IRC logs for #openttd on OFTC at 2016-11-16
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09:40:28 <Flygon_> Figured out how to place Lakes in heightmaps
09:40:43 <Flygon_> And write into the heightmap in Paint.NET the Lake's name
09:46:00 <Flygon_> By not pre-rotating it
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10:08:22 <Flygon> What's the recommended Tramset nowadays?
10:08:33 <Flygon> Currently using eGRVTS v2.0
10:09:04 <Flygon> Dunno if there's been any replacements
10:11:04 <Wolf01> I used generic tram set
10:12:29 <Flygon> Was looking to go from 1850s to modern era
10:12:44 <Wolf01> In online content you can find a lot of tram sets
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10:13:23 <Flygon> It's just hard to see what's good or not on BaNaNa's
10:13:58 <Wolf01> BATS starts from 1860, but I don't know if it's cargo compatible with extended industries
10:14:44 <Flygon> I might go with BATS :3
10:14:52 <Flygon> Planning to tackle the Tasmania scenario
10:15:06 <Flygon> Hobart had DD Trams since the 1890s, soooo... :
10:16:16 <Flygon> I guess, to go alongside that
10:16:20 <Flygon> What's the recommended bus set?
10:17:34 <Flygon> Might go the British bus set
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12:05:52 <andythenorth> nvm if now is not convenient :)
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13:00:39 <Michaellaneous> I have a question about curves. Do the rules from the basic accerlation also apply to the realistic one?
13:02:12 <Michaellaneous> Oh okay...strange, I could swear my trains do...
13:02:25 <Michaellaneous> Maybe I am missremembering.
13:02:29 <Michaellaneous> Gotta look carefull next time.
13:03:34 <Eddi|zuHause> before asking such a question, check which acceleration model you set
13:05:14 <Michaellaneous> I know, I was just remembering my trains to slow down on track swtiches.
13:05:46 <Michaellaneous> I think my engines were just too weak because the "only a little slowdown on small slopes" was not really working.
13:08:14 <Michaellaneous> Probably just my misstake.
13:09:14 <Michaellaneous> On an unrelated note: Do you guys focus more on industry or towns?
13:17:33 <Eddi|zuHause> towns, usually... passenger numbers are just too massive every time i try
13:17:41 <Eddi|zuHause> they take up all my time
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13:24:11 <Michaellaneous> I just think it's a bit...simple!
13:25:00 <Michaellaneous> Actually, building a cooll network is half the fun.
13:28:03 <Michaellaneous> Just passengers!
13:28:10 <Michaellaneous> Instead of like 6 different types of cargo.
13:29:15 <V453000> well, choosing where to deliver them is not so simple
13:29:49 <Eddi|zuHause> it's as simple or complicated as you make it...
13:30:13 <V453000> pretty much Eddi|zuHause
13:30:17 <V453000> goodger: that's not a solution
13:30:32 <Eddi|zuHause> some people make only point-to-point lines with one single train on it
13:33:41 <goodger> it's a solution to the problem of deciding where to deliver people
13:35:45 <Eddi|zuHause> goodger: it's actually not, because they still only go where you decided to put stations. it, however, performs brilliantly at clogging your network
13:36:20 <Michaellaneous> Is there a way to autofill a complete track with block signals?
13:36:30 <Michaellaneous> Instead of just dragging over?
13:36:37 <goodger> Michaellaneous: build one signal, then control-drag it in the desired direction
13:36:54 <Michaellaneous> So...not over the whole track, just a little bit, and it autofills?
13:37:19 <goodger> it stops at branches and stations, but will go through tunnels and bridges
13:37:48 <Michaellaneous> And corners too I assume.
13:38:02 <Michaellaneous> I mean, it works with corners too.
13:38:24 <goodger> I haven't tried it with right angles, but it tolerates 45-degree bends
13:55:17 <Michaellaneous> What trainset are you guys using?
13:56:21 <Michaellaneous> 2cc seems nice but oh boy there is so much going on.
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17:39:15 <andythenorth> technical ammonium nitrate is made out of fresh air
17:39:20 <andythenorth> minimal inputs :P
17:39:32 * andythenorth has been researching
17:39:52 <Wolf01> I just finished to fuck around with lego, I made another mecha for the static models exposition next weekend
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18:21:36 <Michaellaneous> So, I tried doing the thing with waypoints.
18:21:58 <Michaellaneous> I set up my orders like this: Oilfield -> Via waypoint -> Drop off -> Via Waypoint
18:22:12 <Michaellaneous> But now, "implied" orders show up and my train just fucks off somewhere else.
18:22:18 <Michaellaneous> Where it's not even supposed to be.
18:24:04 <andythenorth> implied orders are misleading
18:24:13 <andythenorth> the train won’t follow them explicitly
18:24:36 <andythenorth> they just show other stations it’s visited
18:25:49 <Alberth> implied orders are the result of your train visiting weird stations
18:25:52 <Michaellaneous> Okay but something fucks up.
18:26:00 <Michaellaneous> Because the train loops where it should not.
18:30:54 <Alberth> if you use train servicing, likely it found a depot after the waypoint, which it then fails to remove from its order list, so after the depot visit it tries to go back to the waypoint
18:30:56 <Michaellaneous> Ah, that fixed it.
18:31:46 <Alberth> it just doesn't add implied orders, trains still go haywire :p
18:35:40 <andythenorth> wrong feature :)
18:35:58 <andythenorth> I know that debugging lost vehicles is part of ‘proper’ TTD :P
18:37:25 <Alberth> nah, just add track so that a train can go anywhere from anywhere, and you never have lost trains :)
18:39:32 <Michaellaneous> Oh now I know what is fucking up.
18:39:40 <Michaellaneous> The waypoint is not on the same line as the depot.
18:39:48 <Michaellaneous> So when they go to the depot, they dont pass the checkpoint.
18:40:03 <Michaellaneous> So...I can't tell trains to not use the depotline because otherwise they miss the waypoint.
18:40:41 <andythenorth> turn off breakdowns
18:40:46 <andythenorth> no need for servicing then :)
18:40:56 <Michaellaneous> That doesn't sound fun tho.
18:41:59 <Alberth> "fun" is different for everybody :)
18:43:56 <Alberth> move your waypoint to after the depot
18:44:16 <Michaellaneous> Yeah but then they might stilll use the depot line.
18:44:17 <Alberth> trains ignore waypoints when looking for a depot
18:45:14 <Michaellaneous> Here is my setup.
18:45:21 <Michaellaneous> If I put them after the waypoint it wouldn't change anything.
18:46:18 <Alberth> they should be before the waypoint
18:47:38 <andythenorth> economies economies economies
18:48:18 <andythenorth> Basic economies are hard
18:48:34 <andythenorth> any complex chain is prone to dominating the economy
18:50:31 <Alberth> gtg, have a nice evening
19:07:04 <andythenorth> V453000: adjusted approach to making Basic economies
19:07:12 <andythenorth> try to provide cargos that look nice
19:07:21 <andythenorth> and use wide range of vehicle types
19:07:29 <andythenorth> if only I’d thought of that 8 years ago :P
19:18:44 <Michaellaneous> Any idea how multipe unit wagons work?
19:24:29 <supermop> kind of like arctic basic in tropic
19:28:32 <supermop> Michaellaneous: you build the multiple unit, then you add either powered or unpowered multiple unit wagons until it has the length and power you want
19:54:56 <andythenorth> eye candy economy
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20:53:42 <andythenorth> only has 16 industries, which is relatively few
20:54:00 <andythenorth> proposes splitting wood -> lumber and pulpwood -> paper
20:54:04 <andythenorth> which might be useless
20:56:54 <andythenorth> oil is in quite a few economies already
20:57:01 * andythenorth trying to add more diversity
20:57:16 <andythenorth> I feel obliged to add fish and alcohol, but meh
20:58:07 <andythenorth> alcohol is not visually interesting
20:58:15 <andythenorth> fish at least gives a sea-based industry
20:58:37 <frosch123> "ice" seems to be an arctic thing
20:58:55 * andythenorth considers ‘salt’
20:59:09 <andythenorth> probably more appropriate to hot countries
20:59:56 <frosch123> at some amounts of ice and snow, salt no longer works for cleaning roads
21:01:52 <Wolf01> Salt is for the comunity
21:01:54 <supermop> rye -> rye bread and aquavit
21:02:55 <andythenorth> potatoes -> vodka
21:03:18 <supermop> herring -> pickled herring
21:03:56 <frosch123> reindeer are vehicles
21:04:02 <frosch123> presents would be cargo
21:08:22 <andythenorth> that stuff in cans
21:11:57 <andythenorth> not sure about phosphate
21:12:08 <andythenorth> might be too realisms
21:13:40 <andythenorth> also it’s import cargo
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21:19:01 <BluesInTheNet> What a hell are you people talking about?
21:23:04 <maciozo> hello! does anyone know why I get failed ACC conformance tests when trying to configure lzo?
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21:26:40 <andythenorth> my 3 year old computer sells used for about £1k on ebay
21:27:03 <andythenorth> I would have guessed £500 at best
21:27:45 <andythenorth> means a new one would cost me £0.84 / day
21:33:09 <Wolf01> It doesn't even look as a potash mine
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21:50:59 <andythenorth> Wolf01: what are the problems? Asserts?
21:51:23 <Wolf01> Which then asserts if you need to do something with it
21:53:38 <andythenorth> Wolf01: so it fails to restore correct type when removing?
21:54:59 <andythenorth> check the types before calling RemoveRoadStop()
21:55:43 <Wolf01> Could be a good idea, but the underlying types should remain untouched even when you remove the station
21:56:24 <Wolf01> The name is right for an Ubuntu release
21:56:37 <andythenorth> depends what MakeRoadNormal is doing
21:56:41 * andythenorth is pure guessing here
21:56:55 <andythenorth> supermop: I should draw those settling ponds? :o
21:57:19 <supermop> the moab one has a picturesque rail spur
21:58:21 <andythenorth> I think Arctic Basic has moved to Canada
21:58:30 <andythenorth> Scandinavia is too tricky :
21:59:21 <Wolf01> MakeRoadNormal resets m4, I think I forgot to add some SetRoadTypes
21:59:35 <andythenorth> supermop: that’s fairly epic
22:00:24 <supermop> a branch of that spur serves the moab uranium mine tailing pile superfund site
22:01:36 <supermop> which has lots of fun HEQs scraping up dirt, which gets sealed into containers, a trainload of which leaves each day to get buried deep underground about 40 miles to the north
22:01:58 <andythenorth> uranium I never found a place for in FIRS
22:02:30 <andythenorth> import alcohol or brew it?
22:02:40 <andythenorth> or make a longer food chain?
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22:03:34 <debdog> add several Mr. Burns to towns
22:03:46 <supermop> andythenorth: you dont ship the uranium, you haul off the contaminated soil decades later
22:03:54 <supermop> many more trainloads
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22:06:56 <andythenorth> gold will be ridiculous
22:07:02 <andythenorth> the cargo unit is probably grams
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22:15:53 <andythenorth> supermop: what to call an industry that produces fertiliser and explosives?
22:16:04 <andythenorth> ‘chemical plant’ is already taken
22:16:12 <andythenorth> ammonium-nitrate plant is too specific :P
22:16:53 <andythenorth> V453000: explosives…DYNA, TNT_ or EXPL?
22:16:56 <supermop> "chemical plant in low property value area"
22:18:12 <andythenorth> how about “Fertiliser & Explosives Plant”
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22:20:43 <supermop> pretty straightforward
23:03:27 <andythenorth> supermop: so rye in arctic basic? o_O
23:26:31 <BluesInTheNet> guys, don't give up on your trains, they are not so bad after all
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