Log for #openttd on 29th July 2019:
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01:44:40  <Hazzard> Hello, does anyone know if INDUSTRYLIFE_BLACK_HOLE industries ever close? The wiki says the power plant never closes but I'm not sure about the others
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02:36:56  <Eddi|zuHause> i would imagine someone knows that
02:37:40  <Eddi|zuHause> i would assume so that it works the same way as the power plants, but i'm not familiar enough to know it for certain
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05:44:17  <Beerbelott> I see two way of admining an instance: either connecting as a "normal" client, which requires a couple tricks to get into an "active" mode and then sending PACKET_CLIENT_RCON, each with rcon password. The second way is to use the admin port, connecting with the admin password, and then supplying ADMIN_PACKET_ADMIN_RCON packets without any password.
05:45:13  <Beerbelott> I was checking this library: It seems to want to do it the first way
05:46:33  <Beerbelott> Is the admin port a new thing? Why would anyone wanna use the in-game way and trick the game in being an active client? Does the admin view have the same access at game info as any client (ie chat messages)?
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06:29:18  <LordAro> Beerbelott: not new, but i think it might have been at the time that python thing was written
06:30:00  <Beerbelott> It seems the admin interface is much more suitable and modular, with all the subscription available
06:31:11  <Beerbelott> Oh btw the link to the admin_network.txt file has not been updated from the SVN to Github on pages: &
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06:53:51  <peter1138> Update it then.
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07:33:42  <andythenorth> o/
07:35:12  <arikover> good morning!
07:43:47  <Arveen> mOin
07:48:13  <LordAro> moIn
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10:13:12  <andythenorth> 2 trains left to draw for Horse
10:13:16  <andythenorth> both really small  :P
10:13:18  <andythenorth> small is hard
10:24:32  <arikover> andythenorth: I think I found a problem: the blinking light of the short brake van is "wrong" in the \ view.
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13:40:05  <andythenorth> arikover thanks :)  Not sure I finished drawing those lights, they were prototype, oops :)
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13:48:59  <arikover> andythenorth: They look nice. How come they end up in the wrong place like that? You add them to each sprite with the new "sprite overlay thing" feature?
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14:22:36  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
14:23:01  <FLHerne> andythenorth: So, one more train left before you realise the scale and/or fundamental concept is all wrong? :P
14:24:50  <DorpsGek_II> [OpenTTD/OpenTTD] Nik-mmzd commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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15:37:20  <Samu> I just had an idea
15:38:27  <Samu> an income graph for each vehicle type
15:40:29  <Samu> there's the button with list of trains, list of roadvehs, list of ships, aircraft, the option could be located there
15:41:27  <Samu> 1 extra line, either below or above the list from all companies
15:42:22  <Samu> the graph could be useful to compare income for trains between all companies
15:43:20  <Samu> i just don't know how the data is stored
15:43:40  <Samu> the 12 quarters data
15:44:21  <Samu> oh, 23 quarters of data?
15:44:57  <Samu> 24
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16:48:05  <Samu> doesn't store the required data for what I want...
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17:17:12  <andythenorth> arikover: they have to be positioned in the correct place for the vehicle length
17:17:19  <andythenorth> they're probably not :)
17:17:29  <andythenorth> FLHerne: yes, 1 more train, then cancel the set :)
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17:58:19  * andythenorth finished Warcraft 1
17:58:27  <andythenorth> quite addictive
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19:55:44  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window
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21:10:36  <Samu>
21:10:44  <Samu> 90 degrees in the shade
21:10:45  <Dakkus> Hey, peoples! Is there a way to force new destinations for cargo with cargodist?
21:11:56  <Samu> wait a long long time, then the cargo will want to go to any station
21:12:15  <Dakkus> So, I should remove the current trains?
21:12:47  <Dakkus> I've got goods being produced in Dno, and they are currently sent to Saint Petersburg Vokzal and Saint Petersburg Port. I'd like cargo to be transported also to Riga, Helsinki and Taivalkoski, which all have grown large enough to accept goods.
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21:13:37  <Samu> all from Dno?
21:14:26  <Dakkus> Yes.
21:15:18  <glx> cargodist will update the graph by itself at some point I think
21:16:15  <Samu> 1) go to Dno, 2) go to Riga
21:16:18  <andythenorth> Dakkus: build new stations
21:16:28  <andythenorth> or wait about 9 months for cdist to update
21:16:43  <Samu> then wait that some cargo wants to actually go to Riga
21:16:55  <andythenorth> cargo doesn't 'want' to go anywhere
21:17:11  <Dakkus> andythenorth: New stations? Where?
21:17:20  <andythenorth> this is from a factory?
21:17:36  <Dakkus> And is this 9 months or an amount of ticks that usually equal 9 months?
21:17:41  <Dakkus> andythenorth: Yes.
21:17:47  <Samu> 1 source, multiple destinations I think
21:17:55  <Dakkus> Yup.
21:17:59  <andythenorth> it's roughly 9 months, it's not exact
21:18:04  <FLHerne> Dakkus: Cargodist will normally route something to every connected station that accepts the cargo
21:18:09  <andythenorth> I just build extra pickup stations
21:18:20  <andythenorth> cdist won't reliably serve more than 2 destinations from a station
21:18:32  <Dakkus> andythenorth: I'm playing with a daylength, so 9 months is seriously long time on my game.
21:18:48  <Dakkus> andythenorth: What happens after those two?
21:18:57  <Samu> cargodist with daylength
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21:19:05  <andythenorth> eventually it will assign cargo to the new route
21:19:05  <Samu> i have no idea
21:19:09  <FLHerne> So if you build lines that take goods for Riga etc., the linkgraph should update to send cargo down them
21:19:13  <FLHerne> Worksforme
21:19:20  <andythenorth> never works for me
21:19:38  <andythenorth> it's reproducibly non-functional
21:19:38  <FLHerne> [except with FIRS supplies, because it doesn't understand the demand thresholds]
21:19:48  <andythenorth> there are no demand thresholds?
21:20:04  <andythenorth> oh you have distance-on-demand enabled?
21:20:16  <Samu> 1 day with daylength = 24 hours?
21:20:29  <Dakkus> I've got 9 as multiplier.
21:20:50  <Dakkus> So, 1 day in my game is an amount of ticks that is 9 days in unmodded game.
21:21:24  <Dakkus> (And 9 months in my game equals ticks worth 81 months in an unmodded game)
21:22:05  <Samu> cargodist update is delayed by that multiplier?
21:22:16  <Dakkus> No idea. I hope not :D
21:22:38  <Dakkus> Depends on whether cargodist is defined in ticks or in days. I could just look that up, though.
21:23:03  <FLHerne> andythenorth: I mean, it doesn't understand that <n> input is desirable, but more is redundant, so it'll happily oversupply some industries without reaching the threshold on others
21:23:24  <andythenorth> yes
21:23:38  <andythenorth> if distance is off, it just divides equally betwen destinations
21:23:40  <FLHerne> If I set 'effect of distance on demand' to 0, I suppose it would supply every connected industry equally?
21:23:42  <FLHerne> Or try to
21:23:44  <andythenorth> yes
21:23:55  <FLHerne> That would slightly implode my passenger networks though
21:24:19  <andythenorth> Dakkus: the practical solution is to build another station
21:24:30  <andythenorth> I don't know of any other fix
21:24:43  <Dakkus> andythenorth: That's probably the least bad available solution :)
21:24:50  <andythenorth> I've been told that running the train the whole route a few times might force an update
21:25:05  <Dakkus> I think I'll start supplying the port from some other source and see what happens. No space for a further station near that industry complex.
21:25:20  <andythenorth> is this FIRS or something?
21:25:23  <FLHerne> Dakkus: "Update linkgraph every <n> days" is a setting, so you could set it to 1 probably
21:25:30  <FLHerne> (the default is more)
21:25:59  <andythenorth> have to be careful  with that
21:25:59  <FLHerne> If it actually is based on days rather than ticks, but who knows when it's patched
21:26:08  <Dakkus> Okay: Currently it's:
21:26:15  <andythenorth> iirc, if the updates are too frequent, it fails to complete
21:26:21  <Dakkus> 1) Take 16 days for recalculation of distribution graph
21:26:21  <andythenorth> due to starting again
21:26:28  <FLHerne> That would be a bit daft
21:26:28  <Dakkus> 2) Update distribution graph every 4 days
21:26:34  <andythenorth> advice I was given is leave it on defaults
21:26:37  <Dakkus> 3) Distribution accuracy: 12
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21:27:22  <Dakkus> Sounds a bit weird that it updates every 4 days and spends 16 days recalculating.
21:27:52  <Dakkus> Does it recalculate 4 calculations in parallel or does it actually always stop at the 4th day?
21:28:02  <andythenorth> the help text kind of explains
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