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Log for #openttd on 21st July 2023:
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2023-02023-07-20T13:02:49  *** pickpacket5 is now known as pickpacket
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05:29:45  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10835: Codechange: Use std::vector for GRFConfig lists. https://github.com/OpenTTD/OpenTTD/pull/10835
05:31:07  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11149: Fix #11061: Missed some currency translations where not all strings exist. https://github.com/OpenTTD/OpenTTD/pull/11149
10:08:00  <barbagus> About GS API, there is GSIndustry.GetAmountOfStationsAround() giving out a number of stations, but I didn't find a API call to get either: the list of stations fed by a certain industry or conversely the list of industry feeding a given station
10:08:30  <barbagus> Am I missing something or do I have to implement such functionality ?
10:28:51  <andythenorth> I don't see anything here https://docs.openttd.org/gs-api/classGSStation
10:29:38  <andythenorth> you can get the station radius, and then probably check all the tiles, looking for industries
10:45:40  <barbagus> I was afraid of that. But that's OK. What I am actually trying to do: once I have generated a list of "profitable routes" (Industry->Industry, Industry->Town, Town<->Town), discard the routes already served going through vehicle (shared)orders.
10:46:41  <barbagus> Problem is that orders refer to stations, not industry or town. So that Industry/Station mapping would be useful.
10:55:06  <_glx_> I think industries have an internal list of  nearby stations (need to check the code though), might be possible to add a specific GSList if it's the case
10:59:05  <_glx_> https://github.com/OpenTTD/OpenTTD/blob/44a86e796ff6874f65d7d8eb670a26a5bf946ddc/src/industry.h#L109
11:18:07  <peter1138> Disaster strikes—I have no salad material
11:19:06  <peter1138> Following the principle of "AIs can do what players can", searching the map around an industry is the correct way.
11:19:18  <peter1138> However, for GS... yeah, no reason to not have the list.
11:19:52  <peter1138> Even for AI providing an easy list is probably "fine" 🙂
11:21:04  <LordAro> peter1138: you'll have to have chips instead
11:23:11  <LordAro> peter1138: there's a way of showing the station catchment area, no?
11:24:05  <LordAro> even if it's just hovering over the existing station with the "place station" action
11:25:29  <peter1138> Cheese & tomato sandwich
11:31:27  <kamnet> peter1138: Tomato makes a lousy bread substitute.
11:31:41  <kamnet> But if you use a thick enough cheese, that works.
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12:05:47  <peter1138> Ok so let's ruin the game by removing subtype refits
12:07:39  <DorpsGek> [OpenTTD/OpenTTD] Fuggschen opened issue #11150: [Crash]: Display sleep crash? https://github.com/OpenTTD/OpenTTD/issues/11150
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12:17:55  <barbagus> _glx_: It does indeed and so do towns
12:17:59  <barbagus> https://github.com/OpenTTD/OpenTTD/blob/44a86e796ff6874f65d7d8eb670a26a5bf946ddc/src/town.h#L83
12:19:20  <barbagus> GSStationList_Town(town_id) and GSStationList_Industry(industry_id) could address that
12:31:10  <_glx_> I'll get the stack for #11150, but the screenshot is enough to guess
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12:34:23  <peter1138> Yup
12:34:29  <peter1138> I was looking2023-07-21T22:52:43  <debdog> AFAIK flightgear is able to create scenery from openstreetmap, so one even has several helis to choose from then
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