dP
dP
@2TallTyler Tomorrow came a bit late but here they are: Before the change:  After the change:  Not sure what you expected to see here though. Both towns were...
I weren't reconsidering it. I entertained the frosch idea and while it is possible to simplify the code by removing _grow_town_result it's not really related to this pr and depends...
> This change does not make a lot of sense to me. With the same argument you could remove all usages of `GROWTH_SEARCH_STOPPED`. It's always set before attempting to build...
Did you test the same seed? 256x256 is smaller with production which makes no sense. Also, there is not much point comparing initial sizes as production history is all zeros...
Finally got to do some proper apples-to-apples comparison on this one. And results are pretty interesting, while file size increase is pretty mild, time spent in SlSaveChunks is up almost...
50% is not insignificant and that's not even the worst case. Servers I run have up to 10k industries and that's not a "massive" map, I sometimes get complaints from...
Very high industry density works really well for multiplayer goal games. As you can get 2-3 industries with one station. - It makes cargo start more viable and comparable to...
IMO, the most interesting are industries that player takes cargo to (secondaries). For those I'd say even 10 years of history won't be too much. In custom clients this information...
> What if player had transported something but then stopped? Should we check if he had transported anything in any of 24 months? I'd say that's such a rare case...
This was an intentional change in #10708, unfortunately that PR doesn't explain the reasoning behind it.