IRC logs for #openttd on OFTC at 2023-01-27
            
00:11:36 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on issue #10287: [Bug]: Useless buttons when founding town in game https://github.com/OpenTTD/OpenTTD/issues/10287
00:17:20 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on pull request #10409: Feature: Import real-world town data via JSON file https://github.com/OpenTTD/OpenTTD/pull/10409#issuecomment-1405846412
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06:05:53 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #10417: Cleanup: remove unused static variables https://github.com/OpenTTD/OpenTTD/pull/10417
06:08:13 <DorpsGek> [OpenTTD/team] jachymozo opened issue #388: [cs_CZ] Translator access request https://github.com/OpenTTD/team/issues/388
06:15:37 <DorpsGek> [OpenTTD/OpenTTD] gh658804 commented on issue #10416: [Bug]: Iron Ore Mine ignores transparent industries https://github.com/OpenTTD/OpenTTD/issues/10416
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07:34:10 <reldred> This is a gentle poke/nudge that newgrf roadstops needs merging. Fridaemon has been unleashed onto the NML 🙂
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08:12:43 <andythenorth[d]> hmm
08:12:51 <andythenorth[d]> goes it fix signals next? https://www.reddit.com/r/openttd/comments/10lzusf/comment/j621n6z/?utm_source=reddit&utm_medium=web2x&context=3
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08:27:51 <petern> Well
09:23:44 <andythenorth[d]> path-block signals?
09:24:00 * andythenorth[d] wonders what could go wrong
09:24:42 <petern> Installed Linux, I think it annoys me more than Windows, so...
09:27:23 <andythenorth[d]> OS/2 next?
09:43:17 <petern> I guess I uninstalled all those unplayed Steam games for no reason 😄
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10:02:34 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1068471070413295637/image.png
10:02:34 <petern> Software that updates itself but keeps the old versions around... :/
10:15:11 <petern> And also grows larger...
10:30:56 <FLHerne> petern: new stuff is always more annoying though
10:31:16 <FLHerne> you notice the random stupid things that after a while are just background noise :p
10:31:39 <andythenorth[d]> hmm
10:32:08 <andythenorth[d]> PBS signal red/green display -> path reservation on the tile -> act like current PBS
10:33:03 <andythenorth[d]> nah actually stupid idea
10:33:26 <andythenorth[d]> I wanted to check the next tile for a path reservation, and show green if there isn't one
10:33:38 <andythenorth[d]> but that doesn't account for paths, it's block-signal thinking
10:33:49 <andythenorth[d]> meh
10:34:18 <FLHerne> andythenorth[d]: the guy isn't wrong aesthetically
10:34:19 <andythenorth[d]> auto-signalling tool, builds block if there's no junction detected?
10:34:33 <andythenorth[d]> I hate PBS they're always red and slow
10:34:43 <andythenorth[d]> I love PBS it's the best way to build a network
10:35:18 <andythenorth[d]> this is solved in JGRPP with new signal types, but there has been zero appetite so far to integrate that to vanilla 🙂
10:35:52 <petern> I know right, all those rejected PRs.
10:36:00 <andythenorth[d]> yeah that
10:36:14 <andythenorth[d]> the absence of making them
10:36:17 <andythenorth[d]> not approving them
10:36:41 <andythenorth[d]> goes it I learn signalling?
10:36:48 <andythenorth[d]> that would be lolz for some
10:37:47 <andythenorth[d]> hmm I'd want silly things though, like an optional sound effect
10:39:23 * andythenorth[d] looking for musical racing games
10:39:39 <andythenorth[d]> we need to be able to make a synth, but with trains
10:39:54 <andythenorth[d]> one of my kids did it in minecraft redstone
10:42:25 <FLHerne> petern: eh, in a climate where all the existing block signals are being hidden, creating a PR would be a waste of time unless it's some *really* neat concept
10:43:16 <FLHerne> ...or maybe now the 'advanced' signals are hidden by default it's acceptable to add more types because newbies won't see them anyway? :D
10:43:54 <andythenorth[d]> the JGRPP implementation is awesome, but it might not be appropriate for people new to the game
10:46:24 <FLHerne> which of the JGRPP things? :p
10:46:35 <FLHerne> block signalling w/ deceleration?
10:46:57 <petern> I might look at pulling apart newgrf road stops.
10:47:19 <reldred> what's wrong with it?
10:47:40 <petern> But I think the general station/object UI needs work first.
10:48:31 <FLHerne> we've lived with it for years for rail stations, I don't feel it needs to be a blocker for that?
10:48:46 <FLHerne> besides your personal priorities :-)
10:49:29 <andythenorth[d]> FLHerne: yes, the realistic braking thing
10:49:33 <reldred> I'm just thinking things might start getting noisy if Fridaemon releases a major roadstops set (as opposed to my hackjob of his warehouses)
10:49:51 <andythenorth[d]> I can't keep track of all the different JGR signalling options, but there's one with PBS where you change a setting and add a grf
10:50:03 <andythenorth[d]> and then signals look correct with red / green / yellow etc
10:50:16 <andythenorth[d]> there's also long reserve or something maybe 🙂
10:50:44 <andythenorth[d]> I could build JGRPP and actually have facts not vague comments, but eh, I should go to a meeting
10:50:59 <petern> All signals should be path signals, just some signals could have extra features.
10:52:24 <andythenorth[d]> I want one that animates spinning around as the train goes past
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10:52:28 <All_Heil_Lord_Pepe> I have it set up like british 4 aspect signals but at 4 tile gaps O still don't have long enough green sections to make it super realistic.
10:53:29 <All_Heil_Lord_Pepe> Unless block signals are also drawn as 4 aspects but retain their red or green phase.
10:58:26 <petern> Block signals don't exist.
11:08:06 <JGR> petern: Submitting PRs which are guaranteed not to be accepted is just wasting my and the dev team's time
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11:56:48 <petern> Roadstops -- is it useful to copy the cargotype system that stations use?
12:23:08 <DorpsGek> [OpenTTD/OpenTTD] merni-ns started discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:32:25 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:34:10 <DorpsGek> [OpenTTD/OpenTTD] merni-ns commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:34:56 <DorpsGek> [OpenTTD/OpenTTD] merni-ns commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:40:40 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:45:04 <DorpsGek> [OpenTTD/OpenTTD] merni-ns commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:45:18 <Merni> bot is having fun
12:52:19 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:53:07 <FLHerne> it does that
12:53:56 <DorpsGek> [OpenTTD/OpenTTD] merni-ns commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
12:59:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on discussion #10418: NewGRF string length limit? https://github.com/OpenTTD/OpenTTD/discussions/10418
13:02:44 <petern> andythenorth[d]: is lunch?
13:05:44 <Brickblock1> I don't think limiting string length is a good idea, somewone might need to name something Spårvagnsaktiebolagsskensmutsskjutarefackföreningspersonalbeklädnadsmagasinsförråd-sförvaltarslastbilsförflyttare
13:10:18 <TallTyler> “Need”?
13:10:20 <Merni> The point is, nobody will be able to read that name on the screen anyway
13:10:39 <Merni> They might as well put it in the descriptive text (if it's a vehicle)
13:15:50 <Brickblock1> If you wanted it to be easier to read it would be even longer
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13:20:49 <Merni> Brickblock1: I meant that, people won't be physically able to read the name because it wouldn't fit in a window
13:21:22 <Brickblock1> Oh fair
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13:50:29 <discord_user_f4a0790> Brickblock1: Are you also planning to add things to the set with ridiculous names?
13:51:47 <Brickblock1> No not really
13:51:55 <discord_user_f4a0790> Damn
13:51:59 <discord_user_f4a0790> Just me then
13:52:12 <Brickblock1> What would that even be tho
13:59:28 <discord_user_f4a0790> https://cdn.discordapp.com/attachments/1008473233844097104/1068530688208408586/IMG_7452.png
13:59:28 <discord_user_f4a0790> Brickblock1:
13:59:31 <discord_user_f4a0790> Maybe this
13:59:54 <petern> Huh, Firefox's input type=date control is now stupid dumb :/
14:00:13 <Merni> Is it?
14:00:47 <Merni> I haven't noticed but I'm not running an updated firefox
14:01:07 <Brickblock1> discord_user_f4a0790: it has meaning tho
14:01:24 <discord_user_f4a0790> Brickblock1: It’s still nonsensical to most
14:01:30 <Brickblock1> fair
14:01:49 <Brickblock1> we should probably switch channel tho
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14:14:41 <andythenorth[d]> petern: Cheese on toast
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14:47:31 <petern> I finally saladed
14:48:49 <andythenorth[d]> I failed at sleeping
14:48:52 <andythenorth[d]> this week
14:49:00 <andythenorth[d]> is it naptime yet?
14:50:26 <debdog> no sleep till brooklyn!
15:07:01 <petern> That song is nearly 40 years old. 😭
15:16:13 <andythenorth[d]> maybe just a small nap?
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15:32:02 <JustANortherner> debdog: Don't think I'm ever gonna be allowed to sleep then, drat...
15:42:52 <debdog> hehe
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15:51:45 <Merni> jeez I really cannot understand the station list code
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15:52:40 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10386: Fix: Some Script::IsValidVehicle checks need to be complemented with IsPrimaryVehicle https://github.com/OpenTTD/OpenTTD/pull/10386
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16:03:42 <petern> Merni: Station list or station classes/specs?
16:05:26 <Merni> https://docs.openttd.org/source/d2/dde/rail__gui_8cpp_source.html#l00898
16:07:50 <Merni> Which bit actually draws the station name (not the name of the station-class)?
16:08:19 <Merni> And how tf does https://docs.openttd.org/source/d2/dde/rail__gui_8cpp_source.html#l01210 work
16:09:32 <petern> It's drawn by the widget itself.
16:09:42 <petern> L1330 sets the parameter up for it.
16:10:27 <Merni> ohhhhhhhhhh
16:15:11 <Merni> Also, what's line 1220-1225 doing? Going through every station in every station class and figuring out the width of the names?
16:18:39 <peter1138> Yup.
16:18:47 <petern> Also yup.
16:22:53 <Merni> Thanks
16:29:14 <Samu> ready for review
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16:41:04 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #10416: [Bug]: Iron Ore Mine ignores transparent industries https://github.com/OpenTTD/OpenTTD/issues/10416
16:41:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10416: [Bug]: Iron Ore Mine ignores transparent industries https://github.com/OpenTTD/OpenTTD/issues/10416
16:47:29 <Merni> So, if I understand this right -- to define a widget with different behaviour from the default ones, you add a case in DrawWidget (line 1250 onwards), while leaving the widget tree initialisatio (line 1547 onwards) using one of the default widgets
16:47:49 <Merni> right?
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17:18:49 <andythenorth[d]> petern: do you have a patch for opening bridges then?
17:19:15 <petern> I had a patch for newgrf bridges somewhere...
17:19:49 <andythenorth[d]> ship has to wait while bridge opens, and when open, pathfinder can't run trains / RVs over the bridge
17:20:06 <petern> Merni: if you want to handle drawing that widget yourself, yes, you add a case in DrawWidget, but also change the type from WWT_LABEL to stop it doing the drawing itself.
17:20:15 <andythenorth[d]> could do an airdraft grf property for ships
17:20:22 <andythenorth[d]> might actually be gameplay valid
17:21:25 <andythenorth[d]> hmm deep water that was a thing
17:22:07 <Merni> petern: from WWT_LABEL to what?
17:22:28 <Gwyd> andythenorth[d]: Would be awful if trains tried to divert instead of wait
17:22:38 <andythenorth[d]> I think it's for model railroading
17:22:48 <andythenorth[d]> not max efficiency type networks
17:23:18 <Merni> even for model railroading (railwaying?) you don't want trains taking random routes because a bridge is clsoed for a few minutes
17:23:56 <andythenorth[d]> so it would need to not be pathfinding
17:23:59 <andythenorth[d]> signals
17:24:02 <andythenorth[d]> instead
17:25:20 <Gwyd> Road might be acceptable to find another path
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17:38:27 <petern> Merni: WWT_EMPTY probably.
17:39:01 <Samu> if you try to create a savegame it crashes -> https://preview.openttd.org/pr10355/
17:40:31 <kamnet> andythenorth[d]: And ArcaOS as well, if you wanna first pay $129 for the privilege of playing OpenTTD on modern hardware. 🙂
17:41:26 <petern> RiscOS.
17:41:32 <andythenorth[d]> on Pi
17:41:37 <andythenorth[d]> mmm Pi
17:42:37 <Merni> petern: That doesn't seem to have been done for the other ones that are handled in DrawWidget though
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18:07:31 <petern> There's no other test drawn in DrawWidget.
18:07:52 <petern> Oh, except the class list, which is already not a WWT_TEXT.
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18:26:41 <Xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1068597936382025748/screenshot8.png
18:26:41 <Xarick> ai/gs/newgrf buttons in scenario editor?
18:27:19 <petern> What about them?
18:27:37 <Gwyd> Yeah? Scenarios have AIs, GS, and Newgrfs associated
18:27:41 <Gwyd> They're just save games
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18:29:47 <Xarick> im allowed to put newgrfs in the scenario at will? sounds like a recipe for disaster
18:30:04 <Merni> Xarick: what?
18:30:21 <Merni> don't most scenarios have newgrfs in them
18:32:35 <petern> It's a bug.
18:32:45 <Xarick> you can't just add newgrfs on an already started game/scenario
18:32:54 <petern> You can change the settings there, without actually creating a new landscape, and it doesn't warn you about changing NewGRFs.
18:33:05 <Merni> Xarick: you have always been able to do that though :p
18:33:22 <Merni> even from the game itself
18:33:33 <Xarick> no, you haven't. Only recently with these gui changes
18:33:34 <petern> Those buttons haven't been there very long.
18:33:54 <Merni> Xarick: before that you could just do newgrf_developer_tools
18:34:11 <petern> Yes, you can do that, and when you change the NewGRFs, you get a nice warning.
18:34:21 <petern> With these buttons you don't get that.
18:34:33 <Merni> ah, *that* then would be a bug
18:34:37 <Merni> not the existence of buttons
18:38:14 <Samu> even picking up different GS/AI in scenario editor is a bad idea
18:39:21 <Samu> I'm mildly *mad*
18:42:07 <frosch> file a CVE: authorization bypass vulnerability
18:45:34 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/dbc666905dbda26806211b8425649ba8eb105c33
18:45:35 <DorpsGek> - Update: Translations from eints (by translators)
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19:39:43 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened issue #10419: [Bug]: Water infrastructure total mismatch when building ship depot over water objects on owned water https://github.com/OpenTTD/OpenTTD/issues/10419
19:47:22 <Samu> oh, that's probably caused by me
19:51:33 <Samu> i see the bug
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20:16:01 <Samu> actually not caused by me... strange, let me check an old openttd version
20:18:00 <Samu> wow, bug was already present on 1.8.0
20:18:58 <Samu> also on 1.7.2
20:20:15 <Samu> also on 1.3.3, okay so it's not my fault, I wasn't pushing prs or patch back then
20:25:45 <Samu> I have worked on something related to canal ownership
20:26:10 <Samu> i tested it there in my branch, and there is no bug
20:26:29 <Samu> makes me kind of happy :)
20:28:12 <Samu> https://github.com/SamuXarick/OpenTTD/commit/922fcd464df8a33ca1a4a0a121b2102a74a94319
20:28:45 <Samu> this "fixes" it, but it's overkill :)
20:29:26 <Samu> and its not rebased since 2021
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20:49:01 <Samu> rebase -i --root was a bad idea
20:51:33 <Samu> how do i rebase up to jan 10 2021
20:55:20 <petern> Why?
20:56:08 <Samu> i want to drop some commits from a branch, but it was based on openttd jan 10 2021, i don't want to rebase it yet to present day
20:56:47 <petern> You can rebase to a specific commit, doesn't have to be master.
20:58:14 <Samu> what do i do
20:58:51 <petern> Probably right click on something, I dunno.
20:59:13 <Samu> commit is 6298d9221
20:59:22 <petern> `git rebase -i 6298d9221`
20:59:44 <Samu> wow! thanks, that was it
21:03:57 <andythenorth[d]> n
21:33:46 <andythenorth[d]> naptime?
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21:46:00 <andythenorth[d]> I am trying to invent path-block signals
21:46:07 <andythenorth[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1068648124039561358/image.png
21:46:07 <andythenorth[d]> but I don't think they can deal with cases like
21:46:37 <andythenorth[d]> I should number the image 😛
21:46:53 <andythenorth[d]> ideally all those signals would be green
21:47:10 <andythenorth[d]> but I can't think of a way to do it
21:59:46 <TallTyler> Those would be path signals IRL
21:59:54 <TallTyler> At least in the US
22:07:39 <supermop_toil_> andythenorth[d]: why
22:11:36 <andythenorth[d]> because red is slower
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22:16:21 <andythenorth[d]> green would be faster
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22:18:29 <andythenorth[d]> ok sleeping time
22:22:26 <petern> Because this, I think <https://www.reddit.com/r/openttd/comments/10lzusf/comment/j621n6z/>
22:26:43 <JGR> andythenorth[d]: Having the signals on plain line be green, but the ones in front of junctions default to red is a bit easier and less unrealistic
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22:29:50 <DorpsGek> [OpenTTD/OpenTTD] michicc opened pull request #10420: Backport master into release/13 https://github.com/OpenTTD/OpenTTD/pull/10420
22:30:36 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #10420: Backport master into release/13 https://github.com/OpenTTD/OpenTTD/pull/10420#issuecomment-1407141956
22:32:29 <michi_cc[d]> TrueBrain: The backport script works, except if somebody dared to squash a multi-commit PR. I was wondering for a bit why I got some strange conflicts before I noticed that. If you know, it is easy enough to *the one* manually 🙂
22:33:26 <TrueBrain> nice! Good to hear it is a useful script 😄
22:33:36 <TrueBrain> we should store it somewhere that anyone can edit, and improve it, honestly, but .. LAZY 😛
22:47:41 <Samu> i cant build with visual studio all of a sudden...
22:49:59 <Samu> dang it...
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22:55:32 <Samu> okay, i can again, deleted the .vs folder
23:00:02 <Samu> yay, rebased 90% to current day
23:00:33 <Samu> the other 10% is landscape_grid.html and a few issue conflicting with docking tile
23:04:42 <Samu> got no time
23:04:50 <Samu> cyas goodnight
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23:05:25 <michi_cc[d]> TrueBrain: As google tells me you can't find out from GitHub if a PR was squashed or rebased, I made a hack by a new PR label ('backport squash'). See <https://gist.github.com/michicc/1933ec52f2d194deca061b8671807e76> (which also un-hardcodes the release number).
23:05:47 <TrueBrain> nice 😄
23:06:05 <michi_cc[d]> You may laugh at my try a Python list dict comprehension 🙂
23:06:57 <TrueBrain> need a laugh tomorrow, so will check it tomorrow 😛
23:08:36 <michi_cc[d]> Well, the `if` works by trial and error, but I have no idea what the syntax actually means nad I'm assuming there's something a lot more 'common'.
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