IRC logs for #openttd on OFTC at 2026-08-09
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05:31:50 <DorpsGek> - Update: Translations from eints (by translators)
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07:26:46 <peter1138> Hmm, maybe the sudden steps as always intentional.
08:00:44 <Rubidium> I would say it'd be fairly realistic if snow appears all at once, after all that's usually initiated by some snow storm. The dithering when it's melting might be more realistic, but then the more shaded places should probably loose their snow slower as well I'd reckon
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08:01:33 <Rubidium> having said that, I'm too lazy to properly set up NewGRFs so I've never really experienced the variable snowline in game
08:05:57 <peter1138> Yeah, maybe this is fixing the wrong thing :/
08:08:56 <peter1138> It doesn't all switch at once with vanilla settings, it takes several days for each transition to cover the affected tiles. Though partly because it jumps. Hmm.
08:16:27 <peter1138> wallclock settings that is.
08:22:06 <peter1138> What's an area of shade anyway :)
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09:00:43 <andythenorth_> can I make industries build on hills?
09:00:59 <andythenorth_> "Hill Farm" would be silly on flat groun
09:01:14 <Rubidium> peter1138: I'd say any slope facing west-north-west-ish is shade, i.e. tileh 6, 12, 23 and 30. Assuming we're not doing half-tile snow...
09:06:49 <andythenorth_> wonder if custom farm fields should be a grf feature
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10:07:03 <andythenorth_> hmm, maybe I need discord for FIRS design chat
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10:34:50 <reldred> Custom fields would be great
10:35:00 <reldred> I’ll settle for trees though
10:36:06 <andythenorth_> Meat Pie Factory?
11:01:41 <andythenorth_> food cargo chains are tricky
11:01:45 <andythenorth_> because meat is food
11:01:49 <andythenorth_> but meat is also needed for pies
11:07:39 <andythenorth_> the robot is quite good as a design aid for some things
11:08:13 <andythenorth_> but crap for others, it just goes round in circles, changing the same thing back and forth
11:08:20 <reldred> guess it depends who's making the pies, the big factory ordering industrial quantities of beef, or the small bakery who bought their beef from the local supermarket or butcher
11:08:29 <andythenorth_> autocomplete doesn't make strange human leaps
11:08:31 <reldred> but then pies are food too
11:08:46 <andythenorth_> these are enough pies to fill at least one big truck
11:09:12 <reldred> so four n twenty frozen meat pies
11:09:41 <reldred> i've got pies in the freezer
11:09:50 <reldred> alas it's too late at night to be eating them
11:10:00 <reldred> and tomorrow I must go to the orifice
11:19:34 <_zephyris> Not objects as fields. Kinda demands a NewGRF 'tile type'.
11:20:08 <_zephyris> I think discussions/ideas have ended up spiralling around industries placing objects around themselves, which is quite a different behaviour IMO
11:21:55 <andythenorth_> it's a logical sidetrack
11:22:35 <andythenorth_> but I couldn't find any compelling cases, that don't involve a lot of complicated yak-shaving
11:22:40 <andythenorth_> and GS could just do it
11:23:01 <andythenorth_> whereas 'farm fields, but with sheep' is an easy case to understand
11:27:18 <reldred> yeah would be good if anything just to make all the different types of farms look proper
11:29:57 <reldred> but i need muh trees first
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11:32:57 <peter1138> NewFields, with animations.
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12:26:29 <reldred> Maybe then Jake will put fields back in axis 😭
12:28:21 <andythenorth_> hmm what shall I do now?
12:28:42 <andythenorth_> hmm, maybe sit on the sofa with my leg raised
12:28:46 <andythenorth_> like every other day :P
12:38:08 <belajalilija> reldred: as a param would be neat
12:38:57 <emperorjake> I've already said this is very hard due to how FIRS is coded
12:40:00 <emperorjake> I'd love to see custom fields get implemented, but I already have a separate fields GRF for that 😛
13:15:05 <peter1138> I suppose I better deail.
13:23:20 <peter1138> Why twice though :o
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14:34:59 <electricozone> archive.org link:
14:35:32 <peter1138> Well, it's a wiki...
14:36:01 <electricozone> I'd do it, but I don't yet have an account there; is there an approval process, or do I just need to create an account?
14:42:57 <andythenorth_> Food cargo is a gordian knot
14:43:27 <andythenorth_> I could split it up, and deliver e.g. meat, bread, fish, fruit, etc to town industries
14:43:35 <andythenorth_> then we could have a pie factory
14:43:42 <andythenorth_> taking in meat and flour, to make pies
14:43:46 <electricozone> Community page updated:
14:43:47 <andythenorth_> but it has to make Food
14:44:03 <andythenorth_> so now there is Food and there are types of food, both accepted by towns
14:44:18 <andythenorth_> it's like having Steel, and Steel Wire Rod in the same economy
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14:56:51 <andythenorth_> 128 cargos when?
15:03:40 <Phileman> haha babybel, "the red cheese is chewy!" "the red cheese is wax."
15:58:41 <peter1138> If we made it 128, then someone would demand 256.
16:01:29 <belajalilija> just go with 65535
16:03:05 <belajalilija> then people can make grfs where one can transport both 1L bottles of semi skimmed milk and 2 pint bottles of semi skimmed milk
16:06:20 <_zephyris> @andythenorth_ Sounds like it's a design aim problem, rather than something intractable
16:06:35 <andythenorth_> it requires some sort of choice
16:06:54 <_zephyris> Well, decision decision paralysis 😉
16:06:54 <andythenorth_> I think towns can only accept Food, not Meat, Cheese, Fish, etc
16:07:27 <_zephyris> Unless you provide houses
16:07:31 <andythenorth_> there's too many reasons why individual food cargos just wouldn't quite work
16:07:54 <belajalilija> this calls for an horse/firs/hog type house set
16:08:40 <_zephyris> Nothing to stop an industry set providing a cheese shop, a butchers, etc. Limited to 1 per town, could protect from demolition, etc.
16:08:52 <_zephyris> I've got a draft set which does that somewhere...
16:10:42 <belajalilija> with generic uk themed buildings such as Winterslopes supermarkets and other made up things like Lancashire Bank, Lancashire Trading, Girles and Tony's Carvery
16:11:16 <_zephyris> Would need to add similar for cargo recieved
16:18:53 <peter1138> std::bitset<65535> :o
16:19:19 <peter1138> Each time a cargo mask is stored/used, 8KiB :)
16:25:36 <andythenorth_> I think Food is too baked into too many house sets, too many town sets, too many GS probably
16:26:20 <andythenorth_> could probably make town delivery work as individual cargos, but I have other ideas for those
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17:55:45 <Phileman> no oui til brookland!
17:56:02 <Phileman> uhm, sorry, wrong channel
18:00:26 <andythenorth_> hmm 63 cargos used
18:00:29 <andythenorth_> wonder if I can delete any
18:21:57 <peter1138> Delete passengers and mail
18:30:04 <andythenorth_> hard-code them in OpenTTD you say? 👀
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19:46:15 <andythenorth_> need cargo labels for Seafood, Dairy Products, Meat Products
19:46:24 <andythenorth_> maybe there are some already
19:48:05 <andythenorth_> hmm the other 2, I have no idea
19:50:23 <_zephyris> Would it be crazy for a NewGRF to map a list of cargos to pax, mail, goods and food? Say, seafood, dairy, meat -> food. Idea would be that any town house which accepts food would now accept all three?
19:50:40 <andythenorth_> badges you say?
19:55:28 <andythenorth_> "CLAM" for seafood products? :P
19:55:48 <andythenorth_> it's processed seafood though :P
20:20:29 <andythenorth_> need to add flour, so that will be 63
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20:32:47 <_glx_> first the commit checker can't find a common ref with master in 256 commits
20:33:42 <_glx_> of course doxygen check has the same issue
20:38:07 <_glx_> basically your branch is from a too old master, needs to be rebased
20:54:23 <andythenorth_> can't decide if nuclear chain should be in or out of this FIRS economy :P
20:55:25 <peter1138> Do you play with it?
20:57:07 <andythenorth_> not sure yet, haven't played through
20:57:17 <andythenorth_> leave it in then
20:57:22 <andythenorth_> can always delete later :P
20:57:41 <andythenorth_> mostly I think 63 cargos is too many, and deleting nuclear chain removes 2
21:05:31 <verbosetiger> _glx_: Perfect thank you much appreciated
21:38:43 <andythenorth_> Apples, for the UK flavour? or Fruit because it's sensible?
21:42:45 <reldred> If we do get NewFields then we need the ability for an industry to set the radius of the fields, and also a production penalty for the fields being destroyed
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22:14:56 <_zephyris> Trees look good to me BTW
22:15:16 <_zephyris> I think I was overthinking probabilities and classes, the simple single probability seems good
22:15:54 <_zephyris> I think there would be ways to make the vanilla trees a bit more like the original behaviour, but probably not worth it...
22:19:18 <reldred> Well it has zephs approval, merge it 😛
22:21:23 <andythenorth_> Apples or Fruit? Fruit or Apples?
22:21:29 <andythenorth_> can't include both, it's weird
22:22:18 <andythenorth_> could include soft fruit, or exotic fruit, or citrus
22:22:25 <andythenorth_> or bananas, or pineapples
22:23:05 <andythenorth_> I should move back to discord, before I get asked to stop teddy bear posting :P
22:27:55 <_zephyris> I'm trying to imagine weirder behaviours a tree NewGRF author might want to use...
22:33:39 <reldred> _zephyris: Bout all I’d want are above/below snowline (height alone would suffice), proximity to water maybe,
22:33:43 <andythenorth_> trees that walk around, like in LOTR or something
22:33:58 <andythenorth_> some fantasy thing has a walking forest
22:39:00 <andythenorth_> will dream of Apples
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23:03:20 <peter1138> _zephyris, multiple probabilities for compatible classes is just pain for storing, defining, and understanding what is meant to happen.
23:23:26 <_zephyris> I was wondering about an extra probability to boost occurrence of the same tree on a single tile... Probably not needed
23:23:58 <_zephyris> There are non plant menu/non primary trees, right?
23:55:30 <peter1138> Yes. I removed the explicit flag, as it's handled by a placement probability of zero.
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