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05:04:09 <Rubidium> "realism" 05:07:02 <k-man_> oh 05:07:03 <k-man_> ok 05:07:24 <k-man_> so there would be no point putting a very fast loco with speed limited wagons 05:12:56 <Mazur> Good 05:28:50 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has quit [Ping timeout: 480 seconds] 05:30:32 *** aber [~Adium@gb049.stw.stud.uni-saarland.de] has joined #openttd 05:38:07 *** Mazur [~mazur@5ED2BEAE.cm-7-3c.dynamic.ziggo.nl] has quit [Ping timeout: 480 seconds] 05:43:51 <Terkhen> good morning 05:52:44 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has joined #openttd 05:53:48 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has joined #openttd 06:02:28 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has quit [Quit: supermop] 06:06:25 *** aber [~Adium@gb049.stw.stud.uni-saarland.de] has quit [Quit: Leaving.] 06:14:02 <planetmaker> moin 06:24:10 *** DayDreamer [~DayDreame@94.142.234.1] has joined #openttd 06:24:38 *** pugi [~pugi@p4FCC4B33.dip.t-dialin.net] has joined #openttd 06:30:32 *** Prof_Frink [~proffrink@027c9fee.bb.sky.com] has quit [Ping timeout: 480 seconds] 06:37:35 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has joined #openttd 06:48:08 *** Mazur [~mazur@5ED2BEAE.cm-7-3c.dynamic.ziggo.nl] has joined #openttd 06:53:54 *** roboboy [~robotboy@CPE-58-173-41-16.nxzp1.ken.bigpond.net.au] has joined #openttd 06:59:50 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has joined #openttd 07:01:49 *** Progman [~progman@p57A1C82B.dip.t-dialin.net] has joined #openttd 07:14:29 *** JVassie [~James@92.27.149.231] has joined #openttd 07:20:49 *** gartral [~gareth@ip184-189-215-49.cl.ri.cox.net] has joined #openttd 07:20:52 *** Brianetta [~brian@188-220-91-30.zone11.bethere.co.uk] has joined #openttd 07:22:29 <gartral> idea: petition AI opponent too remove/rerout a station 07:36:30 *** dfox [~dfox@ip-94-113-17-246.net.upcbroadband.cz] has joined #openttd 07:53:28 *** Maarten [~dutchusa@99-73-209-18.lightspeed.irvnca.sbcglobal.net] has quit [Read error: Connection reset by peer] 07:59:17 *** perk11 [~perk11@81.17.157.195] has joined #openttd 08:03:52 *** Maarten [~dutchusa@99-73-209-18.lightspeed.irvnca.sbcglobal.net] has joined #openttd 08:07:01 *** dfox [~dfox@ip-94-113-17-246.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 08:14:06 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 08:20:21 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has quit [Quit: In democracy it's your vote that counts; In feudalism it's your count that votes. - Mogens Jallberg] 08:21:06 *** ar3k [~ident@ecc81.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 08:21:38 *** ar3k [~ident@ecc81.neoplus.adsl.tpnet.pl] has joined #openttd 08:21:39 *** ar3k is now known as ar3kaw 08:27:08 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has joined #openttd 08:27:14 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 08:27:51 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 08:40:05 *** perk111 [~perk11@81.17.157.195] has joined #openttd 08:43:21 *** perk11 [~perk11@81.17.157.195] has quit [Ping timeout: 480 seconds] 08:45:53 *** perk11 [~perk11@81.17.157.195] has joined #openttd 08:46:30 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe21dc00-138.dhcp.inet.fi] has joined #openttd 08:47:28 <planetmaker> gartral, that'd require adding handling of such news item in all AIs ;-) 08:48:00 <planetmaker> And it will require to add this option to send messages of certain types to AIs in the first place 08:48:11 *** perk111 [~perk11@81.17.157.195] has quit [Ping timeout: 480 seconds] 08:48:37 <planetmaker> I don't say it's a bad idea, though; actually it'd be nice, but I wonder about the details how it could and should behave 08:49:00 <planetmaker> What info would you give an AI and how? 08:50:18 *** ar3kaw [~ident@ecc81.neoplus.adsl.tpnet.pl] has quit [Read error: Connection reset by peer] 08:50:20 <planetmaker> currently it sounds to me like LOTS of work for very little gain 08:50:50 *** ar3k [~ident@ecc81.neoplus.adsl.tpnet.pl] has joined #openttd 08:50:52 *** ar3k is now known as ar3kaw 08:51:23 <Terkhen> stopai <num> 08:54:02 *** perk11 [~perk11@81.17.157.195] has quit [Ping timeout: 480 seconds] 08:54:02 <planetmaker> well, that's like using a gun where you could have asked "can you please let me through" ;-) 08:54:34 *** amkoroew [~Heinz@p5B104344.dip.t-dialin.net] has joined #openttd 08:55:06 <Terkhen> but it works :P 08:56:57 <planetmaker> I consider doing that in my yacd game... There's meanwhile hardly space to build somewhat sane tracks 08:57:17 <planetmaker> and 10 AIs build A LOT of roads and tracks you can't move anymore 08:57:29 <Terkhen> play with less AIs 08:57:34 <planetmaker> :-) 08:58:16 *** amkoroew1 [~Heinz@p5B1077B8.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 08:58:20 <planetmaker> yeah... ChooChoo crashes, and TransAI and AroAI constantly ask for a take-over ;-) 08:58:43 <planetmaker> The latter two obviously are not competitive enough to handle less cargo 09:04:44 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Remote host closed the connection] 09:10:04 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 09:12:13 *** Fuco [~dota.keys@fuco.sks3.muni.cz] has joined #openttd 09:14:47 <Ammler> hehe, eveyone is playing yacd :-) 09:16:16 <planetmaker> well, needs testing ;-) 09:16:42 <planetmaker> it's really fun. You can - lo and behold - build realistic passenger networks which make sense 09:17:17 <planetmaker> Thus orders get easier. But you'll need to put more thought into how you organize your network. Which quite fun 09:18:28 <Ammler> maybe it would be easier and doable to make a very limited infrasharing, like "tranfer stations" 09:18:59 <planetmaker> well, but that's a totally different thing :-) 09:19:27 <Ammler> cargodist/dest are useless without for mp 09:20:03 <Ammler> they are not just sp only features, also just 1company only :-) 09:20:09 <planetmaker> Not really. But cargod*st does not solve any MP thing 09:20:09 *** DDR [~DDR@d142-179-79-208.bchsia.telus.net] has quit [Quit: In democracy it's your vote that counts; In feudalism it's your count that votes. - Mogens Jallberg] 09:20:15 <planetmaker> yes, they are 09:20:31 <planetmaker> that's why they're different things. 09:20:39 <planetmaker> cargod*st is about where cargo wants to go. 09:20:55 <planetmaker> infrasharing is about how cargo can be transported 09:21:05 <Ammler> if it would be possible to tranfer cargo to another company, this could be saved 09:21:10 <Ammler> f 09:21:41 <planetmaker> it's just two entirely different things :-) 09:21:49 <planetmaker> which can but need not go hand in hand 09:21:50 <Ammler> yep 09:22:15 <planetmaker> IS could allow one company per town with another doing the IC services. Would be nice, too. 09:22:21 <Ammler> well, at least for coop it should be useable :-) 09:22:21 <planetmaker> With or without cargod*st 09:23:51 <Ammler> ha, of course, so it works on MP too 09:24:11 <planetmaker> concerning IS, I think it is an intrinsic coop feature and can't be made MP-safe. But... don't share with people whom you don't trust, don't share with anyone by default 09:24:48 <planetmaker> No per-company settings for fees solves issues of unexpected fee changes, too 09:24:51 *** TheMask96 [martijn@sloth.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 09:24:52 *** TheMask96 [martijn@envy.vhost.ne2000.nl] has joined #openttd 09:24:57 <Ammler> as said, there could be a limited sharing, only transfer between stations 09:25:07 <planetmaker> But stations are also tracks :-) 09:25:20 <Ammler> no sharing the same station 09:25:34 <planetmaker> Ah, I see what you mean 09:25:38 *** Adambean [AdamR@82.hosts.reece-eu.net] has joined #openttd 09:25:41 <Ammler> but you can like distant join to another station 09:26:09 <planetmaker> Yes... maybe that'd be an approach, too. Complementary to IS 09:26:17 <Ammler> and then maybe even define, which kind of cargo you like to share 09:26:57 <planetmaker> well. That's hard(er) than sharing everything in that station 09:27:09 <Ammler> well, IS2 won't be accepted as it is it intrusive or how that is called 09:27:17 <Ammler> too 09:27:43 *** zydeco [~zydeco@206.164.16.95.dynamic.jazztel.es] has joined #openttd 09:27:50 <Ammler> planetmaker: yep, no need, you simply don't have to unload something on that station, you won't share 09:27:56 <planetmaker> not really. Because it had too many not quite satisfying solutions for what happens if sharing is changed 09:28:21 <zydeco> greetings, and gtg 09:28:23 <zydeco> lol 09:28:28 <planetmaker> the station approach might indeed solve that 09:28:31 <planetmaker> hi zydeco 09:28:32 <V453000> what are the Tal UK houses? I downloaded it from bananas but I cannot see it in the newgrf list :O 09:28:35 <Terkhen> hi zydeco 09:28:45 *** zydeco [~zydeco@206.164.16.95.dynamic.jazztel.es] has quit [] 09:28:46 <planetmaker> V453000, UK houses 09:28:48 <V453000> and they are black-texted on bananas site too :| 09:28:53 <V453000> oh, right 09:29:08 <planetmaker> it's confusing. Maybe tell Pikka that :-) 09:29:27 <planetmaker> hm... not UK houses 09:29:34 <planetmaker> but UK houses and Industries. Or like that 09:29:35 <V453000> those arent in the list either :| only UK towns which say version 2.1 and the Tal thing said 0.3 09:29:40 <planetmaker> UK Houses are by Zephyris 09:29:46 <V453000> yea :o 09:29:57 <planetmaker> search for 0.3 ;-) 09:30:29 <V453000> not in the list :( 09:30:36 <Ammler> do existing connections have influence on yacd destinations? 09:30:45 <planetmaker> hm, I recently saw that newgrf in my list, so it does exist, V453000 :-) 09:30:53 <planetmaker> But I don't recall exactly its name 09:31:03 <planetmaker> Ammler, no 09:31:19 <planetmaker> which IMHO is the big advantage over cargodist 09:31:33 <V453000> it says it is downloaded, but .... just isnt in the newgrf list 09:31:39 <Ammler> so cargo distribution never changes? 09:32:04 <planetmaker> Dunno. It does adjust to changes of acceptance, suppy 09:32:07 <Ammler> planetmaker: well, existing connections should not rule, but also have influence 09:32:54 <Ammler> I mean, some cities here are closer, but we have a good connection to zÃŒrich, so we prefer to go there if we like to go to a city :-) 09:34:54 <Ammler> but fixed distribution might also be quite much desync stable 09:40:29 <V453000> wtf .. I even checked whether the newgrf is in the data folder - the zip or whatever it is was there, so I even unzipped it and put it in the directory, but it still isnt visible from game 09:41:54 <V453000> pm: could you please try to make a savegame that contains this newgrf and send it to me? :) 09:43:39 <gartral> well glad my idea has merrit. but i think i found a bug: I cannot buy stock in my competing company.. 09:45:08 <gartral> and also, what value in the .sav files represents a companys' funds? 09:45:28 *** dfox [~dfox@ip-94-113-17-246.net.upcbroadband.cz] has joined #openttd 09:45:44 <Ammler> V453000: any custom openttd build? 09:45:58 <Ammler> maybe try another openttd version, the grf might have limits 09:46:00 <V453000> no, tried both stable and PS trunk 09:46:07 <Ammler> ok 09:52:42 <Terkhen> gartral: if you want to change company fundings it will be way simpler to use the cheats than trying to hack the sav 09:54:48 * gartral didn't know there was intergrated cheats 09:57:26 <Terkhen> Ctrl + Alt + C, single player only obviously 09:57:44 <Terkhen> move to the company you want to edit and use the money cheat to reduce/increase funds 09:58:00 <Terkhen> then switch back to your company again 09:58:04 <gartral> is it possible and about my bug earlier? 09:58:20 <gartral> and about my bug earlier? 09:58:47 <Terkhen> I don't know, I never use shares 10:00:20 <gartral> also, AI "chopper" isn't working 10:01:07 <Noldo_> shares makes no sense 10:02:06 <Yexo> gartral: chopper needs helicopters, if there aren't any it doesn't work 10:02:06 <gartral> shares are busted 10:02:31 <gartral> Yexo: well i have helicopcters. chopper crashes on load 10:02:36 <Yexo> is buying shares enabled in the advanced settings? 10:02:40 <Yexo> it's under "competitors" 10:10:10 <gartral> ahhah 10:25:23 *** perk11 [~perk11@81.17.157.195] has joined #openttd 10:28:23 <planetmaker> V453000, yes, I can. Please remind me tonight, though 10:28:37 <V453000> ok :) 10:29:58 <planetmaker> gartral, sure, not every AI is guaranteed to work. It needs testing as it may also depend on the OpenTTD version (though it shouldn't) 10:33:58 *** andythenorth [~Andy@host217-44-165-57.range217-44.btcentralplus.com] has joined #openttd 10:36:55 *** zachanim1 [~zach@2506ds3-od.0.fullrate.dk] has quit [Ping timeout: 480 seconds] 10:38:10 * andythenorth ponders numerous things 10:38:19 <andythenorth> all very exciting 10:39:23 <andythenorth> newgrf support for YACD? :o :D 10:39:24 <andythenorth> :P 10:40:42 <planetmaker> how newgrf? 10:41:07 <planetmaker> you mean like FIRS' fishing grounds? ;-) 10:41:20 <andythenorth> cb to set the cargo destination weights 10:41:31 <andythenorth> probably per-industry rather than per-cargo 10:41:46 <andythenorth> but I'm not sure on the internals of YACD in that respect 10:42:28 *** tokai|mdlx [~tokai@port-92-195-15-6.dynamic.qsc.de] has quit [Read error: Operation timed out] 10:43:21 * andythenorth also has been pondering canals 10:43:26 <andythenorth> why aren't canals much used? 10:43:31 <andythenorth> they should be prior to about 1900 10:43:40 <andythenorth> is it just a lack of boats? 10:44:06 <planetmaker> yes. And the previously bad boat path finder which made boats very stupid 10:44:14 <planetmaker> That luckily changed post 1.1.0 ;-) 10:44:34 <planetmaker> but there's not much need anymore to discourage the use of boats 10:45:10 <V453000> they still have endless capacity without colisions ;( 10:45:18 <planetmaker> yes 10:45:40 <andythenorth> so I should get on and add some canal boats to FISH? 10:45:48 <planetmaker> sure, why not? 10:45:54 * andythenorth liked the suggestion of hacking trams to be canal boats :P 10:46:02 <planetmaker> :-D 10:46:15 <andythenorth> hmm 10:46:18 <V453000> floating trams? 10:46:22 <andythenorth> what else did I think of in my car journey 10:46:31 <andythenorth> car journeys result in a lot of ponies 10:46:47 <andythenorth> I want to add some boats to HEQS 10:47:01 <andythenorth> I know I have a ship set already...but I choose to overlook that :) 10:47:26 *** perk11 [~perk11@81.17.157.195] has quit [Ping timeout: 480 seconds] 10:47:54 <planetmaker> don't mix transport types 10:48:09 <planetmaker> that makes for a pain to configure a new game 10:48:17 <andythenorth> HEQS has gone way past that already ;) 10:48:18 <V453000> yeah :( 10:48:27 <andythenorth> that horse has bolted 10:48:31 <andythenorth> horse / pony /s 10:48:51 <planetmaker> don't take that further, please 10:49:09 <planetmaker> adding all kind of transport modes to HEQS makes it less attractive 10:49:22 <planetmaker> rather split it into HEQS-RV, HEQS-trains, HEQS-ships, if you want 10:49:23 *** KenjiE20 [~KenjiE20@92.8.73.122] has joined #openttd 10:49:26 <andythenorth> hmm 10:49:47 <V453000> +1 10:50:07 <andythenorth> because MP games you like to restrict some transport types? 10:50:30 <planetmaker> not only. But because I maybe want the RV only to match *whatever*, but emphasize other aspects for boats 10:50:39 <planetmaker> thus one set with everything is a pain. 10:50:49 <planetmaker> Bad for scenario use and basically every design choice on newgrfs 10:51:07 <planetmaker> it removes a lot freedom to configure 10:51:08 <V453000> yeah, for example you want HEQS road, UKRS on rails, and newships on water 10:51:25 <V453000> would fit more like japan on rail with HEQS on road but meh ;) 10:51:38 <andythenorth> hmm 10:51:44 <andythenorth> this is interesting :P 10:52:00 <andythenorth> your requirements are orthogonal to mine :D 10:52:06 <V453000> ? 10:52:22 <andythenorth> I just want to make a set that I like :) 10:52:24 <planetmaker> how so, andythenorth? What is difficult to have a different set for each transport type? 10:52:34 <andythenorth> only maintenance 10:52:47 <V453000> well when you create a map, it is nice to have as large freedom as possible, because there arent _that_ many possiblities overall :) 10:53:18 <andythenorth> the alternative is that I add some odd ships to FISH...which is possible 10:53:35 *** Intexon [~Intexon@blk-222-147-135.eastlink.ca] has joined #openttd 10:53:37 <andythenorth> but HEQS already has RV / tram / train / helicopter 10:53:52 <V453000> :/ 10:53:56 <andythenorth> (helicopter is work in progress) 10:53:56 <planetmaker> woot? It has more than one train? 10:53:56 <V453000> divide them imo 10:53:58 <planetmaker> :-( 10:54:06 <planetmaker> when did that happen? 10:54:13 <andythenorth> it has one train ;) 10:54:20 <andythenorth> but 1 > 0 10:54:23 <V453000> and well ... do you think somebody would use HEQS and FISH at the same time? that would make mess, ships from there, ships from here 10:54:31 <planetmaker> andythenorth, yes, and it's a bad precedence 10:54:58 <planetmaker> for one it's acceptable, but I'm not quite happy with it either, I have to admit 10:55:03 <planetmaker> Taking it further would sadden me 10:55:15 * andythenorth will consider 10:55:30 <planetmaker> it will make it quite less likely I'll use it. quite a lot 10:55:34 <andythenorth> I'm not dead set on it 10:55:47 <andythenorth> but if I accept your argument, I need to remove some of the existing things 10:55:47 <planetmaker> as it will force me on a certain style 10:57:10 <planetmaker> what does need removing? And... I'd call it 'moving'. Not removing ;-) 10:57:39 <andythenorth> I'd need to do HEQS -> trams 10:57:42 <andythenorth> and HEQS -> trains 10:57:50 <planetmaker> would make sense, yes 10:57:51 <andythenorth> and HEQS -> main 10:57:55 <andythenorth> and HEQS -> extra 10:57:56 <planetmaker> not needed 10:58:10 <andythenorth> why not? 10:58:11 <planetmaker> or what does 'main' constitute? 10:58:16 <andythenorth> the useful vehicles 10:58:20 <andythenorth> the ones in 'core' currently 10:58:27 <andythenorth> and 'extra' is the not-useful vehicles 10:58:45 <planetmaker> have each of these sets have that parameter and no such thing as 'main' is needed 10:58:49 <planetmaker> Why would you? 10:58:56 <planetmaker> Just independent sets. 10:59:06 <andythenorth> ;) 10:59:07 <planetmaker> With a somewhat shared code basis 10:59:10 <andythenorth> I don't follow the argument 10:59:27 *** tokai [~tokai@port-92-195-175-50.dynamic.qsc.de] has joined #openttd 10:59:29 *** mode/#openttd [+v tokai] by ChanServ 10:59:29 <andythenorth> if the case is we don't want to configure, then configuring should be eliminated 10:59:36 <andythenorth> if the case is that configuring is ok, then configuring is ok 10:59:49 <andythenorth> or is it 'some configuring is ok, but not much' ? 11:01:11 <planetmaker> well, I see that HEQS has parameters to adjust things, admittedly I'm not 100% up to date with their extend at the moment. It's IMHO nicer to have the vehicle types in their own NewGRFs, but keeping them have configure options is, of course, fine 11:01:57 <planetmaker> My mode of NewGRF selection usually is: pick landscape. Pick train sets, pick rv sets, pick planes, pick ships, pick stations, pick objects, pick other stuff 11:02:27 <andythenorth> can you have multiple grfs in one tar? 11:02:35 <planetmaker> thus a joint newgrf makes breaks this coarse selection process. 11:02:38 <planetmaker> not on bananas 11:02:43 <andythenorth> :( 11:03:10 <andythenorth> I am opposed to multiple grfs because (1) I don't want to use them (2) I don't want to maintain multiple bananas entries, release threads etc 11:03:15 <andythenorth> otherwise it would be fine 11:03:44 <planetmaker> (1) leads in the end to a monolithic newgrf only compatible with itself 11:03:47 <andythenorth> I wondered if we could write a makefile that would publish 6 grfs: 1 per vehicle type + 1 composite 11:04:10 <planetmaker> that's possible 11:04:34 <planetmaker> but I'd advice against the composite newgrf. It's redundant 11:04:41 <andythenorth> not for me 11:04:49 <planetmaker> For everyone 11:04:51 <planetmaker> ;-) 11:05:20 <andythenorth> try this from another angle 11:05:29 <planetmaker> adding heqs* is not much of a difference than heqs-monolithic 11:05:32 <andythenorth> are the bulldozers really useful? I could just delete them 11:05:37 <andythenorth> same for rail-truck 11:05:56 <planetmaker> bulldozers are RVs. They can just stay where they are and how they are 11:05:57 *** KenjiE20 [~KenjiE20@92.8.73.122] has quit [Quit: WeeChat 0.3.4] 11:06:03 <andythenorth> hmm 11:06:07 * andythenorth will think on this 11:06:08 <planetmaker> I don't speak here about usefulness of any vehicle. 11:06:12 <andythenorth> the correct route isn't clear to me 11:06:28 <planetmaker> I speak only about the principle game design. Which IMHO is broken by newgrfs which provide several transport types 11:07:03 <planetmaker> Like the Japanese, they have their transport types also in separate newgrfs. That makes it nice to pick the stuff you want 11:07:54 <planetmaker> And IMHO it's not a concept which should be sacrificed on the sake of 'it's simpler to add only one newgrf' or 'it's simpler to maintain one release thread' 11:08:20 <andythenorth> I could maintain one grf for me personally 11:08:23 <planetmaker> andythenorth, all I say (and want) is to have different transport modes in their respective newgrfs. No other change 11:08:26 <andythenorth> and a reduced HEQS for public 11:08:31 <planetmaker> that's bollocks 11:08:41 <planetmaker> why do you personally need ONE newgrf? 11:09:06 <andythenorth> I don't want to maintain multiple grfs, I have enough 11:09:14 <andythenorth> and I dislike small grfs that add just one vehicle 11:09:29 <andythenorth> I don't use them, and I find them somehow irritating 11:09:51 <andythenorth> there are other ways to achieve same result 11:09:53 <planetmaker> then, as long as you only have one for the other transport types, maybe create a heqs-misc - which adds one train, 2 ships and one helicopter 11:09:55 *** Doorslammer [770b0ada@ircip3.mibbit.com] has joined #openttd 11:10:08 <andythenorth> that's not a bad suggestion 11:10:19 <planetmaker> like a heqs add-on 11:10:26 <planetmaker> like there are ukrs add-ons 11:10:37 <andythenorth> hmm 11:10:48 <andythenorth> I think of all of HEQS as an add-on ;) 11:10:55 <planetmaker> well, yes, it is :-) 11:10:55 <andythenorth> it was never intended to be a primary set 11:11:12 *** sla_ro|master [~slaco@95.76.27.160] has joined #openttd 11:11:16 <planetmaker> it's also never for me. so maybe 'add-on' was the wrong word 11:11:35 <andythenorth> umm 11:11:40 <andythenorth> this might be easy 11:11:51 <andythenorth> just make the defaults 'off' for the esoteric vehicles 11:12:08 <andythenorth> same as snowplough in one of the us sets 11:12:26 <andythenorth> that solves the MP config? 11:12:36 <andythenorth> I don't doubt the issue you describe btw 11:13:30 <andythenorth> some of the vehicles I want to add are pure easter egg / eye candy 11:13:36 <andythenorth> they don't need to be on by default 11:13:54 <planetmaker> hm, that might be a solution, too. If you add only one, two 'extras', leaving them off by default would work, too 11:13:58 <planetmaker> At least for me 11:14:04 <andythenorth> I think that's a nice solution 11:14:08 <planetmaker> :-) ok 11:14:26 <planetmaker> it supports the lazy approach of "add newgrf, don't mind the configuration" 11:14:28 <andythenorth> so the rail truck should be off by default? 11:14:34 <planetmaker> I'd say so, yes 11:14:35 <andythenorth> I think it should 11:14:44 <andythenorth> I've already seen someone think it was part of UKRS 11:14:47 <planetmaker> ^ satisfied with that, too V453000 ? :-) 11:14:59 <andythenorth> there's nothing in game to indicate which vehicle is which grf... 11:15:12 <planetmaker> hm, also not the debug tool? 11:15:37 <planetmaker> I can't check right now. For all land tiles the query tool tells you 11:16:00 <andythenorth> interestingly the debug appears not to say 11:16:01 <Terkhen> I like that approach too 11:16:15 <planetmaker> andythenorth, that might be a feature request ;-) 11:16:16 <andythenorth> maybe I should add a HEQS icon to buy menu 11:16:23 <andythenorth> or a text string in buy menu 11:16:28 <planetmaker> or... actually it should also be visible w/o debug tools 11:16:37 <planetmaker> the buy menu by default doesn't need it 11:16:48 <andythenorth> (in the info panel...) 11:16:52 <planetmaker> maybe 11:16:59 <andythenorth> seems overkill 11:17:02 <planetmaker> but ^ 11:17:11 <planetmaker> like a query tool for vehicles ;-) 11:17:17 <planetmaker> vehicle list could list it 11:17:21 <planetmaker> hmm hmm... 11:17:27 <planetmaker> well, very low priority ;-) 11:17:58 <andythenorth> hmm 11:18:13 <andythenorth> the challenge of YACD is much less when most secondary industry has closed down 11:19:02 *** Wolf01 [~wolf01@host41-233-dynamic.14-87-r.retail.telecomitalia.it] has joined #openttd 11:19:07 <Wolf01> hello 11:19:13 <Terkhen> hi Wolf01 11:20:10 <planetmaker> I have in my yacd game some oil rigs with 100% destination to one oil refinery. And others don#t seem to have any. 11:20:18 <planetmaker> I shall see what they'll do once I connect them 11:22:36 <planetmaker> btw, Ammler, I just wanted to mention that it's nice that the script on http://mz.openttdcoop.org/opengfx/newgrf.php?1=2011:2611 updates daily :-) 11:22:53 <Ammler> you mean nightly :-P 11:23:56 * Ammler redirects the credits to frosch (grf2html) :-) 11:23:57 <planetmaker> :-) 11:24:13 <planetmaker> still. I use it a lot :-) 11:24:58 <planetmaker> no better way there to get a quick overview over a certain aspect of the 5 grf files 11:25:24 <Ammler> that is maybe the best php (and only?) I have ever written :-) 11:25:45 <Ammler> you can also combine ranges and grfs, btw. 11:26:27 <planetmaker> yes, I know. But I always will have to figure out. And usually I need only one 11:26:45 <Ammler> just "," 11:26:57 <andythenorth> yapf seems happy to go a long way with ships without bouys 11:27:09 <planetmaker> yes 11:27:20 <Ammler> andythenorth: define "happy" ;-) 11:27:27 <andythenorth> it doesn't complain 11:27:28 <planetmaker> but using buoys still will make it faster 11:27:32 <andythenorth> or use excessive CPU 11:27:58 <Ammler> andythenorth: how many ships? 11:28:01 <planetmaker> most notably they go a much straighter and a way more predicatable path 11:28:33 <andythenorth> only 26 ships 11:28:48 <Ammler> hmm, that's a lot 11:29:08 <Ammler> now watch cpu usage and pause/unpause the ships 11:30:02 *** Intexon [~Intexon@blk-222-147-135.eastlink.ca] has quit [Ping timeout: 480 seconds] 11:30:02 <andythenorth> yarp 11:30:08 <andythenorth> makes a difference 11:30:14 <andythenorth> 26 is not a lot ;) 11:30:18 <andythenorth> 350 is a lot 11:30:35 <andythenorth> my games are ship-centric 11:30:39 <Ammler> I guess, your pc might not be able to run that many 11:31:18 <andythenorth> yapf used to slow down badly with that many 11:32:29 <Ammler> planetmaker: your improvements to factory are very nice, a pitty it uses 3 times the same 11:32:56 <planetmaker> well, yes. But that can't be changed. Only possibly in a later version of OpenGFX+ Industries 11:33:03 <Ammler> I fear, unresolveable for base set 11:33:12 <Ammler> :-) 11:33:30 <planetmaker> yes, sadly so 11:34:28 <Ammler> well, improving construction stages aren't that worth anyway 11:34:38 <planetmaker> well, I think they are :-) 11:34:40 <Ammler> that is why nobody did it yet 11:34:54 <planetmaker> but more important are the final stages, of course 11:35:02 <Ammler> that is why you had to do it self :-P 11:35:14 <planetmaker> and it was fun to change the construction stage 11:37:27 * andythenorth tries a game with no ISR 11:37:29 <andythenorth> how odd 11:39:22 <Ammler> adding isr is easy, removing is hard :-) 11:40:35 <Ammler> I guess, the only newgrf, which really needs to be added before start are industry sets, right? 11:41:14 <andythenorth> yeah, you can add other newgrfs at any time to a running game ;) 11:41:20 <andythenorth> just use the newgrf menu ;) 11:41:38 <Ammler> well, I meant adding without bad cause 11:41:57 <andythenorth> I add during games no problem 11:42:03 <andythenorth> removing....less advised :P 11:42:25 <Ammler> but adding industry sets doesn't work, does it? 11:42:28 <andythenorth> nope 11:42:40 <andythenorth> well....it would be quite not-optimal 11:43:33 <planetmaker> Ammler, you could probably also do that. But *every* industry set modifies the default industries 11:43:38 <planetmaker> replaces some 11:43:43 <andythenorth> here's an interesting problem: http://tt-foundry.com/misc/farms_yacd.png 11:43:51 <Ammler> I thought, the issue is more with cargo 11:43:55 <andythenorth> I want to connect the farms (grey) to the stockyard (purple) 11:43:59 <andythenorth> in a yacd game 11:44:03 <Ammler> saw some strange screens about 11:44:06 <planetmaker> you could probably do with an add-on. And you should not mess with cargos 11:44:09 <andythenorth> and I don't have decent trucks yet 11:44:17 <andythenorth> so what should I do? 11:44:30 <andythenorth> one train just running back and forth with timetabled waits? 11:44:36 <andythenorth> multiple trams? 11:44:39 <andythenorth> a feeder system? 11:44:55 <Ammler> correctly I should have said, the only exception are cargosets :-) 11:45:06 *** Adambean [AdamR@82.hosts.reece-eu.net] has quit [Ping timeout: 480 seconds] 11:45:12 <Ammler> which most industry sets are too 11:45:37 <planetmaker> Ammler, possibly yes, but I haven't dwelled on it sufficiently to know its intricacies 11:45:42 <Ammler> I still hope, andythenorth will sometime make firs light with no cargo changes :-) 11:45:50 <andythenorth> what would be gained? 11:46:01 <andythenorth> compared to say, opengfx+ industries? 11:46:10 <Ammler> your industries 11:46:20 <planetmaker> different chains 11:46:21 <andythenorth> but they accept / produce different cargos to default... 11:46:41 <planetmaker> But I guess ^ makes it hard / not worthwhile 11:46:47 <Ammler> might be 11:47:11 <planetmaker> Rather have OpenGFX+ Industries define additional layouts 'stolen' from FIRS. But that'd be probably 2.0 or so 11:47:20 <Ammler> :-) 11:48:05 <Yexo> opengfx+industries also changes the cargoes 11:48:18 <Ammler> hmm, does it? 11:48:29 <planetmaker> hm, indeed, it does. Has to. 11:48:35 <Yexo> it has to, cargoes from arctic are by default not available in temperate 11:49:03 <Ammler> so it does add cargos, does it also change? 11:49:18 <Yexo> yes, depending on the climate 11:49:35 <Ammler> sounds wrong 11:49:45 <Yexo> what does it matter? 11:50:06 <Ammler> maybe we have different things in mind 11:50:30 <Ammler> is it possible to add ogfx+industries to a existing default game? 11:50:51 <Yexo> an existing game with industries? not a good idea 11:50:55 <Yexo> same as for other industry sets 11:50:58 <Yexo> it might work to some extend 11:51:17 <Ammler> hmm, you didn't follow the discussion 11:51:19 <Ammler> :-P 11:51:37 <Yexo> not completely, no 11:52:24 <Ammler> the only newgrfs, you can't add to a running games are those with cargo changes, right? 11:52:38 <Yexo> no 11:52:54 <Yexo> cargo changes are possible after a game started 11:53:14 <Yexo> it's probably not a good idea though if there are any industries in the game that make use of those cargoes already 11:54:11 <Ammler> right, so if you add newgrfs with cargo changes, you have to remove the existing "bad" industries 11:54:19 <Terkhen> opengfx+ industries redefines almost everything (cargos, industries and most industry tiles); I don't know what happens if you add it to a running game but it probably will create a mess 11:54:39 <Terkhen> the industries have the override and substitute properties properly set, though 11:55:03 <Yexo> if all tiles also have the override property set, it might work somewhat 11:55:09 <Terkhen> they don't :) 11:55:21 <Yexo> in general I'd advise strongly against adding it to a game with existing industries 11:55:27 <peter1139> i guess i need to checkout yacd, right? 11:55:49 <Terkhen> hmm... but only industry tiles without cargo acceptance are missing override (and redefinition) 11:56:27 <Ammler> does that matter for already built industries? 11:58:27 <Ammler> Yexo: Terkhen, maybe there could be a reset_industry like reset_vehicles, so if you add industry set, it does replace the existing 11:58:56 <Yexo> that can only work as long as there are no industries on the map 11:58:59 <Terkhen> I'm not sure if it would work in most cases 11:59:08 <Ammler> Yexo: then there is no need 11:59:12 <Terkhen> reset_vehicles fixes existing vehicles? 11:59:18 <Ammler> Terkhen: yep 11:59:36 <Yexo> sure? I thought it only reset the newgrf ID allocation 11:59:39 <Ammler> well, at least it did 11:59:48 <Ammler> Yexo: isn't that a fix? 11:59:58 <Yexo> sometimes 12:00:02 <Ammler> :-) 12:01:43 <Yexo> oh, I was thinking about reset_enginepool 12:02:09 <Yexo> I can't think of a useful "resetengines" alternative for industries though 12:03:08 *** glx [glx@2a01:e35:2f59:c7c0:856a:f997:d53b:a418] has joined #openttd 12:03:11 *** mode/#openttd [+v glx] by ChanServ 12:05:53 *** KenjiE20 [~KenjiE20@92.8.73.122] has joined #openttd 12:28:27 *** aber [~Adium@gb049.stw.stud.uni-saarland.de] has joined #openttd 12:33:58 <Ammler> Yexo: reset industries with the new ones? 12:34:24 <Ammler> according to subsitute 12:34:30 <Yexo> reset what exactly? 12:34:43 <Yexo> there is no way a reset of the industry tiles could work 12:34:46 <Ammler> all properities except tiles 12:34:49 <Yexo> so you'll have broken graphics 12:34:59 <Yexo> which means bug reports from users -> useless feature 12:35:38 <Ammler> hmm, then remove the industry and place the new one on same place if possible 12:36:35 <Ammler> in worst case all industries are gone, which is not that bad either 12:40:42 <Yexo> I honestly don't see the point of trying to do all that 12:40:48 <Yexo> just don't mess with newgrfs in savegames 12:43:29 <Ammler> Yexo: well, we don't need that official speak here ;-) 12:44:07 <Ammler> the issue is mainly with scenarios 12:44:10 <Yexo> <Yexo> I honestly don't see the point of trying to do all that <- that still stands 12:44:28 <Yexo> yes, I know the issue is mainly with scenarios 12:44:41 <Yexo> if you want to add an industry newgrf later, don't add any industries at all 12:45:45 <Eddi|zuHause> a remove_all_industries command ;) 12:46:01 <Ammler> yep :-) 12:46:30 <Eddi|zuHause> (well, that is useful enough to also be in the industry window of the scenario editor) 12:47:54 <Ammler> Yexo: also if you make the scenario self, there is no such issue ;-) 12:53:42 <Terkhen> I coded something like that for towns and industries before being convinced that an alternate scenario format would be a better solution 12:53:49 <Terkhen> it did not work very well 12:59:42 <Terkhen> hmm... I could rescue the "remove" parts of the queue 12:59:44 <Ammler> Terkhen: remove al? 12:59:49 <Terkhen> regenerate 13:00:04 <Terkhen> removing worked fine, but it was only console commands 13:00:07 <Ammler> well, remove all would be a good start and not really hurt 13:04:09 * andythenorth has been thinking about FIRS supplies 13:04:14 <andythenorth> I have half of an ide 13:04:17 <andythenorth> +a 13:04:48 <andythenorth> but meanwhile 13:04:57 <andythenorth> two rows of identical icons in transparency window? 13:04:57 <Eddi|zuHause> half ideas are dangerous weapons in your hands 13:05:09 <andythenorth> crowd-sourced GUIs do not convince me :| 13:05:18 <Eddi|zuHause> nah, that's silly 13:05:26 <andythenorth> it's one of the most stupidest things I've seen 13:05:34 <andythenorth> design should be taught in school 13:05:57 <andythenorth> along with many other things that aren't, but we have to then teach ourselves to get through life 13:06:09 <andythenorth> school was almost entirely pointless as far as I can recall 13:06:16 <Eddi|zuHause> # Your face it haunts 13:06:17 <Eddi|zuHause> # my once pleasant dreams 13:06:19 <Eddi|zuHause> # Your voice it chased away 13:06:20 <Eddi|zuHause> # all the sanity in me 13:06:46 * andythenorth shouldn't be criticising other peopl 13:06:47 <andythenorth> e 13:06:56 <Ammler> who else? 13:07:01 <andythenorth> at least until (a) he finishes a word before hitting enter key 13:07:15 <andythenorth> and (b) doesn't write sentences like 'the most stupidest things I've seen' 13:07:24 <andythenorth> which makes perfect sense, but it stupid in multiple ways 13:07:33 <andythenorth> it / is /s 13:07:59 * andythenorth has a head cold - blame it on that 13:08:03 <andythenorth> FIRS supplies 13:08:11 <andythenorth> the unit could be much larger 13:08:15 <Ammler> where does that sed word? :-) 13:08:17 <andythenorth> like 'consignment' or such 13:08:20 <Ammler> mÀh 13:08:53 <Eddi|zuHause> what the hell is a 'consignment'? 13:09:00 <andythenorth> 'more' 13:09:06 <andythenorth> it's only half an idea so far 13:09:16 <Eddi|zuHause> i'm against it 13:09:18 <Belugas> hello 13:09:19 <andythenorth> I like the '1 per month' behaviour, mostly because it's same as towns 13:09:34 <andythenorth> but I want to be able to deliver supplies with bigger vehicles 13:09:43 <Ammler> why? 13:09:43 <Terkhen> the current behaviour is simple and keeps micromagement to a minimum 13:10:03 <Ammler> you can transport other things, if you like bigger vehicles 13:10:31 <andythenorth> it would amuse me to add things like this: http://en.wikipedia.org/wiki/Heavy_lift_ship 13:10:38 <Eddi|zuHause> i'd like a progressive value, like "for every production increase, demand 1 more per month" 13:10:46 <andythenorth> Eddi|zuHause: that's possible, likely even 13:11:45 <Ammler> maybe 1 per 2monts 13:12:00 <Ammler> or 1 per year 13:13:19 <Eddi|zuHause> also, "within the last 30 days" is better than "within this month" 13:13:47 <Ammler> something else is there a opensource alternative to the anno series? 13:13:59 *** gartral [~gareth@ip184-189-215-49.cl.ri.cox.net] has quit [Ping timeout: 480 seconds] 13:14:15 <Eddi|zuHause> i never played any of the anno games... 13:14:35 <Ammler> oh, there is openanno 13:14:43 <Ammler> but down :-) 13:16:19 <Ammler> Eddi|zuHause: the most successful German game :-o 13:16:42 <Eddi|zuHause> so? i already played siedler, so i have german games covered :p 13:16:54 <Terkhen> that sounds interesting, but it would need too much micromanagement IMO 13:18:28 <Eddi|zuHause> Terkhen: why? you'd still need quite some time to not get along with one cargo wagon per month, and at that point, you have so much increase that you need to adjust the general transport capacity anyway 13:18:42 <aber> unknown-horizons in heavy development 13:19:11 <Terkhen> because right now I can keep my supplies capacity constant and I don't need to come back to it once it works 13:19:50 <andythenorth> Terkhen: I like that too 13:22:02 <Terkhen> with increasing requirements for supplies, I would need to mirror any changes of the main network in the supplies network, for me it would be like duplicating work 13:27:04 <peter1139> hmm, right, yacd is hard :p 13:28:37 <andythenorth> yarp 13:28:45 <Ammler> Terkhen: andythenorth: maybe partial unload? 13:29:01 <Terkhen> how would that work? 13:29:03 * andythenorth wonders how yacd and supplies will work together 13:29:11 <andythenorth> haven't got that far in my game yet 13:29:25 <Terkhen> I'm starting my yacd test game now too :P 13:29:33 <Ammler> ah indeed, yacd already would cover that 13:30:17 <Ammler> else a order setting like unload x% only 13:30:27 <Terkhen> only passengers until I understand how it works 13:31:25 <Ammler> e.q you full load and go to 5 industies and unload 20% on each 13:32:47 *** lasershock [~lasershoc@hd9483b29.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 13:33:59 <andythenorth> Ammler: I think yacd works differently to that ;) 13:34:01 *** Neon [~Neon@dslb-094-219-001-068.pools.arcor-ip.net] has joined #openttd 13:34:07 <andythenorth> partial unload isn't needed 13:34:14 <andythenorth> or is that your point? 13:35:56 <Ammler> how else does yacd work then? 13:36:36 <andythenorth> 'magic' :D 13:37:37 <Ammler> you will have automatically 1/5 supplies for your 5 industries, won't you? 13:38:01 <andythenorth> in the yacd case that's not my choice 13:38:09 <andythenorth> yacd decides for me 13:38:13 <Ammler> yep 13:38:24 <Ammler> but that is what yacd does, dosn't it? 13:38:51 <Ammler> it does partially unload 13:38:59 <andythenorth> yes and no 13:39:23 <Ammler> just that the parts are splitted on generating already 13:40:12 *** tycoondemon [~ashnohoe@524B73C2.cm-4-4b.dynamic.ziggo.nl] has quit [] 13:46:11 <Terkhen> hmm... I'm starting to understand yacd 13:46:22 <Terkhen> which allows me to understand why I'm close to bankruptcy 13:47:20 <Terkhen> passengers will pick up a bus if it will get them close to their destination? 13:48:53 *** Absurd-Mind [~peter@p54958ED8.dip0.t-ipconnect.de] has joined #openttd 13:49:13 <Eddi|zuHause> yes 13:49:22 <Terkhen> nice :) 13:50:05 <andythenorth> none of you played railroad tycoon 3? 13:50:14 <Eddi|zuHause> nope 13:50:17 <andythenorth> ho 13:50:25 <andythenorth> it's quite similar in some ways 13:50:26 <Terkhen> no 13:50:30 <andythenorth> cargo packets with destinations 13:50:37 <andythenorth> the problem is we don't have auto-consist :) 13:50:42 <andythenorth> or shunting 13:50:49 <Eddi|zuHause> i played railroad tycoon 1 for a while, but i didn't fully understand it back then... 13:51:05 <andythenorth> rt 1 and 2 were more like to ttd 13:51:50 <Terkhen> hmm... this could help me enjoy building passenger networks again 13:52:22 <andythenorth> it does renew the game :) 13:52:33 * andythenorth might have to redesign FIRS though :P 13:53:05 *** Sacro [~ben@cpc2-mfld9-0-0-cust880.13-1.cable.virginmedia.com] has joined #openttd 13:56:58 <andythenorth> making money on PAX is very easy 13:57:13 <andythenorth> just don't connect towns that don't have much traffic between them, or....you lose :P 13:59:23 <Terkhen> what things in FIRS would need changes? 13:59:31 <andythenorth> production values 13:59:38 <andythenorth> among other things 14:01:05 <Terkhen> would these changes conflict with non YACD games? 14:01:35 <Eddi|zuHause> it's a question of balance... i tend to think production values are generally too high 14:02:16 <Eddi|zuHause> although YACDest might solve that while fewer destinations are connected 14:03:26 <Eddi|zuHause> i'm afraid to start a YACDest game, because it won't have all the comfortable bits of chills patch pack... 14:03:31 <Ammler> does it split the cargo to all possible destinations or is there a kind of threshold? 14:03:54 <Eddi|zuHause> especially timetables 14:03:55 <andythenorth> 4t / month is not a lot of cargo to ship 200 tiles 14:04:05 <andythenorth> and with production ratios...it can result in no secondary cargo 14:04:38 *** Lucas [5314ee98@ircip3.mibbit.com] has joined #openttd 14:04:46 *** Neon [~Neon@dslb-094-219-001-068.pools.arcor-ip.net] has quit [Quit: Python is way too complicated... I prefer doing it quickly in C.] 14:04:56 <andythenorth> Ammler: try a game and see ;) 14:04:57 <Ammler> andythenorth: too many destinations, so the issue is too many industries 14:05:17 <Ammler> not too less production :-) 14:05:35 <Lucas> Hi 14:05:38 <Terkhen> hi Lucas 14:05:46 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has quit [Remote host closed the connection] 14:06:03 <Ammler> andythenorth: I prefer talking about something I just guess instead to find out self ;-) 14:06:23 <Lucas> I have a small question. Does the version of OS X already exist the possibility of automatic conversion of trains on the new models? 14:06:32 *** lasershock [~lasershoc@hd9483b29.seveveb.dyn.perspektivbredband.net] has joined #openttd 14:06:53 <Ammler> Lucas: the different arch versions don't differ in gameplay fucntions 14:07:36 <Lucas> Ek sien ... 14:07:39 <Ammler> so openttd 1.1.0 for windows plays equal to your osx version, think about multiplayer 14:07:58 <Lucas> I see... 14:08:30 <Ammler> and of course autorenew/replace exists for ages already 14:08:55 <Ammler> with better and worse working versions :-) 14:10:28 <Eddi|zuHause> hm... i can't start a game in YACDest. it quickly displays a landscape with roads, and then returns to the main menu 14:12:16 <Lucas> Ammler: no autorenew but automatyiclly buy better version of train and repleace line 14:12:47 <Lucas> is it possible? 14:13:01 <Ammler> no, that isn't possible 14:13:22 <Lucas> TTD Patch could do this 14:13:24 <Ammler> I am just aware of newgrf feature, not implemented in openttd which can that, 14:13:28 *** HerzogDeXtEr [~Flex@i59F6CC82.versanet.de] has joined #openttd 14:13:41 <Ammler> Lucas: not ttdp, newgrf 14:13:47 <Ammler> afaik 14:14:06 <Ammler> e.q. there is a newgrf for dbset 14:14:11 <Lucas> nowgrf - whats the name of this? 14:14:53 <Lucas> can find many newgrf files in update section 14:15:13 <Ammler> as said, this newgrf feature isn't supported by openttd 14:15:31 <Ammler> and it is still not automatically, it is defined by the newgrf 14:16:26 <Lucas> so i have to change it manully :( 14:16:35 <Ammler> you can use autoreplace 14:17:20 <Ammler> what is bad about that? 14:17:22 <Lucas> this only auto renew trains 14:17:29 <Ammler> no 14:18:05 <Ammler> autoreplace is the gui thing, where you can select vehicles you want to replace with 14:18:05 <Lucas> because u have to buy new trains manually for example electric ones 14:18:28 <Ammler> autorenew is just a adv. setting 14:18:58 <Lucas> where I can setup autoreplace? 14:19:39 <Ammler> @man autoreplace 14:20:03 <Ammler> <Webster> Replace vehicles - OpenTTD - http://wiki.openttd.org/wiki/Special:Search?go=Go&search=autoreplace 14:20:50 <Eddi|zuHause> somehow generating games with alpine climate is broken 14:21:04 <Ammler> ogfx+landscape? 14:21:26 <Lucas> thanks 14:21:31 <Lucas> i will check it 14:21:51 <Ammler> I am quite sure, you won't miss the newgrf feature 14:22:00 <Eddi|zuHause> i have a feeling it's the new house-startdate-thing 14:23:14 <Ammler> Eddi|zuHause: if not ogfx+, didn't you hack the other newgrf already anyway? :-) 14:23:22 <Eddi|zuHause> it works with start date 1931 14:24:33 <Eddi|zuHause> planetmaker: got a town name "GroÃHerzogsingen" <-- missing a space? 14:28:55 *** Chris_Booth [~Chris_Boo@cpc7-newt30-2-0-cust37.newt.cable.virginmedia.com] has joined #openttd 14:29:39 *** Br33z4hSlut5 [~static.kp@92.68.154.34] has quit [Remote host closed the connection] 14:30:28 *** rhaeder [~quix0r@dslb-188-100-215-203.pools.arcor-ip.net] has joined #openttd 14:30:33 <Eddi|zuHause> Ammler: the point is, it worked before, and now it's broken 14:31:06 <Eddi|zuHause> Ammler: newgrfs shouldn't get broken by code changes, unless there's a very good reason 14:32:04 <Ammler> like remove flib :-P 14:32:58 <Eddi|zuHause> Ammler: the real question is: why does the house-startdate not work 14:33:39 <Eddi|zuHause> alpine doesn't actually add any houses, so why is it different than temperate 14:34:03 <Ammler> it does replace them 14:34:55 <Ammler> maybe that is done like with industries, substitute and remove the old 14:37:00 *** Lakie [~Lakie@82.152.250.119] has joined #openttd 14:38:14 <Eddi|zuHause> Ammler: but it doesn't change property 0A 14:39:02 <Ammler> the difference is from trunk to yacd or just newer nightly? 14:40:38 <Eddi|zuHause> difference from old trunk to new trunk 14:44:07 * andythenorth can't figure out a good strategy for freight in yacd 14:44:28 *** ctibor [~quassel@77.48.228.43] has quit [Read error: Connection reset by peer] 14:44:29 *** ctibor|spi [~quassel@77.48.228.43] has joined #openttd 14:51:19 <andythenorth> hmm 14:51:45 <andythenorth> why would my train be unloading freight at intermediate stations when it's headed to the endpoint destination for these cargo packets? 14:52:03 <andythenorth> that's unhelpful 14:52:24 <andythenorth> I don't want to use non-stop, that shouldn't be needed 14:55:24 *** Lucas [5314ee98@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 14:57:26 <Terkhen> IMO that's a bug, the cargo should stay if the present vehicle is going to its destination 14:58:41 <Rubidium> Terkhen: depends... maybe there's a quicker route from there 14:58:53 <Yexo> that's non-trivial, what should happen if a vehicle goes A>B>C>D>C>A, at B it picks up cargo for A, brings it to C 14:58:58 <Yexo> should it unload or continue? 14:58:58 <Eddi|zuHause> pathfinder should get a penalty for exiting the vehicle 14:59:07 <Terkhen> ^ 14:59:18 <Rubidium> and as it generates cargo with 4 characteristics, it'll make different choices per packet regarding staying in the vehicle or not 14:59:39 <andythenorth> the vehicle is going A>B>C 14:59:43 <andythenorth> C is the destination 14:59:52 <andythenorth> it's dropping off at B 15:00:18 <Yexo> yes, that case is simple, it should stay on the vehicle (at least if there is no alternative faster connection to C) 15:00:19 <Eddi|zuHause> andythenorth: but it might be one of the balancing effects 15:00:21 <Terkhen> is there a different path for going from B to C in your game, andy? 15:00:36 <Rubidium> so... when PFs are involved: savegame! 15:00:36 <andythenorth> not for this cargo 15:00:41 <andythenorth> there is a partial cargo 15:00:47 <andythenorth> partial link sorry 15:01:05 <andythenorth> there are two trains on the ABC route 15:01:34 <andythenorth> I wonder if train 1 is dropping at B because train 2 passes through there too 15:02:06 <andythenorth> and in other news 15:02:06 *** DayDreamer [~DayDreame@94.142.234.1] has quit [Read error: Connection reset by peer] 15:02:13 <andythenorth> secondary industry closing sucks 15:02:17 <andythenorth> dunno why I turned that on 15:02:41 *** frosch123 [~frosch@frnk-4d009ea6.pool.mediaWays.net] has joined #openttd 15:03:06 *** pugi [~pugi@p4FCC4B33.dip.t-dialin.net] has quit [Ping timeout: 480 seconds] 15:03:22 <Ammler> andythenorth: then you implemented it wrongly ;-) 15:03:31 <andythenorth> pfff 15:03:36 <andythenorth> you try then :P 15:03:52 *** pugi [~pugi@p4FCC5AF9.dip.t-dialin.net] has joined #openttd 15:04:26 <Ammler> or define "sucks" 15:05:11 <Belugas> short for succubus? 15:05:43 <Belugas> underwear for feet? (with wrong spelling) 15:09:03 <andythenorth> Ammler: leaves my map with only one of each secondary industry 15:09:15 <andythenorth> years before I have a chance to connect them 15:09:56 <Ammler> then you enabled closing but didn't enable respawn? 15:14:54 <andythenorth> how do I do that? 15:16:01 <Eddi|zuHause> andythenorth: but only one target is better for YACDest :p 15:19:19 <andythenorth> my game with the weird routing: http://www.tt-forums.net/viewtopic.php?f=33&t=54253&p=943907#p943907 15:31:54 *** tycoondemon [~ashnohoe@524B73C2.cm-4-4b.dynamic.ziggo.nl] has joined #openttd 15:32:21 *** HerzogDeXtEr1 [~Flex@88.130.178.151] has joined #openttd 15:37:58 <andythenorth> hmm 15:38:11 <andythenorth> the trains from A>C that are dropping at B... 15:38:19 <andythenorth> are picking up at B on their way from C>A 15:38:28 <andythenorth> so I guess non-stop is the only option :P 15:38:46 *** HerzogDeXtEr [~Flex@i59F6CC82.versanet.de] has quit [Ping timeout: 480 seconds] 15:40:09 <Eddi|zuHause> using B as explicit order or automatic order? 15:40:20 <andythenorth> automatic 15:40:33 <Eddi|zuHause> seems that part is buggy then 15:40:38 <Eddi|zuHause> try explicit order 15:41:35 <andythenorth> yup 15:42:54 *** |Jeroen| [~jeroen@d5152B25B.access.telenet.be] has joined #openttd 15:45:01 <Ammler> andythenorth: but it is a bug 15:45:27 <andythenorth> maybe 15:45:31 <andythenorth> or I misunderstood 15:46:14 <Ammler> what wpuld happen, if you have e.g. 2 coal mines and one drop in your line? 15:46:39 <andythenorth> not sure 15:46:43 <andythenorth> I need to try some of that 15:46:50 <andythenorth> I don't have enough industry left on my map :P 15:46:58 <Ammler> but for sure you know, what _should_ happen :-) 15:48:11 * andythenorth wants to start a new game 15:49:03 *** cowsgomoo is now known as KOPOBA 15:55:15 <Eddi|zuHause> i have the weird feeling with "normal" industries i just got fewer industries than with "few" industries 15:55:42 <andythenorth> I have changed my game to 'high' 15:55:51 <andythenorth> new game time 15:56:09 <andythenorth> plenty of money, but the fun disappeared quickly 15:56:36 *** sla_ro|vista [slaco@95.76.27.160] has joined #openttd 15:58:52 <Eddi|zuHause> "225.180.088.795.136.024% to local destinations" 15:58:55 <Eddi|zuHause> great ;) 15:59:11 <Terkhen> good luck with that delivery :) 16:01:01 *** sla_ro|master [~slaco@95.76.27.160] has quit [Ping timeout: 480 seconds] 16:02:42 <Markk> Is there a way to share infrastructure now? 16:02:47 <Markk> Like rails? 16:03:54 <Terkhen> Markk: there have been many patches that try to implement infrastructure sharing, but none of them was finished 16:04:04 <Markk> ah 16:12:28 *** Doorslammer [770b0ada@ircip3.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 16:19:55 <planetmaker> Eddi|zuHause, that's a low percentage compared to mine ;-) 16:20:08 <planetmaker> and yes, that town name mentioned earlier is missing a space 16:23:06 <Eddi|zuHause> michi_cc: i think the station gui should allow different display methods similar to CargoDist. in CargoDist i usually show via-destination-source, in YACDest i'd probably want via-transfer-destination(-source) 16:24:37 <Eddi|zuHause> "via" as primary display is the easiest to sort out bottlenecks (apart from graphical capacity view) 16:26:38 <Rubidium> doesn't one of the buttons already toggle through a number of display methods? 16:30:05 <Eddi|zuHause> right, i overlooked that 16:30:35 <Eddi|zuHause> but it doesn't remember the setting 16:31:24 <Eddi|zuHause> but gtg now... 16:32:55 <michi_cc> andythenorth: Looks like automatic orders are borked right now, probably because of some of the last trunk commits for automatic orders. Got a bit too few testing I supposed as I usually play with non-stop orders :) 16:33:15 <andythenorth> okey dokey 16:36:55 *** Pulec [~pulec@static-cl093181068250.unet.cz] has joined #openttd 16:37:59 * andythenorth lost another YACD game 16:38:03 <andythenorth> time for a new one... 16:38:12 <planetmaker> how do you loose them? 16:38:31 <andythenorth> in this case, trying to start with coal 16:38:40 <planetmaker> hm, well, that might be more difficult. 16:38:50 <andythenorth> I had quite a lot of mines and secondary destinations close together 16:38:54 <planetmaker> I haven't yet tested industries too much, but PAX seems easier for starters 16:39:01 <andythenorth> I thought I could run a couple of big trains back and forth along a main line 16:39:04 <andythenorth> with smaller feeders 16:39:06 <planetmaker> but I started with low industry density 16:39:29 <andythenorth> I have high 16:39:37 <andythenorth> but I didn't check destinations before building routes :P 16:40:32 <Ammler> if a destination closes, doens't the cargo, which was meant there be splitted to the remaing dests? 16:40:45 <andythenorth> yes 16:41:08 <Ammler> so you were lucky, the secondaries closes 16:42:24 <Ammler> also maybe you should start without firs :-) 16:42:58 <andythenorth> I think manifest trains are going to fail for primary cargo 16:43:13 <andythenorth> so now I'm trying a different approach 16:43:30 <andythenorth> I want to do things like drop all wood to a log sort, then ship it out on point-point unit trains 16:49:08 *** bdavenport [~bdavenpor@mail.companioncabinet.com] has joined #openttd 16:54:22 *** KOPOBA [~xren@pppoe-88-147-232-38.san.ru] has quit [Read error: Connection reset by peer] 17:08:07 *** Dreamxtreme [~Dre@92.18.101.225] has quit [Quit: Nice Scotty, now beam my clothes up too!] 17:08:35 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has joined #openttd 17:08:38 *** Dreamxtreme [~Dreamxtre@92.18.101.225] has joined #openttd 17:10:21 <andythenorth> ^ kind of works 17:10:46 <andythenorth> hilly map, weight multiplier 6, 1881 with NARS 2 17:10:55 <andythenorth> I'm not making a profit :P 17:10:58 <andythenorth> but the cargo moves ok 17:13:22 <andythenorth> hmm 17:16:34 *** Zuu_ [~Zuu@h-114-141.A98.priv.bahnhof.se] has joined #openttd 17:16:38 <andythenorth> michi_cc: maybe I overlooked this in the thread.... 17:16:52 <andythenorth> ...relationship of station rating and % transported is changed from default? 17:17:46 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 17:19:06 <michi_cc> % transported simply counts everything transported (including destinations that you don't service). Your stations will only get cargo according to the station rating, just like in plain trunk. 17:20:56 <Ammler> michi_cc: how can be >100%? 17:21:39 <michi_cc> If you mean the percentage behind each destination line: ignore it. It will go away in the next release as it doesn't show what you might think. 17:25:53 *** KritiK [~Maxim@95-27-195-80.broadband.corbina.ru] has joined #openttd 17:26:59 *** JVassie_ [~James@92.27.149.231] has joined #openttd 17:27:26 <andythenorth> I'm wondering why 4t out of 36t is transported at a forest 17:27:32 <andythenorth> station rating is 42% 17:27:36 <andythenorth> there are vehicles waiting 17:27:52 <andythenorth> might be be my mistake .... I'll watch it some more 17:28:20 *** Doorslammer [770b0ada@ircip2.mibbit.com] has joined #openttd 17:28:21 <andythenorth> michi_cc: cargo production pays no attention to quality of upstream links? 17:28:38 <andythenorth> i.e. distributed amount only depends on rating of first station? 17:29:52 <andythenorth> hmm 17:29:56 <andythenorth> maybe my maths is just bad 17:30:06 <andythenorth> this month I get 11t out of 36t 17:30:15 <andythenorth> vehicle has been waiting for last 3 months 17:30:35 <andythenorth> station rating is currently 58% 17:31:26 *** JVassie [~James@92.27.149.231] has quit [Ping timeout: 480 seconds] 17:31:53 *** Dreamxtreme [~Dreamxtre@92.18.101.225] has quit [Quit: Going!] 17:32:18 * andythenorth builds some pax routes to get some money 17:32:34 <andythenorth> "this channel brought to you by andythenorth's stream of consciousness" 17:32:39 * andythenorth mistakes irc for twitter 17:33:13 <michi_cc> There's a subtle bug in the path cost limiting code that causes more paths as intended to be excluded from the suitable paths. I've already fixed that localy. You can work around for now by increasing economy.cargodest.max_route_penalty[0] 17:34:26 *** fonsinchen [~fonsinche@brln-4dbc3013.pool.mediaWays.net] has joined #openttd 17:34:29 <michi_cc> Double or something like that. If you get more cargo then, that's the reason. 17:35:30 <planetmaker> hehe, andythenorth , obviously AIAI finds the Gmund road vehicle a sensible means to transport goods 17:35:46 <andythenorth> and why not :P 17:35:47 <Ammler> michi_cc: if you ask Rubidium to make binaries and you won't use openttd.org, you have a go from us to use bundles.openttdcoop.org :-) 17:35:55 <andythenorth> give it some trailers, it might be excellent :P 17:35:56 <planetmaker> from the oil refinery to downtown 17:36:04 <andythenorth> what date? 17:36:04 <Ammler> gÀll planetmaker? :-P 17:36:22 <michi_cc> Ammler: Thanks for the offer, but I can always host at my own site. 17:36:35 <andythenorth> michi_cc: what would be a suitable amount? 400? 17:36:37 <planetmaker> Ammler: sure. I offered it already. And Rb suggested it ;-) 17:36:39 <Ammler> do you already? 17:36:46 <planetmaker> but there aren't. 17:37:22 <michi_cc> andythenorth: Yeah, looks good. If you have very long routes maybe even 600. Just remember to reset it when the fixed version is out :) 17:37:25 <planetmaker> but I think it makes sense to have nightlies for YACD 17:37:33 * andythenorth will forget :P 17:38:04 <planetmaker> michi_cc: people might recall the devzone as cargodist is already there ;-) 17:38:24 <michi_cc> Let's squash the major bugs first, then we can do nightlies. 17:38:26 <planetmaker> and the CF's key 17:38:39 <planetmaker> i.e. it's no real setup work for anyone 17:38:51 <planetmaker> and already scripted 17:39:08 <andythenorth> would definitely be nice to have a default timetabled wait :P 17:39:16 <Ammler> I guess, the CF supports other locations also without script changes 17:39:25 <planetmaker> possibly 17:39:37 <Ammler> just needs a scp location afaik 17:39:56 <Ammler> or rsync... 17:40:25 <Ammler> well, the offer is made, up to you :-) 17:40:36 *** staN [~Miranda@p5B05BDB5.dip.t-dialin.net] has joined #openttd 17:41:09 *** |Jeroen| [~jeroen@d5152B25B.access.telenet.be] has quit [Quit: oO] 17:42:36 <andythenorth> michi_cc: I set 400 and ran it for a couple of months. 16t out of 48t. Station rating is 74% 17:42:49 <andythenorth> Destination is next station on a simple A>B route 17:42:51 <andythenorth> using trams 17:43:03 <Rubidium> Ammler: feels like there are more outstanding offers than actually being built binaries ;) 17:45:33 <CIA-1> OpenTTD: translators * r22377 /trunk/src/lang/ (hungarian.txt spanish.txt): 17:45:33 <CIA-1> OpenTTD: -Update from WebTranslator v3.0: 17:45:33 <CIA-1> OpenTTD: hungarian - 3 changes by IPG 17:45:33 <CIA-1> OpenTTD: spanish - 1 changes by Terkhen 17:45:55 <michi_cc> andythenorth: src/cargodest.cpp line 765, replace DistanceManhattan by DistanceSquare. 17:46:23 <michi_cc> andythenorth: If you still get not enough cargo with that change you might have found a new bug :) 17:46:45 * andythenorth is happy to serve ;) 17:47:06 *** ctibor|spi [~quassel@77.48.228.43] has quit [Read error: Connection reset by peer] 17:47:14 *** ctibor [~quassel@77.48.228.43] has joined #openttd 17:47:30 <michi_cc> Oh, and if you say simple tram service, is it town local or between towns/industries? 17:47:50 <andythenorth> primary industry > secondary industry 17:49:10 <michi_cc> Okay, there you should be able to get everything. Town local traffic on the other hand will always have some part that you won't be able to transport due to source and dest tile being too near. 17:51:04 <andythenorth> michi_cc: with the change to DistanceSquare I have 32t of 48t against a 73% station rating ;) 17:51:11 <andythenorth> works better according to my maths 17:51:34 <Ammler> Rubidium: not aware of another outstanding offer :-) 17:53:26 *** ZirconiumX [561b9caa@ircip2.mibbit.com] has joined #openttd 17:53:43 <Rubidium> that patch pack 17:53:46 <ZirconiumX> hello all 17:54:15 <ZirconiumX> What is the AI API function for the end of a list 17:54:42 <ZirconiumX> .End() doesn't work -neither does .Finish() 17:54:42 *** Lakie [~Lakie@82.152.250.119] has quit [Quit: bbiab] 17:54:49 <ZirconiumX> while (!townlist.Finish()) 17:54:58 <ZirconiumX> is my code in question 17:55:14 <andythenorth> why does engine pool deserve to remain in advanced settings? 17:55:17 <andythenorth> just enable it by default 17:55:27 *** sla_ro|master [slaco@95.76.27.160] has joined #openttd 17:56:44 *** DanMacK [~DanMacK@206.191.69.149] has joined #openttd 17:59:02 *** sla_ro|vista [slaco@95.76.27.160] has quit [Ping timeout: 480 seconds] 18:00:10 *** fonsinchen [~fonsinche@brln-4dbc3013.pool.mediaWays.net] has quit [Remote host closed the connection] 18:00:33 <planetmaker> michi_cc: I just fond an oddity where the train stops loading for some reason. See forums thread 18:03:58 <michi_cc> planetmaker: Online conent doesn't find the used version of german townnames and wallyweb objects 18:05:53 <planetmaker> ah, sorry, thought they were. Here they are: http://devs.openttd.org/~planetmaker/patches/townnames_objects.zip 18:06:12 <planetmaker> and forgot the townnames 18:07:18 <planetmaker> anything else missing? 18:11:18 <michi_cc> german-townsnames.grf is still missing 18:12:23 <LordAro> anybody like to help with another bash issue? http://pastebin.com/dYevMzwu <-- line 15 18:13:05 * Zuu_ wonders why he can't ctrl+click on orders to go to the order location 18:13:33 <Zuu_> /orders/timetable lines/ 18:17:14 <planetmaker> hm... still? 18:17:37 <planetmaker> it's not the one within the linked zip? 18:17:48 <andythenorth> michi_cc: that fix has flooded my network with cargo :o :D 18:18:04 *** lasershock [~lasershoc@hd9483b29.seveveb.dyn.perspektivbredband.net] has quit [Read error: Connection reset by peer] 18:18:20 <michi_cc> OpenTTD says it isn't. Well, it works without, who cares about proper town names :) 18:19:43 <planetmaker> hm, try this: http://devs.openttd.org/~planetmaker/patches/german-townnames.grf 18:20:02 <planetmaker> it's mine, I may distribute it without readme ;-) 18:20:37 <frosch123> so, yacd does not prefer towns starting with H ? :p 18:20:50 *** lasershock [~lasershoc@hd9483b29.seveveb.dyn.perspektivbredband.net] has joined #openttd 18:20:56 <andythenorth> michi_cc: got another interesting problem 18:21:08 <andythenorth> got an industry which is distributing cargo somehow 18:21:17 <andythenorth> but not to the only station nearby 18:21:23 <andythenorth> so I don't know where it's going :P 18:21:59 <michi_cc> planetmaker: Okay, bug found. The consecutive orders 4 and 1 have the same station, which confused the route pre-fill from orders. When I exclude that from pre-fill and cycle the orders once it loads the cargo. 18:22:02 <planetmaker> click on the destination in the industry window 18:22:15 <planetmaker> michi_cc: didn't get better when I change that, though 18:22:15 <michi_cc> andythenorth: save? 18:22:45 <planetmaker> though... hm, I didn't cycle then 18:22:48 <michi_cc> planetmaker: toggle non-stop on an order, that retriggers the pre-fill, and then cycle once 18:22:55 <planetmaker> ah 18:28:38 <ZirconiumX> You get slightly worried - when OpenTTD gives 18:29:15 <ZirconiumX> Your script made an error: the index 'AIAbstractList' does not exist 18:29:17 *** Doorslammer [770b0ada@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:29:37 <ZirconiumX> I think I should revert to 1.0API 18:30:26 *** ctibor [~quassel@77.48.228.43] has quit [Remote host closed the connection] 18:32:05 <ZirconiumX> Yexo, Zuu_, Could you help me with that 18:32:22 <ZirconiumX> the AIAbstractList problem 18:32:30 <Zuu_> On forums? 18:32:32 <ZirconiumX> townlist.Sort(AIAbstractList.SORT_BY_VALUE, false); 18:32:44 <ZirconiumX> is the line 18:32:45 <frosch123> http://noai.openttd.org/docs/1.1.0/ai__changelog_8hpp.html <- ZirconiumX 18:32:45 <Zuu_> Which API version do you use? 18:33:05 <Zuu_> IIRC AIAbstractList was removed in the 1.1 API. 18:33:34 <Zuu_> If you however have told OpenTTD to use 1.0 or 0.7 and you get this error, then it is a bug in OpenTTD. 18:33:40 *** TWerkhoven [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has joined #openttd 18:34:06 <ZirconiumX> bug with 1.0API and 0.7API 18:34:23 *** Intexon [~Intexon@blk-222-147-135.eastlink.ca] has joined #openttd 18:34:36 <Zuu_> Also notice that if you have told OpenTTD that you use 1.1 but use a library written for the 1.0 API, you can get errors like this as the library will run in the AI scope and not in a scope of its own. 18:35:14 <ZirconiumX> fixed in 1.1API 18:35:21 <andythenorth> michi_cc: save posted 18:35:22 <Zuu_> Not fixed, chenged 18:35:25 <ZirconiumX> but I think this is a bug 18:35:51 <ZirconiumX> thanks Yexo and Zuu 18:36:33 <Zuu_> In < 1.1 AIAbstractList existed, but in 1.1 and later it has been removed. 18:36:59 <Zuu_> The members of AIAbstractList has been moved to AIList. 18:37:10 <ZirconiumX> I have a feeling the 'simulator' has a bug 18:37:50 <andythenorth> michi_cc: industries recalculate destinations, according to link quality? (and how often)? 18:38:52 <ZirconiumX> @calc 26*26 18:38:52 <DorpsGek> ZirconiumX: 676 18:39:00 <ZirconiumX> D: 18:39:09 <ZirconiumX> maybe not 18:39:20 *** ZirconiumX [561b9caa@ircip2.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 18:39:26 *** ctibor [~quassel@77.48.228.43] has joined #openttd 18:39:43 <michi_cc> The recalculate the weight for each destination per month (but not the actual destination), but only according to stockpile and production of the target. Your service has no influence at all on the destination chooser. 18:40:49 <michi_cc> Hmm, I wonder when the first one will post to the forum asking how to merge YACD and cargodist... 18:41:51 <andythenorth> how does production at target affect weighting? 18:42:07 *** Twerkhoven[L] [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has joined #openttd 18:44:14 <Ammler> planetmaker: you should use bananas grfs :-P 18:44:41 <michi_cc> more production -> higher weight 18:45:16 <planetmaker> Ammler: yes and no. I can't bananas every version of my grfs. 18:46:09 <michi_cc> andythenorth: Re your savegame: The forst is inside the catchment area of Snoozeweed Valley, so the cargo is directly going there. Docks have a catchment of 5 tiles (which means the whole station gets catchment 5). 18:46:15 *** Zuu_ is now known as Zuu 18:46:15 <andythenorth> I thought so 18:46:23 <andythenorth> but game doesn't show me that 18:46:48 <andythenorth> it's the issue with station catchments being not what players expect? 18:47:19 <Zuu> michi_cc: Forgot to say on forum, but I very much like the work you've done with YACD. 18:47:58 <michi_cc> Probably, but that's a trunk problem as well. YACD does penalize stations further away from the source tile, it's just that the tram link is considered more expensive in this specific case. 18:48:38 <andythenorth> I made a graphic of it once: http://tt-foundry.com/misc/station_catchment_supply.png/ 18:49:03 <andythenorth> so dock makes my station catchment 5 tiles from each tile? 18:49:27 *** ctibor [~quassel@77.48.228.43] has quit [Ping timeout: 480 seconds] 18:49:49 <andythenorth> might as well scrap that tram :P 18:50:11 *** ctibor|spi [~quassel@77.48.228.43] has joined #openttd 18:50:29 <michi_cc> If you make the link faster, for example by moving the tram stops at Valley to the two tiles nearer to woods or getting a faster tram, that might be enough to be better than the distance penalty. 18:50:55 <andythenorth> I don't have a faster tram ;) 18:51:03 <andythenorth> although that is in my power to fix 18:51:25 <andythenorth> this is fun ;) 18:52:07 <michi_cc> But yes, the station catchment is the biggest catchment of all station parts (so a bus stop connected to an airport will get a large catchment.) 18:52:45 <michi_cc> Zuu: Thanks. 18:53:35 <andythenorth> the freight tactics do work 18:53:48 <andythenorth> YACD makes quite a realistic + fun logging network 18:54:01 <andythenorth> although I'm losing money due to weak trains :P 18:54:31 * planetmaker finally found use for big oil tankers: link between two regional oil terminals ;-) 18:54:42 <planetmaker> thanks to FISH 1k tons can be shipped at once 18:54:52 <andythenorth> apparently larger ones are needed :P 18:55:01 <planetmaker> no, they aren't 18:55:14 <planetmaker> it hasn't yet picked up a single drop of oil :-P 18:55:29 <andythenorth> planetmaker: you need those with 10m liters capacity :P 18:55:29 <planetmaker> it's currently just telling the oil rigs on the other part of the map: a connection exists 18:55:40 <Belugas> fish oil? 18:55:51 <DanMacK> Is there a binary of YACD available? 18:56:53 *** Dreamxtreme [~Dream@92.18.120.75] has joined #openttd 18:57:01 <andythenorth> DanMacK: windows? 18:57:22 <planetmaker> Belugas: maybe also that ;-) 18:57:26 <Zuu> planetmaker: Has the helicopter oilrig bug been fixed in the last bananas OpenGFX industries? Anyway, I'm not going to fiddle with the NewGRFs midgame ;-) So the oilrig people have to live with ferries. 18:57:42 <andythenorth> what's the bug? :o 18:57:44 <planetmaker> hm, what heli oil rig bug? 18:57:53 <planetmaker> ah, you mean no station anymore? yes 18:58:06 <Zuu> That you can't select an oilrig as destination for an helicopter 18:58:22 <andythenorth> but you can route ships? 18:58:23 <planetmaker> I didn't try that. But it has an air station 18:58:35 <Zuu> Ships work 18:58:42 <andythenorth> unlikely to be a newgrf bug 18:58:47 * andythenorth would be highly surprised 18:58:48 <Belugas> :) 18:59:03 <Zuu> hmm 18:59:13 <Zuu> I don't even have OpenGFX+ industries loaded... 18:59:19 <planetmaker> hm, I like the auto-cargo of CHIPS :-) 18:59:28 <planetmaker> Zuu: I do. Let's see 18:59:30 <Zuu> Only Landscape + Trains + Vehicles + Airports + Trees 19:00:20 <Zuu> Landscape 0.2.1, Trains 0.2.4, Vehicles r80, Airports r73, Trees 0.2.2 - and Aviators Aircraft v1.81 19:00:36 <andythenorth> planetmaker: if you've found a way to *break* the water-station tile at rigs, please let me know 19:00:47 <andythenorth> it would be most useful 19:00:59 <planetmaker> works, Zuu 19:01:26 <Zuu> Uhm, forgive me. I must have clicked on the wrong tile. 19:01:27 <andythenorth> Zuu: what icons are in the station sign? 19:01:37 <Zuu> It works now. 19:01:53 <andythenorth> planetmaker: CHIPS "the station set for lazy people" 19:02:12 <Zuu> I just recalled reading about a such bug and stoped to early when I couldn't click on the oilrig. :-) 19:02:23 <DanMacK> Andy, Yes 19:02:27 <DanMacK> Windows 19:02:48 <planetmaker> My testing and fun selection of NewGRFs: http://paste.openttdcoop.org/show/171/ 19:02:48 <Terkhen> andythenorth: the bug was caused because I accidentaly rewrote the special oil rig tile; there was no ship station and no air station 19:02:56 <andythenorth> ho 19:03:12 <Terkhen> the bug is fixed in 0.2.0 19:03:17 <V453000> pm: uk houses? :p 19:03:26 <Terkhen> well, not accidentaly, I just was not aware of what would happen :) 19:03:27 <planetmaker> ah, let's see 19:03:29 <andythenorth> DanMacK: page 2 in the YACD thread 19:03:29 *** Chillosophy [~Chillosop@ip91350749.adsl-surfen.hetnet.nl] has joined #openttd 19:03:32 <V453000> :) thx 19:04:36 <planetmaker> V453000: Town and Industry - UK houses Beta 0.3 19:04:58 <planetmaker> do you find it with that? 19:05:48 <V453000> yeah 19:05:49 <V453000> thanks 19:05:52 <V453000> what a name :D 19:05:59 <planetmaker> you're welcome 19:07:06 <V453000> holy cow O_o I am just being kept surprised how awesomely detailed graphics pikka makes 19:07:11 <V453000> just masterpiece 19:07:20 * Zuu should go and grab CHIPS 19:07:31 * andythenorth needs to make MAYO next 19:07:59 <Terkhen> what's MAYO? 19:08:07 <andythenorth> dunno 19:08:18 * Zuu thinks more selfexplaining names would be useful to new players. 19:08:23 <Terkhen> an space set? :) 19:08:25 <andythenorth> screw new players :P 19:08:30 <Terkhen> with space stuff 19:09:02 <andythenorth> Zuu: suggest some alternatives for my sets then :D, eg. 19:09:09 <andythenorth> FIRS Industry Replacement Set 19:09:14 <andythenorth> CHIPS Improves Players Stations 19:09:25 <andythenorth> FISH Is Ships 19:09:46 <__ln__> Terkhen: una preguntita: why do my dictionaries say "el Estado" is written with a capital E? 19:10:07 <Zuu> Written out they work for new players. FISH is also good as it has a connection to sea/ships also when written only as "FISH". 19:10:34 <Terkhen> __ln__: that's strange 19:10:51 <andythenorth> I mostly write them out ;) 19:10:53 <Terkhen> it's usually written "estado" 19:11:04 * andythenorth thinks improving bananas would do more for new players 19:11:09 <Terkhen> but capitalizing it in the middle of a sentence... I don't remember seeing that :P 19:11:17 <andythenorth> I would have helped with that...then this YACD thing got released :P 19:11:48 <Zuu> well, as long as you set tags as well as writing out the names, it soundn't be a big issue to find the sets. 19:12:28 <__ln__> Terkhen: thanks, i'll use the lowercase versión then. 19:13:48 <planetmaker> he, meanwhile the big oil shuttle is my ship with the biggest earnings :-) 19:14:16 <andythenorth> planetmaker: I could code you a bigger one...for even bigger earnings 19:14:30 <andythenorth> I have plans to add a 1404t version to later FISH 19:14:40 <andythenorth> players 'know' that bigger ships are better 19:15:53 <planetmaker> andythenorth: but it's not yet used up to capacity 19:16:05 <planetmaker> I just bought it in order of "fire and forget" that water link :-P 19:16:10 <andythenorth> planetmaker: you're clearly not using a realistic scenario 19:16:14 <planetmaker> not? 19:16:15 <andythenorth> or industry set 19:16:26 <planetmaker> I use OpenGFX+ Industries 19:16:32 <andythenorth> where are your 15k production oil wells, in clusters of 20? 19:16:50 * andythenorth waves vaguely in direction of Amazon Kindle 19:16:56 <planetmaker> but... 'realistic'... the oil wells produce each about 70 ... 200k liters per month 19:17:11 <andythenorth> they should be producing 15m to be realistic :P 19:17:20 <planetmaker> and there are 4 .. 6 in those fjords. which is enough 19:17:28 <andythenorth> no you need far more for realism :P 19:17:35 <andythenorth> and the ships should be realistic capacity 19:18:03 <andythenorth> real ships are like....50,000,000,000l 19:18:18 <andythenorth> this game sucks 19:18:26 * andythenorth will now resume doing other things 19:18:47 <DanMacK> same with trains, each freight car should handle like 100 Tons 19:18:57 * andythenorth observes two things 19:19:13 <DanMacK> ? 19:19:19 <andythenorth> (1) lego eventually gave in and started making 8 wide vehicles that could seat two minifigs 19:19:26 <andythenorth> after years of complaints 19:19:33 <andythenorth> (2) then they stopped 19:19:44 <andythenorth> and went back to 4 wide *because it's a fricking toy* :P 19:20:02 <andythenorth> ho ho ho 19:20:30 <andythenorth> but this can go the other way too 19:20:58 <andythenorth> Amazon Kindle doesn't have a backlight. It uses a demonstrably better display technology, which is easier on the eye, and uses less battery, but needs illumination 19:21:14 <andythenorth> but go read the consumer reviews. No-one will buy a kindle because it doesn't have a backlight 19:21:26 <andythenorth> they know they need a backlight. And Amazon are just being cheap 19:21:38 <andythenorth> "why don't Amazon listen to me" 19:21:50 * andythenorth may have digressed 19:22:14 <andythenorth> "I don't want to put a 40w bulb on in my bedroom at night. It will wake my husband" 19:22:16 <planetmaker> :-) 19:22:43 <andythenorth> So instead "I'll quite happily run by 65w backlight, which directs all the light straight into his face" :P 19:22:46 <planetmaker> the solution would be easy: a small LED light on a lever 19:22:46 <Mazur> Estado would be capitalised if it's (part of) a name. 19:22:54 <andythenorth> planetmaker: they exist ;) 19:22:57 <planetmaker> I know 19:23:02 <planetmaker> as USB version or so 19:23:11 <__ln__> Mazur: naturally in that case 19:23:19 <andythenorth> being right doesn't always lead to win 19:23:29 <planetmaker> nope, it doesn't 19:23:31 <andythenorth> just look at PHP, wordpress, drupal 19:23:37 <andythenorth> win win win 19:23:43 * andythenorth wonders what the question was? 19:24:25 *** Chillosophy [~Chillosop@ip91350749.adsl-surfen.hetnet.nl] has quit [] 19:24:56 <andythenorth> anyway, I like this YACD thing 19:25:04 <andythenorth> that's no reflection on cargodist, which I never tried 19:25:17 <andythenorth> YACD transforms game for me similar to pBS 19:26:15 <planetmaker> http://imagebin.org/150466 <-- andythenorth ;-) 19:26:36 <andythenorth> well it's a fast truck :P 19:26:42 <planetmaker> AIs not always know what is good, it seems ;-) Yes, I suppose 19:26:47 <planetmaker> the fastest probably 19:27:05 <andythenorth> they're making money, who am I to criticise? 19:27:10 <andythenorth> maybe the machines know best 19:27:28 <andythenorth> I currently have no money :( 19:27:47 <andythenorth> and a beautiful pile of logs at a station, waiting for bigger trains 19:28:48 <planetmaker> hm, since I switched on cargodist for all cargos, most AIs go bancrupt. Only that blue AIAI copes somewhat 19:29:25 <andythenorth> presumably AIs could learn about this 19:29:40 <andythenorth> might be easier for an AI to calculate the graph 19:29:51 <michi_cc> Needs an extension to the NoAI API though. 19:32:01 <planetmaker> it would need that, yes 19:37:16 *** sllide [~jari@ip565eb113.direct-adsl.nl] has joined #openttd 19:38:50 *** Twerkhoven[L] [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 19:39:15 *** Twerkhoven[L] [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has joined #openttd 19:44:29 <Eddi|zuHause> <andythenorth> would definitely be nice to have a default timetabled wait :P <-- one of the timetable patches around here lets you do ctrl+click on wait time to set all wait times in the timetable simultaneously 19:51:16 <xQR> anyone else noticed that on windows openttd servers it is impossible to do a graceful quit for clients? it's always a socket error 10054 (connection reset by peer) 19:52:18 <xQR> which triggers bug 2 i found: in case of a quit due to a socket error the server won't inform admin interface clients that a player left :/ 19:52:54 <xQR> so basically my admin interface client never knows when a client quits 19:53:54 <planetmaker> hm... we have this year's first thunderstorm here :-) 19:54:44 <planetmaker> (no, it's not a parabole to your remarks) 19:55:19 <xQR> ^^ 19:55:26 <Rubidium> xQR: does sound like FS#4585; does the solution described there help? 19:55:27 <planetmaker> xQR: I guess no-one noticed really... care to make a bug report about it? 19:55:34 <planetmaker> :-) 19:55:41 <xQR> yeah just found that fs entry 19:56:03 <xQR> i wanted to create an entry but did a search first and was happy that i am not the only one who noticed it 19:56:05 <xQR> yorick ftw :) 19:57:09 <xQR> Rubidium haven't tried yet, but i am quite sure it will, as i noticed the same: that call to notify the admin interface is simply missing from that function, probably was forgotten 19:58:17 <xQR> mhh but i don't find an entry about the connection resets on windows servers, guess i will create one for that now 19:58:29 <xQR> have tried 20 times, disconnected from the server in all ways possible 20:00:03 <xQR> the openttd client seems to be a bit impatient in general - even on linux where you CAN have graceful disconnects it's quite rare 20:00:52 *** Twerkhoven[L] [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has quit [Ping timeout: 480 seconds] 20:00:54 <xQR> which is what happens if you send a quit but close the socket immediately afterwards - whether the quit packet gets out before the socket close is just random 20:06:30 <Rubidium> the queue is always flushed to the network buffers before closing, unless the socket is already closed or the buffer is full 20:06:55 <xQR> yeah but i know from my own programs that not even flushing the queue is a guarantee that it will get sent before socket shutdown 20:07:17 <xQR> what helps is something simple like a stupid 100 ms sleep before doing the socket shutdown 20:07:36 <Rubidium> and let all clients lag for 3 ticks? ;) 20:08:07 <xQR> how would a client waiting 100 ms affect all other clients on the server? 20:08:24 <Rubidium> oh, letting the client wait 20:08:34 <Rubidium> +only 20:08:41 <xQR> sure, the client is the one that doesn't get the quit packet out before shutting down its socket 20:08:45 <Rubidium> as the networking code is pretty similar for both the server and client 20:08:46 <xQR> so the server never receives the quit packet anymore 20:10:09 <xQR> i couldn't explain why, i'd assume a flush will make sure it is really sent and when the shutdown is done afterwards the data before should always reach the server before the socket shutdown 20:10:14 <xQR> but i've made that experience on both windows and linux 20:10:51 <xQR> though it varies, probably depending on many variables like network drivers used, operating system settings, current whether in south africa... 20:11:13 <xQR> but a stupid sleep of some milliseconds makes a huge difference even if it's very hot in south africa :> 20:15:22 <Eddi|zuHause> so... i don't know why everybody thinks YACDest is so difficult... i'm making waaay more money than in my daylength 8 + cargodist game, and i have only connected two cities yet 20:15:41 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has joined #openttd 20:16:03 <Eddi|zuHause> (i also had town cargo *2^-4 in that game) 20:18:04 <planetmaker> Eddi|zuHause: not everybody ;-) 20:18:12 <planetmaker> But is more difficult than default 20:22:05 *** sla_ro|master [slaco@95.76.27.160] has quit [Quit: Mutant Co-Op - C&C Renegade] 20:22:54 <Eddi|zuHause> the industry window could also show sources, not only destinations for cargo 20:24:20 <Rubidium> Eddi|zuHause: like the cargo chain, but then with actual industries and amounts? :) 20:28:56 <andythenorth> Eddi|zuHause: YACD is easy with PAX, if you pick the right starting cities 20:29:02 <andythenorth> and build the network very fast 20:29:16 <andythenorth> I was raining money in my second game 20:30:07 *** perk11 [~perk11@81.17.157.195] has joined #openttd 20:30:28 <supermop> what is yacd? 20:30:44 * andythenorth suggests a topic change :P 20:30:48 <andythenorth> or we teach brot 20:30:54 <andythenorth> is there brot here? 20:31:05 <supermop> no idea whats going on 20:31:40 *** NOUK [~KEM@ALyon-158-1-107-36.w90-29.abo.wanadoo.fr] has joined #openttd 20:32:39 <andythenorth> supermop: visit the forums - openttd dev section 20:34:08 * andythenorth browses screenshots 20:34:16 * andythenorth should play flat maps instead of hilly 20:38:31 *** DOUK [~KEM@ALyon-158-1-107-36.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 20:39:47 <supermop> hmmmmmm 20:41:09 *** bdavenport [~bdavenpor@mail.companioncabinet.com] has quit [Remote host closed the connection] 20:41:23 *** Adambean [AdamR@82.hosts.reece-eu.net] has joined #openttd 20:42:39 * andythenorth wants a way to build 50% slopes :P 20:42:42 <andythenorth> for trains 20:43:01 <andythenorth> i.e. take 2 tiles to rise 1 height level 20:44:58 <michi_cc> Eddi|zuHause: It needs collapsible sections for each cargo and/or a scrollbar first, though. 20:45:32 * DanMacK wants to try YACD with his current settings 20:48:36 <planetmaker> :-) 20:49:19 <planetmaker> but the slope is already configurable, andythenorth ;-) 20:49:29 <planetmaker> (but not in the way you mean ;-) ) 20:49:34 <andythenorth> I know 20:49:45 <andythenorth> I already turned down the freight weight multiplier instead 20:50:08 <andythenorth> in the absence of more powerful trains....civil engineering seems the way to go 20:50:13 <andythenorth> inclined plane? 20:50:19 <andythenorth> ropeway? 20:52:23 <michi_cc> planetmaker: the thunderstorm has arrived here :) 20:52:32 <planetmaker> :-) 20:52:57 <planetmaker> I thought things walk to the East, but ... thunderstorms have their own rules, I guess 20:54:57 <Eddi|zuHause> we had a thunderstorm a few weeks ago 20:54:57 *** dfox [~dfox@ip-94-113-17-246.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 20:55:05 <Eddi|zuHause> and it slightly misaligned the satellite dish 20:55:48 <Ammler> if that is the worst what happen, it wasn't a strong thunderstorm 20:59:48 <andythenorth> Eddi|zuHause: how would shunting work? 21:01:19 <Eddi|zuHause> andythenorth: you assign 100 wagons to a group and send them "go to A, attach to an engine towards B", "go to B, attach to an engine towards C", etc. and the engine says "goto A, attach up to N length wagons towards B" 21:01:52 <andythenorth> so stations corral wagons until a suitable train turns up? 21:02:00 <Eddi|zuHause> yes 21:02:04 <andythenorth> stations would act a bit like depots? 21:02:10 <Eddi|zuHause> yes 21:02:18 <andythenorth> hmm 21:02:28 <Eddi|zuHause> alternatively extend depots to multi-tile 21:02:33 <andythenorth> another idea was 'refit at stations' 21:02:39 <andythenorth> to any valid cargo 21:02:50 <andythenorth> possibly with weighting towards higher-paying 21:02:50 <Eddi|zuHause> so you can either have a loading/unloading station (current station) or a shunting station (current depot) 21:03:18 <andythenorth> Eddi|zuHause: how would this work for other vehicle types? 21:03:43 <andythenorth> can shunting be extended to trucks, ships, planes? 21:03:53 <Eddi|zuHause> andythenorth: you can tell the wagon "load onto a ship towards X"? 21:04:04 <andythenorth> hmm 21:04:11 <Eddi|zuHause> the ship is not much different from an engine 21:04:11 <andythenorth> so ships are floating depots? 21:04:24 <Eddi|zuHause> no, ships are floating engines 21:04:45 * andythenorth wonders what would actually happen if a depot moved around 21:05:16 <andythenorth> but anwyay... 21:05:48 * andythenorth was wondering how to have, e.g. general goods ships 21:06:02 <andythenorth> capable of carrying any cargo meeting certain class 21:08:30 *** Prof_Frink [~proffrink@027c9fee.bb.sky.com] has joined #openttd 21:15:22 *** TWerkhoven [~twerkhove@cpc14-linl7-2-0-cust28.sgyl.cable.virginmedia.com] has quit [Quit: He who can look into the future, has a brighter future to look into] 21:17:31 <frosch123> night 21:17:35 *** frosch123 [~frosch@frnk-4d009ea6.pool.mediaWays.net] has quit [Remote host closed the connection] 21:18:15 *** KritiK [~Maxim@95-27-195-80.broadband.corbina.ru] has quit [Quit: Leaving] 21:19:28 *** fonsinchen [~fonsinche@brln-4dbc3013.pool.mediaWays.net] has joined #openttd 21:21:11 *** andythenorth [~Andy@host217-44-165-57.range217-44.btcentralplus.com] has quit [Ping timeout: 480 seconds] 21:21:55 <Eddi|zuHause> somehow the paper mill doesn't produce any manufacturing supplies, even when supplied with a trainload of wood 21:25:06 *** perk11 [~perk11@81.17.157.195] has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 21:28:32 *** ar3k [~ident@ebk212.neoplus.adsl.tpnet.pl] has joined #openttd 21:31:54 <Eddi|zuHause> note: works better if you cover all tiles of the industry ;) 21:33:48 *** fonsinchen [~fonsinche@brln-4dbc3013.pool.mediaWays.net] has quit [Remote host closed the connection] 21:35:09 *** sllide [~jari@ip565eb113.direct-adsl.nl] has quit [Remote host closed the connection] 21:35:57 *** ar3kaw [~ident@ecc81.neoplus.adsl.tpnet.pl] has quit [Ping timeout: 480 seconds] 21:40:53 *** douknoukem [~KEM@ALyon-158-1-107-36.w90-29.abo.wanadoo.fr] has joined #openttd 21:42:01 *** NOUK [~KEM@ALyon-158-1-107-36.w90-29.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 21:42:52 *** KenjiE20 [~KenjiE20@92.8.73.122] has quit [Remote host closed the connection] 21:43:41 *** KenjiE20 [~KenjiE20@92.8.73.122] has joined #openttd 21:46:02 * DanMacK wishes there was a way to have a producing and accepting industry close by that doesn't require more than 1 station... 21:51:35 *** KenjiE20 [~KenjiE20@92.8.73.122] has quit [Remote host closed the connection] 21:52:24 *** KenjiE20 [~KenjiE20@92.8.73.122] has joined #openttd 21:54:06 *** bryjen [~bryjen@76.92.85.169] has joined #openttd 21:54:45 <Terkhen> good night 21:55:42 *** Mucht [~Martin@chello084115143107.3.graz.surfer.at] has quit [Remote host closed the connection] 21:56:42 <michi_cc> YACD 1.1 is out! 21:57:15 <planetmaker> time for an update :-) 21:59:34 <planetmaker> but first time for sleep. Good night 22:01:21 *** KenjiE20 [~KenjiE20@92.8.73.122] has quit [Remote host closed the connection] 22:02:09 *** KenjiE20 [~KenjiE20@92.8.73.122] has joined #openttd 22:02:48 *** ecke [~ecke@188.75.130.59] has joined #openttd 22:08:17 *** KenjiE20 [~KenjiE20@92.8.73.122] has quit [Quit: WeeChat 0.3.4] 22:14:02 * DanMacK waits for the YACD 1.1 binary now 22:16:20 *** afk [~Dream@92.18.104.30] has joined #openttd 22:16:32 *** Dreamxtreme [~Dream@92.18.120.75] has quit [Read error: Connection timed out] 22:17:09 *** afk is now known as Dreamxtreme 22:25:50 *** douknoukem [~KEM@ALyon-158-1-107-36.w90-29.abo.wanadoo.fr] has quit [Read error: Connection reset by peer] 22:29:02 <Wolf01> 'night 22:29:07 *** Wolf01 [~wolf01@host41-233-dynamic.14-87-r.retail.telecomitalia.it] has quit [Quit: Once again the world is quick to bury me.] 22:29:13 *** Lakie [~Lakie@82.152.250.119] has joined #openttd 22:35:20 *** KouDy [~KouDy@elite.atlastelecom.ro] has joined #openttd 22:41:55 *** Zuu [~Zuu@h-114-141.A98.priv.bahnhof.se] has quit [Ping timeout: 480 seconds] 22:53:38 *** Progman [~progman@p57A1C82B.dip.t-dialin.net] has quit [Remote host closed the connection] 22:55:22 *** KouDy [~KouDy@elite.atlastelecom.ro] has quit [Quit: Leaving.] 22:55:48 *** Kurimus [Kurimus@dsl-tkubrasgw1-fe21dc00-138.dhcp.inet.fi] has quit [] 23:00:03 *** KouDy [~KouDy@elite.atlastelecom.ro] has joined #openttd 23:00:29 *** supermop [~daniel_er@rrcs-72-43-171-87.nyc.biz.rr.com] has quit [Quit: supermop] 23:00:30 *** KouDy [~KouDy@elite.atlastelecom.ro] has quit [] 23:03:28 *** KouDy [~KouDy@elite.atlastelecom.ro] has joined #openttd 23:06:17 *** Cybertinus [~Cybertinu@tunnel3304.ipv6.xs4all.nl] has quit [Remote host closed the connection] 23:16:00 *** KouDy [~KouDy@elite.atlastelecom.ro] has quit [Quit: Leaving.] 23:19:58 *** DanMacK [~DanMacK@206.191.69.149] has quit [Read error: Connection reset by peer] 23:20:19 *** Fuco [~dota.keys@fuco.sks3.muni.cz] has quit [Read error: Operation timed out] 23:21:30 *** supermop [~daniel_er@cpe-67-243-25-39.nyc.res.rr.com] has joined #openttd 23:25:30 *** pugi [~pugi@p4FCC5AF9.dip.t-dialin.net] has quit [Quit: I reject your reality and substitute my own] 23:49:51 *** JVassie_ [~James@92.27.149.231] has quit [Ping timeout: 480 seconds]