IRC logs for #openttd on OFTC at 2020-04-08
            
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04:18:29 <DorpsGek_III> [OpenTTD/OpenTTD] floodious commented on pull request #8032: Fix #7904: Don't use a timer for hundredth tick determination https://git.io/JvxLt
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08:27:13 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/Jvx3E
08:30:32 <DorpsGek_III> [OpenTTD/OpenTTD] andythenorth commented on pull request #8047: Add: Buttons to select script profile in the AI/GS configuration window https://git.io/Jvx3g
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09:24:42 <andythenorth> moin
09:25:00 <peter1138> Yes?
09:35:32 <Samu> hi
09:47:27 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8047: Add: Buttons to select script profile in the AI/GS configuration window https://git.io/JvxGM
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11:46:11 <Samu> another visual studio update, seriously microsoft, it's getting annoying
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12:00:33 <andythenorth> at least you're not on a mac
12:00:44 <andythenorth> the update experience is truly frigging awful
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12:09:41 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save. https://git.io/Jvxls
12:13:04 <Samu> hmm yeah, that savegame version loading can get confusing
12:13:14 <andythenorth> at least my mac keys work on this model
12:13:21 <andythenorth> it's horribly horribly slow computer though
12:32:50 <peter1138> My tablet is updating... 22%.
12:33:13 <peter1138> It's a 32bit Windows tablet with 1GB RAM, so... taking its time.
12:38:58 <LordAro> peter1138: proably come back tomorrow
12:45:00 <Samu> ship depot is ruining the pathfinder :(
12:46:32 <Samu> https://i.imgur.com/P3urR3P.png - bad pathfinder, bad
12:48:16 <andythenorth> so Kamnet asked me if we would consider increasing ship max speed
12:48:31 <andythenorth> anyone got a patch for that? o_O
12:48:38 <andythenorth> I assume it's ekranoplans again
12:50:10 <_dp_> transport type that can only be used with a "no crash" cheat? xD
12:51:17 <Samu> how to detect whether it's possible to connect a tile to another with water, without actually having water on the tiles yet
12:51:41 <Samu> the api is missing something...
12:53:55 <Samu> who would have thought, that i was going to be the ship depot to ruin my day
12:58:09 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 commented on pull request #8047: Add: Buttons to select script profile in the AI/GS configuration window https://git.io/Jvx4e
13:09:29 <Samu> https://i.imgur.com/UhTkhH0.png
13:09:33 <Samu> not quite what I wanted
13:09:40 <Samu> it avoids the depot completely
13:13:10 <Samu> if the depot is the only passage, which it quite often is when speaking of canals
13:13:29 <Samu> it's going to fail many paths
13:13:34 <Samu> must think
13:15:41 <Samu> AreWaterTilesConnected is useless in this case
13:15:50 <peter1138> LordAro, just finished ;)
13:15:52 <Samu> there is no water nearby
13:15:57 <Samu> in planning mode
13:16:22 <peter1138> andythenorth, I do actually have a patch for it.
13:18:48 <peter1138> And tablet just finished logging in...
13:18:59 <andythenorth> coding on tablet? o_O
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13:40:13 <andythenorth> hmm
13:40:27 <andythenorth> I reckon I could layer a whole extra chain into FIRS Steeltown https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/economies.html#steeltown
13:40:59 <DorpsGek_III> [OpenTTD/OpenTTD] msikma commented on issue #7644: Mysteriously poor performance on macOS https://git.io/fjii3
13:41:00 <andythenorth> https://geardiary.com/wp-content/uploads/2018/08/Jeff-Goldblum-GIF.gif
14:01:57 <DorpsGek_III> [OpenTTD/OpenTTD] bfut opened issue #8068: Streetcar track removal fails when bank balance negative https://git.io/JvxRZ
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14:25:58 <LordAro> oh matrix
14:26:01 <LordAro> u so silly
14:27:03 <peter1138> Salad time!
14:28:26 <andythenorth> yum
14:28:28 <peter1138> And, more Windows updates!
14:29:12 <peter1138> Damn, all these breweries offering online ordering and delivery of beer... but the beer is about 2-3x the price of normal beer :(
14:30:06 <LordAro> peter1138: there's a rumour that a landlord friend of mine is selling beer for £7.50 for 4 pints
14:30:10 <LordAro> i should ask him about that
14:30:31 <peter1138> That is... a lot but still less.
14:31:06 <LordAro> it's a lot less than i'd pay for 4 pints normally
14:31:17 <peter1138> In a pub, for sure.
14:32:43 <peter1138> 8 3/4 pints for £23
14:32:43 <LordAro> true
14:32:44 <peter1138> Hmm
14:33:19 <peter1138> So 5 litres, heh
14:33:52 <peter1138> Which has to be drunk in 4 days.
14:33:57 <peter1138> Doable but kinda excessive.
14:34:02 <LordAro> a little
14:34:51 <peter1138> Special coupon to remove the £10 delivery charge, that's good I suppose.
14:35:06 <peter1138> Plus a combo offer, so 10 litres of beer for £41.
14:35:15 <LordAro> where are you ordering from, ooi?
14:35:44 <peter1138> Looking at my local in this instance, https://chilternbrewery.co.uk/
14:42:21 <peter1138> Damn, this Trek "protein" nut bar (so it's just a nut bar and full of fat so they had to call it protein to make it sell more) is very salty.
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14:42:26 <peter1138> Oh!
14:42:43 <peter1138> "Dark chocolate and sea salt" Yes, that would do it
14:43:05 <peter1138> Problem with salted nuts if you always want more, of course.
14:43:12 <peter1138> s/if/is/
14:44:04 <LordAro> that does sound nice
14:44:22 <LordAro> wait, you're no longer talking about beer
14:46:02 <rotterdxm> look beer and salted nuts go hand in hand (but not these days i guess)
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14:49:44 <peter1138> Heh
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15:17:12 <supermop_Home> hello
15:17:56 <peter1138> Another Facebook ad... 12 bottles for £30 o_O
15:18:14 <supermop_Home> beer or wine
15:18:20 <peter1138> Beer. 500ml.
15:18:38 <peter1138> That would be cheap for wine, yeah.
15:25:23 <supermop_Home> almost out of beer here
15:25:59 <supermop_Home> plenty of wine though
15:26:15 <supermop_Home> low on whiskey
15:26:27 <supermop_Home> and whisky
15:30:23 <peter1138> I've got plenty of whisky... meant to be gifts, but might not be ;D
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15:36:47 <supermop_Home> I had a nice box of some special glenmorainge in my emergency gift stcokpile
15:37:08 <supermop_Home> but that got raided last weeek
15:47:51 <peter1138> Presumably you still have some left...
15:54:55 <rotterdxm> supermop_Home, i was thinking about doing some work on your Docklands set. have 1.0 source code from the forum thread, but that´s not the most recent one. do you still have source for 1.01?
15:55:25 <rotterdxm> i´m using the cobblestone for the mediterranean building set and would like to expand on those a bit more
16:00:50 <supermop_Home> oh hmm I probably have it on an external hdd?
16:00:57 <supermop_Home> i can look for it
16:01:17 <supermop_Home> you want the psd files?
16:02:15 <supermop_Home> apparently i need to lose my cargo ageing code that i added to simulate jam packed standing room trams
16:03:04 <supermop_Home> i wonder if i could still add loading speed that changes based on load amount
16:03:46 <supermop_Home> i don't do BAD FEATURES - I do poorly conceived ESOTERIC BAD FEATURES
16:04:24 <supermop_Home> haven't touched any grf stuff in like 18 month though because it was all on previous computer
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16:48:01 <rotterdxm> supermop_Home, the PSDs would be nice too but I mainly want those bugfixes since 1.0
16:48:30 <rotterdxm> would rather work with the best version if i´m to add on to it
16:48:53 <rotterdxm> also thanks for taking the time to look
16:49:02 <rotterdxm> i was very happy to discover your docklands stuff
16:49:31 <rotterdxm> will be making transitional tiles for your roads and the FIRS and CHIPS terrains
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18:11:55 <nielsm> 1.10.1 today?
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18:50:10 <supermop_Home> rotterdxm should i send you the .zip on forum?
19:20:42 <rotterdxm> supermop_Home, yes plz
19:20:45 <rotterdxm> same account name
19:20:54 <rotterdxm> and again thanks !!!
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19:45:47 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JvxPG
19:45:47 <DorpsGek_III> - Update: Translations from eints (by translators)
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19:50:37 <frosch123> i wonder how tb configured the mail server. apparently we can receive mails from some parallel universe
19:50:46 <frosch123> "Could I have level 100 please because my brother is really into planes and he can’t fly the because I am not high enough level so I was just wondering thx"
19:55:12 <andythenorth> randoms
20:02:37 <SpComb> sentence structure get
20:03:57 <frosch123> SpComb: ofc that was the subject, the body is empty
20:04:00 <Eddi|zuHause> <andythenorth> houses don't use cargo labels for acceptance <-- that's unfixable, because all old GRFs behave like that
20:04:59 <frosch123> the 64bit cargo support added a cargolist for house acceptance
20:05:18 <frosch123> s/bit//
20:05:54 <Eddi|zuHause> yes, but that doesn't magically fix existing GRFs
20:05:57 <frosch123> is andy working on a house set?
20:06:22 <Eddi|zuHause> no, he's complaining that his industry GRF can't remove "Goods" cargo
20:06:39 <frosch123> ah, ok :)
20:07:44 <andythenorth> afaict, the solution is that I do a house set
20:07:49 <andythenorth> inside FIRS
20:07:55 <andythenorth> re-implementing all the base houses
20:08:25 <frosch123> that's probably a bad idea :)
20:08:28 <andythenorth> I'm wondering if I can automate that by having python parse the C++ files where the houses are defined
20:08:32 <Eddi|zuHause> that is a "solution" that creates more problems than it solves
20:09:26 <frosch123> i am sure you can find a cargo in every economy that is equally favoured by customers as goods
20:09:28 <Eddi|zuHause> andythenorth: why can't you just accept that the first 6 or 7 cargos in the CTT are "fixed"?
20:09:32 <nielsm> can we hack the base game to have some more pseudo cargos for "first town cargo" (goods default), "second town cargo" (food default) which house sets can then use, and translate the old house properties' values for goods and food into those pseudo values?
20:09:47 <nielsm> and then an industry grf can define which cargos count as those two pseudo cargos?
20:09:49 <Eddi|zuHause> you can rename them, but not remove them
20:09:50 <andythenorth> Eddi|zuHause I have, what do you mean?
20:10:17 <frosch123> anyway, i think ottd already patches the default ships to use cargolabels
20:10:25 <frosch123> probably same can be done for default houses
20:10:25 <andythenorth> I literally wrote a guard for it https://github.com/andythenorth/firs/blob/master/src/cargo.py#L50
20:10:42 <andythenorth> but I can't stop the bug reports for economies where Goods isn't a cargo
20:10:59 <nielsm> well the towns have to accept something?
20:11:10 <andythenorth> I haven't campaigned to get this fixed
20:11:26 <andythenorth> because I think town acceptance is blah blah already
20:11:44 <andythenorth> I don't really use towns in my games any more, except to get local authority permission
20:12:20 * andythenorth considers playing without towns
20:12:36 <nielsm> replace all town buildings with parking lots
20:17:15 * andythenorth wonders if YETI has goods
20:19:01 <Eddi|zuHause> andythenorth: a lot of the discussions in the past few years show the same fundamental problem: you have a too narrow view of gameplay in mind
20:19:28 <Eddi|zuHause> you have a problem seeing how other people play the game
20:19:41 <Eddi|zuHause> which leads to bad game design
20:20:18 <andythenorth> ok, I'll come back later
20:20:31 <frosch123> what's if the problem is with the other people?
20:20:34 <andythenorth> this isn't a conducive conversation
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20:21:00 <Eddi|zuHause> that was probably phrased too harshly
20:22:37 <Eddi|zuHause> frosch123: accepting that the users are flawed is an important lesson as well :)
20:24:52 <frosch123> Eddi|zuHause: the major problem with your argument is that you remove all edges. if every set is made to please everyone, they converge to the same thing. just as large political parties
20:26:54 <frosch123> ah, i found another solution. andy can rename the pax cargo to "metalvores"
20:27:14 <frosch123> or "robots" if that is too abstract
20:27:25 <Eddi|zuHause> frosch123: that is true, however, that means if you have to put in edges, you have to deal with the people that wish the edge was a tiny bit in a different place
20:28:15 <DorpsGek_III> [OpenTTD/OpenTTD] fboscato opened issue #8069: Não consigo comprar as componias no jogo https://git.io/JvxX5
20:30:07 <nielsm> can anyone translate?
20:31:15 <Eddi|zuHause> from the 75% i think he's talking about buying shares?
20:31:31 <nielsm> yea I assume it's something with that
20:33:19 <nielsm> google translate says "I can't buy companies when I own 75% shares"
20:34:00 <Eddi|zuHause> it's probably been a multiplayer session at some point?
20:34:18 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8069: Unable to take over companies https://git.io/JvxX5
20:35:05 <nielsm> I did a rough guesstranslation based off google
20:35:25 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8069: Unable to take over companies https://git.io/JvxX5
20:37:14 <Eddi|zuHause> suggestion: can always buy 100% of an AI company, and buying 100% of a player company pops up a question whether they accept (puts the original owner in spectator mode. can switch to new company if they know the password)
20:38:46 <Eddi|zuHause> possibly with a setting
20:38:50 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8068: Streetcar track removal fails when bank balance negative https://git.io/JvxRZ
20:40:04 <_dp_> Eddi|zuHause, what if he a) doesn't want to accept but gets spammed b) accepts accidentally?
20:40:51 <Eddi|zuHause> _dp_: a) talk to an admin, b) bad luck
20:41:17 <Eddi|zuHause> _dp_: a) could be limited to once per month
20:41:36 <nielsm> make it a button in your own company window instead, you have to manually open your own copmany window and click the button to accept the buyout
20:42:25 <nielsm> a buyout offer lasts for maybe a month, you can't send another while it stands and you can't rescind it
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20:56:57 <DorpsGek_III> [OpenTTD/OpenTTD] fboscato commented on issue #8069: Unable to take over companies https://git.io/JvxX5
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21:05:05 <andythenorth> right, what are we talking about?
21:05:12 * andythenorth had broken git, broken python, broken node
21:05:14 <andythenorth> in prod.
21:05:40 <andythenorth> this is now resolved, or at least the 404 checker thinks so
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21:07:34 <_dp_> accident protection can work like !resetme on our servers, you need to agree and immediately leave a company
21:07:43 <andythenorth> Eddi|zuHause the narrow view leads to bad API design not bad gameplay design
21:08:08 <andythenorth> gameplay tends to be better when it excludes compromise
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21:09:00 <Eddi|zuHause> i said "game", not "gameplay"
21:09:11 <Eddi|zuHause> the API is very much part of "game design"
21:09:21 <andythenorth> yes
21:09:47 <andythenorth> it's not controversial that my approach makes for terrible API design
21:10:57 <Eddi|zuHause> what i was saying after you left, was that whatever way you narrow it down, you have to deal with people who want it slightly wider in some direction
21:11:30 <andythenorth> there are 2 aspects to towns/houses
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21:12:17 <andythenorth> (1) is there a simple fix to have towns use labels, not fixed numeric cargo slots (2) is 1 terrible?
21:12:59 <andythenorth> towns / houses /s
21:13:23 <nielsm> I don't think there is a simple fix, it would have to be intrusive and make assumptions about what already existing town buildings newgrfs do
21:14:31 <Eddi|zuHause> forcing 1) onto existing GRFs would break all GRFs that already use "advanced" stuff
21:16:15 <Eddi|zuHause> sometimes keeping legacy stuff around leads to worse API design, but we can't really afford breaking the legacy stuff
21:16:43 <andythenorth> don't we have a grf version system? o_O
21:17:22 <nielsm> kind of yes, does anyone remember the process for deprecating old behaviour? :D
21:17:30 <Eddi|zuHause> that would only affect GRFs written after the grf version bump
21:17:36 <nielsm> and also that
21:17:46 <andythenorth> I'm intrigued what will break in grfs if houses use labels
21:17:53 <Eddi|zuHause> you still have to interface with the old GRFs
21:18:30 <Eddi|zuHause> andythenorth: as far as i can tell, house GRFs can already use labels
21:19:40 <frosch123> Eddi|zuHause: are you sure newgrf houses are affected?
21:19:47 * andythenorth wonders what the actual problem is
21:19:50 <frosch123> i would not be suprised if default houses are different
21:20:44 <andythenorth> the observed behaviour was in FIRS 4 was houses accepting Carbon Steel cargo
21:21:19 <Eddi|zuHause> frosch123: well, my (admittedly vague) understanding is that in the simple case, newgrf houses are just copies of default houses with different graphics, and most house sets wouldn't even touch the cargo stuff
21:21:34 <andythenorth> I have plastered over that by putting Vehicles in slot 6
21:22:10 <andythenorth> I have no idea how this interacts with GS, or any of those things
21:22:30 <Eddi|zuHause> andythenorth: GS only look for TownEffect
21:22:46 <andythenorth> do they?
21:22:47 <frosch123> andythenorth: you can also leave slot 6 empty
21:22:56 <andythenorth> what about the ones that require lots of cargos to towns?
21:22:56 <nielsm> is it perhaps possible to change default houses to not use cargo indexes but labels instead? or is there an issue with loading order?
21:22:59 <frosch123> or do you already use all 64? :p
21:23:13 <andythenorth> frosch123 no I don't, I auto-fill them currently
21:23:16 <Eddi|zuHause> andythenorth: GS also have no clue whether cargo gets delivered to houses or industries, the town records both the same way
21:23:33 <frosch123> nielsm: default vehicles have no problems with cargo labels
21:23:41 <andythenorth> so in the case of a GS expecting good, I broke it?
21:23:55 <andythenorth> goods *
21:24:21 <Eddi|zuHause> andythenorth: if no cargo has TE_GOODS, then yes
21:24:36 <frosch123> gs should not care, otherwise its their problem
21:25:01 <Eddi|zuHause> andythenorth: and if cargo has TE_GOODS but not every town has a place that accepts it, then also yes
21:25:34 <Eddi|zuHause> you can have multiple cargos with TE_GOODS
21:25:45 <Eddi|zuHause> the GS wouldn't be able to distinguish them
21:25:47 <nielsm> also, food and water in arctic and tropical
21:26:12 <Eddi|zuHause> but you need at least one
21:26:40 <Eddi|zuHause> and you make everyone's life easier, if you then put that cargo in the original goods slot
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21:28:05 <frosch123> i think the correct soluton is to leave slot 6 empty
21:28:29 <frosch123> those towncargo slots are similar to cargo classes
21:28:55 <frosch123> industry sets are supposed to put cargos in there, that house grfs are supposed to accept
21:29:13 <frosch123> house grfs usually do not care about what cargos exist
21:29:24 <frosch123> they rather want something cargo-classy
21:29:50 <andythenorth> so in the immediate, vehicles is probably ok as a sticking plaster
21:30:01 <frosch123> we can change the behaviour so that houses use the town-effect property of cargos instead of the cargo slots
21:30:18 <andythenorth> that would make sense, but TE Water?
21:30:49 <Eddi|zuHause> andythenorth: i find it difficult to believe that you can't find some consumer/household products made from steel
21:30:54 <frosch123> then houses accept all cargos with effect pax/mail/goods/food
21:30:59 <frosch123> not just one, but all
21:31:15 <andythenorth> Eddi|zuHause every home has a dump truck no?
21:31:17 <frosch123> andythenorth: water is accepted by water towers, not houses
21:31:57 <Eddi|zuHause> frosch123: that sounds like a bad idea, because then you break community market industries
21:32:16 <frosch123> what industries?
21:32:51 <andythenorth> off-topic: why is zsh so weird :|
21:32:59 <andythenorth> 20 years of bash, I wasn't ready for change
21:33:16 <Eddi|zuHause> industries that are placed in towns, that accept various town effect cargos that shouldn't be sent directly to houses
21:33:32 <frosch123> who uses that?
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21:33:38 <Eddi|zuHause> like, grocery stores and stuff
21:33:49 <frosch123> why do they use town effects?
21:34:04 <frosch123> is that a real thing, or did you make it up?
21:34:21 <Eddi|zuHause> i believe some versions of FIRS had that, but i lost track... :p
21:34:52 <Eddi|zuHause> like, construction materials and stuff
21:35:33 <andythenorth> seems petroleum fuels
21:35:38 <andythenorth> https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/code_reference.html
21:35:50 <andythenorth> I only set the town effects because I have to
21:35:56 <andythenorth> I don't really understand them
21:36:00 <_dp_> can someone with a mac check if it works on reddit #1?
21:36:07 <_dp_> there are some desync suspicions
21:36:13 <_dp_> 1.10.0
21:36:26 <andythenorth> someone explained TOWNGROWTH_GOODS to me once, but I forget
21:36:53 <andythenorth> Goods sets TOWNGROWTH_WATER
21:36:59 <andythenorth> I'm sure this is all fine?
21:37:10 <frosch123> goods effect is currently unused by default game
21:37:32 <frosch123> it was used in the past, until someone made the subsidy creation more magic
21:38:15 * andythenorth recodes the guard on cargo 6
21:38:27 <frosch123> but we can give it a new meaning "accepted by houses who accept default goods"
21:38:43 <frosch123> andythenorth: isn't it 5?
21:39:09 <andythenorth> it's index 5 in my array
21:40:04 * andythenorth recodes the gaurd on cargo 5
21:41:57 <_dp_> would be nice to have client report some build info to a server
21:42:06 <_dp_> mainly os and patchpack
21:42:33 <andythenorth> _dp_ is there a reported repro, or just random crashing?
21:43:24 <_dp_> you mean for mac desync? ppl keep desyncing, one managed to say he's on mac before dropping out xD
21:44:01 <_dp_> hard to get more info from players that can't stay on the server
21:44:33 <andythenorth> protocol error, connection closed
21:44:49 <andythenorth> do we have a desync log?
21:45:06 <_dp_> *** Player has left the game (wrong company in DoCommand)
21:45:09 <_dp_> o_O
21:45:12 <_dp_> was that you?
21:45:20 <andythenorth> yup
21:45:35 <andythenorth> triggers on 'New Company'
21:45:43 <_dp_> that's a new error xD
21:45:50 <Eddi|zuHause> i smell an endianness issue?
21:46:41 <andythenorth> Network - Game synchronisation failed
21:46:42 <glx> hmm broken endianness detection ?
21:46:44 <andythenorth> in spectator
21:47:14 <_dp_> andythenorth, can you check citymania test server as well?
21:47:27 <_dp_> I may be able to tell more for it..
21:47:56 <_dp_> oh, last one on reddit came as desync
21:48:33 <glx> https://github.com/OpenTTD/OpenTTD/commit/2196cd3cf87f2fa164ad746b87e2686e2b207158 <-- only change I see in this area
21:49:46 <_dp_> interesting, so citymania doesn't desync...
21:50:01 <glx> there's also https://github.com/OpenTTD/OpenTTD/commit/9959cd9522c939d83744c1eac97582c842ed9907#diff-42f739ee9a4be3f2fe31dacb5ce68182 and https://github.com/OpenTTD/OpenTTD/commit/0165fe128339733822cf56c6d230de4778bbad39#diff-42f739ee9a4be3f2fe31dacb5ce68182
21:50:04 <_dp_> seems like it's either something in that game or reddit issue
21:50:31 <_dp_> wrong company in DoComman is a very weird issue though
21:53:28 <glx> hmm no the two latest links are also in 1.9.3
21:54:28 <frosch123> glx: the endian stuff is not used in gameplay or network code
21:54:36 <frosch123> only in sound and graphics stuff
21:55:15 <Eddi|zuHause> then the next suspicion is one of the custom server patches
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21:59:02 <frosch123> oh noes, is it companyid cast again?
21:59:32 <_dp_> possibly
21:59:41 <frosch123> is "byte" signed on osx?
21:59:56 <_dp_> I think reddit uses vanilla server with admin port
22:00:11 <_dp_> mb wrong on vanilla part tho
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22:05:10 <Eddi|zuHause> so it might be a DoCommand issued by admin port?
22:05:53 <_dp_> don't think it would report it as an exit reason if it was by admin
22:08:12 <andythenorth> so this cargo flow has an interesting side effect https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/economies.html#steeltown
22:08:13 <frosch123> no idea what could be osx specific
22:08:27 <andythenorth> all the chains converge on vehicles, and take a long time to connect
22:08:39 <andythenorth> then suddenly there are a *lot* of vehicles being produced
22:09:02 <Wolf01> Eddi|zuHause: did you find a way to upgrade station parts without rebuilding the entire station in transport fever?
22:09:05 <frosch123> why suddenly?
22:09:17 <andythenorth> combinatorial production
22:09:34 <Eddi|zuHause> _dp_: admin port might not be the reason for the desync, but might be key to reproducing it reliably
22:09:59 <Eddi|zuHause> Wolf01: i haven't really played in a while
22:10:44 <andythenorth> I could probably fight more into this economy
22:10:48 <andythenorth> but should I? :P
22:13:23 <Eddi|zuHause> andythenorth: how do i zoom in the "cargo flow larger" view?
22:13:30 <Eddi|zuHause> ctrl+scrollwheel does nothing
22:13:37 <Eddi|zuHause> can't read any of the text
22:13:43 <andythenorth> the larger view is not loading for me in Chrome
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22:13:57 <andythenorth> oh it loads on refresh
22:14:07 <andythenorth> do you see controls here? https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-v4-previews/docs/html/cargoflow_steeltown.html
22:14:15 <andythenorth> I'm using some javascript 3rd party thing
22:14:53 <Eddi|zuHause> yeah, there's +/reset/- in the lower right
22:14:59 <Eddi|zuHause> not in my original tab, though
22:15:30 <Eddi|zuHause> and also ctrl+scroll works now
22:15:55 <Eddi|zuHause> the minimap is wrong though
22:16:09 <Eddi|zuHause> doesn't properly follow mouse cursor, has an offset
22:17:26 * andythenorth looks for an update
22:18:04 <Eddi|zuHause> andythenorth: how about glass works produces "town supplies"?
22:18:45 <andythenorth> I could split glass
22:18:51 <andythenorth> also the component factory could produce goods
22:19:05 <andythenorth> tyres I can't split
22:19:16 <andythenorth> vehicles engines probably not
22:19:35 <Eddi|zuHause> yeah, tryres and engines don't make sense to split off
22:20:08 <Eddi|zuHause> component factory could provide consumer electronics?
22:20:35 <Eddi|zuHause> say, radios, microwaves, fridges etc.?
22:21:00 <andythenorth> yes, it's possible
22:21:20 <andythenorth> I also considered refining aluminium, from aluminia
22:21:26 <andythenorth> instead of importing it
22:21:35 <frosch123> Eddi|zuHause: i also always need to reload that page
22:21:47 <frosch123> for some magical reason the js only works the second time
22:21:57 <andythenorth> I've just played this economy through, and it _might_ be finished
22:22:12 <andythenorth> I did try inserting tin -> tinplate -> cannery
22:22:17 <frosch123> does that mean you are going to delete it?
22:22:21 <andythenorth> but I got bored learning about metal food packaging
22:22:25 <andythenorth> frosch123 not until v6
22:22:37 <frosch123> i think i lost count
22:22:43 <andythenorth> v4
22:22:48 <frosch123> ok :)
22:23:02 <Eddi|zuHause> i'm not even sure if FIRS was already v1 when i last played
22:23:22 <andythenorth> those were less good versions :P
22:23:52 <andythenorth> https://github.com/ariutta/svg-pan-zoom/issues/354
22:37:24 <andythenorth> if anybody wants to learn about tinplate :P https://en.wikipedia.org/wiki/Tinplate
22:37:29 <andythenorth> I'd try to include it somehow
22:37:37 <andythenorth> or an equivalent
22:38:01 <andythenorth> https://packaging.arcelormittal.com/repository2/Unassigned/ArcelorMittal%20Packaging%20-%20product%20catalogue.pdf
22:38:49 <frosch123> how about a bronce-age economy? after 100 years all industries announce bronce-age-collapse and close
22:40:39 <andythenorth> dwarf fortress economy?
22:46:28 <Eddi|zuHause> i'm pretty sure the bronze age lasted longer than 100 years before the collapse :p
22:47:00 <Eddi|zuHause> also, we don't have any BCE dates
22:49:16 <andythenorth> so are tin cans mostly made of steel or aluminium?
22:49:23 <andythenorth> I cannot find a convincing answer
22:49:39 <andythenorth> the trade associations for each material have won at SEO for their term :P
22:51:02 <andythenorth> if I believed their pages, all tin cans are and should only be made of steel
22:51:07 <andythenorth> or aluminium, respectively
22:52:12 <frosch123> here it says that 70% of all tin-plated steel is used for cans
22:52:19 <Eddi|zuHause> there's probably a difference between drinking cans and food cans
22:52:50 <frosch123> sounds plausible
22:54:23 <andythenorth> I've got vehicles and construction steel featured
22:54:32 <andythenorth> but not consumer goods or packaging steel
22:55:31 <frosch123> so you can deliver fresh food and canned food (=goods)
22:55:39 <andythenorth> o_O
22:55:59 <andythenorth> I was saving that for a future city economy
22:56:02 <Eddi|zuHause> i don't think canned food should be something other than te_food
22:56:12 <andythenorth> the city economy may never happen :)
22:56:17 <andythenorth> what goes in the cans?
22:56:20 <Eddi|zuHause> that brings us right back to the original problem
22:56:27 <frosch123> pineapples?
22:56:30 <andythenorth> yum
22:56:38 <Eddi|zuHause> of confusing people what constitutes "goods"
22:57:20 <frosch123> andythenorth: pineapple is a standard placeholder term: dies, das, ananas
22:57:27 <andythenorth> ha
22:57:42 <andythenorth> I think my German teacher taught us that once
22:57:55 <frosch123> really? impressive
22:57:58 <Eddi|zuHause> i don't think i've heard that before
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22:58:47 <andythenorth> it's said in a rhyming way, no?
22:58:52 <Eddi|zuHause> there's this weird section of passive vocabulary, where you can discern the meaning of a phrase you've never heard before
22:58:54 <frosch123> yes
22:59:11 <Eddi|zuHause> because it is immediately intuitively clear
23:01:36 <andythenorth> hmm steel fasteners?
23:01:43 <andythenorth> (nuts and bolts mostly)
23:02:00 <Eddi|zuHause> construction steel?
23:02:35 <frosch123> pressing irons?
23:02:37 <nielsm> extruded steel?
23:02:45 <nielsm> (as a catch-all term)
23:03:23 <andythenorth> there's a whole world of steel related terms :)
23:03:32 <andythenorth> and some overlap or mean more than one thing :)
23:03:35 <andythenorth> it's fascinating
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23:54:46 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #8063: Fix #8055: Always allow building any available roadtypes, even if there are no road vehicles available https://git.io/JvxQY