IRC logs for #openttd on OFTC at 2014-08-24
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08:41:10 <andythenorth> is everything awesome?
08:41:38 <Alberth> yeah, I removed the functor classes
08:48:25 <andythenorth> kind of wondering if the game is nearly done
08:48:29 <andythenorth> I think newgrf spec is now complete
08:48:39 <andythenorth> only thing I can remember that needs doing is consists
08:48:47 <andythenorth> everything else is content
08:48:55 <andythenorth> oh and the UI could use some more love :)
08:49:54 <Alberth> all ponies fulfilled?
08:50:32 <Alberth> I think we need contracts for more goal-ish games
08:50:52 <andythenorth> most ponies done
08:50:57 <andythenorth> some turned out to be lame
08:51:15 <andythenorth> I dunno about contracts, I haven’t tried designing a GS yet
08:56:41 <andythenorth> actual spec :) wow
08:58:27 <Eddi|zuHause> thing i'm currently missing is purchase menu variations. like select a model, and then have buttons similar to station menu where you can select different types of this model (e.g. liveries, or articulated lengths)
08:59:18 <Eddi|zuHause> while at it, add a dropdown to select refitted cargo on construction
09:01:01 <Eddi|zuHause> this could also offer a new way to deal with "regearing"
09:01:15 <NGC3982> What is the maximum value får max_companies?
09:02:08 <andythenorth> Eddi|zuHause: that’s livery support? Someone proposed a way to do it?
09:02:09 <Alberth> (10:59:18) Eddi|zuHause: while at it, add a dropdown to select refitted cargo on construction <-- that will be difficult due to newgrf weirdnesses, iirc
09:02:31 <andythenorth> I miss flat docks for inland waterways
09:02:47 <Alberth> newgrf specs should be extended so the game can get better information from it
09:02:48 <andythenorth> and multi-stop docks would ruin my ship-based gameplay style :)
09:02:53 <Eddi|zuHause> Alberth: how is that weirder than creating the list of refittable cargos that is already in the menu?
09:03:07 <Alberth> it's too often "try and see if it fails" currently
09:03:24 <Eddi|zuHause> yes. but i don't see that as a problem
09:03:32 <Eddi|zuHause> at least not in this case
09:03:38 <Alberth> you might not, but other people will
09:04:13 <Eddi|zuHause> the newgrf specs won't ever be perfect
09:04:19 <andythenorth> I think vehicles should stop changing stats on refit
09:04:22 <andythenorth> it’s a silly pattern
09:04:32 <Eddi|zuHause> and if you think they are, coders will do weird things with them and break your view :p
09:05:14 <Eddi|zuHause> andythenorth: that's where these "views" (as MB called them) could come in
09:05:28 <Eddi|zuHause> they would be set at purchase time, and cannot be changed later
09:06:00 <andythenorth> actually I have refittable-capacity on ships so I should STF up :)
09:06:41 <Eddi|zuHause> it's ok, but it'll become a "BAD FEATURE" once we have a better method
09:06:55 <andythenorth> I do think these big sets should just put all their vehicles in the vehicle list
09:07:01 <NGC3982> I guess a patch would be needed to exceed max_companies > 15
09:07:31 <Eddi|zuHause> NGC3982: that would be a serious dive into the core mechanics
09:07:41 <Alberth> yeah, and it's probably bigger than a single line
09:07:46 <andythenorth> we’re not short of vehicle IDs
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09:08:13 <andythenorth> allow newgrf to specify arbitrary filtering parameters for purchase menu filters?
09:08:21 <Eddi|zuHause> andythenorth: yes, but a) we need better vehicle list filtering then, and b) you get prototypes for each individual variation of the vehicle, which becomes messy
09:08:25 <andythenorth> like tags, vehicle is in n sets according to tags defined
09:09:09 <andythenorth> ‘Suburban electric engines’, ‘Vossloh engines’ etc
09:09:19 <Alberth> some notion of "these are variations of the same thing" would be useful
09:09:39 <NGC3982> I guess more than 15 full fledged teams on a huge map requires more than core mechanics on my part. :/
09:09:45 <Eddi|zuHause> andythenorth: this "views" method may ease the GUI problem, because it adds a separate layer instead of cramming everything into the same layer
09:09:48 <andythenorth> property: ‘inherits from’, ID of parent
09:10:22 <Alberth> NGC3982: you think we don't check if making such values larger is easily possible, and enlarge them if so?
09:10:25 * andythenorth is just armchair commenting, the purchase menu is a solved problem for me :)
09:12:35 <Alberth> NGC3982: but for what it's worth, a single player can push openttd into the CPU limit already, assuming each company builds just as fast, 15 companies do that in 1/15th of the time. If you raise the limit, you reach that point even faster
09:12:49 <NGC3982> Alberth: You do not have to talk to me like i hate you for not having a higher value, thank you.
09:13:40 <Alberth> NGC3982: I don't feel that way, just explaining that such numbers are not chosen by random
09:13:46 <Eddi|zuHause> NGC3982: we went through serious trouble back when we extended 8 to 15
09:14:11 <peter1138> If there's one thing worse than decorating, it's watching my other half make a really cack-handed attempt at oding it o_O
09:14:44 <andythenorth> will you be helping?
09:14:45 <Eddi|zuHause> what's a "cack-hand"?
09:14:54 <andythenorth> don’t google image search that
09:15:06 <Eddi|zuHause> i wasn't going to :p
09:15:42 <andythenorth> oh it was a clean search anyway
09:15:54 <Eddi|zuHause> it's way too close to two german words that should never go in the same sentence :p
09:16:10 <NGC3982> On the Android version, it auto corrected it to cock in hand
09:16:17 <Eddi|zuHause> but i'm still curious on what was actually meant...
09:16:25 <NGC3982> And it actually turned up to be more of a rooster result.
09:17:21 <Eddi|zuHause> wasn't there a thing about "giant cock"?
09:21:03 <peter1138> andythenorth, i asked if she wanted me to do it, she said no...
09:21:12 <andythenorth> free pass in that case
09:21:45 <Eddi|zuHause> peter1138: you know that when women say "no" there's a 50% chance they meant "yes"?
09:22:03 <peter1138> i image-searched cackhanded and... got a picture of david cameron
09:22:10 <peter1138> Eddi|zuHause, it was a very forceful no
09:22:36 <peter1138> Eddi|zuHause, which probably means it's even more likely a yes :p
09:22:55 <Eddi|zuHause> don't take advice from a random stranger on the internet, anyway :p
09:23:53 <Eddi|zuHause> also, i once learned the "rule of three". only when an english person says "no" for the third time, they actually meant it.
09:24:52 <Eddi|zuHause> question: "do you want cake?" answer: "no, don't trouble yourself." meaning: "yes, please."
09:27:41 <andythenorth> it’s *way* more complicated than that
09:27:57 <andythenorth> you’d have to know about context, time of day, percieved social class (on both sides)
09:28:15 <andythenorth> and that’s just for starters
09:29:14 <andythenorth> also, so the game isn’t quite done?
09:30:20 <Eddi|zuHause> oh, another thing i wanted: random value in parameter.
09:30:57 <Eddi|zuHause> i think there was some controversy about when to actually randomize it.
09:31:45 <Eddi|zuHause> the a14 modification is the trivial part
09:44:13 <Eddi|zuHause> i think we need a method of randomization that's agnostic to changing the number or order of active newgrfs
09:45:27 <michi_cc> Map seed is definitely the easiest thing I guess.
09:46:37 <Eddi|zuHause> michi_cc: but then we need a method of decorrelating so several newgrfs requesting random values don't change the same way
09:47:08 <michi_cc> Isn't that method called 'different authors'? :p
09:48:12 <Eddi|zuHause> different authors will still use the same bit to turn on or off a certain feature. without decorrelation your can only have both features on or both features off
09:49:00 <Alberth> one seed, sort newgrfs on name or md5 hash, generate a number for each newgrf
09:49:33 <berndj-blackout> if a town has a sawmill right next to it, and i build a station that touches both, i get a station that accepts goods, but the sawmill also produces goods. does the town grab some of the sawmill's goods?
09:49:38 <Eddi|zuHause> we could seed the newgrf parameter generator with (map_seed XOR grfid) and then generate random values from there
09:49:55 <Alberth> berndj-blackout: no, you always have to transport cargo
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09:50:56 <Eddi|zuHause> that means the parameter values can be deterministically reproduced, and they will be uncorrelated between different grfs, but stay constant through reordering, removing/aading or updating the grf
09:51:47 <berndj-blackout> Alberth, hmm, so if i unload a train full of goods from a factory far away, do the factory goods get used by the town or does the train just load it back up again (transfer instruction NOT set)
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09:53:50 <Alberth> berndj-blackout: anything you unload without transfer which is accepted by the environment will be delivered to the environment
09:54:07 <Alberth> so your far-away goods will be delivered to the town
09:54:31 <Alberth> you probably want to set "no loading" too, or the sawmill goods will be loaded
09:55:27 <Eddi|zuHause> berndj-blackout: if you use a goal script that wants to record how many goods you delivered to a town, the (original) name of the station decides which town the goods will be added to.
09:55:35 <Alberth> note that this assumes not using cargo-dist, as the rules change then
09:56:21 <Eddi|zuHause> berndj-blackout: the sawmill goods cannot be consumed by the town, because goods cannot be delivered to the same station they originated from
09:57:46 <berndj-blackout> Alberth, i'm running 1.4.1, is cargo-dist available there?
09:57:50 <Eddi|zuHause> if you don't use "no loading", you need another station to unload the goods, otherwise the train will just go back and forth fully loaded, not earning anything
09:58:16 <Alberth> berndj-blackout: it is
09:58:28 <berndj-blackout> yeah that's how i noticed the problem, i think my goods train got filled up with sawmill goods and had no more room to load goods from the factory
09:58:59 <Eddi|zuHause> berndj-blackout: use "unload all" in combination with "no loading" to resolve that
09:58:59 <berndj-blackout> ah, i must give cargo-dist a try sometime. i believe it helps make for a more sane transfer?
09:59:14 <Alberth> forcibly unload at the fasctory, set no-loading at the town
09:59:18 <Eddi|zuHause> yes, cargodist essentially makes automatic transfers
10:00:08 <Alberth> you'll have some goods that don't disappear, but otherwise it works
10:03:37 <Eddi|zuHause> no, forcibly unload at the sawmill
10:04:43 <Eddi|zuHause> forcibly unloading at the factory will just make you load the same cargo again that you just unloaded
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10:34:49 <DorpsGek> Commit by michi_cc :: r26758 /trunk/src (3 files in 2 dirs) (2014-08-24 10:34:43 UTC)
10:34:50 <DorpsGek> -Fix [FS#5972]: [OSX] Implement more of the text editing API to prevent crashes and improve IME support.
10:35:04 <michi_cc> Let's see how much mess this is going to do again, but at least it is an OSX-only mess.
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11:46:59 <frosch123> it always scares me, when someone from my timezone posts on the forums at 7:10 in the morning on a sunday
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12:20:48 <Eddi|zuHause> that happens to me when i fail to fall asleep...
12:21:28 <frosch123> huh? you are still trying?
12:21:47 <frosch123> i think you haven't slept in at least the past 5 years
12:22:14 <Eddi|zuHause> i do. but sometimes from 10:00-18:00
12:23:37 <Eddi|zuHause> which doesn't align particularly well with other people's office times...
12:23:48 <Eddi|zuHause> and then they call you at 12:00
12:24:46 <Eddi|zuHause> or the mail lady rings at 14:00 asking whether she can leave a package for $neighbour
12:31:04 <Eddi|zuHause> wtf does this mean? "kern :warn : [Sun Aug 24 12:06:40 2014] KBD BUG in ../../../../../../../../drivers/2d/lnx/fgl/drm/kernel/gal.c at line: 304!"
12:32:08 <__ln__> i wonder if the day length on Mars would be sufficient, as there's an additional 36 minutes or so more per day dedicated for sleeping.
12:32:23 <__ln__> if we decide to slow down the rotation of earth, i'm all for it.
12:32:42 <__ln__> or embrace the 25-hour clock.
12:33:14 <Eddi|zuHause> or XKCD's 28 hour clock?
12:33:44 <frosch123> Eddi|zuHause: google says RAID
12:34:24 <Eddi|zuHause> frosch123: but the file sounds more like a graphics thing?
12:35:44 <frosch123> Eddi|zuHause: too many abbreviations :p KBD means keyboard to me
12:36:01 <Eddi|zuHause> frosch123: that seems very unrelated
12:36:35 <Eddi|zuHause> "fglrx" is the AMD (formerly ATI, formerly firegl) proprietary linux graphics driver
12:43:04 <frosch123> Eddi|zuHause: so clearly it wants you to enter the drm content id via the on-screen-keyboard
13:05:43 <Eddi|zuHause> you read too much ichc
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14:20:53 <keoz> Am I wrong or there was, on the DevZone, a project for rewriting a TTRS new version 4 in nml ? I can't manage to find it ...
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14:22:50 <Eddi|zuHause> i've never heard of that
14:23:25 * Alberth hasn't seen any of that
14:24:25 <andythenorth> michi_cc: what does 5972 fix? Do you want it tested?
14:25:43 <keoz> Ok. Looks like I must have been dreaming :p
14:26:06 * andythenorth remembers that he can look on FS
14:26:07 <Alberth> in dreams, lots of things (can) happen :)
14:26:15 <andythenorth> some days, I wonder how I get through simple tasks
14:26:20 <Eddi|zuHause> keoz: there's a project to rewrite 2ccset in nml
14:27:09 <Eddi|zuHause> and a never existing british set :p
14:27:16 <andythenorth> no british sets ever exist
14:27:51 <keoz> I'm conservative. I only play UKRS.
14:28:02 <andythenorth> projects are weird
14:28:07 * andythenorth doesn’t do projects
14:28:15 <andythenorth> that ship or get binned
14:28:27 <andythenorth> how are flat docks going to work then?
14:28:36 <andythenorth> can we just build them on the water tile?
14:29:10 <Eddi|zuHause> most likely you place them like airports, and one (or more) sides of them will be marked as docking places
14:29:11 <keoz> I knew about 2cc, I didn't about ECS.
14:29:42 <keoz> Ok. So it's time to make a big rewrite of TTRS too :)
14:29:55 <Eddi|zuHause> and by "airports" i mean "newgrf-definable state machines"
14:29:58 <andythenorth> Eddi|zuHause: sounds good, does it depend on any vapourware, like New Stations / New Airports / New Foo
14:30:20 <Eddi|zuHause> i suppose that's a "yes" :p
14:30:34 <andythenorth> shall we have a small bet on when they might reach trunk?
14:30:40 <andythenorth> assuming that neither you nor me can fix the result?
14:31:04 <Eddi|zuHause> with the opening date of BER (berlin airport)
14:31:38 <Eddi|zuHause> that's the german equivalent of a duke nukem forever :p
14:33:22 <Alberth> did someone say openttd was finished?? :)
14:34:44 <andythenorth> just a few little things to do
14:35:00 <Eddi|zuHause> 90% done. now for the other 90%...
14:36:19 <andythenorth> diminishing returns :P
14:44:34 <andythenorth> so how big is a flat dock?
14:44:46 <andythenorth> a big complex like an airport?
14:47:15 <Eddi|zuHause> usual river docks are usually a bit cut off from the actual river, to reduce water movement
14:48:22 <Eddi|zuHause> so if i were to make a dock newgrf, the docks definitely would be more like a 3x5 area
14:48:46 <Eddi|zuHause> that can be connected to a river via canals
14:49:07 <andythenorth> and ships have to go in a specific bay?
14:49:50 <Eddi|zuHause> ocean docks would be somewhat larger structures with moles and stuff
14:50:09 <Eddi|zuHause> sort of like MariCo
14:50:39 <andythenorth> sure it’s not overkill? o_O
14:50:48 <Eddi|zuHause> where marico is to docks like fakeairports is to airports
14:56:39 <andythenorth> adding smoke shows just how wrong some of FISH sprites are
14:56:50 <andythenorth> the ratio of | - \ / is so wrong :D
15:14:02 <andythenorth> so all ships, all smoking, all the time?
15:20:34 <Eddi|zuHause> or it just shows how wrong ttd's | - \ / dimensions are
15:22:36 <LordAro> complain to CS/<artist guy>
15:25:25 <andythenorth> the smoke does look fricking awesome for ships :)
15:25:39 * andythenorth is far too excited by just a few pixels on an outdated game with outmoded graphics :P
15:27:40 * andythenorth wonders which ships to use the black smoke for
15:27:42 <andythenorth> and which the white
15:29:10 <Alberth> white for pax, as it looks better for the public :p
15:29:26 <Alberth> or when it's heavily loaded use black
15:29:36 <andythenorth> I think white for most
15:29:46 <andythenorth> might save black for special occasions
15:29:54 <Alberth> white looks best probably
15:30:03 <andythenorth> black looks like breakdown
15:30:28 <Vinnie> hello, McZapkie here toanswer question on his newgrf?
15:31:21 <andythenorth> could easily over-complicate ship smoke triggers I think :)
15:31:31 <andythenorth> speed, load, motion counter, day of week :P
15:31:56 <Eddi|zuHause> air temperature, wind speed, ...
15:32:23 <Alberth> breakdowns are black smoke?
15:32:57 <Eddi|zuHause> aircraft breakdowns emit black smoke
15:33:20 <andythenorth> it would be nice if the diesel spawn type spawned when a ship changes direction
15:33:24 <andythenorth> would look about right
15:33:29 <andythenorth> I could probably patch that :P
15:33:41 <andythenorth> diesel smoke spawn for ships is otherwise pretty useless
15:34:05 <andythenorth> it’s currently quite specific to trains
15:35:03 <Alberth> maybe only for manouvres at low speed you should emit diesel smoke
15:35:39 <Alberth> or big changes in direction, but that may be hard to detect
15:36:22 <andythenorth> current diesel spawn routine
15:36:29 <Alberth> Vinnie: not by that nick
15:36:47 <Alberth> note that irc nicks can be different from forum names
15:37:55 <andythenorth> how would I patch that ^ for ship changing direction?
15:38:56 <Alberth> you think I can give you an answer to that right now? :)
15:39:53 <andythenorth> it was more of a thinking-out-loud question ;)
15:40:21 <Alberth> :o we have a Ship class
15:41:11 <frosch123> how do ships need more power when turning?
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15:41:30 <frosch123> andythenorth: you wouldn't patch that
15:41:35 <frosch123> you would add a new spawning model
15:41:43 <andythenorth> or I could do it in newgrf
15:41:54 <andythenorth> it just seems that the spawn models are mostly useless for ships :)
15:42:07 <andythenorth> but quite...productive
15:42:12 <andythenorth> diesel is 90% useless
15:42:16 <andythenorth> electric is 90% useless
15:42:33 <andythenorth> but I could write my own newgrf handlers
15:42:36 <frosch123> well, you can easily make the smoke less dense via the callbacks
15:43:04 <andythenorth> modulo motion counter over 2
15:43:26 <andythenorth> and I can probably check extended vars for vehicle is turning or whatever
15:43:33 <andythenorth> I’m sure there’s lots of things to hook to
15:43:43 <frosch123> there are no vars for turning
15:43:55 <frosch123> only for articulated vehicles :p
15:44:08 <andythenorth> well, there’d be something
15:44:15 <andythenorth> it doesn’t have to be science, just has to look right :)
15:44:27 <andythenorth> but I did wonder about making the built-in stuff a bit better
15:45:01 <Alberth> getting smoke from the drawn pipes is already major progress :)
15:45:42 * andythenorth is not complaining
15:45:47 <Alberth> if you have 2 pipes, you could make them emit smoke in turns :)
15:46:55 <Alberth> wouldn't that look odd? (or even)
15:47:06 <andythenorth> hmm, the black smoke might be needed for really big ships
15:47:13 <andythenorth> the diesel smoke looks a bit thin
15:47:13 <Vinnie> Alberth, by what nick or dont you know?
15:47:50 <DorpsGek> frosch123: mc* could be McxCZE (23 hours, 15 minutes, and 51 seconds ago), mczapkie (17 weeks, 2 days, 23 hours, 37 minutes, and 58 seconds ago), or Mchl (4 years, 20 weeks, 6 days, 7 hours, 13 minutes, and 35 seconds ago)
15:48:54 <Alberth> it's not really seen, but rather "spoke"
15:49:06 <DorpsGek> frosch123: mczapkie was last seen in #openttd 17 weeks, 2 days, 23 hours, 39 minutes, and 14 seconds ago: <mczapkie> hello
15:49:17 <frosch123> not useful either :p
15:49:22 <Alberth> people that never talk don't show up in seen
15:49:43 <Vinnie> But you worked on opengfx industries
15:50:01 <Vinnie> he made some adjustments and made it a manpower opengfs industries newgrf
15:50:03 <Alberth> well, at least you now know the nick he uses :)
15:50:11 <Vinnie> you know anything about that project?
15:50:33 <Alberth> besides knowledge about its existence? no
15:50:33 <DorpsGek> LordAro: Don't ask to ask, just ask
15:51:35 <Alberth> Vinnie: he means just ask what you want to know, there are many people here, and one of them might know the answer
15:52:05 <andythenorth> Vinnie: just ask in the forum, wait for him to show up?
15:52:20 * andythenorth wonders if there is a hack for hovercraft spray effect
15:52:34 <Vinnie> I know but its probably in vain, here it goes.
15:52:54 <Vinnie> His grf gives the ability to increase productions of primaries but for some it does not work
15:53:12 <andythenorth> Vinnie: he’s been answering forum questions, just ask there
15:53:17 <Vinnie> we have enough service rating but still
15:53:25 <Vinnie> no increasses in production
15:53:35 <andythenorth> he was there at 10.28 today
15:54:38 <Alberth> you could try reading the source code, and compare an industry that works with one that doesn't work
16:05:06 <andythenorth> smoke from two funnels is awesome!
16:05:11 <andythenorth> everything is awesome!
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16:06:15 <frosch123> i heard if passenger ships have 4 funnels, 3 of them are fake
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16:35:09 <andythenorth> Alberth: how would contracts interact with exclusive contract rights?
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16:36:09 <Alberth> subsidies are affected, aren't they?
16:37:13 <andythenorth> I’ve only seen exclusive used once, in an MP game
16:37:14 <Alberth> are there any good use cases for exclusive contract rights?
16:37:47 <Alberth> you could make a town really for you, which can beuseful in a city builder
16:38:02 <Alberth> just don't run an AI :)
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16:39:34 <andythenorth> mostly I don’t ;)
16:39:47 <andythenorth> griefing is valid though, no?
16:41:02 <Alberth> I tend to think so yeah
16:41:15 <Alberth> added your qiestions to the list of ponderings, thanks
16:42:24 <Rubidium> London has a quite interesting definition of week
16:42:36 <andythenorth> the sad moment when I’m away for 2 days, and find I don’t have a laptop power adapter
16:42:47 <andythenorth> I guess it’s a lesson to take a break
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16:49:36 <Alberth> Rubidium: it ends at thursday evening?
16:49:51 <Rubidium> Alberth: no, it's 31 days long
16:50:10 <LordAro> Rubidium, you having fun?
16:50:30 <Rubidium> LordAro: not really... trying to figure out what will be fun next weekend
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16:53:14 <Rubidium> Kate Bush must be really good though... since the tickets are 500 GBP
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17:01:51 <Alberth> at least she really expensive :p
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17:32:27 <andythenorth> Got the kids' ipad
17:35:38 <andythenorth> Might be flappy, hate these ios app things
17:36:04 <andythenorth> My ipad is just for checking weather on bbc site
17:45:38 <DorpsGek> Commit by translators :: r26759 /trunk/src/lang (italian.txt spanish.txt) (2014-08-24 17:45:30 UTC)
17:45:39 <DorpsGek> -Update from WebTranslator v3.0:
17:45:40 <DorpsGek> italian - 50 changes by lorenzodv
17:45:41 <DorpsGek> spanish - 138 changes by juanjo
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18:24:05 <andythenorth> what could a hydroelectric power industry do?
18:25:45 <andythenorth> Nothing, it's a bad feature :p
18:27:00 <frosch123> sounds like eddi's three-phase-current-to-hosepipe-converter
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18:44:56 <andythenorth> It has to be because tablets are crap
18:45:29 <andythenorth> The irc apps all disconnect when backgrounded
18:45:47 <andythenorth> Aggressive power saving rules
18:46:26 * andythenorth back to pen and paper
18:47:19 <avdg> Not even a backgroundprocess allowed? Sounds sad...
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21:21:04 <edeca> Perhaps I'm just not understanding cargodist as it's the first time I've used it, but it seems to be sending almost all cargo to the nearest station even with the distance percentage turned to 0%
21:21:15 <edeca> And trains with the destination in their orders aren't loading
21:21:22 <edeca> Do I need to do something different to normal?
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21:38:09 <MTsPony> perhaps it should be at 100 instead of 0?
21:38:42 <edeca> Well I just discovered the station:planned view
21:38:51 <edeca> And it's actually quite well balanced across the 3 destinations
21:38:55 <edeca> Just older cargo has built up
21:39:05 <edeca> And it's not loading onto trains that have the destination in their orders
21:39:08 <edeca> That bit I don't understand
21:39:26 <MTsPony> beats im, im a cargodist noob. i just know something in cargodist could cause a desync :p
21:39:37 <MTsPony> i believe it will be fixed soon, hopefulyl
21:39:37 <edeca> I only ever play SP really
21:40:29 <edeca> Bah why isn't it loading, hm
21:48:35 <Eddi|zuHause> that usually has to do with lack of shared orders or something
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