IRC logs for #openttd on OFTC at 2017-11-03
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01:32:32 <Samu> C4715 'MoveGoodsToStation': not all control paths return a value openttd d:\openttd\trunk\src\station_cmd.cpp 3913
01:32:40 <Samu> what does it mean not all control paths return a value?
01:33:50 <ST2> well, I must say: after people try some online servers... they come back to BTPro trying todo the same
01:35:03 <ST2> and, imo - there should be a window shown to when joining a MP server
01:36:16 <ST2> Samu, STFU, I'm pissed now, not with you or the game ^^
01:40:13 <ST2> once upon a time, someone suggested to link logins (game) to OpenTTD related stuff (tt-forums)
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01:44:12 <ST2> I guess that won't go into production because couldn't make it work with SOAP, even on the openttdcoop servers
01:46:16 <ST2> anyway, better I stop whining - people is away ^^
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09:45:51 <__ln__> did you start your new work yet?
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09:56:17 <Wolf01> And as always when you need it, whatsapp is borked
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10:24:25 <Wolf01> BTW, I totally support the last patch by samu, if and only if won't break things, works as intended, easy to understand what it does
10:27:25 <Wolf01> Also we should add more stations to industries, like roadstops (non drive through, to mess up with articulated vehicles), train stations might be tricky as trains can crash, it might open a whole new way to play OTTD: "disable player built stations"
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12:34:20 <Samu> how do i delete an attachment from a bug report?
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12:35:34 <Samu> both my patches don't correct the problem
12:38:53 <val_> hi, I wanted to ask if I can translate the wiki documentation from English to Italian, since some pages are missingà
12:40:03 <alluke> hey why can't i login to web translator?
12:40:38 <alluke> tried to make new account but username and email already exist
12:46:40 <val_> ok, can I use the euro ?
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13:02:55 <peter1138> Samu, just comment, as you did, that they don't work. Deleting them doesn't help anything.
13:09:49 <Samu> just tried iter->second += min((*ip)->incoming_cargo_waiting[cargo_index], amount)
13:10:34 <Samu> so far it's doing good, but there's still that lingering doubt... is it right to get the value from incoming_cargo_waiting
13:14:37 <V453000> For shit I can't seem to be able to figure out the order of railtype level crossing sprites :| even with tt-wiki
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13:37:23 <Samu> now i wanna do something similar to industries accepting cargo
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14:18:00 <Samu> the closest gets the most
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14:25:37 <Samu> only 5 reveived wood :( not quite what I expecte
14:33:32 <alluke> distorted french cars inspection statistics again
14:33:47 <alluke> my car passed without notes
14:33:53 <Flygon> Samu, I see that curve and 236km/h train and can only think "Fuck, that's gonna derail".
14:39:28 <alluke> @oskari89 what happened to dmg7 in latest finset
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15:16:03 <Samu> i can't do anything about this
15:16:26 <Samu> unless industries can start working with fractional cargo
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15:59:36 <alluke> @oskari89 tad & tabd EPIC!
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16:58:24 <alluke> @juzza1 whats the state of my tka3 and ei sprites?
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17:12:11 <juzza1> alluke: make an issue if you have all views ready in xcf or png
17:12:12 <Samu> better, but not quite what I expected
17:12:24 <Samu> was hoping for exact numbers
17:13:59 <Samu> @calc 18+25+22+26+22+18+22+25+18+22+22
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17:17:46 <Samu> I was hoping for something like this: 22+22+22+22+22+22+22+22+22+21+21
17:21:59 <alluke> @juzza1 done, tka3 sprites are at #4679
17:22:44 <alluke> tka3 needs \/ views to be done though, ill try that when i have time again
17:45:36 <V453000> what's the point of having 2 rail crossing signal thingies in front and 2 in the back?
17:45:41 <V453000> speaking railtype road crossings
17:45:54 <V453000> ah one goes over train, one over train and RV
17:46:01 <V453000> and one over RV only and one over nothing
17:46:26 <Alberth> one over nothing makes sense? :p
17:47:42 <V453000> well over no vehicles
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17:50:09 <V453000> I guess I can't quite do that
17:50:16 <V453000> because the rear ones then clip with trains :D
17:51:56 <V453000> k abandon ship, this isn't going anywhere :D
17:52:04 <V453000> invisible crossings there shall be for now
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17:54:50 <Alberth> nice idea, but yeah, seems somewhat fragile wrt clipping
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17:58:39 <frosch123> V453000: the 4 sprites represent the 4 corners
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17:58:51 <frosch123> you could cut the ramps in the middle
17:59:06 <frosch123> maybe that is sorted better
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18:00:06 <Alberth> wouldn't raised barrier cause mess anyway?
18:00:37 <Alberth> ie bus partly on the tracks or so
18:00:58 <frosch123> well, broken bus on occupied rail won't work :)
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18:08:22 <supermop> V453000: retract the 'bridge' rather than raising it
18:08:28 <V453000> yeah I checked the Ctr+B to see how it does stuff
18:08:38 <V453000> interesting idea supermop
18:08:53 <V453000> I think it would still clip though
18:09:36 <supermop> im thinking it retracts into a slot, so you only see the yellow edge
18:09:56 <supermop> you'd need some other type of light or gate
18:10:10 <V453000> oh, yeah with a different kind of mechanism it might work
18:10:31 <V453000> but yeah, next version :) spent enough of time with this already
18:16:15 <V453000> it's kind of annoying that I have to use a terrain tile there
18:16:27 <supermop> so work computer freezes when generating 40 of these gourds at once
18:16:28 <V453000> compared to the whole nice feeling of a railtype being independent of terrain
18:16:59 <V453000> but I guess once one starts adding stuff like snow awareness then ground dependance goes to the shitter
18:17:18 <supermop> because i made the data tree too complex or something. so now i have to increment a counter, bake, repeat
18:23:53 <supermop> idk if i want to improve the rules on width by zone to better prevent some of the really dumb shapes or just manually cull them
18:29:28 <Alberth> I name it "yellow blobs on black"
18:33:52 <supermop> need to tweak the rules to get more of the dick shaped ones
18:34:17 <supermop> also need to add lights etc so you can see the ridges
18:34:52 <V453000> just model dicks straight away
18:38:40 <supermop> but i want grasshopper to produce them for me
18:42:15 <V453000> penis producing grasshopper
18:42:19 <V453000> and I thought I have seen it all
18:49:03 <supermop> going to print large scale back drop as autumnal/harvest part decoration
18:49:16 <V453000> autumn totally screams penises
18:49:41 <supermop> might just render in grayscale and overlay abstracted color patterns in PS
18:50:20 <supermop> rather than mapping each one with some random pumpkin or squash texture
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18:55:02 <V453000> :D:D the more things I touch the more things to into total shit :D good progress so far
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18:56:48 <WegeClausen> hi i got a question on unloading loading
18:57:15 <WegeClausen> if a train carries water from one city to a other both got water and take water
18:57:32 <WegeClausen> what is the correct settings to do both way
18:57:54 <WegeClausen> it seams without somthing set it takes its own water back
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18:59:54 <frosch123> bidirectional feeders only work with cdist
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19:03:05 <WegeClausen> frosch123: i can not find on cdist can you post somthing
19:06:42 <frosch123> if you don't want that entirely different game mode, then you need to split stations
19:07:01 <frosch123> different stations for loading and unloading
19:11:35 <WegeClausen> i will try unload all no load living to a depo return to station and load
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19:14:08 <V453000> WTF python just told me no module called PIL after moving the RGBA EATER to a different folder with a new bat command to launch it there :0
19:14:23 <V453000> oh it got fucked also at it's original location
19:15:05 <V453000> what could I have done possibly wrong?
19:15:06 <Alberth> but euhm, where is PIL
19:15:25 <Alberth> still where it is supposed to be?
19:15:46 <V453000> idk where I can find it on the disk
19:15:48 <V453000> I never had to do that :D
19:16:03 <Alberth> don't know how it gets added to Python
19:16:30 <Alberth> you are not sneakily using a different Python by accident?
19:16:48 <V453000> I literally didn't do anything to python since I did BRIX and now even BRIX is broken
19:17:37 <Alberth> import sys; print(sys.path) <-- that's the list directories that Python searches
19:17:52 <Alberth> but likely PIL isn't there
19:18:09 <V453000> I went to python folder
19:18:42 <V453000> hm it's somehow magically using python 2.7
19:18:55 <Alberth> from PIL import Image ?
19:19:43 <V453000> well I put the python direct path to the .bat and it works now
19:19:53 <V453000> my guess is that windows update wrecked variables or something
19:19:58 <V453000> although sounds weird af
19:20:27 <Alberth> python.exe --version gives the expected value ?
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19:22:17 <V453000> I don't understand what is broken but it's fixed for now :D
19:22:54 <Alberth> directly pointing at the program is quite sure-fire way to get it running
19:23:24 <Alberth> biggest point is the OS should handle that rather than you :p
19:23:48 <Alberth> but I have never understood windows at all
19:24:20 <V453000> blabla penguins blabla
19:24:30 <Alberth> too may graphical nonsense that has no real information
19:26:55 <LordAro> V453000: your issue here is that you're using python on windows
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19:57:35 <V453000> I fucking hate railtypes with every corner of my brain right now
19:57:44 <V453000> every single step I make is simply wrong
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20:02:41 <V453000> what exactly does RAILTYPE_TUNNELS expect from me_
20:02:52 <V453000> because the first 8 sprites don't seem to do anything
20:02:56 <V453000> or at least I can't see them anywhere
20:03:10 <andythenorth> railtypes is like pulling teeth eh
20:03:22 <V453000> the rails themselves were great
20:03:23 <andythenorth> still, we ain't gonna fix it, so eh :)
20:03:33 <V453000> but road crossings and tunnels are absolute brutality
20:04:09 <andythenorth> we need more stuff
20:05:03 <V453000> well tt-wiki says there should be 16
20:05:22 <V453000> which alone I don't exactly understand but according to ogfx-extra file, it seems like it's grass + snow
20:05:48 <frosch123> oh, original sprites, not railtypes
20:06:00 <V453000> well it's in extra and railtypes pointed to it
20:06:12 <V453000> and only defining the basic railtype things has these things appear through the tunnels
20:06:25 <V453000> so it's quite mandatory to define them once I start defining railtype tunnels
20:06:36 <frosch123> don't you define a new railtype?
20:06:49 <frosch123> well, then it's not 16
20:06:51 <V453000> but I don't want them to use rail tunnels
20:07:25 <V453000> well yeah that's overlays, those I already ahve
20:07:56 <V453000> now I need to replace those grass pieces
20:08:04 <V453000> which I believe should be the original replacenew sprites
20:09:25 <V453000> but idk where are the 1-8
20:09:40 <V453000> I am only defining 0-8
20:10:24 <V453000> now just fix shittings
20:11:23 <frosch123> the 16 sprites are: (back/front)*(4 directions)*(grass/snow)
20:12:26 <V453000> yeah I found that in the extra file
20:12:31 <V453000> just fucked up the nml
20:12:59 <V453000> yeah first 2 work now
20:13:15 <V453000> I guess I need to switch the rest with climate-detecting switches
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20:14:00 <frosch123> andythenorth: is that your new car?
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20:15:03 <andythenorth> frosch123: only in Russia
20:18:41 <andythenorth> what shall we do?
20:18:45 <andythenorth> I've wrecked FIRS enough
20:25:06 <frosch123> "long vehicles" already has so many uses
20:25:20 <frosch123> "merged vehicle sprite"
20:25:26 <frosch123> "shared vehicle sprite"?
20:26:58 <Gustavo6046> Do you think you can get SoftEther's VPN client to see if my LAN server can be joined through it?
20:28:12 <andythenorth> frosch123: slug?
20:32:07 <frosch123> no, it's not the slug
20:33:14 <frosch123> define N articulated part, draw a single sprite diagonally over them
20:38:21 <andythenorth> sub-unit-vehicle
20:38:49 <andythenorth> in horse I had consist, unit, slice
20:39:10 <andythenorth> 'units' were pseudo vehicles, made up of 3 slices
20:58:18 <Eddi|zuHause> "articulated vehicle units"?
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21:24:26 <frosch123> maybe articulation-blocks
21:24:35 <frosch123> it's kind of anti-articulation :p
21:29:39 <PressureLine> I'm sure that makes sense in context
21:30:11 <PressureLine> hmm. maybe I need to reduce the cargo weight multiplier from 4
21:32:22 <andythenorth> tangent-vehicles frosch123
21:32:27 <andythenorth> arc-cutting-vehicles
21:33:44 <PressureLine> I imagine that was unintentional
21:34:45 <Eddi|zuHause> frosch123: on a related note, it might be useful to define the "anchor points" of this whatever-it's-called-contraption as something other than the end points
21:35:14 <frosch123> Eddi|zuHause: i solved that already
21:35:34 <frosch123> the anchors are the middle of the articulated parts at the end
21:35:53 <frosch123> that's the only point that makes sense, since it's the only one that follows the track
21:36:18 <frosch123> everything else can be done by slugification
21:36:35 <Eddi|zuHause> so you can adjust that anchor point by making the outer vehicles shorter or longer
21:36:52 <andythenorth> so in Iron Horse 3, will I have to rework it all to put 10/8 back in? o_O
21:37:34 <andythenorth> V453000: haz won?
21:37:47 <V453000> need to do photoshop fixes and x1 zoom
21:37:49 <V453000> other than that iz won
21:37:51 <PressureLine> i know it's perspective, but the tunnell entrances look really low :/
21:38:19 <V453000> tunnels in OpenTTD are extremely low PressureLine :) good and correct observation
21:38:41 <Eddi|zuHause> PressureLine: it's actually backwards, because the original tunnel entrances are made to look larger than they actually are
21:38:43 <PressureLine> ofc i notice weird perspective errors
21:38:49 <V453000> I worked with those in the past :P
21:39:07 * andythenorth nearly became drafts person
21:39:42 <PressureLine> i do like the style V
21:39:57 <V453000> you don't have much choice :P
21:40:14 <PressureLine> unless I still play with TTD grafix ;)
21:40:32 <V453000> yeah I should eventually make it properly compatible with those, but not tonight
21:40:51 <V453000> because original TTD graphics are the best shit ever witnessed by human eyeballs
21:40:55 <PressureLine> only way I can see to make the tunnel not look so low
21:41:17 <V453000> I'm honestly not trying to fight the too low nature of tunnels anymore
21:41:20 <V453000> this is what it is :)
21:41:27 <PressureLine> would be to pull the entrance towards the up-side of the slope
21:41:36 <V453000> you can always disable the railtype tunnels and use the base set tunnels instead
21:42:02 <V453000> you can only go so far with that because if you get too close to the tile then the vehicles aren't hidden when disappearing
21:42:04 <V453000> if you see what I mean
21:42:31 <V453000> it's fine :) look at height of bridges
21:42:33 <PressureLine> but i *like* the xUSSR set, so what do I know :D
21:42:52 <PressureLine> only the engines
21:43:04 <V453000> oversized shit is nice at first but the glitches...
21:43:06 <PressureLine> I use the SBB set wagons & pax
21:43:58 <andythenorth> gains me nothing
21:44:05 <andythenorth> sooner shrink sprites so 8/8 looks long
21:44:43 <V453000> so where is that wireless age
21:44:48 <V453000> my table is swarming with cables
21:45:41 * PressureLine has 4G broadband
21:46:13 <V453000> well do you connect your monitor and all power sources with it? :P
21:46:16 <PressureLine> and the guys are upgrading the closest site (~400' away from my house) on monday :D
21:46:42 <PressureLine> the *top* of my desk is relatively cable free
21:47:02 <PressureLine> underneath... It's like an Italian Restaurant
21:48:26 <andythenorth> wrecking FIRS has given me a lot more drawing to do :|
21:49:37 <PressureLine> do I single-head and pretend that my trains will never go up a slope when loaded?
21:50:14 <PressureLine> or double-head and take the 10% speed loss (xUSSR set) and make mah trains *even longer*
21:51:40 <V453000> XD and every other vehicle set author andythenorth
21:52:15 <andythenorth> what colour for Chlorine tankers?
21:52:19 <andythenorth> CC, or some other colour?
21:52:29 <andythenorth> white is RL, but that's for food tankers
21:54:01 <V453000> you will run out of colours with that many cargoes anyway so might as well add retarded colours earlier XD
21:54:07 <V453000> /me is super funny tonight
21:54:09 <andythenorth> colours all run out
21:54:40 <PressureLine> how about a toxic-green type colour
21:58:57 <frosch123> andythenorth: cyan for chlor
21:59:16 <andythenorth> we don't really have a cyan :)
21:59:21 <PressureLine> and yes. exatly andy
22:00:28 <Eddi|zuHause> i always mix up the colour codes for cyan, magenta and yellow
22:01:03 <PressureLine> make it be a bare steel tank
22:01:05 <andythenorth> silver is petrol
22:01:13 <frosch123> well, then the cyaniest light-blue you get
22:01:35 <PressureLine> have 'refined' chemical tanks
22:01:48 <PressureLine> but with different coloured ribs
22:01:49 <Eddi|zuHause> one is 00FFFF, one is FF00FF and one is FFFF00
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22:04:11 <Eddi|zuHause> i don't think that's helping
22:04:40 <frosch123> Eddi|zuHause: why don't you know the rainbow by heart?
22:04:59 <Eddi|zuHause> frosch123: the rainbow is not in RGB
22:05:17 <frosch123> the colors are the same if you ignore brightness and saturation
22:05:43 <frosch123> there is only one hue-cycle
22:06:10 <Eddi|zuHause> frosch123: yes, but that's not RGB
22:06:40 <frosch123> cyan is between blue and green
22:06:43 <PressureLine> signal distances?
22:06:53 <frosch123> or do you complain whether it is #rrggbb or #bbggrr ?
22:07:39 <PressureLine> chlorine always has connotations of green for me, for some reasons
22:07:42 <Eddi|zuHause> PressureLine: 12-ish
22:08:20 <PressureLine> i think 9 clear spaces between signals is the largest ive ever really used
22:10:05 <Eddi|zuHause> my trains might be 8 or sometimes 10 tiles
22:10:46 <Eddi|zuHause> and signals would be slightly further apart than one train length
22:13:33 <Eddi|zuHause> frosch123: maybe where other people confuse left and right, i confuse the ordering in 3-cylces?
22:13:51 <PressureLine> im looking at ~ the smae train length for this game
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23:18:58 <PressureLine> why do my signal position calculations always seem to end up wrong
23:21:17 <Eddi|zuHause> you can set a signal distance and use ctrl+drag to place the signals along any stretch of tracks that does not have switches
23:22:24 <Eddi|zuHause> if you start dragging on a signal, it will copy that signal's properties (type, orientation)
23:23:05 <Eddi|zuHause> mind you, that helps more for people using signal distance of 2 rather than 12
23:39:52 <PressureLine> but i always mess up the start point
23:40:04 <PressureLine> which messes up bridge/tunnel placement
23:40:52 <Eddi|zuHause> so start at the bridge/tunnel entrance and drag backwards?
23:46:06 <PressureLine> doesnt help when the new signal placement is in the middle of the tunnel or bridge
23:51:01 *** mescalito has joined #openttd
23:55:03 <Samu> the more inner stations get more passenger / month while the outer stations get less
23:55:28 <Samu> it's still highly dependant on rating
continue to next day ⏵