IRC logs for #openttd on OFTC at 2020-01-17
            
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00:47:10 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ
00:48:18 <Samu> I don't have time to fully test this now, but at least I restored some functionality I broke by mistake
00:48:45 <Samu> cyas gn
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00:58:09 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain merged pull request #1: Add: workflow to automate publishing of documentation https://git.io/JvT3q
01:01:02 <TrueBrain> https://docs.openttd.org/ <- and this weekend, I will make it auto up-date, fix links referring to documentation, etc etc :)
01:01:09 <TrueBrain> but at least it now exists :D
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01:04:54 <TrueBrain> did a quickfix so people going to https://noai.openttd.org/ end up in the new place. But tons of redirects to add :D
01:07:57 <LordAro> tons? https://noai.openttd.org/* -> https://docs.openttd.org/ai-scripting/* ?
01:22:26 <dwfreed> ^ that's easy, if it's a 1:1 mapping
01:22:47 <glx> TrueBrain: https://github.com/glx22/OpenTTD/pull/1/checks?check_run_id=394330267 some progress
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01:46:24 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7
01:59:13 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTcL
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05:27:48 <crazystacy> is there a way to do this: "openttd -d 1 net=4" ?
05:27:56 <crazystacy> like, set it overall to 1 but 4 to one category?
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06:00:03 <Eddi|zuHause> tried with two -d parameters?
06:00:42 <Eddi|zuHause> (order might be important)
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06:22:23 <crazystacy> i did -d "1 net=4"
06:22:27 <crazystacy> seems to work properly
06:22:40 <crazystacy> will try two -d, didn't even occur to me
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07:56:14 <crazystacy> can anyone explain why Script_Suspend is needed in singleplayer? i am reading the comment which says "simulate multiplayer"?
07:56:28 <crazystacy> so it has to wait for the command to havebeen completed, when it is completed, the callback is called?
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08:14:48 <andythenorth> o/
08:16:08 <crazystacy> o-
08:16:24 <andythenorth> new CivilAI :)
08:16:38 <crazystacy> you made that?
08:16:51 <crazystacy> oh, pikka
08:17:11 <Pikka> ya
08:17:14 <crazystacy> i haven't tried civil. i tried choochoo but i realised it's too simple. it only does point-to-point. it's supposed to make networks but i can't get it to do it
08:17:26 <crazystacy> he's just doing endless power plant to coal mine connections. 5 stations at one plant
08:17:36 <crazystacy> i might modify it to make more complex networks. does Civil do trains?
08:17:41 <Pikka> choochoo works moderately well on a completely flat map, in my experience
08:17:52 <crazystacy> oh wow
08:18:00 <crazystacy> on a big map Choochoo completely gives up.
08:18:04 <crazystacy> the pathfinding takes forever
08:18:16 <crazystacy> wow. you can turn off the grid in openttd? omg. i have to do that
08:18:37 <Pikka> Civi does do trains
08:18:56 <crazystacy> i will try it
08:21:19 <Pikka> let me know what you think :)
08:22:11 <crazystacy> more advanced than choochoo
08:22:21 <crazystacy> i will let him run for a while. but it seems he doesn't start unless i play
08:23:08 <crazystacy> tropic doesn't have trains in 1940? :S
08:24:24 <Pikka> I guess not with the default vehicles
08:24:56 * andythenorth makes civil game
08:25:35 <crazystacy> does Civil try to stay behind the player in terms of performance/income?
08:26:24 <Pikka> no
08:26:28 <andythenorth> Pikka: is it still only building chains for Food and Goods? o_O
08:26:48 <Pikka> yes andythenorth
08:26:54 <andythenorth> ok, no Steeltown then
08:27:29 <crazystacy> civil's railway lines are more pleasing than ChooChoo's, and i like the buses
08:27:37 <crazystacy> i had a similar idea of an AI which simply populates the map
08:27:47 <crazystacy> like add some cars to every city
08:29:23 <andythenorth> err ooops
08:29:31 * andythenorth forgot to update the AI :P
08:30:27 <Pikka> :D
08:32:30 <andythenorth> who has a server?
08:32:44 <andythenorth> we should leave a Civil test server up and watch it :)
08:33:19 <crazystacy> i do
08:35:07 <andythenorth> it makes the best livery choices https://dev.openttdcoop.org/attachments/download/9618/civil-liveries.png
08:35:35 <crazystacy> not sure how to start AIs tho
08:36:42 <Pikka> the console command is "startai <ainame>"
08:37:44 <crazystacy> it's dedicated. i guess i want a game script which auto starts ais
08:37:58 <Pikka> can't rcon?
08:39:04 <crazystacy> oh
08:40:08 <crazystacy> that works
08:41:21 <crazystacy> but then i also need to install those AIs on the server
08:42:51 <crazystacy> ok. i have set up Battle of the Bots, which other AIs should i run
08:45:01 <andythenorth> civil v civil :)
08:45:13 <andythenorth> with Iron Horse :P
08:45:23 <andythenorth> and a twitch stream
08:46:18 <crazystacy> hm. i downloaded AIs, not sure how to activate
08:46:58 <crazystacy> they don't show up in list_ai
08:49:33 * andythenorth will now watch Steel Town on YT :) https://www.youtube.com/watch?v=_hlfqggGOZw
08:50:27 <Pikka> steel town seems to be over to the right somewhere
08:54:28 <andythenorth> this video is pretty definitely inspired by FIRS
08:54:50 <andythenorth> all the industry chains are a direct copy of mine
08:54:59 <Pikka> typical
08:56:48 <andythenorth> hmm, they have invented some extra stuff about rolling steel though, in different mills
08:57:06 <crazystacy> ll
08:57:07 <crazystacy> lol
08:57:28 <andythenorth> that's not realistic
09:12:53 <andythenorth> Pikka: does it do anything to calculate hp/ton or hp/speed? o_O
09:18:01 <Pikka> it doesn't specifically use either in its calculations, but hp and weight and speed all have influence on its choices
09:18:19 <Pikka> has it done something ridiculous?
09:19:40 <crazystacy> kirby paul on a 30 length coal hauler
09:20:07 <andythenorth> two of them are favouring high speed EMUs
09:20:16 <andythenorth> 105mph / 600hp
09:20:31 <andythenorth> but then it's attaching 3 more full size unpowered pax/mail coaches
09:21:07 <andythenorth> it has also worked out they're not profitable, so it's scrapping them
09:22:36 <andythenorth> @calc (105/600)*134
09:22:36 <DorpsGek> andythenorth: 23.45
09:22:51 <andythenorth> nope
09:22:59 <andythenorth> @calc (105/18.75)*134
09:22:59 <DorpsGek> andythenorth: 750.4
09:23:22 <andythenorth> train has enough HP to reach max speed, just very slow acceleration :)
09:25:36 <andythenorth> it's all fine
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09:54:58 <planetmaker> andythenorth: as it stands, it's me and only me who funds the coop servers with a very rare exception that someone donates a buck. So if you ask whether coop could use a buck to fund servers: it would be highly appreciated :)
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10:26:02 <crazystacy> i found some EnforcePrecondition which do EnforcePrecondition(false, x || y);
10:26:17 <crazystacy> should they maybe be split into Enforce(false, x); Enforce(false, y);?
10:26:23 <crazystacy> makes it less confusing when debugging
10:26:48 <crazystacy> oh wait i get it now
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10:36:35 * andythenorth considers UnCivilAI
10:36:56 <crazystacy> :P
10:37:02 <planetmaker> seems I chose a bad tim to reply to you :P andythenorth: as it stands, it's me and only me who funds the coop servers with a very rare exception that someone donates a buck. So if you ask whether coop could use a buck to fund servers: it would be highly appreciated :)
10:37:35 <crazystacy> i wondered about that, if you did that reinforcement learning thing with an openttd AI it might learn to block all other players as soon as they perform any kind of action
10:38:13 <planetmaker> crazystacy, but how would it react, if it had a similar AI acting as anti-cheat and anti-griefing in form of a game script?
10:38:26 <planetmaker> which then would simply ban it and undo its actions?
10:39:11 <crazystacy> well it would have to learn that beforehand
10:39:20 <crazystacy> if you trained it on "normal" games it would be beat by that, i believe
10:39:38 <crazystacy> i haven't done any machine learning stuff but it should be "easy". i mean i've seen some guys at uni doing reinforcement learning for various games
10:39:42 <crazystacy> but i don't know how easy :|
10:39:51 <crazystacy> i suspect my computer won't be able to do it in less than 1 year
10:39:55 <andythenorth> Pikka: teach it ENSP and FMSP or riot :)
10:40:05 <andythenorth> that will mess with human players :)
10:40:26 <crazystacy> what i wonder is. should the AI modify its own source code, or... yes it has to doesn't it? you have to modify the source, see what the result is, if it's bad, modify again, and so on
10:40:40 <crazystacy> either that or some AI design where it has "patterns" of actions
10:44:50 <planetmaker> crazystacy, why... wouldn't it?
10:45:00 <planetmaker> have it play on online servers and learn :D
10:45:26 <planetmaker> but granted, that needs a modified client... something we explicitly don't support so that players need effort to bot the game for themselves
10:46:29 <crazystacy> why wouldn't it what?
10:47:06 <planetmaker> ah, why wouldn't it learn it faster than in a year?
10:47:48 <crazystacy> hm. because my laptop is old
10:47:52 <crazystacy> presumably it needs a lot of computing power
10:48:03 <crazystacy> one year is maybe an exaggeration
10:48:09 <planetmaker> do you need some server to train your AI on and have it play?
10:48:17 <crazystacy> i dunno
10:48:21 <crazystacy> i never trained an AI before
10:49:09 <planetmaker> Let's put it that way: I do have the ressources for the server. And I found it a compelling idea to setup something which either or both:
10:49:34 <planetmaker> a) makes AI competitions with various settings and publishes the results. Like a CI for AI
10:49:35 <crazystacy> but the people i know who are into machine learning all have big gaming desktops for running their stuff
10:49:54 <planetmaker> b) if wanted offer an alternative where the map is also open to human players where the AI can compete
10:50:06 <crazystacy> a) sounds nice. i thought about too after i saw a forum post about it. that doesn't need a lot of resources. i mean, depending on how long you want 1 game to run
10:50:40 <andythenorth> can AIs communicate?
10:50:41 <planetmaker> if b) a game usually runs for, say, a week or around that, depending on usage
10:50:51 <planetmaker> @andythenorth, not that I know
10:50:59 <planetmaker> PR? :P
10:51:05 <crazystacy> but i believe for reinforcement learning, you would basically run tens of thousands of game instances where the AI has to learn to play from scratch
10:51:11 * andythenorth wondered about creating AIs that can deploy compete / collaborate strategies
10:51:16 <crazystacy> like, tell it how to place a rail, buy a train, let it combine theseactions until it makes millions
10:51:28 <crazystacy> if a certain model makes a lot of money, that's a good one, and it builds on that. i think that's how it works... :P
10:51:33 <andythenorth> this is a classic text in modern political science https://en.wikipedia.org/wiki/The_Evolution_of_Cooperation
10:51:43 <andythenorth> it was modelled using agent based simulations
10:52:02 <planetmaker> crazystacy, you might not want to go that basic as placing rails on individual tiles. But train it on which things to connect and how
10:52:15 <crazystacy> i suppose so
10:52:28 <planetmaker> AI do have functions to build rail from A to B (and there might be different options to do that with, say, different libraries which could be compared)
10:52:30 <crazystacy> but it would be interesting to see what crazy strategies it comes up with if it has complete freedom
10:52:57 <crazystacy> i'll look into it when i have finished my current project
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11:09:19 <Pikka> so what metric are you training this AI towards?
11:10:49 <Pikka> and is the purpose of OTTD AI's to be "good at playing the game", whatever metric you choose to quantify that? Is the "best" AI the one that maximises its profits, or builds the most vehicles, or drives other players bankrupt?
11:14:18 <crazystacy> i haven't said anything about what an AI should be (if you are talking to me). i simply wanted to see what would happen if you told an AI to make as much money as possible. for me the best AI would be one that creates "interesting" railway networks
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11:15:10 <crazystacy> i saw some reinforcement learning video where an AI intentionally crashed itself because it reduced the game time (they had defined the goal as having an as short as possible game time i believe)
11:15:36 <crazystacy> (not openttd)
11:15:40 <crazystacy> crashed/killed
11:16:00 <crazystacy> and i didn't say that you should let loose this insane troll AI on random people
11:16:10 <crazystacy> :P
11:22:32 <Pikka> more just general musing :)
11:23:09 <Pikka> I think the general concept of putting AIs head-to-head to find out which is "better" is flawed. And not just because CivilAI doesn't usually do very well in those contests ;)
11:23:55 <crazystacy> oh i forgot who you are :P
11:24:10 <crazystacy> still, there are goal servers, some people are into that sort of thing
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11:43:54 <LordAro> iirc the most "complex" AI is trAIns - it was the author's masters thesis
11:45:47 <crazystacy> i saw that
11:49:40 <peter1138> Is it breakfast time yet?
12:05:15 <crazystacy> coffee time
12:06:46 <LordAro> tea time
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13:05:27 <Borg> howdy..
13:05:59 <Borg> anyone done experiments with negative look_ahead cost?
13:06:28 <Borg> Im doing some right now.. and... im suprised how well it works..
13:09:20 <Borg> or not.... ;)
13:19:33 <Pikka> no?
13:20:54 <Borg> unfortunately no... it works well in one setups.. but fails in others..
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13:33:33 <Borg> lets try asymetrical...
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13:52:35 <andythenorth> peter1138: I hope it's breakfast soon
13:56:19 <crazystacy> about time now
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14:04:04 <crazystacy> how do i figure out what a command is? in gdb i put a breakpoint in DoCommandP, print cmd, and it says something like 232319321
14:04:07 <crazystacy> shouldn't it be 10? 11?
14:12:25 <andythenorth> so many metro maps in reddit
14:12:28 <andythenorth> it's like a mini craze
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14:26:03 <peter1138> Yeah, it was.
14:26:06 <peter1138> I had... er... a salad.
14:26:16 <peter1138> And a piece of a piece of cake. The cake is horrible.
14:26:24 <peter1138> I guess that's Costco for you!
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14:29:50 <crazystacy> hm, i got dced. dunno if anyone gave me any advice earlier
14:31:52 <Borg> and YAPF experts? how pathfinder decides to thrown altpath? cost difference big enough?
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14:56:21 <andythenorth> Pikka: it's pretty good eh
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15:10:26 <Pikka> andythenorth, it is?
15:10:49 <andythenorth> yes
15:11:11 <Borg> really... reallly.. we miss pathfinder cost setting in waypoints
15:11:19 <Borg> that would be A..WE..SOME
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15:29:52 <Samu> god damn it, i broke a feature
15:30:08 <Samu> thx to stupid regression compliance
15:31:41 <Samu> unless it was already broken
15:45:19 <Samu> incorrect for dock and buoy, correct for ship depot, lock
15:45:29 <Samu> testing industries is the hardest part
15:49:09 <Samu> wtf i can't place oil rigs on 64x64 maps now?
15:49:12 <Samu> :/
15:59:13 <nielsm> the "must be built near edge" scaling?
15:59:39 <andythenorth> https://axelrod.readthedocs.io/en/stable/
16:03:39 <andythenorth> so I have bought a thermal camera
16:03:48 <andythenorth> going to figure out which bits of my house leak heat outrageously
16:04:00 <andythenorth> probably the hot tub is the most :P
16:04:57 <Samu> i can, but not near the edge of the map
16:05:05 <Samu> for some weird reason
16:09:46 <Samu> make water keeping class is not doing what I want
16:21:25 <Samu> i found the problem... MakeStation was zeroing m8
16:29:42 <Samu> meahwhile i found a crash with funding industries as owner_none in scenario editor
16:29:46 <Samu> fixed
16:30:03 <Samu> related to my patch, not openttd
16:39:27 <Samu> is this doing what I think? SB(_me[t].m8, 0, 14, 0);
16:39:49 <Samu> zero 14 bits, except bit 15?
16:39:58 <Samu> bits 14-0 are zero'ed?
16:40:01 <Eddi|zuHause> <andythenorth> can AIs communicate? <-- IIRC there was a library designed around communication via signs
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17:03:40 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ
17:04:04 <crazystacy> omg!
17:04:07 <crazystacy> someone fixed it :P
17:04:45 <crazystacy> permanent rivers sounds amazing.
17:06:35 <Samu> they told me to separate the features
17:06:45 <Samu> I can't do that yet
17:09:33 <Samu> everything is tightly related to each other, especially 1 and 3
17:10:20 <Samu> im currently trying to have this work first, then I'll separate features, number 2 seems to be easy enough to do
17:11:29 <Eddi|zuHause> i'm not a fan of a too strict river preservation
17:11:44 <Samu> its a setting
17:12:55 <crazystacy> we need tru-scale openttd
17:13:02 * crazystacy rattles a pitchfork
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17:15:40 <FLHerne> That would be very weird
17:20:38 <FLHerne> crazystacy: https://www.tt-forums.net/download/file.php?id=169751
17:20:53 <crazystacy> that's nice, but is it true scale?
17:21:02 <FLHerne> (created by 'Seeker' here https://www.tt-forums.net/viewtopic.php?p=1071113)
17:21:02 <crazystacy> depends on what kind of boats they are
17:21:14 <crazystacy> i mean tankers are bigger i think, having seen some :P
17:21:30 <FLHerne> I think bridge to train is reasonable, but the boats are still too small
17:21:32 <crazystacy> well there are all sizes i guess
17:21:34 <crazystacy> yeah
17:21:42 <FLHerne> And the trees are too big :P
17:21:58 <crazystacy> i mean i am thinking back on this summer. i was abroad and saw a massive freighter/tanker (can't tell the difference) going under a huge bridge (the bosphorous bridge in turkey or whatever it's called)
17:22:01 <crazystacy> and... it was bigger
17:22:02 <crazystacy> :D
17:22:04 <FLHerne> Actually, the containers /on/ the boat are the right size for the train
17:22:09 * crazystacy makes an inappropriate joke
17:22:31 <FLHerne> But real container ships carry more than 30 containers :P
17:22:39 <crazystacy> http://i.hurimg.com/i/hdn/75/0x0/5d108f137af5071efc4fef34.jpg
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17:31:51 <andythenorth> TTD scale more :P https://www.123rf.com/photo_123784501_rotterdam-netherlands--may-9-2019--a-small-container-ship-on-the-new-meuse-river-aerial-view.html
17:32:04 <andythenorth> this problem gets posed, but it's not really a problem :P
17:35:49 <crazystacy> no. i was joking
17:36:22 <crazystacy> do containers ever fall off ships and sink to the bottom of the ocean?
17:36:25 <crazystacy> i'd like to see that
17:37:11 <crazystacy> a container of diapers fell into the sea off australia's east coast
17:37:24 <crazystacy> maybe they'll soak up the entire sea
17:37:37 <peter1138> I might play OpenTTD tonight.
17:37:42 <peter1138> Or I might go to the cinema.
17:37:56 <peter1138> I had a slice of cake today but I threw it away as it was awful.
17:39:02 <crazystacy> what kind of cake?
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17:41:26 <andythenorth> they often float crazystacy
17:41:35 <andythenorth> it's a well known hazard for smaller boats
17:41:47 <andythenorth> striking a floating ISO box is a serious hazard
17:42:48 <crazystacy> striking? you mean with a vessel?
17:42:56 <crazystacy> i want to open it up and take the ferraris
17:43:09 <crazystacy> i am sure i can sail it home like a motorboat
17:44:56 <andythenorth> MSC Napoli
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18:05:23 <Samu> how many stations are placed on water
18:05:32 <Samu> dock, oilrig, buoy
18:06:58 <FLHerne> I think that's it for stock
18:07:28 <FLHerne> FIRS has fishing grounds and dredging site
18:10:35 <Samu> those are oilrigs with another name
18:12:31 <nielsm> opengfx+ airports?
18:15:36 <Samu> really?
18:15:42 <Samu> need to test that then
18:17:57 <Samu> Small Seaplane Port = can't build on water
18:19:24 <Samu> can't build it on water, but it does look to have water
18:19:31 <Samu> what is wrong?
18:20:28 <Samu> fake water
18:20:43 <nielsm> I'm not really sure I never used it myself
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18:27:36 <Samu> should terraform still automatically clear river tiles if the setting is off?
18:27:45 <Samu> permanent river setting off
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18:29:07 <Samu> or say to the user something like, "can't land raise here, must clear river first"?
18:30:00 <Samu> and the user is forced to bulldoze river first before terraforming
18:32:56 <Samu> rivers are still demolishable, but not with the terraform tool
18:33:02 <Samu> good or bad idea?
18:33:36 <crazystacy> i'm no authority but it seems like they should be undestroyable, like radio towers
18:34:19 <glx> hmm but rivers would be more annoying than radio towers then
18:34:36 <glx> a tower is one tile, a river is many
18:35:19 <glx> but terraforming limitation is part of the challenge
18:39:28 <crazystacy> well it's an optional and non-default setting presumably? i don't know
18:39:45 <crazystacy> but it's more "realistic". it would force you to use one bridge every now and then at least :P
18:39:47 <crazystacy> i like bridges
18:40:22 <Samu> or annoy the player too :o
18:40:58 <LordAro> definitely the sort of change that can't be introduced without a setting
18:41:12 <LordAro> default for new stuff could still be unmovable, though
18:41:54 <Samu> maybe 3 choices
18:42:19 <crazystacy> well why add permanent rivers if they are not permanent O_o
18:43:54 <Samu> permanent rivers: "off, can clear with terraform", "off, can't clear with terraform, must bulldoze first", "on, can't clear nor bulldoze"
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18:44:50 <crazystacy> if you bulldoze, they disappear permanently? or come back like ocean?
18:44:59 <Samu> disappear permanently
18:45:20 <Samu> the way it is right now
18:45:21 <crazystacy> sounds god
18:45:22 <crazystacy> o
18:45:27 <FLHerne> I think just "permanent" and "must bulldoze first" make sense
18:45:53 <FLHerne> It's consistent with the way terraforming interacts with most other objects
18:45:59 <crazystacy> original/permanent
18:46:47 <FLHerne> And there aren't enough rivers that anyone will be inconvenienced
18:46:54 <crazystacy> should i feel stupid if it took me 12 hours to finally track down the 1 line of code that i needed to fix?
18:47:04 <crazystacy> well rivers are a setting. i play with max rivers cause i love em
18:47:22 <crazystacy> that'll be great. i'll make a server with extra rivers. modify the map gen to make rivers all over. then i'll boat everyone to death
18:47:34 <crazystacy> try to bridge your way over 30 rivers with you 100k starting loan
18:48:28 <FLHerne> Sounds good, boats are underappreciated
18:49:42 <crazystacy> i am a champion of boats
18:49:58 <crazystacy> maybe i should fix some boat related issues. but i am glad Samu fixed the canal lock bug. Samu did you see my complaint or was it a known issue?
18:50:14 <Samu> what lock bug? where
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18:51:33 <Samu> where your complaint, I don't think i saw that
18:51:42 <crazystacy> oh, just in irc
18:51:50 <crazystacy> there is a bug where you can place a canal lock over other people's canals
18:52:22 <Samu> ah, i see, yeah, the patch deals with that
18:52:25 <crazystacy> # <- your canal tile. #^# <- someone else made a hill with another canal. now they can build a lock and block your canal
18:52:41 <Samu> but i had this idea since 2016, it's just that i'm too slow
18:52:57 <Samu> the idea of patching it
18:53:24 <crazystacy> :P
18:53:26 <Samu> oh, that
18:53:39 <crazystacy> i tried *so hard* to make an ungriefable canal system on the Reddit Vanilla server
18:53:43 <Samu> no, i didn't deal with that. ppl can still block each other with locks
18:53:48 <Samu> :p
18:54:20 <Samu> unless there's already a canal over there and it isn't theirs
18:54:40 <crazystacy> man.
18:54:41 <Samu> then yes, that my patch will deny if the setting is on
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18:54:44 <crazystacy> it's up to me then. the champion of boats
18:56:06 <Samu> if the canal is yours, only you can place stuff on it, but rivers is free for all
18:57:00 <Samu> just test the PR, maybe it does what you ask
18:57:22 <crazystacy> ok
18:57:49 <Samu> if you get crashes or wrong behaviours, plz report, cus it's still work in progress
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19:25:22 <Fahrradkette> hi everyone. Is there a way to prioritize cargo pickup? I'm playing a FIRS game and like to make sure, that the boosting cargo is delivered first.
19:27:56 <Fahrradkette> Like for petrol: 1st prio machine shop, 2nd prio gas station
19:28:35 <Samu> https://www.youtube.com/watch?v=ywWBy6J5gz8
19:30:57 <Samu> I've separated "permanent rivers" from that PR into its own
19:31:06 <Samu> shall I PR it?
19:34:01 <Samu> but haven't yet taken it out of the other
19:37:07 <Samu> nvm, found a bug with lock middle tile... arggg
19:38:14 <Samu> deconstructing commits sucks :/
19:39:36 <Samu> bug also present in 1.10.0-beta2, but I don't think you care much about it
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19:42:23 <andythenorth> yo innit
19:46:37 <peter1138> Is it lunch time?
19:46:39 <peter1138> Dinner time
19:46:40 <peter1138> ?
19:46:46 <peter1138> Take-away time?
19:49:15 <andythenorth> Deliveroo or something
19:49:19 <andythenorth> hopefully
19:49:29 <andythenorth> then maybe tanks
19:49:31 <andythenorth> or ottd
19:49:39 <andythenorth> I have played a *lot* of OpenTTD recently
19:50:17 <andythenorth> helpfully MMORG tanks Blitz games were completely unusable recently due to events sucking in terrible clueless players
19:50:41 <andythenorth> my 60% WR dropped to 45% or something, so I stopped playing
19:51:22 <andythenorth> hmm 5 out of 6 of pikka's AIs have crashed :)
20:05:19 <peter1138> I'm having grilled chicken chipolatas, grilled vegetables and stirfried veggies too.
20:05:25 <peter1138> Such a feast :D
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20:30:36 * andythenorth orders curry
20:37:41 <frosch123> which colour? 3cc?
20:39:26 <andythenorth> 2CC
20:39:32 <andythenorth> red and white
20:40:27 <frosch123> sounds familar
20:43:57 <Samu> i'm unsure if this is a bug
20:43:59 <Samu> Demolishing a lock built on a river with rocky land does not restore the river
20:45:41 <Samu> for me it's a bug
20:49:08 <andythenorth> rivers pretty much are a bug :)
20:51:50 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened issue #7944: Demolishing a lock built on a river with rocky land does not restore the river https://git.io/JvT9g
20:53:34 <crazystacy> hm. maybe i'll develop an AI of my own
20:56:32 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened issue #7945: Building docks does not account the cost of clearing the sloped tile https://git.io/JvT9H
21:04:30 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened pull request #7946: Fix #7944: Demolishing locks built on rivers didn't always restore the river https://git.io/JvTHm
21:09:21 <andythenorth> Horse 91%
21:09:29 <andythenorth> just 40 trains to draw :P
21:10:43 <Samu> docks have more problems...
21:11:11 <nielsm> but can we get ducks in the game?
21:11:26 <Samu> i can place a buoy on top of rock land
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21:11:39 <Samu> i can place ship depot, lock, but not dock
21:12:55 <andythenorth> nielsm: considered this https://media.gettyimages.com/photos/giant-yellow-vinyl-duck-joins-sailing-ships-and-motorboats-during-the-picture-id1031683492
21:13:23 <andythenorth> I think we're waiting to see if peter1138 finds his newgrf ducks patch
21:13:26 <andythenorth> it got lost
21:15:04 <peter1138> No it didn't.
21:15:18 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick opened pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvTH0
21:15:36 <andythenorth> newgrf ducks!
21:15:39 <andythenorth> hurrah
21:15:50 <crazystacy> is there a lame "huge coal train" AI?
21:15:51 <frosch123> boo ducks. we need amphibians
21:16:09 * peter1138 tries to not eat
21:16:15 <andythenorth> what's that idea about everything is a roadtype?
21:16:17 <nielsm> can we have newgrf disasters and make a bunch of reskins of the submarine?
21:16:50 * andythenorth considers decrementing dredging site production for every depth level
21:16:54 <andythenorth> cycle time :P
21:17:09 <frosch123> nielsm: NewNessie?
21:18:01 <andythenorth> now that water improvements are all solved....
21:18:08 <andythenorth> I was thinking about breakdowns
21:18:23 <andythenorth> frosch123 makes me feel very guilty about turning breakdowns off :P
21:18:46 <frosch123> harsh original gameplay :)
21:19:39 <andythenorth> I should use them, they would maybe offer more texture to replacing vehicles
21:19:41 <nielsm> let's bring back the industry-randomly-announces-closure disaster
21:19:49 <andythenorth> but until end of life, it's so trivial to fix reliability :P
21:19:52 <andythenorth> just use force-depots
21:20:32 <hythlodaeus> imagine a World War disaster
21:20:45 <hythlodaeus> bombers taking down your train lines and such
21:21:04 <frosch123> hythlodaeus: you can trigger that by entering "restart" in the console
21:21:21 <Samu> crap that was a bad fix
21:21:28 <andythenorth> I miss subsidence
21:21:30 <andythenorth> I don't really
21:21:41 <nielsm> just make disasters triggerable by GS, there are a bunch of bombers and such in already
21:21:51 <peter1138> "just" :-)
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21:22:30 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvTH0
21:22:31 <Samu> fixed the fix
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21:26:53 <Wolf01> Eddi|zuHause: https://www.windowscentral.com/nvidia-lowers-price-rtx-2060-down-299
21:28:05 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ
21:29:11 <Samu> oh crap, i forgot about regression
21:32:33 <Samu> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=5289&view=logs&j=4f922444-fdfe-5dcf-b824-02f86439ef14&t=4c4abf72-efdc-56c9-eda1-40e8147e4c4d&l=613
21:32:44 <Samu> exactly the cost difference that wasn't accounted for
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21:36:19 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvTH0
21:41:54 <frosch123> the "screenshots" in this week's fff are filled with eastereggs
21:58:05 <Samu> I can't fix something without breaking the other :(
21:58:30 <Samu> so, i fixed dock clearing costs, now I have another change which permits docks to be placed on rocky water, by clearing it
21:58:47 <Samu> but those costs aren't accounted for
21:59:02 <Samu> do i make a separate PR or can I add up to that PR?
22:04:11 *** crazystacy has quit IRC
22:06:05 <andythenorth> is cat?
22:06:44 <Samu> i really suck at making separate PRs
22:06:51 <Samu> that's why I make everything 1 commit
22:08:19 <Samu> here goes nothing
22:09:52 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvTH0
22:09:58 <Samu> I hope you understand me
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22:33:31 <Eddi|zuHause> Wolf01: i don't think that is anything i need right now
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23:17:51 <peter1138> OpenTTD 20200115-master-g3b177af826 eh?
23:18:16 <andythenorth> the best version
23:28:28 <peter1138> newgrf-docks?
23:28:49 *** crazystacy has quit IRC
23:30:43 <peter1138> K, too much work :p
23:37:09 <andythenorth> :|
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