IRC logs for #openttd on OFTC at 2019-02-05
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00:00:29 <Samu> what happens when i got a station that accepts passengers but the houses that accept them are from 2 towns
00:00:43 <Samu> and the total acceptance from each town doesn't equal 8
00:00:55 <Samu> which towns gets the cargo
00:01:12 <Samu> what is intended for cargomonitor to do in this situation?
00:01:41 <Samu> total acceptance from the houses of each town
00:02:44 <Samu> i also wonder how does cargodist influences cargomonitor
00:03:14 <peter1138> I imagine it doesn't.
00:18:00 <LordAro> interesting, so it seems there's a GH UI for selecting which issue template you want (you can have multiple), but no such UI for PR templates
00:31:13 <Samu> move cargo to station, must read how it works
00:45:10 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9fD
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00:47:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9f9
01:07:22 <Samu> how's cargo moved from house tile to station, and then from station to vehicle, what information is kept when moving it around to the final destination
01:07:43 <peter1138> Cargo doesn't exist at houses.
01:10:28 <peter1138> Yes but it firsts exists at the station.
01:14:42 <Samu> ge.cargo.Append(new CargoPacket(st->index, st->xy, amount, source_type, source_id), next);
01:21:21 <Samu> the source doesn't go down to the house that produced it
01:21:28 <Samu> only to the town the house belongs to
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01:26:25 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9J8
01:27:39 <Samu> what I need to know is... how's station acceptance calculated for houses, must find
01:28:45 <Samu> to which town is then the cargo delivered to
01:47:10 <Samu> each house can accept 16 different cargo types
01:47:51 <Samu> still, 16 is already pretty insane
01:48:11 <Pikka> you couldn't even have 64 cargos in a game until five minutes ago
01:48:41 <Pikka> and is the town the cargo is delivered to not just the town the station belongs to?
01:49:24 <Pikka> houses can check if a nearby station received a particular cargo recently... beyond that, I'm not sure cargo is meaningfully "delivered" to houses or towns at all
01:49:48 <Samu> multiple houses accepting different types could also make up for a total of 64, isn't it?
01:50:05 <Samu> or am i interpreting this wrong?
01:51:52 <Samu> CargoID accepts_cargo[HOUSE_NUM_ACCEPTS]; ///< input cargo slots
02:00:29 <peter1138> It was originally 3.
02:12:14 <Samu> not because it blocks passage, but because it's on the other side of the river
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02:33:57 <Samu> the st->town dictates which town accepted the cargo
02:34:33 <Samu> it should distrtibute acceptance
02:35:21 <Samu> if my station covers 2 towns, both towns should get their part
02:39:55 <Samu> i have an idea but i'm a bit sleepy atm, time to bed, cyas
02:59:32 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
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06:51:09 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9ke
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09:25:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7118: Add #5006: Flag to hide rail type from construction. https://git.io/fh6Vk
09:25:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7118: Add #5006: Flag to hide rail type from construction. https://git.io/fhSrm
09:27:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7118: Add #5006: Flag to hide rail type from construction. https://git.io/fh9IF
09:30:54 <andythenorth> wow 13MB for Iron Horse
09:30:58 <andythenorth> that's quite big
09:39:21 <Eddi|zuHause> i'm destroying my system now
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09:43:36 <Eddi|zuHause> didn't succeed... :p
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10:03:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181 https://git.io/fh9Ly
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10:36:47 <peter1138> So George's test NewGRF was useful after all o_O
10:59:23 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181 https://git.io/fh9tC
11:06:15 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on issue #7181: GRF Airport landing trigger does not reflect documentation https://git.io/fh9tR
11:19:47 <Eddi|zuHause> i should probably have done a git fetch before :p
11:20:27 <Eddi|zuHause> but now i can test whether saveload update is easier :p
11:20:30 <peter1138> Ah you updated but not to current.
11:20:42 <peter1138> I've tested, it is :D
11:21:22 <peter1138> You'll find the conflict pretty much says everything.
11:23:45 <Eddi|zuHause> it's slightly too stupid to handle afterload.cpp changes
11:25:39 <peter1138> Ah, I suppose it depends what's in there.
11:26:03 <planetmaker> hmpf... my BIOS forgot the VM extension setting... and now I have to reboot nontheless :|
11:26:17 <Eddi|zuHause> well, the correct way is just chain both of the changes, but it tried to merge some lines containing only }
11:28:07 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7118: Add #5006: Flag to hide rail type from construction. https://git.io/fh9qe
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13:05:01 <Eddi|zuHause> weird, if i "xinit <something> :1", then my :0 xserver disappears
13:05:50 <Eddi|zuHause> it seems to still be running, and i can ctrl+alt+backspace to kill it
13:41:44 <Heiki[m]> have you tried Ctrl+Alt+F7/F8/etc.?
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14:11:47 <peter1138> Mmm, chocolate cake
14:34:22 <peter1138> Hmm, I could actually.
14:34:25 <peter1138> But I don't think I will.
14:42:02 <andythenorth> I am sat next to a pile of chocolate and fruit gums
14:42:56 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fh9OI
14:43:02 <andythenorth> so can newgrf read which company colours are set for which type?
14:43:06 <andythenorth> from the buy menu?
14:47:44 <Pikka> they can test the company colour
14:48:16 <Pikka> I don't know whether that takes type ccs into account
14:48:55 <Eddi|zuHause> you got disappearing chocolate cakes, i got disappearing xservers... strange worlds
14:49:07 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed. https://git.io/fhSAY
14:49:16 <nielsm> okay now let's add that flag to a bunch more commands!
14:49:41 <nielsm> like taking/repaying loans, and moving rail cars around inside a depot
14:50:46 <Pikka> andythenorth: or are you wanting to check the type ccs of a type other than the current vehicle, for $features?
14:51:14 <Eddi|zuHause> does checkking CC really work in the buy menu?
14:52:14 <Pikka> stupid pineapple trains uses different sprites for each cc rather than remapping, and it works in the buy menu
14:52:45 <Pikka> in which case, I guess it does take type cc into account, or I would have noticed
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15:13:19 <peter1138> I'd advise not to test CC :/
15:13:42 <supermop_work_> only blue trains?
15:14:02 <andythenorth> I just wanted to fix that high speed train thing
15:14:09 <andythenorth> where the coaches are different colours to the engines
15:14:47 <andythenorth> fixed for the case in the screenshot, but not in the buy menu :D
15:15:38 <supermop_work_> you want it to be different colors, or no? am i missing something?
15:15:45 <Pikka> it's hard to see a workaround, if you're going to have special coaches for your MUs
15:15:46 <andythenorth> I make new screenshot
15:16:09 <peter1138> andythenorth, no, you can't do that.
15:16:24 <peter1138> There's no mechanism for it.
15:16:51 <peter1138> You could try adding a spec to specify liveryscheme directly.
15:17:44 <peter1138> That would supersede the is_mu flag, I suppose.
15:17:57 <andythenorth> on the one hand, it's not really a big deal
15:18:04 <andythenorth> on the other, if I can fix it, I will
15:18:25 <peter1138> Yeah, there is no way to fix it currently
15:18:43 <supermop_work_> you want them to be emu colored rather than electric locomotive+stock colored?
15:18:49 <peter1138> Those colours are mostly dups, but.
15:19:00 <peter1138> supermop_work_, the issue is in the buy menu.
15:19:15 <peter1138> supermop_work_, cos the carriages have no loco head in the buy menu, obviously.
15:19:28 <peter1138> So they are always the default colour.
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15:19:36 <supermop_work_> peter1138: isn't that ok?
15:20:18 <peter1138> Andy apparently not :p
15:20:28 <supermop_work_> sounds about right
15:21:07 <peter1138> 13:49 < nielsm> okay now let's add that flag to a bunch more commands!
15:21:14 <peter1138> nielsm, well, work out which I guess.
15:21:26 <peter1138> nielsm, set colours?
15:21:38 <nielsm> yeah that sounds like another for it
15:21:51 <peter1138> I think it's not a good idea, yet.
15:21:51 <nielsm> and change face and company name?
15:22:55 <peter1138> Hmm, actually yeah probably is fine.
15:27:29 <andythenorth> nah it's fine like it is
15:27:34 <andythenorth> just set the colours differently
15:27:48 <andythenorth> I just didn't want to ignore any fixes that I could apply
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15:41:16 <peter1138> Uh oh, you did a merge o_O
15:41:55 <supermop_work_> peter1138: whats with the 32 colors
15:42:08 <peter1138> supermop_work_, testing.
15:42:36 <peter1138> Although obviously it's impossible, because then everyone will be asking for more companies... :p
15:42:51 <supermop_work_> how are you picking the colors? is there enough in the pallette to get that many, or are you using 32bpp
15:42:51 <nielsm> well that merge disappeared when I rebased onto new master :)
15:43:11 <peter1138> nielsm, yup, git can be clever.
15:43:36 * andythenorth wonders about CC ranges with multi-hue :P
15:43:40 <supermop_work_> always seemed to me like there were maybe enough colors in the pallette for 2-3 more cc at most
15:43:41 <andythenorth> probably looks terrible
15:44:01 <peter1138> I took the colours from teh NewCC NewGRF.
15:44:11 <peter1138> However, yeah, some of the colours are repeats of the originals.
15:44:21 <Eddi|zuHause> <peter1138> That would supersede the is_mu flag, I suppose. <-- wouldn't evaluating/simulating "is mu" and "is electric" flags for wagons work for this case?
15:44:49 <peter1138> Eddi|zuHause, I wouldn't drop support for that flag.
15:45:05 <Samu> there are some industry NewGRF that make industries limit how much cargo quantity it can accept
15:45:08 <peter1138> But I think it's not necessary.
15:45:18 <andythenorth> it's not necessary
15:45:30 <Eddi|zuHause> peter1138: i mean, a wagon could be able to set those flags, even though they would be meaningless for wagons
15:45:32 <andythenorth> it's an edge case which player can resolve trivially for themselves
16:04:38 <Samu> i can't send trains to depots
16:05:00 <Samu> with either yapf and npf
16:09:04 <Samu> why does it reserve the entire path when there are no PBS signals?
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16:11:11 <peter1138> "reserve paths" is an option.
16:12:02 <peter1138> It defaults to false, though.
16:12:53 <Samu> strange, bug is also present in 1.8.0? how come
16:15:32 <Samu> maybe savegame conversion failing?
16:15:39 <peter1138> "reserve paths" is an option.
16:15:42 <peter1138> It defaults to false, though.
16:16:06 <peter1138> I think I said that.
16:16:23 <Samu> Show path reservation for tracks?
16:16:30 <Samu> that's only a display feature
16:17:00 <andythenorth> are you trying to manually send trains to depots?
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16:18:05 <Samu> let me post savegame link
16:18:17 <andythenorth> have you got a PBS signal in front of the depot entrance?
16:21:21 <peter1138> Have you tried turning off the option "reserve paths"?
16:21:31 <Samu> yes, nothing changed in behaviour
16:21:52 <Samu> let me try this newgrf on a new game
16:22:01 <Samu> wondering if it has any effect
16:23:35 <peter1138> so "set pf.reserve_paths" shows off?
16:24:10 <Samu> i better post the savegame
16:25:16 <Eddi|zuHause> have you tried turning it off and on again?
16:26:24 <peter1138> andythenorth, there is doubt, for some reason.
16:26:47 <andythenorth> I suspect a PBS signal on the route somewhere
16:27:00 <andythenorth> then it's the known issue with "train can't find depot"
16:27:24 * andythenorth back to enterprise software making
16:27:32 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7183: Can't send train to depot, paths are reserved for no reason https://git.io/fh9s9
16:29:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7183: Can't send train to depot, paths are reserved for no reason https://git.io/fh9s7
16:29:36 <peter1138> What a massive surprise.
16:30:43 <peter1138> Is it, perhaps, the setting "reserve paths" or "pf.reserve_paths" that MAY have been mentioned a few times?
16:31:18 <andythenorth> is that setting not just display?
16:31:38 <andythenorth> toggling it does resolve the issue
16:31:40 <peter1138> Remember when we had that bot command to show a revision?
16:32:31 <peter1138> No, the display setting is called gui.show_path_reservation
16:32:50 <Samu> honestly why was it loaded as on then?
16:33:18 <peter1138> So I'm going to go with "no".
16:33:26 <peter1138> Maybe you've set it to on.
16:34:03 <peter1138> Maybe it was on in the old save.
16:34:26 <Samu> it wasn't, i seriously doubt it
16:34:36 <peter1138> Well it obviously is.
16:35:08 <Samu> if you look at the train
16:35:19 <Samu> right after loading, it only reserves 1 track in front of it
16:35:27 <Samu> then suddenly everything is reserved
16:35:33 <Samu> there is a bug somewhere
16:37:14 <Samu> even the startdate is weird
16:37:56 <Samu> and the way the train is loading, unloading
16:41:08 <peter1138> Your local checkout in svn was modified.
16:41:12 <peter1138> Who knows who did it.
16:42:13 <Samu> oh, that is plausible, i may have been working with an edited build :|
16:42:27 <Samu> doesn't necessarily mean I edited the savegame
16:42:48 <Samu> there's no way to make it load as r27929?
16:43:51 <Samu> even 1.8.0 is loading it wrong
16:44:57 <peter1138> Samu, then it's using a modified version.
16:46:05 <Samu> what was the savegame version of 27929?
16:46:10 <Samu> is there a way to find out?
16:46:34 <peter1138> Your 27929M is 197.
16:46:49 <Samu> ok, then sorry, i guess it was my fault after all
16:47:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7183: Can't send train to depot, paths are reserved for no reason https://git.io/fh9Gr
16:47:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7183: Can't send train to depot, paths are reserved for no reason https://git.io/fh9s9
16:47:33 <peter1138> But at least you now know about that setting, which you "doubt"
16:48:18 <Samu> i thought there was only one about reserve path and that it was a gui display
16:48:36 <Samu> seems that the save is loaded with different defaults
16:48:59 <peter1138> Interestingly enough, 27978 is when the bump to 197 happened, and... it was your bump.
16:51:23 <Samu> where are you seeing that
16:52:34 <peter1138> Hmm, why would "make regression" fail to find a graphics baseset?
16:53:01 <Eddi|zuHause> because you don't have a baseset?
16:54:04 <peter1138> I do when I run it normally, but yes, it does not find it when using the regression.cfg
16:55:22 <Eddi|zuHause> try -d misc=3 to see which paths it is trying?
16:57:15 <Eddi|zuHause> also, maybe we should try to remove the dependency on graphics set for dedicated/null driver? it's just because of those terrain generator sprites?
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17:10:08 <Samu> what I see wrong is maybe the town which gets credits for the delivery, it's taken from the station->town
17:10:38 <Samu> not the town of the industry that actually accepts it/them
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17:32:55 <Samu> wow , 22 minutes without any chat
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17:36:14 <Samu> every 250 ticks station acceptance is computed?
17:37:56 <Samu> that would mean station acceptance could be outdated for 249 ticks
17:38:07 <Samu> it's not real time acceptance :(
17:41:57 <Samu> is webchat dead or just nobody talking?
17:42:25 <DorpsGek> Samu: samu was last seen in #openttd 28 seconds ago: <Samu> is webchat dead or just nobody talking?
17:44:51 <peter1138> Samu, what part of "i'm not sure how yet" do you not understand?
17:46:00 <Samu> what don't you understand?
17:46:11 <peter1138> CargoMonitor, mainly.
17:46:25 <peter1138> It talks about industries, stations, source, destination...
17:46:58 <Samu> source type is town or industry, source id is the index of source type
17:47:07 <Samu> so, index of town or index of industry
17:47:48 <peter1138> * @param ind %Industry providing or accepting the cargo.
17:48:16 <peter1138> There's nothing in there to differentiate between providing or accepting.
17:49:57 <peter1138> Hmm, okay so there's two maps, one is always for pickups, and one is always for deliveries.
17:50:32 <peter1138> Starting to make more sense.
17:50:32 <Samu> where the cargo being delivered came from
17:50:53 <peter1138> It could've been a bit added to the encoding, and then just one map. But okay.
17:53:04 <peter1138> * Note that delivery in the right area is sufficient to prevent trouble with neighbouring industries or houses. */
17:53:47 <peter1138> It's documented so kinda by design.
17:54:20 <peter1138> But is the cargo delivered to a station or an industry?
17:54:51 <Samu> it triggers an industry accepting it
17:56:35 <Samu> but the monitoring has an index
17:56:57 <Samu> and yet, when it gets to check if it was accepted at it, it doesnt' care which industry accepted
17:56:59 <peter1138> I guess for cargomonitor purposes it is delivered to both?
17:57:17 <peter1138> (both station and industry)
17:59:10 <Samu> it causes buggy busybee behaviour if I recall
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18:00:06 <Samu> an industry which busybee is monitoring could disappear
18:00:13 <nielsm> if a station has multiple industries accepting the delivered cargo in its radius, you can't really control as player where the cargo is delivered
18:00:17 <Samu> because no cargo is being delivered to it
18:00:28 <Samu> yet busybee believes it is
18:00:43 <Samu> industry declaring imminent closures if i recall
18:01:34 <peter1138> nielsm, you can move the station :)
18:02:45 <Samu> I don't think cargo monitor keeps track which station the delivery was made at
18:05:49 <Samu> there is a list of st->industries_near, why isn't there a list of st->towns_near? :(
18:06:15 <Samu> it just assumes st->town
18:07:22 <nielsm> because a station only belongs to a single town, the one closest to its sign
18:09:20 <Samu> but the cargo acceptance is computed from nearby houses
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18:11:35 <Samu> there could be more houses from one town than the other
18:11:59 <Samu> more acceptance from town A than the town B station belongs to
18:12:37 <nielsm> that would massively complicate the acceptance calculations
18:12:38 <Samu> ideally, both towns are being delivered cargo
18:13:19 <Samu> I'm looking for a way to put these calculations included in the BigTick thing
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18:17:33 <Samu> I have an idea, the not so complicated way, keep track of towns which accept passengers in the bigtick, then when delivering passengers, split the cargo to both
18:18:05 <Samu> the complicated way would be to keep track of the total acceptance level from each town
18:18:52 <Samu> deliver x amount of cargo based on the level of town x, and y amount of cargo based on the leve of town y
18:19:46 <Samu> or a 3rd way, compute the acceptance of nearby towns, but only keep 1 town, the one that accepts the most
18:19:54 <Samu> that town gets the cargo
18:20:09 <Samu> (which is a bit weird though)
18:33:13 <Samu> gonna start inventing, let's see where does this lead me to
18:49:30 <Samu> you guys really like CircularTileSearch
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19:35:39 <Samu> objects can accept cargo?
19:37:37 <Samu> they're not an industry, nor a town
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19:44:38 <Samu> what's the difference between CargoArray &acceptance, CargoTypes *always_accepted
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19:49:56 <nielsm> a reference can't change (to refer to a differnent object) and is guaranteed to refer to a valid object
19:50:36 <nielsm> (you can make a reference refer to something invalid, that'd undefined behaviour and the compiler will optimize with the assumption that references are always valid)
19:52:57 <Samu> I'm gonna try both, see what happens
19:53:26 <Samu> i think what I need is &
19:54:11 <nielsm> if you just spray sigils over your code without knowing what they do you're almost guaranteed to make errors
19:54:27 <Samu> TownVector *towns_nearby vs TownVector &towns_nearby
19:55:08 <nielsm> this is the main point in C and C++ where you need to sit down and think and understand what you need where and why
19:56:12 <Samu> I want AddAcceptedCargoProc *proc = _tile_type_procs[GetTileType(tile)]->add_accepted_cargo_proc;
19:56:32 <Samu> to tell which towns they're from
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19:57:48 <Samu> end result is a st->towns_nearby having a list of nearby towns to that statin
19:59:15 <Samu> industry tiles, town tiles and object tiles are those that will proc
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20:30:02 <Samu> it's probably easy to do, but I'm just too noob for this
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20:36:59 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fh9WQ
20:46:49 <supermop_work_> in martinique i discovered that french reggaeton exists
20:46:57 <supermop_work_> which makes me very happy
20:50:23 <supermop_work_> there was also french ska, and french reggae, and dancehall
20:50:49 <supermop_work_> we only have spanish reggaeton in the US really though
20:50:58 <supermop_work_> though some has some english lyrics
20:51:13 <supermop_work_> french trap also pretty good
20:54:48 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181 https://git.io/fh9lk
20:57:35 *** Thedarkb-T60 has joined #openttd
20:58:39 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7118: Add #5006: Flag to hide rail type from construction. https://git.io/fh9lt
21:00:45 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181 https://git.io/fh9lG
21:06:40 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181 https://git.io/fh9ll
21:17:36 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7184: Change: Distribute cargo to multiple stations or industries https://git.io/fh9lr
22:23:26 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7184: Change: Distribute cargo to multiple stations or industries https://git.io/fh9lr
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23:31:40 *** Eddi|zuHause2 is now known as Eddi|zuHause
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