123: wrt calling the cb, is it worth it? o_O $someone also has to fix industry chains view...
17:35:49  <V453000> well that can be hacked relatively easily in the game, but ugly
17:35:52  <frosch123> so, servicing once does not work
17:35:57  <frosch123> you have to service regulary
17:36:19  <frosch123> could also be a feature :p
17:36:26  <V453000> eh, clunky
17:36:38  <frosch123> but in any case, due to the randomness, it will always be weird and confusing :)
17:36:41  <V453000> I guess chance that we get proper breakdowns in the actual game is about 0% eh
17:36:45  <Alberth> depot visit wouldn't work?
17:37:04  <Alberth> V453000:  depends on your notion of 'proper' :p
17:37:14  <V453000> anything that makes actual sense
17:37:21  <frosch123> Alberth: the only operation on the "storage" variable is: rerandomise these bits
17:37:24  <V453000> having trains decrease power after some time, would make sense for example :P
17:37:36  <frosch123> so if you want to set or clear a bit, you only have 50% chance succeeding :p
17:38:02  <Alberth> :)
17:38:56  <Samu> why did you get me into coding? you don't care after all
17:39:11  <Samu> should've known better
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17:44:41  <V453000> Alberth plays with breakdowns, he should code better breakdowns
17:44:47  <V453000> or frog? .P
17:45:25  <frosch123> it's not on my todo list
17:45:26  <DorpsGek> Commit by translators :: r27237 trunk/src/lang/latin.txt (2015-04-14 19:45:15 +0200 )
17:45:27  <DorpsGek> -Update from WebTranslator v3.0:
17:45:28  <DorpsGek> latin - 7 changes by Supercheese
17:45:34  <frosch123> considering its length, chances are pretty slim
17:45:42  <V453000> XD
17:48:57  <V453000> frosch123: show me your todolist, I will explain to you what can be left out! :D
17:53:12  <Terkhen> hello
17:55:58  <frosch123> V453000:
17:56:11  <V453000> XD
17:56:31  <V453000> all of that can wait
17:56:39  <frosch123> nope :p
17:56:42  <V453000> think of the benefits
17:56:49  <frosch123> exactly :)
17:56:56  <V453000> well shit :P
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17:58:30  <V453000> OMG, all beware the golden moment when andythenorth and DanMacK both meet in the channel simultaneously. Cat has been found and the world goes to shit.
17:58:47  * andythenorth tells V453000 to bugger off
17:58:53  <DanMacK> lmao
17:58:53  <V453000> =(
18:00:44  <planetmaker> frosch123, I asked ammler about pw for pypi access of nml. I'm curious if/when I'll get an answer. the pw reset request however seems to end up at no address which I have access to
18:02:12  <frosch123> ok :)
18:02:28  <frosch123> in the worst case we have to rename the package to py3-nml :p
18:03:24  <Alberth> wouldn't yexo be the logical person with the pw?
18:03:33  <planetmaker> two names seem registered there, devzone and ammler. But well... no access to either. I guess next step would be asking pypi admins to do something about that :)
18:03:49  <Alberth> k
18:04:15  <planetmaker> Alberth, yes, I thought so, too. But pypi gives those two names. I could write an e-mail to yexo, too... and/or hirundo
18:04:16  <Alberth> some years back, they were compromised, and all accounts were reset
18:04:26  <planetmaker> oh
18:04:27  <Alberth> ^pypi
18:04:40  <planetmaker> probably that's why the PW I guessed doesn't work
18:05:04  <Alberth> they had a grace-ish period for some time, but that's long ago
18:09:46  <andythenorth> just crack pypi :P
18:09:52  <andythenorth> it’s probably vulnerable
18:09:53  <andythenorth> most things are
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18:11:10  <planetmaker> Alberth, we didn't care about pypi for long... since nml 0.2.4
18:11:43  <Alberth> yeah, I would not have added it at all, tbh
18:18:46  <planetmaker> Alberth, it's not necessarily a bad idea to have it on pypi. But yeah... it's there now. If I can regain access, it could probably be automated to be uploaded from release builds
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18:34:47  <Wolf01> hi hi
18:35:06  <Alberth> o/
18:35:11  <Wolf01> andythenorth: what the actual f...?
18:35:58  <andythenorth> nice part eh?
18:35:59  <andythenorth> :P
18:36:10  <andythenorth> I actually found a need for some in a MOC recently
18:36:14  <andythenorth> but I don’t own any
18:36:22  <andythenorth> makes a spacer on pins
18:36:42  <Wolf01> I looked for a gauge for the blue technic pins for ages
18:36:50  <Wolf01> and there it is :D
18:38:11  <andythenorth> that part is 100% new, but this part did same thing
18:39:29  <Wolf01> is it me or is it really hard to find cross axles 7M?
18:40:16  <Wolf01> I needed some of them for my new moc, but now I rebuild that section
18:41:58  <andythenorth> regular bluish-grey 7L?  Loads of those
18:42:39  <andythenorth> £0.01 each
18:42:42  <andythenorth>
18:43:12  <Wolf01> me too, but only on technic "untouchable" sets, on little sets I purchase mainly for pieces there is one every 4 sets
18:43:30  <andythenorth> oic
18:43:49  * andythenorth buys 50 at once :)
18:44:08  * andythenorth has an embarassing amount of technic parts
18:45:29  <Wolf01> I filled out any possible space where to put legos at work place, so I must limit myself, my coworker is building a huge moc and is buying lots of pieces from bl
18:46:29  <Wolf01> the next set I'll buy for pieces could be this
18:46:43  <V453000> when you complete a goal in BusyBee, what happens with the old goal?
18:46:50  <V453000> does it just get fulfilled and disappear?
18:47:23  <V453000> I know, I could just try but playing the game, you know
18:49:37  <V453000> hm yeah
18:49:43  <V453000> it would be kind of cool if the goals stayed
18:49:53  <V453000> so you would have to keep the stuff running
18:50:09  <andythenorth> nah
18:50:11  <V453000> now that I am done with goal to power plant A, I can as well just remove the lines
18:50:14  <andythenorth> yes
18:50:29  <andythenorth> I think a *different* GS could stack goals
18:50:32  <andythenorth> basically tetris
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18:50:35  <andythenorth> ‘level up’
18:50:36  <V453000> yes
18:50:55  <andythenorth> Busy Bee is pretty simple, and isn’t supposed to be the definitive GS :)
18:51:04  <V453000> sure :) looks quite fun though
18:51:04  <andythenorth> rather, I am hoping people clone it and hack it
18:57:48  <Alberth> they seem to do, but don't publish :p
18:58:30  <andythenorth> ha
19:00:07  <V453000> xd
19:00:45  <V453000> some dude which makes the czech railway set posted a screenshot of CETS-like turning ... I thought he copied it from CETS but asked, and he said he made it himself
19:00:57  <V453000> the last post in the thread is me asking if he could show me the code XD
19:01:00  <V453000> guess not
19:01:05  <V453000> viva la gpl
19:01:10  <V453000> :P
19:01:36  <V453000> perhaps I am just impatient
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19:03:13  <Eddi|zuHause> V453000: i think the czech set is actually older than CETS
19:03:31  <V453000> this is a new edition in 32bpp
19:03:39  <V453000> the old one is older probably, yes :)
19:04:25  <Eddi|zuHause> maybe i'm switching stuff up with some russian stuff by George
19:04:59  <Eddi|zuHause> there's also a polish set that looked quite impressive on first glance
19:05:41  <V453000> the czech stuff is nice but it is like 2 trains
19:06:02  <V453000> he just posted one screenshot of the turning, but I was curious regardless
19:19:14  <andythenorth> so ships with n holds?
19:19:19  <andythenorth> or 2
19:19:25  * andythenorth is redesigning Squid
19:19:27  <andythenorth> because it’s flawed
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19:57:54  <Terkhen> good night
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21:54:32  <Wolf01> 'night
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