Log for #openttdcoop on 8th April 2015:
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00:11:17  <Sylf> plonka around?
00:11:24  <Sylf> !pw
00:11:24  <coopserver> Sylf: forces
00:11:29  <plonka> sure
00:11:31  <coopserver> *** Game still paused (manual, connecting clients)
00:11:37  <coopserver> *** Sylf has joined
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00:11:41  <Sylf> !auto
00:11:42  <coopserver> *** Game unpaused (manual)
00:11:47  <coopserver> *** Sylf has joined company #1
00:11:51  <coopserver> <plonka> check sign
00:12:40  <coopserver> <Sylf> the easiest fix is to let the battery pickup cover the new power plant
00:12:59  <coopserver> <plonka> u know hwat i didn't even try
00:13:10  <coopserver> <plonka> i expect station spread would sto it :/
00:13:37  <coopserver> <Sylf> station spread on this server is always the max allowed by the game - 64 tiles
00:13:58  <coopserver> <plonka> ok good to know
00:14:24  <coopserver> <Sylf> now, if we care about the look of the industry complex, we need to do some fix
00:15:01  <Sylf> !rcon set multiple_industry_per_town
00:15:02  <coopserver> Current value for 'multiple_industry_per_town' is: 'on' (min: 0, max: 1)
00:15:03  <coopserver> <plonka> i dont think i care thatr much lol
00:15:06  <Sylf> !rcon set multiple_industry_per_town 0
00:15:22  <coopserver> <plonka> its bedtime for me anyway
00:15:32  <coopserver> <plonka> so ill say gn
00:15:39  <coopserver> <Sylf> just remember that trick for the next time
00:15:55  <coopserver> <plonka> yep i will
00:16:10  <coopserver> <plonka> gn
00:16:14  <coopserver> *** plonka has left the game (Leaving)
00:16:15  <coopserver> <Sylf> night
00:16:55  <coopserver> *** Sylf has left the game (Leaving)
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02:02:42  <glevans2> !pw
02:02:42  <coopserver> glevans2: scaled
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03:36:09  <Evuflow> !players
03:36:10  <coopserver> Evuflow: The server is empty, noone is connected. Feel free to remedy this situation
03:40:09  <Evuflow> !pw
03:40:09  <coopserver> Evuflow: endian
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03:41:06  <Evuflow> !pw
03:41:06  <coopserver> Evuflow: endian
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05:10:44  <Mark> !password
05:10:44  <coopserver> Mark: region
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05:11:06  <coopserver> <Mark> hiya
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07:13:34  <Evuflow> !players
07:13:34  <coopserver> Evuflow: There are currently 1 players and 1 spectators, making a total of 2 clients connected
07:14:19  <Evuflow> hey Mark, you online atm?
07:20:03  <Mark> yea im here
07:20:11  <Mark> more or less
07:20:28  <V453000> LES
07:20:30  <coopserver> <Evuflow> I've been noticing more and more things that still need to be done
07:20:35  <V453000> :)
07:20:52  <Mark> sure there's plenty to be done
07:20:54  <Mark> go for it
07:21:01  <coopserver> *** Mark has joined company #1
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07:21:47  <coopserver> <Evuflow> I'm not sure I can just yet, there are still things I'm not sure about.
07:22:20  <coopserver> <Mark> you know
07:22:23  <coopserver> <Evuflow> MSH03 needs another join but I've been staring at it for ages and I have no idea how it's supposed to fit
07:22:27  <coopserver> <Mark> the welcome server is a good place to practise
07:22:33  <coopserver> <Mark> and get comments and help from people
07:23:10  <coopserver> <Evuflow> Yeah, actually I want to try building the merger you showed me yesterday
07:23:34  <coopserver> <Mark> there probably isnt anywhere that needs it on this map
07:23:35  <coopserver> <Evuflow> But it's on the mainline so I don't know how I'm supposd to build it when all the trains are passing through
07:23:51  <coopserver> <Evuflow> see !TEMP E04/J
07:24:03  <coopserver> <Mark> dont worry about that
07:24:11  <coopserver> <Mark> that'll have to be turned into 4 exit tracks
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07:24:24  <coopserver> <Mark> any merger you build will get blown up soon
07:24:54  <coopserver> <Evuflow> so MSH needs to be rebuilt to handle 4 tracks?
07:25:01  <coopserver> <Evuflow> MSH3
07:25:04  <coopserver> <Mark> yes
07:25:39  <coopserver> <Evuflow> how do you build it when there are so many trains already in the system?
07:25:54  <coopserver> <Mark> either stop the trains or do it on the go
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07:26:48  <coopserver> <Mark> i'll probably jump on that msh soon
07:27:42  <coopserver> <Evuflow> I'd like to watch for now
07:37:03  <coopserver> <Evuflow> why are there so many in that left lane? Just because you've been stopping it while building?
07:37:19  <coopserver> <Mark> probably
07:40:16  <coopserver> <Mark> ugh its a terrible design
07:46:03  <V453000> !password
07:46:04  <coopserver> V453000: spaces
07:46:09  <coopserver> <Evuflow> There are a lot of unused tunnels in the middle
07:46:19  <coopserver> <Mark> i know
07:46:27  <coopserver> <Mark> they're for the next person attemping to rebuild it
07:46:34  <coopserver> *** Game paused (connecting clients)
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07:46:41  <coopserver> <V453000> FUKIZDIS
07:46:42  <coopserver> <V453000> hi
07:46:45  <coopserver> <Mark> ah here he is
07:46:53  <coopserver> <Evuflow> hey :)
07:46:54  <coopserver> <V453000> royal dumbass has arrived
07:47:20  <coopserver> <Mark> why dont you rebuild msh03
07:47:23  <coopserver> <Mark> make yourself useful
07:47:40  <coopserver> <V453000> nah not today
07:47:42  <coopserver> <V453000> no tiem
07:47:56  <coopserver> <V453000> haha Vinnie and his super compact stuf
07:47:59  <coopserver> <V453000> expanding ftw
07:48:15  <coopserver> <Mark> yea its rediculous
07:48:19  <coopserver> <Mark> bbh02 is worse
07:48:29  <coopserver> <Mark> im just going to end up getting frustrated and nuking the thing
07:50:45  <coopserver> <V453000> well it is nice as a hub for LL RR
07:50:57  <coopserver> <V453000> but especially since the plan (his plan) says BOOST, it to me screams expanding
07:51:06  <coopserver> <Mark> :D
07:51:19  <coopserver> <V453000> and you can expand this on the outer  parts, making e.g. 4->2 to the inside
07:51:24  <coopserver> <V453000> but you wont get very far with that :)
07:51:31  <coopserver> <Mark> and its ugly
07:51:38  <coopserver> <V453000> I like how it looks
07:51:41  <coopserver> <Mark> well its sexy now
07:51:42  <coopserver> <V453000> but it isnt useful :)
07:51:48  <coopserver> <Mark> but it'll be ugly trying to expand it
07:51:52  <coopserver> <V453000> XD
07:51:53  <coopserver> <V453000> k
07:51:58  <coopserver> <V453000> how the fuck can something in a game be sexy
07:51:59  <coopserver> <V453000> EXPLAIN
07:52:14  <coopserver> <Mark> :D
07:52:15  <coopserver> <V453000> ok, hot ladies in RAWR next version
07:52:16  <coopserver> <Mark> it can
07:52:20  <coopserver> <V453000> well slugs are kind of hot
07:52:34  <coopserver> <Mark> oh yea slugs make me wet
07:52:35  <coopserver> <V453000> naked yeti dudes
07:52:36  <coopserver> <V453000> mhm
07:52:48  <coopserver> <Evuflow> hehe
07:58:47  <coopserver> <Evuflow> Hmm I wonder why that is
07:59:21  <coopserver> <Evuflow> Whe the trains in lane 2 and 3 near TEMP E04/J always wait to go into the 1st land
07:59:25  <coopserver> <Evuflow> lane*
08:00:10  <coopserver> *** V453000 has left the game (Leaving)
08:01:01  <coopserver> <Mark> good question
08:02:58  <Evuflow> Would it be because a train can't see a path to it's destination using that route?
08:04:02  <coopserver> <Mark> it is strange
08:04:07  <coopserver> <Mark> i havent got a clue why that is
08:04:55  <coopserver> <Evuflow> That's working a bit better
08:06:01  <coopserver> <Evuflow> At an MSH, does every lane need the opportunity to go in every lane? or just in ever direction?
08:07:59  <coopserver> *** Mark has joined spectators
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08:08:12  <coopserver> <Evuflow> does a train going NE need the choice to go back in the direction it came? SW?
08:08:18  <coopserver> <Mark> in a perfect world it can go to every lane
08:08:24  <coopserver> <Mark> yes
08:09:37  <Evuflow> It's like a complicated puzzle
08:12:48  <coopserver> <Evuflow> did you check the sideline I built?
08:13:58  <coopserver> <Mark> looks fine apart from the 0.5 curve
08:14:39  <coopserver> <Evuflow> Yeah, I was going to fix it and make more space for incoming trains
08:14:51  <coopserver> *** Mark has joined company #1
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08:14:53  <coopserver> <Evuflow> So that trains going to the drop arn't blocked
08:19:35  <Evuflow> Does it always pause if there is only one player in the company?
08:19:53  <V453000> !rcon set min_player_count
08:19:54  <coopserver> 'min_player_count' is an unknown setting.
08:20:03  <V453000> !rcon set min_active_clients
08:20:04  <coopserver> Current value for 'min_active_clients' is: '2' (min: 0, max: 255)
08:20:14  <V453000> yeah but I strongly think we should keep it at 1
08:20:17  <V453000> strongly.
08:20:59  <Evuflow> Well, I'm going to have some dinner, and then I'm gonna see if I can formulate a strategy to expand MSH03
08:21:24  <V453000> !rcon set min_active_clients 1
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09:56:16  <Evuflow> !pw
09:56:16  <coopserver> Evuflow: placer
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10:09:57  <Evuflow_> !pw
10:09:57  <coopserver> Evuflow_: parent
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10:23:25  <coopserver> <Evuflow> O-oh
10:23:35  <coopserver> <Evuflow> I think I created a network jam
10:24:42  <coopserver> <Evuflow> I managed to fix it
10:27:28  <coopserver> <Evuflow> why do trains do what you don't expect them to do
10:27:38  <coopserver> <Evuflow> I think there needs to be some kind of penalty
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11:21:22  <plonka> !pw
11:21:22  <coopserver> plonka: affect
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11:21:42  <coopserver> <Evuflow> hey :)
11:21:55  <coopserver> <plonka> hello
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11:32:24  <coopserver> <Evuflow> Plonka, would you be able to give me a hand with something?
11:32:36  <coopserver> <plonka> ill try sure
11:32:46  <coopserver> <Evuflow> If you have a look at SLH13
11:33:00  <coopserver> <plonka> ok
11:33:02  <coopserver> <Evuflow> The two tracks going SW
11:33:11  <coopserver> <Evuflow> I tried sending trains down them
11:33:20  <coopserver> <Evuflow> But they always choose the SL over the ML
11:33:31  <coopserver> <Evuflow> do you know how to fix that?
11:33:45  <coopserver> <Evuflow> Right now, they arn't connected
11:33:51  <coopserver> <plonka> sign up exactly where you mean
11:33:58  <coopserver> <plonka> oh wait
11:34:00  <coopserver> <plonka> i see it
11:34:15  <coopserver> <Evuflow> I added those two signs
11:34:32  <coopserver> <Evuflow> I think there needs to be some kind of penalty, but to be honest I have no idea
11:34:40  <coopserver> <Evuflow> I'm still a new player
11:34:51  <coopserver> <plonka> ummm
11:35:39  <coopserver> <Evuflow> I've been working on MSH 03
11:35:53  <coopserver> <Evuflow> But I can't connect those two tracks to it
11:36:34  <coopserver> <plonka> so even trainsthat aren't going yeti 1 or 2 still go that wasy if those lines are connected?
11:36:42  <coopserver> <Evuflow> yeah
11:36:48  <coopserver> <Evuflow> I had a huge pile up before
11:37:07  <coopserver> <Mark> theyre not connected at BBH 01
11:37:21  <coopserver> <Mark> is why
11:37:30  <coopserver> <plonka> good spot mark
11:38:43  <coopserver> <plonka> evu check!here sign
11:38:46  <coopserver> <Evuflow> It affects it all that way down the line? I guess it's because they can't change lanes at all, so if they need to go through BBH01 they will take the detour
11:39:10  <coopserver> <Mark> exactly
11:39:13  <coopserver> <Evuflow> yeah
11:39:30  <coopserver> <Mark> BBH01 needs to be done before that msh
11:39:51  <coopserver> <Evuflow> well I've almost done adding the joiner
11:40:21  <coopserver> <Evuflow> Just the exit needs to be simplified when there is 4 lanes to chose from
11:40:53  <coopserver> <Evuflow> Because right now it's 3 > 2
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11:57:04  <coopserver> <Evuflow> Well I've finished the join
11:57:22  <coopserver> <Evuflow> the MSH still needs more work, but at least every exit has it's own path now
11:57:53  <coopserver> <Evuflow> Doing it is very satisfying though
11:58:01  <coopserver> <Evuflow> I want to do more haha :)
11:58:11  <coopserver> <plonka> :)
11:59:25  <coopserver> <plonka> check slh13 again
12:00:03  <coopserver> <plonka> do you see my signs?
12:00:35  <coopserver> <Evuflow> Does it need a join?
12:00:52  <coopserver> <plonka> more choice if possible is always better
12:01:14  <coopserver> <plonka> and that's a real easy one to do
12:01:31  <coopserver> <plonka> so it makes perfect sense to do it imo
12:01:38  <coopserver> <Evuflow> Well save it for me, I got to head off now :)
12:02:05  <coopserver> <plonka> well ok :)
12:02:12  <coopserver> <plonka> i added something else too
12:02:13  <coopserver> <Evuflow> I need to spend some time examining it before I start it. Gota visualize what each lane needs to do
12:02:31  <coopserver> <plonka> watch ill show u
12:02:37  <coopserver> <plonka> this one's so simple
12:02:49  <coopserver> <Evuflow> alright
12:03:38  <ChrisM> !pw
12:03:38  <coopserver> ChrisM: switch
12:03:45  <coopserver> *** Game paused (connecting clients)
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12:04:30  <ChrisM> hmm
12:04:32  <ChrisM> !pw
12:04:32  <coopserver> ChrisM: switch
12:04:35  <coopserver> *** Game paused (connecting clients)
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12:04:45  <plonka> !pw
12:04:46  <coopserver> *** Game unpaused (connecting clients)
12:04:47  <coopserver> plonka: switch
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12:05:41  <coopserver> <Evuflow> I see it
12:06:09  <coopserver> <Evuflow> but it joins that lane already doesn't it?
12:06:26  <coopserver> <plonka> ah crap
12:06:29  <coopserver> <plonka> so it does
12:06:38  <coopserver> <chrism> now there is a shortcut (:
12:06:46  <coopserver> <plonka> i misse dthat bit :P
12:07:15  <coopserver> <Evuflow> Haha, well I need to go. I'll see you guys tomorrow :)
12:07:24  <coopserver> <plonka> have fun
12:07:32  <coopserver> *** Evuflow has left the game (Leaving)
12:09:45  <coopserver> <chrism> how do you judge the length of the priority section?
12:09:52  <coopserver> <chrism> just experiment?
12:10:13  <coopserver> <plonka> general rule is aprrox 1.5 train lengths
12:10:30  <coopserver> <chrism> ah, ok
12:10:38  <coopserver> <chrism> i guess longer for slower accelerating trains
12:11:06  <coopserver> <plonka> so for 5 tl trains then 7-8  is about right
12:11:06  <hylje> the actual rule is so that a stopped train can accelerate to full speed before the train on the mainline can catch it
12:12:28  <coopserver> <plonka> so 1.5 tl should be enough for slugs?
12:13:10  <Mark> plenty
12:13:26  <coopserver> <plonka> ok :)
12:14:07  <coopserver> <chrism> yeti/drop 2 is a bit jammed
12:26:19  <V453000> the most key rule that most people miss is that prio does not have the job to never slow down traffic
12:26:24  <V453000> it needs just enough to be able to choose nicely
12:26:38  <V453000> and since slugs accelerate fuck-fast, it can be relatively short :)
12:26:49  <V453000> also it depends a lot on the setup of the merger :)
12:27:30  <V453000> of course if in some merger a track needs to be less disturbed due to XYZ, it can get longer prio, but it is better to rather give it choices instead as well :)
12:27:37  <V453000> with all to all choices you do not need any priorities at all
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13:34:02  <Karznah> @quickstart
13:34:03  <Webster> Quickstart - #openttdcoop Wiki -
13:48:36  <Karznah> !help
13:48:36  <coopserver> Karznah:
13:49:05  <Karznah> !dl
13:49:05  <coopserver> Karznah: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
13:49:06  <coopserver> Karznah:
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13:49:37  <Karznah> !dl win64
13:49:37  <coopserver> Karznah:
13:55:14  <Karznah> !password
13:55:14  <coopserver> Karznah: saving
13:55:45  <coopserver> *** Game paused (connecting clients)
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13:57:47  <Karznah> Well, no coop for me. Computer it too slow to keep up with the server. Will try again when I'm on something a bit more powerful.
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16:24:25  <Jam35> !pw
16:24:25  <coopserver> Jam35: offset
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18:16:20  <Maraxus> !password
18:16:20  <coopserver> Maraxus: bijker
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18:42:28  <coopserver> <Jam35> sup
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19:27:31  <coopserver> <plonka> are we ok to add more yeti trains as some station ratings are mega low
19:28:12  <coopserver> <Jam35> cos they are all stuck probably :)
19:28:37  <coopserver> <plonka> heh ok
19:28:38  <coopserver> <Jam35> too many pickup trains
19:28:45  <coopserver> <Jam35> had to remove some
19:29:01  <coopserver> <Jam35> they were blocking the drop
19:29:59  <coopserver> <Jam35> add 2 or 3 to those that have most waiting
19:30:19  <coopserver> <plonka> ok ill just finish this overflow first
19:30:20  <coopserver> <Jam35> say the top 6 most cargo waiting
19:32:19  <coopserver> <plonka> what a dumbass i am
19:32:47  <coopserver> <plonka> i noticed after i'd finished i built the oveerflow for the drop
19:32:55  <coopserver> <Jam35> haha
19:33:05  <coopserver> <Jam35> where at?
19:33:17  <coopserver> <plonka> 23
19:33:22  <coopserver> <plonka> but i removed it now
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20:06:31  <coopserver> <plonka> gn all )
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20:12:09  <coopserver> <Mark> hello
20:12:19  <coopserver> <Maraxus> hi
20:12:41  <coopserver> <Jam35> hyo
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20:15:03  <coopserver> <Jam35> I've turned this hub inside out nearly :)
20:15:18  <coopserver> <Jam35> from being all on the inside
20:15:34  <coopserver> <Jam35> it looks shit :P
20:19:09  <coopserver> <Maraxus> can we dismantle the tempeols?
20:19:45  <coopserver> <Jam35> er
20:19:53  <coopserver> <Jam35> the one south of MSH 03
20:19:58  <coopserver> <Jam35> is ok to do
20:20:00  <coopserver> <Jam35> I think
20:20:35  <coopserver> <Jam35> I put another next to SLH 04
20:20:44  <coopserver> <Jam35> obviously not that one
20:21:02  <coopserver> <Mark> probably need 4 tracks to 1x
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20:21:19  <coopserver> <Mark> soon
20:21:31  <coopserver> <Jam35> great :)
20:21:45  <coopserver> <Mark> good job on that hub though
20:21:51  <coopserver> <Mark> i gave up yesterday
20:22:29  <coopserver> <Jam35> I made some shit there
20:22:36  <coopserver> <Jam35> like the PBS stuff
20:22:45  <coopserver> <Jam35> but it's not used hardly at all
20:23:11  <coopserver> <Jam35> I've seen like one train there ever :)
20:23:21  <coopserver> <Jam35> it was lost :P
20:24:09  <coopserver> <Jam35> the north merge is unexpandable and will need changing soon probably
20:24:29  <coopserver> <Jam35> everything else is most likely more than needed
20:25:03  <coopserver> <Jam35> but thanks :))
20:25:24  <coopserver> <Mark> :D
20:27:00  <coopserver> <Jam35> 1ABC pick jammed earlier
20:27:04  <coopserver> <Jam35> had to remove trains
20:27:10  <coopserver> <Jam35> considering overflows
20:27:21  <coopserver> <Jam35> that's a pain to do
20:27:32  <coopserver> <Jam35> space wise
20:28:24  <coopserver> <Jam35> especially since I want to allow Echus Montes room to get expanded some
20:29:04  <coopserver> <Jam35> move the Yeti station I guess
20:29:14  <coopserver> <Maraxus> go past olympia chasma and make the overflows in that space instead?
20:29:56  <coopserver> <Jam35> yeah but the stone one would have to cross so many lines
20:30:10  <coopserver> <Jam35> complicated
20:30:12  <coopserver> <Maraxus> true
20:30:48  <coopserver> <Jam35> by all means try something :)
20:31:12  <coopserver> <Jam35> we could loop the entry track around someplace
20:31:25  <coopserver> <Jam35> like under the town and back
20:31:45  <coopserver> <Jam35> those industries can die asap
20:32:49  <coopserver> <Mark> or just get rid of those yetis altogether
20:32:54  <coopserver> <Mark> though thats not very coopish
20:33:39  <coopserver> <Jam35> the town is the ideal spot to build however
20:33:45  <coopserver> <Jam35> I say keep it though
20:35:18  <coopserver> <Jam35> the pick needs those trains back now
20:35:59  <coopserver> <Jam35> must be some wave effect but can't work out why
20:37:33  <coopserver> <Mark> might be due to rebuilds earlier
20:37:39  <coopserver> <Mark> got the yetis waved up a bit
20:38:03  <coopserver> <Jam35> food and BM does not seem to be distributed evenly for some reason either
20:38:19  <coopserver> <Jam35> I'm looking at YETI 11 & 12
20:38:37  <coopserver> <Jam35> 11 has 10000 BM 43000 Food waiting
20:38:51  <coopserver> <Jam35> 12 has 13000 BM zero food
20:39:28  <coopserver> <Mark> hmm
20:39:36  <coopserver> <Jam35> quite a few have zero food still
20:40:02  <coopserver> <Jam35> weird that 11 has 43000 units
20:40:08  <coopserver> <Maraxus> yeti 1 and 3 have >10k bm and zero food
20:40:44  <coopserver> <Jam35> could be that wave again
20:40:55  <coopserver> <Mark> maybe
20:40:59  <coopserver> <Mark> 43k is quite a bit though
20:41:18  <coopserver> <Jam35> the town is small
20:41:25  <coopserver> <Jam35> so they don't use much?
20:42:24  <coopserver> <Mark> yea its the smallest town we have
20:42:56  <coopserver> <Jam35> but on the upside
20:43:09  <coopserver> <Jam35> there is no cargo piling at 5x
20:43:21  <coopserver> <Mark> no all running smooth there
20:43:41  <coopserver> <Mark> and destinations for exiting pickup trains seem pretty random
20:43:45  <coopserver> <Mark> so its spreading well
20:44:16  <coopserver> <Jam35> hm I would love to reduce the wagons to one only for BM
20:44:31  <coopserver> <Jam35> and use some excess at yards
20:45:01  <coopserver> <Jam35> which in turn would give mre food
20:45:46  <coopserver> <Jam35> we could catch incoming
20:45:51  <coopserver> <Jam35> and replace
20:45:57  <coopserver> <Jam35> with new that is
20:55:20  <coopserver> <Jam35> power plant died
20:55:29  <coopserver> <Jam35> when did that happen? :D
20:57:35  <coopserver> <Jam35> it's on the other side but I hate it :P
21:02:43  <coopserver> <Maraxus> wave traffic hits again
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21:10:38  <coopserver> <Jam35> gn
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21:10:44  <Mark> night
21:10:50  <coopserver> <Maraxus> gn
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22:25:16  <coopserver> <Maraxus> gn
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