IRC logs for #openttd on OFTC at 2026-08-15
            
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04:59:54 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/df55704e7d336467df739c861d86ac09695fcba1
04:59:55 <DorpsGek> - Update: Translations from eints (by translators)
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05:55:34 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/31867048978
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07:13:43 <_zephyris> talltyler: That's a great mockup for some really nice tree behaviours...
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08:39:42 <peter1138> Oh right, tree height I guess.
09:02:41 <reldred> :widdle_goblin:
09:02:53 <reldred> why do I set myself such weird design constraints
09:03:15 <reldred> its alright I dont actually need two proxmox clusters
09:03:54 <reldred> it would have been fun to do an x86 cluster and a little arm64 cluster and manage both clusters with proxmox datacentre manager
09:04:23 <reldred> but its not like I could migrate vm's or containers between them with the arch difference
09:11:42 <peter1138> That's why infrastructure-as-code.
09:12:12 <reldred> disgusting
09:12:16 <reldred> absolutely not
09:13:22 <peter1138> Uh oh
09:14:42 <Rubidium> isn't that what Rosetta was for?
09:33:55 <_zephyris> Can tree height override the redraw box?
09:35:02 <_zephyris> And if you're going going to try max # trees per tile, I'd suggest any num 1..4
09:35:07 <_zephyris> Just my 2c
09:48:52 <peter1138> Yes that would be purpose of tree height.
09:49:42 <peter1138> Each tree sets its maximum, then the tree tile is the maximum combined.
10:40:20 <_zephyris> Nice
10:40:41 <_zephyris> Vanilla presumably could do with a more sensible default
10:40:56 <peter1138> Heh, bridges-over-trees?
10:52:43 <andythenorth> trees-on-bridges? https://www.thehighline.org/history/
10:57:12 <_zephyris> There are worse ideas... Scrub under high bridges could look nice
11:02:23 <peter1138> That's mainly what I was thinking :)
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11:19:43 <reldred> Yes plz bridges over trees/shrubs
11:27:45 <peter1138> Hmm, default tree height is 6 height levels.
11:50:43 <DorpsGek> [OpenTTD/nml] andythenorth opened pull request #438: Change: increase industry tile ID limit https://github.com/OpenTTD/nml/pull/438
11:54:06 <_zephyris> Trees are tall πŸ˜‰
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12:06:37 <kuhnovic> Bridges over all the things
12:07:19 <_zephyris> I'd like them over houses
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12:14:02 <reldred> Same
12:14:29 <peter1138> Bridges over airports
12:14:49 <reldred> maybe not lol
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12:33:53 <tabytac> https://cdn.discordapp.com/attachments/1008473233844097104/1538163823884763236/Bridge_to_Pier_6_Gatwick_North_Terminal_-_geograph.org.uk_-_74055.jpg?ex=6a81ae31&is=6a805cb1&hm=b3c71c9667000a429179e7c3e1bf49046560880b509aed494a23e5e849bc9ba7&
12:33:54 <tabytac> maybe 🀣
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14:24:51 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1538191748151386202/IMG_5595.png?ex=6a81c832&is=6a8076b2&hm=d5a3a8596bc9ba97a7d03087dc2f80f46e38d74a375c2ebeac0bdc07f72bde11&
14:24:57 <belajalilija> Roads over roads?
14:25:19 <peter1138> Preposterous
14:25:32 <peter1138> That's what OpenLoco is for.
14:28:57 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1538192780000497804/IMG_5597.png?ex=6a81c928&is=6a8077a8&hm=fce3b0a1da83b9a720301d374b529bc589264944d2e389a8b627573695be064d&
14:28:57 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1538192780311138334/IMG_5598.png?ex=6a81c929&is=6a8077a9&hm=b1fb33f42e8fc20588a28f0c38a88ec663f340a4c330f1a15dd1defeea27a7f0&
14:28:57 <belajalilija> But they’d be so pretty
14:36:04 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on pull request #12183: Change: Throw out per-grf industry tile limit. https://github.com/OpenTTD/OpenTTD/pull/12183#issuecomment-5302699561
14:37:52 <peter1138> Okay, so why did my computer just instantly reboot... :o
14:38:33 <belajalilija> Randomly without you telling it to?
14:38:43 <belajalilija> Mine did that recently
14:38:52 <reldred> thats your penalty for denying us roads over roads
14:38:56 <belajalilija> 2-3 times
14:38:57 <reldred> πŸ˜›
14:41:15 <andythenorth> hmm
14:41:47 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538196008993816716/image.png?ex=6a81cc2a&is=6a807aaa&hm=8a9ac909f5ff54d894a89a9d1cd01d74cc864b965c267863b0244f731891b0ee&
14:41:47 <andythenorth> I build a lot of crossings like
14:41:54 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538196039532548166/image.png?ex=6a81cc32&is=6a807ab2&hm=0062951cbda256b66d078212b3c1ea20c9f4727cb8a8ea16af8a7df0b2d7ee3f&
14:41:54 <andythenorth> or
14:42:12 <reldred> both look good
14:42:29 <andythenorth> yeah but they're annoying and use up tiles, and mess with signal spacing
14:42:40 <andythenorth> and can't do diagonal
14:42:55 <andythenorth> trying to work out if we could have some 'underpass' structure
14:42:57 <reldred> meh I tend to use very loose signal spacing but I play bigger, sparser maps than you do.
14:43:02 <reldred> so eh
14:43:23 <reldred> also jgrpp signals everywhere on everything
14:43:40 <reldred> also god look at the time
14:43:47 <reldred> why am I still awake I should fix that
14:44:26 <andythenorth> some sort of bridge/tunnel thing, which doesn't require slope
14:45:10 <andythenorth> and can be diagonal πŸ˜›
14:46:31 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538197201304420432/image.png?ex=6a81cd47&is=6a807bc7&hm=6db971d8b531399b8354f55246622b9a779f540d9e9a041b2888111c0cb03c23&
14:46:31 <andythenorth> something clunky about this
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15:09:32 <talltyler> I use a signal spacing of 14, and just turn down town and industry cargo to 50% or less, so my network isn't a conveyor belt
15:15:21 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538204455097344094/image.png?ex=6a81d408&is=6a808288&hm=b5b287320fbd822020a133375b228b24cefb4683cf07f82c182cfe9ba0f17653&
15:15:21 <andythenorth> industry is quite dense eh
15:17:31 <DorpsGek> [OpenTTD/nml] Rito13 commented on pull request #438: Change: increase industry tile ID limit https://github.com/OpenTTD/nml/pull/438#issuecomment-5302867380
15:19:29 <DorpsGek> [OpenTTD/nml] andythenorth commented on pull request #438: Change: increase industry tile ID limit https://github.com/OpenTTD/nml/pull/438#issuecomment-5302875119
15:26:15 <DorpsGek> [OpenTTD/nml] PeterN commented on pull request #438: Change: increase industry tile ID limit https://github.com/OpenTTD/nml/pull/438#issuecomment-5302901522
15:37:46 <DorpsGek> [OpenTTD/nml] andythenorth commented on pull request #438: Change: increase industry tile ID limit https://github.com/OpenTTD/nml/pull/438#issuecomment-5302948150
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16:08:30 <DorpsGek> [OpenTTD/nml] PeterN approved pull request #438: Change: increase industry tile ID limit https://github.com/OpenTTD/nml/pull/438#pullrequestreview-4944201189
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16:33:41 <emperorjake> Most NewGRF features have the ability to use base graphic sprites, but railtypes can seemingly only use the normal rail sprites. Could there be a way to make a railtype use base monorail or maglev graphics without having to define new sprites?
16:55:34 <peter1138> Setting `station_graphics` should do that as well I think. Probably a missnamed property.
17:03:19 <andythenorth> hmm
17:03:28 <andythenorth> "is it just me..."
17:03:44 <andythenorth> every time I build a bridge, it's like I'm cheating
17:03:50 <andythenorth> not sure why
17:07:42 <andythenorth> maybe they were banned on coop servers
17:07:47 <andythenorth> probably that
17:08:07 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538232837218639923/image.png?ex=6a81ee77&is=6a809cf7&hm=e6d73fa1c4d5cc6595bd0f6ea74e31b2d334c9126d119b763f92c3917b5e8d2f&
17:08:07 <andythenorth> but this just feels wrong
17:09:30 <_zephyris> Disabled build on slopes πŸ˜‰
17:10:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538233463633612870/image.png?ex=6a81ef0c&is=6a809d8c&hm=bf7977a0da2c7639f7271393fdd5b28bf8ee61a8de994bfe3c0cbe793954afad&
17:10:37 <andythenorth> as I recall it, on coop competitive servers, the rule was to do this
17:13:42 <peter1138> Have you considered not getting hung up on old server-specific gsme play that died for a reason?
17:14:07 <_glx_> andythenorth: why rising land? Bridges have there own ramp is needed
17:14:33 <andythenorth> looks better to me
17:14:52 <belajalilija> Use auz fake bridges
17:15:19 <belajalilija> You can keep things flat and have a β€œbridge”
17:16:18 <emperorjake> I also recommend raising land for bridges in my aesthetic guide
17:16:28 <emperorjake> Flat bridgeheads just look better than sloped ones
17:16:54 <belajalilija> ^^
17:18:57 <andythenorth> be nice if bridgeheads could be on water
17:19:19 <andythenorth> I tried custom bridges in JGRPP, but I don't understand them
17:24:09 <emperorjake> Custom bridgeheads are easy, you just build the bridge and then change the track on the bridgehead
17:28:55 <andythenorth> so it's custom track on the bridge head?
17:29:18 <emperorjake> you edit the track on the bridgehead as you would any other track tile
17:30:31 <emperorjake> the difference is at least one piece of track has to remain attached to the bridge
17:31:58 <tabytac> https://cdn.discordapp.com/attachments/1008473233844097104/1538238836168069203/image.png?ex=6a81f40d&is=6a80a28d&hm=39898b43e4881e308b2222b9282c784ab01268635abaa80d85db4004a8f1d58e&
17:31:58 <tabytac> custom bridgeheads is cool for roads especially
17:34:04 <peter1138> https://fuzzle.org/~petern/ottd/bridgehead4.png Yeah.
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17:34:50 <notluke2578> tabytac: oh definitely, i love using it
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17:43:10 <albionseascale> tabytac: suuuch a great feature, especially great when making cuttings through cities, been able to keep a road along one side whilst also still having bridges
18:02:25 <andythenorth> how do I bridge over stations?
18:02:30 <andythenorth> does it need grf support?
18:05:44 <peter1138> Step 1: build a station, step 2: build a bridge that is high enough.
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18:17:50 <andythenorth> should probably add bridge action 0 prop 20 to my grf πŸ˜›
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18:27:44 <peter1138> There isn't a prop 20 for bridges.
18:35:43 <andythenorth> bridge / station /s
18:35:47 <andythenorth> who writes this stuff anyway?
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20:09:46 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1538278549025456159/image.png?ex=6a821909&is=6a80c789&hm=8735c2196a7a38b6b2610a2711f80fc28bd73ea2733ef8723e4d8cb8fa17664e&
20:09:46 <belajalilija> https://cdn.discordapp.com/attachments/1008473233844097104/1538278549499150366/image.png?ex=6a82190a&is=6a80c78a&hm=79185724d06baa56851aa5a30b9047ca3b20b25a99b75e894caff28b40295820&
20:09:56 <belajalilija> the joys of custom bridge heads
20:13:50 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538279573500731453/image.png?ex=6a8219fe&is=6a80c87e&hm=b3ac41e1ac37c1b89ce1e8dc0999e74a80284e12af095b1329c4c71ec37c845f&
20:13:50 <andythenorth> wonder if bridges can be improved
20:14:05 <andythenorth> for some reason can't build long steel bridges
20:14:48 <peter1138> Yes, you can load NewGRF bridges which replace the default stats.
20:18:46 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538280816017412096/image.png?ex=6a821b26&is=6a80c9a6&hm=0090cd8ebff17ce34ab4f972eb4f969318d89b0e664644d30b656df57deab27b&
20:18:46 <andythenorth> maybe I should patch the one I use
20:19:14 * andythenorth bananas looking
20:20:35 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1538281270411399239/image.png?ex=6a821b92&is=6a80ca12&hm=c880578184c9f80cb3ac04a489ae20c19e69b4b3eddc4c075ded010af49df83d&
20:20:35 <andythenorth> had the wrong grf loaded πŸ˜› this is the one I needed
20:33:57 <andythenorth> PICNIC
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22:46:29 <DorpsGek> [OpenTTD/bananas-server] ebla71 commented on issue #433: Bad gateway [Error code 502] https://github.com/OpenTTD/bananas-server/issues/433
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