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#openttd IRC Logs for 2017-11-03

---Logopened Fri Nov 03 00:00:07 2017
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04:45<__ln__>did you start your new work yet?
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04:56<Wolf01>And as always when you need it, whatsapp is borked
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05:24<Wolf01>BTW, I totally support the last patch by samu, if and only if won't break things, works as intended, easy to understand what it does
05:27<Wolf01>Also we should add more stations to industries, like roadstops (non drive through, to mess up with articulated vehicles), train stations might be tricky as trains can crash, it might open a whole new way to play OTTD: "disable player built stations"
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07:34<Samu>how do i delete an attachment from a bug report?
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07:35<Samu>from here:
07:35<Samu>both my patches don't correct the problem
07:35<Samu>delete them
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07:38<val_>hi, I wanted to ask if I can translate the wiki documentation from English to Italian, since some pages are missingà
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07:40<Wolf01>Yes, do it
07:40<alluke>hey why can't i login to web translator?
07:40<alluke>tried to make new account but username and email already exist
07:46<val_>ok, can I use the euro ?
07:46<val_>or only pound ?
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08:02<@peter1138>Samu, just comment, as you did, that they don't work. Deleting them doesn't help anything.
08:09<Samu>just tried iter->second += min((*ip)->incoming_cargo_waiting[cargo_index], amount)
08:10<Samu>so far it's doing good, but there's still that lingering doubt... is it right to get the value from incoming_cargo_waiting
08:14<V453000>For shit I can't seem to be able to figure out the order of railtype level crossing sprites :| even with tt-wiki
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08:34<Samu>i did it! - water for everybody!
08:37<Samu>now i wanna do something similar to industries accepting cargo
08:49<Wolf01> wonderful
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09:12<Wolf01>V453000: isn't a bit too much articulated?
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09:16<Samu> - wood for every sawmill!
09:17<Samu>@calc 144+96
09:17<@DorpsGek>Samu: 240
09:17<Samu>nothing lost
09:18<Samu>the closest gets the most
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09:20<Samu>lets try moar sawmills
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09:25<Samu>only 5 reveived wood :( not quite what I expecte
09:33<alluke>distorted french cars inspection statistics again
09:33<alluke>my car passed without notes
09:33<Flygon>Samu, I see that curve and 236km/h train and can only think "Fuck, that's gonna derail".
09:39<alluke>@oskari89 what happened to dmg7 in latest finset
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10:01<Wolf01> holy shit, I must build this one
10:16<Samu>i can't do anything about this
10:16<Samu>unless industries can start working with fractional cargo
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10:26<supermop>Wolf01: awesome
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10:59<alluke>@oskari89 tad & tabd EPIC!
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11:58<alluke>@juzza1 whats the state of my tka3 and ei sprites?
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12:12<juzza1>alluke: make an issue if you have all views ready in xcf or png
12:12<Samu>better, but not quite what I expected
12:12<Samu>was hoping for exact numbers
12:13<Samu>@calc 18+25+22+26+22+18+22+25+18+22+22
12:13<@DorpsGek>Samu: 240
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12:17<Samu>I was hoping for something like this: 22+22+22+22+22+22+22+22+22+21+21
12:18<Samu>why do I get variance?
12:21<alluke>@juzza1 done, tka3 sprites are at #4679
12:22<alluke>tka3 needs \/ views to be done though, ill try that when i have time again
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12:45<V453000>what's the point of having 2 rail crossing signal thingies in front and 2 in the back?
12:45<V453000>speaking railtype road crossings
12:45<V453000>ah one goes over train, one over train and RV
12:46<V453000>and one over RV only and one over nothing
12:46<V453000>sense makes
12:46<@Alberth>one over nothing makes sense? :p
12:47<V453000>well over no vehicles
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12:50<V453000>I guess I can't quite do that
12:50<V453000>because the rear ones then clip with trains :D
12:51<V453000>k abandon ship, this isn't going anywhere :D
12:52<V453000>invisible crossings there shall be for now
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12:54<@Alberth>nice idea, but yeah, seems somewhat fragile wrt clipping
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12:58<frosch123>V453000: the 4 sprites represent the 4 corners
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12:58<frosch123>you could cut the ramps in the middle
12:59<frosch123>maybe that is sorted better
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13:00<@Alberth>wouldn't raised barrier cause mess anyway?
13:00<@Alberth>ie bus partly on the tracks or so
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13:00<frosch123>well, broken bus on occupied rail won't work :)
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13:08<supermop>V453000: retract the 'bridge' rather than raising it
13:08<V453000>yeah I checked the Ctr+B to see how it does stuff
13:08<V453000>interesting idea supermop
13:08<V453000>I think it would still clip though
13:09<supermop>not sure
13:09<supermop>im thinking it retracts into a slot, so you only see the yellow edge
13:09<V453000>for now I abandon crossings and move to tunnels, need to find the overlay ground tunnel sprite :)
13:09<supermop>you'd need some other type of light or gate
13:10<V453000>oh, yeah with a different kind of mechanism it might work
13:10<V453000>but yeah, next version :) spent enough of time with this already
13:16<V453000>it's kind of annoying that I have to use a terrain tile there
13:16<supermop>so work computer freezes when generating 40 of these gourds at once
13:16<V453000>compared to the whole nice feeling of a railtype being independent of terrain
13:16<V453000>but I guess once one starts adding stuff like snow awareness then ground dependance goes to the shitter
13:17<supermop>because i made the data tree too complex or something. so now i have to increment a counter, bake, repeat
13:23<supermop>idk if i want to improve the rules on width by zone to better prevent some of the really dumb shapes or just manually cull them
13:27<V453000>wtf is that :D
13:29<@Alberth>I name it "yellow blobs on black"
13:32<supermop>V453000: with texture and bump maps, hopefully eventually this:
13:33<supermop>need to tweak the rules to get more of the dick shaped ones
13:34<supermop>also need to add lights etc so you can see the ridges
13:34<V453000>ah is what I thought
13:34<V453000>just model dicks straight away
13:38<supermop>but i want grasshopper to produce them for me
13:38<supermop>must automate
13:42<V453000>penis producing grasshopper
13:42<V453000>and I thought I have seen it all
13:49<supermop>going to print large scale back drop as autumnal/harvest part decoration
13:49<V453000>autumn totally screams penises
13:49<supermop>might just render in grayscale and overlay abstracted color patterns in PS
13:50<supermop>rather than mapping each one with some random pumpkin or squash texture
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13:55<V453000>:D:D the more things I touch the more things to into total shit :D good progress so far
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13:56<WegeClausen>hi i got a question on unloading loading
13:57<WegeClausen>if a train carries water from one city to a other both got water and take water
13:57<WegeClausen>what is the correct settings to do both way
13:57<WegeClausen>it seams without somthing set it takes its own water back
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13:59<frosch123>bidirectional feeders only work with cdist
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14:03<WegeClausen>frosch123: i can not find on cdist can you post somthing
14:06<frosch123>if you don't want that entirely different game mode, then you need to split stations
14:06<frosch123> <- like here
14:07<frosch123>different stations for loading and unloading
14:10<WegeClausen>ok thanks
14:11<WegeClausen>i will try unload all no load living to a depo return to station and load
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14:14<V453000>WTF python just told me no module called PIL after moving the RGBA EATER to a different folder with a new bat command to launch it there :0
14:14<V453000>oh it got fucked also at it's original location
14:14<@Alberth>RGBA ate it, perhaps
14:15<V453000>what could I have done possibly wrong?
14:15<@Alberth>but euhm, where is PIL
14:15<V453000>at python folder?
14:15<@Alberth>still where it is supposed to be?
14:15<V453000>idk where I can find it on the disk
14:15<V453000>I never had to do that :D
14:16<@Alberth>don't know how it gets added to Python
14:16<@Alberth>you are not sneakily using a different Python by accident?
14:16<V453000>I literally didn't do anything to python since I did BRIX and now even BRIX is broken
14:17<@Alberth>import sys; print(sys.path) <-- that's the list directories that Python searches
14:17<@Alberth>but likely PIL isn't there
14:18<V453000>I went to python folder
14:18<V453000>ran python.exe
14:18<V453000>and wrote import PIL
14:18<V453000>it worked
14:18<V453000>hm it's somehow magically using python 2.7
14:18<V453000>I guess
14:18<@Alberth>from PIL import Image ?
14:19<V453000>well I put the python direct path to the .bat and it works now
14:19<V453000>my guess is that windows update wrecked variables or something
14:19<V453000>although sounds weird af
14:20<@Alberth>python.exe --version gives the expected value ?
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14:22<V453000>I don't understand what is broken but it's fixed for now :D
14:22<@Alberth>directly pointing at the program is quite sure-fire way to get it running
14:23<@Alberth>biggest point is the OS should handle that rather than you :p
14:23<@Alberth>but I have never understood windows at all
14:24<V453000>blabla penguins blabla
14:24<@Alberth>too may graphical nonsense that has no real information
14:25<@Alberth>but ymmv a lot there
14:26<LordAro>V453000: your issue here is that you're using python on windows
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14:27<V453000>well :D
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14:57<V453000>I fucking hate railtypes with every corner of my brain right now
14:57<V453000>every single step I make is simply wrong
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15:02<V453000>what exactly does RAILTYPE_TUNNELS expect from me_
15:02<V453000>because the first 8 sprites don't seem to do anything
15:02<V453000>or at least I can't see them anywhere
15:03<andythenorth>railtypes is like pulling teeth eh
15:03<V453000>the rails themselves were great
15:03<andythenorth>still, we ain't gonna fix it, so eh :)
15:03<V453000>but road crossings and tunnels are absolute brutality
15:04<andythenorth>we need more stuff
15:04<frosch123>why 8?
15:05<V453000>well tt-wiki says there should be 16
15:05<frosch123>for tunnels?
15:05<V453000>which alone I don't exactly understand but according to ogfx-extra file, it seems like it's grass + snow
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15:05<frosch123>oh, original sprites, not railtypes
15:06<V453000>well it's in extra and railtypes pointed to it
15:06<andythenorth>sherp grf
15:06<V453000>and only defining the basic railtype things has these things appear through the tunnels
15:06<V453000>so it's quite mandatory to define them once I start defining railtype tunnels
15:06<frosch123>don't you define a new railtype?
15:06<V453000>I do
15:06<frosch123>well, then it's not 16
15:06<V453000>but I don't want them to use rail tunnels
15:07<V453000>well yeah that's overlays, those I already ahve
15:07<V453000>now I need to replace those grass pieces
15:08<V453000>which I believe should be the original replacenew sprites
15:09<V453000>so I did
15:09<V453000>but idk where are the 1-8
15:09<V453000>OH FUCK
15:09<V453000>I am only defining 0-8
15:09<V453000>not 1-16
15:10<V453000>ok sorted
15:10<V453000>now just fix shittings
15:10<Wolf01>andythenorth: I'll rebuild this, I think I felt in love
15:11<frosch123>the 16 sprites are: (back/front)*(4 directions)*(grass/snow)
15:12<V453000>yeah I found that in the extra file
15:12<V453000>just fucked up the nml
15:12<V453000>yeah first 2 work now
15:13<V453000>I guess I need to switch the rest with climate-detecting switches
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15:14<frosch123>andythenorth: is that your new car?
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15:15<andythenorth>frosch123: only in Russia
15:18<andythenorth>what shall we do?
15:18<andythenorth>I've wrecked FIRS enough
15:24<frosch123>i need a name
15:25<frosch123>"long vehicles" already has so many uses
15:25<frosch123>"merged vehicle sprite"
15:25<frosch123>"shared vehicle sprite"?
15:26<Gustavo6046>Do you think you can get SoftEther's VPN client to see if my LAN server can be joined through it?
15:28<andythenorth>frosch123: slug?
15:32<frosch123>no, it's not the slug
15:33<frosch123> <- it's that thing
15:33<frosch123>define N articulated part, draw a single sprite diagonally over them
15:38<andythenorth>in horse I had consist, unit, slice
15:39<andythenorth>'units' were pseudo vehicles, made up of 3 slices
15:39*andythenorth deleted that
15:48<Samu>what u think of this?
15:58<Eddi|zuHause>"articulated vehicle units"?
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16:13<Wolf01><frosch123> <- it's that thing <-
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16:24<frosch123>maybe articulation-blocks
16:24<frosch123>it's kind of anti-articulation :p
16:29<PressureLine>I'm sure that makes sense in context
16:30<PressureLine>hmm. maybe I need to reduce the cargo weight multiplier from 4
16:32<andythenorth>tangent-vehicles frosch123
16:32<PressureLine>22.5* turns
16:32<andythenorth>stringline :P
16:33<PressureLine>I imagine that was unintentional
16:34<Eddi|zuHause>frosch123: on a related note, it might be useful to define the "anchor points" of this whatever-it's-called-contraption as something other than the end points
16:34<V453000>derailed vehicles
16:35<frosch123>Eddi|zuHause: i solved that already
16:35<frosch123>the anchors are the middle of the articulated parts at the end
16:35<Eddi|zuHause>that might work
16:35<frosch123>that's the only point that makes sense, since it's the only one that follows the track
16:36<frosch123>everything else can be done by slugification
16:36<Eddi|zuHause>so you can adjust that anchor point by making the outer vehicles shorter or longer
16:36<andythenorth>so in Iron Horse 3, will I have to rework it all to put 10/8 back in? o_O
16:37<PressureLine>very nice V
16:37<andythenorth>V453000: haz won?
16:37<V453000>not yet
16:37<V453000>need to do photoshop fixes and x1 zoom
16:37<V453000>other than that iz won
16:37<PressureLine>i know it's perspective, but the tunnell entrances look really low :/
16:37<V453000>oh and 8bpp
16:38<V453000>tunnels in OpenTTD are extremely low PressureLine :) good and correct observation
16:38<PressureLine>im a draftsman
16:38<Eddi|zuHause>PressureLine: it's actually backwards, because the original tunnel entrances are made to look larger than they actually are
16:38<PressureLine>ofc i notice weird perspective errors
16:38<V453000>I worked with those in the past :P
16:39*andythenorth nearly became drafts person
16:39<andythenorth>then didn't
16:39<PressureLine>i do like the style V
16:39<V453000>you don't have much choice :P
16:40<PressureLine>unless I still play with TTD grafix ;)
16:40<V453000>yeah I should eventually make it properly compatible with those, but not tonight
16:40<V453000>because original TTD graphics are the best shit ever witnessed by human eyeballs
16:40<PressureLine>only way I can see to make the tunnel not look so low
16:41<V453000>I'm honestly not trying to fight the too low nature of tunnels anymore
16:41<V453000>this is what it is :)
16:41<PressureLine>would be to pull the entrance towards the up-side of the slope
16:41<V453000>you can always disable the railtype tunnels and use the base set tunnels instead
16:41<V453000>parametarz winrar
16:41<PressureLine><3 parameters
16:42<V453000>you can only go so far with that because if you get too close to the tile then the vehicles aren't hidden when disappearing
16:42<V453000>if you see what I mean
16:42<V453000>it's fine :) look at height of bridges
16:42<PressureLine>but i *like* the xUSSR set, so what do I know :D
16:42<V453000>way worse imo
16:42<PressureLine>only the engines
16:43<V453000>oversized shit is nice at first but the glitches...
16:43<PressureLine>I use the SBB set wagons & pax
16:43<andythenorth>I went off 10/8
16:43<andythenorth>gains me nothing
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16:44<andythenorth>sooner shrink sprites so 8/8 looks long
16:44<V453000>so where is that wireless age
16:44<V453000>my table is swarming with cables
16:45*PressureLine has 4G broadband
16:46<V453000>well do you connect your monitor and all power sources with it? :P
16:46<PressureLine>and the guys are upgrading the closest site (~400' away from my house) on monday :D
16:46<PressureLine>the *top* of my desk is relatively cable free
16:47<PressureLine>underneath... It's like an Italian Restaurant
16:48<andythenorth>wrecking FIRS has given me a lot more drawing to do :|
16:49<PressureLine>do I single-head and pretend that my trains will never go up a slope when loaded?
16:50<PressureLine>or double-head and take the 10% speed loss (xUSSR set) and make mah trains *even longer*
16:51<V453000>XD and every other vehicle set author andythenorth
16:52<andythenorth>ah well
16:52<andythenorth>what colour for Chlorine tankers?
16:52<andythenorth>CC, or some other colour?
16:52<andythenorth>white is RL, but that's for food tankers
16:53<V453000>purple with cola
16:54<V453000>you will run out of colours with that many cargoes anyway so might as well add retarded colours earlier XD
16:54<V453000> /me is super funny tonight
16:54<andythenorth>colours all run out
16:54<andythenorth>no colours left
16:54<andythenorth>delete grf
16:54<PressureLine>how about a toxic-green type colour
16:58<frosch123>andythenorth: cyan for chlor
16:59<andythenorth>we don't really have a cyan :)
16:59<PressureLine>and yes. exatly andy
17:00<Eddi|zuHause>i always mix up the colour codes for cyan, magenta and yellow
17:00<Eddi|zuHause>(in RGB)
17:01<PressureLine>make it be a bare steel tank
17:01<andythenorth>silver is petrol
17:01<andythenorth>black is oil
17:01<frosch123>well, then the cyaniest light-blue you get
17:01*andythenorth tries one
17:01<PressureLine>have 'refined' chemical tanks
17:01<PressureLine>all be steel
17:01<PressureLine>but with different coloured ribs
17:01<Eddi|zuHause>one is 00FFFF, one is FF00FF and one is FFFF00
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17:04<Eddi|zuHause>i don't think that's helping
17:04<PressureLine>why not?
17:04<frosch123>Eddi|zuHause: why don't you know the rainbow by heart?
17:04<Eddi|zuHause>frosch123: the rainbow is not in RGB
17:05<frosch123>the colors are the same if you ignore brightness and saturation
17:05<PressureLine>CYMK ftw
17:05<frosch123>there is only one hue-cycle
17:06<Eddi|zuHause>frosch123: yes, but that's not RGB
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17:06<frosch123>cyan is between blue and green
17:06<PressureLine>signal distances?
17:06<frosch123>or do you complain whether it is #rrggbb or #bbggrr ?
17:07<andythenorth>cyan works
17:07<PressureLine>chlorine always has connotations of green for me, for some reasons
17:07<Eddi|zuHause>PressureLine: 12-ish
17:08<PressureLine>i think 9 clear spaces between signals is the largest ive ever really used
17:10<Eddi|zuHause>my trains might be 8 or sometimes 10 tiles
17:10<Eddi|zuHause>and signals would be slightly further apart than one train length
17:13<Eddi|zuHause>frosch123: maybe where other people confuse left and right, i confuse the ordering in 3-cylces?
17:13<PressureLine>im looking at ~ the smae train length for this game
17:14<PressureLine>11 it is!
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17:36<andythenorth>is bed
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18:18<PressureLine>why do my signal position calculations always seem to end up wrong
18:21<Eddi|zuHause>you can set a signal distance and use ctrl+drag to place the signals along any stretch of tracks that does not have switches
18:22<Eddi|zuHause>if you start dragging on a signal, it will copy that signal's properties (type, orientation)
18:23<Eddi|zuHause>mind you, that helps more for people using signal distance of 2 rather than 12
18:39<PressureLine>but i always mess up the start point
18:40<PressureLine>which messes up bridge/tunnel placement
18:40<Eddi|zuHause>so start at the bridge/tunnel entrance and drag backwards?
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18:46<PressureLine>doesnt help when the new signal placement is in the middle of the tunnel or bridge
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18:52<Samu>only 2 best rated stations getting cargo versus all stations getting cargo:
18:55<Samu>the more inner stations get more passenger / month while the outer stations get less
18:55<Samu>it's still highly dependant on rating
18:55<Samu>but overall, I like it
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19:45<PressureLine>Original or Realistic accel model?
19:54<Samu>i use realistic on them
19:56<Samu>were you talking to me PressureLine ?
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20:02<PressureLine>to anyone listening
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20:17<Samu>bartje did something
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20:22<Samu>i mean
20:22<Samu>gonna take a look at his code
20:23<Samu>i notice ppl heavily comment their stuff
20:27<Samu>I did it way simpler, probably why I complain about shortcomings
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20:48<PressureLine>need to decide what cargo to do next
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20:56<PressureLine>Farms are suct a pain
20:56<PressureLine>rather than just producing 1x set of goods at a good rate
20:56<PressureLine>produce 2x, at an uneven, rubbish rate
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23:08<PressureLine>would be nice if those stupid transmitters could use foundations
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23:16<supermop_home>that's the point
23:17<supermop_home>transmitters are just an obstavle
23:18<PressureLine>but even on industries i can drop a corner of a tile under the industry
23:19<supermop_home>yeah, I guess the point of the transmitter is to limit terraforming as much as possible
23:19<PressureLine>true enough
23:20<PressureLine>probably not as efficient as it could be, but seems to be doing the job
23:20<supermop_home>looks decent
23:21<supermop_home>the most efficient will always have to involve an aesthetic compromise
23:21<supermop_home>eg a loops or 'roro' station
23:21<supermop_home>i'd forgotten what original arctic looked like
23:22<PressureLine>going for 'realistic-ish'
23:22<supermop_home>for 'realistic' path signal station throats are best
23:23<PressureLine>yep. but traffic jams
23:24<PressureLine>or more "incoming trains blocking outgoing trains (and v.v) on a regular basis"
23:25<supermop_home>I generally try to timetable a clockwork schedule even for freight
23:25<PressureLine>way too advanced for me :D
23:25<supermop_home>so nothing is trying to arrive at the same time something is leaving
23:25<supermop_home>I spend 90% of the time I play in pause trying to work out schedules
23:26<PressureLine>to use or not to use
23:26<PressureLine>given that all the trains on this line are 55kph trains :/
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23:30<supermop_home>the other 10% I am checking the messed up sprite offsets in my grf
23:30<supermop_home>and I just spilled mescal all over my computer
23:31<PressureLine>im usually pretty good with stuff from the states
23:31<supermop_home>its from mexico!
23:31<PressureLine>but *woosh* as that reference flies over my head
23:31<supermop_home>which does also have states to be fair
23:31<PressureLine>im not even in the same hemisphere :D
23:32<supermop_home><?xml version="1.0" encoding="utf-8" standalone="yes"?>
23:32<supermop_home><Archive name="Root">
23:32<supermop_home> <!--Grasshopper archive-->
23:32<supermop_home> <!--Grasshopper and GH_IO.dll are copyrighted by Robert McNeel & Associates-->
23:32<supermop_home> <!--Archive generated by GH_IO.dll file utility library {0.2.0002}-->
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23:32<PressureLine>* supermop_home has quit (Excess Flood)
23:32<supermop_home>what happened
23:33-!-cHawk [chawk@] has quit [Ping timeout: 480 seconds]
23:33<PressureLine>"Despite the similar name, mezcal does not contain mescaline or other psychedelic substances."
23:34<supermop_home>but it is sublime
23:34<PressureLine>the only thing I could think of was mescaline
23:34<PressureLine>and was like "he seems pretty coherent for someone on mescaline"
23:34<supermop_home>it does come from a succulent plant
23:34<supermop_home>so it has that in common with mescaline
23:35<PressureLine>"While mescaline-containing cacti of the genus Echinopsis are technically controlled substances under the Controlled Substances Act, they are commonly sold publicly as ornamental plants."
23:37<PressureLine>maybe i should just ignore the FD20 until it can do 80kph (in 1936)
23:37<supermop_home>well smells pretty good in here now
23:37<supermop_home>whats fd20?
23:38<supermop_home>ussr set?
23:38<supermop_home>never used it
23:38<PressureLine>but yeah. its faster than all the current freight locos
23:38<PressureLine>which will cause snarlups
23:38<supermop_home>have used polish set sometimes
23:39<supermop_home>but its a little too rivet-countery to be fun for my taste
23:39<PressureLine>ussr set w/ SBB set wagons
23:39<PressureLine>(because there's *^*^ing gaps in the wagon lineup)
23:40<supermop_home>you can set the train to run slower in the timetable
23:40<supermop_home>its a pain tho
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23:45<Pressure_Line>[16:41:15] <PressureLine> would be nice if it was an option for 'regular' order
23:45<Pressure_Line>(speed limits)
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23:52<supermop_home>mezcal time
23:55<supermop_home>please use mop RV
23:56<PressureLine>b b but i'll have to start a new game
---Logclosed Sat Nov 04 00:00:08 2017