IRC logs for #openttd on OFTC at 2022-08-20
            
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00:21:58 <Olionkey> iI had asked Trubrain to try to disable the ability for people to tag discord members from IRC with the bot due to the ability to mass mention and use the @ everyone and @ here. But if you guys want it I guess we could do it a different way
00:23:38 <glx> everyone and here are prevented
00:25:56 <dwfreed> IRC users, however, can get a list of all the discord users and mass ping
00:26:06 <dwfreed> but they can equally mass ping IRC users
00:26:30 <dwfreed> and not being able to ping discord users usefully would be detrimental
00:31:06 <FLHerne> can always just ban anyone who does that
00:31:38 <dwfreed> yeah, nothing prevents you from banning mass pingers
00:33:55 <glx> the rare times I saw it, that triggered the flood detection
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00:44:38 <glx> just testing @glx
00:45:06 <glx[d]> indeed we seem to be safe
00:46:27 <glx[d]> the only way to tag is to mention the IRC nickname
00:47:51 <WoozyDragon4018> they can ping us by just our name?
00:48:41 <glx> WoozyDragon4018: yes, same as on discord :)
01:02:10 <dwfreed> the relay looks for the IRC nickname of the puppet, bounded by non-word characters or the start of the line, and automatically converts it to a discord tag when passing it to discord
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04:33:19 <NEKOMASTER> I wonder if before the IRC bridge was set up if you guys in IRC land even chatted/posted this much 😄
05:47:48 <peter1138> I wonder if before the Discord bridge was setup if you guys in Discord land even chatted/posted this much :)
05:48:44 <NEKOMASTER> Depends on the channel 🙂
05:49:06 <NEKOMASTER> off-topic is usually pretty active, as well as the openttd and meme channels 😄
05:49:48 <NEKOMASTER> ALSO with more and more people getting into developing stuff for OPenttd the dev channel (now add-on-development) has become more busy too
05:51:45 <peter1138> I wasn't actually wondering.
05:52:16 <NEKOMASTER> Lol
05:52:44 <NEKOMASTER> Its just hat in the past when I jumped into the IRC channel the place seemed pretty dead until I started causing a ruckus for help 😄
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06:17:54 <dwfreed> nah, the IRC channel has been pretty active since I've joined it
06:19:30 <NEKOMASTER> Maybe by chance I just happened to come around when the place was dead, especially since I imagine achunk of the people on IRC are from europe or work in north america
06:20:00 <NEKOMASTER> So people be working, living, or sleeping
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08:24:13 <FLHerne> I think it's virtually all Europe
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12:45:32 <peter1138> That's my legs screwed for a while.
12:46:47 <peter1138> And my laundry is done, it's a smart machine so I get an alert on my phone. Unfortunately it's not smart enough to unload and hang it out.
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13:30:31 <TallTyler> Now that would be a truly useful invention
13:30:36 <LordAro> peter1138: woah
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16:40:31 <DorpsGek> [OpenTTD/team] K4smun1 opened issue #338: [id_ID] Translator access request https://github.com/OpenTTD/team/issues/338
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17:55:27 <peter1138> Woe?
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18:18:08 <DorpsGek> [OpenTTD/team] ShowTNTC opened issue #339: [fr_FR] Translator access request https://github.com/OpenTTD/team/issues/339
18:18:50 <andythenorth> does Chrome now reject first party cookies?
18:19:02 <andythenorth> all my session logins are constantly expired
18:19:05 <andythenorth> 'constantly'
18:19:10 <andythenorth> frequently /s
18:29:38 <DorpsGek> [OpenTTD/OpenTTD] kha84 commented on issue #9969: [Bug]: Error: Couldn't find any suitable video driver https://github.com/OpenTTD/OpenTTD/issues/9969
18:44:03 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9969: [Bug]: Error: Couldn't find any suitable video driver https://github.com/OpenTTD/OpenTTD/issues/9969
18:44:06 <DorpsGek> [OpenTTD/OpenTTD] nielsmh closed issue #9969: [Bug]: Error: Couldn't find any suitable video driver https://github.com/OpenTTD/OpenTTD/issues/9969
19:14:37 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #9969: [Bug]: Error: Couldn't find any suitable video driver https://github.com/OpenTTD/OpenTTD/issues/9969
19:19:34 <DorpsGek> [OpenTTD/team] glx22 commented on issue #338: [id_ID] Translator access request https://github.com/OpenTTD/team/issues/338
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19:24:40 <DorpsGek> [OpenTTD/team] glx22 commented on issue #339: [fr_FR] Translator access request https://github.com/OpenTTD/team/issues/339
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19:45:41 <andythenorth> why doesn't nml fail on `tile_powers_railtype("CABBAGE")`?
19:45:53 <andythenorth> it's a string literal for the weird nml railtypetable fallbacks thing
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19:46:39 <peter1138> Why would I remember a junction I passed through once, in the opposite direction, 4 years ago?
19:46:47 <andythenorth> because brain
19:47:54 <andythenorth> are you dreaming of junctions? in reverse?
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19:54:17 <DorpsGek> [OpenTTD/OpenTTD] kha84 commented on issue #9969: [Bug]: Error: Couldn't find any suitable video driver https://github.com/OpenTTD/OpenTTD/issues/9969
20:51:06 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8099: UI elements (incl. news message) do not resize properly on font size change, causing graphical glitches https://github.com/OpenTTD/OpenTTD/issues/8099
21:03:40 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #7971: Issues found starting/stopping trains due to conversion of (un)electrified rail https://github.com/OpenTTD/OpenTTD/issues/7971
21:06:19 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #7861: Starting a new map from the title screen NewGRF window reloads the NewGRFs twice. https://github.com/OpenTTD/OpenTTD/issues/7861
21:06:22 <DorpsGek> [OpenTTD/OpenTTD] James103 closed issue #7861: Starting a new map from the title screen NewGRF window reloads the NewGRFs twice. https://github.com/OpenTTD/OpenTTD/issues/7861
21:12:15 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8167: No error message subtitle for if house can't be replaced while building industry https://github.com/OpenTTD/OpenTTD/issues/8167
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22:39:39 <andythenorth> industries with gaps for building routes in
22:39:43 <andythenorth> are weird, yes?
22:42:41 <FLHerne> I really like them
22:43:04 <FLHerne> especially with the matching CHIPS stations
22:43:53 <FLHerne> makes it look more like an integrated facility rather than [factory] [station]
22:44:22 <FLHerne> it would be nice to have a 2-tile-wide gap sometimes
22:48:47 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010681834918662265/unknown.png
22:48:47 <andythenorth> I think I would prefer it if the track base tiles weren't green
22:48:53 <andythenorth> there is a railtype grf for that, but eh
22:49:48 <andythenorth> we don't have objects with track?
22:54:32 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010683280615559328/unknown.png
22:54:32 <andythenorth> I tried double-gapped for flexibility
22:54:56 <andythenorth> it permits building ro-ro layouts more easily
22:55:06 <TallTyler> Very pretty
22:55:10 <andythenorth> nah
22:55:12 <andythenorth> looks stupid
22:55:21 <andythenorth> it doesn't look like TTD
22:55:30 <TallTyler> Until you put matching stations in the gaps
22:55:48 <reldred> I dig it, could use it for road stops, access roads, etc
22:56:00 <andythenorth> I think if I did this I would need to do CHIPS tiles for each industry
22:56:05 <andythenorth> old FIRS used to have these gaps
22:56:21 <andythenorth> I sacked them all except stockyard, and that only stayed because it's drawn that way
22:56:28 <andythenorth> gaps are basically shit
22:56:38 <andythenorth> but I am really having a hard time with routes 😛
22:58:59 <andythenorth> I wonder if I could make 'outpost' layouts work
22:59:05 <andythenorth> so the main industry is all one block
22:59:22 <andythenorth> but then there's a little island of 2x2 or so extra to one side, maybe 2 tiles away
23:02:00 <wallabra> Remember when Representative UK Trainset was called the Representitive UK Trainset? It probably had a fair pinch of tit in it.
23:03:36 <FLHerne> andythenorth: yeah, it looks kind of weird with a grass-based rail line in the middle, so I never build one :p
23:04:00 <FLHerne> always road or the matching CHIPS station
23:04:41 <FLHerne> andythenorth: I still think removable/overbuildable industry tiles would be nice
23:05:08 <andythenorth> yeah, but that's...spec 🙂
23:05:13 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010685969416077323/unknown.png
23:05:15 <andythenorth> something like this could work
23:05:15 <FLHerne> then I'd have the option of building a station in the gap
23:05:43 <FLHerne> yeah, that's quite pretty
23:05:50 <andythenorth> ^ that could also be (1) parameter on/off (2) automated in the compile
23:06:00 <andythenorth> if I define a new sublayout tool
23:06:06 <andythenorth> and define 'outpost' layout
23:06:29 <andythenorth> then I can do the main layout, and generate outposts NE / SW / NW / SE
23:09:23 <andythenorth> this clever idea goes wrong when other industries generate too close, but eh 😛
23:11:14 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010687484239302686/unknown.png
23:11:25 <andythenorth> diagonal mainline 'through' the industry
23:16:05 <debdog> there's something wrong with the signals there
23:16:26 <andythenorth> no really 😛
23:16:35 <debdog> hehe
23:16:35 <andythenorth> and the grade separation
23:18:55 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010689420904644608/unknown.png
23:18:55 <andythenorth> there's something weird about it to me
23:19:14 <andythenorth> but it might be the best solution for industries with lots of input / output cargos
23:19:29 <andythenorth> making just 'bigger' layouts will be hard for the game to place
23:20:52 <debdog> to stay OT: I like building stations attaching the industry and sometimes through it, too. I wish there were track tiles that look like good yards but do not act like them. to build more cmoplex structures without having racks surrounded by gras in them
23:21:19 <andythenorth> like objects with tracks?
23:21:28 <andythenorth> or also stations, but not stations
23:22:23 <reldred> Industrial track set is bae
23:22:45 <debdog> to make it look like one big gravel or whatever yard. there cuold be objects, too, yes
23:23:17 <FLHerne> andythenorth: I like it
23:23:53 <FLHerne> it looks kind of weird because there's no road or anything linking them, but that's already true of industries in general
23:24:22 <FLHerne> pretty much the first thing I do these days is build a road network linking every industry to the nearest town
23:24:23 <andythenorth> ideally it would have conveyors 😛
23:24:40 <FLHerne> conveyors would be nice
23:24:47 <andythenorth> 'raw material delivery' would be a good outpost type
23:24:49 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010690902248935434/unknown.png
23:25:01 <andythenorth> the stockyards for e.g. ore are often remote from the industry
23:25:21 <andythenorth> would need a building with the industry colour to tie it together visually though
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23:34:52 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010693431921745990/unknown.png
23:34:52 <andythenorth> coke oven example
23:35:23 <andythenorth> always a PITA, needs high volume coal drop off, high volume coke pickup, and 2 small pickups for coal tar and sulphur
23:39:11 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1010694517353087046/unknown.png
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23:53:56 <NotLuke> if i were you id take a look at scunthorpe steel works