--- | Log | opened Tue Jan 18 00:00:34 2022 |
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03:50 | * | andythenorth might be about to discover log O(n) or something |
03:51 | <andythenorth> | if I build a linkgraph of p edges between n nodes |
03:51 | * | peter1138 needs to discover healthy living agin |
03:51 | <andythenorth> | in January? |
03:51 | <@peter1138> | Yes. |
03:51 | <andythenorth> | healthy living in January involves eating carefully and doing a few stretches |
03:52 | <andythenorth> | maybe a walk to the shop |
03:53 | <andythenorth> | anyway I need some kind of graph traversing thing |
03:53 | <@peter1138> | Unfortunately the last time I lost any weight was because I was cycling 250km every week and counting calories... And I can't do that again... |
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03:55 | <andythenorth> | because life reasons? |
03:58 | <@peter1138> | I no longer have a commute that forces me to go out whatever the weather, and I went a bit mental with the counting. |
03:59 | <andythenorth> | oh yeah working at home |
03:59 | <andythenorth> | not all gravy |
03:59 | <andythenorth> | I used to do enough walking meetings that I'd wear out shoes |
04:00 | <andythenorth> | now I don't even wear shoes |
04:00 | <andythenorth> | I haven't left my kitchen table for 20 months |
04:02 | <andythenorth> | hmm |
04:03 | <andythenorth> | I need to learn about how GS blocks I think |
04:04 | <andythenorth> | looks like I can't run housekeeping functions on every tick because other functions will take many more ticks to complete |
04:04 | <andythenorth> | e.g. pathfinding |
04:12 | * | andythenorth must to grown up work |
04:12 | <andythenorth> | planting pylons on the map in a train game is not that |
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08:52 | <andythenorth> | meh |
08:52 | <andythenorth> | "squirrel depth first search" |
08:52 | <andythenorth> | just gets me a lot of google results about how squirrels find nuts |
08:53 | <andythenorth> | I want to resolve if a graph connects all possible nodes |
08:53 | <andythenorth> | undirected |
08:53 | <andythenorth> | no max number of edges per node |
08:53 | <andythenorth> | min number of edges is 1 |
08:54 | <andythenorth> | I have a naive approach which is start at one node, and build connections directly to all others |
08:54 | <andythenorth> | another naive approach is to cycle through each node, and build 1 edge to the nearest unconnected node |
08:54 | <andythenorth> | repeat until all nodes are connected |
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09:31 | <andythenorth> | oh this is nice :) https://www.oreilly.com/library/view/graph-algorithms/9781492047674/ch04.html#minimum_weight_spanning_tree |
09:31 | <andythenorth> | that page says that's the most appropriate graph approach for cable and utility networks :) |
09:31 | <andythenorth> | so should work for connecting power stations to each |
09:32 | <andythenorth> | other |
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09:40 | <@peter1138> | Sometimes I wish I could have constructors as part of an interface... |
09:41 | <@peter1138> | Probably means I need to redesign... |
09:45 | <supermop_Home> | how weird does the weird tube building need to be |
09:50 | <supermop_Home> | I've spent the last 12 years wanting to make a metabolist inspired base set or town set, and here I am contemplating making one of the two metabolist inspired buildings in the game into something totally mundane |
09:52 | <reeeco> | andythenorth: you could use google search opeator 'site:foo' .. if you have desired sites to search |
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09:56 | <@peter1138> | Meh, Activator.CreateInstance(type, args) definitely feels wrong. |
09:56 | <FLHerne> | supermop_Home: Pretty weird, I think |
09:56 | <FLHerne> | everyone loves the weird tube building |
10:13 | <supermop_Home> | FLHerne is it most important that it be weird as in different than the other building around it, or different than the buildings that came before it? |
10:14 | <supermop_Home> | and do people like this building? I honestly didn't know... despite loving the probably real life inspiration for it, I always disliked the sprite |
10:15 | <supermop_Home> | especially in ogfx, the simon foster one is cute at least |
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10:31 | <FLHerne> | supermop_Home: I remember seeing (on TT-Forums/Reddit) love expressed for the tubular building in particular |
10:32 | <FLHerne> | probably mostly because it's unique, but it does look quite nice IMO |
10:32 | <supermop_Home> | basically neither approach really fits 'hawaii'.. there are round buildings there but more like low-rise offices from the 60s-70s |
10:33 | <supermop_Home> | and there are rounded sleek buildings from around 2000, but pretty much normal 2000s condos |
10:34 | <supermop_Home> | there are a few buildings more spiritually close in structure, round and otherwise, from Japan and Europe in the 70s |
10:36 | <supermop_Home> | and there are some neither tubular nor structurally weird buildings in Honolulu from the 80s and 90s that are unabashedly weird and futuristic in style |
10:37 | <supermop_Home> | A 60s cylinder building from Hawaii - wrong era, wrong height, not weird enough: https://modtraveler.net/city/honolulu_655/listing/varsity-building/ |
10:39 | <supermop_Home> | a 2000s round building from Hawaii - not a cylinder, tall, not weird enough?: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQsDQKemU0A6n0XITFuyGpuOTiqDsnNcSeOOcFyIni61a_ueAM3ulyxsmfCnGTFFMbEhS8&usqp=CAU |
10:41 | <supermop_Home> | A metabolist era cylindrical building from Tokyo - wrong era, weird enough, too metabolist: https://muza-chan.net/aj/poze-weblog2/shizuoka-press-broadcasting-center-shimbashi.jpg |
10:43 | <supermop_Home> | 60s-70s BMW building - probable inspiration for original sprite, actually is a suspended structure - wrong era, too distinctive: data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAoGCBUVExcVFRUYGBcZGiMdGhkaGyUjHRwfIx8jHBwaHRwkHy0kGiEoHRwgJDUkKCwuMjIyISE3PDcxOysxMjEBCwsLDw4PHBERHTMpISgxMTExMTExMTExMTExMTExMTExMTExMTExMTExMTExMTExMTExMTExMTExMTEuMTExMf/AABEIAR4AsAMBIgACEQEDEQH/xAAbAAACAwEBAQAAAAAAAAAAAAAEBQIDBgEHAP/EAEcQ |
10:43 | <supermop_Home> | 4fAHFUNTkvGiRBckJWODk7LC0hb/xAAYAQADAQEAAAAAAAAAAAAAAAAAAQIDBP/EACgRAAICAgMAAAUEAwAAAAAAAAABAhEhMQMSQSIyUWGRBBNx8YHB4f/aAAwDAQACEQMRAD8AztWGBF48bx87Ti5cwEUBVt538ZtecQp8YdUqU2Sm61AAdQMiDI0kMIvgnIcZTSadSmqqUZA6i6yrQSDJN4vOMoprZtJxXyoi3EVCyzReIubE2b3eQ5b46udXUAX7s+9pJsOem1ibRgXi2VpqtI03dy06gygQeUEEzIwPqZWpsB7ovaZnfzti1NPQmpGv9nsrTqFm7ZwFv+r0TzMFmIIsb74s4lxCn+jSCpPbGPJgxB5GN+eMk+bqNMiR0iw8Ywyy1GgKd2JcCTqEieYEWO3yxM1egph44jScxUpi |
10:43 | <supermop_Home> | KpWpns6ZZird8GACAbwN73iZ3wRkhuFXYfxSq7KxqoiagpEqFJgHSAsEDnuAcJVcQdTKw5oax8d7QAP4jxxZn69V0NRtkMAssMoJJF/G/phSc05k6mInmT+U4tyiZtNbNvwn2ZpVNLLo0lZBlm1XsCvbDcX2wkzPDKtIH4kQkFqcQDM6ZaDIHgRffFP+YVBUp6ZXQoiJ9W64nm+MPoZNJ71RnJK/eidweY5WxDlF4LipRyiVHL1KglabQQe92iAL1ZpP8sBvUIJSZaLntFO4mFItI8PriVHNsqKW2Qkz5gWgCRt/e2Aspw6oYap3NVxIMkeH9ziXGKRanOTpPI5pcLqNTSqBTCsYUdpUe8lfgQyRBO5wdmfZ5kDGrUpgxZtDEWkxqkafkDOAzUlaVO7dl7sFid5kwTtPkMEpQd6gWq/Z |
10:43 | <supermop_Home> | 3AtsOg59MGHJARNRWJLnexCsFEAHeDJn5YW0+NNSQKBKm+m4AhSB9TNr+OGuN38T/BL5YpfCvyDpWOktq02JIGkSR8pPM4AWubQTODuHZEuCKmtRpkQouZ2uQBvhlT4OiJ2tOpLJyK8+YJ5HpbFKF6MZSlVsTU+IVAFCsQB0/LB3Crq3cMobmCY8T0vhMinWVJmGj63OGuTqFKNRZ/1FJPM2OkdeZ/vdaFFheb4MlF+zq1JaPg2B2ALG58bDFPFuHUqZpGmSRUMGSI3veLYMznCsyKz1K9JmQ3JpFY+u3XbDPJ56iAq/otQ0wpJaz3mCrCeY73pg6Tbtsu0ZriVVFVYSNOnebnm19t9sWBwrS0C1iZA6kTEY0GvI1DoahUUm+nQynadgenLBOW/QqVwWWBu4eImdyOsc+WG+O1TKjyNP |
10:43 | <supermop_Home> | ZokMi1aY0tBmxB5wDE774WcZyNCpLHM99iGhe/suiAgPdFptznBxw6MXLOU0G06dKoQXpqWeADo5EgDUZtsSRykYZ8NrQCiKNKKbBSIUEgAD5G2PLc2hR9B1jmCxKyOukjFuWzrKy95wAwm87ct+YOOi4rJwOMnhnoPtRVo1UVaigwSSupQQVB0g3vOowOUnCpfZjK1EYoTqJI/WXW8BokyDvjPtmKbrqAYG+5k+sRGCeBcSp0g5TUS4gzy8Ry54H1eS4KWrFmfytWlmOzZkLabETBHpM4uy5qES9mBMASAbb33/AO8G8SzFQ1RVhe8BEbi1uWIpFVYeoD/9SBzOw8TjGXEmjrhzOO8g7VNKgvJPh1/LFtVagp02FN31apGkjTDADezWI22xZlazUIZERrxOkahafum19+oxZxLir1dJ |
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10:44 | <LordAro> | lol. |
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10:44 | <LordAro> | supermop_Home: well done |
10:44 | <supermop_Home> | oops sorry |
10:44 | <supermop_Home> | embarassing |
10:44 | <LordAro> | s'alright, you were killed after 5 lines |
10:45 | <supermop_Home> | haha well on my end it was like 100 |
10:45 | <FLHerne> | supermop_Home: The Tokyo one is vaguely similar to the other weird OTTD tower |
10:46 | <FLHerne> | although the OTTD one has lots more blocks |
10:47 | <FLHerne> | 60s one looks almost like a cylindrical version of the square OTTD 60s block |
10:48 | <FLHerne> | supermop_Home: I think it's likely based at least in part on the Rotunda in Birmingham for i in range(len(digits - 1) |
10:48 | <FLHerne> | er |
10:48 | <FLHerne> | https://www.e-architect.com/images/jpgs/birmingham/birmingham_rotunda_wa271108.jpg |
10:48 | <supermop_Home> | the one I tried to post was the bmw HQ, which I had heard was one of the things that inspired foster |
10:48 | <andythenorth> | chances I can persuade anyone to add a minimum spanning tree graph solver to the core game? |
10:49 | <andythenorth> | with parameters for edge weight e.g. 'penalise cities' etc |
10:49 | <supermop_Home> | FLHerne that Birmingham building looks pretty conventional, apart from being round |
10:50 | <supermop_Home> | the shizuoka tower is contemporaneous to the nakagin capsule tower, that the capsule tower in game is based on |
10:52 | <FLHerne> | I doubt there's any real-world precedent for hanging a tower building from cables :p |
10:52 | <FLHerne> | I guess Skylon is probably the closest thing |
10:53 | <supermop_Home> | BMW headquarters! |
10:53 | <supermop_Home> | its cylindrical units suspended from above |
10:54 | <supermop_Home> | you certainly couldn't do it with only two cables like in the sprite... people on the bottom floor could run back and forth to get the whole tower swinging |
10:54 | <FLHerne> | https://media01.stockfood.com/largepreviews/MjE4MjM0MjQ2NA==/70398144-Modern-corporate-building-BMW-Headquarters-in-Munich-Germany.jpg oh, I see |
10:54 | <FLHerne> | it's not very apparent from the aerial views |
10:54 | <FLHerne> | and that would be FUN! |
10:55 | <supermop_Home> | unfortunately its not an animated building |
10:55 | <FLHerne> | Skylon needle https://www.mediastorehouse.co.uk/p/164/dome-skylon-1951-597433.jpg |
10:56 | <FLHerne> | Not really a building, but that tensegrity layout should be stable enough for one |
10:56 | <FLHerne> | if you ignore practicality |
10:59 | <supermop_Home> | it should have 3 or 4 columns instead of the 2 it does.. and some way to get into the building from the ground |
10:59 | <supermop_Home> | I guess the sprite disappoints from an archigram style perspective because the tube itself is so plain |
11:00 | <supermop_Home> | and those architects would have visually expressed the circulation too - stairs elevators, ductwork |
11:01 | <supermop_Home> | i guess there is also the weirdness of looking at 2000 as the future 20+ years on |
11:02 | <supermop_Home> | most architecture in the early 2000s was pretty boring |
11:03 | <supermop_Home> | so now you are are playing the game era similar to the 70s-80s on the original game, with these wild futurist buildings |
11:04 | <supermop_Home> | like 'here is the train i remember taking as a child, driving past this futurist setting' |
11:10 | <andythenorth> | looks like people have written minimum spanning trees for NoAI https://www2.imm.dtu.dk/pubdb/edoc/imm6091.pdf |
11:11 | <andythenorth> | oh there's more https://www.signaldelay.com/programming/2019/09/05/building-an-openttd-ai-part-1/ |
11:14 | <andythenorth> | well this is all very interesting, but I am a terrible programmer :P |
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13:57 | <andythenorth> | so how would I start making a minimum spanning tree? |
13:57 | <TrueBrain> | by planting some seeds |
13:57 | <andythenorth> | thanks :) |
13:58 | <TrueBrain> | you are very welcome |
13:58 | <andythenorth> | not the answer I expected |
13:58 | <andythenorth> | but in the same spirit as what I expected |
13:58 | <_dp_> | andythenorth, prim n**3 |
13:59 | <_dp_> | https://www.geeksforgeeks.org/prims-algorithm-simple-implementation-for-adjacency-matrix-representation/ |
13:59 | <andythenorth> | this suggests it's been done in NoAI https://www.signaldelay.com/programming/2019/09/05/building-an-openttd-ai-part-1/ |
13:59 | <andythenorth> | but I can't find part 2 :P |
14:00 | <andythenorth> | the implementation is not in part 1 |
14:00 | <+glx> | doesn't seem to have a part 2 yet |
14:01 | <andythenorth> | nope :) |
14:01 | <TrueBrain> | maybe next year :) |
14:02 | <_dp_> | part 1 links to a quite fast but complex algo for spanning tree |
14:02 | <andythenorth> | some of the AIs might have this already |
14:02 | <andythenorth> | this article mentions it https://www2.imm.dtu.dk/pubdb/edoc/imm6091.pdf |
14:02 | <andythenorth> | maybe PathZilla |
14:03 | <andythenorth> | https://code.google.com/archive/p/ottd-noai-pathzilla/ |
14:04 | <frosch123> | https://gitlab.com/thexa4/sealink <- it links to that |
14:04 | <_dp_> | why AIs do spanning tree though, makes no sense with openttd economy |
14:07 | <frosch123> | andythenorth: https://www.tt-forums.net/viewtopic.php?f=65&t=38645 <- you are right, check the animation at the bottom |
14:11 | <_dp_> | wow, PathZilla actually does delaunay triangulation |
14:12 | <frosch123> | afaik all the town-road-network ais do delaunay |
14:12 | <frosch123> | those fake ai/gs, which just build roads for the sake of building a public road network |
14:14 | <_dp_> | nah, I checked CityConnector but it seems pretty simple |
14:15 | <_dp_> | EMST doesn't even make that good of a public network |
14:15 | <andythenorth> | totally unrelated, Zutty's forum avatar is from a video I was watching earlier :P |
14:15 | <andythenorth> | 'my lovely horse' |
14:16 | <_dp_> | MST makes sense if roads are made of gold xD |
14:16 | <andythenorth> | I am digging through pathzilla trying to find the MST |
14:16 | <andythenorth> | but it's not obvious in my search |
14:16 | <andythenorth> | or the google code version is missing things |
14:16 | <andythenorth> | lots of empty dirs |
14:17 | <_dp_> | andythenorth, in archive it's just pathzilla/graph/impl |
14:17 | <andythenorth> | bananas version has it all :) |
14:17 | <andythenorth> | found it |
14:18 | <andythenorth> | MST and others |
14:18 | <andythenorth> | I have no idea whether MST is what I need, just suggested by googling |
14:20 | <_dp_> | for electricity MST certainly makes more sense than for roads |
14:21 | <andythenorth> | hmm MinimumSpanTree() doesn't seem to be called |
14:21 | * | andythenorth was hoping to cargo-cult an implementation |
14:30 | <_dp_> | andythenorth, why are you placing pylons btw, just for the eye-candy? |
14:31 | <_dp_> | I though of doing power lines with tram type at some point xD |
14:31 | <andythenorth> | mostly for the lolz |
14:31 | <andythenorth> | seems like the kind of thing nobody has tried yet |
14:31 | <andythenorth> | it's only just possible recently |
14:31 | <andythenorth> | with your PR for objects, and the newgrf check |
14:32 | <andythenorth> | kind of curious |
14:32 | <andythenorth> | how slow are the in-game pathfinders? |
14:33 | <andythenorth> | the GS road pathfinder takes months to connect two nearby towns |
14:34 | <_dp_> | in-game pathfinder still can't route ships without buoys :p |
14:40 | <andythenorth> | can we do something about selecting objects? |
14:40 | <andythenorth> | not sure why the string matching fails |
14:46 | * | andythenorth looks how GS detects grf industries |
14:52 | <andythenorth> | oh maybe it doesn't |
14:52 | <andythenorth> | maybe I was just lucky so far |
15:11 | <andythenorth> | ok so GetIndustryID() returns the internal OpenTTD ID of the industry? |
15:11 | <andythenorth> | not the grf-defined ID? |
15:13 | <frosch123> | yes, do we need to scramble them to avoid any confusion? |
15:14 | <_dp_> | pretty much everything id in GS is internal, otherwise it wouldn't work with multiple grfs |
15:16 | <andythenorth> | for industry I can resolve this by fingerprinting on cargos |
15:16 | <andythenorth> | but objects...there's nothing to fingerprint on? |
15:17 | <andythenorth> | actually the fingerprinting is silly |
15:18 | <andythenorth> | functions for grfid and industry-id-in-grf are not going to hurt anything |
15:18 | <andythenorth> | except that I can't think of a name :P |
15:19 | <andythenorth> | GetIndustryID is already taken |
15:19 | <andythenorth> | optional params? |
15:22 | <frosch123> | GSIndustry.GetNewGRFID could return a tuple of grfid+localid |
15:22 | <frosch123> | no idea whether we can return tuples easily |
15:22 | <andythenorth> | me neither |
15:23 | * | andythenorth was looking at GetIndustryIDAtOffset in grf |
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15:24 | <andythenorth> | most things seem to return a single value |
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15:24 | <andythenorth> | but can that be an array? |
15:26 | <andythenorth> | random browsing of nogo spec suggests that 'return one thing' is the prevailing approach |
15:28 | <Rubidium> | why not return some object, that might be reused for other NewGRFIDs? |
15:30 | <andythenorth> | GSGRFItem or something? |
15:33 | <nielsm> | I am confused by people who confuse "not inefficient" for being the same as "optimized to the highest level possible, every last pixel of running distance squeezed out" |
15:33 | <nielsm> | or maybe do not understand the concept of "good enough for most people" |
15:34 | <andythenorth> | context? :) |
15:34 | <nielsm> | "you must be out of your mind that you are not investing days to learn the art of constructing computers using pieces of railroad tracks and color light signals" |
15:35 | <nielsm> | in response to people being happy users of path signals |
15:41 | <andythenorth> | must be reddit? |
15:41 | <nielsm> | JGR thread on tt-forums |
15:43 | <_dp_> | nielsm, where did you find anyone calling them inefficient? |
15:43 | <_dp_> | it |
15:43 | <_dp_> | *in that thread |
15:44 | <nielsm> | yeah I'm pulling a bit of a strawman here, but when I see someone arguing that the two_way_eol thing doesn't work with path signals that to me just screams "I don't understand anything less than hyper-optimized" |
15:46 | <_dp_> | idk, for a signal discussion that thread seems relatively reasonable so far imo |
15:46 | <nielsm> | the argument that path signals are bad because they don't allow making the same constructions as block signals are being abused for is completely missing the point that you can still build crash-free deadlock-free networks using only path signals |
15:47 | <frosch123> | ah, i wondered when someone would complain that you cannot disable the signal gui. there was already some drama 15 years ago when it was added, so i was kind of surprised when noone noticed when that setting was gone |
15:48 | <FLHerne> | You can, but I doubt you can make a self-regulating network with path signals |
15:48 | <FLHerne> | not that that's essential to very many people |
15:48 | <nielsm> | self-regulating networks is also well past "average player" territory |
15:48 | <FLHerne> | but there are meaningful end goals that can be achieved only using block signals |
15:49 | <FLHerne> | The only "average player" use of block signals I know of is the prio merge |
15:49 | <FLHerne> | That's very useful even in my very unoptimised [or, rather, optimised for 'realism'] networks |
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16:12 | <andythenorth> | ok so maybe something like ScriptTile, but for GRFItem |
16:13 | <andythenorth> | or extend GSNewGRF? |
16:14 | <andythenorth> | GSNewGRF.GetItemID() |
16:14 | <andythenorth> | GSNewGRF.GetGRFID() |
16:14 | <andythenorth> | no, GSNewGRF.GetItemGRFID() is better |
16:24 | <andythenorth> | how is GS extended even |
16:26 | <TrueBrain> | w00p, loop support is done! |
16:26 | <TrueBrain> | shocking :D |
16:26 | <TrueBrain> | took only 150 lines of code |
16:26 | <TrueBrain> | but what-ever |
16:27 | <andythenorth> | how many of them were loops? |
16:27 | <andythenorth> | while (loops >= done) { return "congrats" } |
16:31 | <andythenorth> | hmm it's not trivial for GS to resolve generic grf items |
16:31 | <andythenorth> | meh |
16:34 | <TrueBrain> | okay .. 95% of the FIRS economy is online and kicking .. |
16:34 | <TrueBrain> | I am missing industry:production_level .. that can't be hard to add :P |
16:34 | <TrueBrain> | and ranges don't work yet |
16:34 | <TrueBrain> | but that is for tomorrow :D |
16:35 | <andythenorth> | hurrah |
16:35 | <supermop_Home> | yay |
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16:39 | <TrueBrain> | after that it is actual testing if it behaves as expected .. very curious about that :D |
16:40 | <TrueBrain> | as it requires actual playtesting .. scary shit :P |
16:40 | <andythenorth> | release it as FIRS 4.5.0 |
16:40 | <andythenorth> | see if anyone notices |
16:40 | <TrueBrain> | haha |
16:40 | <TrueBrain> | docks in the middle of the sea |
16:40 | <TrueBrain> | I think they do :P |
16:40 | <TrueBrain> | sorry, Bulk Terminals |
16:40 | <TrueBrain> | but ... I should now also be able to use RPN to restrict the placement correctly |
16:41 | <andythenorth> | \o/ |
16:41 | <andythenorth> | RPN is the best RPN |
16:41 | <TrueBrain> | it for sure solves a lot of problems :P |
16:42 | <TrueBrain> | anyway, now zzz time :) |
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16:50 | <andythenorth> | if we do something like GSNewGRF.GetItemID(), it will need to accept a range of types as param, e.g. industry, tile, vehicle, object |
16:54 | <andythenorth> | the alternative seems to be extend all the types, e.g. GSIndustryType, GSObjectType to have methods to get the grfid and the id of them item in the grf |
16:55 | <andythenorth> | also the names seem to be impossible |
16:55 | <andythenorth> | :D |
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22:53 | <wiscii> | impossible names is a ottd norm |
22:57 | <wiscii> | ;-) |
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23:45 | <Gustavo6046> | if you want it to be cool, just add more dragons to it |
--- | Log | closed Wed Jan 19 00:00:35 2022 |