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#openttd IRC Logs for 2018-10-30

---Logopened Tue Oct 30 00:00:47 2018
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05:22<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #6904: Add: AI/GS GetMonthlyMaintenanceCost
05:57<nielsm>uhm, wtf is going on here?
05:57<nielsm>an AI has managed to build two tiles that can't render
05:57<Xaroth>The train's asleep.
05:58<ST2>I can hear the driver snoring
05:59<nielsm>and I get HoM effects like this when zooming in:
05:59<nielsm>tiny rail depot driving out of a smaller rail depot, also driving out of a normal rail depot
06:01<@peter1138>Railtype issue?
06:01<nielsm>this is vanilla, no newgrfs loaded
06:01<@peter1138>Yeah so?
06:02<nielsm>I'm testing this:
06:02<@peter1138>Some issue with the bit-shuffling I did, I wonder?
06:02<nielsm>and neede a second player
06:02<nielsm>yeah I suspect it might be something with the map array extensions done recently
06:02<@peter1138>Oh you're testing with a patch, not vanilla.
06:03<nielsm>let's try it with the PR rebased onto current master
06:04<nielsm>but well the map array is already broken in this save, of course...
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06:11<nielsm>okay could dynamite those tiles just fine after using switch company cheat
06:16<nielsm>just going to test the same AI on a non-patched build
06:18<nielsm>yeah it keeps building broken stations
06:21<nielsm>yep it looks like a bug in master
06:21<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh requested changes for pull request #6906: Fix #6742: Only possible to build station next to competitor by using CTRL+click
06:23<@peter1138>Is it a station tile or something else?
06:24<nielsm>it's supposed to be railroad
06:24<nielsm>with or without overhead wires
06:24<nielsm>(the Zzz seems to be intended to be the wires)
06:29<nielsm>yep same AI in 1.8.0 does not produce broken stations
06:31<@peter1138>Check which bits are set and what's being read for those tiles. Could be a write bug or a read bug.
06:36<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened issue #6951: AI builds impossible/broken tiles
06:39<@peter1138>In theory it's possible for a player to do it too. Same commands.
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07:19<nielsm>let's try out git bisect!
07:20<nielsm>(and spend ages compiling and recompiling)
07:38<@peter1138>Why? It'll be one of two and it doesn't really matter.
07:40<nielsm>found a state here where it doesn't build broken tiles, but it fails finding valid routes at all so it never builds
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09:05<nielsm>sleepy refinery:
09:07<LordAro>narrowed it down yet?
09:08<nielsm>not yet
09:09<nielsm>however I just set a breakpoint in rail_cmd.cpp:484 (CmdBuildSingleRail first line inside if(flags & DC_EXEC)) and game screen looks like this when it breaked:
09:09<nielsm>so somehow it's correct for a little bit?
09:17<nielsm>huh no, it actually built this route without errors
09:27<nielsm>it seems somehow m8 (railtype) gets set to 0x21 when there isn't any valid railtype with that value
09:29<@peter1138>So... railtype getting corrupted before writing to map, or something else modifying the map railtype later.
09:30<nielsm>trying to set an assert in MakeRailNormal now
09:33<nielsm>yep here is railtype==32 inside CmdBuildSingleRail
09:43<nielsm>okay ScriptStorage::rail_type is set to 32
09:43<nielsm>in the AI
09:45<@peter1138>CmdBuildSingleRail should fail if the railtype is invalid.
09:45<@peter1138>I guess I broke that check, or it was never there?
09:46<nielsm>it's supposed to validate it
09:46<nielsm>but somehow succeeds
09:47<nielsm>hmm I think the logic here is wrong:
09:47<nielsm>right no, it's correct
09:48<nielsm>but some integer width issues
09:48<nielsm>question is, why does it set railtype to something invalid
09:48<nielsm>(the AI)
09:51<@peter1138>If it's testing for available railtypes, then maybe it also sees 32 as being valid.
10:06<nielsm>looks like explicitly selecting the HasBit template parameter at least avoids the bug
10:06<nielsm>HasBit<uint64>(Company::Get(company)->avail_railtypes, railtype);
10:10<@peter1138>I guess I never tested this. I did test > 32 but not all cases. Damn it.
10:10<@peter1138>May also be compiler specific I suppose.
10:10<@peter1138>Need to check any other railtype HasBit occurrence :/
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10:52<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6951: AI builds impossible/broken tiles
10:55<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #6952: Fix #6951: Explicitly use uint64 when testing for available railtypes
10:57<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #6953: Fix: Missing m8 data in console when using Query tool
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11:17<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6952: Fix #6951: Explicitly use uint64 when testing for available railtypes
11:26<DorpsGek_II>[OpenTTD/OpenTTD] PeterN approved pull request #6953: Fix: Missing m8 data in console when using Query tool
11:33<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #6953: Fix: Missing m8 data in console when using Query tool
11:35<nielsm>any way to re-run the CI test that failed for non-code reasons?
11:35<nielsm>(looks like it failed to connect to github or something)
11:36<LordAro>not without TB
11:37<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6952: Fix #6951: Explicitly use uint64 when testing for available railtypes
11:37<nielsm>maybe this works... rebased it on the new master and force pushed
11:38<nielsm>Error response from daemon: received unexpected HTTP status: 503 Service Unavailable
11:41<@peter1138>Can be rerequested within Jenkins too but I don't know who has logins on that.
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11:50<LordAro>maybe jenkins is broke
12:03<nielsm>well, it passed the other PR
12:10<SpComb>jenkins issues eh
12:14<frosch123>nielsm: what is the exact problem in 6952? integer promotion?
12:14<frosch123>is there some way to change HasBit instead of changing how it is called in one place?
12:15<nielsm>64 bit railtypes bitfield gets truncated to 32 bit
12:15<frosch123>like replacing the "(T)1U" with "1ull" or somezhing
12:15<nielsm>might also work
12:19<@peter1138>That'd make it 64bit for everything, no?
12:20<nielsm>yeah that would make every usage of it be 64 bit
12:20<nielsm>invoke 64 bit alu*
12:20<frosch123>but what to do when enums are undefined
12:20<frosch123>well, actually, we can also do c++1 enum classes :)
12:21<frosch123>enum class RailtTypes : uint64
12:21<nielsm>would def. prefer that :)
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12:22<nielsm>though I do wonder why RailTypes is not treated as uint64 already when the enum does have a UINT64_MAX value
12:23<frosch123>yes, i also wondered that
12:23<@peter1138>If that fixes it then that's the correct solution. And my mistake, missing it.
12:23<@peter1138>Well, my mistake whatever :p
12:23<nielsm>might also depend on compiler, really
12:23<nielsm>I should test it on my linux machine
12:27<nielsm>no bug on linux with g++ 8.2.1
12:27<nielsm>so it's a VC++ thing
12:29<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #6951: AI builds impossible/broken tiles
12:30<nielsm>ah right, there's more locations using HasBit<> with Company::avail_railtypes
12:30<nielsm>need to fix those too
12:31<nielsm>not sure whether to change HasBit as frosch123 suggests
12:31<frosch123>does the c++11 method work?
12:32<frosch123>if it's a compiler bug, maybe (T)1ull fixes it :p
12:32<frosch123>i think we had some msvc issues in the past, where it ignored types of function parameters when they were inlined
12:32<frosch123>so casts got lost
12:33<nielsm>it breaks DECLARE_ENUM_AS_BIT_SET(RailTypes)
12:33<@peter1138>enum RailTypes : uint64
12:33<nielsm>ah, enum class does not break it
12:33<nielsm>enum class breaks it, enum RailTypes : uint64 seems to be acceptable
12:34<frosch123>enum class adds namespace stuff, so many things need changing
12:34<@peter1138>"enum classes - enumerator names are local to the enum and their values do not implicitly convert to other types (like another enum or int)"
12:34<@peter1138>Safer if you designed it that way from the start :-)
12:37<nielsm>enum RailTypes : uint64 also does fix the bug, but I'm not sure if that's legal C++03
12:37<LordAro>it's not
12:38<@peter1138>Does it need to be?
12:38<frosch123>yes, it's not, but lordaro already added c++11 stuff in other places
12:38<frosch123>so, ottd is no longer c++03
12:38<LordAro>only one place...
12:38<LordAro>and it could be easily removed :p
12:39<frosch123>didn't you add tons of inline struct constructors?
12:39<nielsm>so, which fix is it? change the two call sites, or change the enum type?
12:39<frosch123>definitely change the num type
12:39<frosch123>Railtypes is not the only 64bit enum we have
12:40<frosch123>ok, CargoTypes is actually no enum
12:40<frosch123>so maybe it is :p
12:40<frosch123>but still, having to touch every place just ask for more issues
12:41<@peter1138>CargoTypes is a bit weird.
12:42<@peter1138>It feels like it should be an enum, but there's already a separate type for it.
12:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6952: Fix #6951: Explicitly use uint64 when testing for available railtypes
12:42<nielsm>there, changed i t
12:43<nielsm>maybe jenkins will succeed this time too
12:43<frosch123>the comment is in the wrong place
12:44<@peter1138>It was "easier" when I did it with std::bitmask.
12:44<@peter1138>All the HasBits and stuff had to go.
12:45<@peter1138>Hmm, don't think these overshoes are going to last long, they're very tight :/
12:46<nielsm>let's try that again
12:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6952: Fix #6951: Explicitly use uint64 when testing for available railtypes
12:46<@peter1138>I had some bigger ones once but the ankle part was way too big.
12:50<@peter1138>LordAro, gotta love the clock change for suddenly requiring lots of lights :/
13:01<LordAro>peter1138: nice ride the other day btw, much impressive
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13:46<LordAro>nielsm: have you tried with another version of VS, ooi? might be 2015 specific
13:52<nielsm>I don't have any other versions at hand right now
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14:41<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6946: Doc: More notes for developers adding new PerformanceElements
14:50<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6946: Doc: More notes for developers adding new PerformanceElements
14:51<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6946: Doc: More notes for developers adding new PerformanceElements
14:52<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6948: Doxygen improvements and various scan-build findings
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15:31<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #6754: Don't automatically deactivate the vehicle clone tool after cloning a vehicle
15:31<nielsm>I did it
15:31<nielsm>I pushed to someone else's branch
15:31<nielsm>on purpose!
15:32<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6754: Don't automatically deactivate the vehicle clone tool after cloning a vehicle
15:44<DorpsGek_II>[OpenTTD/OpenTTD] Hemaolle updated pull request #6906: Fix #6742: Only possible to build station next to competitor by using CTRL+click
15:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #6906: Fix #6742: Only possible to build station next to competitor by using CTRL+click
15:48<DorpsGek_II>[OpenTTD/OpenTTD] Hemaolle commented on pull request #6906: Fix #6742: Only possible to build station next to competitor by using CTRL+click
15:53<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6948: Doxygen improvements and various scan-build findings
15:54<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #6754: Don't automatically deactivate the vehicle clone tool after cloning a vehicle
15:56<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6948: Doxygen improvements and various scan-build findings
15:56<DorpsGek_II>[OpenTTD/OpenTTD] alexanderweiss commented on pull request #6754: Don't automatically deactivate the vehicle clone tool after cloning a vehicle
15:57<LordAro>LOUD NOISES
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15:58<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh dismissed a review for pull request #6754: Don't automatically deactivate the vehicle clone tool after cloning a vehicle
16:01<yellyFish>does anyone now where i can find NARS 2.51 source code? i would like to examine why is it making so many calls to var 0x61 even though it is not implemented
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16:07<andythenorth>much flooded Wolf01 ?
16:07<andythenorth>yellyFish: just decompile it
16:09<nielsm>looks like Pikka doesn't release the source for his things
16:10<andythenorth>it might be in forums somewhere
16:10<andythenorth>but I just decompile it
16:10<andythenorth>but then it's uncommented nfo :P
16:10<andythenorth>dunno if grf2html still works :P
16:12<Wolf01> there are some albums if you want to see some photos :P
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16:18<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #6948: Doxygen improvements and various scan-build findings
16:18*andythenorth can't keep up with the pull requests :P
16:18<andythenorth>so much
16:19<yellyFish>that means that some work is getting done :D
16:19<LordAro>andy prefers dead
16:20<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #6952: Fix #6951: Ensure RailTypes bitfield is always treated as 64 bit
16:21<Wolf01>!/httpImage/image.JPG_gen/derivatives/gallery_978/image.JPG <- on the top right there is my town
16:22<DorpsGek_II>[OpenTTD/OpenTTD] LordAro opened pull request #6954: Doxygen update and warning fixes
16:22<nielsm>did someone spill a train full of milk into the river?
16:22<Wolf01>Yep, chocolate milk
16:24<yellyFish>wow. valgrind + kcachegrind is p cool. it show all calls with source code and even assembly, not like i understand all of it tho :D
16:25<Wolf01>This time it was the worst flood since I remember, luckily the wind changed so the sea was able to receive, or I wouldn't be here to tell it but in the cellar to drain the water
16:26<LordAro>Wolf01: doesn't look so bad from that picture, it's not burst its banks yet :p
16:26<yellyFish>Wolf01: does that river ever spill over?
16:26<LordAro>York floods almost every year
16:26<Wolf01>We raised and reinforced the banks :P
16:27<Wolf01>It spilled over on the town at the left like 40 years ago
16:27<yellyFish>time to deepen the river bank or something
16:28<yellyFish>where i live there is also a main river that got flooded years ago
16:28<Wolf01>Nah, we are near the sea, the only hope is the low tide
16:28<yellyFish>or move the town ;^)
16:29<yellyFish>nature really doesn't give a F about where we set houses
16:31<LordAro>"look at this lovely flat land near the river, that's excellent for building houses on"
16:31<LordAro>"what do you mean it's only flat because it floods a lot?"
16:32<yellyFish>ChadBeaver vs VirginEnginner
16:32<Wolf01>Wasn't ChuckBeaver?
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16:34<yellyFish>The future is gonna be like Waterworld lol
16:35<Wolf01>You mean like Venice?
16:41<nielsm>I chuckled:
16:41<yellyFish>do we have animals in the game?
16:42<LordAro>nielsm: ikr :)
16:42<yellyFish>maybe add some monkeys hanging from trees in jungles
16:42<nielsm>well there is the NUTS train set
16:42<nielsm>and some sets have horse-drawn carriages?
16:43<nielsm>(play a game with NUTS if you haven't)
16:45<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6954: Doxygen update and warning fixes
16:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #6952: Fix #6951: Ensure RailTypes bitfield is always treated as 64 bit
16:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh closed issue #6951: AI builds impossible/broken tiles
16:52<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6954: Doxygen update and warning fixes
16:54<LordAro>interestingly, the doxygen docs only mention "[in,out]", not "[inout]"
16:55<nielsm>whichever works :P
16:55<LordAro>i don't know, i didn't check :p
16:55<LordAro>guess i should :p
16:56<LordAro>seems inout works just fine
16:56<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #6954: Doxygen update and warning fixes
16:57*LordAro finds some parameters to fix
17:00<frosch123>i have only seen "in, out"
17:01<LordAro>there are actually slightly more results for [in,out]
17:01<LordAro>but it's 11 to 8 :p
17:02<LordAro>i can standardise, if you like
17:08<LordAro>it's also 43 to 67 for "@param [..]" vs "@param[..]"
17:09<frosch123>i think one of my editors only properly colored @param[]
17:09<LordAro>i prefer that style too
17:10<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #6954: Doxygen update and warning fixes
17:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #6954: Doxygen update and warning fixes
17:18<andythenorth>so close to 80% done on Horse
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17:21<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #6954: Doxygen update and warning fixes
17:21<LordAro>...i went ahead and "fixed" all of them
17:33<andythenorth>am I still using LordAro's fork of OpenTTD? :P
17:33<andythenorth>with configure flags?
17:33<andythenorth>yes I am :P
17:35<yellyFish>what's standard way of writing multi line comma separated fields? commas end of line or at the start?
17:36<LordAro>commas at the start of the line is for broken people
17:37<yellyFish>D: i write it like that in haskell but don't how it is in C++
17:37<LordAro>i know what i said :p
17:37<LordAro>it is quite common is haskell, and basically nowhere else
17:38<yellyFish>it looks nice tho
17:39<nielsm>I write multiline initializer lists in C++ constructors with commas (and the initial colon) aligned at the start of lines
17:42<yellyFish>but the indentation D:
17:44<frosch123>it is common for the same reason as why you put a comma also for the last value of an enum
17:44<frosch123>to be able to extend/insert stuff without having to change another line by adding/removing a cmoma
17:45<frosch123>ottd probably does not have a style for that though, too little c++ :p
17:55<andythenorth>171 trains drawn, 44 not drawn
17:55<andythenorth>such stats
17:55<andythenorth>done by Christmas?
17:56<@peter1138>nielsm, thanks for sorting that issue out earlier.
17:56<@peter1138>Nice that it wasn't the map array being wrong though :D
17:58<nielsm>the other instance of avail_railtypes being checked with HasBit was in the UI building the build railroad button dropdown
17:59<nielsm>it might have caused problems down the road if someone managed to load newgrfs getting over 32 railtypes
17:59<nielsm>even if I wouldn't want to see the menu that long
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18:07<@peter1138>I've seen it full ;)
18:08<@peter1138>It gets to the point where the UI enhancements would be useful.
18:08<andythenorth>I have between 1 and 3 sizes for each wagon
18:08<andythenorth>so they have, e.g. 'Flat Car (Small)' suffixes
18:08<andythenorth>'Flat Car (Medium)'
18:08<andythenorth>what about when there's only one?
18:09<andythenorth>is that small, medium, or large?
18:09<andythenorth>or drop the suffix?
18:09<andythenorth>kind of odd
18:09<andythenorth>it's all obviously a BAD FEATURE, but that's a given
18:11<andythenorth>nah I don't know either
18:11<andythenorth>I just leave it as 'small' when there's only one :P
18:12<andythenorth>maybe 'small', 'medium', 'large' are stupid
18:12<andythenorth>what about 'Flat Car (20t)', 'Flat Car (30t)', 'Flat Car (40t)'?
18:12<andythenorth>oh, units though :(
18:18<andythenorth>nvm :)
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18:19<nielsm>ugh, wanted to try fluidsynth on windows, and their build system really gets in the way
18:19<nielsm>cmake, and somehow it fails with a "could not find C compiler" error
18:20<nielsm>(when being told to output projects for visual studio, in which you do not specify the path to your compiler)
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20:13-!-Netsplit <-> quits: +michi_cc, SpComb, TrueBrain, SmatZ, berndj, Hobbyboy, Yotson, Hirundo, tneo, ZirconiumX, (+5 more, use /NETSPLIT to show all of them)
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20:15-!-Hobbyboy is "Andrew" on #perl #oftc #moocows #linode @#YourBNC
20:15-!-berndj is "Bernd Jendrissek" on #openttd #openttdcoop #geda #oftc #osm-za
20:15-!-SpComb is "Tero Marttila" on #openttd #tycoon #bitlbee #oftc
20:15-!-funnel is "funnel" on #igloo #flect #openttd #ceph #logcheck #colinux #gc-linux #debian-it #sd #cryptocat #xen #ext4 #kvm #vcs-home #pwmt #debian-ipv6 #ck #freedombox #qemu #debian-hurd #smuxi #debian-glibc #linuxfs #mm #suckless #munin #ovirt #libevent #davical #uml #perl #monkeysphere #dzen #ii #virt #debian #bitlbee #tor-dev #pentadactyl #kernelnewbies #oftc #moocows #acal #antlr @#cursive @#exvm #mci
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20:15-!-mode/#openttd [+v orudge] by ChanServ
20:15-!-mode/#openttd [+o SmatZ] by ChanServ
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21:59-!-sim-al2 is "sim-al2" on #openttd @#/r/openttd
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22:28-!-snail_UES_ is "Jacopo Coletto" on #openttd
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23:21<yellyFish>finally. i was getting 0.7 speed. now i get 0.8 :D
23:23<yellyFish>about 14% increase in speed
23:23<yellyFish>simulation rate
23:26<yellyFish>or maybe i am measuring wrong :D
23:26-!-TheMaster is now known as Unit193
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---Logclosed Wed Oct 31 00:00:49 2018