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Log for #openttdcoop on 20th September 2014:
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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
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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?
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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
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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
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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
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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
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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
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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
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09:38:46  <Jam35> !password
09:38:46  <coopserver> Jam35: hanger
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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
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10:23:02  <coopserver> <Jam35> brb
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10:45:51  <fleet75> !password
10:45:51  <coopserver> fleet75: laying
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10:53:32  <fleet75_> !password
10:53:32  <coopserver> fleet75_: laying
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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
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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
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14:49:36  <Saladan0> !password
14:49:36  <coopserver> Saladan0: square
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15:02:13  <Maraxus> !password
15:02:13  <coopserver> Maraxus: triple
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15:35:19  <scshunt> !password
15:35:19  <coopserver> scshunt: oneway
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16:35:35  <Djanxy> !password
16:35:35  <coopserver> Djanxy: missed
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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
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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 unsuitab├Že
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
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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)
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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
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17:41:00  <Hazzard> !PASSWORD
17:41:00  <coopserver> Hazzard: little
17:41:25  <coopserver> *** Game paused (connecting clients)
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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
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17:58:45  <coopserver> <Djanxy> afkish
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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
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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
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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
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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
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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
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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
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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
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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

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