Log for #openttd on 1st November 2017:
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00:04:24  <Samu> Severity	Code	Description	Project	File	Line	Suppression State Error	C2065	'_cargo_delivery_destinations': undeclared identifier	openttd	D:\OpenTTD\trunk\src\cargomonitor.cpp	157
00:04:47  <Samu> HELP!
00:07:21  <Samu> i don't know how to declare it :(
00:07:41  <Samu> i'm a noob in regards to declaring stuff around
00:15:33  <Samu> pff :(
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00:23:30  <PressurePhone> Awesome
00:26:04  <Samu> I did it! by other means, without having to declare
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00:52:10  <Samu> glx:
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00:54:08  <Samu> ST2: - this seems to fix it
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00:56:02  <ST2> Samu: I'm on the middle of a couple players blocking on our servers and till now 2 permbans - no time for it now ^^
00:56:07  <Samu> im so sleepy, made so many wording mistake
00:56:19  <Samu> alright, i got to go though
00:56:22  <Samu> take care
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07:17:34  <andythenorth> hmm
07:20:04  <andythenorth> 3 outputs for industries? o_O
07:32:14  <V453000> 8?
07:34:35  <andythenorth> 5 too many
07:34:39  <andythenorth> also design
07:35:35  <andythenorth> can haz ideas
07:35:40  <andythenorth> just need to break reality a bit
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07:44:51  <V453000> I was thinking about an industry set where you would have a power plant and the power plant would be powering nearby industries
07:45:21  <andythenorth> considered that before
07:45:24  <andythenorth> many times
07:45:32  <V453000> you could make various cargoes for power and to get good profits you would have to split power plants apart, distributing cargo between them
07:45:44  <V453000> but the thing is that I think it would generally lead to 2 clusters
07:46:00  <V453000> unless you add rules that only certain industries can group together
07:46:08  <andythenorth> it's ok if that's the design :P
07:46:20  <V453000> or stuff like 2 industries per power plant
07:48:03  <andythenorth> so can drop goods and food from steeltown?
07:48:06  <andythenorth> want moar cargos
07:50:03  <V453000> I guess?
07:50:08  <V453000> you have vehicles kind of thing right?
07:50:17  <V453000> that's basically fancier goods
07:50:59  <andythenorth> fancy
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08:05:01  <PressureLine> *luxury vehicles*
08:05:06  <PressureLine> even fancier goods!
08:07:03  <PressureLine> i keep looking @ ECS and FIRS
08:07:35  <PressureLine> but just thinking "What I really want is IOre->Steel->Goods chain in Arctic"
08:10:29  <andythenorth> try ogfx+ industries
08:11:00  <andythenorth>
08:13:03  <PressureLine> yup
08:13:05  <PressureLine> found it.
08:13:29  <PressureLine> but... much prefer the TTD sprites :/
08:13:56  <PressureLine> or is it not dependant on the ogfx sprites?
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08:28:50  <V453000> it uses ogfx sprites
08:28:56  <V453000> only way to distribute it under gpl
08:32:17  <PressureLine> yeah
08:35:10  <PressureLine> I could probably hack something together. but it just doesnt bother me that much
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09:14:38  <PressureLine>
09:14:48  <PressureLine> windmills do not work that way!
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09:50:44  <Wolf01> Moin
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10:25:47  <Wolf01> Cats.. can't decide if in or out
10:48:31  <juzza1> why isn't this working on the cf?
10:48:46  <juzza1> it's not cloning the repo or anything, vs last working build:
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11:09:03  <peter1138> It's sensible, it's not touching hg :p
11:25:21  <planetmaker> hm...
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12:30:39  <Samu> hello
12:32:30  <Samu> @logs
12:32:30  <DorpsGek> Samu:
12:35:49  <Samu> fix my bug, peter1138
12:35:53  <Samu> plzzz
12:42:56  <peter1138> no
12:44:12  <Samu> :(
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13:02:10  <Samu> peter1138: sorry, my fix is bugged :( damn sorry
13:05:29  <Samu> i can't use (*ip)->incoming_cargo_waiting[cargo_index]
13:07:03  <Samu> DeliverGoodsToIndustry updates incoming_cargo_waiting, from 0 to 5, then 5 to 10, then 10 to 15
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13:07:50  <Samu> AddCargoDelivery was updating 0 to 5, then 5 to 15, then 15 to 30... i was counting it wrong
13:07:54  <Samu> my bad
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13:19:33  <andythenorth> yo
13:22:37  <supermop> yo
13:22:38  <supermop>
13:22:44  <supermop> steel town-ish
13:22:53  <andythenorth> can't read it, paywall
13:22:56  <andythenorth> Detroit though?
13:24:53  <supermop> saginaw
13:25:03  <supermop> ft is only news i pay for
13:25:22  <supermop> wife pays for nyt but i don't have her log in
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13:55:03  <andythenorth> eh
13:55:07  <andythenorth> might be close to winning
13:55:08  <andythenorth>
13:55:10  <andythenorth> supermop: ^
13:55:19  <andythenorth> it's steeltown, with added chemicals :P
13:55:39  <supermop> "now with more carcinogens!"
13:56:09  <andythenorth> look at all the cargos in the second column
13:56:23  <andythenorth> max delivery insanity
13:56:33  <andythenorth> it's going to be really hard to play
13:56:42  <andythenorth> which is a goal
13:57:09  <supermop> looks good
14:02:28  <andythenorth> sufficiently Becher + Becher?
14:02:29  <andythenorth>
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14:14:49  <supermop> force greyscale pallet on sprites
14:16:20  <andythenorth> do it in the blitter?
14:21:18  <andythenorth> the late game cargos need some work
14:21:20  <andythenorth> and the ports
14:21:27  <andythenorth> might need a metals terminal
14:21:33  <andythenorth> and ENSP is way too hard to get
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14:22:57  <supermop> i wonder if a black and white base set would be playable
14:23:27  <andythenorth> that heads towards where BRIX started
14:23:30  <supermop> or if it wouldn't be able to hook people psychologically
14:23:48  <supermop> opposite of TTO
14:24:18  <supermop> whole 'use a grey background to break smartphone compulsion' thing
14:24:51  <supermop> thing is, i can look at a becher photo for very extended time -
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14:25:10  <supermop> i think it has more to do with contrast and detail than color
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14:27:36  <supermop> i am reminded of this work zephyris did:
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14:32:22  <supermop> i need to take some IR photos of decorative gourds
14:32:34  <supermop> to make invites for fall cocktail party
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15:10:34  <Alberth> o/
15:13:02  <Samu> Alberth: help!
15:13:22  <Samu> you're my only hope :P
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15:14:51  <Alberth> as in?
15:15:29  <Samu> cargo monitor is broken
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15:17:02  <Alberth> I'd be surprised, as it hooks directly into the delivery handling code afaik
15:17:28  <Samu> the problem is arising from here: DeliverGoods in economy.cpp
15:17:40  <Alberth> "then sent a train delivering wood to both Sawmills"   <-- that won't work
15:17:50  <Alberth> in unpatched openttd at least
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15:21:45  <Samu> it's DeliverGoodsToIndustry doing one thing vs AddCargoDelivery doing it in another way
15:21:56  <Samu> they don't always match
15:22:26  <Samu> they're both called from DeliverGoods
15:24:38  <Alberth> wouldn't it be the bug this mismatch then?
15:25:32  <Samu> DeliverGoodsToIndustry can find 2 near Sawmills
15:25:46  <Samu> the first one gets the cargo
15:26:40  <Samu> wait, i fail at explaining
15:27:10  <Samu> it's just that AddCargoDelivery works with the amount, without caring which Sawmill actualyl got it
15:36:09  <Samu> sorry for my english
15:38:58  <Samu> DeliverGoodsToIndustry found industry index 76 , the Sawmill on the right, delivered 5 cargo there
15:40:08  <Samu> AddCargoDelivery found industry index 2, the Sawmill on the left, adds 5 cargo to the monitor
15:41:48  <Samu> I'm failing to come up with words explaining why this happens
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15:46:08  <Alberth> I need some tea and food first
15:47:41  <Samu> oki
16:02:40  <Samu> it's clearer now. CargoMonitorMap::iterator iter = _cargo_deliveries.find(num); this contains a list of industries BusyBee is monitoring
16:03:16  <Samu> it is monitorizing Sawmill with index 2
16:03:37  <Samu> however
16:03:38  <Samu> 	for (const Industry * const *ip = st->industries_near.Begin(); ip != st->industries_near.End(); ip++)
16:04:33  <Samu> st->industries_near lists the industries near the station, and both index 2 and index 76 are there
16:05:04  <Samu> the iterator is only interested in the industry index 2
16:06:08  <Samu> it finds it, then adds the amount delivered to it, wrongly
16:06:53  <Samu> it was industry with index 76 that received it
16:08:31  <Alberth> do you have a save game?
16:08:40  <Alberth> a simple test worked as expected
16:08:42  <Samu> what it should do was deliver an amount of 0
16:09:23  <Samu> don't have a handy savegame though, i used a patched openttd
16:09:29  <Samu> will try to recreate
16:10:13  <Samu> unless you can hack the savegame and load it by force?
16:10:20  <Samu> savegame version was upped :(
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16:12:01  <Alberth> wouldn't matter, as it doesn't proof it can be created in unpatched openttd, which is a pre-condition for all bugs
16:12:52  <Samu> ok i'm creating a scenario for this
16:13:22  <Alberth> probably make a copy as close to what you had gives the best chance
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16:27:23  <Samu> ok, attached
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16:33:53  <Samu> i changed iter->second += (*ip)->incoming_cargo_waiting[cargo_index]
16:33:58  <Samu> to iter->second = (*ip)->incoming_cargo_waiting[cargo_index]
16:34:19  <Samu> += to = in my patch, but i'm not sure it's correct to look at incoming_cargo_waiting
16:35:42  <Alberth>  this counts as "working as expected" I think
16:37:26  <Samu> hmm it shouldn't be like that
16:37:59  <Samu> have you seen DeliverGoodsToIndustry
16:38:14  <Alberth> not recently
16:38:30  <Samu> the closest sawmill gets the unloaded cargo
16:38:40  <Samu> and it won't iterate anymore
16:38:56  <Samu> the other sawmill gets 0
16:39:02  <Alberth> yes, it always delivers to 1 industry
16:43:05  <Samu> cargomonitor searches from the list of near industries, the one that matches what's being monitorized
16:44:00  <Samu> the one far away is in it, and the amount is added
16:44:08  <Samu> wrongly
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16:50:20  <Alberth> o/
16:51:55  <Alberth> where does that haoppen?
16:52:02  <frosch123> hoi
16:53:29  <Samu> economy.cpp
16:53:46  <Samu> DeliverGood
16:53:52  <Samu> oops DeliverGoods
16:53:58  <Samu> sec,i post a link
16:54:18  <Alberth> have it already
16:55:00  <Samu>
16:56:06  <Samu> line 1092 - DeliverGoodsToIndustry, then line 1115 - AddCargoDelivery
16:58:11  <Alberth> ok, fair enough, looks fuzzy at least
16:59:01  <Alberth> You also read the note?
16:59:27  <Alberth> cargomonitor 145  * Note that delivery in the right area is sufficient to prevent trouble with neighbouring industries or houses.
17:00:49  <Alberth> although I don't remember the specific reason for that
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17:03:44  <Samu> not sure what it meant
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17:37:57  <Alberth> it means what you observed, delivering to a near-enough station is sufficient
17:38:21  <Alberth> not sure why that solution was chosen
17:38:47  <Alberth> maybe for houses you cannot find which town actually gets the cargo
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17:41:03  <Alberth> ie you need several houses to get to 8/8, and they're not all from the same town
17:41:17  <Alberth> don't know if that can actually happen
17:42:11  <Samu> i think it can
17:43:06  <Samu> i could take a look maybe
17:43:37  <Samu> see how houses handle cargo acceptance
17:43:42  <Samu> brb
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17:45:10  <Samu> i was working with passengers acceptance cargo yesterday
17:45:42  <Samu> oil rig vs town, to see which one would actually accept, it's the industry that accepts it first
17:46:13  <Samu> i haven't tried town vs town acceptance though
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18:09:55  <Samu> Alberth: What does BusyBee do when the industry announces closure. It can happen if I'm not delivering cargo to it
18:10:34  <Samu> talking about the 2 sawmills situation
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18:12:51  <Alberth> it should retract the offer
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18:13:05  <Samu> but BusyBee believes i'm delivering cargo
18:13:10  <Samu> and yet it closes
18:13:32  <Alberth> I had one report where it fails to do that, but we couldn't reproduce that
18:13:49  <Alberth> closure and delivering cargo are not related
18:14:04  <Alberth> you can deliver right up to final closure
18:14:44  <Alberth> ie the industry is leading, BB can't do anything about it
18:20:09  <Samu> houses from town 1 and houses from town 2 added together will make the station accept passengers
18:20:31  <Samu> the station belongs to a town though, that would be the town that gets the cargo
18:20:47  <Samu> st->town->received[cs->town_effect].new_act += accepted;
18:21:54  <Samu> doesn't look like it matters which house really accepts it, just st->town
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18:26:16  <andythenorth> o/
18:27:09  <supermop> having trouble coming up with ideas for generative gourd modelling
18:27:30  <andythenorth> pinterest? o_O
18:27:36  <andythenorth> pinterest is a scourge
18:29:58  <supermop> thinking of a grasshopper model to make some kind of low-poly yayoi kusama thing
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18:32:13  <Samu> Alberth:
18:32:26  <Samu> that seems to be about how indexes are attributed to industries
18:32:59  <Samu> IndustryPool _industry_pool("Industry"); INSTANTIATE_POOL_METHODS(Industry)
18:33:15  <Samu> I have no idea what Pools mean
18:34:01  <Samu> when i look at pool_func.hpp, i just dunno what the crap happens there
18:35:05  <andythenorth> frosch123: chart got interesting
18:35:10  <andythenorth> haven't play tested yet
18:35:18  <andythenorth> might suck :)
18:37:06  <V453000> looks pretty glorious I must say
18:37:28  <andythenorth> I couldn't fit caustic soda in :P
18:37:38  <andythenorth> disappointing
18:37:48  <andythenorth> also I didn't do 5 kinds of steel :P
18:39:19  <V453000> looks like every primary can produce ENSP?
18:39:21  <V453000> good
18:39:39  <V453000> and not in a trivial pattern, looks very nice
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18:39:47  <V453000> shame there is no vehicle set for all the unique cargoes :P
18:40:09  <andythenorth> shame
18:40:13  <andythenorth> dunno about the ENSP
18:40:27  <andythenorth> producing at the end of the chain is tedious
18:40:35  <V453000> I like how you call a farm trading post :P
18:40:36  <andythenorth> all the work to get ENSP, then what do you get?  More ENSP
18:40:48  <andythenorth> V453000: nice touch by frosch123 that farm
18:40:52  <Samu> is that Engineering Supplies?
18:41:10  <V453000> haha
18:41:37  <V453000> good stuff
18:41:54  <V453000> I should add recolour sprites to NUTS for some of those cargoes
18:41:56  <V453000> but eh
18:41:59  <V453000> rather make new set
18:42:01  <andythenorth> new
18:42:03  <andythenorth> is better
18:42:05  <andythenorth> automated
18:42:06  <V453000> ye
18:42:35  <andythenorth> all the things
18:42:58  <Alberth> Samu: everything is being saved :)
18:43:43  <Samu> what's being saved?
18:43:58  <Samu> all industries that have ever existed?
18:44:38  <Samu> it seems to reuse indexes of deceased industries
18:44:45  <Samu> don't think it keeps track of everything
18:57:57  <frosch123> V453000: <- WTF, it's done!
18:58:37  <V453000> OMFG
18:58:40  <V453000> ABANDON ALL PLANS
18:58:42  <V453000> THIS.\
18:58:45  <V453000> that's awesome :D
18:58:53  <frosch123> guess the grf file size :p
18:58:53  <V453000> how many articulated consists does it require?
18:58:58  <V453000> how many sprites?
18:58:59  <V453000> what size?
18:59:03  <V453000> 500MB?
18:59:12  <frosch123> 880mb
18:59:27  <V453000> XD
18:59:29  <frosch123> it's a single 4/8 unit, which you can concatenate as long as you want
18:59:34  <V453000> right
18:59:48  <V453000> that's awesome
18:59:53  <frosch123> technically it's 800k sprites (including 1x,4x,8bpp,32bpp)
18:59:59  <frosch123> but most of them are empty and duplicates
19:00:05  <V453000> right
19:00:09  <andythenorth> now we can make snake
19:00:11  <V453000> how many sprites per rotation that is?
19:00:17  <V453000> *rotations
19:00:18  <andythenorth> make it count how many times it passes a waypoint
19:00:22  <andythenorth> then make it longer
19:00:36  <andythenorth> also Toyland -> Dune replacement
19:00:49  <Arveen> sausage train ?
19:00:59  <frosch123> 32 angles forward, 32 angles backward, 5 slopes forward, 5 slopes backward, front and tail special
19:01:04  <frosch123> @calc 32*32*5*5
19:01:04  <DorpsGek> frosch123: 25600
19:01:20  <frosch123> about 3/4 of those sprites cannot happen though
19:01:33  <frosch123> like 180 degree turns within train
19:02:26  <V453000> so let's say I give it 32 rotations total
19:02:31  <V453000> will it automatically do it's magic?
19:02:44  <frosch123> this is without any ottd modifcations
19:02:50  <V453000> oh holy fuck
19:02:56  <frosch123> it's the slug-model, not the long-wagons model
19:02:58  <V453000> "just cets magic"
19:03:15  <V453000> right
19:03:31  <frosch123> i just wanted to know what it takes to make wagons attach seemless
19:03:37  <V453000> so it's 4/8 sprites on 4/8 articulated units?
19:03:41  <V453000> or?
19:03:48  <V453000> haha yeah
19:03:50  <frosch123> and it's omg, i have to invert all the ottd-orientation-alignment bs
19:04:26  <frosch123> for the 8 vehicle orientations i set 8 times the same sprite, just with different offsets to reverse whatever ottd is doing with them
19:04:36  <V453000> oh
19:04:40  <V453000> :D
19:04:53  <frosch123> so, one thing ottd should learn is some flag to disable the historical bs
19:05:13  <frosch123> 1/8 sprites required then
19:05:15  <V453000> being able to define the same image with different offsets would be quite nice
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19:05:29  <V453000> I think I needed that at some point too but don't remember when
19:07:27  * andythenorth wonders where cabeese have gone in Horse
19:07:33  <andythenorth> they've...disappeared in game :P
19:07:37  <andythenorth> but are in the nml
19:07:43  <V453000> no climate? :P
19:08:19  <andythenorth> nah, they have climate
19:08:38  <andythenorth> something stupid I guess
19:10:41  <andythenorth> ok it's something to do with FIRS having 32 cargos in Steeltown
19:10:50  <andythenorth> caboose has no cargo and no power
19:11:26  <andythenorth> doesn't show if Steeltown is active
19:11:29  <andythenorth> does otherwise
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19:29:18  <argoneus> good evening train friends
19:31:47  * V453000 is being efficient tonight
19:31:53  <V453000> recycling sprites
19:31:53  <V453000> ftw
19:32:07  <argoneus> hi V :=)
19:32:13  <argoneus> how have you been? are you still doing factorio stuff
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19:32:48  <V453000> answer is yes
19:33:08  <V453000> I have released BRIX a week ago
19:33:11  <V453000> majorly freed myself
19:33:15  <V453000> now working on new train set
19:33:20  <V453000> atm taking detour and working on something else :D
19:33:31  * V453000 is very good at focusing on 1 project apparently
19:34:09  <argoneus> nice
19:35:07  <andythenorth> so nobody used 32 cargos in a newgrf before? :o
19:35:15  * andythenorth now has to diagnose the issue :(
19:35:42  <Alberth> WOOOW  frosch123 :D
19:36:17  <V453000> ^
19:38:08  <frosch123> andythenorth: you probably added a GEAR cargo or something
19:38:41  <andythenorth> ah
19:38:48  <andythenorth> default cargo = GOOD
19:39:00  <andythenorth> there must be some reason for that
19:40:35  <frosch123> livery?
19:41:10  <andythenorth> no
19:41:14  <supermop> V453000: i needed different offsets for same image
19:41:14  <andythenorth> not sure
19:41:21  <andythenorth> testing if it's nonsense
19:41:31  <supermop> i ended up just defining the same png twice, felt dumb
19:41:32  <frosch123> you can set different liveries for pax and cargo trains iirc
19:41:45  <V453000> yes that's the same as I did supermop :P
19:42:46  <supermop> rather same pngs, was bout 30
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20:01:25  <frosch123> V453000: Alberth: <- if you want to waste some diskspace for some stupidly large grf, which is at least 20 times bigger than it should be; i uploaded a compressed grf
20:03:31  <V453000> I have seen enough for now probably :P
20:03:45  <V453000> am making railtype atm
20:03:53  <frosch123> more colors?
20:04:04  <frosch123> :p
20:05:05  <V453000> converting BRIX maglev to 32bpp PURR
20:05:21  <V453000> with plan to reuse the templates for the glorious train set
20:05:32  <V453000> 2 birds one nut
20:05:42  <frosch123> happy birds
20:06:26  <Samu> @logs
20:06:26  <DorpsGek> Samu:
20:11:23  <Samu> about industry indexes
20:11:47  <Samu> when an industry closes, it's index is free
20:12:10  <Samu> if another spawns right away, it can re-use the industry that had just closed, just tested
20:13:35  <Samu> it happens often on large maps
20:13:38  <andythenorth> sounds like a pool
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20:14:51  <Samu> the question was whether it could re-use the index of a just closed industry in such a short time... it can
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20:15:26  <andythenorth> sounds like a pool
20:15:34  * andythenorth doesn't know how IDs work in ottd
20:15:47  <andythenorth> but in a pool, when an index is released, it's released
20:17:47  <Samu> there was a bug report on BusyBee regarding industry indexes
20:20:55  * andythenorth fixed Horse
20:27:38  <V453000> ultimately?
20:27:41  <V453000> what was the  issue andythenorth ?
20:29:39  <V453000> default goods on caboose while goods removed by economy?
20:30:00  <andythenorth> yair
20:32:26  <V453000> hm yeah that kind of makes sense
20:34:04  <andythenorth> error: not enough wagon types
20:34:22  <andythenorth> even at start of game, I have 7 bulk cargos
20:34:27  <andythenorth> and only 3 types of wagon for them
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21:21:56  <supermop> this is dumb:
21:22:21  <supermop> still haven't even added a way to add bumps yet
21:25:06  <supermop> i feel like python would be better
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22:10:38  <V453000> is it possible for a railtype to use monorail or maglev tunnels?
22:11:07  <V453000> default seems to be rail, and station_graphics doesn't seem to influence tunnels
22:12:23  <V453000> guess I should instead define the tunnel_overlay
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23:03:20  <Samu> cargodist allows some really weird stuff
23:03:51  <Samu> i can deliver passengers from an oil rig to itself and make a profit!
23:10:20  <Samu> i was always suspicious of something wrong happening with cargo dist
23:10:36  <Wolf01> 'night
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23:14:23  <Samu> okay so it isn't cargodist bugged, it's something else, grrr must find out
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23:21:30  <Samu> ah i got it
23:21:47  <Samu> the industry itself does not require passengers, but one of the industry tiles accepts passengers
23:23:26  <Samu> the tile is making so that passengers produced by the industry can be delivered to that tile
23:29:18  <Samu> it seems to require 3 stations with transfers going around
23:33:40  <Samu> actually not, just 2
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