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#openttd IRC Logs for 2018-08-13

---Logopened Mon Aug 13 00:00:04 2018
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02:59<andythenorth>Dan came, Dan left
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04:48<@peter1138>OMG PIKKA
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04:48<@peter1138>So I just decided to go out on the bike.
04:48-!-KouDy is "KouDy" on #openttd
04:48<@peter1138>Got to the end of the road, started drizzling.
04:49<@peter1138>Decided to carry on. Started pissing down :(
04:49<@peter1138>Cancelled :p
04:49<Pikka>it's only a bit of rain :P
04:49<@Alberth>lots of dry air in-between :)
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05:29<LordAro>peter1138: youtried.jpg
05:30<@peter1138>It's stopped now o_O
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05:50<@Alberth>it's just tempting you :)
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06:45<k-man>can monorail trains be upgraded to maglev when the time comes?
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06:48<nielsm>not really, no, the trains are not compatible
07:04<k-man>can i just skip monorail and go straight to maglev then?
07:05<nielsm>I usually don't upgrade routes to monorail, just use it for new opportunities
07:06<eirc>the purr newgrf (and others i think) have universal rails which are compatible with all trains
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07:07<nielsm>universal rail is boring imo
07:08<eirc>you can use it temporarily to do the upgrade if you want
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07:09<eirc>maybe even only on depots if you really want to
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07:35<andythenorth>so I wondered if my industry tile acceptance was failing because the CB was being run
07:35<andythenorth>but it isn't :P
07:36<andythenorth>or if I need to set prop 13?
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07:57<nielsm>well, instead of doing anything else I should be doing, today I've made a Redshift game in exapunks...
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08:02<andythenorth>lo Pikka
08:02<andythenorth>if we get Dan as well, singularity
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08:32<Pikka>he did pm me today, so...
08:36<andythenorth>also what ho pikka?
08:36<andythenorth>other than World of Tanks Blitz obvs
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08:59<Eddi|zuHause>what? andy and dan can never occupy this channel simultaneously
08:59<Wolf01>Yesterday they did
08:59<andythenorth>we can eddi, but not when you're here
08:59<andythenorth>you've been away Eddi|zuHause!
09:00<Eddi|zuHause>i was not, just the channel was +r
09:00<andythenorth>same difference :P
09:02<Pikka>the usual ho, uni and whatnot
09:02<Pikka>and some procedurally generated buildings fun
09:06<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened issue #6884: Installer reports success even if not all files were copied
09:10<andythenorth>so what are you going to do with 64 cargos pikka?
09:10<nielsm>60 types of passengers and 4 types of mail
09:11<nielsm>actually 40 types of passengers, 4 types of mail, 10 types of luggage, and 10 types of parcels
09:11<Pikka>I don't know
09:11<Pikka>but an additional input cargo here and there might be nice
09:13<snail_UES_>the only suggestion I’d have would be to carefully choose cargoes, and possibly choose either generic ones (“food”, “goods”, “chemical products”) or specific ones…
09:13<snail_UES_>mixing them up might lead to confusion
09:13<Wolf01>Workers for every single industry + industry demand and production :P
09:13<Wolf01>No workers, no production
09:14<andythenorth>60 types of tourist
09:14<andythenorth>backpackers (sleeping in luggage racks)
09:14<andythenorth>VIPs - chauffeur driven car
09:14<andythenorth>and 1 cargo for selfie sticks
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09:31<k-man>what do you call it when you have reached complete spaghetti and you give up?
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10:11<Thedarkb-T60>Too soon.
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10:29<Thedarkb-T60>Can you make a ship wait until some cargo is present then leave?
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10:37<nielsm>Thedarkb-T60 not really, there isn't any way to "wait for any load"
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10:37<nielsm>the best you can do is use timetables to always make it wait a specific number of days and load whatever arrives during that time
10:37<Thedarkb-T60>I just want it to wait until a train dumps stuff at the station.
10:37<Wolf01>Make it wait for 10 days, at least a bit of cargo should pop up :P
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12:29<andythenorth>oof pikka left
12:29<andythenorth>singularity didn't happen
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12:33<frosch123>singularity would be andy, danmack and picka in one place?
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12:43<DanMacK>Figures Pikka left lol
12:44<Eddi|zuHause><Wolf01> Make it wait for 10 days, at least a bit of cargo should pop up :P <-- not on a transfer station, that only gets cargo when a train arrives
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12:45<Eddi|zuHause>Thedarkb-T60: the closest you can get is a conditional order that checks for a minimum load. so the ship loads for a while, leaves, and immediately returns if it is empty
12:45<Eddi|zuHause>but in this case, the ship will play a leaving sound constantly
12:46<Eddi|zuHause>you can reduce that with a timetable
12:48<Thedarkb-T60>I have sound effects turned off anyway.
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12:48<Eddi|zuHause>the ship will probably want to drive in a small circle, so too narrow rivers might make the ship lost
12:50<DorpsGek_II>[OpenTTD/OpenTTD] ghisvail commented on issue #6873: Jukebox not working in the flatpak version
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13:20<TrueBrain>frosch123: I did not know * worked :P
13:20<TrueBrain>I think release branches are slightly different
13:20<TrueBrain>but opening them in different tabs, and compare away!
13:21*LordAro 's feet are wet :(
13:22<frosch123>TrueBrain: i merged the release branches, they were the same
13:22<frosch123>master is different in that admins can overrule rules
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13:27<TrueBrain>ah, yes, that was the difference :D
13:27<TrueBrain>nice to know * works :)
13:27<TrueBrain>I should apply that to all my projects :)
13:28<TrueBrain>nice progress frosch123 :D
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13:43<andythenorth>so I really want to figure out this industry tile issue
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13:50<nielsm>andythenorth: accepts everything?
13:50<nielsm>the only situation I can think where the flag being set wouldn't work is if you use tile accepts callback
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13:59<andythenorth>that's what I hoped it was
14:01<andythenorth>but prop 0E looks correct
14:01<andythenorth>just bit 5 set, which is foundations
14:01<andythenorth>oh and 4, which is slopes check
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14:05<andythenorth>prop 12 is 02, which means bit 1 is set afaict
14:05<andythenorth>I seriously wonder if I just haven't got the right commits checked out
14:06<nielsm>try my test grf see if it behaves right?
14:07<andythenorth>I'm uploading mine too
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14:07<andythenorth>you gave me this one, but it has a different format for prop 12
14:07<andythenorth>and sets prop 13
14:09<nielsm>no that's correct
14:09<nielsm>the factory sets flags 02 in indtile prop 12 and sets prop 13 to zero cargoes accepted
14:10<nielsm>for all four tile types of a factory
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14:11<andythenorth>oic :)
14:11<andythenorth>I haven't seen this format of setting multiple props in one action 0 declaration before :)
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14:15<nielsm>yes it is kinda awkward
14:15<nielsm>and I'm not sure nml will generate it either
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14:18<andythenorth>nielsm: yours works
14:18<andythenorth>factory has 4 inputs on the tile
14:20<andythenorth>I am baffled :P
14:23<andythenorth>I don't have prop 09 set
14:24<nielsm>that should just be when you replace a vanilla tile
14:24<nielsm>so the original industry uses your new tile
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14:27<andythenorth>I've set prop 13, but that doesn't help :)
14:31<andythenorth>ho ho
14:31<andythenorth>by changing one of the cargos, I get 4
14:31<andythenorth>I need to look at the IDs, and if they're over 32 or something
14:31<nielsm>hmm that would be problematic
14:31<nielsm>if large ids cause trouble
14:32<nielsm>they really shouldn't
14:32<nielsm>going to test with your firs.grf in a moment
14:34<nielsm>which economy setting and which industry to look for?
14:34<andythenorth>just ports
14:34<andythenorth>only ports
14:35<andythenorth>we need slightly better newgrf debug tools :P
14:35<andythenorth>the ones we have are good, but lack tile info
14:35<@peter1138>Creative mode!
14:36<andythenorth>not quite what I had in mind, but
14:36<andythenorth>no need to tame dogs
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14:40<nielsm>for some reason the cargo accepts list is padded with 00 instead of FF
14:41<nielsm>which means it can't find more than 3 free slots to place the extra cargoes in
14:44<andythenorth>is that padding in the newgrf, or openttd?
14:45<andythenorth>I am reading the industry action 0, but it's ugly :P
14:45<andythenorth>takes time
14:45<andythenorth>also eating chinese :P
14:57<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6867: 16 cargo types in and out for industries
14:57<nielsm>andythenorth: pushed a fix :)
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14:59*andythenorth compiling
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15:00<andythenorth>works nielsm :D
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15:01<andythenorth>I'm going to put an issue in your nml fork
15:01<andythenorth>for the patches and the question about prop 28
15:02<andythenorth>oh I don't have rights to issues :)
15:03<nielsm>just sent you an invite to my fork of nml
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15:05<andythenorth>now we will see my poor git skills :(
15:06<andythenorth>the nml patches are
15:06<andythenorth>it's against two commits, but I just made them locally (I used git stash as I moved through each hash)
15:07<andythenorth>I don't at all understand how to edit your commits and rebase
15:08<andythenorth>I don't want to just push and mess up history either :D
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15:16<nielsm>I'm changing industry prop 28 to take a matrix instead of a sparse list
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15:17<andythenorth>ok so that's the last thing I think
15:17<andythenorth>oh is prop 13 needed in nml?
15:18<nielsm>for tiles?
15:18<nielsm>it shouldn't be
15:19<andythenorth>so we're nearly done if luck is on our side :)
15:19<nielsm>otoh it ought to reset all unused cargo slots past the number passed to "invalid"
15:20<nielsm>have you tested the production callback?
15:20<nielsm>I didn't implement it in nml, I don't know if it needs any changes
15:21<andythenorth>I'll play a test game now
15:21<andythenorth>$someone said it should be fine
15:24<andythenorth>ok I strongly suspect FIRS needs patched more :P
15:25<andythenorth>yeah, FIRS is hard-coded to 3 on production cbs
15:25<andythenorth>how many permanent registers are there? :P
15:26<andythenorth>that's going to be...challenging :)
15:27<nielsm>I can't accept undefined strings either
15:28<andythenorth>I think we list all the issues, and regroup in september :D
15:29<andythenorth>I need 3 perm storage registers per cargo in FIRS, and 1 separately for housekeeping
15:29<andythenorth>so that would limit to 5 cargos
15:29<andythenorth>dunno if increasing perm storage is possible
15:32<andythenorth>maybe I can refactor FIRS a bit
15:35<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6867: 16 cargo types in and out for industries
15:39<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6867: 16 cargo types in and out for industries
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16:24<@planetmaker>matrix-style for that is nice :)
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16:29<frosch123>it makes the property depend on other properties though
16:30<nielsm>not any more than the old properties do
16:30<nielsm>or the game's internal representation
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17:52<DorpsGek_II>[OpenTTD/OpenTTD] michicc opened pull request #6885: Feature: [NewGRF] Increase size of persistent storage to 256.
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17:55<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #6883: Fix: Depot building cost does not include foundation build cost (#6875)
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18:31<Wolf01> ahahah
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18:50<Eddi|zuHause>that image has a few cycles of pixelrot happen since yesterday
18:51<Eddi|zuHause>(it's not complete there, either)
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---Logclosed Tue Aug 14 00:00:05 2018