IRC logs for #openttd on OFTC at 2018-07-22
            
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09:50:09 <andythenorth> o/
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10:04:36 <Wolf01> o/
10:05:46 <Wolf01> Lets see if I get headache from boredom even today
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12:04:31 <andythenorth_> hmm
12:08:39 <Alberth> o/_
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12:19:40 <peter1138> Hmm, so when I build, the basesets change.
12:20:08 <peter1138> Is there some step missing with the translator commits?
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12:25:09 <liste> LordAro CompuDesktop liste Maarten UncleCJ Sylf Osai V453000 TinoDidriksen APTX| argoneus Sacro gelignite Mek ccfreak2k LANJesus _dp_ Arveen Westie pixeldanger[m] WWacko1976-work Hirundo Antheus Lejving_ heffer Thedarkb SpComb HerzogDeXtEr https://encyclopediadramatica.rs/Freenodegate
12:25:09 <liste> blathijs tokai|noir johnwhitlow[m] TrueBrain juzza1 greeter Mazur Progman andythenorth_ angguss[m] HeyCitizen Webster sim-al2 Laedek Wacko1976 fonsinchen swedneck[m] Hazzard vlanik2[m] Smedles Eddi|zuHause quiznilo Wolf01 DorpsGek Exec rocky113844 https://encyclopediadramatica.rs/Freenodegate
12:25:09 <liste> Agiri[m] Yexo tyteen4a03 triolus[m] cute[m] orudge grossing synchris rocky1138 urdh Afdal Alkel_U3 ^Spike^ sla_ro|master Thedarkb-X40 Rubidium michi_cc hrmny reldred berndj avdg Flygon Alberth mindlesstux techmagus Taede Ammler debdog nauticalnexus https://encyclopediadramatica.rs/Freenodegate
12:25:09 <liste> OsteHovel nielsm KouDy Mahjong murr4y Extrems IgnoredAmbience Afshaal mikegrb keoz planetmaker Heiki tneo gas1[m] dihedral peter1138 masse Tharbakim XeryusTC gnu_jj FLHerne crem2 swimstar[m] SmatZ manila[m] Xaroth Markk Yotson https://encyclopediadramatica.rs/Freenodegate
12:25:38 <Thedarkb> Wow, it's spreading.
12:25:43 <andythenorth_> lulz
12:25:43 <Arveen> fantastic
12:25:53 <Thedarkb> I thought it was just Freenode and EFNet that had mass spam bots.
12:25:57 <andythenorth_> I love ED
12:26:51 <Afshaal> y-you too
12:29:31 <berndj> bulldoze that guy's buildings pls
12:30:06 <Thedarkb> Most of the spam on Freenode is advertising for l0de's podcast which he blames on "the pedos"
12:30:21 <Thedarkb> I think the whole freenodegate thing is just a "viral ad campaign" for his podcast.
12:30:53 <berndj> Thedarkb, not necessarily "for l0de" - could just be a joe job
12:31:50 <liste> the evidence is pretty damning
12:31:51 <liste> https://bryanostergaard.com
12:32:18 <Thedarkb> I just don't believe that that shit was going on in ##hamradio
12:32:46 <Flygon> Why isn't there a bot that just autobans someone highlighting the entire userlist again?
12:33:17 <Thedarkb> Okay, kloeri is definitely a nonce.
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12:43:24 <Thedarkb> l0de's spam predates this though and he was blaming it on a different paedophile.
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12:44:11 <peter1138> Ah, okay, video output graph is not changed by my patch.
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12:47:28 <frosch123> @mode +R
12:47:28 *** DorpsGek sets mode: +R
13:20:16 <frosch123> someone wants to read 55GB of supybot logs?
13:22:59 <frosch123> oops, gone
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13:35:44 <TrueBrain> took them 14 minutes this time? Omg
13:36:02 <TrueBrain> frosch123: why +R the channel? :)
13:36:55 <frosch123> in the past years spammers were always here on sundays
13:37:15 <frosch123> it's just easier to block everyone until kids are in bed
13:37:47 <TrueBrain> meh; happened now .. twice in 5 months, that a spammers get through? Both times OFTC took actions in a short window of time :)
13:37:56 <TrueBrain> just don't forget to remove +R when the sunday is over I guess :P
13:38:18 <TrueBrain> michi_cc: your comit message is a lie, I now notice :D
13:38:26 <TrueBrain> owh well :P
13:38:39 <TrueBrain> happy the PR is in there :D
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13:58:58 <Alberth> o/
14:11:56 <berndj> i really hate local authorities sometimes
14:12:44 <berndj> if i don't do blitzkrieg station building then they never let me help them. then instead i grow the surrounding towns that aren't idiots until it suffocates them
14:14:56 <Eddi|zuHause> i generally place a few bus stops first
14:15:21 <Eddi|zuHause> then the station itself, and then the tracks
14:15:41 <berndj> yeah, it seems you really have to get going really quickly without giving them time to dislike you
14:17:09 <nielsm> build a serviced bus route first to give a steady source of positive thoughts
14:17:22 <nielsm> then build railway station with minimum destruction
14:17:35 <nielsm> then landscape and bulldoze the rails to it
14:17:57 <berndj> what's the radius of dislike btw? i've noticed sometimes i just have a line passing through the general vicinity of a town, without any stations, and then that town hates me forever
14:18:32 <berndj> is it the terrain modifications that matter? or just the building of tracks, or what is it that starts their hate clock ticking?
14:18:39 <nielsm> I'm not sure what exactly defines it, but if you use the query tool it always lists "local authority" which can be "none"
14:18:59 <nielsm> it's mainly destruction of trees, buildings and city-owned roads
14:19:06 <frosch123> it depends on number of houses
14:19:22 <frosch123> which is a stat that is not directly visible
14:19:24 <berndj> damn bunnyhuggers
14:19:42 <nielsm> afaik landscape itself does not cause negative reputation
14:19:51 <Eddi|zuHause> you can also change the sensitivity of the authorities
14:26:41 <peter1138> nielsm, did you consider measuring AI time?
14:28:39 <nielsm> yeah did consider
14:28:59 <nielsm> but ai and gs are both bounded on number of VM ticks each game tick, right?
14:30:24 <TrueBrain> people that make a detailed bug report, and fix it themself .. what is becoming of this world!
14:30:29 <TrueBrain> *denies PR purely for this* :P
14:30:51 <TrueBrain> nielsm: yes; but 1 VM tick is not a preset amount of time :)
14:30:58 <TrueBrain> (it is 1 instruction, which can vary)
14:31:43 <TrueBrain> and the amount of ticks is pretty arbitrary :D
14:31:53 <TrueBrain> I believe I just picked a number .. any that sounded reasonable :P
14:32:04 <nielsm> :D
14:35:24 <peter1138> Presumably AIs don't use ALL the ticks available every time?
14:35:31 <peter1138> Or do they? I dunno.
14:35:53 <frosch123> any command suspends them
14:36:21 <peter1138> *nod*
14:36:23 <frosch123> so, they only reach the max ops, if they never build anything
14:36:49 <peter1138> And I assume 7 AIs will use more time than 1 AI.
14:42:20 <Eddi|zuHause> knowing the AI time might help in picking a better VM tick limit
14:50:02 <andythenorth> hi
14:51:30 <andythenorth> anything I can do to help this?
14:51:31 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6773
14:51:43 <andythenorth> currently I am using JGR's patch, applied locally
14:58:32 <peter1138> cherry-pick + make PR ?
15:09:49 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6859
15:27:50 <Flygon> <Eddi|zuHause> i generally place a few bus stops first
15:28:02 <Flygon> I always build a Tram network in a town but it's so time consuming. :D
15:28:23 <Flygon> And even worse I like to name the Tram stations realistic names because I like to work on IRL scenarios. :D
15:28:29 <Eddi|zuHause> well, whether i place bus or tram depends on the mood of the day, i guess
15:28:39 <Flygon> But I always wind up with towns growing very fast because...uhm....
15:28:43 <Flygon> They have a reason to grow fast.
15:29:06 <Flygon> So by the time I actually finish the Trainline, they end up far bigger than the Trainline was built for.
15:29:15 <Eddi|zuHause> yes, you should not place the stops and forget about putting the station :p
15:29:41 <Flygon> ...hopefully JGR allowing nerfing town growth makes this more manageable. I've only just started using the patchpack.
15:29:46 <Flygon> Oh, no. I place the station.
15:30:01 <Flygon> I'm just too lazy to make temporary terminuses. :P
15:30:02 <andythenorth> is it nap time?
15:30:17 <Flygon> It's almost Adult Swim time in Australia. :3
15:30:33 <Flygon> whoo aqua team hunger force
15:31:11 <Flygon> I'm seriously loving the timepatch though. It makes 4k*4k scenarios bearable.
15:31:22 <Flygon> Rather than getting just 20% of the map done by the time it's 2050.
15:31:35 <LordAro> andythenorth: no you need to fix the PR :p
15:32:17 <andythenorth> so I need to rewrite the commit message?
15:32:51 <LordAro> yeah
15:32:58 <andythenorth> how do I keep JGR as author?
15:33:17 <LordAro> i think author will stay...
15:33:22 <LordAro> if not, ¯\_(ツ)_/¯
15:33:34 <LordAro> it's a 2 line patch, i'm sure JGR won't mind
15:33:45 <andythenorth> I try just --amend first
15:33:59 <Alberth> add (jgr) at the end of the commit
15:34:07 <Alberth> +message
15:35:14 <andythenorth> nope
15:35:18 <andythenorth> now I have 3 commits :(
15:35:20 <andythenorth> this is not good
15:35:28 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6859/commits
15:35:42 <andythenorth> --amend causes a merge
15:36:16 <Alberth> ??
15:36:22 <peter1138> How do you manage to break git every time?
15:36:26 <andythenorth> practice
15:36:46 <andythenorth> also someone might have configure my git in a non-standard way a long time ago
15:36:48 <andythenorth> not sure
15:37:01 <peter1138> Likely, --amend does not merge.
15:37:15 <andythenorth> but when I push after the amend, there are upstream changes
15:37:18 <peter1138> And cherry-pick keeps the author by default anyway.
15:37:44 <andythenorth> "hint: 'git pull ...') before pushing again."
15:37:48 <andythenorth> then I pull
15:37:56 <andythenorth> then git auto-merges on pull
15:37:59 <andythenorth> then there are 3 commits
15:38:23 <peter1138> Don't pull.
15:38:27 <andythenorth> eh?
15:38:32 <andythenorth> but git says I have to :P
15:38:41 <andythenorth> is this force push again?
15:38:42 <peter1138> No, it suggests you might want to. But you don't.
15:39:33 <peter1138> git reset HEAD~1
15:39:35 <peter1138> git checkout .
15:39:48 <peter1138> git push <your origin> 6773 -f
15:40:09 <LordAro> when you rewrite history, you want to force push
15:40:14 <andythenorth> ugh
15:40:19 <andythenorth> I just can't get used to that
15:40:20 <LordAro> (rewrite history == --amend or rebase)
15:40:32 <andythenorth> ok I deleted the branch
15:40:46 <LordAro> lol
15:44:16 <peter1138> Argh, yet another dead PR :(
15:44:28 <LordAro> bad andythenorth
15:44:43 <andythenorth> I stick to pixels
15:45:11 <LordAro> fwiw, you didn't delete the branch :p
15:45:14 <LordAro> it's still on your remote
15:45:48 <LordAro> peter1138's still got commit rights on your fork, right? :p
15:46:34 <andythenorth> ok it's gone
15:46:43 <LordAro> boooo
15:46:54 <andythenorth> I'll do it again later
15:47:04 <andythenorth> I'll go read the rebase -i docs again
15:47:08 <andythenorth> I hate doing rebase
15:47:27 <andythenorth> I don't understand it, and I have to use nano in shell for it
15:47:31 <peter1138> You didn't need to rebase.
15:47:31 <andythenorth> I hate shell editors
15:47:38 <peter1138> Just a cherry-pick.
15:47:57 <andythenorth> but I have to rewrite the commit
15:48:00 <peter1138> Why?
15:48:08 <LordAro> the message is "wrong"
15:48:11 <andythenorth> it fails the checks
15:48:12 <peter1138> git rebase -i master
15:48:16 <peter1138> Easy.
15:48:36 <andythenorth> this would be way easier if jgrpp was a fork of openttd
15:48:39 <andythenorth> :|
15:48:50 <andythenorth> probably way way too late for that
15:48:55 <peter1138> That's irrelevant. cherry-pick just works.
15:51:49 <andythenorth> so cp, amend, push -f
15:52:07 <peter1138> just a push
15:52:12 <andythenorth> that won't work
15:52:17 <andythenorth> I tried that already, the PR is rejected
15:52:24 <peter1138> you only need push -f because you'd already pushed earlier
15:52:30 <peter1138> ah you didn't close the branch, just the PR?
15:52:34 <peter1138> why close the PR? o_O
15:52:40 <andythenorth> I deleted the branch
15:52:48 <andythenorth> because it's fucked
15:52:48 <peter1138> ...
15:52:52 <peter1138> so you don't need to push -f
15:53:02 <andythenorth> but I can push if the commit is amended
15:53:05 <andythenorth> can't
15:53:07 <peter1138> you can
15:53:11 * andythenorth doesn't understand tbh
15:53:14 <andythenorth> but I'll try
15:53:16 <peter1138> you can't push if you have ALREADY pushed
15:54:50 <LordAro> regardless you should be able to recreate the branch and reuse the PR
15:54:59 <andythenorth> hang on https://github.com/OpenTTD/OpenTTD/pull/6860
15:55:10 <LordAro> hahaha
15:55:15 <LordAro> or not
15:55:20 <andythenorth> almost lulz
15:55:25 <andythenorth> as long as it gets done.... :P
16:15:29 <andythenorth> so now someone just needs to merge it? o_O
16:17:56 <michi_cc> peter1138: I would've reformulated that commit message to actually be a Fix #6773:
16:26:46 <peter1138> "oh well"
16:27:04 <peter1138> It's still a code change :p
16:27:22 <peter1138> It still closes the issue.
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16:39:54 <andythenorth> thx
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17:05:51 <andythenorth> do we think 2 industry output cargos is design or accident? o_O
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17:10:01 <andythenorth> and is 'glue and paint' a valid cargo? :P
17:12:17 <nielsm> two output cargos is design
17:12:35 <nielsm> the original game has two industries with two output cargos, farms and oil rigs
17:13:58 <andythenorth> yes
17:14:34 <Alberth> name it "glued paint" :p
17:15:01 <andythenorth> 'paint and finishes'? o_O
17:15:08 <andythenorth> I did have 'adhesives' which is quite neat
17:15:09 <nielsm> pigmented glue
17:15:16 <andythenorth> but I can only find one destination for 'adhesives'
17:15:28 <Alberth> not sure why you need glue for painting though
17:15:42 <Alberth> aka "sticky"
17:15:49 <andythenorth> they use similar polymer inputs
17:15:51 <andythenorth> in some cases
17:16:10 <Alberth> house decorating supplies
17:16:38 <andythenorth> I was thinking more for tractors
17:16:41 <Alberth> especially needed for fast growing cities
17:27:15 <Eddi|zuHause> andythenorth: i tried to explain this earlier, but my understanding of paint is that you don't put the polymers in them, but the polymerisation happens upon drying the paint after applying it, and is what makes the paint stick. i'm assuming the same thing happens with glues
17:28:17 <Eddi|zuHause> andythenorth: so you put a "binding agent" in the paint, that is responsible for this polymerisation
17:28:31 <Eddi|zuHause> andythenorth: often that is "casein" (the main component of cheese)
17:28:39 <Eddi|zuHause> but there are also synthetic alternatives
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17:33:34 <andythenorth> ok thx
17:34:05 <andythenorth> http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#extreme
17:34:10 <andythenorth> might be over-provided on food
17:34:12 <andythenorth> dunno
17:34:31 <andythenorth> plastic needs more destinations
17:34:35 <andythenorth> paper does nothing :P
17:34:57 <andythenorth> timber yard needs creosote or something
17:35:41 <Eddi|zuHause> paper goes to printing works (town industry) or packaging facility?
17:35:54 <Eddi|zuHause> packaging facility also accepts plastic
17:36:16 <peter1138> Sugar and Sugar Beet... hmm.
17:36:25 <peter1138> *potatoes
17:36:27 <andythenorth> don't mention the war
17:36:40 <andythenorth> printing works needs ink or dye?
17:36:53 <Eddi|zuHause> ink
17:36:59 <peter1138> Some of these cargo types are oddly specific
17:37:18 <peter1138> And then you've got Goods :p
17:37:29 <Eddi|zuHause> depending on what they print, they might use dye-based ink or pigment-based ink
17:37:29 <peter1138> Beans? Hmm
17:37:31 <andythenorth> Goods needs splitting
17:37:44 <andythenorth> Beans I am maybe about to remove
17:37:50 <andythenorth> I thought it was funny to have baked bean factory
17:37:54 <andythenorth> not sure it is
17:37:59 <peter1138> "traktor plant"?
17:38:03 <peter1138> Traktor?
17:38:11 <andythenorth> Russian Tractor
17:38:12 <Eddi|zuHause> remove goods completely, and add some more specific new consumer goods?
17:38:15 <andythenorth> yes
17:38:26 <andythenorth> domestic appliances, household chemicals
17:38:33 <andythenorth> already split furniture and textiles
17:38:35 <andythenorth> toys?
17:38:38 <Eddi|zuHause> electronics, textiles
17:38:39 <peter1138> Like ammonia and lye
17:38:55 <Eddi|zuHause> textile works also accepts paint
17:39:01 <peter1138> Electronics, comes from an industry called "China"
17:39:08 <andythenorth> that's a port then
17:39:21 <andythenorth> Eddi|zuHause: how to produce paint then? o_O
17:39:46 <andythenorth> not sure about potatoes
17:40:01 <Eddi|zuHause> after working at a paint factory for over a year, i still haven't the faintest idea :p
17:40:13 <peter1138> Pigment, binder & solvent. I can google!
17:40:29 <andythenorth> isn't it
17:40:50 <Eddi|zuHause> peter1138: that's what i thought after the first 2 days. but then it got complicated... :p
17:40:50 <peter1138> Add two binders cargo types
17:40:53 <peter1138> One for paint
17:40:57 <peter1138> And one of storing documents
17:41:00 <andythenorth> Binder 1
17:41:02 <andythenorth> Binder 2
17:41:09 <andythenorth> do I have enough cargo slots? o_O
17:41:24 <andythenorth> delete potatos I think
17:41:29 <peter1138> Also add a Binders industry that takes paper and produces documents
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17:41:39 <andythenorth> Dox
17:41:40 <peter1138> I think you should not listen to me.
17:41:40 <Eddi|zuHause> if you delete the potatos, are the potatoes still in?
17:42:21 <andythenorth> not so much
17:42:36 <andythenorth> I can never spell it, which is a bad smell
17:42:44 <andythenorth> peter1138: I think your ideas are great
17:42:48 <andythenorth> do you have a newsletter?
17:42:55 <andythenorth> Spam Mail Plant
17:43:01 <andythenorth> paper, stamps -> mail
17:43:20 <Alberth> printingworks -> letters
17:43:49 <Alberth> press-agency -> news
17:43:51 <Eddi|zuHause> "mail" and "unsolicited mail"?
17:44:14 <Eddi|zuHause> and some houses don't accept "unsolicited mail"?
17:44:17 <andythenorth> 'rumours'
17:44:25 <Alberth> there is non-unsolicited mail?
17:44:33 <peter1138> 'fake news'
17:44:37 <Eddi|zuHause> "news", "fake news" and "counter fake news"?
17:45:10 <andythenorth> potatoes / potatos
17:45:12 <andythenorth> are gone
17:45:31 <andythenorth> 45 cargos
17:45:40 <andythenorth> 3 slots spare, and goods can also be swapped out
17:45:44 <Eddi|zuHause> andythenorth: so first time i clicked on the graph, i can't find ANYTHING that we're talking about
17:45:56 <andythenorth> was it cached?
17:46:10 <Eddi|zuHause> no, i mean it's too hard to read
17:46:17 <andythenorth> oh that :)
17:46:28 <andythenorth> suggestions welcome
17:47:04 <Eddi|zuHause> dunno, bigger font?
17:48:29 <andythenorth> seems graphviz has some options there
17:48:50 <andythenorth> there was a zoom tool, but it's stopped working
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17:49:12 <Eddi|zuHause> zoom tool seems to work here
17:49:34 <andythenorth> really? o_O
17:49:36 <andythenorth> which browser?
17:49:40 <Eddi|zuHause> firefox
17:50:20 <Eddi|zuHause> "60.1.0esr (64-Bit)"
17:50:40 <andythenorth> only slightly older than mine
17:50:57 <andythenorth> oh it's appeared for me in FF now
17:51:02 <andythenorth> it's rather unreliable :)
17:51:54 <andythenorth> so Detergent or Household Chemicals?
17:52:04 <Eddi|zuHause> so, both the dairy and the polymer factory could produce "binding agent", which is input for paint factory
17:52:32 <Eddi|zuHause> simulating natural and synthetic inputs
17:53:08 <andythenorth> if it was straightforward PVA, it could also be glue for furniture factory :P
17:53:31 <andythenorth> nope, different PVA
17:53:35 <andythenorth> discount that
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17:54:23 <Eddi|zuHause> leaves the dissolving agent and the pigments to simulate
17:54:44 <Eddi|zuHause> pigment is very diverse field
17:54:46 <andythenorth> pigments -> dyes?
17:54:50 <andythenorth> already in ECS
17:55:27 <Eddi|zuHause> depending on how fine you want to model is, those are different things
17:56:01 <Eddi|zuHause> "dyes" is usually organic substances that are water-soluable, and "pigments" are inorganic substances that are non-water-soluable (hence the dissolving agent)
17:56:25 <andythenorth> well the maximum detail resolution is '3' :P
17:56:30 <andythenorth> due to input cargos
17:56:35 <andythenorth> and 2 would be better
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17:56:53 <Eddi|zuHause> usually dyes are prone to fading faster than pigments
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18:15:30 <Wolf01> Mmmh, autorejoin failed
18:15:57 <Wolf01> andythenorth: finished the prototype of my brick-wall :P
18:17:03 <andythenorth> pictures
18:17:06 <andythenorth> or didn't happen :)
18:17:37 <Wolf01> https://www.flickr.com/photos/admiral_daala/39758677415/ this is a brick-wall, I made one like an advertising board
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18:21:26 <Wolf01> https://1drv.ms/u/s!AgUFeOGLNNfVipsuBqauFKv8yaSg9A this is one of the WIP images
18:22:46 <Wolf01> o/ Alberth
18:23:03 <Alberth> o/
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18:58:35 <andythenorth> o/ snail_UES_
18:58:48 <snail_UES_> hi andythenorth
19:01:34 <andythenorth> anyone want to review this? o_O https://github.com/OpenTTD/OpenTTD/pull/6805
19:24:28 <andythenorth> hmm
19:24:43 <LordAro> andythenorth: it's a peter1138 patch, i imagine it's fine :p
19:24:49 <andythenorth> gr8 review
19:24:52 <andythenorth> :P
19:24:53 <LordAro> but map array is beyond my ability to review
19:24:56 <andythenorth> put it on the PR :)
19:24:59 <andythenorth> 'probably fine'
19:25:03 <LordAro> :D
19:25:22 <andythenorth> maybe a sock puppet account, peter1139
19:25:54 <andythenorth> so should I go full 64 cargos then? http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html#extreme
19:25:59 <andythenorth> my aim was 48
19:26:00 <andythenorth> but eh
19:44:22 <Alberth> last time it was 45 iirc :p
19:45:13 <Alberth> but 64 sounds something you'd expect in extreme :p
19:45:32 <snail_UES_> andythenorth: OMG
19:45:54 <snail_UES_> what I’d love to get from you would be a “final” list of cargoes… no matter how many...
19:45:59 <andythenorth> good luck
19:46:02 <andythenorth> why?
19:46:17 <snail_UES_> so that I can code them on my trainset and support your FIRS
19:46:26 <snail_UES_> how can I do that if they keep changing...?
19:46:39 <andythenorth> you probably can't :)
19:46:44 <andythenorth> but stasis is boring
19:47:37 <andythenorth> Alberth: I really think
19:47:48 <andythenorth> that if I do 64, I'll end up micro-modelling the chemical chain :P
19:47:50 <snail_UES_> I can’t see potatoes on your list there…
19:47:55 <andythenorth> not sure if this is Food Town
19:47:57 <andythenorth> Goods Town
19:48:00 <andythenorth> or Chemical Town
19:48:04 <snail_UES_> I thought we had discussed them a few days ago? did you drop the idea?
19:48:28 <andythenorth> for now
19:48:38 <andythenorth> an economy takes about 1 year to do
19:48:40 <Alberth> goods seems most diverse to me
19:49:11 <andythenorth> if it's Goods Town
19:49:19 <andythenorth> then the focus should be on many intermediate cargos
19:49:26 <snail_UES_> yes I think with 64 cargo types, such a generic cargo as “goods” would make little sense...
19:49:30 <andythenorth> and I don't need to add even more chemical feedstocks :P
19:49:38 <snail_UES_> IMO either we have all “generic” cargoes with subtypes,
19:49:43 <andythenorth> I am kind of stuck in chemical chains right now
19:49:46 <snail_UES_> or we have a long, detailed list of specific cargoes
19:49:51 <andythenorth> snail_UES_: I agree
19:49:52 <snail_UES_> having both in the same schema looks confusing
19:49:54 <andythenorth> except for Supplies
19:49:57 <andythenorth> and Food
19:50:21 <snail_UES_> but even Food… why having “Food” separate from, say, “Beans” or “Potatoes"?
19:50:24 <Alberth> probably everything "at the edge" of the economy
19:50:31 <andythenorth> the problem with splitting food
19:50:34 <snail_UES_> they’re both kinds of food…
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19:50:40 <andythenorth> is that it demands a lot of black hole destination industries
19:50:46 <andythenorth> and there's no reliable way to provide them
19:50:57 <snail_UES_> supermarket, retail market, farmers’ market...
19:51:03 <andythenorth> so actually, most towns *wouldn't* accept, e.g. meat, fish, diairy, meat, bread
19:51:17 <snail_UES_> unless we add specific industries
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19:51:27 <andythenorth> each industry can only accept 3
19:51:39 <andythenorth> and splitting food only makes sense if it's split to at least 6 or 7 cargos
19:52:13 <andythenorth> when I tested it, the chances of getting a destination industry for, e.g. meat, were very low
19:52:27 <snail_UES_> so we could have “bakery store” accepting bread and similar, “farmers’ market” accepting fruit and vegetables, “supermarket” accepting meat, diary, alcohol..
19:52:33 <andythenorth> yes, I did that
19:52:38 <andythenorth> but they don't get built
19:52:45 <andythenorth> it's just how ottd works
19:52:57 <snail_UES_> the issue is that, if they’re houses, they can get built and demolished
19:53:12 <snail_UES_> if they’re industries, we should make sure they’re built in high numbers across the map
19:53:21 <andythenorth> but we can't
19:53:24 <andythenorth> that's not possible
19:53:47 <snail_UES_> then the alternative is to raise the number of accepted cargoes per industry :p
19:54:22 <snail_UES_> “big picture”, I think 64 cargo types can be exciting, but not really implementable if we also have the limit of 3 cargo types per industry
19:54:27 <snail_UES_> both limits should be raised together
19:54:52 <andythenorth> I think it's worth considering
19:55:03 <andythenorth> but it makes economy design rather easy
19:55:07 <andythenorth> not sure it's very interesting then :)
19:56:30 <Wolf01> <snail_UES_> the issue is that, if they’re houses, they can get built and demolished <- that's how GOODs work, just make sure multiple stores will be built
19:56:45 <andythenorth> FIRS could enforce houses
19:56:50 <andythenorth> I wondered about doing that
19:57:10 <andythenorth> so it's Industry & House Set
19:57:14 <andythenorth> needs a new name then
19:57:24 <andythenorth> FISH?
19:57:30 <andythenorth> Full Industry Set Houses
19:57:48 <snail_UES_> I thought Squid had already eaten FISH?
19:58:07 <Wolf01> Nah, you only provide houses useful to the industry chain, not a full set of houses
19:58:18 <Wolf01> Just FIRS is enough
19:58:39 <andythenorth> I think I'd need to control all houses
19:58:45 <andythenorth> otherwise weird side effects
19:58:52 <andythenorth> so I'd disable FIRS against other house sets
19:59:29 <andythenorth> also, so I shouldn't add the following cargos? Benzene, Propene, Naptha, Ethanol, Bitumen, Acetylene?
19:59:32 <andythenorth> :P
19:59:40 <snail_UES_> :O
19:59:48 <snail_UES_> all of those carried in tank wagons I guess?
19:59:59 <snail_UES_> split from “Chemical Products"?
20:00:58 <andythenorth> I think they aren't valid
20:03:53 <andythenorth> the puzzle is
20:04:06 <andythenorth> the chlor alkali industry is actually really easy, just split salt
20:04:41 <andythenorth> and then chlorine goes to plastic, and lye goes to paper + detergents
20:04:43 <andythenorth> but the petrochemicals industry is very complex and hard to understand
20:05:49 <andythenorth> and has multiple feedstocks: crude oil, natural gas, syngas from coal, and biomass distilling
20:07:31 <andythenorth> meanwhile, sulphur is the world's most produced industrial chemical
20:07:44 <andythenorth> but is hard to find destinations for, without other petrochemicals to combine it with
20:12:54 <andythenorth> meanwhile the only metal in this economy is steel :P
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21:30:41 <TrueBrain> wow, that patch from peter1138 about increasing railtypes is really hard to review
21:30:48 <TrueBrain> mostly as it is 1 commit with EVERYTHING done :)
21:31:21 <LordAro> not sure you can split it up any further
21:31:32 <TrueBrain> at least the m3 -> m8 in 1 commit would have helped :D
21:32:43 <LordAro> i guess :p
21:33:04 <TrueBrain> do you know why he changed 1 into 1LL?
21:33:10 <TrueBrain> hard time figuring thatone out
21:35:14 <snail_UES_> TrueBrain: thanks for having a look into this… it’d be great if that made it into trunk :)
21:35:43 <TrueBrain> I doubt I can give a sane review atm ... so many changes that I cannot pinpoint ..
21:36:39 <TrueBrain> it really feels it does more than it claims
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21:46:31 <TrueBrain> LordAro: "properly fine" makes me very nervous btw ;)
21:46:40 <TrueBrain> fine if that is by consensus, but to approve a PR for that :D
21:47:09 <TrueBrain> but I cannot believe you had nothing to complain :D Best one for me was: "Invalid railtypes?" (he added the ?)
21:56:12 <TrueBrain> frosch123: I am currently using the labels for PRs .. I hope I can automate DorpsGek to do that soon-ish for us .. but at least I find it more understandable with labels what needs attention and what not
21:56:15 <TrueBrain> don't know about you :)
21:58:33 <TrueBrain> tempted to accept the forest patch ..
21:58:58 <TrueBrain> bit shitty I currently cannot compile OpenTTD
21:59:02 <TrueBrain> where is andy when you need him :D
22:02:18 <TrueBrain> owh well, time to watch some telly :) nn!
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23:35:36 <peter1138> 1LL because 1 << x is 32 bit.
23:40:08 <peter1138> I suppose move then extend can be split up.
23:44:23 <peter1138> thanks for looking at it
23:54:38 <Wolf01> 'night
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