Log for #openttd on 17th January 2020:
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00:01:02  <TrueBrain> <- and this weekend, I will make it auto up-date, fix links referring to documentation, etc etc :)
00:01:09  <TrueBrain> but at least it now exists :D
00:03:38  *** Flygon has joined #openttd
00:04:54  <TrueBrain> did a quickfix so people going to end up in the new place. But tons of redirects to add :D
00:07:57  <LordAro> tons?* ->* ?
00:22:26  <dwfreed> ^ that's easy, if it's a 1:1 mapping
00:22:47  <glx> TrueBrain: some progress
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00:46:24  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions
00:59:13  <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions
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04:27:48  <crazystacy> is there a way to do this: "openttd -d 1 net=4" ?
04:27:56  <crazystacy> like, set it overall to 1 but 4 to one category?
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05:00:03  <Eddi|zuHause> tried with two -d parameters?
05:00:42  <Eddi|zuHause> (order might be important)
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05:22:23  <crazystacy> i did -d "1 net=4"
05:22:27  <crazystacy> seems to work properly
05:22:40  <crazystacy> will try two -d, didn't even occur to me
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06:56:14  <crazystacy> can anyone explain why Script_Suspend is needed in singleplayer? i am reading the comment which says "simulate multiplayer"?
06:56:28  <crazystacy> so it has to wait for the command to havebeen completed, when it is completed, the callback is called?
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07:14:48  <andythenorth> o/
07:16:08  <crazystacy> o-
07:16:24  <andythenorth> new CivilAI :)
07:16:38  <crazystacy> you made that?
07:16:51  <crazystacy> oh, pikka
07:17:11  <Pikka> ya
07:17:14  <crazystacy> i haven't tried civil. i tried choochoo but i realised it's too simple. it only does point-to-point. it's supposed to make networks but i can't get it to do it
07:17:26  <crazystacy> he's just doing endless power plant to coal mine connections. 5 stations at one plant
07:17:36  <crazystacy> i might modify it to make more complex networks. does Civil do trains?
07:17:41  <Pikka> choochoo works moderately well on a completely flat map, in my experience
07:17:52  <crazystacy> oh wow
07:18:00  <crazystacy> on a big map Choochoo completely gives up.
07:18:04  <crazystacy> the pathfinding takes forever
07:18:16  <crazystacy> wow. you can turn off the grid in openttd? omg. i have to do that
07:18:37  <Pikka> Civi does do trains
07:18:56  <crazystacy> i will try it
07:21:19  <Pikka> let me know what you think :)
07:22:11  <crazystacy> more advanced than choochoo
07:22:21  <crazystacy> i will let him run for a while. but it seems he doesn't start unless i play
07:23:08  <crazystacy> tropic doesn't have trains in 1940? :S
07:24:24  <Pikka> I guess not with the default vehicles
07:24:56  * andythenorth makes civil game
07:25:35  <crazystacy> does Civil try to stay behind the player in terms of performance/income?
07:26:24  <Pikka> no
07:26:28  <andythenorth> Pikka: is it still only building chains for Food and Goods? o_O
07:26:48  <Pikka> yes andythenorth
07:26:54  <andythenorth> ok, no Steeltown then
07:27:29  <crazystacy> civil's railway lines are more pleasing than ChooChoo's, and i like the buses
07:27:37  <crazystacy> i had a similar idea of an AI which simply populates the map
07:27:47  <crazystacy> like add some cars to every city
07:29:23  <andythenorth> err ooops
07:29:31  * andythenorth forgot to update the AI :P
07:30:27  <Pikka> :D
07:32:30  <andythenorth> who has a server?
07:32:44  <andythenorth> we should leave a Civil test server up and watch it :)
07:33:19  <crazystacy> i do
07:35:07  <andythenorth> it makes the best livery choices
07:35:35  <crazystacy> not sure how to start AIs tho
07:36:42  <Pikka> the console command is "startai <ainame>"
07:37:44  <crazystacy> it's dedicated. i guess i want a game script which auto starts ais
07:37:58  <Pikka> can't rcon?
07:39:04  <crazystacy> oh
07:40:08  <crazystacy> that works
07:41:21  <crazystacy> but then i also need to install those AIs on the server
07:42:51  <crazystacy> ok. i have set up Battle of the Bots, which other AIs should i run
07:45:01  <andythenorth> civil v civil :)
07:45:13  <andythenorth> with Iron Horse :P
07:45:23  <andythenorth> and a twitch stream
07:46:18  <crazystacy> hm. i downloaded AIs, not sure how to activate
07:46:58  <crazystacy> they don't show up in list_ai
07:49:33  * andythenorth will now watch Steel Town on YT :)
07:50:27  <Pikka> steel town seems to be over to the right somewhere
07:54:28  <andythenorth> this video is pretty definitely inspired by FIRS
07:54:50  <andythenorth> all the industry chains are a direct copy of mine
07:54:59  <Pikka> typical
07:56:48  <andythenorth> hmm, they have invented some extra stuff about rolling steel though, in different mills
07:57:06  <crazystacy> ll
07:57:07  <crazystacy> lol
07:57:28  <andythenorth> that's not realistic
08:12:53  <andythenorth> Pikka: does it do anything to calculate hp/ton or hp/speed? o_O
08:18:01  <Pikka> it doesn't specifically use either in its calculations, but hp and weight and speed all have influence on its choices
08:18:19  <Pikka> has it done something ridiculous?
08:19:40  <crazystacy> kirby paul on a 30 length coal hauler
08:20:07  <andythenorth> two of them are favouring high speed EMUs
08:20:16  <andythenorth> 105mph / 600hp
08:20:31  <andythenorth> but then it's attaching 3 more full size unpowered pax/mail coaches
08:21:07  <andythenorth> it has also worked out they're not profitable, so it's scrapping them
08:22:36  <andythenorth> @calc (105/600)*134
08:22:36  <DorpsGek> andythenorth: 23.45
08:22:51  <andythenorth> nope
08:22:59  <andythenorth> @calc (105/18.75)*134
08:22:59  <DorpsGek> andythenorth: 750.4
08:23:22  <andythenorth> train has enough HP to reach max speed, just very slow acceleration :)
08:25:36  <andythenorth> it's all fine
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08:54:58  <planetmaker> andythenorth: as it stands, it's me and only me who funds the coop servers with a very rare exception that someone donates a buck. So if you ask whether coop could use a buck to fund servers: it would be highly appreciated :)
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09:26:02  <crazystacy> i found some EnforcePrecondition which do EnforcePrecondition(false, x || y);
09:26:17  <crazystacy> should they maybe be split into Enforce(false, x); Enforce(false, y);?
09:26:23  <crazystacy> makes it less confusing when debugging
09:26:48  <crazystacy> oh wait i get it now
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09:36:35  * andythenorth considers UnCivilAI
09:36:56  <crazystacy> :P
09:37:02  <planetmaker> seems I chose a bad tim to reply to you :P andythenorth: as it stands, it's me and only me who funds the coop servers with a very rare exception that someone donates a buck. So if you ask whether coop could use a buck to fund servers: it would be highly appreciated :)
09:37:35  <crazystacy> i wondered about that, if you did that reinforcement learning thing with an openttd AI it might learn to block all other players as soon as they perform any kind of action
09:38:13  <planetmaker> crazystacy, but how would it react, if it had a similar AI acting as anti-cheat and anti-griefing in form of a game script?
09:38:26  <planetmaker> which then would simply ban it and undo its actions?
09:39:11  <crazystacy> well it would have to learn that beforehand
09:39:20  <crazystacy> if you trained it on "normal" games it would be beat by that, i believe
09:39:38  <crazystacy> i haven't done any machine learning stuff but it should be "easy". i mean i've seen some guys at uni doing reinforcement learning for various games
09:39:42  <crazystacy> but i don't know how easy :|
09:39:51  <crazystacy> i suspect my computer won't be able to do it in less than 1 year
09:39:55  <andythenorth> Pikka: teach it ENSP and FMSP or riot :)
09:40:05  <andythenorth> that will mess with human players :)
09:40:26  <crazystacy> what i wonder is. should the AI modify its own source code, or... yes it has to doesn't it? you have to modify the source, see what the result is, if it's bad, modify again, and so on
09:40:40  <crazystacy> either that or some AI design where it has "patterns" of actions
09:44:50  <planetmaker> crazystacy, why... wouldn't it?
09:45:00  <planetmaker> have it play on online servers and learn :D
09:45:26  <planetmaker> but granted, that needs a modified client... something we explicitly don't support so that players need effort to bot the game for themselves
09:46:29  <crazystacy> why wouldn't it what?
09:47:06  <planetmaker> ah, why wouldn't it learn it faster than in a year?
09:47:48  <crazystacy> hm. because my laptop is old
09:47:52  <crazystacy> presumably it needs a lot of computing power
09:48:03  <crazystacy> one year is maybe an exaggeration
09:48:09  <planetmaker> do you need some server to train your AI on and have it play?
09:48:16  <crazystacy> i dunno
09:48:21  <crazystacy> i never trained an AI before
09:49:09  <planetmaker> Let's put it that way: I do have the ressources for the server. And I found it a compelling idea to setup something which either or both:
09:49:34  <planetmaker> a) makes AI competitions with various settings and publishes the results. Like a CI for AI
09:49:35  <crazystacy> but the people i know who are into machine learning all have big gaming desktops for running their stuff
09:49:54  <planetmaker> b) if wanted offer an alternative where the map is also open to human players where the AI can compete
09:50:06  <crazystacy> a) sounds nice. i thought about too after i saw a forum post about it. that doesn't need a lot of resources. i mean, depending on how long you want 1 game to run
09:50:40  <andythenorth> can AIs communicate?
09:50:41  <planetmaker> if b) a game usually runs for, say, a week or around that, depending on usage
09:50:51  <planetmaker> @andythenorth, not that I know
09:50:59  <planetmaker> PR? :P
09:51:05  <crazystacy> but i believe for reinforcement learning, you would basically run tens of thousands of game instances where the AI has to learn to play from scratch
09:51:11  * andythenorth wondered about creating AIs that can deploy compete / collaborate strategies
09:51:16  <crazystacy> like, tell it how to place a rail, buy a train, let it combine theseactions until it makes millions
09:51:28  <crazystacy> if a certain model makes a lot of money, that's a good one, and it builds on that. i think that's how it works... :P
09:51:33  <andythenorth> this is a classic text in modern political science
09:51:43  <andythenorth> it was modelled using agent based simulations
09:52:02  <planetmaker> crazystacy, you might not want to go that basic as placing rails on individual tiles. But train it on which things to connect and how
09:52:15  <crazystacy> i suppose so
09:52:28  <planetmaker> AI do have functions to build rail from A to B (and there might be different options to do that with, say, different libraries which could be compared)
09:52:30  <crazystacy> but it would be interesting to see what crazy strategies it comes up with if it has complete freedom
09:52:57  <crazystacy> i'll look into it when i have finished my current project
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10:09:19  <Pikka> so what metric are you training this AI towards?
10:10:49  <Pikka> and is the purpose of OTTD AI's to be "good at playing the game", whatever metric you choose to quantify that? Is the "best" AI the one that maximises its profits, or builds the most vehicles, or drives other players bankrupt?
10:14:18  <crazystacy> i haven't said anything about what an AI should be (if you are talking to me). i simply wanted to see what would happen if you told an AI to make as much money as possible. for me the best AI would be one that creates "interesting" railway networks
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10:15:10  <crazystacy> i saw some reinforcement learning video where an AI intentionally crashed itself because it reduced the game time (they had defined the goal as having an as short as possible game time i believe)
10:15:36  <crazystacy> (not openttd)
10:15:40  <crazystacy> crashed/killed
10:16:00  <crazystacy> and i didn't say that you should let loose this insane troll AI on random people
10:16:10  <crazystacy> :P
10:22:32  <Pikka> more just general musing :)
10:23:09  <Pikka> I think the general concept of putting AIs head-to-head to find out which is "better" is flawed. And not just because CivilAI doesn't usually do very well in those contests ;)
10:23:55  <crazystacy> oh i forgot who you are :P
10:24:10  <crazystacy> still, there are goal servers, some people are into that sort of thing
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10:43:54  <LordAro> iirc the most "complex" AI is trAIns - it was the author's masters thesis
10:45:47  <crazystacy> i saw that
10:49:40  <peter1138> Is it breakfast time yet?
11:05:15  <crazystacy> coffee time
11:06:46  <LordAro> tea time
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12:05:27  <Borg> howdy..
12:05:59  <Borg> anyone done experiments with negative look_ahead cost?
12:06:28  <Borg> Im doing some right now.. and... im suprised how well it works..
12:09:20  <Borg> or not.... ;)
12:19:33  <Pikka> no?
12:20:54  <Borg> unfortunately no... it works well in one setups.. but fails in others..
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12:33:33  <Borg> lets try asymetrical...
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12:52:35  <andythenorth> peter1138: I hope it's breakfast soon
12:56:19  <crazystacy> about time now
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13:04:04  <crazystacy> how do i figure out what a command is? in gdb i put a breakpoint in DoCommandP, print cmd, and it says something like 232319321
13:04:07  <crazystacy> shouldn't it be 10? 11?
13:12:25  <andythenorth> so many metro maps in reddit
13:12:28  <andythenorth> it's like a mini craze
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13:26:03  <peter1138> Yeah, it was.
13:26:06  <peter1138> I had... er... a salad.
13:26:16  <peter1138> And a piece of a piece of cake. The cake is horrible.
13:26:24  <peter1138> I guess that's Costco for you!
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13:29:50  <crazystacy> hm, i got dced. dunno if anyone gave me any advice earlier
13:31:52  <Borg> and YAPF experts? how pathfinder decides to thrown altpath? cost difference big enough?
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13:56:21  <andythenorth> Pikka: it's pretty good eh
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14:10:26  <Pikka> andythenorth, it is?
14:10:49  <andythenorth> yes
14:11:11  <Borg> really... reallly.. we miss pathfinder cost setting in waypoints
14:11:19  <Borg> that would be A..WE..SOME
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14:29:52  <Samu> god damn it, i broke a feature
14:30:08  <Samu> thx to stupid regression compliance
14:31:41  <Samu> unless it was already broken
14:45:19  <Samu> incorrect for dock and buoy, correct for ship depot, lock
14:45:29  <Samu> testing industries is the hardest part
14:49:09  <Samu> wtf i can't place oil rigs on 64x64 maps now?
14:49:12  <Samu> :/
14:59:13  <nielsm> the "must be built near edge" scaling?
14:59:39  <andythenorth>
15:03:39  <andythenorth> so I have bought a thermal camera
15:03:48  <andythenorth> going to figure out which bits of my house leak heat outrageously
15:04:00  <andythenorth> probably the hot tub is the most :P
15:04:57  <Samu> i can, but not near the edge of the map
15:05:05  <Samu> for some weird reason
15:09:46  <Samu> make water keeping class is not doing what I want
15:21:25  <Samu> i found the problem... MakeStation was zeroing m8
15:29:42  <Samu> meahwhile i found a crash with funding industries as owner_none in scenario editor
15:29:46  <Samu> fixed
15:30:03  <Samu> related to my patch, not openttd
15:39:27  <Samu> is this doing what I think? SB(_me[t].m8, 0, 14, 0);
15:39:49  <Samu> zero 14 bits, except bit 15?
15:39:58  <Samu> bits 14-0 are zero'ed?
15:40:01  <Eddi|zuHause> <andythenorth> can AIs communicate? <-- IIRC there was a library designed around communication via signs
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16:03:40  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal
16:04:04  <crazystacy> omg!
16:04:07  <crazystacy> someone fixed it :P
16:04:45  <crazystacy> permanent rivers sounds amazing.
16:06:35  <Samu> they told me to separate the features
16:06:45  <Samu> I can't do that yet
16:09:32  <Samu> everything is tightly related to each other, especially 1 and 3
16:10:20  <Samu> im currently trying to have this work first, then I'll separate features, number 2 seems to be easy enough to do
16:11:29  <Eddi|zuHause> i'm not a fan of a too strict river preservation
16:11:44  <Samu> its a setting
16:12:55  <crazystacy> we need tru-scale openttd
16:13:02  * crazystacy rattles a pitchfork
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16:15:40  <FLHerne> That would be very weird
16:20:38  <FLHerne> crazystacy:
16:20:53  <crazystacy> that's nice, but is it true scale?
16:21:02  <FLHerne> (created by 'Seeker' here
16:21:02  <crazystacy> depends on what kind of boats they are
16:21:14  <crazystacy> i mean tankers are bigger i think, having seen some :P
16:21:30  <FLHerne> I think bridge to train is reasonable, but the boats are still too small
16:21:32  <crazystacy> well there are all sizes i guess
16:21:34  <crazystacy> yeah
16:21:42  <FLHerne> And the trees are too big :P
16:21:58  <crazystacy> i mean i am thinking back on this summer. i was abroad and saw a massive freighter/tanker (can't tell the difference) going under a huge bridge (the bosphorous bridge in turkey or whatever it's called)
16:22:01  <crazystacy> and... it was bigger
16:22:02  <crazystacy> :D
16:22:04  <FLHerne> Actually, the containers /on/ the boat are the right size for the train
16:22:09  * crazystacy makes an inappropriate joke
16:22:31  <FLHerne> But real container ships carry more than 30 containers :P
16:22:39  <crazystacy>
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16:31:51  <andythenorth> TTD scale more :P
16:32:04  <andythenorth> this problem gets posed, but it's not really a problem :P
16:35:49  <crazystacy> no. i was joking
16:36:22  <crazystacy> do containers ever fall off ships and sink to the bottom of the ocean?
16:36:24  <crazystacy> i'd like to see that
16:37:11  <crazystacy> a container of diapers fell into the sea off australia's east coast
16:37:24  <crazystacy> maybe they'll soak up the entire sea
16:37:37  <peter1138> I might play OpenTTD tonight.
16:37:42  <peter1138> Or I might go to the cinema.
16:37:56  <peter1138> I had a slice of cake today but I threw it away as it was awful.
16:39:02  <crazystacy> what kind of cake?
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16:41:26  <andythenorth> they often float crazystacy
16:41:35  <andythenorth> it's a well known hazard for smaller boats
16:41:47  <andythenorth> striking a floating ISO box is a serious hazard
16:42:48  <crazystacy> striking? you mean with a vessel?
16:42:56  <crazystacy> i want to open it up and take the ferraris
16:43:09  <crazystacy> i am sure i can sail it home like a motorboat
16:44:56  <andythenorth> MSC Napoli
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17:05:23  <Samu> how many stations are placed on water
17:05:32  <Samu> dock, oilrig, buoy
17:06:58  <FLHerne> I think that's it for stock
17:07:28  <FLHerne> FIRS has fishing grounds and dredging site
17:10:35  <Samu> those are oilrigs with another name
17:12:31  <nielsm> opengfx+ airports?
17:15:36  <Samu> really?
17:15:42  <Samu> need to test that then
17:17:57  <Samu> Small Seaplane Port = can't build on water
17:19:23  <Samu> can't build it on water, but it does look to have water
17:19:31  <Samu> what is wrong?
17:20:28  <Samu> fake water
17:20:43  <nielsm> I'm not really sure I never used it myself
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17:27:36  <Samu> should terraform still automatically clear river tiles if the setting is off?
17:27:45  <Samu> permanent river setting off
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17:29:07  <Samu> or say to the user something like, "can't land raise here, must clear river first"?
17:30:00  <Samu> and the user is forced to bulldoze river first before terraforming
17:32:56  <Samu> rivers are still demolishable, but not with the terraform tool
17:33:02  <Samu> good or bad idea?
17:33:36  <crazystacy> i'm no authority but it seems like they should be undestroyable, like radio towers
17:34:19  <glx> hmm but rivers would be more annoying than radio towers then
17:34:36  <glx> a tower is one tile, a river is many
17:35:19  <glx> but terraforming limitation is part of the challenge
17:39:28  <crazystacy> well it's an optional and non-default setting presumably? i don't know
17:39:45  <crazystacy> but it's more "realistic". it would force you to use one bridge every now and then at least :P
17:39:47  <crazystacy> i like bridges
17:40:22  <Samu> or annoy the player too :o
17:40:58  <LordAro> definitely the sort of change that can't be introduced without a setting
17:41:12  <LordAro> default for new stuff could still be unmovable, though
17:41:54  <Samu> maybe 3 choices
17:42:19  <crazystacy> well why add permanent rivers if they are not permanent O_o
17:43:54  <Samu> permanent rivers: "off, can clear with terraform", "off, can't clear with terraform, must bulldoze first", "on, can't clear nor bulldoze"
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17:44:50  <crazystacy> if you bulldoze, they disappear permanently? or come back like ocean?
17:44:59  <Samu> disappear permanently
17:45:20  <Samu> the way it is right now
17:45:21  <crazystacy> sounds god
17:45:22  <crazystacy> o
17:45:27  <FLHerne> I think just "permanent" and "must bulldoze first" make sense
17:45:53  <FLHerne> It's consistent with the way terraforming interacts with most other objects
17:45:59  <crazystacy> original/permanent
17:46:47  <FLHerne> And there aren't enough rivers that anyone will be inconvenienced
17:46:54  <crazystacy> should i feel stupid if it took me 12 hours to finally track down the 1 line of code that i needed to fix?
17:47:04  <crazystacy> well rivers are a setting. i play with max rivers cause i love em
17:47:22  <crazystacy> that'll be great. i'll make a server with extra rivers. modify the map gen to make rivers all over. then i'll boat everyone to death
17:47:34  <crazystacy> try to bridge your way over 30 rivers with you 100k starting loan
17:48:27  <FLHerne> Sounds good, boats are underappreciated
17:49:42  <crazystacy> i am a champion of boats
17:49:58  <crazystacy> maybe i should fix some boat related issues. but i am glad Samu fixed the canal lock bug. Samu did you see my complaint or was it a known issue?
17:50:14  <Samu> what lock bug? where
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17:51:33  <Samu> where your complaint, I don't think i saw that
17:51:42  <crazystacy> oh, just in irc
17:51:50  <crazystacy> there is a bug where you can place a canal lock over other people's canals
17:52:22  <Samu> ah, i see, yeah, the patch deals with that
17:52:25  <crazystacy> # <- your canal tile. #^# <- someone else made a hill with another canal. now they can build a lock and block your canal
17:52:41  <Samu> but i had this idea since 2016, it's just that i'm too slow
17:52:57  <Samu> the idea of patching it
17:53:24  <crazystacy> :P
17:53:26  <Samu> oh, that
17:53:39  <crazystacy> i tried *so hard* to make an ungriefable canal system on the Reddit Vanilla server
17:53:43  <Samu> no, i didn't deal with that. ppl can still block each other with locks
17:53:48  <Samu> :p
17:54:20  <Samu> unless there's already a canal over there and it isn't theirs
17:54:40  <crazystacy> man.
17:54:41  <Samu> then yes, that my patch will deny if the setting is on
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17:54:44  <crazystacy> it's up to me then. the champion of boats
17:56:06  <Samu> if the canal is yours, only you can place stuff on it, but rivers is free for all
17:57:00  <Samu> just test the PR, maybe it does what you ask
17:57:22  <crazystacy> ok
17:57:49  <Samu> if you get crashes or wrong behaviours, plz report, cus it's still work in progress
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18:25:22  <Fahrradkette> hi everyone. Is there a way to prioritize cargo pickup? I'm playing a FIRS game and like to make sure, that the boosting cargo is delivered first.
18:27:56  <Fahrradkette> Like for petrol: 1st prio machine shop, 2nd prio gas station
18:28:35  <Samu>
18:30:57  <Samu> I've separated "permanent rivers" from that PR into its own
18:31:06  <Samu> shall I PR it?
18:34:01  <Samu> but haven't yet taken it out of the other
18:37:07  <Samu> nvm, found a bug with lock middle tile... arggg
18:38:14  <Samu> deconstructing commits sucks :/
18:39:36  <Samu> bug also present in 1.10.0-beta2, but I don't think you care much about it
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18:42:23  <andythenorth> yo innit
18:46:36  <peter1138> Is it lunch time?
18:46:39  <peter1138> Dinner time
18:46:40  <peter1138> ?
18:46:46  <peter1138> Take-away time?
18:49:15  <andythenorth> Deliveroo or something
18:49:19  <andythenorth> hopefully
18:49:29  <andythenorth> then maybe tanks
18:49:31  <andythenorth> or ottd
18:49:39  <andythenorth> I have played a *lot* of OpenTTD recently
18:50:17  <andythenorth> helpfully MMORG tanks Blitz games were completely unusable recently due to events sucking in terrible clueless players
18:50:41  <andythenorth> my 60% WR dropped to 45% or something, so I stopped playing
18:51:22  <andythenorth> hmm 5 out of 6 of pikka's AIs have crashed :)
19:05:19  <peter1138> I'm having grilled chicken chipolatas, grilled vegetables and stirfried veggies too.
19:05:25  <peter1138> Such a feast :D
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19:30:36  * andythenorth orders curry
19:37:41  <frosch123> which colour? 3cc?
19:39:26  <andythenorth> 2CC
19:39:32  <andythenorth> red and white
19:40:27  <frosch123> sounds familar
19:43:57  <Samu> i'm unsure if this is a bug
19:43:59  <Samu> Demolishing a lock built on a river with rocky land does not restore the river
19:45:41  <Samu> for me it's a bug
19:49:08  <andythenorth> rivers pretty much are a bug :)
19:51:50  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened issue #7944: Demolishing a lock built on a river with rocky land does not restore the river
19:53:34  <crazystacy> hm. maybe i'll develop an AI of my own
19:56:32  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened issue #7945: Building docks does not account the cost of clearing the sloped tile
20:04:30  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river
20:09:21  <andythenorth> Horse 91%
20:09:29  <andythenorth> just 40 trains to draw :P
20:10:43  <Samu> docks have more problems...
20:11:11  <nielsm> but can we get ducks in the game?
20:11:26  <Samu> i can place a buoy on top of rock land
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20:11:39  <Samu> i can place ship depot, lock, but not dock
20:12:55  <andythenorth> nielsm: considered this
20:13:23  <andythenorth> I think we're waiting to see if peter1138 finds his newgrf ducks patch
20:13:26  <andythenorth> it got lost
20:15:04  <peter1138> No it didn't.
20:15:18  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock
20:15:36  <andythenorth> newgrf ducks!
20:15:39  <andythenorth> hurrah
20:15:50  <crazystacy> is there a lame "huge coal train" AI?
20:15:51  <frosch123> boo ducks. we need amphibians
20:16:09  * peter1138 tries to not eat
20:16:15  <andythenorth> what's that idea about everything is a roadtype?
20:16:17  <nielsm> can we have newgrf disasters and make a bunch of reskins of the submarine?
20:16:50  * andythenorth considers decrementing dredging site production for every depth level
20:16:54  <andythenorth> cycle time :P
20:17:09  <frosch123> nielsm: NewNessie?
20:18:01  <andythenorth> now that water improvements are all solved....
20:18:08  <andythenorth> I was thinking about breakdowns
20:18:23  <andythenorth> frosch123 makes me feel very guilty about turning breakdowns off :P
20:18:46  <frosch123> harsh original gameplay :)
20:19:39  <andythenorth> I should use them, they would maybe offer more texture to replacing vehicles
20:19:41  <nielsm> let's bring back the industry-randomly-announces-closure disaster
20:19:49  <andythenorth> but until end of life, it's so trivial to fix reliability :P
20:19:52  <andythenorth> just use force-depots
20:20:32  <hythlodaeus> imagine a World War disaster
20:20:45  <hythlodaeus> bombers taking down  your train lines and such
20:21:04  <frosch123> hythlodaeus: you can trigger that by entering "restart" in the console
20:21:21  <Samu> crap that was a bad fix
20:21:28  <andythenorth> I miss subsidence
20:21:30  <andythenorth> I don't really
20:21:41  <nielsm> just make disasters triggerable by GS, there are a bunch of bombers and such in already
20:21:51  <peter1138> "just" :-)
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20:22:30  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock
20:22:31  <Samu> fixed the fix
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20:26:53  <Wolf01> Eddi|zuHause:
20:28:05  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal
20:29:11  <Samu> oh crap, i forgot about regression
20:32:33  <Samu>
20:32:44  <Samu> exactly the cost difference that wasn't accounted for
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20:36:19  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock
20:41:54  <frosch123> the "screenshots" in this week's fff are filled with eastereggs
20:58:05  <Samu> I can't fix something without breaking the other :(
20:58:30  <Samu> so, i fixed dock clearing costs, now I have another change which permits docks to be placed on rocky water, by clearing it
20:58:47  <Samu> but those costs aren't accounted for
20:59:02  <Samu> do i make a separate PR or can I add up to that PR?
21:04:11  *** crazystacy has quit IRC
21:06:05  <andythenorth> is cat?
21:06:44  <Samu> i really suck at making separate PRs
21:06:51  <Samu> that's why I make everything 1 commit
21:08:19  <Samu> here goes nothing
21:09:52  <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock
21:09:58  <Samu> I hope you understand me
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21:32:08  *** Eddi|zuHause2 is now known as Eddi|zuHause
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21:33:31  <Eddi|zuHause> Wolf01: i don't think that is anything i need right now
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22:17:51  <peter1138> OpenTTD 20200115-master-g3b177af826 eh?
22:18:16  <andythenorth> the best version
22:28:28  <peter1138> newgrf-docks?
22:28:49  *** crazystacy has quit IRC
22:30:43  <peter1138> K, too much work :p
22:37:09  <andythenorth> :|
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23:07:44  <crazystacy> the openttd ai api is decidedly wonky
23:07:47  <crazystacy> the site i mean
23:08:33  <glx> blame doxygen ;)
23:09:02  <crazystacy> >:(
23:09:12  <crazystacy> i'll doxx him
23:09:35  <crazystacy> this is where he lives:
23:09:42  <Eddi|zuHause> why did i not play baba is you before?
23:09:53  <Eddi|zuHause> it's been in my steam suggestions for ages
23:11:41  *** Samu has quit IRC
23:15:32  <crazystacy> tell me about it
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