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#openttd IRC Logs for 2018-09-22

---Logopened Sat Sep 22 00:00:00 2018
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03:32<Wolf01>Autumn has arrived
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03:38<andythenorth>isn't it
03:38<andythenorth>what you should do Wolf01
03:38<Wolf01>Fix NRT
03:38<andythenorth>is celebrate autumn by playing a test game of Iron Horse
03:39<andythenorth>then give me feedback which I will politely ignore :)
03:39<Wolf01>I'm rebuilding a station in Factorio
03:39<andythenorth>such F
03:39<andythenorth>now I want to play tanks :P
03:44<Wolf01>Play F, there are tanks
03:49<andythenorth>F never clicked for me
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09:16<DorpsGek_II>[OpenTTD/OpenTTD] lcarlier commented on issue #6873: Jukebox not working in the flatpak version
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09:30<snail_UES_>hey Andy… are you there?
09:35<andythenorth>hi snail_UES_
09:36<snail_UES_>hey, question for you...
09:37<snail_UES_>just a sec
09:38<snail_UES_>sorry my issue got solved :p
09:38<snail_UES_>why did you code SULP to be liquid as well?
09:38<snail_UES_>I’d have thought only hoppers could transport it...
09:38<andythenorth>commonly transported as liquid
09:38<andythenorth>hot molten sulfur
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09:43<snail_UES_>I see… since you coded it as both “bulk” and “liquid”, it was getting excluded from both my hoppers and my tankers :p
09:44<snail_UES_>fixed now
09:48<andythenorth>oic :)
09:49<andythenorth>doesn't the wiki say not to use exclude?
09:49<andythenorth>I can't remember
09:49<andythenorth>nope it doesn't say that
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10:00<snail_UES_>usually, people exclude liquids from hoppers :)
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10:31<Wolf01>Meh, power outage, mirc decided to rewrite the ini file and had to restore it
10:33<andythenorth>Horse was 75% complete yesterday
10:33<andythenorth>today it's 73% complete :P
10:37<andythenorth>sometimes I regret drawing 8 liveries for every pax coach
10:44<snail_UES_>haha, are you doing historical liveries?
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10:55<andythenorth>no :)
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11:25<sushibear>Hello guys. Need support :) 1.8.0 dedicated server. No snow appear in temperate climate. snow_line_height = 11, max map height is above. Google betrayed me. HALP!
11:33<FLHerne>sushibear: Temperate doesn't have snow, you only get it in Arctic
11:34<sushibear>It's a drag. Snow would look nice on those mountains. Thanks for the info! :)
11:35<LordAro>isn't there a cheat to change the climate? have absolutely no idea how many things that woule break though
11:35<FLHerne>If you like the bright-green grass, there's a newgrf to have that in arctic
11:36<FLHerne>In principle you could also replace all the vehicles, industries etc. in an arctic game to mimic the temperate ones, but I don't think that exists
11:36<sushibear>The grass will do :D
11:38<FLHerne>sushibear: Specifically, it's an option under 'Landscape type' in OpenGFX+ Landscape
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12:01<Samu>why can't AIs remove road pieces individually
12:01<Samu>seriously sucks
12:02<Samu>must remove full road to build half
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12:24<snail_UES_>just curious: any of you guys play with trains never going to depots (i.e. breakdowns off)?
12:28<Samu>not really
12:29<Samu>guys, i'm in a situation where it would be useful to be able to remove a road piece from a road tile
12:29<Samu>and there's no AI function for this
12:30<Samu>i don't like the workaround
12:31<Samu>besides, i don't even know if there's a possible workaround, i can't retrieve what bits were there
12:31<Samu>to put them back in
12:34<Samu>imagine there's tiles 1 2 3. tile 1 is rail/road level crossing, tile 1 and 2 are connected by road and I want to break this connection without demolishing the road at tile 1
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12:35<Samu>can't use the demolish tile on tile 2, it could break the connection with tile 3
12:36<Samu>can't use removeroad either, it requires 2 tiles, and if i use tile 1 and 2, it will remove the road at the rail tile
12:36<Samu>i'm stuck!
12:40<Samu>i need a different approach for this :(
12:41<DorpsGek_II>[OpenTTD/OpenTTD] szymex73 closed issue #6895: Wrong release version?
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13:10<FLHerne>snail_UES_: Yes, always
13:12<FLHerne>I don't find that breakdowns add anything; they're fairly arbitrary and unavoidable
13:12<@peter1138>They're avoidable when you set up your vehicles to be regularly serviced.
13:12<snail_UES_>I see… in my set, vehicles get dirty after a while and get cleaned upon a depot visit
13:13<snail_UES_>if depots are never visited, trains will always remain dirty :p
13:13<FLHerne>peter1138: Not really, even with 100% max reliability it's possible for a train to break down just as it leaves the depot
13:14<FLHerne>And the pathfinder doesn't allow for designing anything to mitigate them, you just get everything stopped for a while
13:15<@peter1138>I bet you play with disasters and inflation off as well :-)
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13:15<FLHerne>Well, inflation would be completely unmanageable combined with my overuse of date-cheating :P
13:16<FLHerne>(I think my current game has actually been running for several hundred years at this point)
13:16<FLHerne>Disasters on
13:16<FLHerne>(I'd turn the UFOs off if I could, because they're silly)
13:17<FLHerne>But more non-silly disasters would be fun
13:17<nielsm>the random industry closure disaster from TTO is definitely removed, right? :)
13:18<nielsm>playing with disasters on in TTO means any industry you service has an automatic death sentence on it
13:18<FLHerne>Eh, that sounds kind of fun
13:18<FLHerne>I like building infrastructure :P
13:19<nielsm>it's kinda annoying when the coal mine for your first route closes for unexplained reasons a year after you open the route
13:19<nielsm>meanwhile, industries serviced by AI players don't have the same predicament
13:20<nielsm>I don't know how the interaction is if you service the same industry as an AI tho
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17:06<sushibear>snail_UES_, I prefer to play without breakages.
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17:46<Samu>if (!AIRail.IsRailTile(par.GetTile()) || (AITestMode() && !AIRoad.BuildRoad(path.GetTile(), par.GetTile()) || AIError.GetLastErrorString() == "ERR_ALREADY_BUILT") && !AIRail.IsLevelCrossingTile(par.GetTile())) {
17:47<Samu>i don't like to use AIRoad.BuildRoad in this situation :(
17:47<Samu>feels wrong
17:48<Samu>is there a better way to detect whether a road would be crossing a rail?
17:48<Samu>during construction
17:53<Samu>the situation is this: pathfinder plans a route for construction, and another company builds a rail that would intersect the planned route. When the pathbuilder begins construction of the planned route, I want it to detect that it would be crossing the rail of the other company
17:55<Samu>problem with using AIRoad.BuildRoad for testing is that the AI could be out of money momentaneously and could affect the detection
17:56<Samu>how would I detect it would be crossing a rail without using BuildRoad?
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19:09-!-Wolf01 [] has quit [Quit: Once again the world is quick to bury me.]
19:17-!-synchris [~synchris@] has quit [Server closed connection]
19:17-!-synchris [~synchris@] has joined #openttd
19:17-!-synchris is "Synesios Christou" on #openttd
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19:19-!-Thedarkb-T60 is "realname" on #openttd
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19:47-!-sim-al2 is "sim-al2" on #openttd
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19:58-!-Gustavo6056 [~Gustavo60@] has joined #openttd
19:58-!-Gustavo6056 is "Non dico nomen." on #openttd
20:05-!-Gustavo6046 [~Gustavo60@] has quit [Ping timeout: 480 seconds]
20:05-!-Gustavo6056 is now known as Gustavo6046
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20:18-!-synchris [~synchris@] has quit [Quit: yeeha!]
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20:21-!-Flygon is "Flygon" on #openttd
20:25-!-ToBeFree [] has quit [Server closed connection]
20:25-!-ToBeFree [] has joined #openttd
20:25-!-ToBeFree is "ToBeFree" on #openttd #oolite-ger #oolite-dev #oolite #linux #https-everywhere @#freiwuppertal @#InfiniteAdventures
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20:55-!-Mahjong [~qq@2a00:23c5:6507:1a00:addc:114:540d:ae12] has joined #openttd
20:55-!-Mahjong is "realname" on #ohnx #openttd #moocows
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20:56-!-Mahjong is "realname" on #ohnx #openttd #moocows
20:56-!-Mahjong [~qq@2a00:23c5:6507:1a00:addc:114:540d:ae12] has joined #openttd
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20:58-!-Gustavo6056 is "Non dico nomen." on #openttd
21:01-!-Mahjong1 [~qq@2a00:23c5:6507:1a00:addc:114:540d:ae12] has quit [Ping timeout: 480 seconds]
21:05-!-Gustavo6046 [~Gustavo60@] has quit [Ping timeout: 480 seconds]
21:05-!-Gustavo6056 is now known as Gustavo6046
21:13-!-Laedek_ [~quassel@] has quit [Quit: Laedek_]
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21:18-!-Laedek is "Laedek" on #openttd
21:37-!-Sheogorath [] has quit [Remote host closed the connection]
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21:37-!-Sheogorath is "Daedric prince of madness" on #openttd #openttdcoop #osm-de #tor-de
21:46-!-Samu [] has quit [Quit: Page closed]
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21:58-!-Gustavo6056 is "Non dico nomen." on #openttd
22:05-!-Gustavo6046 [~Gustavo60@] has quit [Ping timeout: 480 seconds]
22:05-!-Gustavo6056 is now known as Gustavo6046
22:26-!-glx [] has quit [Quit: Bye]
22:41-!-greeter [] has quit [Server closed connection]
22:41-!-greeter [] has joined #openttd
22:41-!-greeter is "greeter" on #openttdcoop #openttd #oolite #oftc
22:58-!-Gustavo6056 [~Gustavo60@] has joined #openttd
22:58-!-Gustavo6056 is "Non dico nomen." on #openttd
23:05-!-Gustavo6046 [~Gustavo60@] has quit [Ping timeout: 480 seconds]
23:05-!-Gustavo6056 is now known as Gustavo6046
23:37-!-Supercheese [] has quit [Remote host closed the connection]
23:37-!-Supercheese [] has joined #openttd
23:37-!-Supercheese is "Supercheese" on #openttd
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23:42-!-OsteHovel is "Hovel on the Ost" on #openttd
23:42-!-haudrauf [] has quit [Ping timeout: 480 seconds]
23:43-!-haudrauf [] has joined #openttd
23:43-!-haudrauf is "Haudrauf" on #openttd #frickelplatz @#ffod @#ffnord @#ffki @#ffhl @#ffhh @#fffl #cryptoparty @#ccchh
23:58-!-Gustavo6056 [~Gustavo60@] has joined #openttd
23:58-!-Gustavo6056 is "Non dico nomen." on #openttd
---Logclosed Sun Sep 23 00:00:01 2018