Log for #openttd on 6th December 2016:
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00:03:19  <Wolf03> 'night
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12:41:10  <Wolf01> o/
12:41:15  <crem> \o
12:41:25  <crem> or rather moo/
12:52:51  <Alkel_U3> fish go moo
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13:07:50  <Nitrodev> Hi
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14:20:38  *** Sacro_ is now known as Sacro
14:20:38  <andythenorth> well
14:21:02  <Sacro> well
14:21:08  <andythenorth> ENSP is ridiculously hard to get in this economy
14:21:24  <Sacro> Ooh nice
14:22:43  <andythenorth> this network results in about 50t/month of ENSP
14:23:25  <andythenorth> feeding one blast furnace that produces about 700t/month of pig iron
14:23:30  <andythenorth> it’s harsh :)
14:25:03  <Wolf01> o/
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15:00:53  <supermop> yo
15:01:43  <crem> ++yo
15:03:18  <supermop> so channel working today?
15:05:18  <crem> It's open daily 8am-5pm.
15:05:35  <crem> Ah, you mean not +R..
15:06:11  <crem> Seems to be. It was for registered users only because of recent DCC spam.
15:09:43  <supermop> why bother spamming #openttd
15:12:05  <Sacro> Why not?
15:12:08  <Sacro> @seen Bjarni
15:12:08  <DorpsGek> Sacro: Bjarni was last seen in #openttd 5 years, 8 weeks, 6 days, 14 hours, 53 minutes, and 1 second ago: <Bjarni> heh
15:12:11  <Sacro> :( I miss himn
15:12:56  <supermop> that's been a while
15:13:28  <Sacro> Some of us have been here a while
15:13:38  <Sacro> I can name various people who have been gone years
15:13:42  <Sacro> @seen KUDr
15:13:42  <DorpsGek> Sacro: I have not seen KUDr.
15:13:44  <Sacro> @seen KUDr_
15:13:44  <DorpsGek> Sacro: I have not seen KUDr_.
15:13:46  <Sacro> hmmm
15:13:51  <Sacro> @seen Celestar
15:13:51  <DorpsGek> Sacro: Celestar was last seen in #openttd 1 year, 14 weeks, 5 days, 5 hours, 43 minutes, and 12 seconds ago: <Celestar> good day
15:14:00  <Sacro> @seen DarkSSH
15:14:00  <DorpsGek> Sacro: I have not seen DarkSSH.
15:14:03  <Sacro> @seen DarkVator
15:14:04  <DorpsGek> Sacro: I have not seen DarkVator.
15:14:11  <peter1139> @seen darkvater
15:14:11  <DorpsGek> peter1139: darkvater was last seen in #openttd 6 years, 33 weeks, 6 days, 3 hours, 36 minutes, and 8 seconds ago: <Darkvater> good ol' days :)
15:15:02  <Sacro> Ah yes
15:15:10  <Sacro> Silly bot is a stickler for capitalisation
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15:32:05  <supermop> @seen a donut
15:32:05  <DorpsGek> supermop: seen [<channel>] <nick>
15:32:22  <supermop> need a donut
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16:34:42  <Speedyn> ja entlich
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17:20:23  <Alberth> moin
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17:26:04  <frosch123> hoi
17:26:25  <Alberth> o/
17:32:48  <Wolf01> o/
17:33:03  <Wolf01> Quak too
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18:08:22  * __ln__ has left franconia
18:10:45  <frosch123> did you see me waving?
18:14:39  <Rubidium> are you in Springfield then?
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18:25:44  <argoneus> good evening train friends
18:26:39  <andythenorth> frosch123: the addition of marine supplies is gameplay genius
18:27:01  <andythenorth> the more I try to get input cargos to make marine supplies, the more marine supplies I need
18:27:10  <andythenorth> and the thresholds are high, much higher than MNSP
18:27:29  <frosch123> wow, an excited andy ! :)
18:27:37  <andythenorth> happens
18:33:10  <Alberth> :)
18:33:39  <Alberth> so the best option is not to make or need marine supplies? :p
18:34:13  <andythenorth> you kind of need them if you want to connect the main chains :)
18:34:25  <Alberth> bummer :D
18:34:35  * andythenorth wonders if some of the extra industry text could be done with text stack
18:34:42  <andythenorth> it’s a big translation burden, and often has bugs
18:36:06  <Alberth> endless "production: produces x bla per 8t bla, and y bla per 8t bla, delivering both increases production" texts aren't much fun either :)
18:37:46  <Alberth> although I am "Done" currently :)
18:38:16  <andythenorth> those are the ones I refer to :)
18:38:29  <andythenorth> seems 100% automatable, if I can figure out the text stack and the units
18:39:14  <Alberth> breaking them in smaller bits is sufficient, I think
18:39:42  <Alberth> x bla per 8t bla     is not so bad, but you have them in every combination
18:40:03  <Alberth> as well as the standard suffix texts
18:41:21  <Alberth> hmm, you'd reduce that to one instance, I guess
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19:25:34  <frosch123> which planned roadtype spec intended to set different slope requirements for roadstops of certain roadtypes?
19:36:30  <__ln__> frosch123: was cloudy, but with my x-ray vision i could see you waving
19:37:46  <frosch123> oh, i expected you would travel by train accoding to this channel's protocol
19:39:30  <__ln__> as much as possible, but since albrecht duerer had built an airport at a convenient location, i used that.
19:40:44  <frosch123> sounds plausible, that guy was not from berlin
19:40:51  <__ln__> sitting on a train right now, besides
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19:58:52  <Wolf01> <frosch123> which planned roadtype spec intended to set different slope requirements for roadstops of certain roadtypes? <- you mean the ability to build sloped roadstops on slopes?
19:59:17  <frosch123> nah, i was wondering why the checkslope function for roadstops had a roadtype parameter
19:59:31  <frosch123> but the function actually also computed the cost
19:59:36  <frosch123> and did not only check the slope
20:00:01  <Wolf01> BTW, I'll introduce that feature as bonus (default disabled, new roadtypes could enable it and provide graphics)
20:00:11  <Wolf01> *I would like to
20:00:31  <frosch123> i would stick to first implementing the regular stuff :p
20:00:50  <Wolf01> Yeah, there's time for features
20:01:00  <frosch123> also we decided against providing roadstop graphics via roadtypes
20:03:18  <frosch123> hmm, i wonder how much more iterations it will take to get the build commands right ...
20:03:23  <Wolf01> Ok, we'll ned a grf extension for that
20:03:33  <Wolf01> *need
20:04:26  <__ln__> Wolf01: greetings from onboard an italian-made pendolino train
20:04:29  <frosch123> when adding railtracks with one railtype to a tile with existing track of another type, it picks the best compatible railtype to both
20:04:39  <frosch123> we need to do the same for roadtypes
20:04:49  <frosch123> and get cost and infrastructure counts right
20:05:57  <Wolf01> I tried to do it, but I reverted to "just add missing bits"
20:06:33  <frosch123> well, since i added the infrastructure counts, it became more obvious
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20:17:15  <frosch123> yay, costs differ between test and exec run :)
20:17:24  <frosch123> i didn't have that problem in a long time
20:33:00  <andythenorth> skeletons in some cupboards eh?
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20:46:54  <andythenorth> in this steeltown economy, the farms are just landscape features :P
20:51:49  <supermop> sounds about right
20:52:00  <supermop> tree growth limiters
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20:52:20  <supermop> make upper midwestern landscapes look better
20:53:00  <supermop> american farms are more grid-y though, so the sort of random overlapping looks odd
20:57:55  <andythenorth> supermop: have you tried playing it yet? o_O
20:58:04  <supermop> nott yet
20:58:45  <andythenorth> eh it’s quite janky on graphics + text right now
20:58:47  <andythenorth> but it plays ok
21:00:43  <supermop> text only?
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21:06:45  <supermop> link me the night;y real quick?
21:07:49  <andythenorth>
21:08:05  <supermop> andythenorth: now thinking either lenovo tiny thin workstation or surface book
21:08:51  <andythenorth> lenovo comes with the malware preinstalled?  Saving you the hassle getting it yourself? :)
21:16:09  <supermop> that's the idea
21:17:52  <V453000> man lenovo has SO much shit
21:19:02  <supermop> what's V453000 's suggestion?
21:19:10  <V453000> would like to know as well
21:19:46  <supermop> thin thing doesn't take up too much room
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21:34:36  <supermop> andythenorth: arc funace should look more sheddy
21:34:47  <supermop> similar to aluminum plant
21:35:11  <andythenorth> yeah, there’s a bunch of sprites that are just copied from other industries
21:35:29  <andythenorth> arc furnace, galv plant, coke furnace, slag mill
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21:40:30  <supermop> no idea where to start
21:41:15  <andythenorth> blast furnace is lynch pin
21:41:37  <andythenorth> you can circumvent with the arc furnace, but blast furnace is the keystone basically
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21:44:24  <joered> hi i'm looking for documentation about scenery data format. I have read some code, but now I am looking for documentation on data structures. (I hope to not be rude but I have read the topic)
21:46:12  <supermop> no coke ovens near any of my blast furnaces
21:46:27  <planetmaker> @ joered  ?
21:47:46  <joered> planetmaker, thank you
21:48:14  <andythenorth> supermop: I had to go round map gen a few times :|
21:48:32  <andythenorth> I wonder about forcing the core blast furnace industries to co-locate
21:48:35  <andythenorth> but eh
21:48:41  <joered> I will look around. I am specifically looking for the .scn description
21:48:43  <supermop> unfortunately i have a ton of big mountains in the middle of this map
21:48:51  <andythenorth> yeah, you need it on hilly
21:49:02  <andythenorth> I tried mountainous, and...regret
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22:00:20  <supermop> all my slag plants have snowy roofs in temperate
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22:01:16  <andythenorth> ‘jank’ :)
22:01:28  <andythenorth> the more somebody complains, the more motivated I’ll be to fix it
22:01:43  <andythenorth> and stop using a copy of bio-refinery snow spritesheet :P
22:02:04  <Milek7> hm, "1354 new highlights in 1048 chats" in quassel
22:02:21  <Wolf01> :)
22:04:07  * andythenorth bed
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22:39:07  <joered> hi! another question, this is on heightmaps: I am readind the manual but how can import a bmp or png image in a scenario ?   I am reading about mapgen.. but it is very old 2006 ... is this the right approach ?
22:45:13  <Wolf01> You can load it directly from the game
22:45:52  <Wolf01> The second button on the right "play heightmap"
22:46:59  <joered> Wolf01, I go to bed! :-)
22:47:15  <joered> It was all the time under my eyes! :-)
22:47:51  <joered> Sorry for silly question! but thank you!
22:48:28  <joered> see you soon and thanks again
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22:50:54  <Wolf01> I have an existential crisis instead.. My scenes state machine doesn't know what to do when there is no other scene on the queue...
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23:37:01  <Wolf01> 'night
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23:38:03  <supermop> hmm coal plants as producers of fly ash?
23:38:08  <supermop> maybe idea for andy

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