IRC logs for #openttd on OFTC at 2020-04-13
            
00:00:57 <andythenorth> cargo label for aluminia? :)
00:01:05 <andythenorth> ALUM is Aluminium
00:02:15 <nielsm> AlO_
00:02:44 <andythenorth> good call
00:03:09 <andythenorth> https://en.wikipedia.org/wiki/Bayer_process
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00:07:23 <andythenorth> 'Aluminia' or 'Aluminium Oxide'?
00:07:44 <FLHerne> 'Alumina', no second 'i'?
00:08:16 <FLHerne> And I think everyone uses the first one
00:08:40 <FLHerne> The alumina train to the smelter at Fort William is called that
00:09:02 <andythenorth> exactly :)
00:09:15 <glx> luaduck: all display use NetworkAddress::GetHostname() and it works
00:09:25 <luaduck> glx: hm, probably something fucky with my network stack then
00:09:28 <luaduck> will investigate in more detail
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01:09:00 <milek7> hmm
01:09:01 <milek7> https://i.imgur.com/of56XWO.png
01:09:25 <milek7> before/after signing :P
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08:39:27 <Samu> hi
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09:07:39 <Samu> _dp_ did you figure out anything about the time complexities
09:20:13 <andythenorth> 64 cargo limit per game you say? :D
09:20:18 * andythenorth wonders about breaching that :P
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10:02:55 <Wolf01> Hmmm, I miss traffic manager in... transport fever
10:03:38 <andythenorth> maybe 64 cargos is a goal
10:03:41 <andythenorth> hmm
10:04:11 <Samu> I just found a use case where I need https://github.com/OpenTTD/OpenTTD/pull/8074 to work
10:05:17 <Samu> somebody plz push it to next release, backport request or whatever it is called
10:22:38 <Samu> thx in advance
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10:36:57 <andythenorth> Food Additives....'FADD' label? o_O
10:37:25 <LordAro> andythenorth: ENUM
10:37:31 <andythenorth> ha ha
10:37:41 <andythenorth> too good
10:38:04 <SpComb> EXXX
10:46:48 <andythenorth> Furniture is easy :P
10:47:31 <andythenorth> IKEA
10:47:41 <andythenorth> not really, I used FURN
11:04:34 <Eddi|zuHause> are we still talking about steeltown or is that "done"? :p
11:07:24 <andythenorth> 'done'
11:07:36 <andythenorth> I tried some variations, they're not adding anything
11:07:45 <andythenorth> I tried 'more stuff', also doesn't add anything
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11:08:28 <andythenorth> I am working on new extreme https://firs-test-1.s3.eu-west-2.amazonaws.com/firs-new-extreme/docs/html/economies.html#better_living_through_chemistry
11:08:42 <andythenorth> very early, but the clusters are starting to form
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11:09:54 <andythenorth> clusters are something like: steel industry, petro and salt chemicals chain, food
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11:10:25 <andythenorth> the cement / brick / gypsum building chain isn't clustering nicely yet
11:10:39 <andythenorth> the consumer goods cluster really isn't visible
11:12:00 * andythenorth coffee
11:43:05 <Samu> great... bug strikes when least expected
11:48:17 <LordAro> that does tend to be the case
11:49:45 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/Jvj1t
11:50:34 <Samu> aqueduct was already there
12:00:08 <Samu> interesting, my fix doesn't work here? Im sad
12:00:38 <Samu> must investigate this better
12:01:56 <Samu> ah, i'm testing this wrong
12:02:12 <Samu> the fix is correct
12:02:20 <Samu> it's something with my pathfinder instead
12:02:53 <Samu> deleted
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12:10:59 <Samu> oh, it's a mix of this bug, and a mix of my pathfinder
12:16:00 <Samu> I'm still doing this check AIMarine.AreWaterTilesConnected(cur_node, next_tile) for when there's water at the tiles, in this case, it returns true
12:16:23 <Samu> but when there's no water at the tile under the aqueduct, the error is on the pathfinder side
12:16:37 <Samu> gonna fix
12:19:23 <Samu> AITile.HasTransportType(next_tile, AITile.TRANSPORT_WATER)
12:19:33 <Samu> cur_node is the tile under aqueduct
12:19:42 <Samu> next_tile is the aqueduct ramp next to cur_node
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12:40:18 <Wolf01> https://youtu.be/gk3eD1g0jrQ but people don't have a life? It's fantastic, but I need one week just to build a nice station...
12:58:42 <Samu> https://i.imgur.com/fKQ443a.png - smartened up
13:00:04 <Samu> but, if i place a canal under the aqueduct, it's gonna behave wrong again, because this time it relies on AreWaterTilesConnected, which is bugged. Just gonna confirm if this is still the case
13:01:45 <Samu> confirmed
13:03:02 <Samu> making me sad :( https://i.imgur.com/hH6ukDJ.png
13:04:09 <Samu> gonna test with PR fix, see if it goes away
13:07:35 <Samu> so slow in debug mode...
13:07:52 <LordAro> Samu: you're rambling again
13:08:02 <LordAro> enough with the stream of consciousness
13:11:07 <Samu> I am sorry, it's... just the way I am, my bad
13:11:26 <andythenorth> interesting https://www.tt-forums.net/viewtopic.php?p=1230823#p1230823
13:11:51 <andythenorth> I don't encounter any of those issues
13:12:35 <andythenorth> but for work purposes I often end up having specific fixes for things like getting libs in the path, or having a specific lib version
13:12:50 <andythenorth> I never have documentation for these, they're always a moment in time thing and stuff changes
13:13:38 <FLHerne> andythenorth: Neat
13:14:01 <FLHerne> [FIRS, I mean]
13:14:07 <andythenorth> I think it develops
13:14:20 <andythenorth> there's another 10-15 cargos to figure out
13:14:26 <andythenorth> I am going full on Extreme
13:14:59 <andythenorth> it's interesting that in both Steeltown and Better Living Through Chemistry, salt is the root cargo for all industry
13:15:30 <andythenorth> https://en.wikipedia.org/wiki/History_of_salt#Cities_and_wars
13:16:30 <andythenorth> this was an accident, not an intent
13:17:35 <FLHerne> andythenorth: I still think too many cargos might be a design mistake :P
13:18:08 <andythenorth> some will turn out to be removable
13:18:30 <FLHerne> Sharing one cargo between several industries gives the player more options and decisions
13:18:38 <andythenorth> I'm not sure if 'household appliances' and 'furniture' might just be 'goods' etc
13:18:54 <andythenorth> in terms of options...
13:18:54 <FLHerne> And anyone playing FIRS Extreme is into that ;-)
13:19:05 <andythenorth> whereas Steeltown aims for 1 destination in most cases
13:19:17 <andythenorth> this new one explicitly will have 2 destinations in more cases
13:19:28 <FLHerne> Yes, the current version isn't too bad
13:20:04 <andythenorth> it's going to have to be acronymed BLTC
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13:21:11 <FLHerne> I do kind of miss the "every damn corner of the map" thing with Chemicals from older FIRS
13:21:43 <FLHerne> Given one or two refineries, it basically forces you to make a single connected network
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14:30:47 <supermop_Home_> hi
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15:02:22 <frosch123> TrueBrain: how does the developer authentication work? /user/developer gives 404
15:02:58 <TrueBrain> frosch123: make a POST call to /user/developer with a JSON payload {"username": "whatever"}
15:03:13 <frosch123> oh, right, POST not GET
15:03:17 <TrueBrain> the regression uses this, if you need inspiration :D
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16:23:37 <andythenorth> oof
16:23:45 * andythenorth has been making model trains with kids
16:23:51 <andythenorth> failure to ottd
16:25:28 <Wolf01> I, need, sweets.
16:27:45 <Wolf01> A tablet of chocolate should be enough
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16:31:32 * nielsm is looking at nautical maps
16:38:49 <nielsm> I wonder if it would be better to make the depth scale for my water depth patch non-linear
16:39:43 <nielsm> at least for ship navigation, anything deeper than 20 m is probably irrelevant
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16:45:22 <nielsm> but having depth 0 to 5 use 20 m increments (10, 20, 40, 60, 80, 100 m) and past that use 50 m increments might give more interesting numbers (150, 200, 250, ... 600 m at depth 15)
16:45:56 <Wolf01> Do we really need more depths than shallowd and deep?
16:45:59 <supermop_Home> affect submarine disaster?
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16:46:57 <supermop_Home> Wolf01 i imagine it would be nice for cost of filling in the ocean
16:47:24 <nielsm> yeah the reason for large depths is mainly to support the costs
16:47:28 <Wolf01> Or even buiding some industries
16:48:03 <nielsm> I did look that up earlier, offshore oil rigs exist on anything from 5 m depth to 2500 m depth :)
16:48:26 <nielsm> though there could be a technological progression in depths they can be built at
16:49:12 <supermop_Home> shallow rigs available from 19xx, deep from 19xx +YY
16:49:45 <supermop_Home> or shallow rigs are more probable to be successful than deep
16:49:50 <nielsm> yeah, allow on depth 0 from 1940, on depth 2 from 1970, any depth from 1990
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16:49:53 <nielsm> something like that
16:50:28 <lolek> hi, so I've did update to openttd 1.10 and I have the streetcar lines button but it's disabled... is there anything I need to do to be able to use it?
16:50:40 <nielsm> hi lolek
16:50:55 <nielsm> yeah you need to have a newgrf loaded that supplies vehicles for it
16:51:01 <supermop_Home> firs dredging site unlikely over the mariana trench - unless you are really desperate for sand
16:51:05 <lolek> hmm
16:51:06 <nielsm> the default vehicle set doesn't have any streetcars
16:51:30 <lolek> nielsm: ok, do you have the name at hand?
16:51:45 <nielsm> there's many, and no I don't have any recommendation
16:51:55 <supermop_Home> lolek there are probably 10-30 options
16:52:14 <supermop_Home> perhaps search online content for 'trams' to see some options
16:52:32 <lolek> if it require the grf... then whey the button is showing even though I don't have it? It should not be visible...if it's not bundled imho
16:52:52 <supermop_Home> lolek that is how it was before
16:53:24 <lolek> well I see it that after few years, there will be tons of inactive buttons just because there may be someone that have the grf
16:53:29 <lolek> I think this is not how it should be
16:53:33 <supermop_Home> new features in 1.10 change the way streetcar lines work in game though
16:53:39 <nielsm> the storybook and goals buttons also show all the time despite requiring a gamescript loaded that uses them
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16:56:54 <supermop_Home> also in 16 years there have been only like 3 buttons added, i believe?
16:57:12 <nielsm> sounds about right
17:00:15 <supermop_Home> though i wouldn't mind if the game came with one crappy generic tram built in
17:01:19 <supermop_Home> lolek perhaps you would like opengfx+ for trams? it is very vanilla
17:01:32 <lolek> I'll see
17:01:35 <lolek> thanks for the hint
17:02:02 <supermop_Home> then also I personally like Road Hog, but it is a bit different
17:02:06 <nielsm> https://0x0.st/iQ8k.png
17:02:12 <supermop_Home> good balanced variety though
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17:02:49 <supermop_Home> lolek - you can also look for Mop Generic Road Vehicles, which is my Grf, but it has a few bugs still
17:03:18 <supermop_Home> Road Hog is probably the most fun
17:04:53 <Samu> locks are complicated creatures :|
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17:17:30 <DorpsGek_III> [OpenTTD/OpenTTD] GrupoDO opened issue #8084: Add option to (de)couple wagons at stations in Orders list https://git.io/JvjdL
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17:18:13 <nielsm> ooooh hohohoho that feature request...
17:18:36 <LordAro> ahaha
17:18:41 <LordAro> "good luck!"
17:18:59 <nielsm> someone did implement a working prototype a year or two ago
17:19:03 <LordAro> close it under the same "no vague feature requests" rule
17:21:15 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on pull request #7924: Feature: Water tiles have a depth https://git.io/Jvjdn
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17:25:46 <nielsm> LordAro I'll just add the "good first issue" label ok?
17:29:14 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #8084: Add option to (de)couple wagons at stations in Orders list https://git.io/JvjdL
17:29:14 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #8084: Add option to (de)couple wagons at stations in Orders list https://git.io/JvjdL
17:29:30 <LordAro> nielsm: :p
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17:31:38 <Samu> I nearly forgot how strikingly complex it is to pathfind around locks and maintaining connections open
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17:42:27 <supermop_Home> sometimes i think about newgrf bridges
17:42:59 <supermop_Home> certain bridges being more cost effective over deep water vs shallow
17:45:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/Jvjbc
17:49:23 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7286: Add #2155: newheightmapgame command https://git.io/Jvjbw
17:50:32 <nielsm> supermop_Home absolutely, suspension bridges with spans longer than 3 tiles
17:54:25 <supermop_Home> might need to get a bit more nuance in BRidgeTypes.. something like certain bridges cost scales per tile, maybe per depth per tile
17:55:35 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7339: Fix #7311: External configuration file does not change directories https://git.io/JvjNe
17:55:36 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #7339: Fix #7311: External configuration file does not change directories https://git.io/fhpS1
17:55:41 <supermop_Home> maybe a suspension bridge is expensive even when short, but cost goes up slower as it gets longer, and doesn't go up much at all with depth
17:56:20 <supermop_Home> wood bridge is cheap, but cost goes up linearly with length and geometrically with depth
17:56:59 <supermop_Home> or maybe it is just impossible to build a wood trestle over a 300m deep fjord
17:57:33 <nielsm> wood bridge might also not support large depths (due to construction techniques), only cantilever over short spans, and have extra high maintenance cost for segments with underwater supports
18:00:19 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7328: Feature: Improve restart command https://git.io/JvjNq
18:01:20 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7328: Feature: Improve restart command https://git.io/JvCfl
18:03:56 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on pull request #7880: Fix: Remove some redundant steps during world generation https://git.io/JvjNZ
18:03:58 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed pull request #7880: Fix: Remove some redundant steps during world generation https://git.io/JeNLr
18:04:02 <nielsm> https://en.wikipedia.org/wiki/File:Living_root_bridges,_Nongriat_village,_Meghalaya2.jpg :D?
18:05:35 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro approved pull request #7883: Fix: Ensure a minimum gap of water upon generating terrain with original generator https://git.io/JvjNC
18:12:49 <frosch123> changing features that noone uses :)
18:13:00 <frosch123> almost guaranteed to be broken, with noone noticing
18:13:56 <LordAro> quite
18:14:08 <LordAro> why does the freeform edges setting even exist?
18:14:20 <frosch123> to load old savegames
18:14:29 <LordAro> yes, but why a user-configurable setting
18:14:41 <LordAro> just load TTD saves with a water border
18:15:14 <frosch123> why the setting is in the gui, i don't know
18:15:21 <frosch123> but you cannot just load old savegames with the setting on
18:15:27 <frosch123> old maps are bigger
18:15:38 <LordAro> ooh yeah
18:15:41 <LordAro> that stupid edgecase
18:15:45 <LordAro> bleh.
18:15:45 <frosch123> old maps can have stuff on north border, which become void
18:18:43 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7886: Group management enhancements https://git.io/JvjN1
18:20:54 <frosch123> what happened to 1.10.1?
18:21:57 <LordAro> someone should do that
18:22:06 <LordAro> apparently no one other than me does releases anymore
18:23:38 <frosch123> oh, i did not know that job was also shared
18:24:28 <LordAro> :p
18:25:28 <frosch123> serious question. some jobs require constant tracking of stuff. if tasks are split over too many people, things are doomed to fail
18:33:58 <Eddi|zuHause> usually you would do releases on a thursday, so you have friday to fix the most pressing issues, and catch the people that are playing on weekends
18:34:25 <frosch123> thanks, very helpful
18:34:42 <Eddi|zuHause> (none of that really applies to openttd, anyway :p)
18:37:11 <LordAro> i'm putting a branch together anyway
18:37:19 <LordAro> just looking at #8074 first, since Samu did ask
18:37:31 <LordAro> as per usual, i'm not convinced it's the correct solution
18:38:53 <frosch123> yes, looks wrong
18:43:37 <LordAro> i was looking at the pathfinder stuff to try to work out how that works, given that works, as far as i'm aware
18:43:57 <frosch123> i think the diagdir needs reversing in the call to gettiletrackstatus
18:44:16 <frosch123> in ship_cmd that parameter is called exitdir
18:44:27 <frosch123> here it seems to be a enterdir
18:46:13 <Eddi|zuHause> don't we have a "EnterDirToExitDir" function or something?
18:46:23 <frosch123> thanks, very helpful
18:46:58 <LordAro> :D
18:48:03 <Eddi|zuHause> there'll be that one moment when he actually means it :p
18:50:40 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/Jvjxd
18:51:21 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 requested changes for pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/JvjxA
18:52:03 * frosch123 stop wasting time with PRs, and continues with bananas
18:52:50 <Eddi|zuHause> you forgot a "wasting time" in the second half of that sentence :p
18:53:16 <nielsm> I'm having banana ice cream right now and it does not feel like a waste of my time
18:55:44 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro opened pull request #8085: Prepare for 1.10.1 release https://git.io/JvjpY
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18:56:33 <andythenorth> hmm
18:56:35 <andythenorth> GLUE cargo
18:57:18 <nielsm> you can load but never unload
18:58:22 <Eddi|zuHause> we already have that feature, when a coal mine appears next to your coal unload station
18:59:30 <nielsm> reminds me someone should code the manual cargo selection for stations
19:00:30 <Eddi|zuHause> i kinda like the way that is done in transport fever, where that is part of the order list
19:01:47 <Eddi|zuHause> also, i think cargo selection once existed in a patchpack 10 years ago, but got rejected because you could cheat your way out of a bad cargo rating that way
19:03:23 <nielsm> hmm it should be doable without having to reset the ratings though
19:03:55 <nielsm> though it might need an extra flag per cargo
19:07:22 <andythenorth> unrelated, can 'refit fixed cargo' use a list?
19:07:27 <andythenorth> not a single cargo
19:09:07 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh approved pull request #8085: Prepare for 1.10.1 release https://git.io/JvjpF
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19:15:51 <Eddi|zuHause> andythenorth: what do you mean?
19:26:12 <andythenorth> currently we have 'refit fixed cargo' or 'refit any available'
19:26:19 <andythenorth> refit any available is broken with cdist
19:26:57 <andythenorth> a possible solution is 'refit to any cargo from list...'
19:28:12 <Eddi|zuHause> yes, that would be somewhat like transport fever
19:28:49 <Eddi|zuHause> this would be possible, but it runs into the "the order GUI is already hoplessly overloaded" problem
19:32:13 <andythenorth> I am aware of the UI issue, didn't think of a fix
19:32:19 <andythenorth> other than checkboxes :(
19:32:41 <andythenorth> 'refit any available' creates unwanted cdist links, with no way to remove them
19:33:01 <andythenorth> does *exactly* what the order says, but it's completely unhelpful :)
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19:39:55 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8085: Prepare for 1.10.1 release https://git.io/JvjpY
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20:09:14 <nielsm> okay so news post and release tag?
20:15:31 <LordAro> sure
20:15:39 <LordAro> nielsm: i delegate the news post to you
20:15:49 <nielsm> on it
20:38:45 <FLHerne> When is ActionD actually executed? At grf load time?
20:39:06 <FLHerne> And if someone changes grf settings in-game, does it all get run again?
20:39:49 <frosch123> yes and yes
20:40:10 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/GrfLoadingStages <- more details
20:40:57 <DorpsGek_III> [OpenTTD/website] nielsmh opened pull request #156: Add: News post for 1.10.1 https://git.io/JfevL
20:41:27 <nielsm> not sure that's a good post
20:42:42 <Samu> what is root cause analysis for dummies?
20:42:43 <FLHerne> nielsm: I think the admin port change should be described better
20:42:43 <frosch123> it's a bit negative, usually we make fun of players
20:44:11 <FLHerne> "This restores compatibility of the admin port protocol with older versions. Clients that were updated to match 1.10.0 will need changing again, sorry."
20:44:16 <FLHerne> Or so
20:45:04 <FLHerne> And what's a "minor crash bug"?
20:45:33 <nielsm> one that would rarely occur during normal use?
20:47:42 <FLHerne> I guess so, but it still sounds silly
20:48:01 <FLHerne> Also, "ship depot next to a dock" isn't very unusual
20:53:09 <supermop_Home> andythenorth i used refit any available with cdist all the time
20:54:28 <nielsm> how's this instead? https://0x0.st/iQZb.txt
20:57:08 <nielsm> https://0x0.st/iQZA.txt
20:58:46 <DorpsGek_III> [OpenTTD/website] nielsmh updated pull request #156: Add: News post for 1.10.1 https://git.io/JfevL
20:59:59 <DorpsGek_III> [OpenTTD/website] LordAro approved pull request #156: Add: News post for 1.10.1 https://git.io/JfevN
21:01:04 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro created new tag: 1.10.1 https://git.io/Jfevp
21:01:13 <LordAro> \o/
21:09:28 <glx> <FLHerne> Also, "ship depot next to a dock" isn't very unusual <-- in details it was ship depot next to a dock and any waypoints
21:10:10 <glx> well and no even chip depot but just tile clearing
21:12:44 <nielsm> hm is this worth fixing? "Sorry about that, we're bringing the old protocol back now, your old tools will now work again."
21:12:50 <nielsm> the two "now" clash a bit
21:17:30 <LordAro> "Sorry about that, we've brought the old protocol back now. Your old tools will work again now (and new tools will be broken again)" ?
21:17:48 <LordAro> doesn't really matter
21:23:12 <nielsm> oh yeah the stickies on tt-forums, the 1.10.0-beta1 thread is still sticky and the 1.10.0 release thread is not
21:23:41 <DorpsGek_III> [OpenTTD/website] LordAro merged pull request #156: Add: News post for 1.10.1 https://git.io/JfevL
21:29:02 <andythenorth> supermop_Home how do you clear the spurious links it creates?
21:29:42 <Samu> is 1.10.1 out already?
21:29:44 <Samu> :(
21:29:46 <Samu> :)
21:29:46 <andythenorth> the refit is determined by what's on the station, not what's accepted on the destination
21:30:31 <frosch123> nielsm: noone here is moderator, maybe click the "!" report button?
21:31:35 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/Jvhkg
21:31:43 <Samu> frosch123, hi
21:32:28 <Samu> sorry, I don't know what's a root cause analysis, but you were right, it was using the wrong diagdirection, but it's only wrong for bridges, which is kinda strange
21:33:23 <Samu> the new fix is cleaner
21:34:59 <nielsm> root cause = the actual real reason something is happening
21:36:43 <andythenorth> sometimes found with 5 whys
21:36:51 <andythenorth> https://en.wikipedia.org/wiki/Five_whys
21:37:00 <nielsm> like taking painkillers to relieve a headache, without figuring out why you got that headache and fixing the reason behind the headache
21:39:00 <supermop_Home> andythenorth stuff usually doesn't show up at a station until something refited to load it does
21:39:51 <andythenorth> occasionally (rarely) I have stations where I pickup cargo for multiple destinations
21:39:52 <supermop_Home> and cdist wont distribute it to a place without a destination
21:40:08 <andythenorth> 'any station'
21:40:20 <andythenorth> it will and it does :)
21:40:30 <andythenorth> I have multiple savegames with the behaviour
21:40:42 <supermop_Home> any station is not really distribution
21:41:00 <supermop_Home> trains seem to pick up distributed cargo first
21:41:01 <andythenorth> no, it just loads it at A, then leaves it on the train at B where it is not accepted
21:41:15 <andythenorth> then back to A, until all trains are full of non-destined cargo :)
21:41:54 <Samu> frosch123, perhaps it doesn't even need to check if it's bridge tile, let me confirm
21:42:25 <supermop_Home> idk usually works for me, any non productive refits generally seem to go away with time
21:42:56 <supermop_Home> maybe you need to bootstrap the links between your intended stations a bit
21:43:30 <supermop_Home> with a few runs with explicitly set refits
21:44:04 <supermop_Home> or a few places along the trains orders where it explicitly does one thing
21:44:51 <supermop_Home> I feel like you often are remaking that x or y about cdist doesn't work at all and it's always puzzled me
21:45:05 <supermop_Home> as I've never really had such problems with it
21:46:11 <supermop_Home> maybe i can dig up a game from few months ago where i do have widespread autorefiting
21:47:12 <supermop_Home> you can also force links to be strongly persistent with a sort of piglet set up
21:48:11 <supermop_Home> like maybe in addition to 30 huge trains taking ore from x mine to y and z mills, there is also one lonely truck ordered to do that
21:48:47 <supermop_Home> it doesn't even need to drive - it can just sit in the depot with those orderes
21:49:41 <supermop_Home> i usually don't use those, except when bootstapping links i want on complex networks - added benefit is you have some use for cute trucks
21:50:04 <Samu> confirmed!
21:50:15 <Samu> code can be even more simple, brb fixing
21:51:53 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick updated pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/Jvhkg
21:56:18 <nielsm> website release time?
21:57:08 <Samu> too bad it didn't make it to 1.10.1 :( I was slow today
21:58:51 <LordAro> nielsm: yup
21:59:05 <LordAro> i was waiting for 1.10.1 to appear on it
22:01:15 <andythenorth> a simple 'delete link' in cdist would do the job
22:01:24 <andythenorth> but it's adding a feature to fix a broken
22:03:55 <DorpsGek_III> [OpenTTD/website] LordAro created new tag: 1.3.7 https://git.io/JfeU9
22:04:03 <andythenorth> supermop_Home do you refit your vehicles when you buy them?
22:05:09 <supermop_Home> usually to what ever they will pick up first
22:06:03 <nielsm> hmm... are the default train engines supposed to expire after 1000+ years or something?
22:06:19 <supermop_Home> sometimes to an assortment, and will let it run a few times before telling it to autorefit
22:06:29 <nielsm> I just joined a 1.10.0 server with no train newgrfs, year 3219, and there are no train engines buildable, it does have wagons tho
22:06:51 <LordAro> nielsm: i believe that's a known "issue"
22:07:05 <LordAro> TTD trains all have an expiry date
22:07:09 <LordAro> but not all wagons do
22:10:25 <nielsm> and that's not fixable because it might break newgrf compat
22:13:28 <LordAro> yup.
22:14:32 <FLHerne> andythenorth: I used to see that years ago, but I haven't for a long time
22:14:58 <andythenorth> I had it every time I tried in recent games
22:15:43 <andythenorth> in one case I solved it by moving the station to remove an industry from catchment
22:16:06 <andythenorth> in the other I refitted consist to exact combination of cargos, and abandoned 'refit any available'
22:16:35 <andythenorth> anyway, arguing in irc is pointless
22:16:51 <andythenorth> I haven't filed an issue because I'm *never* not using unreleased grfs
22:17:06 <andythenorth> and I've always reloaded grfs, which means savegame is ineligible
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22:23:17 <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 updated pull request #2: Add: first version of the web front-end to new BaNaNaS server. https://git.io/Jvh5V
22:25:34 <frosch123> TrueBrain: frontend works mostly with development authentication. it lacks configuration (api url), uploading files, and it disagrees with the api about the editability of "availability"
22:26:08 <TrueBrain> you currently cannot edit availability. I believe it is not even part of the API specs atm?
22:26:22 <TrueBrain> currently latest upload is new-games, all others are savegames-only
22:26:22 <frosch123> yes, that's what i noticed :p
22:26:25 <TrueBrain> :D
22:26:28 <TrueBrain> but nice :D
22:26:50 <TrueBrain> I will give it a look tomorrow, see if I can put it in a docker and on staging
22:26:57 <TrueBrain> maybe that motivates some other peoplle to write some CSS :D
22:27:06 <TrueBrain> and I will check out tus-javascript I guess :)
22:32:11 <frosch123> TrueBrain: oh, and validation of "compatibility" can trigger https://pastebin.com/5z3bXJt6
22:32:43 <TrueBrain> I need a bit more information :) Like the request that was triggering it or something :)
22:33:37 <frosch123> 'http://localhost:8080/package/game-script/53495659/2016-04-26T20%3A51%3A13%2B00%3A00': {'compatibility': [{'name': 'master', 'conditions': ['>= 1.3.0', '< 1.5.0']}]}
22:35:52 <TrueBrain> ah, I see, yes
22:36:07 <TrueBrain> some as with dependencies, I am sure
22:36:50 <TrueBrain> easy fix, but I will also add a regression-test :)
22:37:04 <TrueBrain> well, not today, but .. tomorrow :)
22:38:03 <TrueBrain> that is the only bug you manage to trigger? Awh :( :P
22:39:15 <frosch123> PUT new-package/token is a bit weird
22:39:26 <frosch123> i think it rejects all data as long as no file is uploaded
22:39:42 <frosch123> but since i can't upload files yet, that may also be a myth
22:40:01 <TrueBrain> no, it doesn't care if you have files or not
22:40:59 <frosch123> ah, nvm, it's again about the "availability"
22:41:07 <TrueBrain> but I see the regression-suite is not validating that, so let me see what happens
22:41:30 <frosch123> is editing of "availability" easy to add, or shall i remove the entries for that?
22:41:48 <TrueBrain> the technical implementation is not that difficult, just the implications are
22:41:50 <TrueBrain> so lets remove it for now
22:42:51 <TrueBrain> I guess the biggest problem to solve there is the OpenTTD client btw :P
22:43:07 <TrueBrain> I wrote it in the wishlist :)
22:44:07 <TrueBrain> that earlier issue you found I fixed for new-package, but not for package :D Silly :P
22:45:18 <debdog> sometimes I wish https://wiki.openttd.org/File:Convert_rail.png would mean ctrl-z
22:46:32 <nielsm> again, the oil rig pickle https://0x0.st/iQN0.png
22:46:43 <DorpsGek_III> [OpenTTD/bananas-api] TrueBrain updated pull request #3: Add: first version of bananas-api https://git.io/JvhXb
22:46:53 <nielsm> (and I can't serve them with ships because the world has forgotten how to build ships)
22:47:08 <TrueBrain> frosch123: bug-fixes are now pushed; I have not yet pushed it to staging. Also a job for tomorrow :D
22:48:59 <TrueBrain> frosch123: and can I suggest you look into the click module? It is awesome for argument parsing. Might solve your TODOs around endpoints :D Feel free to look at bananas-frontend-cli how I did that there :)
22:49:20 <TrueBrain> (I am going to need that for AWS anyway, so I can take a look at it too :) )
22:50:01 <frosch123> currently i run it though the flask-runner
22:50:11 <frosch123> that is cool since it autoreloads stuff when files change
22:50:19 <frosch123> but it does not pass parameters through
22:50:29 <TrueBrain> that is ... odd
22:50:34 <TrueBrain> not what you would expect from flask :)
22:51:03 <frosch123> it thinks all parameters are for itself, and reports unknown ones
22:51:28 <TrueBrain> normally applications support --, where everything after is for the application, not for the runner
22:51:34 <TrueBrain> no clue if flask knows about that :P
22:52:04 <frosch123> hmm, now i am unsure whether i tried that :)
22:57:28 <TrueBrain> hmm, I wonder what happens if you make a change and revert it
22:57:34 <TrueBrain> I think it will try to commit an empty commit in that case
22:57:37 <TrueBrain> and fail :P
22:58:05 <frosch123> you consider empty name/version valid?
22:58:15 <frosch123> you only reject None
22:58:18 <TrueBrain> empty name only if the package already exists
22:58:27 <TrueBrain> owh, yes, currently "" is valid
22:58:29 <TrueBrain> for everything
22:58:37 <TrueBrain> guess I should put a min-length on the schema
22:58:56 <frosch123> for edtiing versions "" means info from package
22:59:00 <TrueBrain> it had a max :) Not a min :)
22:59:06 <LordAro> hmm, the new news post hasn't appeared
22:59:27 <LordAro> wait, yes it has
22:59:30 <LordAro> silly caching
22:59:35 <TrueBrain> robert[m]1: you want that, or it is doing that?
22:59:41 <TrueBrain> huh?
22:59:53 <TrueBrain> frosch123: that was meant for you
22:59:57 <TrueBrain> no clue what happened there
23:00:08 <TrueBrain> I would consider it a bug, if "" reverts the value
23:00:18 <frosch123> TrueBrain: the frontend does that
23:00:23 <TrueBrain> ah, yes, HTML
23:00:38 <frosch123> if the api reports "" for version.name, i display package.name
23:00:53 <frosch123> so i also expect that version.name can be set to ""
23:01:03 <TrueBrain> I have to check what happens with "", tbh. I don't know :)
23:01:11 <frosch123> it works so far
23:01:25 <TrueBrain> name should not be set in the dict if you should use package.name
23:01:41 <TrueBrain> and "" should be refused
23:01:49 <TrueBrain> but that gives the question: how to unset it once you set it
23:01:55 <TrueBrain> JSON has null, so I guess
23:03:05 <TrueBrain> weird that I did add "max" to schema validations, but not "min"
23:03:51 <TrueBrain> now I wonder what the to-disk writer does :D
23:04:14 <TrueBrain> yeah, that is going to write an empty string
23:04:20 <TrueBrain> that should not be happening :D
23:04:43 <frosch123> "" is way more convenient than nul for me
23:04:53 <TrueBrain> problem is that they have two different meanings
23:05:02 <TrueBrain> but I understand your point there :)
23:05:18 <TrueBrain> I don't mind if we make "" to: set to package.NNN
23:05:27 <frosch123> i put the package stuff into "placeholder", so "" looks cool in the gui
23:05:32 <TrueBrain> but the API should never return a `name: ""`
23:05:54 <frosch123> yes, GET can skip the entry in the dict, that is fine
23:05:59 <frosch123> i only need "" for PUT
23:06:08 <TrueBrain> it already should; but I am pretty sure it doesn't after you did a PUT of "" :)
23:06:13 <TrueBrain> yeah, that is fine
23:06:25 <TrueBrain> I need to fix some code, but that is easy
23:07:39 <TrueBrain> wrote it down so I won't forget :D
23:08:00 <TrueBrain> and off to bed for me; nn!
23:09:08 <DorpsGek_III> [OpenTTD/bananas-frontend-web] frosch123 updated pull request #2: Add: first version of the web front-end to new BaNaNaS server. https://git.io/Jvh5V
23:09:39 <TrueBrain> Owh, and LordAro, the website has a cache value of 1 hour; so you need a force-reload before it picks up the new version :)
23:09:46 <TrueBrain> Guess that is what you noticed ;)
23:09:59 <LordAro> yeah, could've sworn i did that already
23:10:01 <LordAro> but eh
23:10:20 <frosch123> oh, twitter
23:12:21 <_dp_> is that the smallest diff between openttd releases ever? xD
23:12:55 <glx> hmm I think we did smaller than that
23:13:36 <frosch123> don't mention 0.4.0.1
23:16:21 <frosch123> i always wonder whether people have set-up auto-retweets, or whether they are staring at their phones all the time
23:18:45 <glx> I do it manually when I remember to do it :)
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