IRC logs for #openttd on OFTC at 2018-09-22
            
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03:04:40 <qwebirc52111> hello anyone, please talk to me/
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09:11:18 <andythenorth> moin
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09:32:19 <Wolf01> Moin
09:32:27 <Wolf01> Autumn has arrived
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09:38:23 <andythenorth> isn't it
09:38:41 <andythenorth> what you should do Wolf01
09:38:49 <Wolf01> Fix NRT
09:38:52 <andythenorth> is celebrate autumn by playing a test game of Iron Horse
09:39:03 <andythenorth> then give me feedback which I will politely ignore :)
09:39:09 <Wolf01> I'm rebuilding a station in Factorio
09:39:14 <andythenorth> such F
09:39:27 <andythenorth> now I want to play tanks :P
09:44:53 <Wolf01> Play F, there are tanks
09:49:43 <andythenorth> F never clicked for me
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15:16:36 <DorpsGek_II> [OpenTTD/OpenTTD] lcarlier commented on issue #6873: Jukebox not working in the flatpak version https://github.com/OpenTTD/OpenTTD/issues/6873#issuecomment-423743486
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15:18:56 <Samu> hi
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15:30:07 <snail_UES_> hey Andy… are you there?
15:35:55 <andythenorth> hi snail_UES_
15:36:06 <snail_UES_> hey, question for you...
15:36:15 <andythenorth> ?
15:37:03 <snail_UES_> just a sec
15:38:03 <snail_UES_> sorry my issue got solved :p
15:38:17 <snail_UES_> why did you code SULP to be liquid as well?
15:38:28 <snail_UES_> I’d have thought only hoppers could transport it...
15:38:36 <andythenorth> commonly transported as liquid
15:38:40 <andythenorth> hot molten sulfur
15:38:58 <andythenorth> http://3.bp.blogspot.com/-UatyDgW1xH0/UtMI8uw7MBI/AAAAAAAGd_o/EmnfGUuBgUg/s1600/TILX+135337+Trinity+Industries+Leasing+Company+Molten+Sulfur+Rail+Tank+Car+Norfolk+Southern+Freight+Train+Macon+Georgia.JPG
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15:43:58 <snail_UES_> I see… since you coded it as both “bulk” and “liquid”, it was getting excluded from both my hoppers and my tankers :p
15:44:00 <snail_UES_> fixed now
15:48:45 <andythenorth> oic :)
15:49:10 <andythenorth> doesn't the wiki say not to use exclude?
15:49:13 <andythenorth> I can't remember
15:49:49 <andythenorth> nope it doesn't say that
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16:00:14 <snail_UES_> usually, people exclude liquids from hoppers :)
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16:31:42 <Wolf01> Meh, power outage, mirc decided to rewrite the ini file and had to restore it
16:33:33 <andythenorth> Horse was 75% complete yesterday
16:33:40 <andythenorth> today it's 73% complete :P
16:37:09 <andythenorth> sometimes I regret drawing 8 liveries for every pax coach
16:44:53 <snail_UES_> haha, are you doing historical liveries?
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16:55:34 <andythenorth> no :)
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17:25:59 <sushibear> Hello guys. Need support :) 1.8.0 dedicated server. No snow appear in temperate climate. snow_line_height = 11, max map height is above. Google betrayed me. HALP!
17:33:11 <FLHerne> sushibear: Temperate doesn't have snow, you only get it in Arctic
17:34:40 <sushibear> It's a drag. Snow would look nice on those mountains. Thanks for the info! :)
17:35:23 <LordAro> isn't there a cheat to change the climate? have absolutely no idea how many things that woule break though
17:35:24 <FLHerne> If you like the bright-green grass, there's a newgrf to have that in arctic
17:36:00 <FLHerne> In principle you could also replace all the vehicles, industries etc. in an arctic game to mimic the temperate ones, but I don't think that exists
17:36:24 <sushibear> The grass will do :D
17:38:39 <FLHerne> sushibear: Specifically, it's an option under 'Landscape type' in OpenGFX+ Landscape
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18:01:19 <Samu> why can't AIs remove road pieces individually
18:01:25 <Samu> seriously sucks
18:02:13 <Samu> must remove full road to build half
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18:24:01 <snail_UES_> just curious: any of you guys play with trains never going to depots (i.e. breakdowns off)?
18:28:31 <Samu> not really
18:29:24 <Samu> guys, i'm in a situation where it would be useful to be able to remove a road piece from a road tile
18:29:51 <Samu> and there's no AI function for this
18:30:32 <Samu> i don't like the workaround
18:31:12 <Samu> besides, i don't even know if there's a possible workaround, i can't retrieve what bits were there
18:31:29 <Samu> to put them back in
18:34:16 <Samu> imagine there's tiles 1 2 3. tile 1 is rail/road level crossing, tile 1 and 2 are connected by road and I want to break this connection without demolishing the road at tile 1
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18:35:30 <Samu> can't use the demolish tile on tile 2, it could break the connection with tile 3
18:36:18 <Samu> can't use removeroad either, it requires 2 tiles, and if i use tile 1 and 2, it will remove the road at the rail tile
18:36:35 <Samu> i'm stuck!
18:40:18 <Samu> i need a different approach for this :(
18:41:05 <DorpsGek_II> [OpenTTD/OpenTTD] szymex73 closed issue #6895: Wrong release version? https://github.com/OpenTTD/OpenTTD/issues/6895
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19:10:34 <FLHerne> snail_UES_: Yes, always
19:12:06 <FLHerne> I don't find that breakdowns add anything; they're fairly arbitrary and unavoidable
19:12:50 <peter1138> They're avoidable when you set up your vehicles to be regularly serviced.
19:12:59 <snail_UES_> I see… in my set, vehicles get dirty after a while and get cleaned upon a depot visit
19:13:15 <snail_UES_> if depots are never visited, trains will always remain dirty :p
19:13:21 <peter1138> Nice
19:13:51 <FLHerne> peter1138: Not really, even with 100% max reliability it's possible for a train to break down just as it leaves the depot
19:14:38 <FLHerne> And the pathfinder doesn't allow for designing anything to mitigate them, you just get everything stopped for a while
19:15:00 <peter1138> I bet you play with disasters and inflation off as well :-)
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19:15:44 <FLHerne> Well, inflation would be completely unmanageable combined with my overuse of date-cheating :P
19:16:09 <FLHerne> (I think my current game has actually been running for several hundred years at this point)
19:16:32 <FLHerne> Disasters on
19:16:43 <FLHerne> (I'd turn the UFOs off if I could, because they're silly)
19:17:14 <FLHerne> But more non-silly disasters would be fun
19:17:40 <nielsm> the random industry closure disaster from TTO is definitely removed, right? :)
19:18:01 <nielsm> playing with disasters on in TTO means any industry you service has an automatic death sentence on it
19:18:27 <FLHerne> Eh, that sounds kind of fun
19:18:37 <FLHerne> I like building infrastructure :P
19:19:07 <nielsm> it's kinda annoying when the coal mine for your first route closes for unexplained reasons a year after you open the route
19:19:51 <nielsm> meanwhile, industries serviced by AI players don't have the same predicament
19:20:26 <nielsm> I don't know how the interaction is if you service the same industry as an AI tho
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23:06:46 <sushibear> snail_UES_, I prefer to play without breakages.
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23:46:09 <Samu> if (!AIRail.IsRailTile(par.GetTile()) || (AITestMode() && !AIRoad.BuildRoad(path.GetTile(), par.GetTile()) || AIError.GetLastErrorString() == "ERR_ALREADY_BUILT") && !AIRail.IsLevelCrossingTile(par.GetTile())) {
23:47:13 <Samu> i don't like to use AIRoad.BuildRoad in this situation :(
23:47:26 <Samu> feels wrong
23:48:32 <Samu> is there a better way to detect whether a road would be crossing a rail?
23:48:40 <Samu> during construction
23:53:33 <Samu> the situation is this: pathfinder plans a route for construction, and another company builds a rail that would intersect the planned route. When the pathbuilder begins construction of the planned route, I want it to detect that it would be crossing the rail of the other company
23:55:30 <Samu> problem with using AIRoad.BuildRoad for testing is that the AI could be out of money momentaneously and could affect the detection
23:56:04 <Samu> how would I detect it would be crossing a rail without using BuildRoad?
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