IRC logs for #openttd on OFTC at 2019-07-29
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03:44:40 <Hazzard> Hello, does anyone know if INDUSTRYLIFE_BLACK_HOLE industries ever close? The wiki says the power plant never closes but I'm not sure about the others
04:36:55 <Eddi|zuHause> i would imagine someone knows that
04:37:40 <Eddi|zuHause> i would assume so that it works the same way as the power plants, but i'm not familiar enough to know it for certain
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07:44:17 <Beerbelott> I see two way of admining an instance: either connecting as a "normal" client, which requires a couple tricks to get into an "active" mode and then sending PACKET_CLIENT_RCON, each with rcon password. The second way is to use the admin port, connecting with the admin password, and then supplying ADMIN_PACKET_ADMIN_RCON packets without any password.
07:46:33 <Beerbelott> Is the admin port a new thing? Why would anyone wanna use the in-game way and trick the game in being an active client? Does the admin view have the same access at game info as any client (ie chat messages)?
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08:29:18 <LordAro> Beerbelott: not new, but i think it might have been at the time that python thing was written
08:30:00 <Beerbelott> It seems the admin interface is much more suitable and modular, with all the subscription available
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12:13:12 <andythenorth> 2 trains left to draw for Horse
12:13:16 <andythenorth> both really small :P
12:24:31 <arikover> andythenorth: I think I found a problem: the blinking light of the short brake van is "wrong" in the \ view.
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15:40:05 <andythenorth> arikover thanks :) Not sure I finished drawing those lights, they were prototype, oops :)
15:48:59 <arikover> andythenorth: They look nice. How come they end up in the wrong place like that? You add them to each sprite with the new "sprite overlay thing" feature?
16:22:36 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
16:23:01 <FLHerne> andythenorth: So, one more train left before you realise the scale and/or fundamental concept is all wrong? :P
16:24:50 <DorpsGek_II> [OpenTTD/OpenTTD] Nik-mmzd commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjSOS
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17:38:27 <Samu> an income graph for each vehicle type
17:40:29 <Samu> there's the button with list of trains, list of roadvehs, list of ships, aircraft, the option could be located there
17:41:28 <Samu> 1 extra line, either below or above the list from all companies
17:42:22 <Samu> the graph could be useful to compare income for trains between all companies
17:43:21 <Samu> i just don't know how the data is stored
17:44:21 <Samu> oh, 23 quarters of data?
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19:17:12 <andythenorth> arikover: they have to be positioned in the correct place for the vehicle length
19:17:19 <andythenorth> they're probably not :)
19:17:29 <andythenorth> FLHerne: yes, 1 more train, then cancel the set :)
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19:58:19 * andythenorth finished Warcraft 1
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21:55:44 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjSlO
23:10:45 <Dakkus> Hey, peoples! Is there a way to force new destinations for cargo with cargodist?
23:11:56 <Samu> wait a long long time, then the cargo will want to go to any station
23:12:15 <Dakkus> So, I should remove the current trains?
23:12:47 <Dakkus> I've got goods being produced in Dno, and they are currently sent to Saint Petersburg Vokzal and Saint Petersburg Port. I'd like cargo to be transported also to Riga, Helsinki and Taivalkoski, which all have grown large enough to accept goods.
23:15:18 <glx> cargodist will update the graph by itself at some point I think
23:16:15 <Samu> 1) go to Dno, 2) go to Riga
23:16:18 <andythenorth> Dakkus: build new stations
23:16:27 <andythenorth> or wait about 9 months for cdist to update
23:16:43 <Samu> then wait that some cargo wants to actually go to Riga
23:16:54 <andythenorth> cargo doesn't 'want' to go anywhere
23:17:11 <Dakkus> andythenorth: New stations? Where?
23:17:20 <andythenorth> this is from a factory?
23:17:36 <Dakkus> And is this 9 months or an amount of ticks that usually equal 9 months?
23:17:47 <Samu> 1 source, multiple destinations I think
23:17:59 <andythenorth> it's roughly 9 months, it's not exact
23:18:04 <FLHerne> Dakkus: Cargodist will normally route something to every connected station that accepts the cargo
23:18:09 <andythenorth> I just build extra pickup stations
23:18:20 <andythenorth> cdist won't reliably serve more than 2 destinations from a station
23:18:32 <Dakkus> andythenorth: I'm playing with a daylength, so 9 months is seriously long time on my game.
23:18:48 <Dakkus> andythenorth: What happens after those two?
23:18:58 <Samu> cargodist with daylength
23:19:05 <andythenorth> eventually it will assign cargo to the new route
23:19:09 <FLHerne> So if you build lines that take goods for Riga etc., the linkgraph should update to send cargo down them
23:19:20 <andythenorth> never works for me
23:19:38 <andythenorth> it's reproducibly non-functional
23:19:38 <FLHerne> [except with FIRS supplies, because it doesn't understand the demand thresholds]
23:19:48 <andythenorth> there are no demand thresholds?
23:20:04 <andythenorth> oh you have distance-on-demand enabled?
23:20:16 <Samu> 1 day with daylength = 24 hours?
23:20:29 <Dakkus> I've got 9 as multiplier.
23:20:49 <Dakkus> So, 1 day in my game is an amount of ticks that is 9 days in unmodded game.
23:21:24 <Dakkus> (And 9 months in my game equals ticks worth 81 months in an unmodded game)
23:22:05 <Samu> cargodist update is delayed by that multiplier?
23:22:16 <Dakkus> No idea. I hope not :D
23:22:38 <Dakkus> Depends on whether cargodist is defined in ticks or in days. I could just look that up, though.
23:23:03 <FLHerne> andythenorth: I mean, it doesn't understand that <n> input is desirable, but more is redundant, so it'll happily oversupply some industries without reaching the threshold on others
23:23:38 <andythenorth> if distance is off, it just divides equally betwen destinations
23:23:40 <FLHerne> If I set 'effect of distance on demand' to 0, I suppose it would supply every connected industry equally?
23:23:55 <FLHerne> That would slightly implode my passenger networks though
23:24:19 <andythenorth> Dakkus: the practical solution is to build another station
23:24:30 <andythenorth> I don't know of any other fix
23:24:43 <Dakkus> andythenorth: That's probably the least bad available solution :)
23:24:50 <andythenorth> I've been told that running the train the whole route a few times might force an update
23:25:05 <Dakkus> I think I'll start supplying the port from some other source and see what happens. No space for a further station near that industry complex.
23:25:20 <andythenorth> is this FIRS or something?
23:25:23 <FLHerne> Dakkus: "Update linkgraph every <n> days" is a setting, so you could set it to 1 probably
23:25:30 <FLHerne> (the default is more)
23:25:59 <andythenorth> have to be careful with that
23:25:59 <FLHerne> If it actually is based on days rather than ticks, but who knows when it's patched
23:26:15 <andythenorth> iirc, if the updates are too frequent, it fails to complete
23:26:21 <Dakkus> 1) Take 16 days for recalculation of distribution graph
23:26:21 <andythenorth> due to starting again
23:26:28 <FLHerne> That would be a bit daft
23:26:28 <Dakkus> 2) Update distribution graph every 4 days
23:26:34 <andythenorth> advice I was given is leave it on defaults
23:26:37 <Dakkus> 3) Distribution accuracy: 12
23:27:22 <Dakkus> Sounds a bit weird that it updates every 4 days and spends 16 days recalculating.
23:27:52 <Dakkus> Does it recalculate 4 calculations in parallel or does it actually always stop at the 4th day?
23:28:02 <andythenorth> the help text kind of explains
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