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Omg 11:36:02 <TrueBrain> frosch123: why +R the channel? :) 11:36:55 <frosch123> in the past years spammers were always here on sundays 11:37:15 <frosch123> it's just easier to block everyone until kids are in bed 11:37:47 <TrueBrain> meh; happened now .. twice in 5 months, that a spammers get through? Both times OFTC took actions in a short window of time :) 11:37:56 <TrueBrain> just don't forget to remove +R when the sunday is over I guess :P 11:38:18 <TrueBrain> michi_cc: your comit message is a lie, I now notice :D 11:38:26 <TrueBrain> owh well :P 11:38:39 <TrueBrain> happy the PR is in there :D 11:48:06 *** andythenorth has joined #openttd 11:58:58 <Alberth> o/ 12:11:56 <berndj> i really hate local authorities sometimes 12:12:44 <berndj> if i don't do blitzkrieg station building then they never let me help them. then instead i grow the surrounding towns that aren't idiots until it suffocates them 12:14:56 <Eddi|zuHause> i generally place a few bus stops first 12:15:21 <Eddi|zuHause> then the station itself, and then the tracks 12:15:41 <berndj> yeah, it seems you really have to get going really quickly without giving them time to dislike you 12:17:09 <nielsm> build a serviced bus route first to give a steady source of positive thoughts 12:17:22 <nielsm> then build railway station with minimum destruction 12:17:35 <nielsm> then landscape and bulldoze the rails to it 12:17:57 <berndj> what's the radius of dislike btw? i've noticed sometimes i just have a line passing through the general vicinity of a town, without any stations, and then that town hates me forever 12:18:32 <berndj> is it the terrain modifications that matter? or just the building of tracks, or what is it that starts their hate clock ticking? 12:18:39 <nielsm> I'm not sure what exactly defines it, but if you use the query tool it always lists "local authority" which can be "none" 12:18:59 <nielsm> it's mainly destruction of trees, buildings and city-owned roads 12:19:06 <frosch123> it depends on number of houses 12:19:22 <frosch123> which is a stat that is not directly visible 12:19:24 <berndj> damn bunnyhuggers 12:19:42 <nielsm> afaik landscape itself does not cause negative reputation 12:19:51 <Eddi|zuHause> you can also change the sensitivity of the authorities 12:26:41 <peter1138> nielsm, did you consider measuring AI time? 12:28:39 <nielsm> yeah did consider 12:28:59 <nielsm> but ai and gs are both bounded on number of VM ticks each game tick, right? 12:30:24 <TrueBrain> people that make a detailed bug report, and fix it themself .. what is becoming of this world! 12:30:29 <TrueBrain> *denies PR purely for this* :P 12:30:51 <TrueBrain> nielsm: yes; but 1 VM tick is not a preset amount of time :) 12:30:58 <TrueBrain> (it is 1 instruction, which can vary) 12:31:43 <TrueBrain> and the amount of ticks is pretty arbitrary :D 12:31:53 <TrueBrain> I believe I just picked a number .. any that sounded reasonable :P 12:32:04 <nielsm> :D 12:35:24 <peter1138> Presumably AIs don't use ALL the ticks available every time? 12:35:31 <peter1138> Or do they? I dunno. 12:35:53 <frosch123> any command suspends them 12:36:21 <peter1138> *nod* 12:36:23 <frosch123> so, they only reach the max ops, if they never build anything 12:36:49 <peter1138> And I assume 7 AIs will use more time than 1 AI. 12:42:20 <Eddi|zuHause> knowing the AI time might help in picking a better VM tick limit 12:50:02 <andythenorth> hi 12:51:30 <andythenorth> anything I can do to help this? 12:51:31 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6773 12:51:43 <andythenorth> currently I am using JGR's patch, applied locally 12:58:32 <peter1138> cherry-pick + make PR ? 13:09:49 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6859 13:27:50 <Flygon> <Eddi|zuHause> i generally place a few bus stops first 13:28:02 <Flygon> I always build a Tram network in a town but it's so time consuming. :D 13:28:23 <Flygon> And even worse I like to name the Tram stations realistic names because I like to work on IRL scenarios. :D 13:28:29 <Eddi|zuHause> well, whether i place bus or tram depends on the mood of the day, i guess 13:28:39 <Flygon> But I always wind up with towns growing very fast because...uhm.... 13:28:43 <Flygon> They have a reason to grow fast. 13:29:06 <Flygon> So by the time I actually finish the Trainline, they end up far bigger than the Trainline was built for. 13:29:15 <Eddi|zuHause> yes, you should not place the stops and forget about putting the station :p 13:29:41 <Flygon> ...hopefully JGR allowing nerfing town growth makes this more manageable. I've only just started using the patchpack. 13:29:46 <Flygon> Oh, no. I place the station. 13:30:01 <Flygon> I'm just too lazy to make temporary terminuses. :P 13:30:02 <andythenorth> is it nap time? 13:30:17 <Flygon> It's almost Adult Swim time in Australia. :3 13:30:33 <Flygon> whoo aqua team hunger force 13:31:11 <Flygon> I'm seriously loving the timepatch though. It makes 4k*4k scenarios bearable. 13:31:22 <Flygon> Rather than getting just 20% of the map done by the time it's 2050. 13:31:35 <LordAro> andythenorth: no you need to fix the PR :p 13:32:17 <andythenorth> so I need to rewrite the commit message? 13:32:51 <LordAro> yeah 13:32:58 <andythenorth> how do I keep JGR as author? 13:33:17 <LordAro> i think author will stay... 13:33:22 <LordAro> if not, ¯\_(ツ)_/¯ 13:33:34 <LordAro> it's a 2 line patch, i'm sure JGR won't mind 13:33:45 <andythenorth> I try just --amend first 13:33:59 <Alberth> add (jgr) at the end of the commit 13:34:07 <Alberth> +message 13:35:14 <andythenorth> nope 13:35:18 <andythenorth> now I have 3 commits :( 13:35:20 <andythenorth> this is not good 13:35:28 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6859/commits 13:35:42 <andythenorth> --amend causes a merge 13:36:16 <Alberth> ?? 13:36:22 <peter1138> How do you manage to break git every time? 13:36:26 <andythenorth> practice 13:36:46 <andythenorth> also someone might have configure my git in a non-standard way a long time ago 13:36:48 <andythenorth> not sure 13:37:01 <peter1138> Likely, --amend does not merge. 13:37:15 <andythenorth> but when I push after the amend, there are upstream changes 13:37:18 <peter1138> And cherry-pick keeps the author by default anyway. 13:37:44 <andythenorth> "hint: 'git pull ...') before pushing again." 13:37:48 <andythenorth> then I pull 13:37:56 <andythenorth> then git auto-merges on pull 13:37:59 <andythenorth> then there are 3 commits 13:38:23 <peter1138> Don't pull. 13:38:27 <andythenorth> eh? 13:38:32 <andythenorth> but git says I have to :P 13:38:42 <andythenorth> is this force push again? 13:38:42 <peter1138> No, it suggests you might want to. But you don't. 13:39:33 <peter1138> git reset HEAD~1 13:39:35 <peter1138> git checkout . 13:39:48 <peter1138> git push <your origin> 6773 -f 13:40:09 <LordAro> when you rewrite history, you want to force push 13:40:14 <andythenorth> ugh 13:40:19 <andythenorth> I just can't get used to that 13:40:20 <LordAro> (rewrite history == --amend or rebase) 13:40:32 <andythenorth> ok I deleted the branch 13:40:47 <LordAro> lol 13:44:16 <peter1138> Argh, yet another dead PR :( 13:44:28 <LordAro> bad andythenorth 13:44:43 <andythenorth> I stick to pixels 13:45:11 <LordAro> fwiw, you didn't delete the branch :p 13:45:14 <LordAro> it's still on your remote 13:45:48 <LordAro> peter1138's still got commit rights on your fork, right? :p 13:46:34 <andythenorth> ok it's gone 13:46:43 <LordAro> boooo 13:46:54 <andythenorth> I'll do it again later 13:47:04 <andythenorth> I'll go read the rebase -i docs again 13:47:08 <andythenorth> I hate doing rebase 13:47:27 <andythenorth> I don't understand it, and I have to use nano in shell for it 13:47:31 <peter1138> You didn't need to rebase. 13:47:31 <andythenorth> I hate shell editors 13:47:38 <peter1138> Just a cherry-pick. 13:47:57 <andythenorth> but I have to rewrite the commit 13:48:00 <peter1138> Why? 13:48:08 <LordAro> the message is "wrong" 13:48:11 <andythenorth> it fails the checks 13:48:12 <peter1138> git rebase -i master 13:48:16 <peter1138> Easy. 13:48:36 <andythenorth> this would be way easier if jgrpp was a fork of openttd 13:48:39 <andythenorth> :| 13:48:50 <andythenorth> probably way way too late for that 13:48:55 <peter1138> That's irrelevant. cherry-pick just works. 13:51:49 <andythenorth> so cp, amend, push -f 13:52:07 <peter1138> just a push 13:52:12 <andythenorth> that won't work 13:52:17 <andythenorth> I tried that already, the PR is rejected 13:52:24 <peter1138> you only need push -f because you'd already pushed earlier 13:52:30 <peter1138> ah you didn't close the branch, just the PR? 13:52:34 <peter1138> why close the PR? o_O 13:52:40 <andythenorth> I deleted the branch 13:52:48 <andythenorth> because it's fucked 13:52:48 <peter1138> ... 13:52:52 <peter1138> so you don't need to push -f 13:53:02 <andythenorth> but I can push if the commit is amended 13:53:05 <andythenorth> can't 13:53:07 <peter1138> you can 13:53:11 * andythenorth doesn't understand tbh 13:53:14 <andythenorth> but I'll try 13:53:16 <peter1138> you can't push if you have ALREADY pushed 13:54:50 <LordAro> regardless you should be able to recreate the branch and reuse the PR 13:54:59 <andythenorth> hang on https://github.com/OpenTTD/OpenTTD/pull/6860 13:55:10 <LordAro> hahaha 13:55:15 <LordAro> or not 13:55:20 <andythenorth> almost lulz 13:55:25 <andythenorth> as long as it gets done.... :P 14:15:29 <andythenorth> so now someone just needs to merge it? o_O 14:17:56 <michi_cc> peter1138: I would've reformulated that commit message to actually be a Fix #6773: 14:26:46 <peter1138> "oh well" 14:27:04 <peter1138> It's still a code change :p 14:27:22 <peter1138> It still closes the issue. 14:32:05 *** sim-al2 has quit IRC 14:39:54 <andythenorth> thx 14:53:35 *** sla_ro|master has quit IRC 14:57:21 *** gelignite has quit IRC 15:05:51 <andythenorth> do we think 2 industry output cargos is design or accident? o_O 15:06:01 *** Thedarkb has quit IRC 15:10:01 <andythenorth> and is 'glue and paint' a valid cargo? :P 15:12:17 <nielsm> two output cargos is design 15:12:35 <nielsm> the original game has two industries with two output cargos, farms and oil rigs 15:13:58 <andythenorth> yes 15:14:34 <Alberth> name it "glued paint" :p 15:15:01 <andythenorth> 'paint and finishes'? o_O 15:15:08 <andythenorth> I did have 'adhesives' which is quite neat 15:15:09 <nielsm> pigmented glue 15:15:16 <andythenorth> but I can only find one destination for 'adhesives' 15:15:28 <Alberth> not sure why you need glue for painting though 15:15:42 <Alberth> aka "sticky" 15:15:49 <andythenorth> they use similar polymer inputs 15:15:51 <andythenorth> in some cases 15:16:10 <Alberth> house decorating supplies 15:16:38 <andythenorth> I was thinking more for tractors 15:16:41 <Alberth> especially needed for fast growing cities 15:27:15 <Eddi|zuHause> andythenorth: i tried to explain this earlier, but my understanding of paint is that you don't put the polymers in them, but the polymerisation happens upon drying the paint after applying it, and is what makes the paint stick. i'm assuming the same thing happens with glues 15:28:17 <Eddi|zuHause> andythenorth: so you put a "binding agent" in the paint, that is responsible for this polymerisation 15:28:31 <Eddi|zuHause> andythenorth: often that is "casein" (the main component of cheese) 15:28:39 <Eddi|zuHause> but there are also synthetic alternatives 15:30:52 *** juzza1 has quit IRC 15:33:34 <andythenorth> ok thx 15:34:05 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#extreme 15:34:10 <andythenorth> might be over-provided on food 15:34:12 <andythenorth> dunno 15:34:31 <andythenorth> plastic needs more destinations 15:34:35 <andythenorth> paper does nothing :P 15:34:57 <andythenorth> timber yard needs creosote or something 15:35:41 <Eddi|zuHause> paper goes to printing works (town industry) or packaging facility? 15:35:54 <Eddi|zuHause> packaging facility also accepts plastic 15:36:16 <peter1138> Sugar and Sugar Beet... hmm. 15:36:25 <peter1138> *potatoes 15:36:27 <andythenorth> don't mention the war 15:36:40 <andythenorth> printing works needs ink or dye? 15:36:53 <Eddi|zuHause> ink 15:36:59 <peter1138> Some of these cargo types are oddly specific 15:37:18 <peter1138> And then you've got Goods :p 15:37:29 <Eddi|zuHause> depending on what they print, they might use dye-based ink or pigment-based ink 15:37:29 <peter1138> Beans? Hmm 15:37:31 <andythenorth> Goods needs splitting 15:37:44 <andythenorth> Beans I am maybe about to remove 15:37:50 <andythenorth> I thought it was funny to have baked bean factory 15:37:54 <andythenorth> not sure it is 15:37:59 <peter1138> "traktor plant"? 15:38:03 <peter1138> Traktor? 15:38:11 <andythenorth> Russian Tractor 15:38:12 <Eddi|zuHause> remove goods completely, and add some more specific new consumer goods? 15:38:15 <andythenorth> yes 15:38:26 <andythenorth> domestic appliances, household chemicals 15:38:33 <andythenorth> already split furniture and textiles 15:38:35 <andythenorth> toys? 15:38:38 <Eddi|zuHause> electronics, textiles 15:38:39 <peter1138> Like ammonia and lye 15:38:55 <Eddi|zuHause> textile works also accepts paint 15:39:01 <peter1138> Electronics, comes from an industry called "China" 15:39:08 <andythenorth> that's a port then 15:39:21 <andythenorth> Eddi|zuHause: how to produce paint then? o_O 15:39:46 <andythenorth> not sure about potatoes 15:40:01 <Eddi|zuHause> after working at a paint factory for over a year, i still haven't the faintest idea :p 15:40:13 <peter1138> Pigment, binder & solvent. I can google! 15:40:29 <andythenorth> isn't it 15:40:50 <Eddi|zuHause> peter1138: that's what i thought after the first 2 days. but then it got complicated... :p 15:40:50 <peter1138> Add two binders cargo types 15:40:53 <peter1138> One for paint 15:40:57 <peter1138> And one of storing documents 15:41:00 <andythenorth> Binder 1 15:41:02 <andythenorth> Binder 2 15:41:09 <andythenorth> do I have enough cargo slots? o_O 15:41:24 <andythenorth> delete potatos I think 15:41:29 <peter1138> Also add a Binders industry that takes paper and produces documents 15:41:33 *** Flygon has quit IRC 15:41:39 <andythenorth> Dox 15:41:40 <peter1138> I think you should not listen to me. 15:41:40 <Eddi|zuHause> if you delete the potatos, are the potatoes still in? 15:42:21 <andythenorth> not so much 15:42:36 <andythenorth> I can never spell it, which is a bad smell 15:42:44 <andythenorth> peter1138: I think your ideas are great 15:42:48 <andythenorth> do you have a newsletter? 15:42:55 <andythenorth> Spam Mail Plant 15:43:01 <andythenorth> paper, stamps -> mail 15:43:20 <Alberth> printingworks -> letters 15:43:49 <Alberth> press-agency -> news 15:43:51 <Eddi|zuHause> "mail" and "unsolicited mail"? 15:44:14 <Eddi|zuHause> and some houses don't accept "unsolicited mail"? 15:44:17 <andythenorth> 'rumours' 15:44:25 <Alberth> there is non-unsolicited mail? 15:44:33 <peter1138> 'fake news' 15:44:37 <Eddi|zuHause> "news", "fake news" and "counter fake news"? 15:45:11 <andythenorth> potatoes / potatos 15:45:12 <andythenorth> are gone 15:45:31 <andythenorth> 45 cargos 15:45:40 <andythenorth> 3 slots spare, and goods can also be swapped out 15:45:44 <Eddi|zuHause> andythenorth: so first time i clicked on the graph, i can't find ANYTHING that we're talking about 15:45:56 <andythenorth> was it cached? 15:46:10 <Eddi|zuHause> no, i mean it's too hard to read 15:46:17 <andythenorth> oh that :) 15:46:28 <andythenorth> suggestions welcome 15:47:04 <Eddi|zuHause> dunno, bigger font? 15:48:29 <andythenorth> seems graphviz has some options there 15:48:50 <andythenorth> there was a zoom tool, but it's stopped working 15:49:07 *** Wolf01 is now known as Guest1747 15:49:12 <Eddi|zuHause> zoom tool seems to work here 15:49:34 <andythenorth> really? o_O 15:49:36 <andythenorth> which browser? 15:49:40 <Eddi|zuHause> firefox 15:50:20 <Eddi|zuHause> "60.1.0esr (64-Bit)" 15:50:40 <andythenorth> only slightly older than mine 15:50:57 <andythenorth> oh it's appeared for me in FF now 15:51:02 <andythenorth> it's rather unreliable :) 15:51:54 <andythenorth> so Detergent or Household Chemicals? 15:52:04 <Eddi|zuHause> so, both the dairy and the polymer factory could produce "binding agent", which is input for paint factory 15:52:32 <Eddi|zuHause> simulating natural and synthetic inputs 15:53:08 <andythenorth> if it was straightforward PVA, it could also be glue for furniture factory :P 15:53:31 <andythenorth> nope, different PVA 15:53:35 <andythenorth> discount that 15:54:15 *** Guest1747 has quit IRC 15:54:23 <Eddi|zuHause> leaves the dissolving agent and the pigments to simulate 15:54:44 <Eddi|zuHause> pigment is very diverse field 15:54:46 <andythenorth> pigments -> dyes? 15:54:50 <andythenorth> already in ECS 15:55:27 <Eddi|zuHause> depending on how fine you want to model is, those are different things 15:56:01 <Eddi|zuHause> "dyes" is usually organic substances that are water-soluable, and "pigments" are inorganic substances that are non-water-soluable (hence the dissolving agent) 15:56:25 <andythenorth> well the maximum detail resolution is '3' :P 15:56:30 <andythenorth> due to input cargos 15:56:35 <andythenorth> and 2 would be better 15:56:42 *** juzza1 has joined #openttd 15:56:53 <Eddi|zuHause> usually dyes are prone to fading faster than pigments 16:00:17 *** Alberth has quit IRC 16:15:22 *** Wolf01 has joined #openttd 16:15:30 <Wolf01> Mmmh, autorejoin failed 16:15:57 <Wolf01> andythenorth: finished the prototype of my brick-wall :P 16:17:03 <andythenorth> pictures 16:17:06 <andythenorth> or didn't happen :) 16:17:37 <Wolf01> https://www.flickr.com/photos/admiral_daala/39758677415/ this is a brick-wall, I made one like an advertising board 16:19:59 *** Alberth has joined #openttd 16:19:59 *** ChanServ sets mode: +o Alberth 16:21:26 <Wolf01> https://1drv.ms/u/s!AgUFeOGLNNfVipsuBqauFKv8yaSg9A this is one of the WIP images 16:22:46 <Wolf01> o/ Alberth 16:23:03 <Alberth> o/ 16:56:15 *** snail_UES_ has joined #openttd 16:58:35 <andythenorth> o/ snail_UES_ 16:58:48 <snail_UES_> hi andythenorth 17:01:35 <andythenorth> anyone want to review this? o_O https://github.com/OpenTTD/OpenTTD/pull/6805 17:24:28 <andythenorth> hmm 17:24:43 <LordAro> andythenorth: it's a peter1138 patch, i imagine it's fine :p 17:24:49 <andythenorth> gr8 review 17:24:52 <andythenorth> :P 17:24:53 <LordAro> but map array is beyond my ability to review 17:24:56 <andythenorth> put it on the PR :) 17:24:59 <andythenorth> 'probably fine' 17:25:03 <LordAro> :D 17:25:22 <andythenorth> maybe a sock puppet account, peter1139 17:25:55 <andythenorth> so should I go full 64 cargos then? http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#extreme 17:25:59 <andythenorth> my aim was 48 17:26:00 <andythenorth> but eh 17:44:22 <Alberth> last time it was 45 iirc :p 17:45:13 <Alberth> but 64 sounds something you'd expect in extreme :p 17:45:32 <snail_UES_> andythenorth: OMG 17:45:54 <snail_UES_> what I’d love to get from you would be a “final” list of cargoes… no matter how many... 17:45:59 <andythenorth> good luck 17:46:02 <andythenorth> why? 17:46:17 <snail_UES_> so that I can code them on my trainset and support your FIRS 17:46:26 <snail_UES_> how can I do that if they keep changing...? 17:46:39 <andythenorth> you probably can't :) 17:46:44 <andythenorth> but stasis is boring 17:47:37 <andythenorth> Alberth: I really think 17:47:48 <andythenorth> that if I do 64, I'll end up micro-modelling the chemical chain :P 17:47:50 <snail_UES_> I can’t see potatoes on your list there… 17:47:55 <andythenorth> not sure if this is Food Town 17:47:57 <andythenorth> Goods Town 17:48:00 <andythenorth> or Chemical Town 17:48:04 <snail_UES_> I thought we had discussed them a few days ago? did you drop the idea? 17:48:28 <andythenorth> for now 17:48:38 <andythenorth> an economy takes about 1 year to do 17:48:40 <Alberth> goods seems most diverse to me 17:49:11 <andythenorth> if it's Goods Town 17:49:19 <andythenorth> then the focus should be on many intermediate cargos 17:49:26 <snail_UES_> yes I think with 64 cargo types, such a generic cargo as “goods” would make little sense... 17:49:30 <andythenorth> and I don't need to add even more chemical feedstocks :P 17:49:38 <snail_UES_> IMO either we have all “generic” cargoes with subtypes, 17:49:43 <andythenorth> I am kind of stuck in chemical chains right now 17:49:46 <snail_UES_> or we have a long, detailed list of specific cargoes 17:49:51 <andythenorth> snail_UES_: I agree 17:49:52 <snail_UES_> having both in the same schema looks confusing 17:49:54 <andythenorth> except for Supplies 17:49:57 <andythenorth> and Food 17:50:21 <snail_UES_> but even Food… why having “Food” separate from, say, “Beans” or “Potatoes"? 17:50:24 <Alberth> probably everything "at the edge" of the economy 17:50:31 <andythenorth> the problem with splitting food 17:50:34 <snail_UES_> they’re both kinds of food… 17:50:35 *** Wormnest has joined #openttd 17:50:40 <andythenorth> is that it demands a lot of black hole destination industries 17:50:46 <andythenorth> and there's no reliable way to provide them 17:50:57 <snail_UES_> supermarket, retail market, farmers’ market... 17:51:03 <andythenorth> so actually, most towns *wouldn't* accept, e.g. meat, fish, diairy, meat, bread 17:51:17 <snail_UES_> unless we add specific industries 17:51:23 *** juzza1 has quit IRC 17:51:27 <andythenorth> each industry can only accept 3 17:51:39 <andythenorth> and splitting food only makes sense if it's split to at least 6 or 7 cargos 17:52:13 <andythenorth> when I tested it, the chances of getting a destination industry for, e.g. meat, were very low 17:52:27 <snail_UES_> so we could have “bakery store” accepting bread and similar, “farmers’ market” accepting fruit and vegetables, “supermarket” accepting meat, diary, alcohol.. 17:52:33 <andythenorth> yes, I did that 17:52:38 <andythenorth> but they don't get built 17:52:45 <andythenorth> it's just how ottd works 17:52:57 <snail_UES_> the issue is that, if they’re houses, they can get built and demolished 17:53:12 <snail_UES_> if they’re industries, we should make sure they’re built in high numbers across the map 17:53:21 <andythenorth> but we can't 17:53:25 <andythenorth> that's not possible 17:53:47 <snail_UES_> then the alternative is to raise the number of accepted cargoes per industry :p 17:54:22 <snail_UES_> “big picture”, I think 64 cargo types can be exciting, but not really implementable if we also have the limit of 3 cargo types per industry 17:54:27 <snail_UES_> both limits should be raised together 17:54:52 <andythenorth> I think it's worth considering 17:55:03 <andythenorth> but it makes economy design rather easy 17:55:07 <andythenorth> not sure it's very interesting then :) 17:56:30 <Wolf01> <snail_UES_> the issue is that, if they’re houses, they can get built and demolished <- that's how GOODs work, just make sure multiple stores will be built 17:56:45 <andythenorth> FIRS could enforce houses 17:56:50 <andythenorth> I wondered about doing that 17:57:10 <andythenorth> so it's Industry & House Set 17:57:14 <andythenorth> needs a new name then 17:57:24 <andythenorth> FISH? 17:57:30 <andythenorth> Full Industry Set Houses 17:57:48 <snail_UES_> I thought Squid had already eaten FISH? 17:58:07 <Wolf01> Nah, you only provide houses useful to the industry chain, not a full set of houses 17:58:18 <Wolf01> Just FIRS is enough 17:58:39 <andythenorth> I think I'd need to control all houses 17:58:45 <andythenorth> otherwise weird side effects 17:58:52 <andythenorth> so I'd disable FIRS against other house sets 17:59:29 <andythenorth> also, so I shouldn't add the following cargos? Benzene, Propene, Naptha, Ethanol, Bitumen, Acetylene? 17:59:32 <andythenorth> :P 17:59:40 <snail_UES_> :O 17:59:48 <snail_UES_> all of those carried in tank wagons I guess? 17:59:59 <snail_UES_> split from “Chemical Products"? 18:00:58 <andythenorth> I think they aren't valid 18:03:53 <andythenorth> the puzzle is 18:04:06 <andythenorth> the chlor alkali industry is actually really easy, just split salt 18:04:41 <andythenorth> and then chlorine goes to plastic, and lye goes to paper + detergents 18:04:43 <andythenorth> but the petrochemicals industry is very complex and hard to understand 18:05:50 <andythenorth> and has multiple feedstocks: crude oil, natural gas, syngas from coal, and biomass distilling 18:07:31 <andythenorth> meanwhile, sulphur is the world's most produced industrial chemical 18:07:44 <andythenorth> but is hard to find destinations for, without other petrochemicals to combine it with 18:12:54 <andythenorth> meanwhile the only metal in this economy is steel :P 18:17:29 *** andythenorth has quit IRC 18:25:25 *** tokai has joined #openttd 18:25:25 *** ChanServ sets mode: +v tokai 18:32:16 *** tokai|noir has quit IRC 19:02:44 *** nielsm is now known as Guest1750 19:06:20 *** Guest1750 has quit IRC 19:28:35 *** Alberth has left #openttd 19:30:41 <TrueBrain> wow, that patch from peter1138 about increasing railtypes is really hard to review 19:30:48 <TrueBrain> mostly as it is 1 commit with EVERYTHING done :) 19:31:21 <LordAro> not sure you can split it up any further 19:31:32 <TrueBrain> at least the m3 -> m8 in 1 commit would have helped :D 19:32:43 <LordAro> i guess :p 19:33:04 <TrueBrain> do you know why he changed 1 into 1LL? 19:33:10 <TrueBrain> hard time figuring thatone out 19:35:14 <snail_UES_> TrueBrain: thanks for having a look into this… it’d be great if that made it into trunk :) 19:35:43 <TrueBrain> I doubt I can give a sane review atm ... so many changes that I cannot pinpoint .. 19:36:39 <TrueBrain> it really feels it does more than it claims 19:42:02 *** glx has joined #openttd 19:42:02 *** ChanServ sets mode: +v glx 19:46:31 <TrueBrain> LordAro: "properly fine" makes me very nervous btw ;) 19:46:40 <TrueBrain> fine if that is by consensus, but to approve a PR for that :D 19:47:09 <TrueBrain> but I cannot believe you had nothing to complain :D Best one for me was: "Invalid railtypes?" (he added the ?) 19:56:12 <TrueBrain> frosch123: I am currently using the labels for PRs .. I hope I can automate DorpsGek to do that soon-ish for us .. but at least I find it more understandable with labels what needs attention and what not 19:56:15 <TrueBrain> don't know about you :) 19:58:33 <TrueBrain> tempted to accept the forest patch .. 19:58:58 <TrueBrain> bit shitty I currently cannot compile OpenTTD 19:59:02 <TrueBrain> where is andy when you need him :D 20:02:18 <TrueBrain> owh well, time to watch some telly :) nn! 20:05:38 *** sim-al2 has joined #openttd 20:10:27 *** frosch123 has quit IRC 20:25:07 *** synchris has quit IRC 20:42:36 *** HerzogDeXtEr has quit IRC 21:10:03 *** Wormnest has quit IRC 21:35:36 <peter1138> 1LL because 1 << x is 32 bit. 21:40:08 <peter1138> I suppose move then extend can be split up. 21:44:23 <peter1138> thanks for looking at it 21:54:38 <Wolf01> 'night 21:54:42 *** Wolf01 has quit IRC 21:56:46 *** Progman has quit IRC 22:17:19 *** keoz has quit IRC 22:54:03 <TrueBrain> peter1338: exactly, so why the LL? INVALID is UINT32_MAX .. p1/p2 too .. 6 bits fits too .. bitshift 25 is fine .. I didnt see why it needs LL? (I am most likely missing something here :D) 22:54:34 <TrueBrain> typing your name right is hard too ... peter1138 .. lol 22:59:40 <Eddi|zuHause> who types names? 22:59:57 <Eddi|zuHause> p[tab]? 23:00:09 <TrueBrain> ah, RailTypes is a bitmask ... got it .. not your patch, but that name is fucked up .. RailType is a value, RailTypes a bit mask .. just to screw with you! Got it now :) 23:00:37 <TrueBrain> nn 23:09:54 <peter1138> I've split it up. 23:10:04 <peter1138> I'm trying to solve the rt << 4 | 7 issue. 23:11:08 <peter1138> It's to spread railtypes out, but the storage is a byte, so << 4 chops the 2 MSB of with 64 types. 23:11:51 <peter1138> rt << 2 | 7 is clearly wrong. rt << 2 | 3 is more reasonable, but messes up any existing newgrf ordering. 23:13:44 <peter1138> Also, the merge detection fails to understand savegame bumps :D 23:14:00 <peter1138> Not sure that's solvable. 23:15:09 <peter1138> Hmm, it is, but where we've put "198" and "199" in saveload.cpp by themselves it should have a description. That'll conflict.