IRC logs for #openttd on OFTC at 2026-09-13
            
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06:30:16 <peter1138> 16.0.0.3
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06:50:59 <andythenorth[d]> or wait for 160.0.3
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07:48:31 <mitchcz_81202> rito12_13: Hi, I have simillar structure like TileBase+TileExtended, stored in unordered_maps, what have tiles, entrances, and "ramps" (between-level rails).
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08:04:28 <andythenorth[d]> does a station catchment propagate through all levels?
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08:14:35 <DorpsGek> [OpenTTD/nml] Kuhnovic opened pull request #442: Add: Support for double-ended ships (OpenTTD #16002) https://github.com/OpenTTD/nml/pull/442
08:20:36 <ic111_42219> peter1138[d]: Thanks, I now solved it. What I missed at first was that the c modes in emacs use a concept of styles, which interfered with my attempts to set things directly. A sequence of c-guess-no-install, then in the minor mode c-add-style and c-set-style, then in the .emacs (add-hook 'c-mode-common-hook #'openttd-minor-mode) did the job.
08:36:00 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #16004: Fix: Reducing a vehicle's cargo capacity incorrectly truncated the cargo. https://github.com/OpenTTD/OpenTTD/pull/16004#pullrequestreview-5190242351
08:39:35 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #16003: Doc: Update changelog for 16.0-beta3 https://github.com/OpenTTD/OpenTTD/pull/16003#pullrequestreview-5190245100
08:59:35 <rito12_13> andythenorth[d]: Why would it be needed? Underground houses? Industries?
09:00:37 <peter1138> Oh, I see github is broken.
09:02:00 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #16004: Fix: Reducing a vehicle's cargo capacity incorrectly truncated the cargo. https://github.com/OpenTTD/OpenTTD/pull/16004
09:02:14 <peter1138> There it goes.
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09:07:13 <andythenorth[d]> rito12_13: without it, how do stations underground get cargo from surface? πŸ‘€
09:07:38 <andythenorth[d]> putting aside how it was done, the patch is an interesting concept
09:07:49 <andythenorth[d]> would imply that water depth is needed
09:08:13 <peter1138> Just assume station catchment is 2D, because that's the easiest to implement and the easiest to depict.
09:08:50 <peter1138> But as it's LLM-assisted, it's pretty moot indeed.
09:09:01 <andythenorth[d]> are stations vertically connectable? I didn't follow that in the video
09:10:08 <peter1138> What I saw was "just build underground to completely ignore any surface obstructions"
09:13:58 <andythenorth[d]> coal mines eh
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09:45:50 <mitchcz_81202> underground stations takes industry acceptance only 2 floors under normal level
09:46:17 <mitchcz_81202> and yes, under coal mine, there is double-level station. It is one StationID
09:49:01 <mitchcz_81202> peter1138: it is not developed by LLM
09:55:54 <andythenorth[d]> πŸ‘€
09:56:40 <andythenorth[d]> we have become cynical about new patches due to "claude made it" for most of them πŸ™‚
09:58:50 <mitchcz_81202> it really depends who and how can anyone use it. If you are not programmer, and just "claude something", it is really buggy... I understand, why devs don't want this...
10:00:35 <andythenorth[d]> anyway, the underground patch is interesting
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12:14:52 <peter1138> There's plenty of reasons other than "the user doesn't understand the output" to reject LLM usage.
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14:37:42 <talltyler> Underground catchment of surface structures makes sense, although you could also do a split station with a surface tile (trackless metro entrance tile, for example) to set the catchment area.
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14:39:50 <tabytac> I really like the needing to put some of the station on the correct surface for you to get the catchment, but it might not be intuitive enough
14:40:10 <LordAro> almost nothing about underground platforms is intuative
14:40:20 <LordAro> s/platforms/infrastructure/
14:47:17 <talltyler> A lot of OpenTTD isn’t particularly intuitive
14:57:04 * andythenorth[d] plays it
14:57:14 <LordAro> :o
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15:14:11 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #16005: Fix #15824: Game crash when truncating cargo of crashed vehicle https://github.com/OpenTTD/OpenTTD/pull/16005
15:28:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #16003: Doc: Update changelog for 16.0-beta3 https://github.com/OpenTTD/OpenTTD/pull/16003
16:03:58 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #15932: The game crashed https://github.com/OpenTTD/OpenTTD/issues/15932
16:06:26 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #15932: The game crashed https://github.com/OpenTTD/OpenTTD/issues/15932
16:06:29 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #15932: The game crashed https://github.com/OpenTTD/OpenTTD/issues/15932
16:16:31 <talltyler> Deep water, IMO, can be a separate PR and is not a prerequisite for underground mode, it would just have to be a new game-only feature and not one that retroactively applies to existing saves.
16:17:08 <talltyler> It could also be interesting to have foundations for tall buildings that extend downward, but again, as a later feature.
16:17:12 <talltyler> Now is not the time for scope creep πŸ™‚
16:17:13 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/7924
16:17:47 <talltyler> Yes, only in need of a small rebase πŸ˜›
16:17:54 <LordAro> teensy tiny
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17:02:22 <peter1138> Well.
17:17:04 <LordAro> ...i might be half way through the rebase now
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17:42:01 <rito12_13> πŸ‘€
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18:52:45 <_zephyris> Foundation depth was on my wishlist for house/town features...
19:05:44 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #7924: Feature: Water tiles have a depth https://github.com/OpenTTD/OpenTTD/pull/7924
19:07:11 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #7924: Feature: Water tiles have a depth https://github.com/OpenTTD/OpenTTD/pull/7924#issuecomment-5655431623
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19:23:31 <peter1138> :o
19:24:06 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #7924: Feature: Water tiles have a depth https://github.com/OpenTTD/OpenTTD/pull/7924
19:24:39 <peter1138> Of course, it'll need doxygen now :p
19:24:49 <LordAro> that's what i've just done, hopefully
19:24:59 <LordAro> hopefully in all the right commits
19:25:08 <LordAro> ...no
19:26:29 <DorpsGek> [OpenTTD/OpenTTD] LordAro updated pull request #7924: Feature: Water tiles have a depth https://github.com/OpenTTD/OpenTTD/pull/7924
19:40:47 <DorpsGek> [OpenTTD/team] V1iking opened issue #715: [nn_NO] Translator access request https://github.com/OpenTTD/team/issues/715
19:45:50 <DorpsGek> [OpenTTD/team] V1iking commented on issue #715: [nn_NO] Translator access request https://github.com/OpenTTD/team/issues/715
20:07:02 <DorpsGek> [OpenTTD/OpenTTD] James103 started discussion #16006: Mention height difference in bridge too low/high for terrain error message https://github.com/OpenTTD/OpenTTD/discussions/16006
20:10:00 <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #7924: Feature: Water tiles have a depth https://github.com/OpenTTD/OpenTTD/pull/7924#pullrequestreview-5192086084
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20:25:25 <peter1138> Oh hah, if it's using `free` that's a bad sign :p
20:28:23 <LordAro> yeah...
20:28:44 <LordAro> i caught the alloc (because CallocT), didn't think to look for the inverse
20:29:03 <LordAro> that whole commit could do with a proper update
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20:42:59 <Izzybee> soon: game script that implements sea level rise
20:43:23 <peter1138> From what I remember of the patch, the deep sea levels are virtual.
20:46:16 <Izzybee> ah well
20:46:40 <peter1138> I know I had some qualms with it :)
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