IRC logs for #openttd on OFTC at 2016-03-09
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05:53:49 <tiaz> Hi, I'm curious if there's a known answer on whether 'chain' industries are more competitive than single-run industries.
05:54:25 <tiaz> e.g., ore -> steel -> goods -> city gets you a bunch of transit work out of one pickup, effectively. but most of those pay less than, say, coal
05:54:57 <tiaz> plus, you've already built infrastructure most of the way to, say, the steel mill (or whatever) and save some money on your "new" line.
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11:53:27 <Eddi|zuHause> that quickly becomes so complicated that you cannot predict it without actually building it
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13:06:13 <argoneus> good morning train friends
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20:24:38 <Alberth> pyrite melter is so hot it doesn't have snow on its roofs :)
20:24:59 <Alberth> looks like a very nice addition to firs
20:30:28 <planetmaker> andythenorth, why is the pyrite melter built on foundations? Or is that just an effect of the landscape in that particular case?
20:30:34 <V453000> it looks INSANELY tall to me, but whether that is a bad thing... ? :D
20:30:58 <V453000> foundations look like cause of terrain
20:32:35 <andythenorth> it is insanely tall
20:32:42 <andythenorth> smelters are some of the biggest things around IRL
20:32:58 <andythenorth> someone at work has a factorio addiction btw V453000
20:33:18 <V453000> yeah reddit is full of "my life is ruined" posts
20:33:39 <V453000> make sure it doesn't spread, it really is addictive :D
20:33:53 * andythenorth staying out of it
20:42:01 <Alberth> games that allow building processing pipe lines always sell :p
20:47:31 <andythenorth> can we implement OpenTTD in factorio?
20:47:44 <andythenorth> are the mods xml? o_O
20:48:36 <Alberth> obviously you must have xml as file format, even though it's total overkill, and not readable :p
21:03:59 <V453000> mods are lua, can do pretty much anything
21:04:16 <V453000> mod options are basically the same as of the base game
21:04:26 <V453000> which is nice, you can really do whatever you want
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21:21:43 <Birko> Hello, what is the best way to keep only unique numbers in array in Squirell? ... I am pushing tile numbers to array, but finally i would like to have only unique numbers in array. Thanks
21:23:58 <Alberth> set up an integer with the next unique number, and increment it each use?
21:25:36 <glx> check if it's already in the array before pushing
21:25:43 <Alberth> depends somewhat on the use of the unique number
21:27:41 <glx> but it's better to use an AITileList than an array
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21:33:24 <Birko> The whole issue is this. I have AITileList with assumed location of train station. I need the tiles around this AITileList (for some other feature) in the array. So Im going to look on every neighbour (8neigbours around each tile) of each tile and keep only those tiles, which are not in station tile list. Adn after that, keep only unique numbers of tiles.
21:35:41 <Alberth> so it's not a rectangle, or a small number of rectangles?
21:35:56 <Alberth> you could store those instead of the actual tile numbers
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21:41:00 <Birko> Yes, it is a rectangle. My station list is result of function which returned AITileList made by AddRectangle. So you suggest to made another rectangle (bigger) and the difference between them would be tiles around station?
21:43:28 <Alberth> I meant you make a Rectangle class with 4 position numbers, like left, right, top, down, and make a "isInside" test function
21:44:41 <Alberth> then make a 'big' Rectangle, and the station area Rectangle, and loop over x and y of the big rectangle, testing that the x and y are not in the station rectangle
21:44:50 <Alberth> no need to make long lists of tiles
21:45:45 <Birko> thanks, im going to try that
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23:21:55 <Eddi|zuHause> <Birko> Hello, what is the best way to keep only unique numbers in array in Squirell? ... I am pushing tile numbers to array, but finally i would like to have only unique numbers in array. Thanks <-- sounds like you want a set (no idea if squirrel has those)
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