IRC logs for #openttd on OFTC at 2015-10-03
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06:33:34 <Eddi|zuHause> berndj: yes, once you set up the timetable, ctrl+click on the "start date" button to spread them out
06:34:06 <Eddi|zuHause> make sure there is enough waiting time to cancel out delays, and that the vehicles can overtake at the loading station
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09:01:23 <Alberth> andythenorth: you may want to add r27279 is still after branching 1.5.2 ?
09:01:38 <Alberth> or 1.5.0, for that matter
09:03:40 <Alberth> don't worry, I get numbers wrong all the time :)
09:04:25 <Alberth> git numbers are so terrible, I only copy/paste, so I make less errors there :p
09:07:46 <Rubidium> do you mean the short hashes or the long ones?
09:08:24 <Rubidium> but yeah, they are very suspect to typos
09:10:33 * andythenorth always c-p with hashes
09:10:52 <andythenorth> but rVWXYZ is too tempting to type :P
09:11:50 <andythenorth> this is going to keep recurring
09:12:07 <andythenorth> every page of the forum thread, I’m going to have to again clarify it’s not r24998
09:12:15 <andythenorth> because I can’t edit the original release post
09:13:21 <Eddi|zuHause> (via the ! button)
09:13:27 <andythenorth> I tried that earlier
09:13:33 <andythenorth> but there is no option for “I made a mistake"
09:13:39 <andythenorth> only “report warez” and such
09:13:48 <Eddi|zuHause> there's an "other" category
09:14:07 <andythenorth> who is mod on that forum
09:14:11 <andythenorth> how does forums work :P
09:14:35 <DorpsGek> andythenorth: pikka was last seen in #openttd 3 days, 20 hours, 50 minutes, and 19 seconds ago: <Pikka> hmm... hopefully
09:15:16 <Eddi|zuHause> you generally get worse results if you try to reach a specific mod
09:16:54 <Alberth> people post random stuff, and other people react by writing other random stuff?
09:17:38 <andythenorth> sounds about right
09:17:46 <Alberth> but yeah, use "other", and explain in the post area what you want and why, that should work
09:18:36 * andythenorth wonders how the story book works
09:19:17 <Alberth> never used it, but afaik it's a collection of pages, you can make new pages, and add text etc
09:19:17 <andythenorth> "Instead of removing the goal, you can mark it as complete and the Story Book will show that the goal is completed."
09:19:27 <Alberth> and delete / change pages too
09:19:28 <andythenorth> I would like to show won goals
09:19:34 <andythenorth> maybe that’s built in
09:20:25 <Alberth> probably for linking to a goal from the page?
09:20:46 <Alberth> also, we delete the goal after being finished
09:21:02 <andythenorth> maybe we should do it differently?
09:21:14 <andythenorth> maybe this ‘won_goals’ structure I’ve patched is daft
09:21:32 <andythenorth> oh, but we don’t want them to stick around in the current goals list
09:21:38 <Alberth> in new context, anything you made is daft
09:22:12 <Alberth> no, I'd like a nice short list of things to do
09:22:53 <Alberth> but you can make story pages with things that you did
09:23:40 <Alberth> What could be done, but it kind-of belongs in BR, is to measure time you needed to achieve the goal
09:25:09 <andythenorth> I don’t want to care about that in BB :)
09:25:22 <andythenorth> but BB seems like a nice platform for forks
09:34:48 * andythenorth wants a goal debug window
09:34:53 <andythenorth> where I can mark them as done :P
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09:40:14 <Alberth> not sure if that's possible, is there a "user clicked/selected something" event?
09:40:25 <Alberth> then you can react by asking a question
09:40:47 <planetmaker> Alberth, yes, such should exist; it's used iirc in the tutorialGS
09:40:50 <planetmaker> good morning also
09:40:54 <Alberth> alternatively, use the widely employed cheat of making a sign "goal done" :p
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09:47:45 <andythenorth> some goals, the source is just too far away
09:47:53 <andythenorth> that’s the downside of my won_goals approach :P
09:48:12 <andythenorth> goals were being repeated because they were the only ones meeting distance rules
09:48:30 <andythenorth> also 128x1024 map
09:49:04 <Alberth> add stricter rules for accepting a goal?
09:50:55 <Alberth> you can also keep records about cargoes, and prefer cargoes with more available options
09:51:06 <Alberth> however, that pushes you to pax :p
09:54:46 <andythenorth> I think it’s fine
09:54:52 <andythenorth> I just have to accept ignoring some goals
09:55:08 <andythenorth> I’m not going 256 tiles for 37 crates of wool
09:55:42 <Alberth> ha :) I was ignoring all supplies in my last game :)
09:56:25 <Hiddenfunstuff> hey you people! are messing with timetables worth it at all?
09:56:28 * andythenorth doesn’t have planes yet
09:56:56 <andythenorth> don’t use timetables, except for making pax vehicles wait a few days at stations where full-load would take too long
09:57:44 <Hiddenfunstuff> since theres no real "wait for X vehicle to pass" or something like that they're quite useless?
09:57:52 <andythenorth> some people find them essential
09:58:06 * andythenorth is a bad guide to timetables
09:58:14 <andythenorth> I’m too stupid to understand them
09:58:17 <Alberth> some people make elaborate time schedules for all trains
09:58:31 <Hiddenfunstuff> Good.. we never found use for them either in what? 7 years of playing the game
09:58:38 <Alberth> nice map andy, lots of ships? doesn't look like you have
09:58:59 <andythenorth> I don’t see the purpose of timetables
09:59:13 <Alberth> Hiddenfunstuff: different playing styles, different ideas of what you need ?
09:59:22 <Alberth> I have yet to find a use for groups :)
09:59:22 <andythenorth> I don’t understand how having thousands of ‘vehicle is running late’ messages is interesting or fun
09:59:45 <planetmaker> OpenTTD supports varying playing styles. Not every playing style needs everything which is possible
09:59:46 <andythenorth> timetables can’t actually do anything to affect vehicle behavious
09:59:51 <Hiddenfunstuff> only thing the vehicle grouping helps at when switching from 1 to another railtype
10:00:11 <andythenorth> the ‘wait at stations’ is useful, but they don’t do anything else
10:00:21 <Hiddenfunstuff> there was one game which had features on the timetable like "wait for X amount time", "wait for train X to pass" etc which was useful
10:00:24 <andythenorth> except cause you to waste a lot of time scheduling, and then getting a lot of news messages
10:00:45 <andythenorth> it’s yak-shaving for people who like real trains
10:01:03 <Hiddenfunstuff> "Train 582 is lost"
10:01:05 <andythenorth> Alberth: groups are just for replacing :P
10:01:11 <andythenorth> they have zero other use
10:01:41 <andythenorth> sometimes you start with a 1000hp engine, and then you only want to replace 50% of them when the 2000hp engine is introduced
10:01:51 <andythenorth> otherwise they’re more yak-shaving for foamers
10:02:13 <Alberth> euhm, why not do the other 50% too?
10:02:19 <andythenorth> fortunately openttd is a flexible game, supporting many more styles than just andythenorths
10:02:42 <andythenorth> sometimes the small engine is fine for small trains
10:02:45 <andythenorth> why upgrade? o_O
10:03:00 <Alberth> Hiddenfunstuff: lost trains usually means your tracks are not complete somewhere
10:03:12 <Alberth> less hassle with groups? :p
10:03:25 <andythenorth> Hiddenfunstuff: try timetables?
10:03:43 <Hiddenfunstuff> Been there, done that.. It didnt really feel important or useful
10:03:55 <andythenorth> eh BB changes my usual freight playing style a lot
10:04:21 <andythenorth> usually I have many mines, farms etc -> small number of of processors
10:04:30 <andythenorth> so that there is a lot of output at a single steel mill or such
10:04:38 <andythenorth> BB has cargo going to all the processors
10:04:44 <andythenorth> sometimes one mine is going to multiple destinations
10:05:08 <Hiddenfunstuff> usually the game ends when i r un out of certain industries like iron and coal or oil
10:05:44 <andythenorth> if BB can’t find any valid industry goals, maybe it should start constructing industries?
10:05:55 <andythenorth> maybe it should construct industries anyway
10:06:23 <andythenorth> have to code it, test it :P
10:06:44 <Alberth> /me likes that thought :)
10:06:52 * Hiddenfunstuff has no idea whats going on
10:07:12 <Alberth> andy is hacking Busy Bee
10:07:33 <Alberth> a game script providing cargo goals to fulfil
10:07:46 <andythenorth> I am not hacking it right now much, my game is fun, and I’m scared of breaking it :P
10:07:48 <Hiddenfunstuff> Oh right.. think got it installed and played one game.. Didnt impress much
10:07:59 <Hiddenfunstuff> it had potential.. but it wasent totally captured
10:08:11 <andythenorth> what was the potential? o_O
10:08:15 <andythenorth> and what lacked? o_O
10:08:44 <Hiddenfunstuff> To keep the game and player not from dying to exhaustion due to lack of new industries?
10:09:24 <Hiddenfunstuff> and when you have already turned the whole map into ocean and have huge straight lines of rails going around the place.. it tends to get boring
10:09:34 <Hiddenfunstuff> to a point where you start to flush out the cities with water
10:09:54 <Alberth> we usually quit playing after a 50-100 years :)
10:10:17 <Hiddenfunstuff> my games stretch some 2000 years
10:10:34 <Alberth> straight lines are way too boring
10:10:57 <Alberth> I had a lot of fun again when I stopped terraforming the map for my tracks
10:11:38 <Alberth> and instead built the tracks on the landscape, and use eg height differences for bridges etc
10:12:42 <andythenorth> it’s why tropic map gen is sooooo boring
10:13:34 <andythenorth> the map I’m playing has a single small mountain of 6 height levels
10:13:40 <andythenorth> the rest of it is ~flat
10:14:25 <andythenorth> terrain type ‘alpinish'
10:14:33 <andythenorth> yeah, if the alps are in Holland :P
10:15:20 <Hiddenfunstuff> max height levels: 600
10:15:50 <Alberth> number of height levels is irrelevant
10:16:15 <Alberth> it doesn't matter if your trains is at level 50 or 500, it behaves the same
10:16:18 <andythenorth> the ‘problem’ is that in addition to terragenesis, and all the player setttings there
10:16:26 <andythenorth> tropic also has its own rules
10:16:32 <andythenorth> so the player settings are somewhat moot
10:16:36 <andythenorth> which is always nice
10:24:41 <andythenorth> pax per month: 0
10:24:45 <andythenorth> mail per month: 0
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16:12:50 * andythenorth buys a competitor
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16:46:02 * andythenorth hates shrinking towns
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18:02:16 <Demosthenex> so, any "fast" way to fix a timetable? i can't seem to find any shortcuts, and autofill isn't what i mean ;]
18:08:30 <Demosthenex> talk about tedious, the "add some slack to each timetable entry" drives me nuts.
18:09:09 <Demosthenex> it'd be nice to have an option, like "add X% extra time to autofilled timetables", and "default stay duration for timetables"
18:09:30 <Demosthenex> then i'd only have to do data entry (without any hotkeys, grunt and click) on the exceptions.
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18:20:44 <Eddi|zuHause> try one of the timetable improvement patches
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18:42:28 <Demosthenex> Eddi|zuHause: a newgrf, or a real patch where i have to recompile?
18:44:39 <Demosthenex> if i could doubleclick, or apply a % extension to timetables by defualt, or specify a default stay length, those are things i would patch for.
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18:59:58 <Eddi|zuHause> i could imagine someone did that... but i don't actually know.
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21:54:10 <DorpsGek> andythenorth: danmack was last seen in #openttd 1 week, 3 days, 5 hours, 21 minutes, and 44 seconds ago: <DanMacK> Hey all
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22:55:25 <ThreeNoses> hello, I reported FS#6376 so if you need any feedback just ping me
23:15:47 <peter1138> Probably just need to remove the NewGRFs.
23:16:03 <peter1138> Or rather, not use them.
23:20:00 <Sylf> that old wagons with new cargos, and use-able default aircraft, are pointless without industry newgrf loaded in the game
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23:21:53 <DorpsGek> DanMacK: andythenorth was last seen in #openttd 1 hour, 27 minutes, and 43 seconds ago: <andythenorth> @seen danmack
23:22:09 <DanMacK> great minds think alike... lol
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