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#openttd IRC Logs for 2017-05-05

---Logopened Fri May 05 00:00:37 2017
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02:07<Eddi|zuHause>don't they speak something closer to catalan in valencia?
02:14<__ln__>afaik valencian is pretty much the same language as catalan
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03:08<quiznilo>woah... departure boards, amazing patch
03:14<@Alberth>bit very detailed, isn't it?
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06:17<quiznilo>https://www.youtube.com/watch?v=m5qdWIUrtBc how to properly transfer coal from train to boat
06:23<FLHerne>Lake freighters really are pretty :-)
06:36<@Alberth>lots of scenic video :)
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06:42<Wolf01>o/
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06:46<@Alberth>o/
06:48<crem>\o
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09:14<SillyMe>Hi, guys! i'm new to the OpenTTD and getting strange crash (video https://2ch.hk/s/src/1926654/14935599474720.webm , sorry is links not allowed). What did i wrong with this crossway?
09:16<crem>Links are welcome here actually. From my understanding, any configuration of signals should not allow crashes, so something is wrong.
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09:30<FLHerne>SillyMe: Mixing block and path signals to enter the same section of track can sometimes cause crashes; they use different logic for when it's clear that can have strange edge-cases
09:30<FLHerne>Still, it's not /supposed/ to happen ever
09:32<FLHerne>SillyMe: Specifically, this looks like the scenario described in https://bugs.openttd.org/task/3928
09:34<FLHerne>SillyMe: Best solution is probably to use path signals for all of that
09:36<SillyMe>Yeah, thnx for answer.
09:37<SillyMe>Exactly my thoughts.
09:39<SillyMe>But when i place path signal at that place train from mines crashes into first train.
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10:37<supermop_>hmm should i keep this road through mountain pass dirt or make it asphalt
10:37<supermop_>it looks very quaint as dirt
10:37<supermop_>but probably need to run a coach service over it, and 40kmh for 100 tiles is going to be killer
10:38<@Alberth>just needs more coaches :)
10:39<supermop_>a convoy of coaches up the mountain road ruins the quaint look
10:39<@Alberth>hmm, good point, dig a tunnel?
10:58<supermop_>Alberth: https://www.tt-forums.net/viewtopic.php?f=47&t=28633&p=1186208#p1186208
10:59<supermop_>now everytown on the map is connected by at least some road
11:00<Alkel_U3>SillyMe: all signals facing that block have to be replaced, including the one from the mines - I assume you didn't do that
11:02<supermop_>but still have lots of nice single track lines through mountains
11:11<Alkel_U3>SillyMe: like so, this should be colision-free https://alkel.info/a/pbs.png
11:13<Alkel_U3>(block signal at the edges of mainline optional, shown just to ilustrate that you shouldn't put a signal right at the exit of a path-signal-served junction)
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11:24<@Alberth>springpack? I hardly even run vanilla :)
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11:37<SillyMe>Alkel_U3: thank you, i'll try that.
11:44<Wolf01>https://xkcd.com/1833/ LOL, that's me
11:46<Wolf01><FLHerne> Still, it's not /supposed/ to happen ever <- 1.6.1 seem to be haunted, I had every kind of problem with that
11:47<Eddi|zuHause>this is great: https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/11896203/
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11:47<FLHerne>Wolf01: It seems I was slightly wrong, in that the bug's marked WontFix
11:48<FLHerne>(because fixing would be too costly in performance, not because it's intended behaviour)
11:48<FLHerne>Also, from 2010
11:48<Wolf01>Lolwhat Eddi|zuHause XD
11:48<Eddi|zuHause>"possible workaround" is the greatest part :p
11:48<FLHerne>>>> "As the maintainer of this piece of software, I have a very important question to ask: WHAT THE ACTUAL *^*&%&W*?"
11:49<Wolf01>I remember about weird stuff happening with pdf, like 6 becoming 8 and 8 becoming g or such
11:50<FLHerne>i.r.t. https://bugs.kde.org/show_bug.cgi?id=379093 - Spectacle logs user out of the system when user clicks Export image > Share > Save as"
11:50<Eddi|zuHause>xerox scanner/copier thingies had that problem with some settings
11:51<Wolf01>XD
11:51<Eddi|zuHause>hence the "workaround" thing
11:51<Wolf01>Ok, going to lego meeting, bye!
11:52<Alkel_U3>don't step on a brick
11:52<Wolf01>I hope to not step on a lego set
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13:07<quiznilo>with FIRS, will it grow a city if I ship Building Materials to a Builders Yard in a city?
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13:12<andythenorth>o/
13:14<@Alberth>o/
13:15<andythenorth>happiness
13:15<andythenorth>is a truck route where no truck ever waits
13:15<andythenorth>and the cargo is always nearly cleared from the station
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13:16<andythenorth>basically this https://vtechworks.lib.vt.edu/bitstream/handle/10919/19218/May_MA_T_2013.pdf?sequence=1
13:16<andythenorth>except I didn’t use any maths
13:16<andythenorth>just trucks
13:18*andythenorth biab
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13:43<quiznilo>if you just drop off farm supplies at a station with two accepting industries, what happens?
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13:45<@DorpsGek>Commit by translators :: r27868 trunk/src/lang/spanish.txt (2017-05-05 19:45:38 +0200 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>spanish: 3 changes by SilverSurferZzZ
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14:10<andythenorth>cat?
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14:36<Alkel_U3>quiznilo: it goes to exactly one, as always. If you need to redistribute stuff like that, you're best off using trucks as the last mile. Also has a benefit of providing more constant stream.
14:38<Alkel_U3>I recall a patch that allowed for cargo to go to multiple industries from a single station, I think it was in Spring Patchpack but I'm not 100% sure
14:38<quiznilo>hmm
14:40<Alkel_U3>replace trucks with narrow gauge railway if you have the right newgrfs for extra style points :-)
14:40<quiznilo>narrow gauge is always stylin'
14:42<andythenorth>ach
14:43<andythenorth>there’s some reason I shouldn’t implement a ‘max distance’ check in FIRS, for industries in same primary -> secondary chain
14:43<andythenorth>what is it?
14:43<andythenorth>dragging peat 256 tiles is boring
14:51<Eddi|zuHause>why? some people build lines along a 2048 map end-to-end
14:52<Eddi|zuHause>also, wouldn't such a check cause a catch-22?
14:52<andythenorth>it could lead to all industries clustering in one map quadrant
14:54<Eddi|zuHause>i think implementing this would be wasted effort
14:54<Eddi|zuHause>it would never work the way you'd like it to work
14:55<andythenorth>it’s working for limited cases
14:55<andythenorth>I use it for 2 or 3 industries currently
14:55<andythenorth>but not applied globally, automatically
14:59<FLHerne>andythenorth: It would be nice to have receiving industries for paired-production cargoes close together
15:00<andythenorth>? o_O
15:00<FLHerne>(e.g. stockyards and textile mills)
15:00<FLHerne>That said, there are a lot of those pairs
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15:00<FLHerne>So would probably be complicated and useless
15:01<FLHerne>But that's the major thing I end up doing manually with "Fund Industry"
15:06<andythenorth>me too
15:06<andythenorth>when the chain needs 3 or 4 industries, and one is missing
15:06<andythenorth>shipping a cargo 128 tiles to a processor, then back the same 128 tiles to a destination seems stupid
15:08<Eddi|zuHause>i don't understand the problem
15:10<andythenorth>the problem is having to transport cargo
15:10<andythenorth>which means building routes
15:10<andythenorth>:P
15:10<andythenorth>building routes is very tedious
15:10<Eddi|zuHause>different problem, i have a sticky alt key ever since a sugar-containing beverage spillt on it
15:10*andythenorth may have misplaced the point of the game
15:12<frosch123>Eddi|zuHause: remove all the keys, and wash them
15:12<andythenorth>or just wash the whole laptop
15:12<Eddi|zuHause>it's not a laptop
15:13<frosch123>you can also easily clean the rest of the keyboard while the keys are removed
15:15<Eddi|zuHause>i'm kinda scared what i find in there :p
15:15<Eddi|zuHause>it's been quite a while since i did that
15:16<frosch123>maybe just leave it open over night, so the cats eat stuff
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15:16<Eddi|zuHause>i don't think it works like that :p
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15:17<andythenorth>the correct answer is to wash it in distilled water, then dry it in a moderately warm place
15:17<andythenorth>but eh
15:18<andythenorth>faff
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16:19<andythenorth>furniture factory is boring http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#arctic_basic
16:19<andythenorth>rest of the economy is kind of…interesting
16:20<andythenorth>sulphur bridges the main chains in a nice way
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17:09-!-Wormnest__ is "Wormnest" on #openttd
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17:54-!-fiatjaf is "~" on #openttd #fish
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19:33-!-Biolunar is "Biolunar" on #openttd #suckless
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19:55-!-Snail is "Jacopo Coletto" on #openttd
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20:43-!-HerzogDeXtEr1 is "purple" on #openttd
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21:20-!-Fatmice is "realname" on #openttd
21:40<Wolf01>'night
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23:58-!-tokai is "Christian Rosentreter" on #openttd
23:58-!-mode/#openttd [+v tokai] by ChanServ
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23:58-!-Hiddenfunstuff is "Geth" on #openttd #/r/openttd #openttdcoop
---Logclosed Sat May 06 00:00:39 2017