IRC logs for #openttd on OFTC at 2016-11-27
            
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08:56:16 <Alberth> moin
08:56:48 <Rubidium> moin
08:58:46 <andythenorth> o/
09:02:45 <andythenorth> dot layout from graphviz is non-deterministic :D
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09:14:40 <Alberth> yep
09:15:25 <Alberth> although, are you sure you give it the exact same file every time?
09:15:53 <Alberth> and not eg, generate the file from a Python dictionary, which stores its data in a non-deterministic way?
09:19:22 <andythenorth> it _seems_ to be deterministic for me locally, but bundles varies
09:19:35 <andythenorth> might be different python version, different graphviz, different xyz :)
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09:41:37 <andythenorth> how could I group specialty metals?
09:41:42 <andythenorth> nickel, zinc, copper etc
09:41:54 <peter1138> morning
09:42:04 * peter1138 ponders getting the dev tools out
09:42:06 <andythenorth> which are used for (1) making alloys with iron / steel (2) plating (3) tubes and stuff
09:42:10 <andythenorth> lo peter1138
09:42:17 <andythenorth> doing subways? o_O
09:42:20 <peter1138> or i could just do the normal thing and go on a bike ride
09:42:43 <peter1138> nah i usually just update my ancient patches and then leave them to stagnate again
09:42:53 <peter1138> rgb company colours!
09:43:14 <peter1138> remember when i had working custom bridge heads once...
09:43:49 <andythenorth> :D
09:53:24 <andythenorth> “Base metals” ?
09:53:25 <andythenorth> https://en.wikipedia.org/wiki/Base_metal
09:53:32 <andythenorth> I need zinc, nickel, copper
09:57:22 <Alberth> perhaps make an invisible connection between them?
09:58:31 <Alberth> although, in general, giving dot more freedom produces less bad results
10:00:00 <andythenorth> I think I’ll leave dot to do its thing :)
10:01:32 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
10:01:43 <andythenorth> too much about vehicle parts
10:02:26 <andythenorth> also I added grain and livestock for food and alcohol
10:02:36 <andythenorth> but maybe that’s not needed
10:03:29 <andythenorth> the flow should be quite linear in this economy, but currently it’s spidering
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10:14:05 <Alberth> port shouldn't take vehicles?
10:14:28 <andythenorth> maybe
10:15:25 <andythenorth> the port-type industries are usually where the hax happen to make an economy work without all cargos/industries
10:15:34 <andythenorth> in this economy, they’re not helping at the moment
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10:35:42 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
10:35:49 <andythenorth> previously http://bundles.openttdcoop.org/firs/push/v6175-1254/docs/html/economies.html#steeltown
10:37:15 <andythenorth> hmm no source for alcohol
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10:41:26 <Alberth> it's not possible to leave it out, apparently :)
10:48:51 <andythenorth> I might drop it :P
10:49:23 <andythenorth> seems a bit unfair, steelworkers probably like a drink
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11:36:19 <Wolf01> Moin
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12:03:31 <frosch123> until slag/steel it looks good
12:03:35 <frosch123> then it turns weird
12:04:05 <frosch123> 3 sources for farm supplies in an economy with hardly farms seems off :)
12:04:29 <frosch123> i would think almost all the steel industries would use eng supplies
12:05:45 <andythenorth> could drop slag as a source of fmsp
12:05:56 <andythenorth> I thought there would be more farm industries when I added that
12:06:09 <frosch123> i would keep slag, and drop the lime
12:07:21 * andythenorth pushed that
12:07:54 <andythenorth> drop alcohol? or import it?
12:08:46 <frosch123> alcohol from port, base metals from bulk terminal, oil from liquid terminal
12:09:01 <andythenorth> I am thinking approx. same
12:09:09 <andythenorth> but I have nothing to deliver to liquid terminal
12:09:12 <andythenorth> so no prod. boost
12:09:31 <frosch123> farm supplies for export?
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12:09:39 <andythenorth> liquid tractors? o_O
12:09:42 <frosch123> hmm, but makes no sense for liquid terminal given the source industries
12:09:54 <andythenorth> I am thinking to expand ‘chemicals’ a bit
12:10:04 <andythenorth> splitting out ‘plastic’ or something
12:10:05 <Eddi|zuHause> fertilizer is usually powdered, not liquid
12:10:05 <andythenorth> not sure
12:10:19 <andythenorth> I don’t know much about chemical industry
12:11:03 <frosch123> alcohol from port, oil from bulk terminal, drop base metals and add aluminium chain instead?
12:11:28 <andythenorth> bitumen from oil -> + slag -> asphalt
12:11:46 <frosch123> asphalt sounds like builindg materials
12:12:58 <andythenorth> it is
12:13:03 <andythenorth> I think it’s too detailed
12:13:19 <frosch123> chemical plant / oil refinery looks redundant
12:13:28 <andythenorth> yeah
12:13:38 <andythenorth> unless I add plastics or specific petrochemicals
12:13:39 <andythenorth> https://en.wikipedia.org/wiki/Petrochemical
12:13:54 <andythenorth> but I don’t see the point of either, it’s Steeltown, not Petroltown
12:14:11 <andythenorth> Chemical Refinery just looks cool :P
12:14:14 <Eddi|zuHause> lots of roads around here were paved with some kind of slag-cobble, but it turned out to be very slippery when wet, after the initial grippy surface wore off
12:14:26 <andythenorth> could import chemicals and fuel
12:14:28 <andythenorth> easier
12:15:05 <andythenorth> I need some liquid cargo for export
12:15:14 <frosch123> alcohol :)
12:15:29 <andythenorth> plausible
12:15:33 <andythenorth> but from what? Grain?
12:15:35 <Eddi|zuHause> cut the liquid terminal, and add cargo to bulk terminal?
12:15:41 <andythenorth> I did already :)
12:15:46 <andythenorth> now I’m proposing reversing that
12:15:48 <andythenorth> as is FR^2
12:15:52 <andythenorth> oops frosch123
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12:16:02 <FR^2> hehe
12:16:17 <andythenorth> sorry :P
12:16:23 <Eddi|zuHause> sausagefinger-tab
12:16:48 <frosch123> andythenorth: i guess engineering supplies for liquid terminal
12:16:53 <frosch123> they just get machinery to unload stuff
12:16:58 <frosch123> nothing for real export
12:17:03 <frosch123> it's like a mine
12:17:06 <andythenorth> plausible
12:17:29 <andythenorth> pipes?
12:17:30 <andythenorth> :P
12:17:37 <frosch123> :p
12:17:44 <andythenorth> as I cut out more cargos, it’s tempting to add more steel types
12:18:11 <frosch123> i still like aluminium
12:18:25 <andythenorth> pipe trains always look good http://www.scot-rail.co.uk/photo/scaled/5631.jpg
12:18:32 <andythenorth> aluminium could be imported now
12:18:41 <andythenorth> or bauxite
12:18:42 <frosch123> also a second farm would be cool to dump more of the slag
12:18:49 <andythenorth> I didn’t want an alu. smelter
12:18:51 <frosch123> and to supply alcohol somehow
12:19:21 <Jinassi> It's awfully nice seeing more interaction with ships, but how does that correlate with ship pathfinder? Even a 100 ships can wreck a gameplay, if orders not set right/no buoys/not enough buyos?
12:20:27 <Jinassi> Has there been any update adressing that?
12:20:43 <andythenorth> frosch123: I want to add an engine plant: that would be iron + base metals, and that’s where aluminium could also be used
12:21:00 <frosch123> what exactly are base metals?
12:22:09 <andythenorth> nickel, copper, chromium (and lead, but that’s irrelevant here)
12:22:20 <andythenorth> they go into alloys and for plating
12:22:32 * andythenorth had to look it up :P
12:22:43 <andythenorth> nickel was too specific, as was copper
12:22:53 <frosch123> ok :)
12:23:30 <andythenorth> I’ve got a better graph, just waiting for bundles
12:29:10 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
12:29:20 <andythenorth> interesting how different the dot output is on bundles vs. locally
12:32:20 <frosch123> that graph is complete, isn't it?
12:32:41 <frosch123> no cargo without producer or accepter
12:35:08 <frosch123> i think the graph looks good, but it has too much farm supplies and to little eng supplies, compared to which industries need it
12:35:21 <frosch123> how about adding engsup as output to metal workshop?
12:35:34 <frosch123> and droppping farmsup from machine shop?
12:35:37 <andythenorth> could do
12:35:53 <andythenorth> or adding more fmsp consumers
12:36:28 <frosch123> well, maybe shipping them to the bulk terminal is fine
12:36:58 <andythenorth> tractors are big in pittsburgh / cologne :P
12:38:10 <frosch123> rename hotel to adventure farm and make it accept fmsp?
12:38:19 * andythenorth wondered about distinguishing steel coil, steel bar etc
12:38:23 <andythenorth> probably not
12:38:44 <frosch123> you already have galvanised steel :)
12:40:56 <frosch123> maybe a forest for fmsp? wood could go to builders yard and metal workshop
12:42:09 <andythenorth> maybe
12:42:19 <andythenorth> the building materials lacks lumber
12:42:42 <andythenorth> there was a forest, but I removed it when I removed iron works
12:43:49 <andythenorth> original plan I made had recyclables http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#recycling_plant
12:44:30 <andythenorth> I guess weapons factory is out? :P
12:44:40 <andythenorth> spaceport?
12:44:42 <andythenorth> shipyard?
12:45:23 <frosch123> shipyard is like a port without output cargos
12:45:34 <andythenorth> scrap metal?
12:45:45 <frosch123> spaceport is only useful for accepting nuclear waste
12:46:36 <frosch123> shipyard would accep steel, wood, vehicle parts?
12:46:37 <andythenorth> oil rig fab yard?
12:46:53 <andythenorth> yes, vehicle parts for ships :)
12:46:59 <andythenorth> engines, tyres to hang on the side :)
12:48:57 <andythenorth> I considered a few other things that didn’t make it
12:49:05 <andythenorth> - electrical machinery
12:49:18 <frosch123> make the metal workshop produce mechanics? vehicle factory uses mechanics instead of chemicals?
12:49:59 <frosch123> shipyard then uses steel, wood and mechaincs
12:50:42 <frosch123> or possibly building materials instead of wood
12:51:00 <andythenorth> considered also something like turbines + wind farm components
12:51:03 <andythenorth> exporting those
12:51:24 <frosch123> just needs a better name for "mechanics"
12:51:38 <andythenorth> mechanical components
12:51:43 <andythenorth> overlaps with vehicle parts though
12:52:23 <frosch123> not that much
12:52:31 <frosch123> very different input cargos
12:52:37 <andythenorth> could do body parts and mechanical parts
12:52:50 <andythenorth> powertrain components
12:54:02 <andythenorth> https://en.wikipedia.org/wiki/List_of_auto_parts
12:57:23 <andythenorth> I wouldn’t mind dropping chemicals from vehicle factory, it’s too prevalent
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12:59:57 <frosch123> so, body parts and powertrain parts?
13:00:19 <frosch123> powertrain parts also being used by shipyard?
13:00:28 <andythenorth> body parts sounds like stolen kidneys, but yes
13:00:47 <andythenorth> so does the vehicle factory drop galvanised steel (goes to body plant)? Or does it drop chemicals?
13:00:59 <frosch123> drop chemicals
13:01:14 <frosch123> there are already many chemical destinations and only once source
13:01:26 <frosch123> and the chemicals/paint thing seems a bit far fetched
13:05:09 * andythenorth doing it
13:17:52 <andythenorth> hmm
13:18:12 <andythenorth> graph would be neater if a metals terminal supplied base metal, also then aluminium
13:18:13 <andythenorth> http://www.nhs.be/ckfinder/userfiles/images/coil-terminal/coil-terminal-02_0.jpg
13:18:18 <andythenorth> http://us.123rf.com/450wm/libertos/libertos1511/libertos151100185/48265452-nakhodka-russia--circa-september-2015-loading-metal-in-cargo-ship-at-the-port-of-nakhodka-it-is-the-.jpg?ver=6
13:24:38 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
13:25:02 <andythenorth> frosch123: ^ needs either a metals terminal, or an ore dock (and maybe aluminium chain added)
13:25:25 <andythenorth> port could provide food also, there would be very little food, which is bad for arctic / tropic
13:25:27 <Wolf01> andythenorth, ever considered to do somethin like ECS?
13:25:35 <andythenorth> yes, and no
13:26:25 <andythenorth> most of the FIRS game for me is designing economies
13:26:47 <andythenorth> modular systems remove all the interesting design questions, and substitute very boring design questions
13:27:03 <andythenorth> it’s just a technical exercise of ensuring compatibility for all combinations of module
13:27:31 <frosch123> no shipyard?
13:27:45 <andythenorth> not yet, got to go the supermarket in a minute :D
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13:28:04 <andythenorth> airplane factory also? (It’s planned for a ‘seattle’ economy anyway)
13:28:26 <frosch123> seems to be the same as shipyard wrt input/output
13:28:38 <andythenorth> outputs ‘airplane bodies’
13:28:42 <andythenorth> they go somewhere off-map
13:28:43 <frosch123> shipyard appear more visually inteesting to me
13:29:05 <andythenorth> o_O http://3.bp.blogspot.com/-o40zNZ9B26s/UETriT5HI1I/AAAAAAAABIw/Hu4VMlhw-ro/s1600/aaaa-725727.jpg
13:29:41 <andythenorth> limits the game to post 1930s or so
13:29:44 <andythenorth> shipyard doesn't
13:29:55 <frosch123> and pre 2000
13:30:05 <frosch123> only small planes fit on a train
13:30:33 <andythenorth> :)
13:31:14 * andythenorth wonders about aluminium: import it, or smelt it?
13:31:34 <frosch123> if you add it, then smelt it
13:31:41 <frosch123> import bauxite, like manganese
13:32:00 <andythenorth> might add an ore terminal
13:32:11 <andythenorth> dunno what that accepts
13:32:21 <andythenorth> planned for australia / brazil economy also :P
13:32:24 <andythenorth> oh such plans :)
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13:33:12 <andythenorth> bauxite + aluminium puts it at 29 cargos
13:33:16 <andythenorth> that’s probably enough
13:33:42 <andythenorth> import explosives from port?
13:34:01 <frosch123> and deliver to?
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13:34:23 <frosch123> and since when do you try to fill all cargo slots?
13:35:02 <andythenorth> I am trying to keep to less than 30
13:35:10 <andythenorth> explosives -> supply yard -> ensp
13:35:21 <andythenorth> no need
13:35:45 <frosch123> explosives only work for mines, and you are importing all the mine stuff
13:35:58 <frosch123> engsups is for heavy industry in this economy
13:36:09 <andythenorth> pipe?
13:36:18 * andythenorth considers pipe cargo, looks cool in wagons
13:36:34 <frosch123> so steel plate and steel pipe?
13:37:06 <frosch123> does not really work together with the galvanized stuff
13:37:19 <andythenorth> nah
13:37:24 <andythenorth> it would have to be a pipe mill
13:37:33 <andythenorth> steel -> pipe -> liquids terminal
13:38:00 <frosch123> i guess is also fine :)
13:38:06 <andythenorth> bit silly
13:38:08 <andythenorth> but might work
13:41:37 <andythenorth> biab
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15:23:14 <andythenorth> ho ho https://www.tt-forums.net/viewtopic.php?p=1179682#p1179682
15:24:08 <andythenorth> is PIPE countable bulk? o_O
15:24:12 <andythenorth> or just piece goods?
15:26:39 <andythenorth> and is the unit tonnes, or metres?
15:29:19 <Eddi|zuHause> piece
15:29:32 <Eddi|zuHause> think like wood logs
15:29:57 <Eddi|zuHause> so, goes on stake wagons
15:30:27 <Eddi|zuHause> and tonnes should work
15:30:28 <andythenorth> wood can be countable bulk :P
15:30:30 <andythenorth> but yes
15:30:32 <andythenorth> it’s piece
15:30:40 <andythenorth> and measuring it by length isn’t funny
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15:32:41 <andythenorth> where’s Muelheim? http://www.bahnbilder.de/1024/221-116-februar-1987-muelheim-491331.jpg
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15:34:48 <andythenorth> also http://www.unusuallocomotion.com/medias/album/images/Terberg-pipe-carrier-8x8.jpg
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15:47:26 <Eddi|zuHause> there's lots of Mühlheims, but that one is probably in the Ruhr-area
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15:49:09 <Eddi|zuHause> https://goo.gl/maps/efpZrUF41QH2
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15:55:00 <andythenorth> fits this economy :)
15:55:05 <andythenorth> for whatever that’s worth (not much)
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16:16:06 <andythenorth> frosch123: ‘pipe’ makes a mess of the graph…is it worth it? I want it solely for the cargo graphics :P http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
16:19:46 <Eddi|zuHause> can't say anything about that
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16:30:12 <andythenorth> think I have to delete it
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16:32:09 <frosch123> base metals is missing from metal workshop
16:32:20 <frosch123> did you decide against a shipyard?
16:32:39 <frosch123> not sure the pipe mill should get base metals
16:34:15 <andythenorth> I need to add the shipyard :)
16:34:23 <andythenorth> pipe mill now produces ENSP and BDMT
16:34:32 <frosch123> i like the pipe cargo
16:34:37 <andythenorth> hmm
16:34:43 <andythenorth> ok I’ll revert my delete
16:34:45 <frosch123> the basemetal adds the chaos
16:35:06 <andythenorth> could can that
16:35:08 <andythenorth> just steel
16:35:43 <andythenorth> no cupro-nickel pipes here
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16:38:50 <andythenorth> this economy has an annoying number of coastal industries :)
16:39:13 <andythenorth> game will build them in tiny lakes :)
16:40:41 <frosch123> yes, it's different to the other economies in having very few primary industries
16:40:59 <frosch123> which is good, since it makes it different for playing other than looking different
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16:43:50 <andythenorth> one day I will find a fix to that coastal industry problem
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16:45:33 <andythenorth> so what does shipyard make? o_O
16:45:36 <andythenorth> ENSP? Scrap?
16:45:41 <andythenorth> Some kind of Marine Supplies?
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16:56:58 <Alberth> o/
17:00:49 <andythenorth> frosch123: ok you get aluminium
17:01:06 <andythenorth> Alcoa is a big aluminium company, they started in Pittsburgh
17:01:17 <andythenorth> ‘Steeltown’ is Pittsburgh (crossed with the Ruhr)
17:01:19 <andythenorth> so eh :P
17:01:31 <andythenorth> also they made the beer cans for https://en.wikipedia.org/wiki/Iron_City_Brewing_Company
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17:08:37 <frosch123> shipyard is black hole
17:09:20 <andythenorth> purely?
17:09:25 <frosch123> though if you add marine supplies, you could deliver them to all the other ports
17:09:39 <andythenorth> he yes
17:09:46 <frosch123> might be more interesting than the normal engsups
17:09:47 <andythenorth> odd concept, might work
17:09:59 <andythenorth> I’ve pushed, waiting for bundles again
17:10:12 <andythenorth> aluminium smelter messes up the graph, because it needs chemicals :P
17:10:34 <frosch123> Wolf01: what nrt stuff are you working on? i don't want to work on the same :)
17:10:50 <Wolf01> Nothing atm
17:10:52 <frosch123> i would add the savegame conversion for roadsubtypes otherwise
17:11:02 <Wolf01> +1
17:11:57 <Wolf01> I only implemented part of the patch you linked me yesterday, but I stopped when I noticed it needed the conversion
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17:17:44 <andythenorth> frosch123: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
17:20:47 <frosch123> vehicle parts to shipyard?
17:21:55 <andythenorth> dunno, seemed like they’d want glass and stuff
17:22:13 <andythenorth> happy to change it
17:22:32 <andythenorth> ach, aluminium plant has chemicals to nobble it in extreme
17:22:48 <andythenorth> otherwise it’s much more efficient than steel mill at converting scrap metal
17:22:51 <frosch123> build materials instead of vehicle parts to shipyard?
17:23:06 <andythenorth> ha, that is plausible
17:23:18 <andythenorth> especially if it’s a marine yard that produces rigs and stuff as well
17:23:22 <andythenorth> like the forum suggestion
17:24:34 <frosch123> split engsups into engsup/marinesup? or keep it as it?
17:24:39 <frosch123> looks done otherweise
17:25:03 <andythenorth> I am thinking split it
17:25:10 <andythenorth> to see if it makes any sense
17:25:26 <andythenorth> I see nothing else to add, but wonder what can be removed...
17:25:53 <andythenorth> machine shop builds tractors, shipyard builds tugs
17:26:10 <andythenorth> aluminium smelter is bothering me
17:27:01 <frosch123> you could drop vehicles and turn them into goods
17:27:08 <frosch123> then you can also drop vehicle dealer and petrol
17:27:42 <frosch123> you can always drop the hotel
17:29:46 <andythenorth> hotel seems to be undeletable
17:29:53 <andythenorth> whenever I delete it, I add it back :P
17:30:08 <andythenorth> I think I depend on it too much for pax when building first route
17:30:15 <andythenorth> https://en.wikipedia.org/wiki/Marine_technology
17:30:27 <andythenorth> MATE?
17:30:33 <andythenorth> MASP seems ugly :P
17:30:37 <andythenorth> SHSP also
17:30:47 <andythenorth> WASP?
17:31:06 <frosch123> why not masp?
17:34:27 <andythenorth> just sounds ugly in my head :)
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17:58:05 <andythenorth> so err…what’s the unit for marine supplies?
17:58:07 <andythenorth> crates?
17:58:12 <andythenorth> and what if it’s a ship? :P
17:58:34 <frosch123> piece?
17:58:50 <andythenorth> vehicles are just ’n vehicles'
17:59:18 <frosch123> i guess crates are the only thing that makes sense to transport
17:59:32 <frosch123> you don't put ships on trucks
17:59:36 <frosch123> at least not real ships
18:02:30 <andythenorth> I’ve pushed, waiting on bundles some more
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18:08:26 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
18:08:37 <andythenorth> I tried quicklime -> aluminium plant, it’s a bit of a mess
18:08:44 <frosch123> you need to add MASP to the graph script :)
18:08:50 <andythenorth> ach yes
18:09:12 <andythenorth> Extreme aluminium smelter merges both bauxite refining and scrap melting
18:09:21 <andythenorth> this economy should just pick one or the other
18:09:35 <Wolf01> Petroleum Fuels to Vehicle Dealer? Why?
18:09:45 <andythenorth> yeah, I wonder if petrol could be dropped entirely?
18:09:47 <frosch123> remove engsups from the ports now?
18:10:15 <andythenorth> I’ll try it
18:10:26 <andythenorth> main input to smelting aluminium is refined bauxite (aluminia), and some cryolite (wiki that)
18:10:31 <andythenorth> + loads of electricity
18:10:40 <andythenorth> and some base metal for tuning the resulting alloy
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18:22:47 <andythenorth> frosch123: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
18:22:54 <andythenorth> dot has done a nice job there
18:23:01 <andythenorth> steel from bottom left, foundation of economy
18:23:08 <andythenorth> over to town and export
18:23:37 <andythenorth> pipe has got a bit isolated
18:23:44 <andythenorth> looping it back to liquids terminal made a mess :P
18:23:49 <Wolf01> frosch123, working on something else than saveload?
18:24:51 <frosch123> andythenorth: the graph script has a list of the supplies labels
18:25:05 <andythenorth> I have just changed it :)
18:25:18 <andythenorth> much better
18:25:20 <frosch123> Wolf01: i pushed some stuff earlier
18:25:44 <Wolf01> Already fetched those
18:25:45 <frosch123> though you may need a new newgrf
18:26:18 <Wolf01> I'm going to remove the old Set/GetRoadTypes()
18:26:28 <frosch123> http://devs.openttd.org/~frosch/example_roadtype_and_tramtype.grf
18:26:56 <frosch123> Wolf01: i am about to remove them :)
18:27:01 <Wolf01> Oh ok
18:27:13 <frosch123> that's part of the savegame conversion
18:27:20 <Wolf01> Good
18:27:44 * andythenorth wonders if designing economies to make a nice dot graph is wise :)
18:27:45 <frosch123> earlier i wondered about the autoreplace gui
18:27:55 <frosch123> for trains there is a selection of railtypes
18:27:55 <Wolf01> You already simplified RoadTypeIdentifiers::FromTile too?
18:28:19 <frosch123> andythenorth: it's not the worst thing if players understand the flow :)
18:28:36 <frosch123> andythenorth: but definitely fix the masp before judging :)
18:29:58 <Wolf01> <frosch123> earlier i wondered about the autoreplace gui <- yeah, a big mess, I think we should also split trams from there, as you can't even convert a bus to tram in vanilla
18:30:57 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
18:31:38 <andythenorth> I think that’s worth me play-testing now
18:31:49 <andythenorth> there is probably some back-and-forth with goods, and so on
18:31:56 <frosch123> bulk terminal gets two supplies, intentional?
18:32:03 <andythenorth> yes, we’re over-supplied for FMSP
18:32:17 <andythenorth> relative to demand
18:32:31 <andythenorth> the ports have quite high supply requirements (640t for gung ho)
18:33:05 <andythenorth> that’s why I left ENSP on the ore terminal initially :)
18:33:23 <frosch123> ah, you moved pipe to shipyard
18:33:31 <frosch123> that's why the graph got simpler :)
18:34:04 <frosch123> also add pipe to builders yard?
18:34:28 <frosch123> it's a bit weird that you can send steel to shipyard via and not via pipe mill
18:34:52 <frosch123> but it would be fine if pipe had another destination
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18:36:43 <andythenorth> I think it’s a bit of a mess right now
18:37:53 <andythenorth> I only want the cargo because it might look good on trains :)
18:40:42 <andythenorth> builders yard even has pipe sprites :P http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#builders_yard
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18:49:27 <andythenorth> I think pipe has to go
18:51:47 <andythenorth> it can be building materials
18:52:12 <andythenorth> pipe can re-appear in some oil-based economy :P
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18:52:29 <frosch123> you mean, keep pipe mill, but make it produce building materials?
18:52:39 <frosch123> and add building materials to shipyard?
18:53:06 <andythenorth> yes
18:53:10 <andythenorth> all of those things
18:53:21 <andythenorth> in another economy, import pipe, and use it for vehicles there
18:53:23 <frosch123> replace vehicles with goods, and drop the port?
18:53:31 <frosch123> and drop vehicle dealer
18:53:39 <andythenorth> nah, I want vehicle cargo sprites :)
18:53:40 <frosch123> oh, no alcohol then :p
18:53:45 <andythenorth> and I won’t provide this chain other place
18:53:47 <andythenorth> places *
18:56:01 <andythenorth> could be ‘rolling mill’ not ‘pipe mill’
18:56:04 <andythenorth> but eh
18:56:07 <andythenorth> potato / potato
19:01:43 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#steeltown
19:04:25 <frosch123> :)
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19:33:27 <andythenorth> better than http://bundles.openttdcoop.org/firs/push/v6174-1252/docs/html/economies.html#steeltown
19:33:47 <andythenorth> and http://bundles.openttdcoop.org/firs/push/v6174-1253/docs/html/economies.html#steeltown
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19:42:01 <andythenorth> http://bundles.openttdcoop.org/firs/push/v6174-1253/docs/html/economies.html#arctic_basic
19:42:05 <andythenorth> drop the farm?
19:42:19 <andythenorth> then make Farm Supplies ‘Logging Supplies’?
19:43:38 <Rubidium> make it a server farm and use it to transport information
19:43:55 <andythenorth> ha ha
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19:44:03 <Rubidium> https://what-if.xkcd.com/31/
19:44:08 <andythenorth> that is a whole economy, baseset and grfs :P
19:45:48 * andythenorth was envisaging a network hardware baseset :P
19:45:51 <andythenorth> not sneakernet :)
19:47:11 <frosch123> andythenorth: farm supplies for forest is fine
19:48:07 <andythenorth> bugs me that fertiliser doesn’t go to farm
19:48:16 <andythenorth> also…finland kills 70k-80k moose per year
19:48:23 <andythenorth> and harvests forest fruits and stuff
19:48:31 <andythenorth> so forest -> food? o_O
19:48:52 <andythenorth> or hunting grounds -> food
19:49:10 <andythenorth> no way to increase the output :)
19:49:22 <andythenorth> unless logging supplies includes hunting gear
19:49:30 <frosch123> sounds like a food chain
19:50:23 <frosch123> hunter, rancher, meat grinder, cook, fast food, frozen lasagna, horse meat recycling
19:51:08 <frosch123> could be your first toyland economy :)
19:51:19 <frosch123> ice cream, burgers and such
19:52:15 <frosch123> but might be more a V thing
19:52:23 <andythenorth> you have just described the urban economy I planned :P
19:52:47 <andythenorth> also I thought a florist maybe? o_O
19:52:47 <andythenorth> http://www.brothers-brick.com/2016/11/25/more-power-to-the-flower/
19:52:54 <andythenorth> air-freight flowers
19:52:59 <andythenorth> or dutch tulips
19:53:00 <frosch123> netherland economy?
19:53:04 <frosch123> he
19:53:09 <andythenorth> coffee, tulips
19:53:14 <andythenorth> cannabis
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19:53:38 <andythenorth> capitalism
19:53:44 <andythenorth> hmm capitalism isn’t really a cargo
19:53:57 <frosch123> benelux economy?
19:54:03 * andythenorth ponders a stupid conceptual economy
19:54:23 <frosch123> then you can add cacao, chocolate, wafers
19:54:23 <andythenorth> transporting ideas to and from universities, governments, marketplaces, newspapers
19:54:34 <andythenorth> we never did slaves :P
19:54:37 <frosch123> ideas are stupid
19:54:46 <frosch123> everyone has ideas
19:54:49 <andythenorth> I have been reading a book again about how much slaving Europeans did around the North Sea
19:54:57 <frosch123> but it requires work to turn them real
19:55:14 <frosch123> viking economy?
19:55:52 <frosch123> ships, beer -> exploration camp -> slaves, food
19:57:03 <andythenorth> ‘tribute’
19:57:18 <andythenorth> raiders -> monasteries -> tribute
19:58:04 <andythenorth> also the Hanseatic league used to blockade the winter grain into Bergen, if the king of Norway had annoyed them
19:58:14 <andythenorth> and Norwegian Stockfish was a major food commodity
19:58:17 <andythenorth> such books :P
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20:07:21 <andythenorth> 1. Logging Supplies -> Forest -> Wood. Hunting Grounds -> Food (no production boost)
20:07:34 <andythenorth> 2. Logging & hunting Supplies -> Forest -> Wood, Food
20:08:23 <frosch123> don't add too many supply types :)
20:08:31 <frosch123> they are all just boxes
20:08:33 <andythenorth> Yes
20:09:01 <andythenorth> 3. Farm Supplies -> Forest -> Wood. Hunting Grounds -> Good (no production boost)
20:09:12 <andythenorth> Food / Good /s
20:09:33 <andythenorth> don’t really want Logging Supplies, it’s messy
20:10:12 <andythenorth> we need sea ice
20:10:17 <andythenorth> then there can be a fishing hole
20:12:24 <andythenorth> http://seenandsaid.blogspot.co.uk/2013/01/ice-fishing-huts-by-richard-johnson.html
20:13:43 <andythenorth> is ice watertypes? o_O
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20:27:41 <Wolf01> Umh, SceneFactory or SceneProvider? I already know (how to build) the scenes, I only need to build them on request
20:46:20 <frosch123> andythenorth: roadtype :)
20:47:16 <frosch123> the ship crossing works different to rail crossing though. while rail crossings are closed some time before the train passes, ship crossing are closed some time after the ship crossed
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21:26:37 <andythenorth> I was thinking of ice water, hovercraft only :P
21:27:01 <andythenorth> or ice sailing rigs
21:28:11 <V453000> andythenorth going wild?
21:28:26 <andythenorth> apparently
21:29:40 <frosch123> Wolf01: pushed the savegame conversion
21:29:45 <frosch123> m7 6..7 is no longer used
21:29:45 <Wolf01> +1
21:29:56 <frosch123> GetRoadTypes is still present with some compatibility code
21:30:06 <frosch123> it's still used in many places
21:30:22 <frosch123> if you have savegames from the earlier patch, they are likely broken now
21:30:36 <Wolf01> \o/
21:31:23 <frosch123> http://devs.openttd.org/~frosch/nrt3.sav <- you can have my save though :)
21:37:02 <andythenorth> yay
21:52:32 <andythenorth> hunting camp probably works
21:52:42 <andythenorth> no supply boost = ‘interesting’
21:53:04 <andythenorth> I should have consolidated a single ‘Supplies’ for smaller economies maybe
21:53:05 <andythenorth> but eh
21:53:16 <frosch123> night
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21:56:39 <andythenorth> hmm
21:56:46 <andythenorth> a moose is 500kg
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21:57:47 <andythenorth> and Sweden shoots 8,000 of them per month, averaged
21:58:16 <andythenorth> 50t / month food is probably about right
22:00:03 <Wolf01> I need to fix scenario editor, crashed badly when opening the road toolbar
22:00:37 <andythenorth> is it all separate code there?
22:01:19 <Wolf01> Not really, it shares a lot with normal game, but some initializations must be done there too, and I think I didn't put them into the editor code
22:02:22 <andythenorth> I see :)
22:02:34 <andythenorth> hmm, can I detect rivers
22:02:41 * andythenorth considers fish nets for river fish
22:02:46 <andythenorth> salmon and such
22:02:50 <andythenorth> very arctic :)
22:03:35 <andythenorth> http://www.kitkanviisas.fi/en/fishers/fishing-methods/31-fyke-net-fishing
22:08:49 <Wolf01> https://thumbs.dreamstime.com/z/reti-da-pesca-sul-fiume-50307276.jpg <- we use these here
22:10:06 <Wolf01> http://footage.framepool.com/shotimg/qf/628193527-po-fiume-rete-da-pesca-crepuscolo-riva-sponda.jpg and these
22:13:03 <andythenorth> should probably try and detect rivers :P
22:13:07 <andythenorth> not tonight though
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23:15:48 <fap> hello
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23:22:32 <Guest175> whats the largest most impressive saved game out there that i can download?
23:23:24 <Guest175> with like the entire map already covered in cities and unlimited trains in every nook and cranny of the map?
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