IRC logs for #openttd on OFTC at 2010-07-27
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00:12:39 <Eddi|zuHause> trying to read 20 year old diskettes is so frustrating
00:14:04 <Eddi|zuHause> the first two were recognized as "not formatted", the next 4 worked, and the 7th (of 11) is now for 20 minutes at "15 seconds left"
00:16:49 <Eddi|zuHause> i think it has given up now...
00:19:06 <Rubidium> and how long were they claimed to last?
00:19:14 <Rubidium> "at least 100 years" or something?
00:19:30 <Rubidium> like on some CD-Rs, that are totally unreadable by now
00:21:28 <Eddi|zuHause> i don't remember if there was any such guarantee
00:22:03 <Eddi|zuHause> maybe i can find other... "backups"
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00:56:04 <Eddi|zuHause> hm... it's weird... the other computer can read one of the "alledgedly unformatted" disks
00:56:26 <Eddi|zuHause> so i have one unreadable disk, and 3 partially readable disks, out of 11
00:56:59 <SmatZ> quality of floppy drives varies a lot
00:57:14 <SmatZ> unreadable in one drive can be readable fine in another...
01:02:13 <Eddi|zuHause> i have another drive here, which i could build into my computer, but i'm really not in the mood to do that...
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08:54:07 <peter1138> hmm, is it possible to open an sqlite db multiple times?
08:54:48 <peter1138> ah, i'm leaving it locked :s
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10:38:36 <perk11> Wow, new chain feature looks awesome
10:40:16 <Eddi|zuHause> viewing industry chains, probably
10:40:18 <perk11> "Display chain" feature
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10:42:57 <Ammler> yes, sometimes, the lovely devs succeed to surprise us again ;-)
10:44:03 <Ammler> specially nice, if you use firs or ecs
10:44:07 <perk11> and it works for NewGRF too
10:44:36 <Ammler> and everything is clickable, awesome
10:51:24 * planetmaker guesses that newgrf industries were the main motivator for that feature ;-)
10:52:20 <planetmaker> finally people can understand how FIRS and ECS cargo flows work...
11:05:23 <Wolf01> ah... turistic centres miss houses as producing industries
11:08:26 <Alberth> House specs only have accepted cargoes, I have no idea how to obtain produced cargoes of houses. It is currently hard coded to be pasengers and mail
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11:10:43 <perk11> it allows houses to produce tourists => It's not hardcoded
11:12:27 <Alberth> I mean it is hard coded in the industry chain window
11:13:16 <Alberth> house may be able to produce tourists, but I cannot query that information from the houses
11:13:52 <perk11> Click on tourist center and you'll see it
11:14:50 <Alberth> I mean from the code, not from the user interface
11:15:46 <perk11> Do you mean AI or grf?
11:16:27 <Alberth> ie the stuff that displays and manages the window :)
11:16:46 <perk11> somehow it's been displayed in that window
11:27:35 <peter1138> hmm, is it worth using :x in structs?
11:27:59 <peter1138> as opposed to doing ottd style bitstuffing
11:28:33 <Rubidium> for your "own" application or for OpenTTD?
11:28:42 <peter1138> my own, not for openttd of course
11:28:59 <peter1138> difference is each block has a fixed format, not variable like ottd
11:29:19 <Rubidium> it would make things easier to understand and you wouldn't need accessor functions
11:30:26 <Rubidium> and if you don't use -O0 it should generate reasonable code; at least that's what I can find in our wiki
11:31:05 <SpComb> peter1138: the resulting layout isn't spec'd, so you can write them out to disk and read them back in that well
11:31:13 <SpComb> but apart from that, they should work, I presume...
11:32:29 <peter1138> i'm not bothered about file portability. i'm using gzread/gzwrite directly at the moment ;)
11:42:07 <peter1138> i solved the list/hash performance issue a different way, heh
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12:17:52 <Alberth> your expectations may be mis-aligned with the project goals
12:23:54 <Yexo> what url should I use to clone the dutchstations hg repo?
12:25:12 <Yexo> or is modernstations a better example?
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14:11:51 <andythenorth> planetmaker: rivers!
14:12:36 <andythenorth> I'd like to help, but unlikely I'll be able to get anything done quickly
14:13:01 <planetmaker> no rush. But I'd like you to seriously consider providing sprites. I'll happily toy around with the code to it
14:13:18 <planetmaker> I won't be online the next 10 days anyway
14:13:29 <planetmaker> Rather I'll walk some Norwegian hills... :-)
14:14:11 <planetmaker> we just wondered a few hours ago... There seem to be no newgrfs which use all those features as described in the wiki
14:14:45 * andythenorth hates drawing landscape sprites :)
14:15:10 <planetmaker> draw docks and ship lifts then
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14:55:04 <CIA-2> OpenTTD: rubidium * r20226 /trunk/src/lang/english.txt: -Fix: make "space after ..." usage uniform in English (UK) again
15:21:24 <andythenorth> planetmaker: docks....now that's a possibility
15:21:39 * andythenorth has much work to do. You around later this evening?
15:22:25 <planetmaker> maybe. But not too much
15:22:45 <andythenorth> well maybe we talk when you're back from Norway :o
15:22:50 <planetmaker> at least I shouldn't ;-)
15:22:53 <andythenorth> I have plenty to draw meanwhile ;)
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15:34:45 <Rubidium> svip: how long should it take for that page to load?
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15:35:40 <planetmaker> andythenorth, but it's more fun, if one can code sprites instead of funny colourful boxes :-)
15:37:15 <svip> Rubidium: A couple of seconds.
15:37:41 <svip> Rubidium: I'd recommend refreshing if you are experiencing load issues.
15:37:53 <Rubidium> ah... that works better
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15:47:41 <andythenorth> planetmaker: it's more fun when I know what's actually possible / desirable :)
15:47:53 <andythenorth> and we may not have time to figure that out. When do you leave?
15:50:38 <andythenorth> pretty busy tomorrow
15:50:53 <andythenorth> Don't go on holiday! It's massively over-rated!
15:50:57 <andythenorth> stay at home and write code
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16:40:30 <CIA-2> OpenTTD: terkhen * r20227 /trunk/src/ (lang/english.txt town_cmd.cpp): -Fix [FS#3985]: Don't spend cash when building a statue fails.
16:49:08 <Eddi|zuHause> hm... so according to french terrorism experts, we should beware of c++!
16:51:07 <Sevalecan> that would be EvanR in #SDL on freenode.
16:51:23 <Sevalecan> he hates C++ and spews about it all day long!
16:51:47 <Eddi|zuHause> Sevalecan: it's perfectly fine to hate C++
16:51:54 <Eddi|zuHause> it's not perfect by any means
16:51:59 <Sevalecan> not for stupid reasons, though. ;)
16:52:13 <Sevalecan> usually just vague statements like "If you want to not make money, program in C++!"
16:52:14 <Eddi|zuHause> its only strength is apparently "everybody is using it"
16:54:26 <Eddi|zuHause> and, according to FOX news, the wikileaks document "prove" the "new" fact that iran is behind the taliban
16:56:54 * Hirundo prefers walt disney's movies to fox news, when it comes to reliable news
16:57:05 <Terkhen> hmmm... I've already heard that somewhen
16:58:18 <Eddi|zuHause> Terkhen: the wikileaks documents fairly clearly say the pakistan intelligence service created the taliban, under CIA observation, to fight against the russians
16:58:49 <Eddi|zuHause> although they nowadays deny any more connections exist
16:59:20 <Terkhen> I meant the "a country that we don't like is behind the taliban" part
16:59:42 <Eddi|zuHause> but... it's only obvious that iran is behind it, and not pakistan. it was also iraq behind al quaeda, and not saudi-arabia...
17:12:30 <svip> Rubidium: Was it enjoyable or did you just load the page?
17:12:55 <Rubidium> I kinda missed simutrans
17:13:40 <svip> Is it different from openTTD?
17:13:47 <svip> Well, I guess it is, but in what way?
17:13:49 <Rubidium> it's advertised as being quite similar to transport tycoon deluxe
17:14:14 <planetmaker> Where is it now advertized?
17:17:58 <roboboy> they have a small forum at TT-Forums
17:18:21 <peter1138> they have their own forums
17:21:30 <svip> Well, besides the horrible music, I sort of like it right now.
17:23:45 <planetmaker> well... it certainly was heavily inspired by TTD, if I get it right
17:24:00 <svip> It doesn't feel like TTD, I'd say.
17:24:37 <planetmaker> I never figured out there
17:29:28 <svip> Rubidium: I will update my article to include simutrans later.
17:33:42 <planetmaker> though it rather reads like the reporter is a bit... too eager
17:33:58 <planetmaker> but that might also be my lack in French ;-)
17:34:44 <planetmaker> oh, then that sentence references the expert. How... 'nice'
17:35:07 <Rubidium> why does this game always generate so much cargo that your railways can't handle it anymore?
17:35:45 <planetmaker> use another newgrf :-P
17:35:50 * planetmaker deliberately misunderstood
17:36:19 <Rubidium> and... if ships are limited to 30 that isn't a viable way out
17:36:59 <Rubidium> I already need that amount to ferry all the wood across a lake
17:39:29 <Eddi|zuHause> use bigger ships :ü
17:39:36 <Rubidium> then I need to cut down mountains
17:40:07 <Eddi|zuHause> but... aside of passengers, i never had that problem...
17:40:32 <svip> My problem is usually that I have too *little* cargo.
17:40:45 <Rubidium> maybe I shouldn't have put my coal, livestock, grain and wood drop at the same place
17:40:47 <svip> Speaking of SimCity, I am going to paly it now.
17:41:20 <Rubidium> make it somewhat pale?
17:41:22 <Eddi|zuHause> svip: there are like 1000 custom addons for that...
17:41:47 <Eddi|zuHause> i love the single track rails ;)
17:42:05 <Eddi|zuHause> but they miss some tight-spaced switches with double-track...
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17:42:30 <svip> Eddi|zuHause: You have suggestions for addons?
17:43:02 <Eddi|zuHause> svip: i tried making my own mod, but i totally did not understand the tutorials
17:45:42 <CIA-2> OpenTTD: translators * r20228 /trunk/src/lang/ (9 files in 2 dirs): (log message trimmed)
17:45:42 <CIA-2> OpenTTD: -Update from WebTranslator v3.0:
17:45:42 <CIA-2> OpenTTD: basque - 10 changes by Thadah
17:45:42 <CIA-2> OpenTTD: dutch - 9 changes by habell
17:45:42 <CIA-2> OpenTTD: finnish - 5 changes by jpx_
17:45:42 <CIA-2> OpenTTD: french - 5 changes by glx
17:45:42 <CIA-2> OpenTTD: german - 3 changes by planetmaker
17:46:10 <Rubidium> I must be doing something wrong: Ship income / running cost < aircraft income / running cost
17:46:50 <Eddi|zuHause> aircraft running costs are heavily underestimated in the game, i believe
17:46:59 <Eddi|zuHause> that together with not balanced for 1/1 speed
17:48:27 <Rubidium> point is that per unit running cost I make more money with ships than with aircraft
17:54:05 <Eddi|zuHause> hm... what the heck is "Flatout" for a game?
17:54:12 <Eddi|zuHause> i found this... on my hard drive...
17:54:29 <Eddi|zuHause> it crashes with segfault, though, when i tried to start...
17:54:43 <svip> Eddi|zuHause: Get the newer version.
17:54:52 <svip> FlatOut is my favourite racing game series.
17:55:20 <Eddi|zuHause> svip: i don't remember ever installing this, how did it end up here?
17:55:23 <Rubidium> Eddi|zuHause: it's a game developed by "Bugbear Entertrainment"
17:55:38 <svip> Eddi|zuHause: The Second one is better.
17:55:43 <svip> Though I play the follow up to that.
17:57:16 <Eddi|zuHause> well... segfaulting certainly doesn't help...
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18:28:09 <ntx> are there any plans on adding more trains/aircraft to the toyland climate?
18:29:08 <Rubidium> you can already add more vehicles by using NewGRFs (or writing one)
18:29:23 <Alberth> nobody knows, except the guy/girl that has such a plan
18:31:02 <ntx> ah ok, seems I need to get to know NewGRFs better, thanks!
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18:41:31 <Rubidium> remember the crashed train I showed yesterday? All Speno trains are now forbidden in the NL after they (the Dutch variant of NTSB) "found out" that a few days ago one of their trains drove through red and trashed a switch. So apparantly it crashing isn't some fluke but was bound to happen
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18:59:12 <Cyborgmatt> Hi, is there anyway to increase the size of ui?
18:59:34 <Alberth> you can change the font(+size)
19:03:11 * Alberth ponders whether that is a FAQ
19:10:25 <Alberth> in particular if those files do not exist at your system ;)
19:12:29 <Cyborgmatt> I changed the size in my openttd.cfg but it doesn't seem to have worked
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19:13:08 <planetmaker> Cyborgmatt: it only can work, if you closed down OpenTTD before
19:13:17 <frosch123> you also need to set the fonts, to "Arial" or whatever
19:13:42 <frosch123> though i was told arial is ugly :)
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19:29:54 <Yexo> Alberth: that's very old, it should be removed from the faq
19:33:07 <Alberth> last edit was in 2004 :)
19:36:31 <planetmaker> hm... can I give a train the order "go to any depot and refit"?
19:40:55 <Rubidium> make a go to any depot order and then make that a refit order, as you would do with the go-to-depot orders
19:41:45 <planetmaker> hm... I miss the obvious obviously: How do I make a 'goto any depot order'?
19:42:01 <Rubidium> do you know how to make conditional orders?
19:42:21 <keikoz> planetmaker, : the button down/right
19:42:36 <keikoz> you can choose "send to any closer depot"
19:42:39 <Rubidium> planetmaker: now instead of selecting "conditional order", select "nearest depot"
19:43:20 <planetmaker> hm... I was looking for a way to change "goto depot xy" into a "goto any depot"
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20:44:33 <Belugas> go home you old foold
20:45:25 <Rubidium> and go to bed early and don't wake up until the alarm goes
20:46:36 * andythenorth should do some work
20:48:32 <Cyborgmatt> In multiplayer is there a way to scroll through the chat history?
20:48:37 <Cyborgmatt> or is there a box with the chat history in
20:49:17 <Rubidium> Cyborgmatt: there's a backlog in the (ingame) console
20:49:33 <Cyborgmatt> ahh found it, thanks
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21:14:00 * andythenorth stops working. ftw. perhaps
21:24:48 <andythenorth> stupid fricking macintosh
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21:47:54 <CIA-2> OpenTTD: rubidium * r20229 /trunk/src/order_cmd.cpp: -Fix [FS#3986]: "Service at nearest depot" behaved the same as "Go to nearest depot"
21:48:17 <Wolf01> ah-a! so it was not a my impression!
21:50:21 <Rubidium> and how long was it your impression it didn't work?
21:53:29 <Wolf01> 3 days ago, when I wanted to test the service at depot with steam trains (I usually send always my trains to depot at every EOL)
21:54:29 <Wolf01> but they were too slow, so I tried changing to service at depot
21:54:36 <Wolf01> but it behaved the same
21:55:19 <Wolf01> with service when reliability is <80% they were going to depot at 93%
21:55:31 <Wolf01> so I used a conditional order jump
21:57:01 <Wolf01> I played only about 10 minutes with trains, I was busy connecting near industries with RVs
22:00:56 <CIA-2> OpenTTD: rubidium * r20230 /trunk/src/road_cmd.cpp:
22:00:56 <CIA-2> OpenTTD: -Fix [FS#3961]: road vehicles could be dead locked with one way roads. This
22:00:56 <CIA-2> OpenTTD: allows one wayness to be removed if there are vehicles on a tile; it does not
22:00:56 <CIA-2> OpenTTD: allow you to add one wayness to roads that have vehicles on them as it makes
22:00:56 <CIA-2> OpenTTD: turning vehicles jump
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23:00:18 <planetmaker> in which file do I find the autoreplace GUI?
23:00:38 <Rubidium> planetmaker: where would you look first?
23:00:50 <planetmaker> :-P autoreplace_gui.cpp, I guess
23:01:38 <Rubidium> that would be a good initial guess I'd say
23:03:51 <planetmaker> hm... should wagons be referred to as engines? I'd say, no, but...
23:04:15 <planetmaker> they all have an 'engine'ID
23:05:47 <Rubidium> adding sorting and filtering?
23:06:27 <glx> wagons and engines are the same thing, just a different type
23:07:22 <planetmaker> glx: yes, internally
23:07:50 <Rubidium> vehicle model type is just so long
23:07:51 <planetmaker> But if a help text speaks of 'engines' when I'm replacing wagons it definitely feels wrong
23:08:08 <glx> aircraft, ships and road vehicles are also engines ;)
23:08:22 <planetmaker> that doesn't make more sense either
23:08:23 <Rubidium> planetmaker: what if it's a powered wagon?
23:08:32 <planetmaker> still not an engine ;-)
23:08:50 <Rubidium> planetmaker: so you want to replace EngineID with "Vehicle model type ID/index"?
23:09:07 <glx> and rename Engine class ?
23:09:22 <Rubidium> glx: nah, that's just internal
23:10:15 <planetmaker> no. I just want to have the user displayed 'engine' if we replace an engine, 'wagon' for wagon replacement and 'road vehicle', 'plane' or 'ship' respectively
23:10:43 <Rubidium> and... what for the "buy vehicle" window?
23:11:09 <planetmaker> that's the alternative: not speaking of 'engine', 'wagon'... but of general 'vehicle'
23:11:37 <Rubidium> although I don't see where engine is used in the autoreplace window
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23:11:58 <planetmaker> Rubidium: the help text for both window parts
23:12:21 <Rubidium> oh... so *that* bothers you
23:12:24 <glx> you can check e->rail.railveh_type
23:12:41 <Rubidium> and the "EngineID" in the "buy vehicle" window isn't something you noticed?
23:12:59 <Belugas> [16:45] <@Rubidium> and go to bed early and don't wake up until the alarm goes <- thanks for teh advice ! I'll put it to work in about... say... 2 hours!
23:14:41 <planetmaker> well... Rubidium it indeed doesn't bother me. I have a universal German translation: "Baureihe". That suits both, engine and wagon
23:15:22 <planetmaker> I started off from wondering whether I translated crap. But the English is no better with the help text.
23:17:40 <Rubidium> what would be a suitable name for one part of a train?
23:19:14 <planetmaker> Belugas: including an engine?
23:19:49 <Rubidium> "if replacing the vehicle would make the train longer." <- doesn't feel good
23:20:58 <Rubidium> translation is going to become a real mess though
23:21:32 <Rubidium> because you'll get vehicle as in Ship, Train, Aircraft, Road vehicle (Truck/Bus/Tram)
23:22:02 <Rubidium> and vehicle as in Ship, Engine, Wagon, Aircraft, Road Vehicle
23:22:44 <Rubidium> and then you'll also have a "type" of them as meta-model
23:22:50 <planetmaker> Well. I have less problem with "if replacing the vehicle would make the train longer" than with wagons referred to as engines
23:23:05 <Belugas> the "unit" only, maybe
23:23:12 <Belugas> making it abstract as possible
23:23:20 <planetmaker> In my feeling vehicle is anything with wheels, a broad general thing
23:23:50 <Rubidium> i.e. you've got a vehicle window (vehicle) and a vehicle list (per vehicle type)
23:24:35 <Rubidium> you've got the indiviual parts of a train + rv + ship + aircraft (vehicle) and the stuff in the "buy vehicle window" (basically vehicle types)
23:25:02 <Rubidium> and we had this fun with players as well..., so I rather not have it with vehicles as well
23:25:20 <planetmaker> but that'd be correct, no?
23:25:51 <Rubidium> Belugas' suggestion makes some sense though, at least for the string that worries me
23:25:55 <planetmaker> like trains, RV, ships, aircraft are vehicle types. Each of them is an individual vehicle
23:26:25 <planetmaker> yes... it's better than now.
23:26:41 <Rubidium> planetmaker: but then calling the stuff in the autoreplace window vehicles as well, when they're actually more like vehicle types is confusing
23:26:46 <planetmaker> though for some reason I don't feel quite happy with it... I can't so far tell exactly why
23:26:50 <Rubidium> especially because you've got two vehicle types that aren't the same
23:27:23 <planetmaker> Rubidium: yes... there it needs to be talked about as vehicle type. not vehicle
23:28:27 <Rubidium> "See a list of available engine designs for this vehicle type." <- that would be the nasties string I'd say
23:29:03 <Rubidium> as engine would become vehicle type, or vehicle model... but then we have to use vehicle model consistently
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23:31:24 <planetmaker> see a list of available models for this vehicle type
23:31:41 <planetmaker> yes... consistently...
23:31:50 <Rubidium> so replace engine with model
23:35:13 <planetmaker> sounds like a plan
23:35:37 <planetmaker> but first some sleep.
continue to next day ⏵