IRC logs for #openttd on OFTC at 2018-08-13
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08:59:30 <andythenorth> Dan came, Dan left
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10:48:39 <peter1138> So I just decided to go out on the bike.
10:48:49 <peter1138> Got to the end of the road, started drizzling.
10:49:00 <peter1138> Decided to carry on. Started pissing down :(
10:49:26 <Pikka> it's only a bit of rain :P
10:49:59 <Alberth> lots of dry air in-between :)
11:29:57 <LordAro> peter1138: youtried.jpg
11:30:30 <peter1138> It's stopped now o_O
11:50:01 <Alberth> it's just tempting you :)
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12:45:27 <k-man> can monorail trains be upgraded to maglev when the time comes?
12:48:40 <nielsm> not really, no, the trains are not compatible
13:04:09 <k-man> can i just skip monorail and go straight to maglev then?
13:05:38 <nielsm> I usually don't upgrade routes to monorail, just use it for new opportunities
13:06:09 <eirc> the purr newgrf (and others i think) have universal rails which are compatible with all trains
13:07:06 <nielsm> universal rail is boring imo
13:08:56 <eirc> you can use it temporarily to do the upgrade if you want
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13:09:46 <eirc> maybe even only on depots if you really want to
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13:35:52 <andythenorth> so I wondered if my industry tile acceptance was failing because the CB was being run
13:36:10 <andythenorth> or if I need to set prop 13?
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14:02:36 <andythenorth> if we get Dan as well, singularity
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14:32:12 <Pikka> he did pm me today, so...
14:35:59 <andythenorth> also what ho pikka?
14:36:08 <andythenorth> other than World of Tanks Blitz obvs
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14:59:27 <Eddi|zuHause> what? andy and dan can never occupy this channel simultaneously
14:59:48 <andythenorth> we can eddi, but not when you're here
14:59:54 <andythenorth> you've been away Eddi|zuHause!
15:00:07 <Eddi|zuHause> i was not, just the channel was +r
15:00:13 <andythenorth> same difference :P
15:02:29 <Pikka> the usual ho, uni and whatnot
15:02:44 <Pikka> and some procedurally generated buildings fun
15:10:12 <andythenorth> so what are you going to do with 64 cargos pikka?
15:10:31 <nielsm> 60 types of passengers and 4 types of mail
15:11:12 <nielsm> actually 40 types of passengers, 4 types of mail, 10 types of luggage, and 10 types of parcels
15:11:34 <Pikka> but an additional input cargo here and there might be nice
15:13:15 <snail_UES_> the only suggestion I’d have would be to carefully choose cargoes, and possibly choose either generic ones (“food”, “goods”, “chemical products”) or specific ones…
15:13:22 <snail_UES_> mixing them up might lead to confusion
15:13:35 <Wolf01> Workers for every single industry + industry demand and production :P
15:13:44 <Wolf01> No workers, no production
15:14:13 <andythenorth> 60 types of tourist
15:14:22 <andythenorth> backpackers (sleeping in luggage racks)
15:14:32 <andythenorth> VIPs - chauffeur driven car
15:14:51 <andythenorth> and 1 cargo for selfie sticks
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15:31:13 <k-man> what do you call it when you have reached complete spaghetti and you give up?
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16:29:44 <Thedarkb-T60> Can you make a ship wait until some cargo is present then leave?
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16:37:12 <nielsm> Thedarkb-T60 not really, there isn't any way to "wait for any load"
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16:37:32 <nielsm> the best you can do is use timetables to always make it wait a specific number of days and load whatever arrives during that time
16:37:44 <Thedarkb-T60> I just want it to wait until a train dumps stuff at the station.
16:37:51 <Wolf01> Make it wait for 10 days, at least a bit of cargo should pop up :P
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18:29:31 <andythenorth> singularity didn't happen
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18:33:27 <frosch123> singularity would be andy, danmack and picka in one place?
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18:43:48 <DanMacK> Figures Pikka left lol
18:44:33 <Eddi|zuHause> <Wolf01> Make it wait for 10 days, at least a bit of cargo should pop up :P <-- not on a transfer station, that only gets cargo when a train arrives
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18:45:29 <Eddi|zuHause> Thedarkb-T60: the closest you can get is a conditional order that checks for a minimum load. so the ship loads for a while, leaves, and immediately returns if it is empty
18:45:56 <Eddi|zuHause> but in this case, the ship will play a leaving sound constantly
18:46:24 <Eddi|zuHause> you can reduce that with a timetable
18:48:02 <Thedarkb-T60> I have sound effects turned off anyway.
18:48:42 <Eddi|zuHause> the ship will probably want to drive in a small circle, so too narrow rivers might make the ship lost
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19:20:36 <TrueBrain> frosch123: I did not know * worked :P
19:20:45 <TrueBrain> I think release branches are slightly different
19:20:52 <TrueBrain> but opening them in different tabs, and compare away!
19:22:21 <frosch123> TrueBrain: i merged the release branches, they were the same
19:22:32 <frosch123> master is different in that admins can overrule rules
19:27:45 <TrueBrain> ah, yes, that was the difference :D
19:27:48 <TrueBrain> nice to know * works :)
19:27:54 <TrueBrain> I should apply that to all my projects :)
19:28:01 <TrueBrain> nice progress frosch123 :D
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19:43:40 <andythenorth> so I really want to figure out this industry tile issue
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19:50:00 <nielsm> andythenorth: accepts everything?
19:50:14 <nielsm> the only situation I can think where the flag being set wouldn't work is if you use tile accepts callback
19:59:11 <andythenorth> that's what I hoped it was
20:01:12 <andythenorth> but prop 0E looks correct
20:01:38 <andythenorth> just bit 5 set, which is foundations
20:01:51 <andythenorth> oh and 4, which is slopes check
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20:05:37 <andythenorth> prop 12 is 02, which means bit 1 is set afaict
20:05:54 <andythenorth> I seriously wonder if I just haven't got the right commits checked out
20:06:19 <nielsm> try my test grf see if it behaves right?
20:07:00 <andythenorth> I'm uploading mine too
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20:07:54 <andythenorth> and sets prop 13
20:09:52 <nielsm> the factory sets flags 02 in indtile prop 12 and sets prop 13 to zero cargoes accepted
20:10:03 <nielsm> for all four tile types of a factory
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20:11:55 <andythenorth> I haven't seen this format of setting multiple props in one action 0 declaration before :)
20:15:22 <nielsm> yes it is kinda awkward
20:15:48 <nielsm> and I'm not sure nml will generate it either
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20:18:32 <andythenorth> nielsm: yours works
20:18:41 <andythenorth> factory has 4 inputs on the tile
20:23:52 <andythenorth> I don't have prop 09 set
20:24:10 <nielsm> that should just be when you replace a vanilla tile
20:24:23 <nielsm> so the original industry uses your new tile
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20:27:43 <andythenorth> I've set prop 13, but that doesn't help :)
20:31:18 <andythenorth> by changing one of the cargos, I get 4
20:31:27 <andythenorth> I need to look at the IDs, and if they're over 32 or something
20:31:43 <nielsm> hmm that would be problematic
20:31:57 <nielsm> if large ids cause trouble
20:32:56 <nielsm> going to test with your firs.grf in a moment
20:34:20 <nielsm> which economy setting and which industry to look for?
20:35:03 <andythenorth> we need slightly better newgrf debug tools :P
20:35:11 <andythenorth> the ones we have are good, but lack tile info
20:36:02 <andythenorth> not quite what I had in mind, but
20:36:20 <andythenorth> no need to tame dogs
20:40:06 <nielsm> for some reason the cargo accepts list is padded with 00 instead of FF
20:41:16 <nielsm> which means it can't find more than 3 free slots to place the extra cargoes in
20:44:59 <andythenorth> is that padding in the newgrf, or openttd?
20:45:13 <andythenorth> I am reading the industry action 0, but it's ugly :P
20:45:40 <andythenorth> also eating chinese :P
20:57:07 <nielsm> andythenorth: pushed a fix :)
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21:01:39 <andythenorth> I'm going to put an issue in your nml fork
21:01:59 <andythenorth> for the patches and the question about prop 28
21:02:15 <andythenorth> oh I don't have rights to issues :)
21:03:53 <nielsm> just sent you an invite to my fork of nml
21:05:58 <andythenorth> now we will see my poor git skills :(
21:06:50 <andythenorth> it's against two commits, but I just made them locally (I used git stash as I moved through each hash)
21:07:20 <andythenorth> I don't at all understand how to edit your commits and rebase
21:08:00 <andythenorth> I don't want to just push and mess up history either :D
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21:16:16 <nielsm> I'm changing industry prop 28 to take a matrix instead of a sparse list
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21:17:12 <andythenorth> ok so that's the last thing I think
21:17:16 <andythenorth> oh is prop 13 needed in nml?
21:19:44 <andythenorth> so we're nearly done if luck is on our side :)
21:19:51 <nielsm> otoh it ought to reset all unused cargo slots past the number passed to "invalid"
21:20:17 <nielsm> have you tested the production callback?
21:20:35 <nielsm> I didn't implement it in nml, I don't know if it needs any changes
21:21:12 <andythenorth> I'll play a test game now
21:21:16 <andythenorth> $someone said it should be fine
21:24:55 <andythenorth> ok I strongly suspect FIRS needs patched more :P
21:25:29 <andythenorth> yeah, FIRS is hard-coded to 3 on production cbs
21:25:56 <andythenorth> how many permanent registers are there? :P
21:26:53 <andythenorth> that's going to be...challenging :)
21:27:28 <nielsm> I can't accept undefined strings either
21:28:15 <andythenorth> I think we list all the issues, and regroup in september :D
21:29:03 <andythenorth> I need 3 perm storage registers per cargo in FIRS, and 1 separately for housekeeping
21:29:10 <andythenorth> so that would limit to 5 cargos
21:29:36 <andythenorth> dunno if increasing perm storage is possible
21:32:14 <andythenorth> maybe I can refactor FIRS a bit
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22:24:24 <planetmaker> matrix-style for that is nice :)
22:29:43 <frosch123> it makes the property depend on other properties though
22:30:36 <nielsm> not any more than the old properties do
22:30:55 <nielsm> or the game's internal representation
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