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#openttd IRC Logs for 2016-12-06

---Logopened Tue Dec 06 00:00:50 2016
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01:19-!-tokai is "Christian Rosentreter" on +#openttd
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04:51-!-mode/#openttd [-i] by planetmaker
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07:41<crem>or rather moo/
07:52<Alkel_U3>fish go moo
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09:21<andythenorth>ENSP is ridiculously hard to get in this economy
09:21<Sacro>Ooh nice
09:22<andythenorth>this network results in about 50t/month of ENSP
09:23<andythenorth>feeding one blast furnace that produces about 700t/month of pig iron
09:23<andythenorth>it’s harsh :)
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10:03<supermop>so channel working today?
10:05<crem>It's open daily 8am-5pm.
10:05<crem>Ah, you mean not +R..
10:06<crem>Seems to be. It was for registered users only because of recent DCC spam.
10:09<supermop>why bother spamming #openttd
10:12<Sacro>Why not?
10:12<Sacro>@seen Bjarni
10:12<@DorpsGek>Sacro: Bjarni was last seen in #openttd 5 years, 8 weeks, 6 days, 14 hours, 53 minutes, and 1 second ago: <Bjarni> heh
10:12<Sacro>:( I miss himn
10:12<supermop>that's been a while
10:13<Sacro>Some of us have been here a while
10:13<Sacro>I can name various people who have been gone years
10:13<Sacro>@seen KUDr
10:13<@DorpsGek>Sacro: I have not seen KUDr.
10:13<Sacro>@seen KUDr_
10:13<@DorpsGek>Sacro: I have not seen KUDr_.
10:13<Sacro>@seen Celestar
10:13<@DorpsGek>Sacro: Celestar was last seen in #openttd 1 year, 14 weeks, 5 days, 5 hours, 43 minutes, and 12 seconds ago: <Celestar> good day
10:14<Sacro>@seen DarkSSH
10:14<@DorpsGek>Sacro: I have not seen DarkSSH.
10:14<Sacro>@seen DarkVator
10:14<@DorpsGek>Sacro: I have not seen DarkVator.
10:14<peter1139>@seen darkvater
10:14<@DorpsGek>peter1139: darkvater was last seen in #openttd 6 years, 33 weeks, 6 days, 3 hours, 36 minutes, and 8 seconds ago: <Darkvater> good ol' days :)
10:15<Sacro>Ah yes
10:15<Sacro>Silly bot is a stickler for capitalisation
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10:32<supermop>@seen a donut
10:32<@DorpsGek>supermop: seen [<channel>] <nick>
10:32<supermop>need a donut
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11:34<Speedyn>ja entlich
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12:33<Wolf01>Quak too
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13:08*__ln__ has left franconia
13:10<frosch123>did you see me waving?
13:14<@Rubidium>are you in Springfield then?
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13:25<argoneus>good evening train friends
13:26<andythenorth>frosch123: the addition of marine supplies is gameplay genius
13:27<andythenorth>the more I try to get input cargos to make marine supplies, the more marine supplies I need
13:27<andythenorth>and the thresholds are high, much higher than MNSP
13:27<frosch123>wow, an excited andy ! :)
13:33<@Alberth>so the best option is not to make or need marine supplies? :p
13:34<andythenorth>you kind of need them if you want to connect the main chains :)
13:34<@Alberth>bummer :D
13:34*andythenorth wonders if some of the extra industry text could be done with text stack
13:34<andythenorth>it’s a big translation burden, and often has bugs
13:36<@Alberth>endless "production: produces x bla per 8t bla, and y bla per 8t bla, delivering both increases production" texts aren't much fun either :)
13:37<@Alberth>although I am "Done" currently :)
13:38<andythenorth>those are the ones I refer to :)
13:38<andythenorth>seems 100% automatable, if I can figure out the text stack and the units
13:39<@Alberth>breaking them in smaller bits is sufficient, I think
13:39<@Alberth>x bla per 8t bla is not so bad, but you have them in every combination
13:40<@Alberth>as well as the standard suffix texts
13:41<@Alberth>hmm, you'd reduce that to one instance, I guess
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14:25<frosch123>which planned roadtype spec intended to set different slope requirements for roadstops of certain roadtypes?
14:36<__ln__>frosch123: was cloudy, but with my x-ray vision i could see you waving
14:37<frosch123>oh, i expected you would travel by train accoding to this channel's protocol
14:39<__ln__>as much as possible, but since albrecht duerer had built an airport at a convenient location, i used that.
14:40<frosch123>sounds plausible, that guy was not from berlin
14:40<__ln__>sitting on a train right now, besides
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14:58<Wolf01><frosch123> which planned roadtype spec intended to set different slope requirements for roadstops of certain roadtypes? <- you mean the ability to build sloped roadstops on slopes?
14:59<frosch123>nah, i was wondering why the checkslope function for roadstops had a roadtype parameter
14:59<frosch123>but the function actually also computed the cost
14:59<frosch123>and did not only check the slope
15:00<Wolf01>BTW, I'll introduce that feature as bonus (default disabled, new roadtypes could enable it and provide graphics)
15:00<Wolf01>*I would like to
15:00<frosch123>i would stick to first implementing the regular stuff :p
15:00<Wolf01>Yeah, there's time for features
15:01<frosch123>also we decided against providing roadstop graphics via roadtypes
15:03<frosch123>hmm, i wonder how much more iterations it will take to get the build commands right ...
15:03<Wolf01>Ok, we'll ned a grf extension for that
15:04<__ln__>Wolf01: greetings from onboard an italian-made pendolino train
15:04<frosch123>when adding railtracks with one railtype to a tile with existing track of another type, it picks the best compatible railtype to both
15:04<frosch123>we need to do the same for roadtypes
15:04<frosch123>and get cost and infrastructure counts right
15:05<Wolf01>I tried to do it, but I reverted to "just add missing bits"
15:06<frosch123>well, since i added the infrastructure counts, it became more obvious
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15:17<frosch123>yay, costs differ between test and exec run :)
15:17<frosch123>i didn't have that problem in a long time
15:33<andythenorth>skeletons in some cupboards eh?
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15:46<andythenorth>in this steeltown economy, the farms are just landscape features :P
15:51<supermop>sounds about right
15:52<supermop>tree growth limiters
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15:52<supermop>make upper midwestern landscapes look better
15:53<supermop>american farms are more grid-y though, so the sort of random overlapping looks odd
15:57<andythenorth>supermop: have you tried playing it yet? o_O
15:58<supermop>nott yet
15:58<andythenorth>eh it’s quite janky on graphics + text right now
15:58<andythenorth>but it plays ok
16:00<supermop>text only?
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16:06<supermop>link me the night;y real quick?
16:08<supermop>andythenorth: now thinking either lenovo tiny thin workstation or surface book
16:08<andythenorth>lenovo comes with the malware preinstalled? Saving you the hassle getting it yourself? :)
16:16<supermop>that's the idea
16:17<V453000>man lenovo has SO much shit
16:19<supermop>what's V453000 's suggestion?
16:19<V453000>would like to know as well
16:19<supermop>thin thing doesn't take up too much room
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16:34<supermop>andythenorth: arc funace should look more sheddy
16:34<supermop>similar to aluminum plant
16:35<andythenorth>yeah, there’s a bunch of sprites that are just copied from other industries
16:35<andythenorth>arc furnace, galv plant, coke furnace, slag mill
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16:40<supermop>no idea where to start
16:41<andythenorth>blast furnace is lynch pin
16:41<andythenorth>you can circumvent with the arc furnace, but blast furnace is the keystone basically
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16:42-!-joered is "joered " on #openttd
16:44<joered>hi i'm looking for documentation about scenery data format. I have read some code, but now I am looking for documentation on data structures. (I hope to not be rude but I have read the topic)
16:46<supermop>no coke ovens near any of my blast furnaces
16:46<@planetmaker> @ joered ?
16:47<joered>planetmaker, thank you
16:48<andythenorth>supermop: I had to go round map gen a few times :|
16:48<andythenorth>I wonder about forcing the core blast furnace industries to co-locate
16:48<andythenorth>but eh
16:48<joered>I will look around. I am specifically looking for the .scn description
16:48<supermop>unfortunately i have a ton of big mountains in the middle of this map
16:48<andythenorth>yeah, you need it on hilly
16:49<andythenorth>I tried mountainous, and...regret
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17:00<supermop>all my slag plants have snowy roofs in temperate
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17:01<andythenorth>‘jank’ :)
17:01<andythenorth>the more somebody complains, the more motivated I’ll be to fix it
17:01<andythenorth>and stop using a copy of bio-refinery snow spritesheet :P
17:02<Milek7>hm, "1354 new highlights in 1048 chats" in quassel
17:04*andythenorth bed
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17:39<joered>hi! another question, this is on heightmaps: I am readind the manual but how can import a bmp or png image in a scenario ? I am reading about mapgen.. but it is very old 2006 ... is this the right approach ?
17:45<Wolf01>You can load it directly from the game
17:45<Wolf01>The second button on the right "play heightmap"
17:46<joered>Wolf01, I go to bed! :-)
17:47<joered>It was all the time under my eyes! :-)
17:47<joered>Sorry for silly question! but thank you!
17:48<joered>see you soon and thanks again
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17:50<Wolf01>I have an existential crisis instead.. My scenes state machine doesn't know what to do when there is no other scene on the queue...
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18:38<supermop>hmm coal plants as producers of fly ash?
18:38<supermop>maybe idea for andy
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21:09<Eddi|zuHause>don't distract andy with more ideas :p
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---Logclosed Wed Dec 07 00:00:51 2016