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00:03:27 <coopserver> <Sylf> oh. rigth. all-to-all access... 00:07:42 <phatmatt> !players 00:07:42 <coopserver> phatmatt: There are currently 4 players and 0 spectators, making a total of 4 clients connected 00:14:26 *** KWKdesign has quit IRC 00:14:32 *** KWKdesign has joined #openttdcoop 00:18:53 <scshunt> !password 00:18:53 <coopserver> scshunt: starts 00:18:55 <coopserver> *** Game paused (connecting clients) 00:18:57 <coopserver> *** scshunt has joined 00:18:58 <coopserver> *** Game unpaused (connecting clients) 00:20:21 <coopserver> <scshunt> just checking that I know where we are: all secondaries on land are built? 00:20:37 <coopserver> <Djanxy> should be yeah 00:20:41 <coopserver> <scshunt> cool 00:20:49 <coopserver> <scshunt> will add a primary or two and then get on the town a station 00:25:25 <coopserver> <o11c> trying to figure out where to do the second merge anyway 00:26:06 <Hazzard> !password 00:26:06 <coopserver> Hazzard: starts 00:26:07 <coopserver> <Djanxy> want help or wanna do it yourself ? 00:26:13 <coopserver> *** Game paused (connecting clients) 00:26:15 <coopserver> <o11c> I can figure it out 00:26:19 <coopserver> *** Hazzard has joined 00:26:20 <coopserver> *** Game unpaused (connecting clients) 00:26:22 <coopserver> <Djanxy> coolio ;) 00:26:23 <coopserver> <Hazzard> Yo 00:26:54 <coopserver> <Djanxy> make it closer to the other split instead imo 00:26:58 <coopserver> <Djanxy> so you can bridge over 00:27:44 <coopserver> <Djanxy> busted ! 00:27:46 <coopserver> <Sylf> who's the naughty one 00:27:47 <coopserver> <o11c> okay, who bribed? 00:28:02 <coopserver> <Hazzard> :? 00:28:20 <coopserver> <Hazzard> it was i 00:28:26 <coopserver> <Djanxy> hazzard, i signaled the MSH - think I got it all 00:28:35 <coopserver> <Hazzard> Ooh, thanks 00:28:57 <coopserver> <Sylf> xhmm damn 00:31:45 <coopserver> <o11c> ugh, gtg 00:31:55 <coopserver> <o11c> that left turn isn't done yet 00:32:08 <coopserver> *** o11c has joined spectators 00:32:26 <scshunt> is there a hotkey for canals? 00:32:28 <coopserver> <o11c> someone finish it please to get the logs going 00:32:44 <scshunt> o11c: where? 00:32:46 <coopserver> <o11c> scshunt: F9 or something 00:32:52 <coopserver> <o11c> SLH05 00:33:02 <scshunt> will do 00:33:02 <coopserver> <o11c> someone's doing something 00:33:34 <coopserver> <o11c> also the farm stations below 00:33:45 <coopserver> *** o11c has left the game (Leaving) 00:35:25 <scshunt> town drop A is done 00:35:26 <coopserver> <Sylf> u]hmm 00:36:00 <coopserver> <scshunt> uhmm? 00:37:05 <coopserver> <Sylf> trying to work out greater saarloq farm... 00:37:14 <scshunt> oh. you fixed SLH 05 I see? 00:37:34 <coopserver> <Sylf> someone fixed it 00:39:18 <coopserver> <Hazzard> lol :P 00:39:40 <coopserver> <Sylf> hrm 00:39:49 <coopserver> <scshunt> and before anyone asks, I am proud of the mess that is Qassimiut connecting in clearly the wrong place 00:40:23 <coopserver> <scshunt> though converting Transfer to a terminus to accommodate SLH expansion later would be fine 00:42:06 <coopserver> <Sylf> we should avoid CL2 as much as possible though 00:42:50 <scshunt> it's fine right at the station generally, isn't it? 00:43:45 <coopserver> <Sylf> if we keep allowing ourselves tight curves so early in the game, the game will only getting harder 00:43:55 <coopserver> <Sylf> that's what I'm afraid of 00:44:01 <coopserver> <Hazzard> eh, that can be fun 00:44:01 <scshunt> ok. I'll try to avoid it 00:44:10 <coopserver> <Sylf> ok 00:44:17 <coopserver> <Sylf> I know who to dump all problems in the future 00:44:21 <scshunt> yup 00:44:47 <scshunt> oh, I didn't realize there's so much CL2 in the hub. let me fix 00:49:08 <coopserver> <Sylf> btw, whoever put the !twoway signal there... 00:49:20 <coopserver> <Sylf> it should be one way signal 00:49:32 <coopserver> <Sylf> or else the wood train might head towards the farm 00:51:32 <coopserver> <Djanxy> i see it, but wasn't me ;) 00:51:39 <coopserver> <John> not me 00:54:46 <coopserver> <Sylf> you brave soul 00:54:54 <scshunt> ? 00:55:04 <coopserver> <Sylf> that oil well is practically inside a BBH 00:55:11 <scshunt> ohhhh... derp 00:55:16 <scshunt> uhhh 00:55:19 <scshunt> :/ 00:55:36 <scshunt> should I delete it? 00:55:48 <coopserver> <Sylf> community vote? 00:55:53 <coopserver> <Sylf> it might be ok 00:55:58 <scshunt> I'm hardly attached to it 00:56:11 <coopserver> <Djanxy> I'm gonna do a vote from Vinnie: hell yeah 00:56:34 <coopserver> <Djanxy> (to keeping it) :D 00:56:44 <coopserver> <Sylf> vinnie always is looking for troubles anyway 00:56:49 <coopserver> <Djanxy> exactly 00:56:59 <coopserver> <Djanxy> that's what makes him lovable 00:57:28 <coopserver> <Djanxy> anyway, that merge in the MSH seems to stretch far out 00:57:46 <coopserver> <Djanxy> BBH* 00:58:13 <coopserver> <Sylf> whoever is building that massive SLH by FPP... 00:58:21 <coopserver> <John> /me 00:58:49 <coopserver> <Sylf> it's almost unmanageably big 00:59:22 <coopserver> <Sylf> maybe we should look for ways to make it more compact 00:59:29 <scshunt> holy, yeah 00:59:48 <scshunt> I see a few 00:59:52 <coopserver> <Sylf> also, do note that prio on the wrong side 00:59:58 <coopserver> <John> fine, I'll try 01:00:21 <coopserver> <John> where's wrong prio? 01:00:33 <coopserver> <John> yeah :) 01:00:34 <coopserver> <Sylf> see the sign, toward FPP 01:00:37 <coopserver> <John> <<< stupid 01:01:10 <scshunt> at !signals, you shouldn't be splitting those lines like that with normal signals, liable to get evil jams 01:01:17 <coopserver> <Sylf> the !signals should be fine though 01:01:24 <scshunt> wait, really? 01:01:43 <coopserver> <Sylf> yup, there are 3 tiles each in front of the bridges 01:01:53 <scshunt> but they won't, oh, I guess you don't need to balance 01:02:03 <scshunt> but you could do the split there, right? 01:02:08 <scshunt> oh, that's what you're doing :) 01:03:46 <coopserver> <Sylf> you see, you don't need as many bridges when you're exiting the SL, and merging the ML 01:03:55 <coopserver> *** Hazzard has left the game (Leaving) 01:04:14 <scshunt> yeah. the trains will be limited due to the split 01:05:38 <coopserver> <Sylf> servicing that farm is a challenge though... 01:05:58 <scshunt> there are a lot of terribly placed farms 01:06:36 <scshunt> Sylf: when you were warning against CL on SLs, did you mean near hubs or anywhere? 01:07:00 <Sylf> anywhere 01:07:07 <Sylf> inside hubs are actually more permissible 01:07:14 <scshunt> why does it make things tough near the end of an SL? 01:07:22 <scshunt> at a station, there shouldn't be much added traffi 01:07:54 <scshunt> oh 01:08:00 <coopserver> <Sylf> !for example, this used to be CL2 01:08:01 <scshunt> did I build that at 2? if I did, sorry 01:08:10 <scshunt> my bad, that shouldn't have been, definitely 01:08:35 <scshunt> hazzard/sylf: see !pbs? why 01:08:41 <scshunt> (I think hazzard?_ 01:09:03 <coopserver> <Sylf> hm, that wasn't me 01:11:50 <coopserver> <John> one way lines are frowned upon, right? 01:11:59 <scshunt> they aren't allowed 01:12:08 <coopserver> <Sylf> one way lines? 01:12:16 <coopserver> <Djanxy> uhm, aren't ll the lines one way 01:12:30 <coopserver> <John> like, one bi-directional rail 01:12:51 <coopserver> <Djanxy> that would be a two way line 01:16:36 <scshunt> ok there I have stopped the cancer from invading my BBH 01:16:57 <scshunt> (this is my first ever BBH so wish me not screwing up too bad 01:17:23 <coopserver> <Sylf> by creating such a vast flat area, you're increaing the chance of industries popping up 01:17:40 <scshunt> I need it to work, at least initially 01:17:58 <scshunt> oh, thanks. Do those stop industries? 01:18:01 <coopserver> <Sylf> at least do that 01:18:14 <coopserver> <Sylf> yes, that gives no flat open area 01:18:17 <coopserver> <Djanxy> lol 01:18:20 <scshunt> ... owned 01:18:24 <coopserver> <Djanxy> there we go 01:19:22 <scshunt> oh, crap, what's bridge length for wetrails TL6? 01:19:42 <scshunt> oh, and is there a hotkey for canals? 01:20:00 <coopserver> <Sylf> F9-1 01:20:04 <coopserver> <Sylf> or 01:20:10 <coopserver> <Sylf> shift-F9, then 1 01:20:12 <scshunt> F9 is corporate 01:20:21 <scshunt> thanks 01:20:53 <coopserver> <Djanxy> \documents\openttd\hotkeys.cfg 01:21:02 <coopserver> <Djanxy> can edit shortcuts in that if you want 01:22:31 <scshunt> back to important question: what's my bridge length with these trains? 01:22:41 <scshunt> or number of bridges 01:22:43 <coopserver> <Sylf> @@(gap 6) 01:22:44 <Webster> coopserver: For Trainlength of 6: <= 12 needs 2, 13 - 20 needs 3, 21 - 28 needs 4. 01:22:55 <scshunt> thanks 01:23:36 <scshunt> I apologize in advance for the mess 01:24:35 <coopserver> <Sylf> just remember... no tunnels at the sea level ground 01:24:59 <coopserver> <John> any special purpose for the !Lost Train? 01:25:18 <coopserver> <Sylf> yes, it's demonstrating something 01:25:45 <coopserver> <Sylf> why you need the extra rail pieces in front or behind the station tile 01:26:35 <scshunt> BBH needs all -> all, right? 01:27:17 <coopserver> <Sylf> not quite 01:27:28 <scshunt> oh? 01:27:52 <coopserver> <Sylf> you should at least mix the balanced lines with 1 unbalanced line 01:28:02 <scshunt> what do you mean? 01:28:04 <coopserver> <Sylf> see BBH3 for an example 01:28:51 <scshunt> which directions? 01:29:01 <coopserver> <Sylf> all directions actually 01:29:13 <scshunt> oh you mean ensure at least one of the merges is balanced? 01:29:18 <scshunt> never unbalanced + unbalanced? 01:30:07 <coopserver> <Sylf> yeah 01:30:29 <coopserver> <Sylf> and the unbalanced lines get the priority 01:31:21 <scshunt> ok, one mess down 01:33:28 <scshunt> I can't get enough height for overlapping bridges. Fun 01:33:43 <coopserver> <Sylf> you can't build bridges over bridges ever. 01:33:50 <scshunt> oh 01:33:51 <coopserver> <Sylf> not with current version anyway 01:34:00 <coopserver> <Sylf> you can only build bridges over bridge heads 01:34:02 <scshunt> I thought that was a thing for some reason 01:34:09 <scshunt> ah that might be why 01:35:11 <coopserver> <Sylf> why that fix... 01:35:24 <coopserver> <Sylf> when we're playing cl1 01:35:37 <scshunt> wait is one half tile enough? 01:35:45 <coopserver> <Sylf> if it's a true CL1 01:35:49 <scshunt> oh wait that doesn't help anyway 01:35:54 <scshunt> since I'd break the S rule 01:36:09 <scshunt> wait... is there no S rule with CL1 either? 01:36:22 <scshunt> omgomgomg 01:36:31 <coopserver> <Sylf> so 01:36:35 <coopserver> <Sylf> it's not a true cl1 01:36:44 <scshunt> oh ok 01:36:50 <scshunt> so the fix is good? 01:38:52 <scshunt> also I don't really understand CL 01:39:06 <scshunt> why is a CL 3 train ok on 2.5 tiles apart? 01:39:23 <coopserver> <Sylf> I'll make a write-up about the CL 01:39:40 <coopserver> <Sylf> the voodoo science of the CL 01:40:00 <scshunt> there is one, it's just the terminology that confuses 01:40:02 <coopserver> <Djanxy> the naming always confused me, i usually test 01:40:29 <coopserver> <Sylf> that's where the measurement tool comes in to play 01:40:32 <coopserver> <Djanxy> cant understand why it's not just named by the shortest allowed CL, in this case CL 2.5 01:40:38 <scshunt> ^ 01:40:41 <coopserver> <Sylf> when you have the rail over 5 half tiles (diagonal), you see 3 01:40:51 <scshunt> ah 01:41:05 <scshunt> so the wetrail is really CL 1.5? 01:41:13 <coopserver> <Sylf> we used to not have all these CL1.5 and all that crap 01:41:20 <coopserver> <Sylf> we only had whole numbers 01:41:35 <coopserver> <Sylf> the .5 notations are very misleading 01:41:47 <coopserver> <Djanxy> in which way? 01:42:23 <coopserver> <Sylf> for CL 1.5, you can have CL1 straight tile 01:42:44 <coopserver> <Djanxy> then i would call it CL1 ? 01:42:55 <coopserver> <Djanxy> doesnt seem hard to me ;) 01:43:03 <coopserver> <Sylf> CL 1 is when it feels like you need to call it CL0.5 01:43:16 <coopserver> <Djanxy> i dont feel that ;) 01:43:39 <coopserver> <Djanxy> it it can go around a halftile, i would call it 0.5 01:44:05 <coopserver> <Sylf> back to the !Lost Train area... 01:44:25 <coopserver> <Djanxy> some trains can use 2 straight tiles, but need 2.5 halftiles - what do you call that then 01:44:50 <scshunt> CL2.5 01:45:00 <Saladan0> !password 01:45:00 <coopserver> Saladan0: export 01:45:02 <coopserver> <Sylf> see those 3 examples 01:45:06 <coopserver> *** Game paused (connecting clients) 01:45:09 <coopserver> *** Saladan0 has joined 01:45:10 <coopserver> *** Game unpaused (connecting clients) 01:45:10 <scshunt> btw, when I'm done 01:45:21 <scshunt> feel free to compactify the BBH 01:45:36 <scshunt> also, before I build further, are the merges I'm about to highlight problematic 01:45:56 <scshunt> since all 3 tracks don't merge together 01:47:04 <coopserver> <Saladan0> So what is there left to do? 01:47:22 <coopserver> <Sylf> I think !here1 and !here3 are good 01:47:22 <scshunt> wetrails stuff 01:47:36 <coopserver> <Sylf> !here2 needs improvement 01:47:40 <coopserver> <Djanxy> sylf, i'm sure it's because the naming has been done like that always, but seems beyond me that the simplest thing isn't to simply state the shortest allowed number of tiles in the name. 01:47:49 <scshunt> Sylf: why in particular? 01:48:11 <coopserver> <Sylf> the balanced lines need to have less prio 01:48:27 <scshunt> less prio? 01:48:47 <coopserver> <Sylf> sorry, wrong lines 01:49:05 <scshunt> ah, good solution 01:49:07 <scshunt> thx 01:49:07 <coopserver> <Saladan0> There are a few coal mines on the BBH01 island, should I connect them to the network? 01:49:10 <coopserver> <Sylf> so you need something like that at least 01:49:14 <coopserver> <Saladan0> For the coal drop? 01:51:13 <scshunt> ok 01:51:27 <scshunt> ok, signaling time :) 01:52:41 <coopserver> <Sylf> oh, I have another idea for here1 01:57:15 <scshunt> how many squares of prio would you recommend? 01:57:30 <coopserver> <Sylf> I have no idea really... 01:57:41 <scshunt> hmm, long trains, so I'll go a bit longer 01:57:59 <coopserver> <Sylf> more than just long trains, it's a weak engine that don't go fast 01:58:04 <scshunt> yeah 01:58:07 <coopserver> <Saladan0> Hey, would it be alright if I altered the ML track a bit near great Saarlog. 01:58:10 <coopserver> <Sylf> weak engine - long prio, slow train - short prio 01:58:16 <coopserver> <Saladan0> Just want to add some bridges so I can connect it too a coal mine 01:58:17 <coopserver> <Sylf> so it has characteristics of both 01:58:56 <scshunt> Saladan0: yes, if it's not near a hub 01:58:59 <scshunt> if near a hub, be careful 01:59:19 <coopserver> <Sylf> at least build the station on the other side of the mine 01:59:21 <coopserver> <Saladan0> Ok. This one is near BBH 01, ill leave it for you guys 01:59:54 <coopserver> <Djanxy> wanted to conect the coal ? 02:00:18 <coopserver> <Saladan0> I mean, we have a coal drop, and I figure if I try and deal with the WET stuff ill end up wanting to shoot myself 02:00:30 <coopserver> <Saladan0> So I think the only thing I can do is connect raw materials 02:00:41 <coopserver> <Djanxy> agreed, i started wetrails and im suicidal 02:01:03 <scshunt> connecting the FPP pickup and town drop A to the BBH would be good 02:01:05 <scshunt> BBH is nearly done 02:01:11 <coopserver> <Saladan0> Hey Sylf, There is a coal mine south of one of youd farm pickups. Mind if I attach near it? 02:05:18 <coopserver> <scshunt> ok I'm happy experimenting with these prios 02:09:15 <coopserver> <Saladan0> Yay, I made a mining station 02:09:20 <coopserver> <Saladan0> And nothing crashed 02:10:30 <scshunt> Sylf: thanks for the prio 02:11:00 <coopserver> <Sylf> hrm... 02:11:20 <scshunt> if we need more space, we can move the merge forward a few tiles 02:11:25 <coopserver> <Sylf> those 2 tiles presents a signal gap... 02:11:40 <scshunt> you have that up where !here2 was too, so I figured it was ok 02:12:34 <coopserver> <Sylf> at !here2, the gap is 1.5 tiles 02:12:38 <scshunt> ah, ok 02:12:50 <scshunt> ah, so it is. that's ok, is it? 02:12:58 <coopserver> <Sylf> here2 is ok 02:13:54 <scshunt> I guess that works too 02:14:44 <scshunt> I'm happy enough 02:14:45 <coopserver> <Sylf> for that, I didn't need to move that other line 02:15:00 <scshunt> yeah 02:15:13 <scshunt> although it may be good to shift the merge a tile and extend the prio later 02:15:19 <scshunt> there's space, so we can deal with it if it's an issue 02:15:38 <coopserver> <Sylf> yeah, it's ok for now 02:15:52 <coopserver> <John> so, how do you build on water? 02:16:22 <coopserver> <scshunt> you don't, you fake it 02:16:27 <coopserver> <scshunt> canals prevent the water from eroding land 02:16:31 <coopserver> <Djanxy> build canals around, and demolish the water inside 02:17:55 <coopserver> <John> yeah already found that out... I mean what's the procedure for the rails 02:18:18 <coopserver> <Djanxy> the rails are WETrails 02:18:23 <coopserver> <John> anything special to think about? 02:18:31 <coopserver> <Saladan0> Hey John, I connected a mine pickup to one of your gold pickup lines if thats ok 02:18:32 <coopserver> <Djanxy> they work as regular rail 02:18:33 <coopserver> <Djanxy> s 02:20:01 <coopserver> <John> all right 02:20:37 <coopserver> <Djanxy> be careful though, it's very easy to flood what you have built :D 02:21:19 <coopserver> <Saladan0> Hey is Jam35 here? 02:21:33 <coopserver> <Djanxy> likely sleeping 02:21:39 <coopserver> <Saladan0> ah, ok then 02:21:46 <coopserver> <Djanxy> what's up 02:22:08 <coopserver> <Saladan0> Hey has a mine next to a goldpick, which is also adjeacent to a coal mine 02:22:11 <coopserver> <John> wow demolishing water is really espensice 02:22:19 <coopserver> <Saladan0> I was wondering if I could expand the station to pickup the coal as well 02:22:29 <coopserver> <Saladan0> or at least make a seperate station connecting to his line 02:22:30 <coopserver> <Djanxy> build seperate stations 02:22:38 <coopserver> <Djanxy> sure, go ahead with that 02:22:47 <coopserver> <Saladan0> Cool, thanks 02:28:39 <coopserver> <Sylf> hey John, please build wheat and livestock stations separate 02:29:23 <coopserver> <John> will do 02:29:29 <coopserver> <Sylf> thank you sir 02:29:42 <coopserver> <scshunt> Sylf: I'll let you worry about the FPP pickup all->all. My thinker is done after that BBH 02:29:43 <coopserver> <Saladan0> Sylf, you mind if I connect to one of your lines? 02:30:25 <coopserver> <Sylf> whowhatwhere? 02:30:51 <coopserver> <Sylf> fpp all->all, got it will do later 02:30:57 <coopserver> <Saladan0> South corner. Going to connect a coal mine to your line going to Isortoq West 02:31:13 <coopserver> <Sylf> yes, go ahead, but before that... 02:31:19 <coopserver> <Saladan0> Wont interfere with anything, but since its your line I just wanted to ask 02:31:30 <coopserver> <Sylf> Saladan0: look at Nanortalik Mines 02:31:34 <coopserver> <Sylf> 2 things 02:31:41 <coopserver> <Sylf> actually, 3 things 02:31:45 <coopserver> <Saladan0> Oh I see 02:31:48 <coopserver> <Sylf> 1, it has missing rails 02:31:48 <coopserver> <Saladan0> Woops 02:31:52 <coopserver> <Sylf> 2, you need pre signals 02:32:04 <coopserver> <Sylf> 3, you need a full SLH to connect primaries like that 02:32:18 <coopserver> <Sylf> that #3 is the most important 02:32:21 <coopserver> <Saladan0> oh, ill get rid of it then 02:32:32 <coopserver> <Saladan0> sorry 02:32:50 <coopserver> <Sylf> oh, #4... 02:33:06 <coopserver> <Sylf> that line that was leading to the depot 02:33:19 <coopserver> <Sylf> never have a line that the trains can find a depot from the main line 02:33:52 <coopserver> <Sylf> in case of accidental send all trains to depot order, we'll have a massive chaos 02:34:33 <coopserver> <Saladan0> Fixed 02:34:34 <coopserver> <Sylf> all these dos and donts are results of lessons learned the hard way by the past coop members... 02:34:57 <coopserver> <scshunt> I am overly proud of the food trains! :D 02:35:18 <coopserver> <Djanxy> oh, we're sailing! 02:35:19 <coopserver> <Sylf> oh, scshunt, at the town drop... 02:35:25 <coopserver> <scshunt> yeah? 02:35:29 <coopserver> <Sylf> the anti lost train lines are on the wrong side 02:35:35 <coopserver> <scshunt> oh? 02:35:42 <coopserver> <Sylf> those lines need to be added away from the entry signals 02:35:46 <coopserver> <scshunt> huh, ok 02:36:22 <coopserver> <scshunt> Fixed 02:36:31 <coopserver> <Sylf> thanks 02:36:51 <coopserver> <scshunt> We're gonna need that FPP PICKUP fix soon 02:36:58 <coopserver> <Sylf> yup 02:37:04 <coopserver> <scshunt> I don't want to add any more trains until it's done, and we already don't have enough 02:37:28 <coopserver> <Sylf> omg 02:37:33 <coopserver> <scshunt> actually... maybe just barely enough 02:37:35 <coopserver> <Sylf> look at that slow ass acceleration 02:37:48 <coopserver> <scshunt> the best, eh 02:37:53 <coopserver> <Djanxy> mm, those are very weak 02:38:15 <coopserver> <Djanxy> tried them on the stable server recently - TL3 slow down up a 1 tile slope 02:40:43 <coopserver> <Saladan0> Noob question. So the FPP pickup is somehow attached to the FPP drop FPP? 02:40:59 <coopserver> <Sylf> not exactly attatched 02:41:34 <coopserver> <Saladan0> But the Food that the FPP is making is getting put in the FPP pickup station? 02:41:46 <coopserver> <scshunt> yes, there's a small piece of station near it 02:41:49 <coopserver> <scshunt> it's called walking the station 02:41:51 <coopserver> <Saladan0> Ah, ok 02:42:17 <coopserver> <Sylf> which we don't literally walk the tiles anymore... 02:42:38 <coopserver> <Sylf> it's a remnant of the days when we actually walked them 02:43:11 <Saladan0> @quickstart 02:43:12 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 02:44:07 <coopserver> <scshunt> we need stations that actually look like dock 02:44:09 <coopserver> <scshunt> *docks 02:45:24 <coopserver> <Saladan0> Im looking at the Coal Drop island, and there are 2 farms we can connect to the ML for the FPP drop 02:45:34 <coopserver> <Saladan0> But we will need an SLH right? 02:45:42 <coopserver> <Djanxy> yup 02:45:46 <coopserver> <Saladan0> hrm 02:45:50 <coopserver> <Djanxy> knock yourself out 02:46:16 <coopserver> <Saladan0> Give me a minute, this is a semi songested line which I dont want to accidentlly murder 02:46:17 <coopserver> <John> do we need to balance exits on the water stations? 02:46:20 <coopserver> <Saladan0> This might take a minute 02:46:25 <coopserver> <Saladan0> congested* 02:46:48 <coopserver> <Saladan0> And you said for the farms you want seperate stations for the wheat and livestock right? 02:46:52 <coopserver> <scshunt> balancing exits shouldn't be a big problem becasue of the speed of traffig, but yeah, it might be a concern 02:46:58 <coopserver> <scshunt> yes, separate stations 02:47:05 <coopserver> <scshunt> since they may fill up in each good at different rates 02:47:12 <coopserver> <Saladan0> Alrighty 02:47:19 <coopserver> <Saladan0> I apologize in advance for whats about to happen 02:47:27 <coopserver> <Sylf> i'm gonna do something super lazy at fpp pickup... 02:49:25 <coopserver> <scshunt> Sylf: if a PBS block is used at a station, can the safety for lost trains go in that block? 02:50:09 <coopserver> <Sylf> with PBS... hmm... 02:51:04 <coopserver> <scshunt> I'll show you what I mean 02:51:17 <coopserver> <scshunt> at Greater Upernavik Valley 02:51:48 <coopserver> <scshunt> like so 02:52:04 <coopserver> <scshunt> actually I'll just test it in the lost train area 02:52:22 <coopserver> <Sylf> with PBS, you don't need any extra tracks 02:52:31 <coopserver> <scshunt> oh ok 02:53:09 <coopserver> <scshunt> oh wait why was I trying to add an overflow anyway 02:53:12 <coopserver> <scshunt> i r dum 02:54:22 <coopserver> <scshunt> actually ima do it anyway 02:57:01 <coopserver> <scshunt> will this overflow work? or did I do something dumb? do depots have presignals or only PBS? 02:57:20 <coopserver> <Djanxy> depot has entry signal 02:57:27 <coopserver> <Djanxy> built in 02:57:30 <coopserver> <Sylf> nope, the trains won't take the overflow 02:57:38 <coopserver> <scshunt> oh right 02:57:44 <coopserver> <scshunt> there, right? 02:57:52 <coopserver> <Sylf> still no 02:57:58 <coopserver> <Sylf> trains will just wait at the PBS 02:58:01 <coopserver> <scshunt> oh 02:58:16 <coopserver> <scshunt> can you not do PBS overflows at all? 02:58:17 <coopserver> <Sylf> overflow with PBS is extremely tricky 02:58:46 <coopserver> <Sylf> for PF trap, you need those extra tracks 02:58:53 <coopserver> <scshunt> oh right, ok 02:58:58 <coopserver> <Sylf> but still 02:59:35 <coopserver> <Sylf> you need almost full length platform with a pf trap 03:00:15 <coopserver> <scshunt> ah 03:00:17 <coopserver> <scshunt> ok 03:00:18 <coopserver> <Sylf> like that 03:00:39 <coopserver> <scshunt> is it all right if I flood trains to test? 03:00:46 <coopserver> <Sylf> yeah 03:01:01 <coopserver> <Sylf> I can't really guarantee if it'll really work 03:01:10 <coopserver> <Saladan0> Man, making SLHs is stressfull when you got a constant train flow 03:01:12 <coopserver> <scshunt> yeah, I'm not sure either 03:01:21 <coopserver> <scshunt> It's ok to briefly stop the ML to do a tricky connection 03:01:29 <coopserver> <scshunt> emphasis on briefly 03:01:41 <coopserver> <Saladan0> I understand 03:01:53 <coopserver> <John> damn, almost flooded my whole station 03:02:16 <coopserver> <scshunt> Seems to be working. Yay! 03:02:33 <coopserver> <scshunt> The tunnel is helpful actually because it gives good prio 03:03:17 <coopserver> <scshunt> Getting prio on the overflow bay would have been tricky, so the prio on the tunnel will ensure that at most one train from the bay will go for each train on the main SL 03:03:23 <coopserver> <Saladan0> I wish I could make diagonal bridges 03:03:29 <coopserver> <scshunt> so do we all :) 03:03:31 <coopserver> <Djanxy> dont we all := 03:04:02 <coopserver> <scshunt> Sylf: thanks for the help with the trap 03:05:32 <coopserver> <scshunt> I'm actually proud of this overflow. It's by far the most compact one I've ever built 03:05:39 <coopserver> <Djanxy> where at ? 03:05:54 <coopserver> <scshunt> Greater Upernavik Valley 03:06:46 <coopserver> <Djanxy> ah, with pf trap 03:06:58 <coopserver> <Djanxy> uh oh 03:07:02 <coopserver> <scshunt> yeah... 03:07:03 <coopserver> <Djanxy> deadlock 03:07:06 <coopserver> <scshunt> derrp 03:07:36 <coopserver> <scshunt> hmm 03:07:50 <coopserver> <Djanxy> need that exit towards the entrance ? 03:07:58 <coopserver> <Djanxy> exit signal* 03:08:16 <coopserver> <scshunt> yeah I want prio. thinking 03:08:28 <coopserver> <scshunt> got it 03:08:33 <coopserver> <Saladan0> Okay, I think im looking alright so far 03:08:37 <coopserver> <Saladan0> Nothing has exploded yet 03:09:07 <coopserver> <Sylf> FPP pickup 75% done 03:09:43 <coopserver> <Sylf> just need 3 exit lines balanced 03:10:37 <coopserver> <Saladan0> Is a singular 4 length bridge okay on an ML? Or do I need to double it? 03:10:49 <coopserver> <Djanxy> always double 03:10:51 <coopserver> <Djanxy> on ML 03:10:55 <coopserver> <Saladan0> Okay, thanks 03:11:06 <coopserver> <scshunt> there, fixed it :) 03:11:36 <coopserver> <Djanxy> saladan, you can instead use a single bridge as split from the ML 03:12:04 <coopserver> <scshunt> still very compact :) 03:12:10 <coopserver> <Saladan0> How do you mean? 03:12:11 <coopserver> <Djanxy> mind if I show you ? 03:12:20 <coopserver> <Saladan0> Go right ahead 03:12:23 <coopserver> <Saladan0> Im still learning 03:13:18 <coopserver> <Sylf> rawr 03:13:35 <coopserver> <Sylf> FPP PU done 03:14:43 <coopserver> <Saladan0> I guess if I can help it I should keep the ML as flat and steady as possible 03:14:49 <coopserver> <Saladan0> and try not to throw bridges and tunnels on it 03:15:10 <coopserver> <Djanxy> at SLH's I try to avoid bridging the ML if possible 03:15:11 <coopserver> <Sylf> you know 03:15:22 <coopserver> <Saladan0> This does look so much better 03:15:35 <coopserver> <Sylf> for ML->SL split, you don't need double bridge in the beginning 03:16:02 <coopserver> <Djanxy> yeah, that's what i showed him 03:16:12 <coopserver> <Saladan0> Thanks DJ 03:16:15 <coopserver> <Saladan0> This helps alot 03:16:26 <coopserver> <Djanxy> nps 03:16:48 <coopserver> <Saladan0> Ill let you know when im done with the other half 03:17:26 <coopserver> <Djanxy> but dont be afraid to reroute the ML a little to fit your building 03:17:39 <coopserver> <Saladan0> Hah, you think the ML looked like this when I started? 03:17:43 <coopserver> <Djanxy> :D 03:17:48 <coopserver> <Saladan0> I spent the first 15 minutes rerouting the thing just so I had room 03:18:02 <coopserver> <Saladan0> Thats why I was seating bullets about all the trains 03:18:07 <coopserver> <Saladan0> I was afraid something was going to explode 03:18:12 <coopserver> <Saladan0> sweating* 03:18:13 <coopserver> <Sylf> we have the hidden nyancat train again 03:18:38 <coopserver> <Djanxy> just wait until you need to expand the ML to an extra track each way because the lines are full :D 03:18:50 <coopserver> <Djanxy> there are not many trains atm 03:19:09 <coopserver> <Djanxy> the split from the other side 03:19:36 <coopserver> <Saladan0> Do we even have enough industry to where over populated tracks are going to be an issue? 03:19:42 <coopserver> <Djanxy> just do one bridge like you have, and split the other to the other track 03:20:06 <coopserver> <Sylf> ya know... it's not every game that we see a main line running directly under the Welcome board 03:20:24 <coopserver> <Djanxy> :P 03:20:52 <coopserver> <Saladan0> Tell you what though, comming into the server for the first time and seeing a bunch of floating trains would confuse the hell out of you 03:21:34 <coopserver> <Djanxy> you should check the archives for the last game we did, if you wanna see full lines 03:22:06 <coopserver> <John> oh I've done something kind of stupid 03:22:31 <coopserver> <Djanxy> so did I - I started playing on this map, thus loosing sleep 03:23:12 <coopserver> <John> my ML station has exits on right side 03:23:29 <coopserver> <Sylf> so I've noticed too 03:24:22 <coopserver> <Saladan0> Silly Coal train, this is not the right way to the coal drop off 03:26:28 <coopserver> <Sylf> I just noticed the BK tunnels is overridden by something else 03:28:17 <coopserver> <scshunt> John: you need all->all on that station 03:28:41 <coopserver> <scshunt> every train needs to be able to get to every platform 03:30:00 <coopserver> <scshunt> Who's doing BBH-WET 02? 03:30:11 <coopserver> <Djanxy> im attempting to 03:30:12 <coopserver> <John> yeah I know, I'm going to mix those input lines once more here 03:30:14 <coopserver> <Djanxy> very slowly 03:30:16 <coopserver> <scshunt> cool 03:30:27 <coopserver> <Saladan0> Hey DJ can I get your opinion on this? 03:30:35 <coopserver> <scshunt> I'm free 03:30:36 <coopserver> <scshunt> whereabouts 03:30:53 <coopserver> <Saladan0> Greater Paamiut 03:31:12 <coopserver> <Djanxy> the merge to the north is way to far away 03:31:22 <coopserver> <Saladan0> I ahd to go around the city :< 03:31:33 <coopserver> <Djanxy> nah 03:31:40 <coopserver> <scshunt> that's fine 03:32:06 <coopserver> <scshunt> you just need prios on the merges 03:32:09 <coopserver> <Saladan0> I tried, but with the city where it was, I was having an issue planning out how to connect to both tracks of that ML 03:32:13 <coopserver> <scshunt> ohterwise looks good 03:32:21 <coopserver> <scshunt> also 03:32:37 <coopserver> <scshunt> where I put !<TL, your bay is less than one TL 03:32:48 <coopserver> <scshunt> so if a train goes there and waits to merge, it will block the other side of the split 03:33:06 <coopserver> <Saladan0> Better? 03:33:18 <coopserver> <scshunt> Dj: there is not enough room for a merge with prio there 03:33:36 <coopserver> <scshunt> actually.. hmm 03:33:41 <coopserver> <scshunt> yeah you can do it before 03:33:42 <coopserver> <Djanxy> if you say so - i would make room for it :D 03:33:57 <coopserver> <scshunt> Saladan, mind if I? 03:34:03 <coopserver> <Saladan0> Knowck yourself out 03:34:10 <coopserver> <Saladan0> Im thinking of a way to merge below the city 03:34:17 <coopserver> <Saladan0> without putting bridges or tunnels on the north ML 03:34:33 <coopserver> <scshunt> also note !gap, where you create a too-big signal gap 03:35:46 <scshunt> @@(gap 3) 03:36:00 <scshunt> @gap 3 03:36:00 <Webster> scshunt: For Trainlength of 3: <= 9 needs 2, 10 - 14 needs 3, 15 - 19 needs 4. 03:36:30 <coopserver> <scshunt> how do I kill an industry? 03:36:46 <coopserver> <scshunt> eehh whatever 03:37:34 <coopserver> <Sylf> to kill an industry? 03:37:35 <coopserver> <scshunt> hmm 03:37:38 <coopserver> <scshunt> yeah 03:37:39 <coopserver> <Sylf> you wait for 50 years 03:37:44 <coopserver> <scshunt> argh 03:37:49 <coopserver> <Djanxy> if you are lucky it never dies :D 03:37:55 <coopserver> <Sylf> in case of power plant, you wait for 5000 years, and it'll still be there 03:38:21 <coopserver> <scshunt> who's doing that much smarter thing, btw? 03:38:26 <coopserver> <scshunt> oh wait, no, that merge is awful 03:38:30 <coopserver> <scshunt> CL 03:38:39 <coopserver> <Saladan0> I know 03:38:46 <coopserver> <Saladan0> I might change the ML up a bit 03:38:51 <coopserver> <Saladan0> Give me a sec 03:38:54 <coopserver> <scshunt> ok 03:38:58 <coopserver> <John> All right, I think that my refinery pickup is done 03:39:25 <coopserver> <scshunt> saladan: you need doubled bridges before you split 03:40:00 <coopserver> <scshunt> other than being big, no complaints 03:42:27 <coopserver> <John> yes, it's easier for me to build BIG 03:42:43 <coopserver> <John> could've been smaller if I hadn't screwed up 03:42:58 <coopserver> <John> and build the exit lines on the right side 03:43:44 <coopserver> <scshunt> John: take a look at Lesse Srf. for a moment 03:44:42 <coopserver> <John> I see.. how the hell did that happen? 03:44:52 <coopserver> <scshunt> You used presignals to control two stations 03:45:09 <coopserver> <scshunt> The third wheat train saw a green because the fourth platform is empty 03:45:16 <coopserver> <scshunt> but got lost when it was not allowed into its station 03:45:37 <coopserver> <John> oh, okay 03:46:06 <coopserver> <scshunt> ugh, and now we had a wheat train hit the livestock station 03:46:21 <coopserver> <scshunt> wait, you have wheat trains going to that station :/ 03:47:37 <coopserver> <John> it seems somehow a template train got shared orders with a train there? 03:47:45 <coopserver> <scshunt> yeah, because of the presignal issues 03:47:58 <coopserver> <scshunt> I'll fix, but it means we need to kill the station, because now it's getting wheat dropped off 03:48:48 <coopserver> <John> yeah originally there was only one station 03:49:23 <coopserver> <John> and I split it into two cause someone said so 03:49:50 <coopserver> <John> didn't think about presignal issues, nor that the original station would still get both cargoes 03:52:25 <coopserver> <John> nice fix 03:53:29 <coopserver> <Sylf> thinking too hard, my head hurts 03:54:25 <coopserver> <scshunt> lol what are you doing sylf 03:54:40 <coopserver> <scshunt> that's... compact 03:54:51 <coopserver> <scshunt> btw dj I approve of the viaducts 03:55:08 <coopserver> <scshunt> good choice 03:55:18 <coopserver> *** John has left the game (general timeout) 03:55:23 <coopserver> <Djanxy> mm, looks much nicer than the others imo 03:55:31 <coopserver> <scshunt> in fact I'm going to do BBH-WET 01 over with them 03:57:02 <JohnK> !password 03:57:02 <coopserver> JohnK: unshow 03:57:09 <coopserver> *** Game paused (connecting clients) 03:57:27 <coopserver> *** John has joined 03:57:28 <coopserver> *** Game unpaused (connecting clients) 03:57:46 <coopserver> <scshunt> There :) 03:58:33 <coopserver> <Saladan0> Okay, one more connection I think 03:59:25 <coopserver> <scshunt> still at that SLH? 03:59:44 <coopserver> <Saladan0> Dont judge me. >:( I havent played in like 6 years 03:59:47 <coopserver> <Saladan0> :P 04:00:08 <coopserver> <scshunt> Not judging. :) 04:00:31 <coopserver> <scshunt> note that if you do choice before bridges, you don't need to double 04:00:37 <coopserver> <scshunt> you only need one tunnel there 04:01:00 <coopserver> <scshunt> same with those bridges I'm hitting 04:01:06 <coopserver> <Saladan0> Oh 04:01:09 <coopserver> <Saladan0> well 04:01:16 <coopserver> <Saladan0> alrighty then 04:01:19 <coopserver> <scshunt> because you're splitting the trains before 04:01:31 <coopserver> <scshunt> so they will already be at half the usual rate 04:02:40 <coopserver> <Saladan0> Actually 04:02:46 <coopserver> <Saladan0> This may work perfectlly now 04:02:58 <coopserver> <scshunt> you *will* need two tunnles there though, if you do that 04:03:05 <coopserver> <scshunt> oh yeah, that's better 04:03:26 <coopserver> <scshunt> don't forget to leave room for prios 04:03:35 <coopserver> <Sylf> this wet BBH shall never be upgraded... 04:03:43 <coopserver> <scshunt> sylf you're a madman 04:04:04 <coopserver> <Djanxy> hey, tunnels are cheating :) 04:04:22 <coopserver> <Sylf> tunnels win 04:04:40 <coopserver> <Sylf> thin I think of a way to make it more compact... 04:04:52 <coopserver> <Saladan0> Im sure there 04:04:54 <coopserver> <Saladan0> is a way 04:05:00 <coopserver> <scshunt> yeah I see a couple of ways to compactify mine 04:05:01 <coopserver> <Saladan0> I just want to make sure that as it is now, itll work 04:05:21 <coopserver> <scshunt> Saladan: looks good, just needs prios 04:06:07 <coopserver> <scshunt> Saladan: Don't add primaries yet. The SLH isn't done. 04:06:16 <coopserver> <Saladan0> Im not adding anything 04:06:21 <coopserver> <scshunt> You need priority lanes 04:06:24 <coopserver> <Saladan0> Just making sure the directions are good 04:06:31 <coopserver> <scshunt> ok 04:07:00 <coopserver> <Saladan0> Also I need to look at the wiki on priority lanes before I ask a bunch of questions and annoy you guys 04:07:11 <coopserver> <scshunt> that's fine :) 04:08:07 <coopserver> <Saladan0> Oh jeez 04:08:11 <coopserver> <Saladan0> I dont know if I have room for these 04:09:07 <coopserver> <Saladan0> You are talking about adding another parallel line that cross sections the prio right? 04:12:24 <o11c> Djanxy: because if you have 2.5 straight, you can only ever have one bend in the train 04:12:38 <o11c> Djanxy: by the time it hits the second bend, it's off the first one 04:12:47 <o11c> (trains teleport) 04:12:49 <coopserver> <scshunt> Which drop should we send food/goods trains to? it's not in the plan 04:13:02 <coopserver> <scshunt> presumably all A for now, but once B is done, how do we distribute? 04:13:07 <coopserver> <scshunt> half and half from each? 04:13:31 <coopserver> <Djanxy> o11c - what are we talking about ? 04:13:39 <coopserver> <scshunt> if we do anything else I think some of our lovely BBHs will go unused 04:14:14 <coopserver> <Saladan0> So im looking at the prio wiki and it says to make the prio line the same length as the shortest train 04:14:21 <coopserver> <Saladan0> But looking around, im seeing these weird boxy prios 04:14:49 <coopserver> <scshunt> the boxes are just alternate signals 04:14:57 <coopserver> <scshunt> they look cool and fit wetrails better 04:15:03 <coopserver> <scshunt> blue are combos 04:15:26 <coopserver> <Saladan0> So when you say I need to Prio my SLH, its bassically just set up the signal network proper? 04:15:41 <coopserver> <Djanxy> think he's talking about the rail "boxes" in the prios 04:16:48 <coopserver> <scshunt> Ok, proposal to add to the plan: goods/foods trains alternate drops 04:17:33 <Saladan0> Yea, what DJ said 04:17:44 <coopserver> <scshunt> Oh 04:17:48 <coopserver> <scshunt> Those extend the range of the prio 04:17:56 <coopserver> <Djanxy> it's just a compact way to make the prio 04:18:07 <coopserver> <scshunt> you use a combo signal, so the sequence of presignals detects an oncoming train 04:18:09 <coopserver> <scshunt> and goes red 04:18:19 <o11c> Djanxy: talking about why CL3 is really 2.5 04:18:23 <o11c> !password 04:18:23 <coopserver> o11c: refits 04:18:24 <coopserver> <scshunt> the exact shape is just an aesthetics thing 04:18:34 <coopserver> *** Game paused (connecting clients) 04:18:38 <coopserver> *** o11c has joined 04:18:39 <coopserver> *** Game unpaused (connecting clients) 04:18:50 <coopserver> <scshunt> uh guys, is it just me, or is BBH 01 missing some prios on merges? 04:19:10 <coopserver> <scshunt> and by some I mean all 04:19:17 <coopserver> <Saladan0> THe one I made? 04:19:21 <coopserver> <Saladan0> Then yea, probably 04:19:55 <coopserver> <o11c> whoa, SLH5 has expanded its routes 04:19:56 <coopserver> <scshunt> Saladan: the way of building a prio using a combo signal doesn't extend, because if you add a second combo signal, it will slow the trains down because the rear signal will go read when the forward one is 04:20:17 <coopserver> <o11c> this curv is CL1 though! 04:20:28 <coopserver> *** o11c has joined company #1 04:20:57 <coopserver> <o11c> just placed a sign saying CL1 04:21:30 <coopserver> <o11c> easy enough to rebuild it for CL2, but CL3 is probably impossible here 04:21:36 <coopserver> <Saladan0> Looking at the other SLHs, I dont see the whole parallel line to make the priorty setup 04:21:43 <coopserver> <Saladan0> Am I confusing 2 different prios? 04:21:45 <coopserver> <Saladan0> methods I mean 04:22:04 <coopserver> <Djanxy> there's a few methods, yeah 04:22:18 <coopserver> <Saladan0> Are we just using a combination of signals then? 04:22:28 <coopserver> <Saladan0> or a specific combination I mean 04:22:49 <coopserver> <scshunt> for simpler prios, yes. More complex ones require the extra track to get more distance 04:23:04 <coopserver> <Saladan0> But for my little SLH, signals should be addiquate? 04:24:39 <coopserver> <scshunt> Djan: ready for trains? 04:24:48 <coopserver> <Djanxy> should be 04:25:02 <coopserver> <scshunt> Probably 04:25:06 <coopserver> <scshunt> If it's an issue, we can fix it 04:28:42 <coopserver> <Saladan0> Does anyone know of an online tutorial to setup prio lines with the One way Path Signal you guys are using? 04:29:46 <coopserver> <scshunt> would anyone object to me funding new oil wells? there are only two 04:29:47 <coopserver> <Djanxy> they are used in emergencies when there really isnt much room :) 04:31:06 <coopserver> <Djanxy> saladan, want some examples/explanations ? 04:31:13 <coopserver> <o11c> hm 04:31:27 <coopserver> <o11c> now that I think about it, I can probably completely avoid the CL2 corner 04:36:49 <coopserver> <scshunt> the mess on the wetrails is my fault 04:36:50 <coopserver> <scshunt> sorry 04:37:04 <coopserver> <Djanxy> mess ? 04:37:12 <coopserver> <scshunt> trains going the wrong way 04:37:28 <coopserver> <Djanxy> oh - was afraid you were flooding something 04:37:34 <coopserver> <Djanxy> my constant fear :) 04:37:45 <coopserver> <scshunt> it should all resolve peacefully soon 04:38:04 *** Maraxus has joined #openttdcoop 04:38:04 *** ChanServ sets mode: +o Maraxus 04:38:13 <coopserver> <scshunt> once the three trains I mistakenly set to fruit get refit 04:38:21 <coopserver> <Sylf> why in the hell is my hub such a monster 04:38:42 <coopserver> <scshunt> because you're amazing 04:38:46 <coopserver> <scshunt> is it done? 04:38:48 <coopserver> <Saladan0> Yes DJ, that would help me out greatly 04:38:53 <coopserver> <Sylf> only 3/4 done 04:39:00 <coopserver> <scshunt> rofl 04:39:01 <coopserver> <Saladan0> Im just looking at other SLHs and BBHs and trying to figure out how everyone else does it 04:39:13 <Maraxus> !password 04:39:13 <coopserver> Maraxus: agains 04:39:14 <coopserver> <Djanxy> can you move it 3-4 tiles northeast so it's actually in the water ? 04:39:16 <coopserver> <Djanxy> :D 04:39:17 <coopserver> <scshunt> practice 04:39:27 <coopserver> <scshunt> I love that it spills over 04:39:31 <coopserver> *** Game paused (connecting clients) 04:39:32 <coopserver> <Djanxy> saladan, in a minute 04:39:34 <coopserver> *** Maraxus has joined 04:39:35 <coopserver> *** Game unpaused (connecting clients) 04:39:43 <coopserver> <scshunt> Maraxus go look at sylf's BBH now 04:40:48 <coopserver> <Saladan0> wow 04:40:55 <coopserver> <Sylf> can someone fix the !signal gaps at the oil refinery 04:41:07 <coopserver> <Saladan0> Looking at all these Wettrack BBHs is making my head hurt 04:41:13 <coopserver> <scshunt> will do 04:41:20 <coopserver> <scshunt> John, mind the gaps 04:41:37 <coopserver> <Maraxus> looks interesting 04:41:42 <coopserver> <Djanxy> yeah saladan, the wetrails themselves takes a bit of getting used to :) 04:42:20 <coopserver> <scshunt> btw I don't think anyone answered me when I asked if anyone would mind me funding more oil wells? 04:42:26 <coopserver> <Djanxy> ok saladan, those prios 04:42:28 <coopserver> <o11c> whoever built the farm station tracks near SLH05, I shortened the return loop at *lot* 04:43:30 <coopserver> <John> gaps, got it 04:43:56 <coopserver> <scshunt> if no one objects soon ima do it 04:44:25 <coopserver> <Djanxy> saladan, look at !prios 04:44:39 <coopserver> <Djanxy> that's probably the kind you've seen 04:44:44 <coopserver> <Djanxy> in tutorial and the like 04:44:51 <coopserver> <scshunt> oh man guys we have goods actually on a boat now 04:45:00 <coopserver> <Saladan0> yea 04:45:12 <coopserver> <Djanxy> understand how that works ? 04:45:36 <coopserver> <Saladan0> Where you trick the non pro line to see the entire track where the prio train could be 04:45:44 <coopserver> <Saladan0> To prevent the prio from slowing down 04:46:32 <coopserver> <Saladan0> In this case, we wouldnt need one that long because our cars are only 3 tiles long right? 04:46:48 <coopserver> <Djanxy> depends on speed and acceleration 04:47:14 <coopserver> <Djanxy> a lot of our prios are actually that long 04:47:19 <coopserver> <Djanxy> but made differently 04:47:55 <coopserver> <Djanxy> see other one now, that's the simplest kind 04:48:04 <coopserver> <Saladan0> Ah 04:48:15 <coopserver> <Djanxy> but can only be made with 1 combo, and one exit 04:48:20 <coopserver> <Djanxy> signal 04:48:22 <coopserver> <Saladan0> So hitting the exit signal will trip the joining tracks entrance signal? 04:48:37 <coopserver> <Djanxy> can't make several combo signal "backwards" on the ML 04:49:08 <coopserver> <Djanxy> yeah, as soon as a train passes the regular block signal, the entry turns red 04:49:45 <coopserver> <Djanxy> this way you can extend it 04:50:05 <coopserver> <Djanxy> takes up less room that way 04:50:14 <coopserver> <Saladan0> Hey DJ, look at !!TEST 04:50:19 <coopserver> <Saladan0> Is this what we want? 04:50:41 <coopserver> <John> okayI fixed the gaps 04:50:49 <coopserver> <Djanxy> they need to be twoway for it to work 04:50:54 <coopserver> <Djanxy> the combo and the exit 04:51:06 <coopserver> <Djanxy> so the entry signal can see backwards down the line 04:51:34 <coopserver> <Saladan0> Okay 04:51:35 <coopserver> <Djanxy> but it would be nice with a slightly longer prio with these trains 04:51:39 <coopserver> <Saladan0> I think I understand 04:51:57 <coopserver> <Djanxy> problem, on the right side there isnt really room 04:52:10 <coopserver> <Saladan0> Room for what? 04:52:17 <coopserver> <Djanxy> to make it longer 04:52:27 <coopserver> <Saladan0> oh 04:52:31 <coopserver> <Djanxy> check the change i made to the latest example 04:52:45 <coopserver> <Djanxy> believe that's the box you were talking about earlier 04:52:57 <coopserver> <Djanxy> a way to extend it, without taking up much space 04:53:03 <coopserver> <Saladan0> Kind of, the ones ive been seeing are tiny 04:53:36 <coopserver> <Djanxy> people might have been making them different 04:53:37 <coopserver> <Saladan0> They look like that or something close to it 04:54:13 <coopserver> <Djanxy> the way i did it now makes it 2 tiles longer 04:54:15 <coopserver> <Saladan0> But are we going to be making trains longer anytime soon? 04:54:30 <coopserver> <Djanxy> no 04:54:43 <coopserver> <Saladan0> So the prios should work for a while then right? 04:55:14 <coopserver> <Djanxy> but the joining train needs to accelerate, so it will most likely slow down the next train coming on the ML, when traffic gets heavier 04:55:26 <coopserver> <Saladan0> Ah 04:55:46 <coopserver> <Djanxy> leave it as it is, and check it out later once it gets more crowded 04:55:49 <coopserver> <Saladan0> And we cant just extend the signals because that will stop any trains behind it 04:55:54 <coopserver> <scshunt> **** 04:55:57 <coopserver> <Sylf> wewt? 04:56:03 <coopserver> <Saladan0> Ok, thank you very much for the help DJ 04:56:24 <coopserver> <Djanxy> np - i had much trouble in the beginning understanding this too - now it's second nature :) 04:56:54 <coopserver> <o11c> okay, hooked one of the farms up to SLH07 04:57:04 <coopserver> *** Maraxus has joined company #1 04:58:12 <coopserver> <Djanxy> see the sign just to the left, saladan 04:58:17 <coopserver> <Djanxy> !cl 04:58:30 <coopserver> <Saladan0> Okay, I think I got the prios setup correctlly on the SLH 04:58:33 <coopserver> <Saladan0> I think it might be done now 04:58:45 <coopserver> <John> town drop station number two, done. 04:58:55 <coopserver> <John> did I forget sth? 04:59:02 <coopserver> <Djanxy> yup, looks fine for now saladan 04:59:08 <coopserver> <Saladan0> Thanks again 04:59:14 <coopserver> <Djanxy> later we can revise :) 05:00:18 <coopserver> <Djanxy> oh man 05:00:21 <coopserver> <Djanxy> 7 am 05:00:25 <coopserver> <o11c> lol 05:00:28 <coopserver> <Saladan0> 11PM :3 05:00:35 <coopserver> <o11c> 22 PM 05:00:37 <coopserver> <scshunt> ok, fixed that mess of a sideline 05:01:50 <coopserver> <Saladan0> Now I can finally connect that coal mine to Sylfs line 05:02:17 <coopserver> <scshunt> Guys, every primary doesn't need a depot 05:02:30 <coopserver> <scshunt> One per sideline is plenty 05:02:40 <coopserver> <Saladan0> ok, nvm then 05:03:41 <coopserver> <scshunt> I think Djanxy made the best WET BBH 05:04:19 <coopserver> <Djanxy> :P 05:04:39 <coopserver> <Djanxy> would like to think that it isn't a contest :) 05:05:04 <coopserver> <Saladan0> Okay, besides WET is there anything else left to be done? 05:05:20 <coopserver> <Djanxy> more SLH :) 05:05:59 <coopserver> <scshunt> Who built Aappilattoq Mines? 05:06:02 <coopserver> <Sylf> BBH WET 03, super duper oversized. Done. 05:06:08 <coopserver> <scshunt> It's attached to the middle of an SLH 05:06:13 <coopserver> <Saladan0> SLHs to what? 05:06:33 *** Taede has quit IRC 05:06:37 <coopserver> <o11c> eh? 05:06:41 <coopserver> <o11c> what was wrong with it? 05:06:44 <coopserver> <Djanxy> saladan: where there's room on the mainline, for more primaries to hook up 05:06:56 <coopserver> <Saladan0> But sch just said no more primaries :< 05:07:04 <coopserver> <Saladan0> scs* 05:07:08 <coopserver> <o11c> aappilqttoq mines didn't need all the connections 05:07:09 <coopserver> <scshunt> o11c: with Aappilattoq? It's attached to the middle of an SLH 05:07:12 *** Taede has joined #openttdcoop 05:07:12 *** ChanServ sets mode: +o Taede 05:07:17 <coopserver> <o11c> all the connections were fine though 05:07:19 <coopserver> <Djanxy> near Kangerlussuaq looks like a nice spot 05:07:26 <coopserver> <scshunt> Doesn't matter. It's in a hub. No connections in hubs for when we expand 05:07:59 <coopserver> <o11c> IMO it's already sideline, not hub, by then 05:08:09 <coopserver> <o11c> it's a sideline that does a loop on both sides of the mainline 05:08:17 <coopserver> <scshunt> No, it's not, because the other mainlines haven't merged to it yet 05:08:24 <coopserver> <Saladan0> Whoever decided to choose aztec names is the worst type of troll 05:09:31 <coopserver> <Djanxy> sylf's hub makes mine look puny 05:09:42 <coopserver> <Sylf> because it is puny 05:09:45 <coopserver> <Djanxy> :( 05:09:51 <coopserver> <Sylf> as in compact 05:10:06 <coopserver> <Saladan0> DJ, you want me to make an SLH for Kanger to connect the farm and oil wells? 05:10:20 <coopserver> <Djanxy> if you want 05:10:40 <coopserver> <Djanxy> your first one turned out fine :) 05:10:49 <coopserver> <Saladan0> Only because you built it :> 05:11:09 <coopserver> <Djanxy> that wasn't much ;) 05:11:12 <coopserver> <Saladan0> But Ill give it a shot 05:11:17 <coopserver> <Saladan0> WHAT COULD GO WRONG? 05:11:29 <coopserver> <Djanxy> not much tbh 05:11:49 <coopserver> <Sylf> hmmm that town drop b... 05:11:57 <coopserver> <Djanxy> was more worried when building that WET hub, of accidently flooding it all 05:12:02 <coopserver> <Saladan0> Also because im a novice I may have to terraform a little tiny bit 05:12:03 <coopserver> <John> y? 05:12:16 <coopserver> <Djanxy> yeah, we all terraform a bit 05:12:23 <coopserver> <Djanxy> just don't flatten the area 05:12:32 <coopserver> <scshunt> o11c: fixed 05:12:59 <coopserver> <Sylf> having all to all access is good, but the waiting space is 05:13:04 <coopserver> <o11c> scshunt: actually, at the time that SLH was first created, it only had connections to the south 05:13:19 <coopserver> <o11c> since the only thing north is the paper mill 05:13:20 <coopserver> <Sylf> waiting space area should be made better 05:14:02 <coopserver> <scshunt> oh, needs a depot 05:14:17 <coopserver> <Sylf> I think we can simplify that town drop b entrance 05:14:33 <coopserver> <John> simplify even more? 05:14:54 <coopserver> <Sylf> it'll probably be longer though 05:15:58 <coopserver> <Saladan0> Can I change a setting to where if I want to place a track over an existing piece of track, it auto deletes the signal thats already there? 05:16:14 <coopserver> <Djanxy> dont think so 05:16:42 <coopserver> <Djanxy> hold ctrl to delete the track with the signal, and then replace it 05:16:43 <coopserver> <scshunt> Oh, Saladan, I didn't realize you were going to build an SLH there 05:16:49 <coopserver> <scshunt> sorry! 05:16:52 <coopserver> <Saladan0> ? 05:16:55 <coopserver> <Saladan0> SHould I not? 05:17:04 <coopserver> <scshunt> No, it's fine. I was just running track from the next one up 05:17:06 <coopserver> <Saladan0> I wont if you want to connect it to yours 05:17:17 <coopserver> <scshunt> probably easier to avoid a second hub right next to the other one 05:19:15 <coopserver> <Djanxy> it's hardly "right next to the other one" 05:19:17 <coopserver> <Sylf> that should give 6 tiles of waiting space at each location 05:19:53 <coopserver> <Djanxy> want to service that entire island from one SLH ? 05:20:13 <coopserver> <scshunt> why not? 05:20:22 <coopserver> <scshunt> if you object, go ahead and build one. I don't really care. 05:20:23 <coopserver> <Djanxy> why not make 2 ? 05:20:29 <coopserver> <scshunt> because lazy 05:20:58 <coopserver> <Djanxy> well, I recommended saladan to build there - isn't building stuff the whole idea of this game ? :D 05:21:11 <coopserver> <scshunt> yeah, I'd already started. Sorry 05:21:15 <coopserver> <Saladan0> I dont want any trouble, im find with looking around 05:21:16 <coopserver> <scshunt> it's not a big deal either way 05:21:25 <coopserver> <scshunt> it's not trouble, really 05:21:31 <coopserver> <scshunt> if you want to build an SLH, do it 05:21:37 <coopserver> <scshunt> or find some other place to connect oil 05:21:39 <coopserver> <scshunt> we really need oil 05:22:06 <coopserver> <Saladan0> Look near the FPP Drop, I think another SLH up north might wotk 05:22:11 <coopserver> <Saladan0> Although its close to Johns 05:22:33 <coopserver> <Saladan0> There is a farm, gold quarry, and oil next to each other 05:22:41 <coopserver> <Saladan0> Although the farm is rather useless so close to the FPP 05:22:46 <coopserver> <Djanxy> there's room, need something to service that top end of the island 05:22:54 <coopserver> <Saladan0> Ah, 2 oil wells actually 05:23:02 <coopserver> <scshunt> ok, go for it 05:23:27 <coopserver> <Djanxy> also far between the ML's, so lots of room :) 05:23:38 <coopserver> <Saladan0> This is actually going to be a bit tricky, with the RR and LL so far apart, and ill have to circle around the FPP drop 05:23:49 <coopserver> <Saladan0> But we might need to extend the FPP drop at some point 05:23:52 <coopserver> <Saladan0> hrm 05:23:54 <coopserver> <scshunt> what are you doing sylf? 05:24:12 <coopserver> <Djanxy> saladan, no need to circle 05:24:21 <coopserver> <Sylf> I like natural water better than canal water 05:24:39 <coopserver> <scshunt> lol 05:24:55 <coopserver> <Djanxy> see signs, saladan ? 05:25:19 <coopserver> <Saladan0> Yea, but I want to grab the oil well west of the FPP drop 05:25:26 <coopserver> <Saladan0> Im wondering how I want to get to it 05:25:34 <coopserver> <Djanxy> oh yeah, can just circle around for that np 05:25:59 <coopserver> <Djanxy> the inviddual lines to the primaries after the hub doesnt matter much, they can always be moved 05:26:29 <coopserver> <Saladan0> Ah, but thats the question, if im making a 3 way split, which direction do I want to point the SL to 05:27:39 <coopserver> <Saladan0> I have an idea 05:27:45 <coopserver> <Saladan0> Ill see if it works 05:27:49 <coopserver> <Djanxy> go for it 05:34:43 <coopserver> <Sylf> wet rail network is complete? 05:34:51 <coopserver> <Djanxy> yup 05:35:09 <coopserver> <Djanxy> at least i think so 05:35:48 <coopserver> *** Sylf has joined spectators 05:36:16 <coopserver> <o11c> just added 3 more oil trains for a new station 05:37:09 <coopserver> <o11c> decent production there too 05:37:14 <coopserver> <Sylf> SLH7 area has couple of tight curves 05:37:31 <coopserver> <Sylf> I see 3 so far 05:37:43 <coopserver> <Sylf> on the hub itself 05:38:29 <coopserver> <o11c> I only see one on the hub, plus the depot which doesn't count 05:38:31 <coopserver> <Sylf> and fix some signal gaps around there too 05:38:47 <coopserver> *** Sylf has joined company #1 05:39:04 <coopserver> *** Sylf has joined spectators 05:39:18 <coopserver> <Djanxy> was it those 3 ? 05:39:40 <coopserver> <Sylf> yup 05:39:52 <coopserver> <o11c> 2 was the only one I saw :/ 05:40:01 <coopserver> <Djanxy> who is fixing them? 05:40:04 <coopserver> <o11c> me 05:40:13 <coopserver> <Sylf> and make sure to count the wayting bay sizes 05:40:14 <coopserver> <Djanxy> should maybe let saladan see first 05:41:10 <coopserver> <Djanxy> i guess not.. 05:41:32 <coopserver> <o11c> waiting bay length where? 05:41:45 <coopserver> <Sylf> both sides for SLH7, for example 05:42:16 <coopserver> <Sylf> at the split end 05:42:21 <coopserver> <Sylf> not so much at the merger end 05:42:40 <coopserver> <Saladan0> Are the CL problems fixed? 05:42:42 <Hazzard> !PASSWORD 05:42:42 <coopserver> Hazzard: chaney 05:42:43 <coopserver> <o11c> yeah 05:42:52 <coopserver> *** Game paused (connecting clients) 05:42:56 <coopserver> *** Hazzard has joined 05:42:57 <coopserver> *** Game unpaused (connecting clients) 05:43:00 <coopserver> <Saladan0> Okay neet 05:43:23 <coopserver> <Sylf> there are couple more signal gaps at the sign 05:43:37 <coopserver> <Hazzard> 8 people on at once :D 05:43:59 <coopserver> <Sylf> then you can delete the sign after you fix them 05:44:05 <coopserver> <scshunt> all right, it's *well* past my bedtime 05:46:07 <coopserver> <scshunt> things are starting to really pick up 05:46:52 <coopserver> <Sylf> I really hope we don't have to mess with the wet rails for the rest of the game 05:46:59 <coopserver> <Djanxy> agreed 05:47:00 <coopserver> <scshunt> heh, yeah 05:47:11 <coopserver> <Djanxy> doubt we will, they haul a lot of cargo 05:47:13 <V453000> YETI MORNING :D 05:47:14 <coopserver> <scshunt> I kind of want to see what happens though 05:47:19 <coopserver> <Hazzard> Hey 05:47:26 <coopserver> <scshunt> V, you have to see this hub Sylf built 05:47:55 <coopserver> <Sylf> it's a fail hub, you know 05:47:59 <coopserver> <scshunt> I know 05:48:22 <coopserver> <Djanxy> saladan, check my sign a bit down 05:48:26 <coopserver> <Saladan0> Saw 05:48:37 <coopserver> <Djanxy> just so it doesnt come too close to other hub 05:49:17 <coopserver> <scshunt> ... sylf, you have lines merging with themselves 05:49:22 <coopserver> <Saladan0> DJ, question 05:49:23 <coopserver> <scshunt> no wonder it's so complex 05:49:39 <coopserver> <Saladan0> wait, hrm 05:50:03 <coopserver> <scshunt> roffffl 05:50:05 <coopserver> <scshunt> this is amazing 05:50:22 <coopserver> <Saladan0> what is? 05:50:24 <coopserver> <Hazzard> ? 05:50:42 <coopserver> <scshunt> sylf's hub has multiple paths for trains to take to get to the same out line 05:50:45 <coopserver> <scshunt> 05:50:49 <coopserver> <scshunt> let me highlight one 05:51:09 <coopserver> <Sylf> oh shit 05:51:33 <coopserver> *** Sylf has joined company #1 05:51:43 <coopserver> <scshunt> there's a couple of them 05:51:52 <coopserver> <Hazzard> Where? 05:52:12 <coopserver> <scshunt> the other line in the same direction had one just like it 05:52:21 <coopserver> <o11c> uhoh 05:53:01 <scshunt> anyway, off to bed for me 05:53:03 <scshunt> see you guys 05:53:06 <coopserver> <Saladan0> Good night 05:53:15 <coopserver> *** scshunt has left the game (connection lost) 05:53:35 <coopserver> <Saladan0> I think im confusing myself with this SLH 05:53:44 <coopserver> <o11c> well, it doesn't exist anymore really 05:53:47 <coopserver> <Saladan0> Because I have it inside in between the RR and LL 05:53:54 <coopserver> <Saladan0> Its just a one way track 05:54:03 <coopserver> <Saladan0> I dont know if that will work or not 05:54:26 <coopserver> <o11c> I think the hub is lost 05:54:31 <coopserver> <o11c> so I cut all the inputs 05:54:39 <coopserver> <o11c> gah, who reconnected them? 05:54:44 <coopserver> <o11c> the hub is still flooding! 05:54:45 <coopserver> <Djanxy> why not split it to the outer side ? 05:56:12 <coopserver> <Djanxy> oh, gave up? :) 05:56:19 <coopserver> <Saladan0> Not yet 05:56:23 <coopserver> <Djanxy> ok good ;) 05:56:26 <coopserver> <Hazzard> wat 05:56:27 <coopserver> <Saladan0> I gave up on the inner loop idea 05:56:33 <coopserver> <Hazzard> oh shits 05:56:45 <coopserver> <Saladan0> Im just confused on how to split it on the outside when the LL portion is so far away 05:57:23 <coopserver> <Djanxy> the split from other side is fine, just bridge them over 05:58:45 <coopserver> <Sylf> i kinda lost passion for this thing now.. 05:59:41 <coopserver> <Hazzard> This has been going on for a whiloe? 05:59:44 <coopserver> <Hazzard> *while 05:59:52 <coopserver> <Saladan0> Id say for 12 hours or so 05:59:54 <coopserver> <Sylf> what has? 05:59:56 <coopserver> <o11c> who's building the new hub near that power station? 06:00:02 <coopserver> <Saladan0> Me and DJ 06:00:06 <coopserver> <Hazzard> This flooding :? 06:00:12 <coopserver> <Saladan0> Flooding? 06:00:16 <coopserver> <Sylf> no 06:00:21 <coopserver> <Sylf> flooding is new 06:00:34 <coopserver> <o11c> it's been happening since you pointed out the duplicate path 06:00:41 <coopserver> <o11c> and it got exploded with the canal 06:00:49 <coopserver> <Hazzard> Oh, that's what you're talking about, I see now 06:01:03 <V453000> !password 06:01:04 <coopserver> V453000: pushit 06:01:27 <coopserver> <Sylf> no 06:01:39 <coopserver> <Djanxy> saladan: just wanted to show another easy split 06:01:47 <coopserver> <Saladan0> Thanks 06:03:04 <coopserver> <o11c> building a new primary to connect to the new hub 06:03:13 <coopserver> <Djanxy> no need to cross those 06:03:14 <coopserver> <Saladan0> The one up top? 06:03:41 <coopserver> *** Game paused (connecting clients) 06:03:44 <coopserver> *** V453000 has joined 06:03:45 <coopserver> *** Game unpaused (connecting clients) 06:04:11 <coopserver> <Djanxy> YETI SMASH 06:04:13 <coopserver> *** V453000 has left the game (general timeout) 06:04:39 <coopserver> <Saladan0> ok.. cool 06:04:44 <coopserver> <Saladan0> I think thats most of it 06:04:48 <coopserver> <Saladan0> Now let me work on the prios 06:04:58 <coopserver> <Hazzard> yeti smashed a bit too hard 06:05:00 <coopserver> <Djanxy> mm, signals and prios :) 06:06:02 <coopserver> <Saladan0> South ones are done 06:07:08 <coopserver> <Saladan0> Ok 06:07:12 <coopserver> <Saladan0> I think the Prios are good 06:07:15 <coopserver> <Djanxy> when you make those simple prios, at least make sure they are at max signal gap 06:07:34 <coopserver> <Saladan0> What signal gap do we want between the exit and combo? 06:07:38 <coopserver> <Saladan0> Ive been using 2 06:07:50 <coopserver> *** Game paused (connecting clients) 06:07:53 <coopserver> *** V453000 has joined 06:07:54 <coopserver> *** Game unpaused (connecting clients) 06:08:08 <coopserver> <Djanxy> i usually do like this 06:08:21 <V453000> BSOD SMASH :D 06:08:36 <coopserver> <Djanxy> lol 06:08:42 <coopserver> <Saladan0> Oh wow, ok. 06:08:48 <coopserver> <Saladan0> Thats alot farther than what ive been doing 06:08:56 <coopserver> <Djanxy> i just use the autofill 06:09:00 <coopserver> <Djanxy> and chance the signals 06:09:39 <coopserver> <Djanxy> ctrl+click to change signals, if you dont know 06:10:22 <coopserver> <Djanxy> nah, that's too far 06:10:25 <coopserver> <Djanxy> that's 3 06:11:12 <coopserver> <Djanxy> that one was fine before 06:11:18 <coopserver> <Saladan0> You said it was to far D: 06:11:32 <coopserver> <Djanxy> before you changed it, it was fine :D 06:11:43 <coopserver> <Saladan0> Which one was to far then? 06:11:56 <coopserver> <Djanxy> check this out 06:12:08 <coopserver> <Djanxy> put a signal right after the merge 06:12:09 <coopserver> <V453000> btw !TEST has one small issue :) 06:12:20 <coopserver> <Djanxy> remove that piece of track 06:12:37 <coopserver> <Djanxy> autofill backwards 06:12:48 <coopserver> <Saladan0> Oh 06:12:49 <coopserver> <Saladan0> I get it 06:12:56 <coopserver> <Djanxy> now the ML has correct signal gap 06:12:57 <coopserver> <V453000> the green one is fine 06:12:58 <coopserver> <V453000> red is not 06:13:08 <coopserver> <V453000> because the train from the ML can go there 06:13:18 <coopserver> <V453000> it can happen if the combo signal (blue) gets red 06:13:23 <coopserver> <Djanxy> someone changed that V 06:13:29 <coopserver> <Djanxy> wasn't like that 06:13:39 <coopserver> <V453000> doesnt matter who did :) 06:13:40 <coopserver> <Hazzard> Oops ... what? 06:13:53 <coopserver> <Hazzard> what is the test there? 06:13:54 <coopserver> <Saladan0> Did I do that wrong? 06:14:13 <coopserver> <Hazzard> I changed it for some reason :S 06:14:19 <coopserver> <Hazzard> But what were you testing? 06:14:20 <coopserver> <Djanxy> naughty 06:14:26 <coopserver> <Saladan0> Im so confused 06:14:35 <coopserver> <Djanxy> calm down :) 06:15:21 <coopserver> <o11c> can we please put a sign on this hub? 06:15:22 <coopserver> <Djanxy> holy crap bridge 06:15:27 <coopserver> <V453000> in short: always make logic tracks so that it is IMPOSSIBLE for trains to get there 06:15:36 <coopserver> <V453000> not just "unlogical for them to go there" 06:15:49 <coopserver> <V453000> I know you didnt build that but just know it :P 06:16:11 <coopserver> <V453000> total X is always perfect 06:16:46 <coopserver> <V453000> while the back side is obviously not so important 06:16:47 <coopserver> <Hazzard> blaksdlfka 06:16:49 <coopserver> <Saladan0> To be fair, if you are going to put your name on this one, you will want to put your name on 07 as well 06:16:54 <coopserver> <V453000> 90 degree is ok that we have disabled 06:17:29 <coopserver> <Saladan0> I dont have a problem with it DJ, put your name on both, since you contributed heavily on both of them 06:17:41 <coopserver> <Djanxy> i really don't care ;) 06:17:57 <coopserver> <Saladan0> Did you want to connect the primaries? 06:18:00 <coopserver> <V453000> hubs can have multiple names XD 06:18:07 <coopserver> <Djanxy> oh, btw 06:18:17 <coopserver> <Djanxy> it's not completely done 06:18:30 <coopserver> <Djanxy> the waiting bays, as Sylf mentioned about the other one 06:18:31 <coopserver> <o11c> I've already got trains in depot ready to launch when 'name this hub please' gets done 06:19:10 <coopserver> <Saladan0> The only waiting bay issue I see is to the south, where the tunnel will be blocked 06:19:22 <coopserver> <Saladan0> Thats why I had the bridge there originally 06:19:28 <coopserver> <Djanxy> check north one 06:19:32 <coopserver> <Saladan0> but then again I guess the bridge would be blocked as well 06:19:57 <coopserver> <Djanxy> red rail is one train 06:19:58 <coopserver> <Saladan0> Is it blocking the bridge? 06:20:11 <coopserver> <Djanxy> then one can wait one bridge 06:20:31 <coopserver> <Djanxy> then next red is one train 06:20:46 <coopserver> <Saladan0> Just to be clear, how many trains back am I going for? 06:20:51 <coopserver> <Djanxy> if one is waiting there 06:20:56 <coopserver> <o11c> SLH09 has no outer left turn from the west to the north 06:21:02 <coopserver> <Djanxy> a train can't join the other split 06:21:25 <coopserver> <Saladan0> What it I just do this? 06:21:26 <coopserver> <Djanxy> a 06:21:57 <coopserver> <Djanxy> blue is also a problem 06:22:05 <coopserver> <Djanxy> cause one can go behind that 06:22:08 <coopserver> <Djanxy> and block 06:22:23 <coopserver> <Djanxy> can do a couple of things 06:22:32 <coopserver> *** Sylf has joined spectators 06:22:34 <coopserver> <o11c> wait 06:22:36 <coopserver> <Saladan0> I got rid of the rear signal 06:22:37 <coopserver> <Saladan0> s 06:22:38 <coopserver> <Djanxy> if we make PBS there 06:22:49 <coopserver> <o11c> is that a left turn implemented by forcing to turn around? 06:22:50 <coopserver> <Djanxy> a train can pass one waiting at red 06:23:04 <coopserver> <Sylf> that was painful 06:23:06 <coopserver> <Hazzard> Who generated this map? The shores are cool 06:23:22 <coopserver> <Maraxus> that is correct o11c 06:23:25 <coopserver> <Djanxy> now, if one is in both red and blue it will wait at pbs 06:23:29 <coopserver> <Sylf> the shore? 06:23:33 <coopserver> <o11c> Maraxus: so the hub is done? 06:23:38 <coopserver> <Saladan0> Im still trying to figure out PBS :S 06:23:39 <coopserver> *** Hazzard has left the game (Leaving) 06:23:40 <coopserver> <Maraxus> it is 06:24:00 <coopserver> <Djanxy> PBS makes it possible for 2 trains to be in the same signal block 06:24:01 <coopserver> *** Sylf has joined company #1 06:24:11 <coopserver> <Djanxy> other signals cant do that 06:24:35 <coopserver> *** Sylf has joined spectators 06:24:38 <coopserver> <Djanxy> now it will work 06:25:51 *** Hazzard has quit IRC 06:26:02 <coopserver> <Djanxy> now look at south merge 06:26:34 <coopserver> <Djanxy> need to adjust the signals, so trains cant block each other entering the merges 06:27:18 <coopserver> <Djanxy> am i talking gibberish ? :D 06:27:33 <coopserver> <V453000> John: around? 06:27:39 <coopserver> <Saladan0> No, im looking at the PBS wiki right now 06:27:47 <coopserver> <V453000> !this absolutely needs to have waiting bays 06:27:51 <coopserver> <V453000> not combo signals 06:28:00 <coopserver> <Djanxy> i marked the other merge 06:29:52 <coopserver> <Djanxy> no need to use PBS btw, just have to adjust for presignals accordingly 06:30:03 <coopserver> <V453000> brb 06:30:04 <coopserver> *** V453000 has left the game (Leaving) 06:31:02 <coopserver> <Djanxy> see how i put a signal in the last tile that a waiting train occupies, and none behind 06:31:11 <coopserver> <Saladan0> yea 06:31:16 <coopserver> <Djanxy> that makes the exit red 06:31:28 <coopserver> <Djanxy> if i put one behind, the exit turns green 06:31:34 <coopserver> <Djanxy> and a train can enter and block 06:31:40 <coopserver> <Saladan0> Okay, I see 06:32:16 <coopserver> <Djanxy> the left one has room for two, with presignals 06:32:31 <coopserver> <Djanxy> like that 06:32:33 <coopserver> <Saladan0> Oh, didnt see that space above 06:33:46 <coopserver> <Djanxy> with putting a signal in the last tile a waiting train occupies, as soon as it moves another train can start entering 06:34:10 <coopserver> <Saladan0> Ok, that makes alot of sense now 06:34:15 <coopserver> <Djanxy> good :d 06:34:27 <coopserver> <Djanxy> where the PBS comes in 06:34:44 <coopserver> <Djanxy> if you had a train in green 06:34:51 <coopserver> <Djanxy> you cant have a signal behind it 06:35:10 <coopserver> <Djanxy> but a PBS makes a train able to go past anyways 06:35:27 <coopserver> <Djanxy> since there's room to pass 06:35:39 <coopserver> <Djanxy> but with normal signals, it will be red 06:35:40 <coopserver> <Saladan0> Okay, normally it would be blocking the section due to lack of signals, but theres still room for the train to go behind 06:35:45 <coopserver> <Saladan0> and go to the blue line 06:35:46 <coopserver> <Djanxy> because it's in same block 06:35:53 <coopserver> <Djanxy> yup 06:36:23 <coopserver> <Saladan0> How does the PBS block differentiate between a piece that is blocked due to lack of a signal, and a piece that is blocked because there is a train on it? 06:36:26 <coopserver> <Djanxy> so with PBS, you could have 2 in each side - but it isn't needed, there is already room for 5 waiting trains in those 2 merges 06:37:08 <coopserver> <Djanxy> not sure i understand the question 06:37:28 <coopserver> <Saladan0> uh 06:37:34 <coopserver> <Saladan0> okay 06:38:11 <coopserver> <Saladan0> Look at yellow. if there was a train on green, the signal would be red due to a lack of a signal behind it 06:38:19 <coopserver> <Djanxy> correct 06:38:30 <coopserver> <Sylf> that SLH 9 reverser needs a pf trap or something 06:38:31 <coopserver> <Saladan0> But if a piece of train was on yellow, the signal would still be red 06:38:41 <coopserver> <Djanxy> yes 06:39:02 <coopserver> <Saladan0> How does the PBS tell the train its okay to go ahead, when in both cases it knows there is a red signal ahead 06:39:26 <scshunt> PBS doesn't care about the colour of singals 06:39:56 <coopserver> <Saladan0> So is PBS just seeing if there is a possible open path ahead? 06:40:01 <coopserver> <Djanxy> yup 06:40:05 <coopserver> <Saladan0> Oh, okay 06:40:08 <scshunt> it just looks in the current block 06:40:09 <coopserver> <Saladan0> That makes more sense 06:40:11 <coopserver> <Djanxy> it reserves a path in a signal block 06:40:22 <scshunt> presignals are the only thing which can look ahead 06:40:29 <scshunt> so PBS and presignals each have their uses 06:40:34 <coopserver> <Saladan0> so if there was a train on yellow, it would know its impossible to go forward, so the PBS would be red 06:40:39 <coopserver> <Djanxy> and if another train in the same block can find a path that isnt reserved, it can take that 06:41:04 <scshunt> PBS can be expensive to compute though 06:41:10 <V453000> if you think of it, PBS cant even be green all the time 06:41:16 <V453000> because it doesnt know which path it should be green for 06:41:19 <scshunt> so it shouldn't be used too liberally. It's usually not necessary 06:41:26 <coopserver> <Saladan0> So in this case, we would rather use pre signals, since if one side is congested enough to block its side, we would rather send trains to the other side first 06:41:39 <coopserver> <Saladan0> before wondering about how close stopped trains can get to the split 06:41:57 <coopserver> <Djanxy> yeah, absolutely no need for it in this case 06:42:04 <V453000> new game on welcome server XD 06:42:12 <coopserver> <Djanxy> but it's an option when low on space etc 06:42:14 <coopserver> <Saladan0> Alright then 06:42:22 <coopserver> <Sylf> new yeti? 06:42:26 <coopserver> <Saladan0> I feel so much better than I did 12 hours ago at the start of all this 06:42:35 <coopserver> <Djanxy> glad to hear it 06:42:37 <V453000> yarr 06:43:14 <coopserver> <Saladan0> oh son of a **** 06:43:27 <coopserver> <Djanxy> what now 06:43:28 <coopserver> <Saladan0> The gold mine I was going to connect to the SL dissapeared while you were teaching me 06:43:34 <coopserver> <Djanxy> oh ;) 06:43:56 <coopserver> <Djanxy> grab the oil next to the colored tracks 06:44:05 <coopserver> <Djanxy> ye 06:44:24 <coopserver> <Djanxy> and can go round the back of the FPP as you talked about 06:44:33 <coopserver> <Djanxy> farm and oil there 06:44:39 <coopserver> <Saladan0> Farms useless 06:44:47 <coopserver> <Saladan0> wait nvm 06:44:49 <coopserver> <Djanxy> oh right 06:44:50 <coopserver> <Saladan0> Use it to make goods 06:44:54 <coopserver> <Saladan0> Which wont be useless 06:44:57 <scshunt> farms are amazing 06:45:03 <scshunt> farms make goods, which mean more trains on wetrails 06:45:11 <coopserver> <Djanxy> ye, doesnt really matter if they make money tbh 06:45:45 <coopserver> <Djanxy> and since we made the merge that only leads to FPP, might as well make use of it ;) 06:46:31 <coopserver> <Saladan0> Hey DJ. this S bend up top 06:46:37 <coopserver> <Saladan0> does that count towards CL? 06:46:50 <coopserver> <Djanxy> not that one 06:46:55 <scshunt> !password 06:46:55 <coopserver> scshunt: quartz 06:46:58 <coopserver> <Saladan0> Okay, cool 06:47:01 <coopserver> <Saladan0> Just making sure 06:47:03 <coopserver> *** Game paused (connecting clients) 06:47:05 <coopserver> *** scshunt has joined 06:47:06 <coopserver> *** Game unpaused (connecting clients) 06:47:19 <coopserver> <Djanxy> wait 06:47:25 <coopserver> <scshunt> ok guys I found my bed 06:47:33 <coopserver> <scshunt> have laptop will ttd 06:47:39 <coopserver> <Djanxy> could have moved the bridge :D 06:47:44 <coopserver> <Saladan0> Thats what im doing 06:47:57 <coopserver> <Djanxy> yeah, but could have moved it 1 tile 06:48:05 <coopserver> <Djanxy> that's fine though 06:48:11 *** LSky` has joined #openttdcoop 06:48:53 <coopserver> <Djanxy> s-bend after bridge is often handy 06:49:03 <coopserver> <Djanxy> to make room for signal 06:49:34 <coopserver> <Djanxy> but make it as you please ;) 06:50:14 <coopserver> <Djanxy> until the get very crowded, the designs on sidelines doesn't matter too much 06:50:33 <coopserver> <Saladan0> im dumb 06:50:40 <coopserver> <Djanxy> haha 06:51:13 <coopserver> <Djanxy> you'll get the hang of it 06:51:19 <coopserver> <Saladan0> I should use PBS for down here though right? 06:51:22 <coopserver> <Saladan0> The oil station 06:51:36 <coopserver> <Djanxy> a matter of preference 06:51:53 <coopserver> *** scshunt has left the game (Leaving) 06:51:54 <coopserver> <Djanxy> PBS makes it able for trains to enter and leave the station at the same time 06:52:07 <coopserver> <Djanxy> so it gets a little faster 06:52:29 <coopserver> <Djanxy> but again, until it gets busy it doesnt make much of a difference 06:52:42 <coopserver> <Djanxy> that wont work though 06:52:53 <coopserver> <Saladan0> Okay, well thats one oil well donw 06:52:54 <coopserver> <Djanxy> left platform can't leave 06:53:14 <coopserver> <Saladan0> Oh 06:53:17 <coopserver> <Saladan0> Thats a 90 deg bend isnt it 06:53:20 <coopserver> <Djanxy> yup 06:53:34 <coopserver> <Saladan0> good catch 06:54:03 <coopserver> <Saladan0> Now I just need to figure out which direction I want to go to get to the farm and oil 06:54:34 <coopserver> <Djanxy> made a depot at the start of SL 06:55:08 <coopserver> <Djanxy> we usually do that and use it for whole sideline, instead of having them spread around 06:55:46 <coopserver> <o11c> we still need more forests 06:56:37 <coopserver> *** Sylf has left the game (Leaving) 06:56:40 <coopserver> <Djanxy> ye, those are tricky on this map - as sylf said, we likely have to fund them 06:58:50 <coopserver> <Djanxy> nope 06:58:52 <coopserver> <Djanxy> CL 06:59:04 <coopserver> <Saladan0> Ah, double S Bend 06:59:18 *** Progman has joined #openttdcoop 07:00:16 <coopserver> <Djanxy> also, be careful with signal gaps 07:00:23 <coopserver> <Djanxy> when altering stuff 07:01:43 <planetmaker> !ding 07:01:44 <coopserver> Dong! reply took 0:00:00.004187 07:01:57 <coopserver> <Saladan0> hrm 07:03:35 <coopserver> <Saladan0> nope 07:03:40 <coopserver> <Djanxy> so, TOWN DROP B doesn't accept Food nor Goods 07:04:07 <coopserver> *** Maraxus has left the game (Leaving) 07:04:42 <coopserver> <o11c> needs station walking? 07:04:46 <coopserver> <Djanxy> did it 07:05:08 <coopserver> <Saladan0> Hey DJ, can you check my 3 FPP drop stations? 07:05:39 <coopserver> <Djanxy> looks fine - need signals towards first one 07:05:58 <coopserver> <Saladan0> Yay, now we can have more trains 07:07:40 <coopserver> <Saladan0> So of the 4 stations, have you made any of the trains yet?\ 07:07:51 <coopserver> <Djanxy> nope 07:07:59 <coopserver> <Saladan0> kk 07:08:08 <coopserver> <Djanxy> familiar with cloning and shared orders ? 07:08:27 <coopserver> <Saladan0> Yea, thats what ive been doing. Just cloning the appropriate train and changing the stations 07:09:08 <coopserver> <Djanxy> and doing shared orders for each individual station ? 07:09:09 <coopserver> <Saladan0> I just hover of the drop of the same type and wait for a train to come to clone 07:09:18 <coopserver> <Djanxy> there's a train yard at the top 07:09:28 <coopserver> <Saladan0> Yea 07:09:42 <coopserver> <Saladan0> But no, I havent used the shared orders yet 07:09:58 <coopserver> <Saladan0> since I havent really had a chance to use more than 1 train on a station 07:10:00 <coopserver> <Djanxy> you should for trains servicing the same station 07:10:07 <coopserver> <Saladan0> so ive been doing it manually whenever 07:10:23 <coopserver> <Djanxy> but not share with other trains or those at train yeard 07:10:38 <coopserver> <Djanxy> once you make one train with correct orders 07:11:26 <coopserver> <Djanxy> you can ctrl+click the clone train (either from depot window or from the train window if it is still in depot). that will make them share orders 07:11:33 <coopserver> <Saladan0> As far as shared orders, couldnt I just go to the pickup station and clone a train thats in its pickup box? 07:12:18 <coopserver> <Djanxy> yeah, ctrl+click it for shared 07:13:43 <coopserver> <Saladan0> There, now I have a train going to each of the 4 stations 07:13:45 <coopserver> <Saladan0> life is good 07:14:04 <coopserver> <o11c> Saladan0: I usually start with 3 07:14:16 <coopserver> <o11c> one on each platform, one waiting 07:14:25 <coopserver> <Saladan0> really? I have mine on await full load 07:14:33 <coopserver> <o11c> right 07:14:36 <coopserver> <Saladan0> I dont know if the primaries will produce enough to service 3 07:14:48 <coopserver> <o11c> but once the first train gets full, the second starts to fill 07:14:49 <coopserver> <Saladan0> But i guess it couldnt hurt? 07:14:58 <coopserver> <Djanxy> John, I had a mishap at TOWN DROP B - it's fine now, but change the station tiles if you want to - didn't see which ones it was before :) 07:15:06 <coopserver> <o11c> most primarie s seem to support 3 quite easily 07:15:32 <coopserver> <Saladan0> uh 07:15:33 <coopserver> <Saladan0> Trains 07:15:36 <coopserver> <Saladan0> wtf are you doing 07:15:48 <coopserver> <Djanxy> good question 07:16:14 <coopserver> <Djanxy> oh 07:16:20 <coopserver> <Djanxy> you got the orders backwards 07:16:27 <coopserver> <Djanxy> they are trying to get to FPP 07:16:32 <coopserver> <o11c> Saladan0: your trains have the orders backward, so new trains will go to the drop first 07:16:33 <coopserver> <Saladan0> I must have cloned them at the wrong time :/ 07:16:49 <coopserver> <o11c> when you clone them doesn't matter 07:17:09 <coopserver> <o11c> just drag and drop to put the drop after the pickup 07:17:37 <coopserver> <Djanxy> also, those are not shared orders 07:22:17 <coopserver> <Saladan0> Thanks for everything tonight DJ, everybody else was getting frusterated when I asked questions 07:22:27 <coopserver> <Saladan0> You took the time to actually teach me everything 07:22:54 <scshunt> sorry. it's been a bad week 07:23:25 <coopserver> <Djanxy> writing from bed ? :D 07:23:34 <coopserver> <Saladan0> You took that the wrong way, I wasnt slighting everyone else, I think DJ just went the extra mile is all 07:23:45 <coopserver> <Djanxy> np man 07:23:59 <coopserver> <Djanxy> fixed your orders, so they are shared now 07:24:02 <coopserver> *** o11c has joined spectators 07:24:19 <coopserver> <Saladan0> I still dont get that. If I cloned a train doing the same thing as a previous existing train 07:24:25 <coopserver> <Saladan0> and it took their orders 07:24:32 <coopserver> <Saladan0> whats the difference? 07:24:40 <coopserver> <Djanxy> if you clone a train, it gets the same orders 07:24:41 <coopserver> <o11c> that's copy, not share 07:25:23 <coopserver> <Djanxy> if you clone a train with shared orders, they are connected - so if you change the orders for one, they all change 07:25:32 <Saladan0> oh 07:25:53 <coopserver> <Djanxy> you do that by cloning as usual, but holding ctrl while doing it 07:26:21 <coopserver> <Djanxy> makes it so much easier to make changes 07:26:46 <coopserver> <Saladan0> looking at the wiki now, I get it. 07:28:51 <coopserver> <Saladan0> Oh man, found a bunch of oil in between two BBHs 07:28:58 <coopserver> <Saladan0> I do NOT want to put an SLH there 07:29:31 <coopserver> <Saladan0> Although a 4 way SLH is tempting 07:30:10 <coopserver> <Saladan0> the north way would grab coal and oil, the south one would grab gold and oil 07:30:11 <coopserver> <Saladan0> Hrm 07:30:17 <coopserver> <Djanxy> 4 way gets complicated - did one last game ;) 07:30:33 <coopserver> <Saladan0> North way also has a farm 07:30:57 <coopserver> <Saladan0> I think this is above my level 07:31:02 *** Progman has quit IRC 07:31:08 <coopserver> <Djanxy> tomorrow is another day 07:31:36 <coopserver> <Djanxy> speaking of tomorrow 07:31:41 <coopserver> <Djanxy> it's 9.30 am 07:32:24 <coopserver> <Saladan0> Im just afraid everything I made tonight will be gone when I wake up in 9 or so hours 07:33:00 <coopserver> <Djanxy> don't see why it would be 07:33:27 <coopserver> <Saladan0> Oh well, ill call it a night too 07:33:38 <coopserver> <Saladan0> Have a good night everyone, thanks for the good time 07:33:48 <coopserver> <Djanxy> likewise 07:34:05 <coopserver> *** Saladan0 has left the game (Leaving) 07:38:49 <coopserver> *** o11c has left the game (Leaving) 07:39:15 <o11c> switching from prospecting to funding requires shutting down the game and flipping it locally? 07:39:36 <coopserver> <Djanxy> think so, can't say for sure 07:52:35 <coopserver> *** John has left the game (general timeout) 08:03:50 <coopserver> *** Djanxy has left the game (Leaving) 08:03:51 <coopserver> *** Game paused (number of players) 08:22:14 *** Djanxy has quit IRC 09:15:46 *** Brumi has joined #openttdcoop 09:38:46 <Jam35> !password 09:38:46 <coopserver> Jam35: hanger 09:38:58 <coopserver> *** Game still paused (connecting clients, number of players) 09:39:04 <coopserver> *** Jam35 has joined 09:39:05 <coopserver> *** Game still paused (number of players) 09:49:18 <coopserver> *** Jam35 has joined company #1 09:49:19 <coopserver> *** Game unpaused (number of players) 09:59:05 <coopserver> *** Jam35 has joined spectators 09:59:06 <coopserver> *** Game paused (number of players) 10:03:13 <Jam35> !rcon set raw_industry_construction 10:03:13 <coopserver> Current value for 'raw_industry_construction' is: '2' (min: 0, max: 2) 10:04:27 <coopserver> *** Jam35 has joined company #1 10:04:28 <coopserver> *** Game unpaused (number of players) 10:04:32 <Jam35> !rcon set raw_industry_construction 1 10:10:07 <JohnK> !password 10:10:07 <coopserver> JohnK: basing 10:10:13 <coopserver> *** Game paused (connecting clients) 10:10:16 <coopserver> *** John has joined 10:10:17 <coopserver> *** Game unpaused (connecting clients) 10:14:06 *** luaduck has quit IRC 10:16:05 *** luaduck_zzz has joined #openttdcoop 10:16:17 *** luaduck_zzz is now known as luaduck 10:23:00 <coopserver> *** Jam35 has joined spectators 10:23:02 <coopserver> <Jam35> brb 10:40:32 <coopserver> *** John has left the game (Leaving) 10:40:33 <coopserver> *** Game paused (number of players) 10:45:35 *** fleet75 has joined #openttdcoop 10:45:51 <fleet75> !password 10:45:51 <coopserver> fleet75: laying 10:46:05 <coopserver> *** Game still paused (connecting clients, number of players) 10:46:38 <coopserver> *** Game still paused (number of 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(Leaving) 10:56:01 <coopserver> *** Game paused (number of players) 11:09:43 *** fleet75_ has quit IRC 11:42:15 <coopserver> *** Jam35 has joined company #1 11:42:16 <coopserver> *** Game unpaused (number of players) 12:02:01 <coopserver> *** Jam35 has joined spectators 12:02:02 <coopserver> *** Game paused (number of players) 12:04:31 <coopserver> *** Jam35 has joined company #1 12:04:32 <coopserver> *** Game unpaused (number of players) 12:10:32 *** Brumi has quit IRC 12:21:06 <coopserver> *** Jam35 has joined spectators 12:21:07 <coopserver> *** Game paused (number of players) 12:58:48 *** Brumi has joined #openttdcoop 13:19:02 *** zxbiohazardzx has joined #openttdcoop 13:19:08 <zxbiohazardzx> !players 13:19:08 <coopserver> zxbiohazardzx: There are currently 0 players and 1 spectators, making a total of 1 clients connected 13:19:11 <zxbiohazardzx> !password 13:19:11 <coopserver> zxbiohazardzx: endian 13:19:39 <coopserver> *** Game still paused (connecting clients, number of players) 13:19:42 <coopserver> *** ZxBiohazardZx has joined 13:19:43 <coopserver> *** Game still paused (number of players) 13:19:44 <coopserver> *** Game unpaused (number of players) 13:19:49 <coopserver> <ZxBiohazardZx> sup sup 13:23:03 <V453000> hyhy 13:23:20 <coopserver> <ZxBiohazardZx> nice mountainy map :P 13:23:31 <coopserver> <ZxBiohazardZx> not sure on the slh struct yet but ill build something 14:04:50 <coopserver> *** ZxBiohazardZx has left the game (Leaving) 14:04:51 <coopserver> *** Game paused (number of players) 14:04:53 *** zxbiohazardzx has quit IRC 14:44:05 *** ODM has joined #openttdcoop 14:44:05 *** ChanServ sets mode: +o ODM 14:49:36 <Saladan0> !password 14:49:36 <coopserver> Saladan0: square 14:49:41 <coopserver> *** Game still paused (connecting clients, number of players) 14:49:44 <coopserver> *** Saladan0 has joined 14:49:45 <coopserver> *** Game still paused (number of players) 14:50:14 <coopserver> *** Saladan0 has joined company #1 14:50:15 <coopserver> *** Game unpaused (number of players) 14:52:20 <coopserver> *** Saladan0 has left the game (Leaving) 14:52:21 <coopserver> *** Game paused (number of players) 15:02:13 <Maraxus> !password 15:02:13 <coopserver> Maraxus: triple 15:02:20 <coopserver> *** Game still paused (connecting clients, number of players) 15:02:23 <coopserver> *** Maraxus has joined 15:02:24 <coopserver> *** Game still paused (number of players) 15:06:51 <coopserver> *** Maraxus has joined company #1 15:06:52 <coopserver> *** Game unpaused (number of players) 15:07:44 <coopserver> *** Maraxus has joined spectators 15:07:45 <coopserver> *** Game paused (number of players) 15:13:37 <coopserver> *** Maraxus has joined company #1 15:13:38 <coopserver> *** Game unpaused (number of players) 15:14:19 <coopserver> *** Maraxus has joined spectators 15:14:20 <coopserver> *** Game paused (number of players) 15:35:19 <scshunt> !password 15:35:19 <coopserver> scshunt: oneway 15:36:19 <coopserver> *** Game still paused (connecting clients, number of players) 15:36:21 <coopserver> *** scshunt has joined 15:36:22 <coopserver> *** Game still paused (number of players) 15:36:23 <coopserver> *** Game unpaused (number of players) 15:50:58 <coopserver> *** Maraxus has joined company #1 15:51:10 <coopserver> *** Maraxus has joined spectators 15:59:47 *** KWKdesign has quit IRC 16:00:04 *** KWKdesign has joined #openttdcoop 16:05:16 *** Progman has joined #openttdcoop 16:05:51 <coopserver> *** Maraxus has left the game (Leaving) 16:05:54 *** Maraxus has quit IRC 16:14:44 <coopserver> *** scshunt has left the game (Leaving) 16:14:45 <coopserver> *** Game paused (number of players) 16:32:14 *** Djanxy has joined #openttdcoop 16:35:35 <Djanxy> !password 16:35:35 <coopserver> Djanxy: missed 16:35:47 <coopserver> *** Game still paused (connecting clients, number of players) 16:35:50 <coopserver> *** Djanxy has joined 16:35:51 <coopserver> *** Game still paused (number of players) 16:43:35 *** Kernigh has joined #openttdcoop 16:45:08 <coopserver> <Djanxy> oh, you added some forests - nice 16:45:33 <Jam35> 2 or 3 16:45:50 <scshunt> food is definitely the funnest good 16:45:54 <scshunt> *cargo 16:49:10 <coopserver> *** Djanxy has joined company #1 16:49:11 <coopserver> *** Game unpaused (number of players) 16:49:57 <coopserver> *** Jam35 has joined company #1 16:55:11 *** Hazzard has joined #openttdcoop 16:56:23 <Hazzard> !players 16:56:23 <coopserver> Hazzard: There are currently 2 players and 0 spectators, making a total of 2 clients connected 16:57:41 <coopserver> <Djanxy> Jam, why can't i fund one !here ? 16:58:16 <coopserver> <Djanxy> isnt that enough room ? 16:58:25 <coopserver> <Jam35> should be 16:58:37 <coopserver> <Jam35> sometimes says too close to other industry 16:58:50 <coopserver> <Djanxy> just says unsuitabæe 16:59:31 <coopserver> <Jam35> yeah it's ugly :0 16:59:50 <coopserver> <Djanxy> :D 17:01:47 <coopserver> <Jam35> the space to north was 'too close' 17:01:50 <coopserver> <Jam35> i guess 17:02:01 <coopserver> <Djanxy> ye maybe 17:02:12 <coopserver> <Jam35> although it's nowhere near :) 17:03:40 <coopserver> <Jam35> I had to put found town on also 17:03:53 <coopserver> <Jam35> to get some where we want them 17:04:13 <coopserver> <Jam35> like if the town already has one 17:04:24 <coopserver> <Jam35> build new town closer 17:04:56 <coopserver> <Jam35> namely Kuummiit so far 17:05:02 <coopserver> <Jam35> great name :P 17:05:08 <coopserver> <Djanxy> hehe 17:05:28 *** Sylf has quit IRC 17:11:24 <coopserver> <Jam35> some sidelines are huge 17:11:32 <coopserver> <Djanxy> yeah 17:11:37 <coopserver> <Jam35> there is plenty of space for new hubs too 17:12:07 <coopserver> <Djanxy> agreed 17:12:10 <coopserver> <Jam35> if not careful may require doubling some 17:12:12 <coopserver> <Djanxy> some didn't 17:12:43 <coopserver> <Jam35> think I prefer to make new hub :) 17:13:25 <coopserver> <Jam35> I suppose that is a slight downside with this plan 17:13:53 <coopserver> <Jam35> lots of boring straight track to stations 17:13:58 <coopserver> <Jam35> esp wet 17:14:43 <coopserver> <Djanxy> as me and sylf agreed last night, we hope we don 17:14:57 <coopserver> <Djanxy> don't have to touch the wetrails more this game :D 17:15:19 <coopserver> <Jam35> I wasn't sure how hard it would be :) 17:15:26 <coopserver> <Jam35> kind of wanted a hub but nm 17:15:52 <V453000> tbh I think wetrail hubs are too proper :) 17:15:56 <coopserver> <Djanxy> yeah, things kinda took off last night 17:16:04 <V453000> I would try to make "the least we can get away with" 17:16:07 <V453000> otehr than that it is nice :) 17:16:32 <scshunt> proper? 17:17:09 <V453000> built for high throughput 17:17:30 <V453000> aka I would try to make only single bridges, try to have there small amount of tracks, try to eliminate diagonals - stylize it to the wetrails :) 17:17:35 <V453000> but thats fine 17:17:41 <scshunt> ah ok 17:18:42 <coopserver> <Djanxy> tried to minimalize mine to the best of my abilities ;) 17:19:17 <coopserver> <Djanxy> Jam, just add another town drop so you can build a hub ? 17:19:18 <V453000> if it has double bridges it isnt minimalized :P 17:19:27 <V453000> !password 17:19:27 <coopserver> V453000: gather 17:19:34 <coopserver> *** Game paused (connecting clients) 17:19:36 <coopserver> *** V453000 has joined 17:19:37 <coopserver> *** Game unpaused (connecting clients) 17:19:39 <coopserver> <Djanxy> it has 3 17:19:51 <coopserver> <Djanxy> unless you count the merge splits 17:20:01 <coopserver> <V453000> maybe :) 17:20:18 <coopserver> <V453000> it is very nice for a proper hub I would say 17:20:27 <coopserver> <Djanxy> thank you 17:20:50 <coopserver> <V453000> if I were to build it I would do something totally off the chain like PBS 3->2s and single bridges in spots to hurt things least 17:20:51 <coopserver> <V453000> etc 17:20:55 <coopserver> <V453000> but thats all :) 17:22:24 <coopserver> <Djanxy> but seriously Jam, could a town drop !here 17:22:28 <coopserver> <Jam35> I am tempted to make another drop but it is probably pointless 17:22:46 <coopserver> <Djanxy> don't see why not 17:22:50 <coopserver> <Jam35> also tempted to make the existing drops !here1 & !here2 17:23:07 <coopserver> <Jam35> also pointless 17:23:38 <coopserver> <Jam35> is where I would have built them anyway 17:23:43 <coopserver> <Djanxy> well, the point would be more building - which is why we are here 17:24:27 <coopserver> <Jam35> true but you need to factor in my willingness of effort :) 17:24:39 <coopserver> <Djanxy> that I can't account for :) 17:25:04 <coopserver> <Jam35> in other words cba 17:27:06 <coopserver> <Jam35> I was trying to keep most of the forests near/at printworks end of map 17:27:16 <coopserver> <Jam35> or refit is long trip 17:27:26 <coopserver> <Jam35> but running out of space 17:28:16 <coopserver> <Jam35> diy mountain 17:28:30 <coopserver> <Djanxy> do one near refinery? 17:28:41 <coopserver> <Djanxy> kinda in the middle 17:28:59 <coopserver> <Jam35> sign? sorry 17:29:20 <coopserver> <Djanxy> !around here 17:29:39 <coopserver> <Djanxy> or up above 17:30:03 <coopserver> <Djanxy> none on that island 17:30:05 <coopserver> <Jam35> I suppose 17:30:09 <coopserver> <Jam35> go for it 17:38:27 *** Maraxus has joined #openttdcoop 17:38:27 *** ChanServ sets mode: +o Maraxus 17:41:00 <Hazzard> !PASSWORD 17:41:00 <coopserver> Hazzard: little 17:41:25 <coopserver> *** Game paused (connecting clients) 17:41:31 <coopserver> *** Hazzard has joined 17:41:32 <coopserver> *** Game unpaused (connecting clients) 17:41:45 <coopserver> <Hazzard> Hi 17:41:57 <coopserver> <Jam35> hi 17:50:08 <coopserver> *** V453000 has left the game (Leaving) 17:51:36 <coopserver> <Jam35> well I suppose it's one way to disguise a man-made mountain 17:51:47 <coopserver> <Djanxy> where? 17:51:53 <coopserver> <Jam35> rails hide everything 17:51:59 <coopserver> <Djanxy> oh :) 17:52:41 <coopserver> <Jam35> do you want a forest there? 17:53:21 <coopserver> <Djanxy> sure 17:54:45 <coopserver> <Jam35> it's quite far from the SL 17:56:08 <coopserver> <Djanxy> could do a SLH north of MSH 01 and have one near there 17:56:44 *** Sylf has joined #openttdcoop 17:56:44 *** ChanServ sets mode: +o Sylf 17:58:45 <coopserver> <Djanxy> afkish 17:58:49 <coopserver> *** Djanxy has joined spectators 18:03:18 <coopserver> *** Djanxy has joined company #1 18:11:02 <coopserver> <Djanxy> hmm, what's with the lost trains 18:11:04 <Sylf> !password 18:11:04 <coopserver> Sylf: inputs 18:11:15 <coopserver> <Jam35> ML was disconnected 18:11:19 <coopserver> *** Game paused (connecting clients) 18:11:20 <coopserver> <Djanxy> ah 18:11:22 <coopserver> *** Sylf has joined 18:11:23 <coopserver> *** Game unpaused (connecting clients) 18:11:40 <coopserver> *** Sylf has joined company #1 18:11:58 <coopserver> <Sylf> ah, nobody saw the missing signals in BBH wet 3 18:12:12 <coopserver> <Djanxy> :D 18:12:28 <coopserver> <Jam35> they did now 18:12:32 <coopserver> <Sylf> I saw them last night before I went to bed but didn't say anything 18:12:36 <scshunt> hah 18:12:41 <scshunt> I fixed a couple of other missing signals earlier 18:12:55 <coopserver> <Jam35> is saw a broken prio in WET 01 18:13:08 <scshunt> :O sorry 18:13:23 <coopserver> <Jam35> not even in use atm 18:14:32 <scshunt> I'll believe that 18:14:39 <coopserver> <Sylf> lovely to see remnants of waiting space lessons around SLH8 :) 18:14:54 <scshunt> btw it wasn't in the plan, so all the wet trains are alternating between drops, to ensure that every connection gets used 18:15:02 <coopserver> <Djanxy> mm, thought I might as well leave them up so he could look later 18:15:17 <coopserver> <Sylf> yeah 18:15:20 <coopserver> <Jam35> oh that was what I had in mind 18:15:31 <coopserver> <Jam35> primary A primary B 18:16:01 <coopserver> <Sylf> let's fix some !this stuff around refinery pickup 18:17:01 <coopserver> <Sylf> (says the man who said he didn't want to mess with wet rail for the rest of the game) 18:17:23 <coopserver> <Djanxy> didnt you also say that before you redid half the hub ? :D 18:17:36 <coopserver> <Sylf> you're probably right 18:18:27 <coopserver> <Jam35> are these trains ok? 18:18:41 <coopserver> <Jam35> we can change if not 18:18:54 <coopserver> <Jam35> underpowered? 18:18:57 <coopserver> <Djanxy> the wet ones ? 18:19:00 <coopserver> <Jam35> yeah 18:19:26 <coopserver> <Sylf> they're fine 18:19:35 <coopserver> <Djanxy> if it ever gets crowded, the acceleration might become an issue 18:20:10 <coopserver> <Jam35> I wasn't really sure when I made the plan 18:20:32 <coopserver> <Sylf> there's no good upgrade to these ships 18:20:33 <coopserver> <Djanxy> remember when we tried them on stable recently ? :) 18:20:44 <coopserver> <Jam35> vaguely :) 18:20:57 <coopserver> <Jam35> great capacity/CL 18:21:03 <coopserver> <Sylf> turtles/ducks/slugs have more capacity and weaker. Just more TE 18:21:05 <coopserver> <Djanxy> those that slowed down on 1 tile slopes 18:21:09 <coopserver> <Jam35> hills are a problem 18:21:22 <coopserver> <Sylf> the large vehicles have very long loading time 18:21:30 <coopserver> <Jam35> that too 18:21:33 <coopserver> <Sylf> large ships* 18:21:34 <coopserver> <Djanxy> aye, 9 stages 18:21:35 <coopserver> <Jam35> these are fast 18:22:07 <coopserver> <Sylf> so changing these will be problematic either way 18:22:46 <coopserver> <Jam35> yes you just helped me restate my thought process at the time :P 18:22:55 <coopserver> <Djanxy> :P 18:23:49 <Sylf> you're welcome 18:27:10 <Sylf> 3x4 or 4x3? 18:27:12 <Sylf> (out of context) 18:28:43 <coopserver> <Sylf> aye, CL in MSH01 18:32:19 <Maraxus> !password 18:32:19 <coopserver> Maraxus: verify 18:32:32 <coopserver> *** Game paused (connecting clients) 18:32:35 <coopserver> *** Maraxus has joined 18:32:36 <coopserver> *** Game unpaused (connecting clients) 18:32:39 <coopserver> <Maraxus> hi 18:32:43 <coopserver> <Jam35> elo 18:32:45 <coopserver> <Djanxy> hello 18:33:43 <coopserver> <Sylf> maraxus, did you build the long tunnel around SLH9? 18:33:58 <coopserver> <Maraxus> yes 18:34:07 <coopserver> <Sylf> can you show me how it works? 18:34:18 <coopserver> <Djanxy> wondered that as well 18:34:47 <coopserver> <Maraxus> intended it to be a pf-trap, but not sure if it actually is one 18:35:04 <coopserver> <Sylf> not that I can see 18:35:17 <coopserver> *** Game paused (connecting clients) 18:35:21 <coopserver> *** John has joined 18:35:22 <coopserver> *** Game unpaused (connecting clients) 18:35:27 <coopserver> <John> Hello 18:35:28 <coopserver> <Sylf> pf trap needs to have a pass that a train can follow except for the twoway eol signal 18:36:21 <coopserver> <Sylf> like that 18:37:00 <coopserver> <Maraxus> ok, thanks 18:37:07 <coopserver> <Sylf> yup ^_^ 18:38:18 <o11c> !password 18:38:18 <coopserver> o11c: verify 18:38:34 <coopserver> *** Game paused (connecting clients) 18:38:37 <coopserver> *** o11c has joined 18:38:38 <coopserver> *** Game unpaused (connecting clients) 18:39:14 <Kernigh> Hello. I can't find the public server on the advertised server list. Where did it go? 18:39:22 <Sylf> !ip 18:39:22 <coopserver> Sylf: publicserver-new.openttdcoop.org:3983 18:39:46 <Djanxy> sometimes it doesn't show for me either 18:39:58 <Djanxy> but yeah, use the ip 18:40:52 <Kernigh> !password 18:40:53 <coopserver> Kernigh: verify 18:40:58 <coopserver> *** Game paused (connecting clients) 18:41:02 <coopserver> *** Kernigh has joined 18:41:03 <coopserver> *** Game unpaused (connecting clients) 18:41:38 *** TheBadArchitect has joined #openttdcoop 18:41:57 <coopserver> <Kernigh> Thank you! The !ip worked. 18:42:17 <coopserver> *** o11c has joined company #1 18:43:29 <TheBadArchitect> !download 18:43:29 <coopserver> TheBadArchitect: !download lin|lin64|osx|ottdau|source|win32|win64|win9x 18:43:31 <coopserver> TheBadArchitect: http://www.openttd.org/en/download-trunk/r26830 18:43:43 <TheBadArchitect> !download lin64 18:43:43 <coopserver> TheBadArchitect: http://binaries.openttd.org/nightlies/trunk/r26830/openttd-trunk-r26830-linux-generic-amd64.tar.xz 18:57:27 <TheBadArchitect> !genkey 18:58:04 <TheBadArchitect> !version 18:58:05 <coopserver> TheBadArchitect: The current (running) version of this Supybot is 0.83.4.1. The newest version available online is 0.83.4.1. 18:58:14 <TheBadArchitect> !genkey 18:58:36 <^Spike^> TheBadArchitect why are you trying that 18:59:21 <Sylf> genkey isn't supported now 18:59:26 <TheBadArchitect> Hi, just trying to get as a spectator on the public server 18:59:37 <^Spike^> try joining with just the password 18:59:37 <Sylf> just read @quickstart 18:59:51 <^Spike^> as genkey was limited to ppl we had to get it from members anyway 18:59:56 <Sylf> It should talk about !password, but not !genkey 19:00:08 <^Spike^> genkey was awesome and easy though :D 19:00:17 <Sylf> it sure was. 19:00:23 <^Spike^> i also still remember the old url :) 19:00:23 <Sylf> I'm still spoiled from those day 19:00:25 <Sylf> days* 19:00:46 <^Spike^> well maybe we could fix it in some way again... if Taede feels like implementing it :D 19:00:52 <^Spike^> it needs a webserver and that is mostly it... 19:01:29 <Sylf> was genkey dependent on ap+? 19:01:39 <coopserver> <Jam35> stuck train: SLH 09 19:01:49 <coopserver> <Sylf> uh oh 19:02:07 <^Spike^> yep 19:02:13 <^Spike^> ap+ was the feature that did it 19:02:22 <^Spike^> just like the password is changed every x mins 19:02:31 <^Spike^> it used that feature to write the password to a single file 19:02:36 <^Spike^> which was symlinked to all genkey files 19:06:42 <coopserver> <Sylf> SLH 0.5 eh... 19:06:59 <coopserver> <Djanxy> not very ambitious 19:07:08 <coopserver> <Jam35> to say I hate would be a bit strong but stations are easy to make nice :) 19:07:18 <coopserver> <Jam35> default is just lazy imo :P 19:07:32 *** Mucht has joined #openttdcoop 19:07:32 *** ChanServ sets mode: +o Mucht 19:07:50 <coopserver> <o11c> Jam35: a lot of the default stations are me sorry 19:07:58 <coopserver> <Sylf> you're setting a bad example all the new regulars present 19:08:11 <coopserver> <Jam35> changed a few 19:08:17 <coopserver> <Jam35> no major problem 19:08:31 <coopserver> <Sylf> meh. I even had default station for oil drop main station 19:09:14 <coopserver> <Jam35> It's a personal thing, not essential 19:09:23 <coopserver> <Jam35> as for 0.5 19:09:25 <coopserver> <o11c> I wasn't sure what station to make for gold pickup though 19:09:37 <coopserver> <o11c> Lesser Kangersuatsiaq Mines 19:09:41 * TheBadArchitect fighting BaNaNaS 19:11:31 <coopserver> <Sylf> ok, gave my self some space for 0.5... 19:12:19 <coopserver> <Jam35> idk really o11c, I just dislike pax station there :) 19:12:29 <coopserver> <Jam35> valuables one? 19:12:45 <coopserver> <Jam35> not sure mineral pile works 19:12:50 <coopserver> <Jam35> but would be nice 19:12:56 <TheBadArchitect> !password 19:12:56 <coopserver> TheBadArchitect: curidx 19:13:13 <coopserver> <o11c> odd, one train started loading but the other is still at 99 19:13:41 <coopserver> <Kernigh> I've seen that in other games. 19:13:42 <coopserver> *** Game paused (connecting clients) 19:13:43 <coopserver> <Jam35> is it stopped? 19:13:44 <coopserver> *** TheBadArchitect has joined 19:13:45 <coopserver> *** Game unpaused (connecting clients) 19:13:50 <coopserver> <o11c> no, it moved on now 19:13:58 <coopserver> <Kernigh> When there is enough cargo, both trains load at the same time. 19:14:07 <coopserver> <Jam35> oh I stopped them to test the mineral thing 19:14:16 <coopserver> <o11c> Kernigh: yeah, but there wasn't enough to fill the 99 one 19:14:17 <coopserver> <Sylf> welcome, Architect 19:19:07 <coopserver> <Sylf> hrm 19:21:16 <coopserver> <o11c> um 19:21:24 <coopserver> <o11c> there are some coal trains trying to pick up oil 19:21:34 <coopserver> <o11c> Kangerlussuaq Halt 19:22:11 <coopserver> <o11c> station not /label'd 19:22:30 <coopserver> <Sylf> many many stations not labeled in this game so far 19:22:58 <V453000> hyhyh 19:23:01 <coopserver> <Jam35> not me 19:23:05 <V453000> Sylf: I wrote some shit on the devzone 19:23:07 <coopserver> <Jam35> nor the ones next door 19:23:12 <Sylf> cool 19:23:32 <V453000> this one http://dev.openttdcoop.org/issues/7174 is more like a good task to get oriented in things by not just copypasting, but almost doing that 19:23:49 <V453000> and http://dev.openttdcoop.org/issues/7176 is more future based and probably also tons more complex 19:23:54 <V453000> but just to open the ideas :) 19:24:02 <coopserver> <Djanxy> me neither, but will be moving them shortly - building there ;) 19:24:47 <coopserver> <Jam35> I didn't make it full because no industry will open there :) 19:24:53 <coopserver> <Jam35> let alone have it be food based 19:24:58 <coopserver> <Jam35> but nm 19:25:15 <coopserver> <Jam35> unless someone levels some land 19:25:35 <V453000> Sylf: and I just made you a Developer of YETI on devzone so now you shouldnt have problems with editing things etc 19:25:48 <Sylf> k 19:26:05 <coopserver> <Djanxy> i did small amounts of land lvling in very rough areas with few industries for a chance of new popping up 19:26:17 <Sylf> is 5X 4x8? 19:26:17 <coopserver> <o11c> did someone make half of a hub near Kangerlussaq and abandon it? 19:26:20 <Sylf> bigger? 19:26:40 <coopserver> <Djanxy> not abandoned :) 19:26:58 <V453000> Sylf: it is 4x8 but with the 6 tiles cut off 19:27:33 <V453000> eventually it is possible that I might add the extra 6 tiles, unsure yet 19:27:39 <Sylf> I guess I just can't see the kraken well in that image 19:27:45 <V453000> for now: most likely not 19:27:56 <V453000> Sylf: it is under water, with heavy refraction 19:28:04 <V453000> when it comes up from teh water, it is visible well 19:28:09 <Sylf> kk 19:28:21 <V453000> regardless, adding the 3 tiles is just a bit of copypaste :) 19:28:32 <V453000> anyway, I got to go sleep 19:28:36 <V453000> cya :) 19:28:40 <Sylf> see ya 19:28:57 <V453000> feel free to comment/modify/open new devzone issues so we have all of those thoughts intact 19:29:04 <V453000> or if you just to make notes there :) 19:29:07 <V453000> or anything else 19:29:11 <V453000> gnite 19:29:13 <coopserver> <o11c> hm, this looks like a good place to plant a forest 19:29:56 <coopserver> <Jam35> where? 19:30:12 <coopserver> <Sylf> just remember the height limit 19:30:20 <coopserver> <Sylf> minimum 10 tiles high 19:30:42 <coopserver> <o11c> ah, this is only 9 19:31:17 <coopserver> <Jam35> you will also need 4x5 flat area 19:33:29 <coopserver> <o11c> whew 19:44:40 <coopserver> <o11c> so other than the town food requirement, i s there any negative side of a high snowline? 19:45:03 <coopserver> <o11c> er, low snow line 19:45:04 <coopserver> <Sylf> weak trains have harder time climbing up the hills 19:45:10 <coopserver> <Sylf> oh 19:45:16 <coopserver> <Sylf> you get flooded with forests 19:45:31 <coopserver> <Sylf> and have fewer farms 19:45:46 <coopserver> <o11c> ah, are farms only below snowline? 19:45:50 <coopserver> <Sylf> yes 19:48:36 *** ODM has quit IRC 19:50:02 <coopserver> <Djanxy> who did the prios ? 19:50:12 <coopserver> <Hazzard> me 19:50:49 <coopserver> <Djanxy> should be oneway - not sure it matters in this case though 19:51:04 <coopserver> <Hazzard> oh, yes, that's important 19:51:15 <coopserver> <Hazzard> sorry 19:56:50 <coopserver> <Jam35> A : not needed :) 19:57:03 <coopserver> <Jam35> B: other way round is more normal 19:57:05 <coopserver> <Jam35> John 19:57:52 <coopserver> <John> okay... I'm still not sure how to use PBS 19:57:57 <coopserver> <Jam35> not sure if train would go through the first 19:58:05 <coopserver> <Jam35> up to the two way 19:58:24 <coopserver> <Jam35> let's try... 19:58:44 <TheBadArchitect> !junctionary 19:59:10 <TheBadArchitect> @quickstart 19:59:11 <Webster> Quickstart - #openttdcoop Wiki - http://wiki.openttdcoop.org/Quickstart 20:00:01 <coopserver> <Jam35> indeed 20:00:08 <coopserver> <Jam35> now blocked 20:00:08 <coopserver> <Sylf> whoever was working at greater sarfannguit mines, make sure to fix the SLH waiting bay size too 20:00:09 <coopserver> <John> I see 20:00:37 <coopserver> <o11c> some of the wood orders were messed up 20:00:42 <coopserver> <Jam35> that will work 20:00:47 <coopserver> <Jam35> but as I said 20:00:53 <coopserver> <Jam35> that too 20:01:06 *** BallC has joined #openttdcoop 20:01:08 <BallC> !players 20:01:08 <coopserver> BallC: There are currently 7 players and 2 spectators, making a total of 9 clients connected 20:01:12 <BallC> !password 20:01:12 <coopserver> BallC: bogous 20:02:36 <coopserver> <Jam35> I would say also 20:02:57 <coopserver> <Jam35> it's minor with 2 trains but that might get blocked with more 20:03:48 <BallC> !download 20:03:48 <coopserver> BallC: !download lin|lin64|osx|ottdau|source|win32|win64|win9x 20:03:49 <coopserver> BallC: http://www.openttd.org/en/download-trunk/r26830 20:04:11 <coopserver> <Hazzard> meh whatever 20:04:55 <coopserver> *** Game paused (connecting clients) 20:05:00 <coopserver> *** BallC has joined 20:05:01 <coopserver> *** Game unpaused (connecting clients) 20:05:08 <coopserver> <Sylf> hi 20:05:17 <coopserver> <BallC> hola! 20:05:53 <coopserver> <TheBadArchitect> Hola 20:08:40 <coopserver> <Sylf> that's a fine mess at Lesser Sisimiut East 20:09:37 <coopserver> <o11c> wtf? 20:09:40 <coopserver> <Hazzard> sure that will work? 20:09:56 <scshunt> !password 20:09:56 <coopserver> scshunt: bogous 20:10:00 <coopserver> *** Game paused (connecting clients) 20:10:03 <coopserver> *** scshunt has joined 20:10:04 <coopserver> *** Game unpaused (connecting clients) 20:10:30 <coopserver> <scshunt> wtf indeed 20:10:36 <coopserver> <o11c> what's stopping the second train from entering? 20:10:44 <coopserver> <Sylf> at the overflow? 20:10:48 <coopserver> <Sylf> you need pbs 20:11:16 <coopserver> *** TheBadArchitect has left the game (Leaving) 20:14:13 <coopserver> <Jam35> 500 trains 20:14:23 <coopserver> <Djanxy> :) 20:14:28 <coopserver> <scshunt> :D awesome 20:15:11 <coopserver> <Jam35> and should be quite a lot more without expanding 20:15:14 <coopserver> <scshunt> yeah 20:15:18 <coopserver> <scshunt> since we have two networks 20:16:09 <coopserver> <o11c> could someone make an overflow at the farm at greater Saarlog East? 20:16:39 <coopserver> <o11c> ah, I see the injector now 20:16:45 <coopserver> <o11c> bridge+tunnel confused me 20:16:52 <coopserver> <o11c> but still need 2 overflows 20:16:53 <coopserver> <Sylf> both farms? 20:17:01 <coopserver> <o11c> both stations, one farm 20:17:20 <coopserver> <Hazzard> works 20:17:40 <coopserver> <Sylf> does it need to be overflow? 20:17:47 <coopserver> <o11c> marked !need overflow 20:18:01 <coopserver> <o11c> becuase I've seen the lifestock trains get stuck behind grain trains a couple times 20:18:20 <coopserver> <o11c> (there was still one livestock train in thouhg) 20:18:22 <coopserver> <scshunt> definitely doesn't need an overflow 20:18:35 *** TheBadArchitect has quit IRC 20:18:38 <coopserver> <o11c> oh, that works 20:18:38 <coopserver> <Sylf> I really hate overflows 20:18:56 <coopserver> <Sylf> I can build them, but I avoid them when I can 20:18:57 <coopserver> <Hazzard> lol 20:19:00 <coopserver> <Jam35> strange since you build so many :P 20:19:06 <coopserver> <scshunt> overflows should only be added when there's room for a long bay 20:19:15 <coopserver> <scshunt> or when dealing with an irregularly producing station (a secondary, basically) 20:19:22 <coopserver> <Sylf> I don't think I've built any overflows on this map yet 20:19:23 <coopserver> <scshunt> *no room 20:19:36 <coopserver> <scshunt> I built one mostly for fun 20:20:09 <coopserver> *** scshunt has left the game (Leaving) 20:20:45 <coopserver> <Jam35> I built some at wood stations where I added more than normal amount of trains 20:20:54 <coopserver> <Jam35> because of their long journey 20:21:08 *** Brumi has quit IRC 20:21:19 <coopserver> <Sylf> it makes more sense because of the refit conditional orders 20:21:38 <coopserver> <Sylf> you never know when you get a big wave of trains back from paper mill 20:21:42 <coopserver> <Jam35> their journey time is not always the same 20:21:45 <coopserver> <Jam35> exactly 20:22:10 <coopserver> <Sylf> so nobody wants to fix !CL... 20:22:40 <coopserver> *** BallC has left the game (Leaving) 20:22:51 *** BallC has quit IRC 20:23:55 <coopserver> <Jam35> I see a !CL in BBH01 20:24:06 <coopserver> <Jam35> not sure if you're bothered too much 20:24:24 <coopserver> <Sylf> hrm 20:27:47 <coopserver> <Jam35> Qeqertarsuatsiaat: 20:27:55 <coopserver> <Hazzard> ok 20:28:02 <coopserver> <Jam35> easy for you to say :P 20:28:56 <Sylf> says the man who picked the town name set 20:29:07 <coopserver> <Jam35> I love em :) 20:29:15 <coopserver> <Jam35> so many Q's 20:29:24 <coopserver> <o11c> tbh I would've minded the names if we hadn't got 3 separate towns named Sisimut 20:29:37 <coopserver> <o11c> *wouldn't've 20:30:01 <coopserver> <Jam35> Greater,Middle,Lesser 20:30:09 <coopserver> <Jam35> where's the problem :P 20:30:11 <coopserver> <o11c> I had to change that 20:30:19 <coopserver> <Hazzard> There just aren't enough places in greenland 20:30:23 <coopserver> <Jam35> oh right 20:30:24 <coopserver> <o11c> download the save, open in singleplayer mode 20:30:28 <coopserver> <Jam35> exactly :) 20:30:34 <coopserver> <o11c> rename every. single. town. 20:30:41 <coopserver> <Jam35> seem to remember that one from before 20:31:28 <coopserver> <o11c> um 20:31:37 <coopserver> <o11c> trains stuck at Greater Sarf Mines 20:31:42 <coopserver> <o11c> Hazzard: 20:32:05 <coopserver> <o11c> I flipped one signal 20:32:06 <coopserver> <Hazzard> lol oops 20:32:11 <coopserver> <o11c> seems to have done a lot 20:34:00 <coopserver> <Djanxy> what's up with ! ?? 20:34:23 <coopserver> <Hazzard> Doesn't that need to be connected? 20:34:32 <coopserver> <Djanxy> once a forest is connected 20:34:36 <coopserver> <Hazzard> ok 20:34:45 <coopserver> <Djanxy> only thing that direction 20:34:51 <coopserver> <Djanxy> is paper mill 20:35:12 <coopserver> <Sylf> shall we rename that to SLH? 20:35:17 <coopserver> <Djanxy> ya 20:35:30 <coopserver> <Sylf> only one needed 20:35:46 <coopserver> <o11c> wtf does that do? 20:35:54 <coopserver> <Hazzard> really 20:36:03 <coopserver> <Sylf> it sees if any trains pased the area 20:36:06 <coopserver> <Hazzard> oh 20:36:18 <coopserver> <Sylf> it's a 1-bit signal memory 20:36:30 <coopserver> <Hazzard> Is that a change from a previous version? 20:36:47 <coopserver> <Sylf> nope, it's always been that way 20:37:47 <coopserver> <o11c> Djanxy: no injector? 20:38:11 <coopserver> <Djanxy> not hard to add when needed :D 20:40:58 <coopserver> <Jam35> one thing missing from this map? 20:41:00 <coopserver> <Jam35> quiz 20:41:19 <coopserver> <Jam35> is in most other games, any climate 20:42:03 <coopserver> <Sylf> hrm 20:42:16 <Jam35> can be fairly annoying when here 20:42:24 <coopserver> <Sylf> mystery quiz... 20:42:25 <coopserver> <Hazzard> ohhhhh 20:42:26 <coopserver> <Djanxy> Vinnie ? 20:42:29 <coopserver> <Sylf> lol 20:42:31 <coopserver> <Jam35> lol :D 20:42:42 <coopserver> <Hazzard> I know 20:43:28 *** Phoenix_the_II has joined #openttdcoop 20:43:28 *** ChanServ sets mode: +o Phoenix_the_II 20:43:56 <coopserver> <Sylf> ehhh... it's stomped me good so far 20:44:05 <coopserver> <Maraxus> antennae? 20:44:11 <coopserver> <Sylf> ooooh 20:44:22 <coopserver> <Jam35> :) 20:44:37 <coopserver> <Sylf> so are you saying vinnie and antennae are alike? 20:44:45 <coopserver> <Djanxy> i concur 20:49:08 <coopserver> <Sylf> byebye, hover buses 20:49:10 <coopserver> <Djanxy> that forest spawned with 35 tonnes production... 20:49:15 <coopserver> <Djanxy> oh, 70 now 20:50:09 <coopserver> <Djanxy> oh great 20:50:24 <coopserver> <Djanxy> now that I'm done with the SLH, that paper mill in the middle decides to die 20:50:31 <coopserver> <o11c> lol 20:50:47 <coopserver> <Jam35> should I fund one? 20:50:52 <coopserver> <Djanxy> :D 20:51:05 <coopserver> <Djanxy> feel free :) 20:51:46 <coopserver> <Djanxy> so 12 forests now - guess that's reasonable 20:51:47 <coopserver> <Sylf> we have over 100 wood trains and less than 50 each of gold and oil 20:51:50 <coopserver> <Sylf> time to start balancing 20:52:13 <coopserver> <o11c> I was just noticing that 20:52:23 <coopserver> <o11c> but for wood, remember each train does two jobs 20:52:31 <coopserver> <o11c> so there are really 50 wood and 50 paper 20:52:42 <coopserver> <Sylf> yeah 20:52:56 <coopserver> <o11c> still, more oil and gold 20:54:44 <coopserver> <o11c> AFAIS, the only gold/oil primary that's not got a station is the one marked !die 20:54:51 <coopserver> <o11c> so need to fund more primaries 20:56:47 <coopserver> <Sylf> that !die area really bothers me... 20:57:11 <coopserver> <Sylf> CL, signal gaps... 21:01:39 <coopserver> <Djanxy> I dislike these long stretches from sidelines to primaries, when there's room for SLH instead 21:01:55 <coopserver> <Djanxy> like from SLh 05 to north of BBH 01 21:02:06 <coopserver> <Sylf> like? lolsnow? 21:02:23 <coopserver> <Djanxy> ? 21:02:31 <coopserver> <Hazzard> Shall I make a slh there :P ? 21:02:56 <coopserver> <Sylf> i think there's a better need closer to gold drop 21:03:03 <coopserver> <Sylf> and split the SLH 21:03:13 <coopserver> <Hazzard> XD 21:03:16 <coopserver> <Sylf> it's not a clean split though 21:03:40 <coopserver> <Hazzard> That it spectacularly convoluted 21:03:41 <coopserver> <Sylf> but look how those lolsnow trains make a lap around the whole island 21:04:38 <coopserver> <Djanxy> heh ye 21:07:15 <coopserver> <Sylf> hrm, that powerplant... 21:10:48 <coopserver> <Hazzard> Some of those rails weren't electric 21:11:03 <coopserver> <o11c> fixing a clog at Isortoq Valley 21:11:19 *** Mucht has quit IRC 21:13:34 <coopserver> <o11c> still only enough room for two trains to wait though 21:14:01 <coopserver> *** Hazzard has joined spectators 21:15:12 <coopserver> <Sylf> one way to fix is to turn the gold mine to roro 21:15:25 <coopserver> <Sylf> and use the available space to create a bridge for each industry 21:15:46 <coopserver> <o11c> could probably just move the return track one right 21:18:05 <coopserver> <o11c> oh, hm 21:22:58 <coopserver> <o11c> CL killed :) 21:23:50 <coopserver> <Djanxy> uhm, someone stopped lost oil trains in the refit depots ? 21:24:19 <coopserver> <o11c> Djanxy: I stopped some lost COAL trains that were trying to pick up oil 21:24:22 <coopserver> <Djanxy> oh no 21:24:27 <coopserver> <Djanxy> yeah, that's them 21:24:58 <coopserver> <Djanxy> got rid of those 21:25:17 <coopserver> <o11c> what kind of depot did they end up in? 21:25:26 <coopserver> <o11c> most depos are injection-only 21:26:02 <coopserver> <Djanxy> the ones at refit 21:26:06 <coopserver> <Djanxy> papermill 21:26:15 <coopserver> <Djanxy> since those aren't hidden 21:29:15 <coopserver> <o11c> a lot of wood trains have had messed up conditional orders 21:29:26 <coopserver> <o11c> "jump to order 2" instead of "jump to order 1" 21:29:27 <coopserver> <Sylf> >_< 21:30:02 <coopserver> <o11c> this happens when you add the new order at the beginning and then delete the pickup station that you're no longer going to 21:30:58 <coopserver> <Sylf> expect some flood of tains at forest primaries 21:32:23 <coopserver> <Djanxy> not sure why some of mine are like that - used same procedure for each station 21:35:24 <coopserver> *** John has joined spectators 21:35:49 <coopserver> <o11c> checked all wood orders, okay now 21:39:39 <coopserver> <Sylf> hm 21:39:48 <coopserver> <Sylf> there are 17 livestock stations but 16 wheat stations 21:39:54 <coopserver> <Sylf> who's guilty? 21:40:56 <coopserver> <o11c> problem is Nanortalik transfer 21:41:05 <coopserver> <o11c> too far from farm, needs to walk 21:41:49 <coopserver> <Sylf> no trains anyway 21:42:00 <coopserver> <Sylf> otherwise, there was no need for a walk 21:43:37 <coopserver> <o11c> also fixed a signal gap on the hill 21:44:08 <coopserver> *** Djanxy has joined spectators 21:47:19 <coopserver> <Sylf> just spotted 12 tile signal gap at a BBH :D 21:47:37 <coopserver> <o11c> which one? 21:47:39 <coopserver> <Sylf> srsly I'm failing in this game 21:47:41 <coopserver> <Sylf> 1 21:50:35 <coopserver> <Sylf> beware, I'm gonna spam a few oil wells 21:51:02 <coopserver> <o11c> Sylf: also the trains couldn't leave that station because non-electric rail 21:51:29 <coopserver> <Jam35> raw_industry_construction is at 1 21:51:54 <coopserver> <Jam35> back to prospect now? 21:52:00 <Sylf> yeah 21:52:09 <coopserver> <Djanxy> forests should be covered 21:52:10 <coopserver> <o11c> I'm going to convert all the plansthat are nonelectric to monorail 21:52:10 <Sylf> it's more fun that way 21:52:23 <Sylf> !rcon set raw_industry_construction 21:52:24 <coopserver> Current value for 'raw_industry_construction' is: '1' (min: 0, max: 2) 21:52:26 <Sylf> !rcon set raw_industry_construction 2 21:52:50 <Jam35> !rcon set found_town 0 21:52:56 <coopserver> <Sylf> lol prime spot 21:53:04 <coopserver> <Djanxy> ya :) 21:53:42 <coopserver> <o11c> I'm pretty sure the remaining 18 nonelectric are the trainyard 21:54:28 <coopserver> <o11c> wait, you can convert while a train is on them? 21:54:39 <coopserver> <Jam35> indeed 21:54:53 <coopserver> <Jam35> or else how to convert entire net? 21:55:11 <coopserver> <Sylf> I couldn't convert those wet rails in train yard though 21:55:21 <coopserver> <Jam35> never used to be that way 21:55:23 <scshunt> wait, what's converting? 21:55:28 <coopserver> <Jam35> to purr? 21:55:33 <coopserver> <Sylf> to rails 21:55:38 <scshunt> oh. why? 21:55:41 <coopserver> <Jam35> wrong rail type 21:55:48 <coopserver> <o11c> wait, did it just build a new thing at !die ? 21:55:51 <scshunt> oh someone built non-electric somewhere? 21:55:54 <coopserver> <Sylf> something where those train yard will never be able to start 21:56:05 <coopserver> <o11c> there was a nonelectric at at station 21:56:08 <coopserver> <o11c> trains were stuck 21:56:17 <scshunt> oh dear 21:56:19 <coopserver> <o11c> so I decided to convert all the plans from nonelectric to something else 21:56:30 <coopserver> <o11c> blame bio 21:56:38 <scshunt> ah ok 21:56:42 <scshunt> got it:) 21:58:44 <coopserver> <Jam35> only compatible rail type it seems 21:58:57 <coopserver> <Jam35> yes i've seen it done though? 21:59:25 <coopserver> <Jam35> 'no power' message appears or similar 21:59:31 <coopserver> <Jam35> or is that really old? 22:00:12 <coopserver> <Sylf> as far as I remember 22:02:14 <coopserver> <Jam35> I didn't realise going back to erail would cause a problem :P 22:02:20 <coopserver> <Jam35> have we been spoiled that long? 22:03:11 <coopserver> <Sylf> we do abuse purr 22:03:34 <coopserver> <Jam35> and to be fair, I forgot whilst building coal drop 22:04:13 <scshunt> I just set myself to "most ocmmonly used" type 22:04:17 <scshunt> *commonly 22:04:24 <coopserver> <Sylf> we haven't used the rail grfs like swedish rails and CS rails in a while 22:04:26 <scshunt> although 22:04:40 <coopserver> <Jam35> yes but we have wetrails too 22:04:43 <scshunt> I'm very curious why it seems to select the correct signals for wetrails automatically now 22:04:43 <coopserver> <Sylf> at the beginning stage, we could all be failing together ;) 22:05:05 <scshunt> do wetrails only support box signals? 22:05:06 <coopserver> <Sylf> on wet rails, all signals look the same 22:05:09 <coopserver> <Sylf> new or semaphores 22:05:13 <scshunt> ah ok 22:05:16 <coopserver> <Jam35> swapping back and forgetting all too easy 22:05:30 <scshunt> rail types not realistic enough 22:05:33 <scshunt> need different gauges 22:05:38 <scshunt> and third/rail vs overhead electric 22:06:32 <scshunt> and we need to ensure that all electric networks are hooked up to power stations 22:06:44 <coopserver> <o11c> that would actually be cool 22:06:48 <coopserver> <Sylf> oh god 22:06:49 <coopserver> <o11c> make coal less OP 22:06:57 <coopserver> <Jam35> :) 22:07:03 <coopserver> <Jam35> or diagonal stations 22:07:06 <coopserver> <Sylf> and the train depots connected to steel mills and factories right 22:07:07 <coopserver> <Jam35> on bridges 22:07:10 <coopserver> <o11c> diagonals would be nice 22:07:11 <coopserver> <Jam35> :P 22:07:11 <scshunt> Sylf: yep 22:07:25 <scshunt> and you need oil to make regular trains run 22:07:27 <scshunt> and they can run out 22:07:56 <coopserver> <Sylf> those suggestions pop up about every 2 weeks on tt-forums.net 22:08:01 <coopserver> <Sylf> maybe more 22:08:37 <coopserver> <Maraxus> gn 22:08:42 <coopserver> <Sylf> gn 22:08:47 <coopserver> *** Maraxus has left the game (Leaving) 22:08:57 *** Maraxus has quit IRC 22:10:41 <coopserver> <Jam35> yes very often, sorry was being a bit sarcastic there :) 22:11:32 <coopserver> <Jam35> isn't there a patch for power grid? 22:11:43 <coopserver> <Jam35> or am I inventing that? 22:12:30 <coopserver> <Sylf> I know city growth scripts thingies that require coal deliveries to grow towns... 22:13:45 <coopserver> <Jam35> quite interesting maybe 22:19:20 <coopserver> *** o11c has joined spectators 22:19:28 <coopserver> <Sylf> who forgot to set "unload and leave empty" orders? 22:19:32 <coopserver> <Sylf> *sigh* 22:23:10 <Saladan0> hello all 22:23:18 <coopserver> <Sylf> hi 22:23:43 <Saladan0> !password 22:23:43 <coopserver> Saladan0: earned 22:23:47 <coopserver> *** Game paused (connecting clients) 22:23:51 <coopserver> *** Saladan0 has joined 22:23:52 <coopserver> *** Game unpaused (connecting clients) 22:25:38 <coopserver> <Saladan0> This whole thing looks really nice :D 22:25:44 <coopserver> <Saladan0> So many trains 22:30:31 <coopserver> *** Saladan0 has left the game (Leaving) 22:30:36 <Saladan0> Gonna check out the welcome server 22:30:49 <coopserver> <Sylf> have a yeti time 22:31:38 <coopserver> <Sylf> o11c, at Lesser Kangersuatsiaq gold mines, those 2 stations are stealing off of each other 22:32:14 <coopserver> <Sylf> the mine was already in the original station's catchment area 22:37:46 <Saladan0> This yeti thing is throwing me for a loop 22:37:52 <Saladan0> I cant find what the primaries are 22:38:14 <coopserver> <Sylf> primaries are yeti worker yards 22:38:21 <coopserver> *** Jam35 has left the game (general timeout) 22:38:51 <Jam35> hm bfn I guess 22:38:59 <coopserver> <Sylf> see ya 22:39:45 <Jam35> Saladan0 you should join #openttdcoop.stable :) 22:40:09 <Jam35> (better channel for questions there) 22:41:25 <coopserver> *** Kernigh has left the game (Leaving) 22:45:21 <coopserver> <Sylf> finally. 22:45:25 <coopserver> <Sylf> done checking all train orders 22:47:12 <coopserver> *** John has left the game (connection lost) 22:47:41 <coopserver> <Djanxy> so, did 3 of the new oil wells spawn in the general area of the refinery ? 22:48:05 <coopserver> <Sylf> yeah 22:48:15 <coopserver> <Djanxy> that's not cool 22:49:15 <coopserver> *** Djanxy has joined company #1 22:51:45 <coopserver> <Djanxy> found a distant one :D 22:53:45 *** JohnK has quit IRC 22:53:56 <coopserver> <Sylf> connected 2 of those close ones 23:14:56 <coopserver> <Djanxy> connected 3-4 gold mines 23:15:09 <coopserver> <Djanxy> balance looks a bit better now 23:15:18 <coopserver> <Djanxy> except for coal 23:18:01 *** Progman has quit IRC 23:18:14 <coopserver> <Sylf> 1 more gold mine 23:18:51 <coopserver> <Djanxy> funded, connected ? 23:18:59 <coopserver> <Sylf> just connected 23:19:22 <coopserver> <Djanxy> just spotted another near slh06 23:19:48 <coopserver> <Sylf> we should sort out some CL before connecting that one 23:20:11 <coopserver> <Djanxy> in the slh? 23:20:17 <coopserver> <Sylf> yeah 23:20:44 <coopserver> <Djanxy> ah there 23:21:49 <coopserver> <Djanxy> still some there 23:27:08 <scshunt> !password 23:27:08 <coopserver> scshunt: novice 23:27:18 <coopserver> *** Game paused (connecting clients) 23:27:21 <coopserver> *** scshunt has joined 23:27:22 <coopserver> *** Game unpaused (connecting clients) 23:28:42 <coopserver> <scshunt> Added food/oil goods trains. The stations were empty 23:29:07 <coopserver> <Sylf> ok, djanxy, all ready 23:29:35 <coopserver> <Djanxy> mm, saw 23:31:41 <coopserver> <Djanxy> oh oops :D 23:31:45 <coopserver> <scshunt> Guys, BBH02 has non-prioritized merges. 23:31:53 <coopserver> <scshunt> is that by design? 23:32:16 <coopserver> <Sylf> yes 23:32:23 <coopserver> <Sylf> those are all->all connections 23:32:26 <coopserver> <scshunt> ah ok 23:32:49 <coopserver> <scshunt> Who wants to connect Lesser Ilimanaq Coal mine? 23:33:01 <coopserver> <Sylf> I want no more coal 23:33:02 <coopserver> <Djanxy> noone 23:33:20 <coopserver> <Sylf> coal trains are dominating the map so far 23:34:42 <coopserver> *** scshunt has left the game (general timeout) 23:34:49 <coopserver> <Sylf> Djanxy: is Greater Qaqortoq Mines yoursL 23:35:08 <coopserver> <Sylf> ? 23:35:28 <coopserver> <Djanxy> nope 23:41:03 <coopserver> <Djanxy> you can pretty much be sure that if it isn't standard or chips platforms, then it isn't mine :) 23:46:33 *** LSky` has quit IRC 23:55:25 <coopserver> *** Sylf has joined spectators 23:56:12 <coopserver> <Djanxy> hmm 23:56:24 <coopserver> <Djanxy> a stopped train at the entrance to a coal station 23:57:17 <coopserver> <Sylf> it might have been me 23:57:21 <coopserver> <Sylf> where was it? 23:57:35 <coopserver> <Djanxy> Greater Sarfannguit Mines 23:58:14 <coopserver> <Djanxy> was stopped in the first waiting bay 23:58:39 <coopserver> <Sylf> I'm probably not guilty then