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#openttd IRC Logs for 2016-11-27

---Logopened Sun Nov 27 00:00:00 2016
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03:02<andythenorth>dot layout from graphviz is non-deterministic :D
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03:15<@Alberth>although, are you sure you give it the exact same file every time?
03:15<@Alberth>and not eg, generate the file from a Python dictionary, which stores its data in a non-deterministic way?
03:19<andythenorth>it _seems_ to be deterministic for me locally, but bundles varies
03:19<andythenorth>might be different python version, different graphviz, different xyz :)
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03:41<andythenorth>how could I group specialty metals?
03:41<andythenorth>nickel, zinc, copper etc
03:42*peter1138 ponders getting the dev tools out
03:42<andythenorth>which are used for (1) making alloys with iron / steel (2) plating (3) tubes and stuff
03:42<andythenorth>lo peter1138
03:42<andythenorth>doing subways? o_O
03:42<@peter1138>or i could just do the normal thing and go on a bike ride
03:42<@peter1138>nah i usually just update my ancient patches and then leave them to stagnate again
03:42<@peter1138>rgb company colours!
03:43<@peter1138>remember when i had working custom bridge heads once...
03:53<andythenorth>“Base metals” ?
03:53<andythenorth>I need zinc, nickel, copper
03:57<@Alberth>perhaps make an invisible connection between them?
03:58<@Alberth>although, in general, giving dot more freedom produces less bad results
04:00<andythenorth>I think I’ll leave dot to do its thing :)
04:01<andythenorth>too much about vehicle parts
04:02<andythenorth>also I added grain and livestock for food and alcohol
04:02<andythenorth>but maybe that’s not needed
04:03<andythenorth>the flow should be quite linear in this economy, but currently it’s spidering
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04:14<@Alberth>port shouldn't take vehicles?
04:15<andythenorth>the port-type industries are usually where the hax happen to make an economy work without all cargos/industries
04:15<andythenorth>in this economy, they’re not helping at the moment
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04:37<andythenorth>hmm no source for alcohol
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04:41<@Alberth>it's not possible to leave it out, apparently :)
04:48<andythenorth>I might drop it :P
04:49<andythenorth>seems a bit unfair, steelworkers probably like a drink
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06:03<frosch123>until slag/steel it looks good
06:03<frosch123>then it turns weird
06:04<frosch123>3 sources for farm supplies in an economy with hardly farms seems off :)
06:04<frosch123>i would think almost all the steel industries would use eng supplies
06:05<andythenorth>could drop slag as a source of fmsp
06:05<andythenorth>I thought there would be more farm industries when I added that
06:06<frosch123>i would keep slag, and drop the lime
06:07*andythenorth pushed that
06:07<andythenorth>drop alcohol? or import it?
06:08<frosch123>alcohol from port, base metals from bulk terminal, oil from liquid terminal
06:09<andythenorth>I am thinking approx. same
06:09<andythenorth>but I have nothing to deliver to liquid terminal
06:09<andythenorth>so no prod. boost
06:09<frosch123>farm supplies for export?
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06:09<andythenorth>liquid tractors? o_O
06:09<frosch123>hmm, but makes no sense for liquid terminal given the source industries
06:09<andythenorth>I am thinking to expand ‘chemicals’ a bit
06:10<andythenorth>splitting out ‘plastic’ or something
06:10<Eddi|zuHause>fertilizer is usually powdered, not liquid
06:10<andythenorth>not sure
06:10<andythenorth>I don’t know much about chemical industry
06:11<frosch123>alcohol from port, oil from bulk terminal, drop base metals and add aluminium chain instead?
06:11<andythenorth>bitumen from oil -> + slag -> asphalt
06:11<frosch123>asphalt sounds like builindg materials
06:12<andythenorth>it is
06:13<andythenorth>I think it’s too detailed
06:13<frosch123>chemical plant / oil refinery looks redundant
06:13<andythenorth>unless I add plastics or specific petrochemicals
06:13<andythenorth>but I don’t see the point of either, it’s Steeltown, not Petroltown
06:14<andythenorth>Chemical Refinery just looks cool :P
06:14<Eddi|zuHause>lots of roads around here were paved with some kind of slag-cobble, but it turned out to be very slippery when wet, after the initial grippy surface wore off
06:14<andythenorth>could import chemicals and fuel
06:15<andythenorth>I need some liquid cargo for export
06:15<frosch123>alcohol :)
06:15<andythenorth>but from what? Grain?
06:15<Eddi|zuHause>cut the liquid terminal, and add cargo to bulk terminal?
06:15<andythenorth>I did already :)
06:15<andythenorth>now I’m proposing reversing that
06:15<andythenorth>as is FR^2
06:15<andythenorth>oops frosch123
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06:16<andythenorth>sorry :P
06:16<frosch123>andythenorth: i guess engineering supplies for liquid terminal
06:16<frosch123>they just get machinery to unload stuff
06:16<frosch123>nothing for real export
06:17<frosch123>it's like a mine
06:17<andythenorth>as I cut out more cargos, it’s tempting to add more steel types
06:18<frosch123>i still like aluminium
06:18<andythenorth>pipe trains always look good
06:18<andythenorth>aluminium could be imported now
06:18<andythenorth>or bauxite
06:18<frosch123>also a second farm would be cool to dump more of the slag
06:18<andythenorth>I didn’t want an alu. smelter
06:18<frosch123>and to supply alcohol somehow
06:19<Jinassi>It's awfully nice seeing more interaction with ships, but how does that correlate with ship pathfinder? Even a 100 ships can wreck a gameplay, if orders not set right/no buoys/not enough buyos?
06:20<Jinassi>Has there been any update adressing that?
06:20<andythenorth>frosch123: I want to add an engine plant: that would be iron + base metals, and that’s where aluminium could also be used
06:21<frosch123>what exactly are base metals?
06:22<andythenorth>nickel, copper, chromium (and lead, but that’s irrelevant here)
06:22<andythenorth>they go into alloys and for plating
06:22*andythenorth had to look it up :P
06:22<andythenorth>nickel was too specific, as was copper
06:22<frosch123>ok :)
06:23<andythenorth>I’ve got a better graph, just waiting for bundles
06:29<andythenorth>interesting how different the dot output is on bundles vs. locally
06:32<frosch123>that graph is complete, isn't it?
06:32<frosch123>no cargo without producer or accepter
06:35<frosch123>i think the graph looks good, but it has too much farm supplies and to little eng supplies, compared to which industries need it
06:35<frosch123>how about adding engsup as output to metal workshop?
06:35<frosch123>and droppping farmsup from machine shop?
06:35<andythenorth>could do
06:35<andythenorth>or adding more fmsp consumers
06:36<frosch123>well, maybe shipping them to the bulk terminal is fine
06:36<andythenorth>tractors are big in pittsburgh / cologne :P
06:38<frosch123>rename hotel to adventure farm and make it accept fmsp?
06:38*andythenorth wondered about distinguishing steel coil, steel bar etc
06:38<andythenorth>probably not
06:38<frosch123>you already have galvanised steel :)
06:40<frosch123>maybe a forest for fmsp? wood could go to builders yard and metal workshop
06:42<andythenorth>the building materials lacks lumber
06:42<andythenorth>there was a forest, but I removed it when I removed iron works
06:43<andythenorth>original plan I made had recyclables
06:44<andythenorth>I guess weapons factory is out? :P
06:45<frosch123>shipyard is like a port without output cargos
06:45<andythenorth>scrap metal?
06:45<frosch123>spaceport is only useful for accepting nuclear waste
06:46<frosch123>shipyard would accep steel, wood, vehicle parts?
06:46<andythenorth>oil rig fab yard?
06:46<andythenorth>yes, vehicle parts for ships :)
06:46<andythenorth>engines, tyres to hang on the side :)
06:48<andythenorth>I considered a few other things that didn’t make it
06:49<andythenorth>- electrical machinery
06:49<frosch123>make the metal workshop produce mechanics? vehicle factory uses mechanics instead of chemicals?
06:49<frosch123>shipyard then uses steel, wood and mechaincs
06:50<frosch123>or possibly building materials instead of wood
06:51<andythenorth>considered also something like turbines + wind farm components
06:51<andythenorth>exporting those
06:51<frosch123>just needs a better name for "mechanics"
06:51<andythenorth>mechanical components
06:51<andythenorth>overlaps with vehicle parts though
06:52<frosch123>not that much
06:52<frosch123>very different input cargos
06:52<andythenorth>could do body parts and mechanical parts
06:52<andythenorth>powertrain components
06:57<andythenorth>I wouldn’t mind dropping chemicals from vehicle factory, it’s too prevalent
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06:59<frosch123>so, body parts and powertrain parts?
07:00<frosch123>powertrain parts also being used by shipyard?
07:00<andythenorth>body parts sounds like stolen kidneys, but yes
07:00<andythenorth>so does the vehicle factory drop galvanised steel (goes to body plant)? Or does it drop chemicals?
07:01<frosch123>drop chemicals
07:01<frosch123>there are already many chemical destinations and only once source
07:01<frosch123>and the chemicals/paint thing seems a bit far fetched
07:05*andythenorth doing it
07:18<andythenorth>graph would be neater if a metals terminal supplied base metal, also then aluminium
07:25<andythenorth>frosch123: ^ needs either a metals terminal, or an ore dock (and maybe aluminium chain added)
07:25<andythenorth>port could provide food also, there would be very little food, which is bad for arctic / tropic
07:25<Wolf01>andythenorth, ever considered to do somethin like ECS?
07:25<andythenorth>yes, and no
07:26<andythenorth>most of the FIRS game for me is designing economies
07:26<andythenorth>modular systems remove all the interesting design questions, and substitute very boring design questions
07:27<andythenorth>it’s just a technical exercise of ensuring compatibility for all combinations of module
07:27<frosch123>no shipyard?
07:27<andythenorth>not yet, got to go the supermarket in a minute :D
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07:28<andythenorth>airplane factory also? (It’s planned for a ‘seattle’ economy anyway)
07:28<frosch123>seems to be the same as shipyard wrt input/output
07:28<andythenorth>outputs ‘airplane bodies’
07:28<andythenorth>they go somewhere off-map
07:28<frosch123>shipyard appear more visually inteesting to me
07:29<andythenorth>limits the game to post 1930s or so
07:29<andythenorth>shipyard doesn't
07:29<frosch123>and pre 2000
07:30<frosch123>only small planes fit on a train
07:31*andythenorth wonders about aluminium: import it, or smelt it?
07:31<frosch123>if you add it, then smelt it
07:31<frosch123>import bauxite, like manganese
07:32<andythenorth>might add an ore terminal
07:32<andythenorth>dunno what that accepts
07:32<andythenorth>planned for australia / brazil economy also :P
07:32<andythenorth>oh such plans :)
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07:33<andythenorth>bauxite + aluminium puts it at 29 cargos
07:33<andythenorth>that’s probably enough
07:33<andythenorth>import explosives from port?
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07:34<frosch123>and deliver to?
07:34<frosch123>and since when do you try to fill all cargo slots?
07:35<andythenorth>I am trying to keep to less than 30
07:35<andythenorth>explosives -> supply yard -> ensp
07:35<andythenorth>no need
07:35<frosch123>explosives only work for mines, and you are importing all the mine stuff
07:35<frosch123>engsups is for heavy industry in this economy
07:36*andythenorth considers pipe cargo, looks cool in wagons
07:36<frosch123>so steel plate and steel pipe?
07:37<frosch123>does not really work together with the galvanized stuff
07:37<andythenorth>it would have to be a pipe mill
07:37<andythenorth>steel -> pipe -> liquids terminal
07:38<frosch123>i guess is also fine :)
07:38<andythenorth>bit silly
07:38<andythenorth>but might work
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09:23<andythenorth>ho ho
09:24<andythenorth>is PIPE countable bulk? o_O
09:24<andythenorth>or just piece goods?
09:26<andythenorth>and is the unit tonnes, or metres?
09:29<Eddi|zuHause>think like wood logs
09:29<Eddi|zuHause>so, goes on stake wagons
09:30<Eddi|zuHause>and tonnes should work
09:30<andythenorth>wood can be countable bulk :P
09:30<andythenorth>but yes
09:30<andythenorth>it’s piece
09:30<andythenorth>and measuring it by length isn’t funny
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09:32<andythenorth>where’s Muelheim?
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09:47<Eddi|zuHause>there's lots of Mühlheims, but that one is probably in the Ruhr-area
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09:55<andythenorth>fits this economy :)
09:55<andythenorth>for whatever that’s worth (not much)
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10:16<andythenorth>frosch123: ‘pipe’ makes a mess of the graph…is it worth it? I want it solely for the cargo graphics :P
10:19<Eddi|zuHause>can't say anything about that
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10:30<andythenorth>think I have to delete it
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10:32<frosch123>base metals is missing from metal workshop
10:32<frosch123>did you decide against a shipyard?
10:32<frosch123>not sure the pipe mill should get base metals
10:34<andythenorth>I need to add the shipyard :)
10:34<andythenorth>pipe mill now produces ENSP and BDMT
10:34<frosch123>i like the pipe cargo
10:34<andythenorth>ok I’ll revert my delete
10:34<frosch123>the basemetal adds the chaos
10:35<andythenorth>could can that
10:35<andythenorth>just steel
10:35<andythenorth>no cupro-nickel pipes here
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10:38<andythenorth>this economy has an annoying number of coastal industries :)
10:39<andythenorth> game will build them in tiny lakes :)
10:40<frosch123>yes, it's different to the other economies in having very few primary industries
10:40<frosch123>which is good, since it makes it different for playing other than looking different
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10:43<andythenorth>one day I will find a fix to that coastal industry problem
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10:45<andythenorth>so what does shipyard make? o_O
10:45<andythenorth>ENSP? Scrap?
10:45<andythenorth>Some kind of Marine Supplies?
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11:00<andythenorth>frosch123: ok you get aluminium
11:01<andythenorth>Alcoa is a big aluminium company, they started in Pittsburgh
11:01<andythenorth>‘Steeltown’ is Pittsburgh (crossed with the Ruhr)
11:01<andythenorth>so eh :P
11:01<andythenorth>also they made the beer cans for
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11:08<frosch123>shipyard is black hole
11:09<frosch123>though if you add marine supplies, you could deliver them to all the other ports
11:09<andythenorth>he yes
11:09<frosch123>might be more interesting than the normal engsups
11:09<andythenorth>odd concept, might work
11:09<andythenorth>I’ve pushed, waiting for bundles again
11:10<andythenorth>aluminium smelter messes up the graph, because it needs chemicals :P
11:10<frosch123>Wolf01: what nrt stuff are you working on? i don't want to work on the same :)
11:10<Wolf01>Nothing atm
11:10<frosch123>i would add the savegame conversion for roadsubtypes otherwise
11:11<Wolf01>I only implemented part of the patch you linked me yesterday, but I stopped when I noticed it needed the conversion
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11:20<frosch123>vehicle parts to shipyard?
11:21<andythenorth>dunno, seemed like they’d want glass and stuff
11:22<andythenorth>happy to change it
11:22<andythenorth>ach, aluminium plant has chemicals to nobble it in extreme
11:22<andythenorth>otherwise it’s much more efficient than steel mill at converting scrap metal
11:22<frosch123>build materials instead of vehicle parts to shipyard?
11:23<andythenorth>ha, that is plausible
11:23<andythenorth>especially if it’s a marine yard that produces rigs and stuff as well
11:23<andythenorth>like the forum suggestion
11:24<frosch123>split engsups into engsup/marinesup? or keep it as it?
11:24<frosch123>looks done otherweise
11:25<andythenorth>I am thinking split it
11:25<andythenorth>to see if it makes any sense
11:25<andythenorth>I see nothing else to add, but wonder what can be removed...
11:25<andythenorth>machine shop builds tractors, shipyard builds tugs
11:26<andythenorth>aluminium smelter is bothering me
11:27<frosch123>you could drop vehicles and turn them into goods
11:27<frosch123>then you can also drop vehicle dealer and petrol
11:27<frosch123>you can always drop the hotel
11:29<andythenorth>hotel seems to be undeletable
11:29<andythenorth>whenever I delete it, I add it back :P
11:30<andythenorth>I think I depend on it too much for pax when building first route
11:30<andythenorth>MASP seems ugly :P
11:30<andythenorth>SHSP also
11:31<frosch123>why not masp?
11:34<andythenorth>just sounds ugly in my head :)
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11:58<andythenorth>so err…what’s the unit for marine supplies?
11:58<andythenorth>and what if it’s a ship? :P
11:58<andythenorth>vehicles are just ’n vehicles'
11:59<frosch123>i guess crates are the only thing that makes sense to transport
11:59<frosch123>you don't put ships on trucks
11:59<frosch123>at least not real ships
12:02<andythenorth>I’ve pushed, waiting on bundles some more
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12:08<andythenorth>I tried quicklime -> aluminium plant, it’s a bit of a mess
12:08<frosch123>you need to add MASP to the graph script :)
12:08<andythenorth>ach yes
12:09<andythenorth>Extreme aluminium smelter merges both bauxite refining and scrap melting
12:09<andythenorth>this economy should just pick one or the other
12:09<Wolf01>Petroleum Fuels to Vehicle Dealer? Why?
12:09<andythenorth>yeah, I wonder if petrol could be dropped entirely?
12:09<frosch123>remove engsups from the ports now?
12:10<andythenorth>I’ll try it
12:10<andythenorth>main input to smelting aluminium is refined bauxite (aluminia), and some cryolite (wiki that)
12:10<andythenorth>+ loads of electricity
12:10<andythenorth>and some base metal for tuning the resulting alloy
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12:22<andythenorth>dot has done a nice job there
12:23<andythenorth>steel from bottom left, foundation of economy
12:23<andythenorth>over to town and export
12:23<andythenorth>pipe has got a bit isolated
12:23<andythenorth>looping it back to liquids terminal made a mess :P
12:23<Wolf01>frosch123, working on something else than saveload?
12:24<frosch123>andythenorth: the graph script has a list of the supplies labels
12:25<andythenorth>I have just changed it :)
12:25<andythenorth>much better
12:25<frosch123>Wolf01: i pushed some stuff earlier
12:25<Wolf01>Already fetched those
12:25<frosch123>though you may need a new newgrf
12:26<Wolf01>I'm going to remove the old Set/GetRoadTypes()
12:26<frosch123>Wolf01: i am about to remove them :)
12:27<Wolf01>Oh ok
12:27<frosch123>that's part of the savegame conversion
12:27*andythenorth wonders if designing economies to make a nice dot graph is wise :)
12:27<frosch123>earlier i wondered about the autoreplace gui
12:27<frosch123>for trains there is a selection of railtypes
12:27<Wolf01>You already simplified RoadTypeIdentifiers::FromTile too?
12:28<frosch123>andythenorth: it's not the worst thing if players understand the flow :)
12:28<frosch123>andythenorth: but definitely fix the masp before judging :)
12:29<Wolf01><frosch123> earlier i wondered about the autoreplace gui <- yeah, a big mess, I think we should also split trams from there, as you can't even convert a bus to tram in vanilla
12:31<andythenorth>I think that’s worth me play-testing now
12:31<andythenorth>there is probably some back-and-forth with goods, and so on
12:31<frosch123>bulk terminal gets two supplies, intentional?
12:32<andythenorth>yes, we’re over-supplied for FMSP
12:32<andythenorth>relative to demand
12:32<andythenorth>the ports have quite high supply requirements (640t for gung ho)
12:33<andythenorth>that’s why I left ENSP on the ore terminal initially :)
12:33<frosch123>ah, you moved pipe to shipyard
12:33<frosch123>that's why the graph got simpler :)
12:34<frosch123>also add pipe to builders yard?
12:34<frosch123>it's a bit weird that you can send steel to shipyard via and not via pipe mill
12:34<frosch123>but it would be fine if pipe had another destination
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12:36<andythenorth>I think it’s a bit of a mess right now
12:37<andythenorth>I only want the cargo because it might look good on trains :)
12:40<andythenorth>builders yard even has pipe sprites :P
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12:49<andythenorth>I think pipe has to go
12:51<andythenorth>it can be building materials
12:52<andythenorth>pipe can re-appear in some oil-based economy :P
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12:52<frosch123>you mean, keep pipe mill, but make it produce building materials?
12:52<frosch123>and add building materials to shipyard?
12:53<andythenorth>all of those things
12:53<andythenorth>in another economy, import pipe, and use it for vehicles there
12:53<frosch123>replace vehicles with goods, and drop the port?
12:53<frosch123>and drop vehicle dealer
12:53<andythenorth>nah, I want vehicle cargo sprites :)
12:53<frosch123>oh, no alcohol then :p
12:53<andythenorth>and I won’t provide this chain other place
12:53<andythenorth>places *
12:56<andythenorth>could be ‘rolling mill’ not ‘pipe mill’
12:56<andythenorth>but eh
12:56<andythenorth>potato / potato
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13:33<andythenorth>better than
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13:42<andythenorth>drop the farm?
13:42<andythenorth>then make Farm Supplies ‘Logging Supplies’?
13:43<@Rubidium>make it a server farm and use it to transport information
13:43<andythenorth>ha ha
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13:44<andythenorth>that is a whole economy, baseset and grfs :P
13:45*andythenorth was envisaging a network hardware baseset :P
13:45<andythenorth>not sneakernet :)
13:47<frosch123>andythenorth: farm supplies for forest is fine
13:48<andythenorth>bugs me that fertiliser doesn’t go to farm
13:48<andythenorth>also…finland kills 70k-80k moose per year
13:48<andythenorth>and harvests forest fruits and stuff
13:48<andythenorth>so forest -> food? o_O
13:48<andythenorth>or hunting grounds -> food
13:49<andythenorth>no way to increase the output :)
13:49<andythenorth>unless logging supplies includes hunting gear
13:49<frosch123>sounds like a food chain
13:50<frosch123>hunter, rancher, meat grinder, cook, fast food, frozen lasagna, horse meat recycling
13:51<frosch123>could be your first toyland economy :)
13:51<frosch123>ice cream, burgers and such
13:52<frosch123>but might be more a V thing
13:52<andythenorth>you have just described the urban economy I planned :P
13:52<andythenorth>also I thought a florist maybe? o_O
13:52<andythenorth>air-freight flowers
13:52<andythenorth>or dutch tulips
13:53<frosch123>netherland economy?
13:53<andythenorth>coffee, tulips
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13:53<andythenorth>hmm capitalism isn’t really a cargo
13:53<frosch123>benelux economy?
13:54*andythenorth ponders a stupid conceptual economy
13:54<frosch123>then you can add cacao, chocolate, wafers
13:54<andythenorth>transporting ideas to and from universities, governments, marketplaces, newspapers
13:54<andythenorth>we never did slaves :P
13:54<frosch123>ideas are stupid
13:54<frosch123>everyone has ideas
13:54<andythenorth>I have been reading a book again about how much slaving Europeans did around the North Sea
13:54<frosch123>but it requires work to turn them real
13:55<frosch123>viking economy?
13:55<frosch123>ships, beer -> exploration camp -> slaves, food
13:57<andythenorth>raiders -> monasteries -> tribute
13:58<andythenorth>also the Hanseatic league used to blockade the winter grain into Bergen, if the king of Norway had annoyed them
13:58<andythenorth>and Norwegian Stockfish was a major food commodity
13:58<andythenorth>such books :P
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14:07<andythenorth>1. Logging Supplies -> Forest -> Wood. Hunting Grounds -> Food (no production boost)
14:07<andythenorth>2. Logging & hunting Supplies -> Forest -> Wood, Food
14:08<frosch123>don't add too many supply types :)
14:08<frosch123>they are all just boxes
14:09<andythenorth>3. Farm Supplies -> Forest -> Wood. Hunting Grounds -> Good (no production boost)
14:09<andythenorth>Food / Good /s
14:09<andythenorth>don’t really want Logging Supplies, it’s messy
14:10<andythenorth>we need sea ice
14:10<andythenorth>then there can be a fishing hole
14:13<andythenorth>is ice watertypes? o_O
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14:27<Wolf01>Umh, SceneFactory or SceneProvider? I already know (how to build) the scenes, I only need to build them on request
14:46<frosch123>andythenorth: roadtype :)
14:47<frosch123>the ship crossing works different to rail crossing though. while rail crossings are closed some time before the train passes, ship crossing are closed some time after the ship crossed
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15:26<andythenorth>I was thinking of ice water, hovercraft only :P
15:27<andythenorth>or ice sailing rigs
15:28<V453000>andythenorth going wild?
15:29<frosch123>Wolf01: pushed the savegame conversion
15:29<frosch123>m7 6..7 is no longer used
15:29<frosch123>GetRoadTypes is still present with some compatibility code
15:30<frosch123>it's still used in many places
15:30<frosch123>if you have savegames from the earlier patch, they are likely broken now
15:31<frosch123> <- you can have my save though :)
15:52<andythenorth>hunting camp probably works
15:52<andythenorth>no supply boost = ‘interesting’
15:53<andythenorth>I should have consolidated a single ‘Supplies’ for smaller economies maybe
15:53<andythenorth>but eh
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15:56<andythenorth>a moose is 500kg
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15:57<andythenorth>and Sweden shoots 8,000 of them per month, averaged
15:58<andythenorth>50t / month food is probably about right
16:00<Wolf01>I need to fix scenario editor, crashed badly when opening the road toolbar
16:00<andythenorth>is it all separate code there?
16:01<Wolf01>Not really, it shares a lot with normal game, but some initializations must be done there too, and I think I didn't put them into the editor code
16:02<andythenorth>I see :)
16:02<andythenorth>hmm, can I detect rivers
16:02*andythenorth considers fish nets for river fish
16:02<andythenorth>salmon and such
16:02<andythenorth>very arctic :)
16:08<Wolf01> <- we use these here
16:10<Wolf01> and these
16:13<andythenorth>should probably try and detect rivers :P
16:13<andythenorth>not tonight though
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17:22<Guest175>whats the largest most impressive saved game out there that i can download?
17:23<Guest175>with like the entire map already covered in cities and unlimited trains in every nook and cranny of the map?
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18:38<FLHerne>Openttdcoop ones are scary
18:39<FLHerne>Guest175: ^
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19:26<Guest175>thanks flherne ill check t out
19:26<Guest175>what do u mean openttdcoop ones are scary?
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---Logclosed Mon Nov 28 00:00:02 2016