IRC logs for #openttd on OFTC at 2021-01-27
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00:43:37 <DorpsGek> [OpenTTD/OpenTTD] perezdidac commented on pull request #8598: Feature: add 'screenshot res <x> <y> [<filename>]' console command https://git.io/JtCI2
00:52:23 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #8598: Feature: add 'screenshot res <x> <y> [<filename>]' console command https://git.io/JtCIb
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07:44:02 <DorpsGek> [OpenTTD/OpenTTD] ghisvail commented on issue #8612: Fail to build Flatpak for openttd 1.11.0-beta1 https://git.io/JtCU0
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08:27:18 <orudge> Need to get these Steam e-mails out of German somehow :|
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11:05:11 <Eddi|zuHause> there must be some account settings for that
11:13:12 <Samu> i'm looking for a tram or road vehicle newgrf with 5 or 6 articulated parts, that is compatible with openttd 1.3.3
11:14:20 <Timberwolf> I think BATS 0.7 has a 6-part DLR?
11:15:31 <Timberwolf> It might be buried in the refit options (you build it as a 2 or 4 part, then refit to the longer variant)
11:16:15 <Samu> nice find, thanks, that's just what i need
11:17:32 <Samu> Rapier Industrial has 7 parts, just awesome
11:33:52 <Samu> funny, the graphics for the vehicle don't match when loading in master
11:34:41 <Samu> ah no, when i clone the vehicle
11:34:47 <Samu> it gets another front part
11:34:55 <Samu> is that how's it supposed to be?
11:35:38 <Timberwolf> BATS was always a little bit buggy, although I'm not sure quite how cloning a vehicle would cause that from a GRF perspective.
11:38:16 <Samu> it gets randomly chosen front parts, interesting
11:49:18 <_dp_> how do I switch between sdl and sdl2 drivers?
11:50:13 <_dp_> oh, there is config flag...
11:50:24 <Timberwolf> Ah, that makes sense. I interpreted "another front part" as it going from 7 articulated parts to 8 :)
11:51:04 <Eddi|zuHause> _dp_: the "-v" command line switch should work
11:51:36 <_dp_> Eddi|zuHause, not, they both list as "sdl"
11:51:42 <_dp_> it just compiles one or the other
11:57:46 <_dp_> what driver does macos use by default, cocoa?
12:01:53 <_dp_> haha, bless whoever put other mouse buttons handling code in the comment on macos driver xD
12:01:57 <Samu> i wish the carriages were a bit longer t.t
12:02:39 <Samu> trying to get a road vehicle occupy 4 tiles
12:09:50 <Eddi|zuHause> that is not surprising. apple is quick at deprecating things
12:14:40 <_dp_> how many buttons can mouse have?
12:16:14 <_dp_> or not, since xev shows button 10...
12:18:15 <Samu> holy mother of conversions... it is working! converting between SLV_188 and mine, the parts are aligned
12:24:06 <Samu> it went through SLV_188 and SLV_ROADVEH_MOVEMENT
12:25:31 <Samu> screenshot doesn't pay justice
12:25:46 <Samu> only shows that they're all aligned after coming out of the zig-zag curves
12:35:12 <Eddi|zuHause> there's plenty of buttons you can have on a mouse
12:39:01 <Eddi|zuHause> a quick search comes up with mostly 6 or 8
12:39:39 <_dp_> Eddi|zuHause, it sure doesn't look like 23 though
12:40:58 <_dp_> mine has 10 apparently if you count scroll wheel
12:42:20 <_dp_> well, 11 with wheel lock
12:42:38 <_dp_> but pretty sure that one is mechanical
12:42:57 <Eddi|zuHause> wheel up/down/press is already like 3 buttons
12:43:19 <_dp_> Eddi|zuHause, 5 with left-right
12:43:26 <Eddi|zuHause> some mouse i had also could left/right
12:43:42 <Eddi|zuHause> but i didn't like that at all
12:44:13 <Eddi|zuHause> i alrady hate pressing the wheel
12:44:26 <Timberwolf> Yeah, the Logitech ones are wheel up/down/left/right/press, left+right, forward+back on side, DPI switch, mode switch, and a mechanical scroll wheel lock.
12:44:43 <Timberwolf> (The latter doesn't count for the OS :) )
12:47:33 <Eddi|zuHause> whenever my mouse had extra buttons, i never bothered to configure them
12:48:10 <Eddi|zuHause> other than in ancient times before scroll wheel, i had middle mouse button as double click
13:52:08 <Samu> Descriptions... I'm bad at them
13:53:45 <Samu> I'm wondering whether I should have one block of code doing both conversions in 1 step
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14:02:04 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8609: Fix: Equalise the number of frames needed for road vehicles to traverse different radius curves https://git.io/JtnEF
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14:16:35 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8609: Fix: Equalise the number of frames needed for road vehicles to traverse different radius curves https://git.io/JtnEF
14:29:23 <Xaroth> You know, if you're going to be making constant changes to your PR, you might want to mark it as a WIP so people know you're still working on it ;)
14:40:05 <Samu> I always think I've just finished it, then i see that I don't :(
15:10:53 <_dp_> I just found out about NAT Punch-through thing... Is there a reason openttd doesn't use it other that no one bothered to code?
15:10:59 <_dp_> it already has a master server...
15:15:08 <Eddi|zuHause> you mean like, routing all online game traffic through a server?
15:15:50 <_dp_> Eddi|zuHause, no, tricking nat port forwarding
15:26:14 <milek7_> nat-punching, but it's tricky and not always reliable
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16:05:03 <supermop_Home> tramtypes have the no_houses flag available... but do houses ever build along tramways?
16:05:17 <Eddi|zuHause> i don't think so
16:06:52 <supermop_Home> i think i'll set sett roads to like 200 CE
16:07:11 <supermop_Home> had them at 0 before in case someone was playing as romans
16:07:33 <supermop_Home> but this way at super early starts towns can build dirt roads
16:29:46 <supermop_Home> eh not worth it
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17:26:53 <LordAro> irccloud having issues, apparently
17:27:57 <DorpsGek> [OpenTTD/BaNaNaS] frosch123 opened pull request #78: Change: migrate OpenTTD user Leou_ to GitHub user Leou-L https://git.io/JtCjb
17:54:10 <frosch123> dutch and portuguese, i guess...
18:15:08 <DorpsGek> - Update: Translations from eints (by translators)
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18:45:17 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8597: Fix: Prevent showing company is in trouble again after about 260 months due to overflow https://git.io/JtWTy
18:45:27 <Samu> I think I was too harsh on the words :(
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18:46:47 <Samu> I can already see the PR being closed
18:48:02 <FLHerne> Samu: I can certainly imagine the curve-radius one being
18:48:33 <FLHerne> It's a clever solution, but the complexity is so ludicrously disproportionate to the problem it solves :-/
18:50:04 <Samu> savegame conversion,yes... :(
18:50:24 <LordAro> Samu: what happens if you don't do the savegame conversion?
18:51:36 <FLHerne> I mean, it adds 300 lines of code, including a savegame bump, to address a 5% differences that (AIUI?) is unnoticeable unless you specifically measure it
18:52:34 <FLHerne> "It all began when I was interested in knowing why travelling vertically/horizontally was more rewarding than in a diagonal." is an observable effect, but this doesn't actually address that, right?
18:53:07 <Samu> but that what led me to find the issue
18:53:16 <Samu> it started from those tests
18:54:00 <Samu> the fix itself is just the changes to roadveh_movement.h
18:54:13 <Samu> the savegame conversion is just what makes it really long
18:58:24 <LordAro> at least i'd say the conversion stuff for your new version should be split into its own function
19:03:22 <TrueBrain> _dp_: the typical, nobody wrote it :) It has passed by a few times already, but so far nobody wrote out how it would look .. :)
19:03:42 <TrueBrain> glx: nice find (on the flatpack issue thread)
19:03:47 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #8609: Fix: Equalise the number of frames needed for road vehicles to traverse different radius curves https://git.io/JtWkd
19:03:59 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain approved pull request #78: Change: migrate OpenTTD user Leou_ to GitHub user Leou-L https://git.io/JtWkF
19:04:05 <DorpsGek> [OpenTTD/BaNaNaS] TrueBrain merged pull request #78: Change: migrate OpenTTD user Leou_ to GitHub user Leou-L https://git.io/JtCjb
19:11:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8612: Fail to build Flatpak for openttd 1.11.0-beta1 https://git.io/JtCU0
19:12:05 <TrueBrain> this really puzzled me: using -G ninja, so clearly looked up something about CMake, but still building a Debug build .. the default of CMake striking again? :)
19:12:37 <nnyby> so, did you know the mascot for sudo is a bacon sandwich? Remember this every time you use sudo from now on.
19:14:58 <frosch123> do you know that the sudo author considers it bad now, and uses doas instead
19:15:57 <frosch123> also, today i learned about bugzilla -> godzilla -> japanese: gojira -> jira
19:21:58 <TrueBrain> orudge: please use @openttd.org addresses for memberships :)
19:24:10 <supermop_Home> i think my road update works
19:24:46 <TrueBrain> right, got a few keys for OpenTTD on Steam to test it out ... tomorrow I will fix the builds that are on there, so it actually works :D
19:26:28 <supermop_Home> but it has also raised a bunch of itches for more roadtype ponies
19:27:46 <supermop_Home> like sidewalk graphics per roadtype, and custom foundations
19:29:28 <Xaroth> nnyby: "Sudo make me a sandwich" ?
19:30:45 <supermop_Home> i guess also roadstop sprites per type / townzone
19:35:05 <Wolf01> The options might be infinite
19:35:45 <supermop_Home> i'm pretty satisfied with what's currently possible though
19:36:19 <supermop_Home> i still can't figure out how to get level crossing overlays to work
19:44:04 <TrueBrain> orudge: I also pushed a fix to Steam for macOS .. I did that yesterday, but I seem to have forgotten to publish :P
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19:58:34 <Wolf01> supermop_Home: iirc level crossings need railtype support, it's not only roadtype
20:00:27 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8609: Fix: Equalise the number of frames needed for road vehicles to traverse different radius curves https://git.io/JtWq6
20:16:58 <Eddi|zuHause> supermop_Home: i think roadstops should be completely separate from roadtypes
20:19:12 <LordAro> Xaroth: doas make me a sandwich doesn't quite have the same ring to it
20:19:48 <supermop_Home> well after 5 years of fast forward, town switches from building stone roads to building asphalt streets
20:19:51 <Xaroth> with canadian sudo it does have a nice ring to it
20:19:57 <Xaroth> "please make me a sandwich".
20:19:59 <supermop_Home> sat 1915, so seems to work
20:21:04 <Eddi|zuHause> TrueBrain: i really don't agree with cmake defaulting to "debug"... anybody who really needs a debug build can be assumed to look up how to do it. the reverse is not true by a long shot
20:21:16 <TrueBrain> Eddi|zuHause: tell that to CMake!
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20:25:57 <andythenorth> frigging closed garden Apple App Store crap
20:26:06 <andythenorth> World of Tanks Blitz update is stuck hanging
20:26:20 <supermop_Home> fund local road reconstruction upgrades the roads from stone to asphalt!
20:27:31 <Wolf01> <supermop_Home> well after 5 years of fast forward, town switches from building stone roads to building asphalt streets <- nice, and the old roads stay that forever?
20:27:49 <supermop_Home> Wolf01 unless you fund road reconstruction
20:27:51 <andythenorth> did I miss anything?
20:28:04 <supermop_Home> basically works exactly as i had hoped / expected
20:28:27 <TrueBrain> okay, finally made all the media and shit ...
20:28:34 <TrueBrain> I can press "Ready for Review"
20:28:56 <andythenorth> how many kittens die?
20:29:04 <supermop_Home> i mean it still doesn't use my level crossing overlays, but otherwise i think this makes sense to release
20:29:05 <andythenorth> I always press the button
20:29:09 <andythenorth> I did my tax return today
20:29:15 <andythenorth> put numbers in, press button, move on
20:30:07 <andythenorth> dear Photoshop, please release my GPU, because Chrome wants 110% of it
20:30:30 <Wolf01> Oh boy, even the GPU now?
20:30:45 <andythenorth> dunno, think this mac is fucked
20:31:10 <andythenorth> apps seem to be able to lock up the dedicated GPU completely, but the load on it is only 40%
20:32:02 <andythenorth> maybe I have a bad GPU
20:32:49 <Wolf01> BTW, tomorrow another covid test, wish me luck (I won't know the result until saturday, meh)
20:33:45 <TrueBrain> andythenorth: want to try OpenTTD via Steam on macOS? :D
20:34:49 <andythenorth> managed to trick my mac into using the integrated GPU
20:34:52 <andythenorth> now it's performant again
20:35:26 <andythenorth> oh did I delete steam?
20:35:35 <andythenorth> I'll have to reinstall it
20:35:51 <andythenorth> it's acts a bit like malware so I deleted it
20:36:10 <supermop_Home> andythenorth i haven't had steam installed in years
20:36:24 <andythenorth> it's the only way to buy on the steam store no?
20:36:56 <Wolf01> You should be able to do it from the site too
20:37:03 <andythenorth> 'welcome to steam, here is a 200MB update :D'
20:37:20 <supermop_Home> another pointless feature I've added: streets distinct from roads. Streets are hidden from player and only built by towns, asphalt roads are only built by player
20:37:23 <glx> you can buy from the website yes, and even the mobile app I think
20:38:08 <supermop_Home> same speed limit, only difference is that in non-sidewalk zones, streets have a curb whereas roads have a soft shoulder
20:38:51 <supermop_Home> I did it because i can? (and we can now have 64 road types)
20:39:29 <supermop_Home> in the future i'll tweak the sprites to look a little more street-y
20:41:14 <andythenorth> what search term for steam?
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20:45:02 <Wolf01> <andythenorth> what search term for steam? <- mashinky
20:45:18 <andythenorth> Euro Truck Simulator 2?
20:45:40 <TrueBrain> andythenorth: and, does OpenTTD work via Steam?
20:45:41 <Wolf01> And train simulator too
20:46:09 <andythenorth> TrueBrain dunno, it's not listed for me
20:46:16 <andythenorth> I am probably searching wrong?
20:46:19 <TrueBrain> .... no shit einstein
20:46:37 <TrueBrain> he is ignoring my PMs, that is just ... omg :P
20:46:59 <andythenorth> I just don't want to paste activation keys into search boxes
20:47:00 <TrueBrain> so activate the product :) and it appears in your list :D
20:47:03 <andythenorth> I have...learnt that much
20:47:21 <TrueBrain> Games -> Activate a Product on Steam
20:47:24 <TrueBrain> at least, on Windows
20:47:38 <glx> should be the same on all platforms
20:47:48 * andythenorth clicks 'agree' to loads of stuff
20:47:59 <andythenorth> 'click here to print' err nope
20:48:52 <TrueBrain> its funny, some user found out andythenorth was on Discord .. he kept talking about andythenorth , while he responded, as "that guy"
20:48:56 <TrueBrain> that was hilarious to read :)
20:49:13 <andythenorth> OMG Blitz is on Steam
20:49:19 <andythenorth> I could circumvent the Apple App Store
20:49:46 <TrueBrain> focus andythenorth ! :P
20:49:56 <andythenorth> there is like a whole world of non-Apple App Store stuff
20:50:01 <andythenorth> the garden is not walled!
20:51:00 <andythenorth> hmm can't run it, it will log my kids out of stardew valley on the other macs
20:51:10 <andythenorth> steam is...I am not clever enough
20:51:13 <TrueBrain> oef, no, you cannot do that :)
20:51:18 <glx> last utilisation: october 2016
20:51:50 <andythenorth> kids should go to bed anyway
20:52:15 <andythenorth> steam is so...odd
20:52:19 <glx> you can share games to different steam accounts
20:53:39 <andythenorth> OpenTTD opens, runs
20:53:50 <TrueBrain> I ... kinda did not expect that, honestly :P
20:54:32 <TrueBrain> tnx andythenorth :)
20:54:33 * andythenorth has to verify this computer for steam or something
20:54:48 <andythenorth> some sort of MFA going on
20:54:51 <Wuzzy> Does anyone still have contact with Rubidium?
20:55:11 <DorpsGek> TrueBrain: I have not seen Rubidium.
20:55:23 <Wuzzy> I can't seem to contact or find R. right now.
20:55:27 <TrueBrain> hmm .. that is odd, but okay ...
20:55:44 <TrueBrain> Wuzzy: he has not been active. His email no longer works. A poke on GitHub is best you can do, and hope for the best
20:56:06 <glx> ah no it's the 2FA probably andythenorth, it's easier when you also have mobile app
20:56:37 <Wuzzy> Do you have any other contact details on Rubidium or is that the only thing you know?
20:56:41 <DorpsGek> TrueBrain: Celestar was last seen in #openttd 3 years, 2 weeks, 6 days, 8 hours, and 26 seconds ago: <Celestar> lo
20:56:53 <TrueBrain> hmm .. DorpsGek is a bit forgetful, it seems
20:56:58 <DorpsGek> TrueBrain: I have not seen Yexo.
20:57:04 <DorpsGek> TrueBrain: Bjarni was last seen in #openttd 9 years, 16 weeks, 3 days, 20 hours, 37 minutes, and 57 seconds ago: <Bjarni> heh
20:57:11 <TrueBrain> feels a bit random, what he does and doesn't remember
20:57:37 <Wolf01> Maybe it remembers only when somebody talks
20:57:50 <TrueBrain> they all talked at some point in time :)
20:57:55 <TrueBrain> pretty sure about that :P
20:58:24 <glx> maybe it linked all message to alternate nick ?
20:59:15 <TrueBrain> no, it should be in the database
21:00:08 <TrueBrain> 05/12/2019 @ 6:01pm (UTC) was the last time he talked, according to my backup (Rb)
21:00:18 <TrueBrain> I will debug that some other day
21:00:54 <Wuzzy> 2019? thats not TOO bad lol
21:01:18 <TrueBrain> Pretty sure it was a drive-by :P
21:01:27 <TrueBrain> okay, I pressed "Ready for review" button
21:01:30 <TrueBrain> lets see what happens
21:01:32 <TrueBrain> tnx again andythenorth :)
21:03:12 <TrueBrain> owh, I only now see the site I used was using US time format
21:03:14 <TrueBrain> fucking annoying shit
21:03:20 <TrueBrain> so it is the 12th of May, 2019
21:03:30 <TrueBrain> he said ... 4 lines in 2019
21:06:55 <FLHerne> fwiw, that's what my logs say too
21:07:05 <TrueBrain> right, now we wait till they reply if there is anything they want us to change ... after that, 2 weeks of "Coming soon", and a review of the game itself
21:07:31 <TrueBrain> curious? Not the word I meant
21:07:39 <TrueBrain> but what-ever, it is fine
21:08:08 <TrueBrain> orudge: what kind of media do you need for the Microsoft Store?
21:13:56 <frosch123> Wuzzy: rubidium left a copyright notice in the opensfx thread, what to do with his work in the future
21:14:01 <frosch123> did you find that one?
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21:16:50 * andythenorth looking at trains on ebay
21:16:56 <andythenorth> did we figure out liveries yet?
21:17:04 <andythenorth> I keep buying same train, different colours on ebay
21:17:09 <andythenorth> valid game mechanic also
21:17:40 <frosch123> oh, it's specific about gpl though :p
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21:23:45 <supermop_Home> andythenorth what other features does unspooled need to justify first release in 2 years?
21:24:14 <supermop_Home> random manhole covers on street?
21:24:28 <supermop_Home> better sidewalks?
21:30:17 <Wuzzy> huh, GPLv2. that makes things a little bit more difficult... hmmm
21:30:56 <Wuzzy> especially given that many source sounds were under CC BY 3.0 originally. i dont know if you can just unilaterally switch from CC BY 3.0 to GPLv2
21:33:27 <frosch123> maybe he reads github notifications
21:33:54 <Wuzzy> I already did an @ mention in one of the OpenSFX issues on GH
21:36:22 <Wuzzy> hmmm " furthermore declare that my modifications can be relicensed to GPLv2 as long as the original creator of the samples I edited/mixed are allowing relicensing to GPLv2 as well."
21:36:43 <Wuzzy> can you relicense CC BY 3.0 to GPLv2?
21:50:05 <Samu> Armin van Buuren feat. Sharon den Adel - In And Out Of Love (Official Music Video)
21:50:43 <andythenorth> hmm that might be a good call Samu
21:51:10 <Samu> gotta go, cyas goodnight
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21:52:02 <andythenorth> he comes, he leaves music suggestions, he goes
21:52:07 <andythenorth> scarlet pimpernel
21:52:17 * andythenorth listening to AVB now
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21:56:11 <andythenorth> did samu take Matrix with him?
22:00:49 <frosch123> i enabled that client setting that hides leave/join from people who never said anything
22:01:16 <frosch123> it's remarkable, it filters out > 99% of join/leave
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22:10:43 <LordAro> frosch123: i wonder if such a thing exists for irssi
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22:12:34 <frosch123> when you are confused by random "chanserv gives voice to *okai" in the middle of nowhere, you know it works :p
22:12:45 <frosch123> (it does not hide that)
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22:19:42 <Eddi|zuHause> i've enabled that some years ago... since then the channel isn't filled with join/quit messages anymore
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22:29:42 <andythenorth> I SHOULD GO TO BED
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22:42:19 <supermop_Home> Wolf01 one issue is that if you are playing before 1915, cities will probably get pretty big with the stone streets, and then it will be mostly the suburbs that get the asphalt streets
22:42:39 <supermop_Home> and the main zones will likely never get upgraded
22:43:11 <supermop_Home> really would want just the central most area to remain stone
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22:51:17 <Wolf01> supermop_Home: I think it works like that in many european cities, they maybe fix the holes but don't put asphalt if not really necessary :P
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22:57:31 <Eddi|zuHause> @supermop_Home in the last 30 years pretty much only streets that have tram on them got reworked in my city (because those get more state funding)
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23:19:16 <supermop_Home> what criteria do towns use to pick a bridge type?
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23:35:27 <Eddi|zuHause> there was a PR about that recently, but i didn't look at it. nor do i know whether it was merged
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