Log for #openttd on 30th August 2018:
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09:08:05  <Wolf01> o/
09:12:44  <Wolf01> Mmmh, I applied 2 policies to a district and no achievement :/
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11:54:21  <Samu> problem
11:54:23  <Samu> 1.8.0  1.8.0 is not yet released. The following changes are not set in stone yet.
11:54:28  <Samu>
11:54:39  <Wolf01> Meh
11:56:05  <LordAro> not exactly a problem
11:56:15  <LordAro> just some out of date documentation
11:56:32  <LordAro> that won't have been updated since the move to git
11:57:29  <Wolf01> Eddi|zuHause: what's the mod which allows to set the allowed switch to lanes? I thought I had it but it seems not
12:13:39  <Wolf01> Oh, found it
12:28:01  <Wolf01> It would be cool if it was possible to set the turn right always possible on junctions, without being controlled by traffic lights
13:03:12  <Wolf01> People are dying to live in my city, literally... I can't understand why they die so much, maybe too much noise, but even in the low traffic areas? No pollution, no diseases...
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13:28:46  <Samu> WrightAI.GetEngineOptimalDaysInTransit(engine)[0] is this a thing?
13:28:54  <Samu> local fakedist = WrightAI.GetEngineOptimalRealFakeDist(engine, WrightAI.GetEngineOptimalDaysInTransit(engine)[0]);
13:28:59  <Samu> like that
13:29:04  <Samu> that [0]
13:29:25  <Samu> it returns 3 values at once
13:29:43  <Samu> return [days_in_transit, best_income, best_distance];
13:29:48  <Samu> only want the first value
13:29:53  <LordAro> that's fine
13:30:05  <Samu> cool, ty
13:30:08  <LordAro> might want to break it up into variables though, to make it clearer what's going on
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13:37:36  <Eddi|zuHause> Wolf01: there is a custom traffic light feature in the traffic manager mod, where you can control the phases
13:37:54  <Wolf01> Yeah, but in manual mode
13:38:33  <Wolf01> Also, how do I make horizontal bridges?
13:39:03  <Eddi|zuHause> it would be nice if you could save that as a template and apply it to more crossings
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13:40:13  <Eddi|zuHause> Wolf01: i've not quite figured that out
13:41:32  <Eddi|zuHause> Wolf01: i think i've seen a "more road construction options" mod, but i have not tried that
13:44:06  <Sacro> Wolf01: pgup/pgdown
13:44:25  <Sacro> alters the road height
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14:15:11  <Wolf01> Yeah, but not on bridges over rivers
14:15:25  <Wolf01> Or I have to build bridges piece by piece
14:15:58  <Wolf01> Also... is there a limit to land slots? I need to purchase a slot to connect to the railway... but I can't
14:25:35  <Eddi|zuHause> you get land slots as your city grows, up to a total of 9, but there are mods to unlock more (up to 25) and also one that just unlocks the whole map
14:26:39  <Eddi|zuHause> if you look at the city growth milestones, each time it says "2x2km" you get a new slot
14:39:50  <crem> Do youse git or something else for developemtn? If not, otherwise do you follow gitflow or another layout system of branches.
14:41:17  <LordAro>
14:42:12  <Eddi|zuHause>
14:42:25  <LordAro> or that
14:42:36  <crem> So a branch per minor release, and then cherrypick for patch releases?
14:42:49  <LordAro> no one's really sure yet
14:43:01  <LordAro> there's not been a release since the move to git
14:43:56  <crem> The canonical way is the "gitflow", but probably it's an overkill.
14:44:38  <LordAro> i wouldn't say there's a single canonical way
14:44:40  <crem> I'm trying to come up with some system for another project, while minimizing number of streams.
14:46:00  <Eddi|zuHause> crem: in the svn days there was a fork right before a 1.x.0(-RC1) release
14:46:50  <crem> Fork for a release? And then only cherrypicks came there, right?
14:46:55  <Eddi|zuHause> yes
14:47:42  <crem> Sounds reasonable!
14:48:25  <Eddi|zuHause> that's probaly fine if you only want to backport bugfixes to the 1.x.y releases, not new features
14:48:38  <crem> Do you have some file like "version.txt" in source tree?
14:49:23  <crem> If yes, I wonder what is the sequence of updating it during RC1 fork.
14:49:46  <Eddi|zuHause> version detection is a bit complicated
14:50:29  <Eddi|zuHause> but generally, after the fork of 1.x.0, in trunk there is a commit "we now head for 1.(x+1)"
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14:52:33  <Eddi|zuHause> so trunk (now master) is currently considered "1.9.0-alpha", whereas the release branch is "1.8.0"
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15:08:20  <Wolf01> Eddi|zuHause: is there some limitation with rails? I connected 4 stations and I'm not able to set a route, it doesn't seem that there are disconnected rails
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15:14:50  <Eddi|zuHause> i don't think there is a limitation
15:15:00  <Eddi|zuHause> got to recheck the rails probably
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15:15:47  <Eddi|zuHause> are you sure you're using the rail route tool, and not bus route or something? :p
15:16:02  <Wolf01> Yes, rail tool
15:17:13  <Wolf01> It worked before, i paused to replace a bridge with a tunnel and it doesn't work anymore
15:19:10  <Eddi|zuHause> dunno what you're doing wrong
15:19:21  <Wolf01> Rebuilt the rail, now it works again
15:19:55  <Wolf01> I think it was because I moved it a bit with Move IT!
15:31:41  <Eddi|zuHause> could be you disconnected the rail by doing that incorrectly
15:32:21  <Wolf01> Maybe, I only straightened a bit a piece of track
15:39:19  <Wolf01> BBL, maybe
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17:23:43  <PNDA> Hey, anyone know how I can deselect any Dependency on BaNaNaS for my GRF?
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21:11:50  <Samu> how do i check if a road has exactly only 1 piece?
21:12:10  <Samu> IsRoadTile doesn't help :(
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