Config
Log for #openttdcoop on 30th December 2015:
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02:51:15  <danopia> !help
02:51:15  <coopserver> danopia: http://wiki.openttdcoop.org/Soap
02:51:36  <danopia> !ip
02:51:36  <coopserver> danopia: ps.openttdcoop.org:3983
03:00:26  <danopia> !password
03:00:27  <coopserver> danopia: sleeps
03:00:35  <danopia> don't mind me, just spectating
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03:28:29  <danopia> insanity
03:29:51  <Clockworker> shit I haven't seen it in days
03:29:56  <Clockworker> I'll take a look
03:30:10  <danopia> i'm sure it's the way it was left. i'm a newcomer
03:30:29  <Clockworker> nah
03:30:40  <Clockworker> I mean more people may have built in the days since I last checked
03:30:42  <Clockworker> !pw
03:30:42  <coopserver> Clockworker: buyout
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03:31:50  <Clockworker> paper mill traffic is more of a thing now
03:31:53  <Clockworker> neat
03:32:48  <danopia> today i decided to finally do a real local game and got up to ,000,000 in the bank when my game completely glitched out and died so i wanted to cheer myself up by looking at someone's real game
03:33:02  <danopia> "real" as in more than just messing around for 30 minutes tops
03:33:05  <Clockworker> what about the autosaves?
03:33:45  <danopia> the save mechanism is what failed. though maybe it keeps enough
03:33:48  <danopia> i didn't check
03:34:04  <danopia> 3 good saves left, thanks 👍
03:34:48  <Clockworker> sure thing man
03:35:03  <Clockworker> I set mine to save what, every 6 months or every year
03:35:06  <Clockworker> something like that
03:35:55  <danopia> the glitching looked like this btw: https://drive.google.com/file/d/0B6PyYgZlFopxN1ljZXRoMkpmeVk/view?usp=sharing
03:35:56  <Webster> Title: Untitled Screencast.webm - Google Drive (at drive.google.com)
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03:38:40  <Clockworker> holy molly
03:39:09  <Clockworker> and the backups don't show any glitch?
03:40:29  <danopia> i'll try another day. but the glitching started when the game tried to save, it showed an error dialog saying the compressor failed to initialize and saved an 8-byte file. if i managed to close the error dialog through the glitching, then the game recovered until next autosave
03:40:42  <danopia> so i imagine it was just bad state in the process, not the game
03:41:08  <Clockworker> seems like it
03:41:56  <danopia> i had no idea you could have trains retrofit on schedule to deal with factories etc.
03:41:59  <danopia> this is cool
03:42:21  <coopserver> *** Clockworker has left the game (Leaving)
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03:42:34  <Clockworker> there's a lot of fun concepts in the wiki
03:42:51  <Clockworker> give the wiki a read, it's good stuff
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04:07:02  <danopia> My main problem in my local game before was dealing with collecting resources from natural resources. If I had trains go through stations in order, the last ones had constant resource buildup. If I had all trains handle all sources in rotation with full loads then low volume sources slowed down the whole chain. The best bet seemed to be dedicating trains to
04:07:02  <danopia> individual sources but then I felt like I had to buy too many trains to add a single natural resource far away from the factory
04:07:32  <danopia> Still a noob though so I'll go read the wiki for core concepts like that
04:07:45  <Clockworker> best thing to do is have dedicated trains for each primary
04:07:59  <Clockworker> that way you'll always have a good rating
04:08:03  <Clockworker> which means production goes up
04:08:17  <Clockworker> which means you can put more trains on them as time goes by
04:08:46  <Clockworker> well 'best' meaning 'most practical'
04:20:25  <danopia> and should they wait for full load or just be constantly moving?
04:20:58  <Clockworker> full load
04:21:05  <Clockworker> one thing two
04:21:14  <Clockworker> don't make stations load two things at the same time
04:21:16  <Clockworker> same for trains
04:21:21  <Clockworker> like if you have a farm
04:21:27  <Clockworker> make one station for each cargo
04:21:32  <Clockworker> and one kind of train for each cargo
04:22:15  <danopia> got it, much thanks!
04:23:26  <danopia> i built up to a 5-track station at a factory and ended up dividing the lanes going in because it wasn't working well lol
04:25:16  <Clockworker> oh yeah
04:25:27  <Clockworker> never make a same station for drop and pickup
04:25:56  <Clockworker> picking up is slower and bogs things down
04:26:11  <Clockworker> and if you have trains waiting for cargo, they're taking up lanes your drop trains could ue
04:26:12  <Clockworker> use
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14:16:07  <Mazur> http://www.tbreak.com/msi-ge72-apache-gaming-laptop-review/
14:16:08  <Webster> Title: MSI GE72 Apache Gaming Laptop Review (at www.tbreak.com)
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16:09:22  <Ramsvs> !password
16:09:22  <coopserver> Ramsvs: please
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16:16:34  <happpy> hi
16:16:39  <coopserver> <Ramsvs> hello
16:16:53  <happpy> how  ar u
16:16:59  <coopserver> <Ramsvs> fine fine
16:17:05  <coopserver> <Ramsvs> and you?
16:17:13  <happpy> good
16:17:58  <coopserver> <Ramsvs> well, gtg. bye
16:18:02  <happpy> bb
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16:28:33  <lol> !pw
16:28:33  <coopserver> lol: marcin
16:28:42  <happpy> hi lol
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16:29:03  <coopserver> <lol> hi happy
16:29:12  <happpy> how  ar u
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16:29:17  <coopserver> <lol> great
16:29:54  <lol> @gap 4
16:29:54  <Webster> lol: For Trainlength of 4: <= 10 needs 2, 11 - 16 needs 3, 17 - 22 needs 4.
16:50:09  <coopserver> <lol> i started expanding
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17:48:57  <Maraxus> !pw
17:48:57  <coopserver> Maraxus: vindex
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17:50:49  <happpy> hi  Maraxus
17:50:53  <happpy> how ar u
17:50:57  <Maraxus> hi
17:51:00  <Maraxus> fine, thanks
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18:27:09  <SCCasey> hey
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19:11:08  <jamesawagner3> So, I have a windows box running OTTD 1.5.3, with FIRS 1.4.4 downloaded from Bananas. Only active NewGrfs are OpenGFX Big GUI, FIRS 1.4.4, and the Orignal vehicles cargo set from Nov 2014. When generating a Temperate map, Vehicle Factories and Nitrate factories are not appearing. They can't be funded either. Any ideas on what I'm screwing up?
19:13:54  <jamesawagner3> Fertilizer plants are also appearing in Temperate, alongside Bulk Cargo terminals. Is there a game setting or something similiar I need to change?
19:22:15  <happpymoblic> hi
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19:31:52  <jamesawagner3> Hey!
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19:42:09  <Mark> hi
19:42:27  <Mark> !pw
19:42:27  <coopserver> Mark: addons
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19:42:44  <Jam35> jamesawagner3 have you looked in the grf parameters?
19:44:09  <Mark> is that a new firs?
19:45:03  <Jam35>  there is a new version 1.4.5
19:45:17  <Jam35> openGFX what? :)
19:45:25  <Mark> never heard of those industries
19:45:39  <Jam35> oh big gui
19:46:28  <Jam35> it might be a in game date thing
19:46:42  <Jam35> what is the game year?
19:47:33  <Mazur> !date
19:47:33  <coopserver> Feb 28 2578
19:47:52  <Mazur> !dl lin64
19:47:52  <coopserver> Mazur: http://binaries.openttd.org/nightlies/trunk/r27452/openttd-trunk-r27452-linux-generic-amd64.tar.xz
19:48:45  <Mazur> !pw
19:48:45  <coopserver> Mazur: fairly
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19:49:16  <Jam35> I don't see those industries listed in the industry directory
19:49:52  <Jam35> in temperate climate at least
19:50:04  <Jam35> there are four other choices in parametres
19:50:57  <Jam35> http://bundles.openttdcoop.org/firs/releases/LATEST/docs/html/get_started.html
19:52:07  <Jam35> it seems they are both Tropic Basic cargoes
19:52:54  <jamesawagner3> Okay. I'll check the parameters and report back. I probably mixed up Tropic and Temperate too.
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19:58:11  <jamesawagner3> Can confirm. I said Temperate when I meant Tropic. Lack of coffee is to blame. Just fiddled with the parameters, and things are working as expected. Thanks for the help guys!
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20:13:32  <Mazur> Gods it's nice to have a keypad on this laptop.
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20:35:19  <Sylf> Vehicle Factories?  Sounds like FIRS 2.0
20:45:06  <danopia> !pw
20:45:07  <coopserver> danopia: gsinfo
20:45:23  <danopia> !pw
20:45:23  <coopserver> danopia: recent
20:45:38  <danopia> darn it
20:45:57  <danopia> !pw
20:45:57  <coopserver> danopia: lptstr
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21:01:36  <danopia> i'm probably missing something, but is there a reason why there's a signalling gap near food processing, dead center in those image? the mainline seemed a bit congested so i followed it. https://i.imgur.com/t0YrjV7.png
21:02:24  <Benny> looks like a mistake
21:04:34  <coopserver> <Player> !name danopia
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21:30:23  <danopia> probably more like unfinished work. only 3/4 of the food processing lanes are active. dropping in the signals helped a bit with flow anyway
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21:34:05  <Maraxus> !pw
21:34:05  <coopserver> Maraxus: moment
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22:26:14  <happpy> !players
22:26:14  <coopserver> happpy: There are currently 1 players and 0 spectators, making a total of 1 clients connected
22:26:21  <happpy> hey
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23:06:08  <happpy> !players
23:06:08  <coopserver> happpy: There are currently 1 players and 0 spectators, making a total of 1 clients connected
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