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Log for #openttd on 9th December 2021:
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09:51:57  <Eddi|zuHause> fun fact: romans had very poor technology, compared to the middle ages. what the middle ages couldn't do properly is big infrastructure...
10:43:10  <Eddi|zuHause> i should go shopping, but there's also snow...
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15:56:19  <andythenorth> also 'go shopping' suggests 'outside'
15:56:22  <andythenorth> which is unwise
15:56:34  <andythenorth> 'order shopping' is a proven solution
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21:23:02  <rawrisay> Hi.
21:23:23  <rawrisay> Is there a way to slow down time in multiplayer (/server configuration)?
21:24:06  <nielsm> you mean make the game simulator slower than the standard rate?
21:24:55  <rawrisay> nielsm: Like a day passes in, let's say, 60 seconds, not 10 seconds.
21:25:21  <nielsm> you're probably looking for a daylength feature, try JGR's patch pack
21:25:42  <nielsm> (it's a wholly different version of the game)
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21:29:23  <rawrisay> nielsm: Looks like one patch to do this. (:
21:29:42  <rawrisay> nielsm: Why it's not included in default openttd? License issues?
21:30:02  <nielsm> no, because there's a lot of disagreement what the correct approach to daylength is
21:30:43  <nielsm> especially what parts should be in the core game and what parts should not, and also something of how the altered time scale should be represented
21:32:19  <rawrisay> Maybe I should check how it works with default settings before asking. ;)
21:33:04  <rawrisay> I'm about to start small "family" server.
21:33:14  <nielsm> there's at least three potential components to it: altering the timescale of technological innovation (how fast new vehicle models come out), altering the distance scale of the game (how many tiles it is profitable to transport cargo), and altering the payment scale of the game (how much money you can earn in a length of game time or real time)
21:33:33  <rawrisay> But some folks will play 7 hours a week, some 3 hours and some maniacs 40. ;)
21:33:49  <nielsm> and there's arguments that the two latter things should be handled by mods
21:34:05  <niels

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