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Log for #openttd on 24th November 2017:
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07:28:15  <V453000> yoyoyo
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08:07:30  <Arveen> yoyoyo mr V
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08:29:30  <V453000> what up in this shit
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08:41:59  <andythenorth> lo V453000
08:42:20  <andythenorth> all modern Eastern Europeans are playing tanks
08:42:48  <V453000> :D I must be either old school or central european then :P
08:42:58  <V453000> omg what if both
08:43:25  <V453000>  /me is still wrecking python shit
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08:49:57  <andythenorth> think I'll ever finish FIRS? o_O
08:50:26  <LordAro> no
08:50:40  <andythenorth> world of tanks eats FIRS
08:54:39  <V453000> a tank can't possibly eat a power plant, let alone 794 of them or however many industries are in FIRS :)
08:54:52  <V453000> it's all just a game, one day power plant will eat tanks
08:54:58  <V453000> iz trap
09:09:49  <andythenorth> iz
09:10:21  <crem> #iz
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16:24:21  <V453000> https://www.factorio.com/blog/post/fff-218 iz
16:28:05  <LordAro> V453000: omg
16:28:49  <LordAro> V453000: i have to say, i really like the vehicles with alpha value 1.0
16:29:02  <LordAro> although it doesn't really work for the brown/white/greys
16:29:19  <LordAro> much darker and gritier :>
16:33:18  <V453000> making it darker is possible but the 0.5 preserves highlights etc
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16:57:19  <peter1138> So when does factorio get a 3D accelerated blitter? ;D
16:57:37  <peter1138> (I'm guessing it is)
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17:03:47  <V453000> I guess since it is loaded into VRAM yes, but I have little clue
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17:35:38  <peter1138> *nod*
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18:55:46  <Samu> which is less computational intensive? HasTileWaterGround or IsWaterTile? any way to tell?
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19:57:18  <Samu> https://imgur.com/7BSz9kM
19:57:29  <Samu> that lock in the middle
19:57:47  <Samu> the others surrounding it must not be placed there
19:58:12  <Samu> so many combinations, it's scary
20:02:51  <Samu> i've been lucky that the current river generator + the terragenesis generator don't create these situations too often, it's very rare, but it can still happen once in a while
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20:06:37  <stefino> hi all :) can I find somewhere any tutorial how to make multi-tiles station? for example 2x1. I found tutorial where is described how to code station tile 1x1 but have no idea how to join 2 tiles into one . thanks :)
20:08:37  <frosch123> https://www.tt-forums.net/viewtopic.php?f=68&t=76819 <- maybe that
20:09:10  <frosch123> https://www.tt-forums.net/viewtopic.php?f=68&t=75088 <- or that
20:11:02  <stefino> it looks that takes me a few days :D  thanks frosch :)
20:12:24  <stefino> and maybe some questions about houses, as you remeber. I have them in the game, so the code works but I have 3 stages of construction 0,1,2 and t final sprite 3. but the game shows  0,1, and 3
20:13:52  <stefino> https://paste.openttdcoop.org/piytkpzew
20:14:38  <stefino> I tried to change numbers in switch but no result
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21:41:15  <frosch123> stefino: put 4 sprites into the spriteset
21:41:55  <frosch123> if you only give 3, it consideres the last one only for completely-built
21:43:40  <stefino> oh okay :) thanks :)
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22:47:05  <stefino> frosch123: thanks a lot :)
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22:57:18  <stefino> frosch123: and it is possible to add produces cargo to basic houses? They produce pass and mail and I have an idea to add waste - in current case for example racyclabels?
22:58:42  <frosch123> houses have a "cargo_production" callback
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23:00:35  <stefino> so it is similar like switch for cargo type accept ?
23:02:57  <frosch123> it's a callback, but the results are very different
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23:22:58  <stefino> mm, I tried this one - cargo_production:		(RCYC * 512) + 1; and it doesn't work
23:23:17  <frosch123> who told you 512?
23:23:31  <stefino> it has to be 256
23:23:32  <stefino> ?
23:23:51  <frosch123> wiki says so
23:24:03  <stefino> I thought that I can change it due ticks table
23:24:56  <frosch123> well, write it as "(RCYC << 8) + 1", if the 256 confuses
23:25:37  <frosch123> Eddi|zuHause: https://bugs.openttd.org/task/6639/getfile/10890/fs6639.diff <- does that look like a bug ludde would introduce before ottd 0.1?
23:26:00  <Eddi|zuHause> what?
23:26:28  <frosch123> forests in ottd 0.1 behave different to unpatched ttd in dosbox
23:26:42  <frosch123> noone complained for 13.5 years
23:26:46  <stefino> I change it form 512 to 256 and it works. but produce only RCYC :D
23:26:59  <Eddi|zuHause> hehe :)
23:27:11  <Eddi|zuHause> but why ask me?
23:27:18  <frosch123> because you are old
23:27:58  <Eddi|zuHause> how does that bug manifest itself? the trees get cut one tick early?
23:28:14  <frosch123> it skips one animation frame
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23:29:06  <frosch123> in original ttd there are "cut trees" for one tile loop before new small trees are planted
23:29:45  <Eddi|zuHause> oh
23:30:00  <frosch123> same for the toyland forests
23:30:21  <Eddi|zuHause> maybe i noticed that, but thought it was a TTO/TTD difference?
23:31:00  <frosch123> well, it could be a ttd/ttw difference :p
23:31:16  <frosch123> i only have dos ttd
23:31:38  <Eddi|zuHause> i guess that is easier to get to run
23:31:50  <frosch123> i have a 98 vm
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23:33:18  <stefino> frosch123: and how can I write more cargos than one in this callback?
23:34:50  <frosch123> stefino: https://paste.openttdcoop.org/plo5egxsv
23:35:26  <stefino> frosch123: maic switch..thanks :)
23:35:32  <stefino> magic*
23:41:56  <stefino> frosch123:  and is here any rule how many cargo it will produce according to building kind/size? cause in table I can find only population, mail generation and acceptances. So if I have in my case 30 people in this house, how many it will produce per 256 ticks?
23:43:03  <stefino> i wanna to preserve basic values +-
23:43:29  <frosch123> it produces "amount" per 256 ticks
23:43:37  <frosch123> you set it inside the siwtch
23:44:02  <stefino> yes yes I know but how much?
23:44:24  <stefino> if I have population 30 , how many people per 256 ticks?
23:45:20  <stefino> or is it 30? population = amount of cargo per 256 ticks?
23:46:46  <Eddi|zuHause> should i buy this beyond earth addon that's been sitting on my wishlist for 2 years?
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23:59:56  <frosch123> it's the same in ttw

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