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392 lines
23 KiB
Plaintext
392 lines
23 KiB
Plaintext
OpenTTD's known bugs
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Last updated: 2021-02-28
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Release version: 1.11.0-beta2
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------------------------------------------------------------------------
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Table of contents
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-----------------
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1.0) About
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2.0) Known bugs
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1.0) About
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---- -----
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All bugs listed below are marked as known. Please do not submit any bugs
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that are the same as these. If you do, do not act surprised, because
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we WILL flame you!
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The current list of known bugs that we intend to fix can be found in our
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bug tracking system at https://github.com/OpenTTD/OpenTTD/issues
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Also check the closed bugs when searching for your bug in this system as we
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might have fixed the bug in the mean time.
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2.0) Known bugs
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---- ----------------------------------
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This section lists all known bugs that we do not intend to fix and the
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reasons why we think that fixing them is infeasible. We might make some
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minor improvements that reduce the scope of these bugs, but we will not
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be able to completely fix them.
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No suitable AI can be found:
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If you have no AIs and an AI is started the so-called 'dummy' AI will
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be loaded. This AI does nothing but writing a message on the AI debug
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window and showing a red warning. There are basically two solutions
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for this problem: Either you set the number of AI players to 0 so that
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no AI is started. You find that setting at the top of the window in the
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"AI / Game Scripts Settings" window.
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The other solution is acquiring (downloading) some AI. The easiest way
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to do this is via the "Check Online Content" button in the main (intro)
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menu or directly in the "AI / Game Scripts Settings" dialogue via the
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"Check Online Content" button.
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After a while of playing, colours get corrupted:
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In Windows 7 the background slideshow corrupts the colour mapping
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of OpenTTD's 8bpp screen modes. Workarounds for this are:
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a) Switching to windowed mode, instead of fullscreen
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b) Switching off background slideshow
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c) Setting up the 32bpp-anim or 32bpp-optimized blitter
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Custom vehicle type name is incorrectly aligned:
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Some NewGRFs use sprites that are bigger than normal in the "buy
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vehicle" window. Due to this they have to encode an offset for
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the vehicle type name. Upon renaming the vehicle type this encoded
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offset is stripped from the name because the "edit box" cannot show
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this encoding. As a result the custom vehicle type names will get
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the default alignment. The only way to (partially) fix this is by
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adding spaces to the custom name.
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Clipping problems [#119]:
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In some cases sprites are not drawn as one would expect. Examples of
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this are aircraft that might be hidden below the runway or trees that
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in some cases are rendered over vehicles.
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The primary cause of this problem is that OpenTTD does not have enough
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data (like a 3D model) to properly determine what needs to be drawn in
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front of what. OpenTTD has bounding boxes but in lots of cases they
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are either too big or too small and then cause problems with what
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needs to be drawn in front of what. Also some visual tricks are used.
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For example trains at 8 pixels high, the catenary needs to be drawn
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above that. When you want to draw bridges on top of that, which are
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only one height level (= 8 pixels) higher, you are getting into some
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big problems.
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We can not change the height levels; it would require us to either
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redraw all vehicle or all landscape graphics. Doing so would mean we
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leave the Transport Tycoon graphics, which in effect means OpenTTD
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will not be a Transport Tycoon clone anymore.
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Mouse scrolling not possible at the edges of the screen [#383] [#3966]:
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Scrolling the viewport with the mouse cursor at the edges of the screen
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in the same direction of the edge will fail. If the cursor is near the
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edge the scrolling will be very slow.
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OpenTTD only receives cursor position updates when the cursor is inside
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OpenTTD's window. It is not told how far you have moved the cursor
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outside of OpenTTD's window.
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Lost trains ignore (block) exit signals [#1473]:
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If trains are lost they ignore block exit signals, blocking junctions
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with presignals. This is caused because the path finders cannot tell
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where the train needs to go. As such a random direction is chosen at
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each junction. This causes the trains to occasionally to make choices
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that are unwanted from a player's point of view.
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This will not be fixed because lost trains are in almost all cases a
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network problem, e.g. a train can never reach a specific place. This
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makes the impact of fixing the bug enormously small against the amount
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of work needed to write a system that prevents the lost trains from
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taking the wrong direction.
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Vehicle owner of last transfer leg gets paid for all [#2427]:
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When you make a transfer system that switches vehicle owners. This
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is only possible with 'industry stations', e.g. the oil rig station
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the owner of the vehicle that does the final delivery gets paid for
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the whole trip. It is not shared amongst the different vehicle
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owners that have participated in transporting the cargo.
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This sharing is not done because it would enormously increase the
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memory and CPU usage in big games for something that is happening
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in only one corner case. We think it is not worth the effort until
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sharing of stations is an official feature.
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Forbid 90 degree turns does not work for crossing PBS paths [#2737]:
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When you run a train through itself on a X junction with PBS turned on
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the train will not obey the 'forbid 90 degree turns' setting. This is
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due to the fact that we can not be sure that the setting was turned
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off when the track was reserved, which means that we assume it was
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turned on and that the setting does not hold at the time. We made it
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this way to allow one to change the setting in-game, but it breaks
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slightly when you are running your train through itself. Running a
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train through means that your network is broken and is thus a user
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error which OpenTTD tries to graciously handle.
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Fixing this bug means that we need to record whether this particular
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setting was turned on or off at the time the reservation was made. This
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means adding quite a bit of data to the savegame for solving an issue
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that is basically an user error. We think it is not worth the effort.
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Duplicate (station) names after renaming [#3204]:
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After renaming stations one can create duplicate station names. This
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is done giving a station the same custom name as another station with
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an automatically generated name.
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The major part of this problem is that station names are translatable.
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Meaning that a station is called e.g. '<TOWN> Central' in English and
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'<TOWN> Centraal' in Dutch. This means that in network games the
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renaming of a town could cause the rename to succeed on some clients
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and fail at others. This creates an inconsistent game state that will
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be seen as a 'desync'. Secondly the custom names are intended to fall
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completely outside of the '<TOWN> <name>' naming of stations, so when
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you rename a town all station names are updated accordingly.
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As a result the decision has been made that all custom names are only
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compared to the other custom names in the same class and not compared
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to the automatically generated names.
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Extreme CPU usage/hangs when using SDL and PulseAudio [#3294],
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OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU:
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OpenTTD can be extremely slow/use a lot of CPU when the sound is
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played via SDL and then through PulseAudio's ALSA wrapper. Under the
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same configuration OpenTTD, or rather SDL, might hang when exiting
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the game. This problem is seen most in Ubuntu 9.04 and higher.
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This is because recent versions of the PulseAudio sound server
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are configured to use timer-based audio scheduling rather than
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interrupt-based audio scheduling. Configuring PulseAudio to force
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use of interrupt-based scheduling may resolve sound problems for
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some users. Under recent versions of Ubuntu Linux (9.04 and higher)
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this can be accomplished by changing the following line in the
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/etc/pulse/default.pa file:
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load-module module-udev-detect
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to
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load-module module-udev-detect tsched=0
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Note that PulseAudio must be restarted for changes to take effect. Older
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versions of PulseAudio may use the module-hal-detect module instead.
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Adding tsched=0 to the end of that line will have a similar effect.
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Another possible solution is selecting the "pulse" backend of SDL
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by either using "SDL_AUDIODRIVER=pulse openttd" at the command
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prompt or installing the 'libsdl1.2debian-pulseaudio' package from
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Ubuntu's Universe repository. For other distributions a similar
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package needs to be installed.
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OpenTTD not properly resizing with SDL on X [#3305]:
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Under some X window managers OpenTTD's window does not properly
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resize. You will either end up with a black bar at the right/bottom
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side of the window or you cannot see the right/bottom of the window,
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e.g. you cannot see the status bar. The problem is that OpenTTD does
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not always receive a resize event from SDL making it impossible for
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OpenTTD to know that the window was resized; sometimes moving the
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window will solve the problem.
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Window managers that are known to exhibit this behaviour are GNOME's
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and KDE's. With the XFCE's and LXDE's window managers the resize
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event is sent when the user releases the mouse.
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Incorrect colours, crashes upon exit, debug warnings and smears upon
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window resizing with SDL on macOS [#3447]:
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Video handling with (lib)SDL under macOS is known to fail on some
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versions of macOS with some hardware configurations. Some of
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the problems happen only under some circumstances whereas others
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are always present.
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We suggest that the SDL video/sound backend is not used for OpenTTD
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in combinations with macOS.
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Train crashes entering same junction from block and path signals [#3928]:
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When a train has reserved a path from a path signal to a two way
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block signal and the reservation passes a path signal through the
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back another train can enter the reserved path (only) via that
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same two way block signal.
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The reason for this has to do with optimisation; to fix this issue
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the signal update has to pass all path signals until it finds either
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a train or a backwards facing signal. This is a very expensive task.
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The (signal) setups that allow these crashes can furthermore be
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considered incorrectly signalled; one extra safe waiting point for
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the train entering from path signal just after the backwards facing
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signal (from the path signal train) resolves the issue.
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Crashes when run in a VM using Parallels Desktop [#4003]:
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When the Windows version of OpenTTD is executed in a VM under
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Parallels Desktop a privileged instruction exception may be thrown.
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As OpenTTD works natively on macOS as well as natively on Windows and
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these native builds both don't exhibit this behaviour this crash is
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most likely due to a bug in the virtual machine, something out of
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the scope of OpenTTD. Most likely this is due to Parallels Desktop
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lacking support for RDTSC calls. The problem can be avoided by using
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other VM-software, Wine, or running natively on macOS.
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Entry- and exit signals are not dragged [#4378]:
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Unlike all other signal types, the entry- and exit signals are not
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dragged but instead normal signals are placed on subsequent track
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sections. This is done on purpose as this is the usually more
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convenient solution. There are little to no occasions where more
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than one entry or exit signal in a row are useful. This is different
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for all other signal types where several in a row can serve one
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purpose or another.
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Station build date is incorrect [#4415]:
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The tile query tool will show the date of the last (re)construction
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at the station and not the date of the first construction. This is
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due to compatibility reasons with NewGRFs and the fact that it is
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wrong to say that the station is built in a particular year when it
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was completely destroyed/rebuilt later on.
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The tile query tool can be fixed by changing the "Build date" text
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to "Date at which the last (re)construction took place" but this is
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deemed too specific and long for that window.
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(Temporary) wrong colours when switching to full screen [#4511]:
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On Windows it can happen that you temporarily see wrong colours
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when switching to full screen OpenTTD, either by starting
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OpenTTD in full screen mode, changing to full screen mode or by
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ALT-TAB-ing into a full screen OpenTTD. This is caused by the
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fact that OpenTTD, by default, uses 8bpp paletted output. The
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wrong colours you are seeing is a temporary effect of the video
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driver switching to 8bpp palette mode.
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This issue can be worked around in two ways:
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a) Setting fullscreen_bpp to 32
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b) Setting up the 32bpp-anim or 32bpp-optimized blitter
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Can't run OpenTTD with the -d option from a MSYS console [#4587]:
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The MSYS console does not allow OpenTTD to open an extra console for
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debugging output. Compiling OpenTTD with the --enable-console
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configure option prevents this issue and allows the -d option to use
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the MSYS console for its output.
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Unreadable characters for non-latin locales [#4607]:
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OpenTTD does not ship a non-latin font in its graphics files. As a
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result OpenTTD needs to acquire the font from somewhere else. What
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OpenTTD does is ask the operating system, or a system library, for
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the best font for a given language if the currently loaded font
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does not provide all characters of the chosen translation. This
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means that OpenTTD has no influence over the quality of the chosen
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font; it just does the best it can do.
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If the text is unreadable there are several steps that you can take
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to improve this. The first step is finding a good font and configure
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this in the configuration file. See section 9.0 of README.md for
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more information. You can also increase the font size to make the
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characters bigger and possible better readable.
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If the problem is with the clarity of the font you might want to
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enable anti-aliasing by setting the small_aa/medium_aa/large_aa
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settings to "true". However, anti-aliasing only works when a 32-bit
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blitter has been selected, e.g. blitter = "32bpp-anim", as with the
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8 bits blitter there are not enough colours to properly perform the
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anti-aliasing.
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Train does not crash with itself [#4635]:
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When a train drives in a circle the front engine passes through
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wagons of the same train without crashing. This is intentional.
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Signals are only aware of tracks, they do not consider the train
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length and whether there would be enough room for a train in some
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circle it might drive on. Also the path a train might take is not
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necessarily known when passing a signal.
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Checking all circumstances would take a lot of additional
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computational power for signals, which is not considered worth
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the effort, as it does not add anything to gameplay.
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Nevertheless trains shall not crash in normal operation, so making
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a train not crash with itself is the best solution for everyone.
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Aircraft coming through wall in rotated airports [#4705]:
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With rotated airports, specifically hangars, you will see that the
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aircraft will show a part through the back wall of the hangar.
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This can be solved by only drawing a part of the plane when being
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at the back of the hangar, however then with transparency turned on
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the aircraft would be shown partially which would be even weirder.
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As such the current behaviour is deemed the least bad.
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The same applies to overly long ships and their depots.
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Vehicles not keeping their "maximum" speed [#4815]:
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Vehicles that have not enough power to reach and maintain their
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advertised maximum speed might be constantly jumping between two
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speeds. This is due to the fact that speed and its calculations
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are done with integral numbers instead of floating point numbers.
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As a result of this a vehicle will never reach its equilibrium
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between the drag/friction and propulsion. So in effect it will be
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in a vicious circle of speeding up and slowing down due to being
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just at the other side of the equilibrium.
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Not speeding up when near the equilibrium will cause the vehicle to
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never come in the neighbourhood of the equilibrium and not slowing
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down when near the equilibrium will cause the vehicle to never slow
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down towards the equilibrium once it has come down a hill.
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It is possible to calculate whether the equilibrium will be passed,
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but then all acceleration calculations need to be done twice.
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Settings not saved when OpenTTD crashes [#4846]:
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The settings are not saved when OpenTTD crashes for several reasons.
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The most important is that the game state is broken and as such the
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settings might contain invalid values, or the settings have not even
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been loaded yet. This would cause invalid or totally wrong settings
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to be written to the configuration file.
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A solution to that would be saving the settings whenever one changes,
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however due to the way the configuration file is saved this requires
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a flush of the file to the disk and OpenTTD needs to wait till that
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is finished. On some file system implementations this causes the
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flush of all 'write-dirty' caches, which can be a significant amount
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of data to be written. This can further be aggravated by spinning
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down disks to conserve power, in which case this disk needs to be
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spun up first. This means that many seconds may pass before the
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configuration file is actually written, and all that time OpenTTD
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will not be able to show any progress. Changing the way the
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configuration file is saved is not an option as that leaves us more
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vulnerable to corrupt configuration files.
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Finally, crashes should not be happening. If they happen they should
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be reported and fixed, so essentially fixing this is fixing the wrong
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thing. If you really need the configuration changes to be saved,
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and you need to run a version that crashes regularly, then you can
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use the 'saveconfig' command in the console to save the settings.
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Not all NewGRFs, AIs, game scripts are found [#4887]:
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Under certain situations, where the path for the content within a
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tar file is the same as other content on the file system or in another
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tar file, it is possible that content is not found. A more thorough
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explanation and solutions are described in section 4.4 of README.md.
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Mouse cursor going missing with SDL [#4997]:
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Under certain circumstances SDL does not notify OpenTTD of changes with
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respect to the mouse pointer, specifically whether the mouse pointer
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is within the bounds of OpenTTD or not. For example, if you "Alt-Tab"
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to another application the mouse cursor will still be shown in OpenTTD,
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and when you move the mouse outside of the OpenTTD window so the cursor
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gets hidden, open/move another application on top of the OpenTTD window
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and then Alt-tab back into OpenTTD the cursor will not be shown.
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We cannot fix this problem as SDL simply does not provide the required
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information in these corner cases. This is a bug in SDL and as such
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there is little that we can do about it.
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Trains might not stop at platforms that are currently being changed [#5553]:
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If you add tiles to or remove tiles from a platform while a train is
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approaching to stop at the same platform, that train can miss the place
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where it's supposed to stop and pass the station without stopping.
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This is caused by the fact that the train is considered to already
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have stopped if it's beyond its assigned stopping location. We can't
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let the train stop just anywhere in the station because then it would
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never leave the station if you have the same station in the order
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list multiple times in a row or if there is only one station
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in theorder list (see #5684).
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Some houses and industries are not affected by transparency [#5817]:
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Some of the default houses and industries (f.e. the iron ore mine) are
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not affected by the transparency options. This is because the graphics
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do not (completely) separate the ground from the building.
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This is a bug of the original graphics, and unfortunately cannot be
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fixed with OpenGFX for the sake of maintaining compatibility with
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the original graphics.
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Involuntary cargo exchange with cargodist via neutral station [#6114]:
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When two players serve a neutral station at an industry, a cross-company
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chain for cargo flow can and will be established which can only be
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interrupted if one of the players stops competing for the resources of
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that industry. There is an easy fix for this: If you are loading at the
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shared station make the order "no unload" and if you're unloading make
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it "no load". Cargodist will then figure out that it should not create
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such a route.
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Incorrect ending year displayed in end of game newspaper [#8625]
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The ending year of the game is configurable, but the date displayed in
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the newspaper at the end of the game is part of the graphics, not text.
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So to fix this would involve fixing the graphics in every baseset,
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including the original. Additionally, basesets are free to put this
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text in different positions (which they do), making a proper solution
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to this infinitely more complex for a part of the game that fewer than
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1% of players ever see.
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