IRC logs for #openttd on OFTC at 2019-08-16
            
00:35:37 <Eddi|zuHause> i've recently started to experiment with move it and road anarchy to get things to look better, but it's a bit tedious
00:35:58 <Eddi|zuHause> also i've got a toolbar mod that makes picking from longer lists of road easier
00:38:27 <Eddi|zuHause> oh, and "fine road tools" or something like that
00:38:43 <Eddi|zuHause> ... and mod achievement enabler
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07:36:51 <DorpsGek_II> [OpenTTD/OpenTTD] AbeWJS commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjdgY
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08:01:26 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjdga
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09:24:45 <andythenorth> moin
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09:58:54 <andythenorth> so what about a FIRS economy where some industries only appear if built by player?
09:58:57 <andythenorth> ??
09:59:31 <Wolf01> Hmmm
10:00:31 <andythenorth> I think it might just cause bug reports :P
10:00:44 <andythenorth> like when I had industries with random cargos
10:01:21 <Samu> shall I create an issue for this https://webster.openttdcoop.org/index.php?channel=openttd&date=1565827200#1565896630
10:03:08 <LordAro> Samu: sre
10:03:11 <LordAro> sure*
10:05:31 <planetmaker> ho
10:06:35 <andythenorth> hi
10:07:13 <planetmaker> LordAro, you now take-on the lead in organizing the challenge or competition? >:)
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10:17:43 <Samu> the quadratic stuff wasn't applied to company headquarters
10:17:52 <Samu> quadratic/linear thingy
10:18:48 <Samu> not sure if it should
10:26:20 <andythenorth> cargo label for chromite ore?
10:28:53 <andythenorth> already got FECR for ferrochrome
10:31:54 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7697: GetCargoProduction on Company HQ returns 0 for PASS/MAIL, but on TileLoop it does produce cargo https://git.io/fjda0
10:33:12 <Samu> steps to reproduce, meh, I didn't reproduced, I just looked at the code
10:42:41 <Samu> CORE
10:42:43 <Samu> CHRO
10:42:57 <Samu> FECH
10:43:24 <Samu> FCRM
10:44:13 <andythenorth> CHRO
10:45:43 <Samu> CHOR
10:46:27 <Samu> CROR
10:46:30 <Samu> meh
10:47:04 <andythenorth> copper concentrate
10:47:05 <andythenorth> COCO
10:47:07 <andythenorth> CUCO
10:47:08 <andythenorth> ?
10:47:44 <Samu> CCON
10:47:57 <Samu> COPC
10:48:30 <Samu> why not use lower case
10:48:37 <Samu> or symbols
10:48:47 <Samu> or number
10:48:54 <Samu> CO_01
10:48:56 <Samu> CO_02
10:49:06 <Samu> CO_1 I meant
10:49:06 <andythenorth> convention is upper case
10:51:16 <Wolf01> It's always best to use the element chemical symbol
10:51:43 * andythenorth is running out of industry IDs
10:52:20 <Samu> some AI libraries use numbers and lower case chars, and they work
11:02:57 <Samu> hmm my AI is overly aggressive with advertising campaigns
11:03:14 <Samu> I wonder if it's worth it
11:03:31 <Samu> it has best profits atm
11:03:49 <Samu> but the advertisings, don't make it grow in company value
11:04:44 <Samu> I have to consider something more than just stations with rating below 50
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11:10:02 <Samu> cargo waiting at the station perhaps
11:10:23 <Samu> if it's too high, no need to advertise
11:10:28 <Samu> yeah, that might be it
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11:20:48 <Eddi|zuHause> copper concentrate is when you squeeze out all the water?
11:22:03 <andythenorth> copper tends to be in low-grade rock
11:22:16 <andythenorth> it's concentrated before any long-distance transport
11:22:33 <andythenorth> ammonia: AMMO, or NH3_ ?
11:23:56 <Eddi|zuHause> AMMO might lead to some confusion
11:23:59 <andythenorth> yes
11:24:01 <andythenorth> AMON
11:24:03 <andythenorth> NH3_
11:24:18 <andythenorth> ANHY
11:24:52 <Eddi|zuHause> no clue
11:38:13 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjdVo
12:01:09 <Samu> AIStation.GetCargoWaiting(st, cargoId) <= 300
12:01:55 <Samu> 100, 300, 600, 1000, 1500
12:02:11 <Samu> which one?
12:04:50 <Samu> which amount waiting at a station is "too high" to not consider an advertising campaign?
12:05:17 <Samu> im going with 300 for now
12:05:21 <Samu> but unsure
12:08:05 <Samu> with 100, it won't consider the top 12 out of 160
12:08:39 <Samu> with 300, it won't consider the top 4 out of 160
12:09:34 <Samu> maybe 100 is better? 100 or 300, must decide
12:15:40 <Samu> something tells me i should be going with 100
12:39:37 <Samu> have u actually tried to build roads near sloped terrain, it's kind of buggy
12:40:19 <Samu> building 2+ tile wide roads starting on slopped terrain kinda fails
12:41:40 <Samu> land slopped in wrong direction or something, even though it can be built if it's built as a 1 tile
12:42:01 <Samu> wide
12:43:00 <Samu> i'm 99% sure it's NotRoadTypes faulty
12:45:51 <andythenorth> how to repro?
12:46:17 <Samu> ok, i will repro
12:46:21 <andythenorth> all cases work for me so far
12:47:17 <Samu> sec, better get latest version to try
12:48:26 <Wolf01> How do you build 2 tile wide roads?
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13:03:33 <Samu> ah, got the buggy behaviour, posting
13:04:41 <Samu> https://imgur.com/dKWent1
13:05:00 <Samu> the road SW-NE was there first
13:07:11 <LordAro> 2 tile wide roads?
13:07:25 <Wolf01> There's a foundation there, you can't build a road going downhill on a foundation
13:08:12 <Wolf01> In the other 4 roads maybe there's a slope?
13:08:33 <LordAro> nothing in that picture indicates a problem, nor anything specific to any mythical 2-tile wide roads
13:41:29 <Samu> it should connect
13:42:42 <Samu> it should end the connection on the road with foundation
13:43:03 <Samu> it used to do that
13:43:35 <LordAro> sure?
13:43:54 <Samu> sure
13:46:07 <Samu> is 1.9.2 without notroadtypes? i can try there
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13:52:06 <Samu> weird, it doesn't
13:52:35 <Samu> I'm confused, I don't recall it never connecting there
13:54:11 <Samu> it's doing the same in 1.9.2, I'm confused now
13:56:36 <Wolf01> It always have been like that
13:56:54 <Wolf01> If you want to build the last road bit to connect, you should stop there
13:57:32 <Wolf01> Trying to build a full tile throws error and both roadbits fail
13:58:05 <Wolf01> You could try to "fix" it by tuning the "buildstraightroad" function or whatever is called
14:02:00 <Samu> maybe that's how i remember
14:02:55 <Samu> releasing mouse on the foundation road
14:03:15 <Wolf01> Anyway, if you "fix" this to build at least the connection roadbit you are welcome
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14:06:19 <Samu> building a road towards SW-NE was what was triggering the wrong slope direction, maybe i was releasing on the next tile
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14:07:21 <Samu> terrain is inclined towards the back
14:07:54 <Samu> releasing mouse on the foundation was perhaps already the next tile
14:08:02 <Samu> behind
14:34:39 <Samu> if I were to implement exclusive transport rights, in which way should I use it
14:34:49 <Samu> the AI currently doesn't have it
14:35:35 <Samu> it's anti-competitive in my view, but i could make it an option
15:43:55 <andythenorth> how to make towns require building materials to grow?
15:43:57 <andythenorth> o_O
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15:53:42 <Wolf01> That is a good question
15:54:02 <andythenorth> last time I asked this, Truebrain rage quit :(
15:54:21 <andythenorth> the question is jinxed :)
15:57:13 <Samu> you need a gs?
15:57:46 <Samu> to set cargo goals for towns
15:57:52 <Samu> :o
15:58:19 <Wolf01> No, he need the same thing present in tropic and alpine with water and food respectively
15:58:46 <Samu> yes, a GS
15:58:47 <Samu> then
15:59:00 <andythenorth> no
15:59:11 <andythenorth> at the risk of having this conversation for the 99th time
15:59:21 <andythenorth> GS isn't appropriate
15:59:31 <andythenorth> GS is blind to newgrfs
16:00:01 <andythenorth> oof this always ends in rage quit :)
16:00:20 <Wolf01> Just don't :P
16:00:37 <andythenorth> +1
16:00:43 <Samu> there's some CityBuilder GSs out there
16:01:11 <Samu> let me think
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16:04:16 <andythenorth> Samu: unstated assumption, this needs to be in an industry newgrf
16:04:19 <andythenorth> it's not possible :)
16:04:25 <andythenorth> sorry to waste your time
16:05:29 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L3423
16:05:45 <Samu> is there a TOWN_CUSTOM_GROWTH on newgrfs stuff?
16:07:22 <andythenorth> there is a town effect flag on newgrf cargos
16:09:57 <Samu> ah, let me search
16:11:22 <Samu> AI's has some TownEffect functions
16:16:05 <Samu> https://paste.openttdcoop.org/p6kltihwu
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16:16:33 <Samu> i have this little function that determines which cargo type is needed to grow a town
16:16:48 <Samu> it detects FOOD and WATER for sub-tropic
16:16:52 <Samu> and FOOD for arctic
16:16:58 <Samu> and the amount required is 1
16:17:00 <Samu> just 1
16:17:06 <andythenorth> yes
16:17:06 <Samu> per month, i guess
16:19:33 <Samu> i thought it was customizable via newgrf changing towns
16:21:14 <andythenorth> there is a newgrf customisation point in cargos
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16:24:19 <Samu> have to try some newgrfs... to see what this function comes up with
16:30:41 <Samu> FIRS 2.1.5?
16:32:14 <Samu> ok, it says it requires FOOD and GOOD, with FIRS 2.1.5 on sub-tropic
16:32:33 <Samu> amount is 1 for both
16:34:55 <Samu> on temperate, nothing is required on any town
16:36:02 <Samu> on sub-arctic tileset ir requires FOOD, amount 1
16:36:07 <Samu> it*
16:37:04 <Samu> NOTHING ON TOYLAND
16:37:06 <Samu> sorry caps
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17:29:25 <DorpsGek_II> [OpenTTD/OpenTTD] SoothedTau commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjdiz
17:36:32 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjdi6
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17:57:04 <peter1139> Was it lunch time?
17:57:40 <andythenorth> yes
17:57:51 <peter1139> Great.
17:57:55 <peter1139> Cos I had lunch.
17:58:28 <peter1139> I might have a bit of pizza tonight. It's plain cheese, should I add some toppings?
17:59:25 <Samu> Is there actually a GS that changes town cargo goals at all?
18:01:07 <Samu> I tried some CityBuilder GS and none change towns and total town whatever control
18:01:27 <Samu> at least from an AI point of view, nothing changes
18:04:26 <Samu> what the heck can GS's do then? :(
18:06:51 <Samu> enum TownEffect { TE_NONE, TE_PASSENGERS, TE_MAIL, TE_GOODS, TE_WATER, TE_FOOD } The effects a cargo can have on a town.
18:17:03 <andythenorth> peter1139: add ground pepper
18:17:13 <Wolf01> Add more cheese
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18:31:46 <Samu> andythenorth: https://imgur.com/XWZ4c2G does this make any sense?
18:32:33 <Samu> GOOD behaves like water?
18:32:41 <Samu> is that how u made it?
18:32:55 <andythenorth> yes but no but yes
18:33:26 <Samu> ook
18:33:43 <andythenorth> there is no water cargo
18:33:50 <andythenorth> so something has to substitute
18:34:34 <andythenorth> in the new Steeltown economy, Carboon Steel has to have TE_WATER :P
18:37:42 <Samu> you can't change town effects via newgrf?
18:38:17 <andythenorth> it is possible yes
18:38:51 <andythenorth> but there isn't always an equivalent cargo
18:39:08 <Samu> you mean an effect?
18:39:22 <Samu> seems that you assign an effect to a cargo
18:39:35 <andythenorth> yes
18:39:54 <andythenorth> additionally, it has to be accepted by the houses
18:40:05 <andythenorth> which has some unelated issues
18:40:09 <Samu> not necessarily
18:40:16 <Samu> water is accepted by an industry
18:40:31 <Samu> but has an effect on towns
18:40:36 <andythenorth> actually yes, accepted by the houses or an industry
18:42:12 <Samu> houses can accept 15 cargoes, i think
18:42:29 <Samu> not sure, but i remember something being increased on them
18:42:46 <andythenorth> by convention, industry and house newgrfs are separate
18:42:57 <andythenorth> and the base set houses have a few limitations
18:43:25 <andythenorth> it is possible to fix in a newgrf though, just work
18:44:41 <Samu> where are tourists?
18:44:49 <Samu> isn't it FIRS that have tourists?
18:47:33 <Samu> jesus what a slow ass computer..
18:48:49 <andythenorth> ECS is tourists
18:51:30 <andythenorth> hmm
18:51:42 <andythenorth> copper industry in chile needs 400,000 tons of grinding balls every year
18:51:44 <andythenorth> who knew
18:51:52 <andythenorth> that's a cargo I wouldn't have thought of
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18:53:39 <Samu> launching openttd with newgrfs is super slow on this computer...
18:55:25 <Samu> looks like ECS has done it correctly
18:55:47 <andythenorth> o_O
18:56:28 <super_spooky> andythenorth: holy smokes chile produces a lot of copper
18:56:40 <andythenorth> yair
18:57:20 <Samu> ah, no, they cheat with goods
18:57:35 <Samu> GOOD has a TE_FOOD effect
18:57:42 <andythenorth> 'cheat' :)
18:58:25 <Samu> be back later
19:07:19 * andythenorth invents yarn cargo
19:07:31 <andythenorth> nielsm: all these extra cargos at industries are super :)
19:23:37 <Samu> hmm ECS has two WATR cargos
19:23:56 <Samu> cargo 27 and cargo 9
19:24:18 <Samu> both with TE_WATER effect
19:25:57 <Samu> Effect of TOUR is TE_PASSENGERS
19:26:08 <Samu> effect of PASS is TE_PASSENGERS
19:26:27 <Samu> so there can be more than 1 cargo type with the same effect
19:27:28 <Samu> FIRS doesn't do this
19:28:40 <Samu> i thought cargo labels had to be unique
19:28:50 <Samu> but k
19:31:46 <Samu> https://imgur.com/JN86QPk look at cargo 9 and cargo 27
19:32:24 <Samu> which of the WATR cargo is the town requiring?
19:32:33 <Samu> any of them?
19:34:45 <Samu> very confusing with the Goods too
19:35:46 <Samu> if I deliver Food to the town, will it grow?
19:36:39 <Samu> the script lists 3 cargos needed to grow that town
19:36:49 <Samu> or 4
19:37:07 <Samu> FOOD, GOOD, WATR (9) and WATR (27)
19:37:24 <Samu> the town window displays only 2
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19:48:18 <Samu> just tested: delivered FOOD to town and Goods were delivered
19:48:54 <Samu> Goods required became Goods delivered, even though I am transporting FOOD
19:52:21 <Samu> https://imgur.com/S0PXKB5
19:57:30 <Samu> hmm, so in reality, "Goods" in the town window is the town effect TE_FOOD, but why that name?
19:59:42 <Samu> hacks! hacks everywhere!
20:17:15 <peter1139> Anything good on Netflix at the moment?
20:22:12 <Markk> No, nothing.
20:22:49 <Markk> That's quite the subjective thing, I believe.
20:24:43 <peter1139> :/
20:25:25 <peter1139> It is subjective indeed. But my question kinda reads "What do you think is worth watching on Netflix?"
20:25:52 <peter1139> And if you think there isn't anything, of course, pipe up :-)
20:50:23 <Wolf01> I'm watching Pokémon on Netflix when I have nothing else better to do... s/watching/sleeping :P
21:03:05 <Eddi|zuHause> i've never watched anything on netflix
21:03:18 <Eddi|zuHause> isn't that the company that sends you DVDs per mail? :p
21:04:45 <acklen> personally I like the Zoo
21:04:53 <acklen> it's so bad it's good
21:05:54 <peter1139> heh
21:07:10 <Eddi|zuHause> so... i made some progress on my road mod, i successfully edited the model in blender, but now i need to find and edit the surface texture...
21:07:55 <Eddi|zuHause> also, looks like i need to make another model for the connection node
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21:13:15 * andythenorth lost in textile industry stuff
21:14:44 <Samu> TOWN_GROWTH_WINTER is 0xFFFFFFFE
21:15:58 <Samu> static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
21:16:13 <Samu> @calc 0xFFFFFFFE
21:16:13 <DorpsGek> Samu: 4294967294
21:16:44 <Samu> how is this any amount
21:17:34 <Samu> if the amount is 4294967294, then it is actually 1, ok, I see
21:17:38 <Samu> lol
21:17:40 <Samu> hacks
21:19:05 <Samu> i looked at town_gui.cpp, it seems to be prepared to accept more than 2 town effects
21:19:11 <Samu> to display*
21:19:55 <Samu> there are 5 town effects, seems ready to display all 5
21:20:03 <Samu> but
21:20:29 <Samu> how to make a town require 5 town effects
21:31:38 <Samu> there's also CargoClass, but for towns that's irrelevant
21:54:10 <Samu> oh, CargoClass are are flag kind of enum
21:54:16 <Samu> 1 << 1
21:54:37 <Samu> 1 << 2
21:54:45 <Samu> 1 << 3 etc... 1 << 9
21:55:13 <Samu> nowhere in the noai is that even mentioned
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22:23:45 <andythenorth> does anyone know what builders yards are for in FIRS?
22:23:48 <andythenorth> they don't do anything
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22:53:46 <Eddi|zuHause> weren't they just a sink for building materials?
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23:11:34 <andythenorth> yes
23:20:46 <andythenorth> I've deleted them
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23:22:56 <Samu> andythenorth: which cargo is SCMT, it has a CargoClass of CC_BULK | 4096
23:23:35 <Samu> that 4096 is not listed here https://github.com/OpenTTD/OpenTTD/blob/master/src/cargotype.h#L38
23:23:40 <Samu> would be 1 << 12
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23:25:52 <andythenorth> Samu: https://newgrf-specs.tt-wiki.net/wiki/CargoTypes#Cargo_Labels
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23:27:13 <Samu> non-pourable, that's a weird one
23:27:40 <Samu> so you can invent unofficial CargoClasses?
23:31:21 <Samu> https://newgrf-specs.tt-wiki.net/wiki/Action0/Cargos#CargoClasses_.2816.29
23:31:29 <Samu> this is not in openttd
23:31:36 <Samu> why is it in newgrf
23:32:07 <Samu> scripts also have no access to those cargoclasses
23:32:25 <Samu> unless they test all values
23:45:54 <Samu> also the documentation doesn't even warn that CargoClasses are flag or bitmask
23:45:59 <Samu> in noai
23:46:01 <Samu> meh...
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