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Log for #openttd on 26th August 2020:
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01:09:59  <Gustavo6046> Why can't I make corners one way roads?
01:10:06  <Gustavo6046> They're not really junctions, except maybe technically?
01:10:15  <Gustavo6046> Still, those would still make sense as one way roads, as they're not junctions.
01:10:26  <Gustavo6046> as in, having 3 or 4 exits
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04:44:17  <Gustavo6046> I am carrying 240 crates of goods from two far away corners of the map
04:44:19  <Gustavo6046> via aircraft
04:44:21  <Gustavo6046> DInger 200
04:44:26  <Gustavo6046> let's see how much we profit?!
04:44:49  <Gustavo6046> o crap
04:44:51  <Gustavo6046> moment of truth
04:45:14  <Gustavo6046> Frickin 129k GBP
04:45:16  <Gustavo6046> oh god
04:45:19  <Gustavo6046> And another one just landed XD
04:45:24  <Gustavo6046> this is beautifu
04:46:32  <Gustavo6046> I a mstoked!
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12:35:08  <Eddi|zuHause> "almost every single article on the Scots version of Wikipedia is written by the same person - an American teenager who can’t speak Scots"
12:35:22  <glx> yeah I saw that
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14:04:47  <supermop_Home> yo
14:05:19  <andythenorth> hi
14:06:32  <supermop_Home> hows it going
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15:26:09  <andythenorth> eh ok
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18:05:41  <andythenorth> yo
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19:31:13  <Gustavo6046> Is the output of a Forest influenced by the # of trees around it?
19:33:15  <nielsm> no
19:33:49  <nielsm> the tropical landscape sawmill is affected by trees around it because it actually removes trees from the map for its production
19:49:28  <Gustavo6046> Ah, thanks
19:49:30  <Gustavo6046> Yeah, makes sense
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20:14:39  <Gustavo6046> Another company has a bridge across water in level 0. How do I get a track across it? I cannot raise land to put a track beneath, since it is a level 0 bridge, and I cannot tunnel under it, as it is already at sea level.
20:14:48  <Gustavo6046> I can't put a bridge over the bridge, because OpenTTD.
20:15:55  <_dp_> wut? you can bridge over bridge
20:16:05  <_dp_> don't think it can even be disabled in settings
20:16:34  <frosch123> in vanilla you can only bridge over the bridgehead
20:16:59  <frosch123> not over the middle, because it is a graphical mess
20:17:44  <_dp_> lol, how did I never notice xD
20:19:02  <frosch123> i think in the patchpacks you can also only bridge across them, i don't think you can stack them in the same direction
20:19:19  <frosch123> but not sure
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20:23:41  <Gustavo6046> oh, okay
20:23:47  <Gustavo6046> thanks
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20:30:07  <nielsm> I think the landscape array contains a single bit flag for "this tile has a bridge above it"?
20:30:30  <nielsm> which is basically just a hint that the engine needs to look for a bridgehead
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20:30:56  <glx> it should be possible to dry the land
20:32:02  <frosch123> nielsm: it's one bit per direction
20:32:39  <frosch123> so you know whether you have to search for the bridgeheads in X or in Y direction
20:32:47  <nielsm> right, makes sense
20:33:00  <nielsm> and that also means that stacked bridges in same direction wouldn't work
20:33:27  <Gustavo6046> If I could dry the water under the bridge, I could theoretically dam up a little spot underneath it.
20:33:37  <Gustavo6046> It would be a bit expensive, but it'd be doable
20:33:54  <frosch123> let's say, stacking bridges is not as easy as crossing bridges :)
20:34:00  <Gustavo6046> Just raise the land around, then dry the middle, or something.
20:34:10  <frosch123> allowing crossing bridges is essentially removing the check that forbids it
20:34:12  <Gustavo6046> But then, I would have to raise along the entire damn bridge. Otherwise, water would just seep in from the sides. Ack
20:34:39  <frosch123> for stacking brdiges you likely can use the bridge above bit on the bridge head to indicate that another bridgehead will follow
20:34:57  <frosch123> but the checks are likely more difficult
20:35:04  <nielsm> yeah
20:35:31  <nielsm> and regardless, bridges would need a "height above" and ideally also "height below" the bridge surface
20:35:41  <frosch123> Gustavo6046: you can put down canals over sea tiles
20:35:48  <frosch123> that keeps the water, but stops flooding
20:36:25  <frosch123> nielsm: the pillars are enough to make it look stupid :)
20:36:41  <frosch123> the pillars will be at the same world coordinated, so glitch all the time
20:36:53  <_dp_> frosch123, wow, that's a fun cheat xD
20:37:12  <frosch123> _dp_: it's no cheat. it's intentional
20:44:39  <_dp_> sure :p https://i.imgur.com/JfH1jmi.png
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20:47:14  <andythenorth> canal water is boss
20:47:23  <andythenorth> how else to build airports :P
20:48:04  <andythenorth> also PIPE :P https://www.tt-forums.net/viewtopic.php?p=1160891#p1160891
20:48:36  <Gustavo6046> Also, how do I handle if trucks queue up at stations and block roads, even if there are many stations next to it, all connected properly?
20:48:42  <Gustavo6046> (I mean, many stations in the same station)
20:48:47  <Gustavo6046> (adjoined, idk, not stations, parking lots")
20:48:49  <Gustavo6046> !
20:49:03  <andythenorth> hmm allow building on sea floor
20:49:08  <andythenorth> interesting suggestion
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21:08:07  <Gustavo6046> andythenorth: canal water? pipe? whaat?
21:08:15  <Gustavo6046> also ooh, aqueduct tunnels, I want
21:09:15  <Gustavo6046> but very very costly
21:09:17  <Gustavo6046> and only at sea level
21:09:22  <Gustavo6046> for balancing
21:09:36  <Gustavo6046> but maybe make them like roads, but underground and for ships
21:09:42  <Gustavo6046> kinda like the subways in simcity 4
21:10:00  <Gustavo6046> and also maybe only allow 1 ship per tile, so you'd have to use signals like trains
21:10:22  <Gustavo6046> and also maybe have different kinds of these, one electrified, and one that is kinda like maglev but for ships maybe?
21:10:30  <Gustavo6046> lol nevermind the maglev part
21:11:20  <Gustavo6046> but one with electric propulsion of some sort, one with atmospheric propulsion and sails
21:11:46  <Gustavo6046> not all ships are compatible with non-secular kinds of underground aqueducts
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21:17:25  <Wolf01> https://hackaday.com/2020/08/26/dealing-with-a-hacked-brain-lets-talk-about-depression/ wow, it looks like my story, at least on the first part
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