Log for #openttdcoop on 26th October 2015:
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00:03:06  <coopserver> <dwarf> can do it much simpler at the exit merge
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00:03:20  <dwarf> !pw
00:03:21  <coopserver> dwarf: ticker
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00:03:50  <coopserver> <dwarf> just prioritize a 4th line
00:03:55  <coopserver> <cha0tics> ok, show me
00:05:21  <coopserver> <dwarf> guess I'll just give prio to the outermost line and remove all the splits on it
00:12:10  <coopserver> <dwarf> I'll do the entrance later, it looks messy
00:12:55  <coopserver> <dwarf> bbl
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00:30:05  <Mazur> !pw
00:30:06  <coopserver> Mazur: glyphs
00:31:13  <Mazur> !pw
00:31:13  <coopserver> Mazur: locale
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00:42:25  <Mazur> !pw
00:42:25  <coopserver> Mazur: newgrf
00:42:55  <Mazur> !pw
00:42:55  <coopserver> Mazur: resize
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00:47:21  <happpy> hi  Mazur
00:47:26  <coopserver> <Mazur> lo
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01:01:45  <Mazur> !pw
01:01:45  <coopserver> Mazur: colour
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01:03:14  <Mazur> !pw
01:03:14  <coopserver> Mazur: korean
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01:21:40  <dwarf> !pw
01:21:40  <coopserver> dwarf: newone
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01:22:06  <coopserver> <Mazur> Ah, good.
01:22:20  <coopserver> <Mazur> Trying to get a working overflow at 3A.
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01:23:21  <coopserver> <dwarf> oh, I see the problem
01:23:46  <coopserver> <dwarf> the feedback of the overflow is before the split between pick and drop platforms
01:24:36  <coopserver> <dwarf> I mean the old one
01:25:28  <coopserver> <dwarf> the concept for the new one is good, just needs some tweaking
01:28:03  <Mazur> !pw
01:28:03  <coopserver> Mazur: points
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01:28:39  <coopserver> <dwarf> I just gonna trap all the excess trains there while we figure this out
01:29:40  <coopserver> <Mazur> Just put this in without moving existing lines, but some of that should help.
01:34:37  <coopserver> <dwarf> actually, it's enough to feed trains back to one of the lines
01:35:47  <coopserver> <Mazur> Yeah, but what ius the fun of doing it simple.
01:35:51  <coopserver> <Mazur> ?
01:35:53  <coopserver> <Mazur> ;-)
01:36:36  <coopserver> <dwarf> and the feedback point should be after the exit point fro the overflow
01:36:45  <coopserver> <Mazur> I know.
01:36:47  <coopserver> <dwarf> so trains don't keep going around
01:37:05  <coopserver> <dwarf> or...
01:37:06  <coopserver> <Mazur> Was dstill working on that.
01:41:02  <coopserver> <dwarf> this should work
01:41:28  <coopserver> <dwarf> let's remove the old overflow
01:41:32  <coopserver> <Mazur> Indeed.
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01:45:08  <Mazur> !pw
01:45:08  <coopserver> Mazur: hashed
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01:47:11  <coopserver> <dwarf> we disconnected the extra yeti yards and production went down a lot
01:47:39  <coopserver> <Mazur> Yes, I read.
01:47:56  <coopserver> <dwarf> dunno how to make it self-sustaining
01:48:22  <coopserver> <dwarf> I guess we could get rid of the extra trains trapped in depots and start again balancing the system
01:49:18  <coopserver> <Mazur> No clue, this is my first yeti game, I missed the one in my previous active period.
01:49:28  <coopserver> <dwarf> specifically yeti trains as those determine the production everywhere else
01:49:40  <coopserver> <dwarf> for me too
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01:52:40  <coopserver> <dwarf> I read the dev wiki, you need 3 times as many trains on the food chain as on the machinery chain
01:53:06  <coopserver> <dwarf> and if the wiki was correct you would need a lot less on the bm chain, but that seems to be wrong
01:53:16  <coopserver> <dwarf> so I'll try to find the balance
01:53:18  <coopserver> <Mazur> All the primaries list 3yeti and 1 machinery per X production.
01:53:26  <coopserver> <dwarf> exactly
01:53:56  <coopserver> <dwarf> so we should supply one yeti for the 3 chain for every 3 yetis on the other chains
01:54:28  <coopserver> <dwarf> one in every 3 yetis should go to the 3 chain is what I'm saying
01:56:24  <coopserver> <dwarf> the big question is the ratio of 1 and 2 chain trains
01:57:01  <coopserver> <dwarf> the wiki suggests a very low ratio of about 1:50, but that doesn't work, the yeti yard uses way more bm than that
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02:05:46  <Mazur> !pw
02:05:47  <coopserver> Mazur: panels
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02:13:46  <coopserver> <dwarf> we need to rebuild the temporary yeti trains at primaries
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02:25:45  <Mazur> !pw
02:25:45  <coopserver> Mazur: invoke
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02:26:42  <dwarf> hmm, if the dev wiki is correct, at least half of all yetis should go to the food chain
02:27:29  <coopserver> <Mazur> Well, they have to eat something..
02:28:36  <dwarf> actually, about quarter should be enough if machinery is provided
02:29:43  <dwarf> I'm just trying to figure out whether in principle it's possible to make the system self-sustaining with only one yeti yard
02:30:29  <coopserver> <dwarf> now that I added back some temp yeti trains to the food chain it seems to increase again
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02:34:36  <coopserver> <Mazur> It sounds like a spreadsheet problem, to me.
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02:46:25  <Mazur> !pw
02:46:25  <coopserver> Mazur: little
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03:06:49  <Mazur> !pw
03:06:49  <coopserver> Mazur: inputs
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03:28:21  <Mazur> !pw
03:28:21  <coopserver> Mazur: ifconf
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04:16:15  <dwarf> !pw
04:16:16  <coopserver> dwarf: curves
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05:24:30  <dwarf> I was watching the yeti yard and it seems that it uses more building materials than food
05:25:07  <dwarf> as both provide a 20% town population bonus, the utility of building materials is lower than that of the food
05:25:38  <dwarf> as both cost same amount of resources to produce, we simply shouldn't produce any bm to be optimal
05:26:57  <dwarf> and I redid the calculation accounting for the losses because of the station ratings, we should use about 35% of all trains on the machinery chain to be optimal
05:39:22  <dwarf> I'm still a bit confused, as my calculation shows that the current system should be self-sustaining, maybe a bit on the growing side
05:39:50  <dwarf> but it looks steady even with some extra yeti yards connected
05:58:30  <dwarf> !pw
05:58:30  <coopserver> dwarf: damned
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09:04:35  <lol> !pw
09:04:35  <coopserver> lol: script
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09:16:35  <dwarf> !pw
09:16:35  <coopserver> dwarf: combos
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09:17:07  <coopserver> <lol> hi
09:17:14  <coopserver> <dwarf> hi
09:17:28  <coopserver> <lol> do you think this game can grow with this setup?
09:17:41  <coopserver> <dwarf> what do you think about my arguments on balancing the system?
09:17:55  <coopserver> <lol> where to find them?
09:18:17  <coopserver> <dwarf> it really blew up when we had an extra yeti yard for every primary?
09:18:22  <coopserver> <dwarf> no?
09:18:23  <coopserver> <lol> i think they are good
09:18:29  <coopserver> <dwarf> it's in the log
09:18:36  <coopserver> <lol> what do you mean by blow up?
09:18:45  <coopserver> <dwarf> exponential growth
09:18:48  <coopserver> <lol> i didn't read that yet
09:18:50  <coopserver> <lol> really?
09:19:03  <coopserver> <dwarf> that's why we have so many primary and secondry trains
09:19:40  <coopserver> <lol> if you want to get perfect balancing you need to give each train from yetis and machinery all stations in order
09:19:46  <coopserver> <lol> with the foodstations a lot
09:19:48  <coopserver> <dwarf> so I don't think the dev wiki is correct about how the yeti yard works
09:19:53  <coopserver> <dwarf> I was watching the yeti yard and it seems that it uses more building materials than food
09:20:00  <coopserver> <dwarf> as both provide a 20% town population bonus, the utility of building materials is lower than that of the food
09:20:05  <coopserver> <lol> i think you need more then  255 orders for that
09:20:16  <coopserver> <dwarf> as both cost same amount of resources to produce, we simply shouldn't produce any bm to be optimal
09:20:27  <coopserver> <lol> yeah
09:20:41  <coopserver> <lol> if you only deliver food you can get 10 000 yetis from this town each month
09:20:52  <coopserver> <dwarf> I redid the calculation accounting for the losses because of the station ratings, we should use about 35% of all trains on the machinery chain to be optimal
09:21:10  <coopserver> <lol> and buildingmaterial?
09:21:27  <coopserver> <dwarf> yea, 10k would need huge system upgrades, so we are not limited by the town size
09:21:55  <coopserver> <dwarf> if you want to maximize yeti output it seems you shouldn't produce any bm
09:22:23  <coopserver> <lol> yeah
09:22:34  <coopserver> <dwarf> even if we only provide food we are still not even close to be limited by town size
09:22:57  <coopserver> <lol> we got only 3 trains on building materails at this moment
09:23:02  <coopserver> <dwarf> but we have to keep providing machinery to primaries
09:23:09  <coopserver> <lol> and for at machinery
09:23:16  <coopserver> <dwarf> it has a huge utility
09:23:31  <coopserver> <dwarf> as it doubles production
09:23:59  <coopserver> <dwarf> 1 yeti creates 1 primary cargo
09:23:59  <hylje> czech it
09:24:14  <coopserver> <dwarf> 1 yeti and 1/3 machinery creates 2 primary
09:24:22  <coopserver> <lol> true
09:24:28  <coopserver> <dwarf> so 1 machinery creates 3 primary cargo
09:24:43  <V453000> sup humanz
09:24:54  <coopserver> <dwarf> hi V
09:25:02  <coopserver> <lol> hi V
09:25:42  <coopserver> <dwarf> so yea, weird, I think my math is sound
09:25:58  <coopserver> <lol> V do you know ratios by heart?
09:26:22  <coopserver> <dwarf> but the secondaries always show they are producing 50%, not sure it's a bug in the display only or they really are
09:26:27  <coopserver> <lol> inside the chains machinery and yetis are delivered strange too dwarf
09:26:39  <coopserver> <lol> check the storage of machinery in the 2abc chain
09:26:54  <coopserver> <lol> that is strange for me too
09:27:55  <coopserver> <dwarf> that looks ok to me, as far as I can tell primaries use 3 yetis and 1 machine
09:28:10  <coopserver> <lol> but 2c has much more storage
09:28:20  <coopserver> <lol> on machinery
09:29:00  <coopserver> <dwarf> ah, because it doesn't have an extra yeti train
09:29:19  <coopserver> <dwarf> we are somewhat oversupplying machinery
09:29:29  <coopserver> <lol> not at 2c
09:29:31  <coopserver> <dwarf> compared to yetis from the main yard
09:29:35  <coopserver> <lol> 2A*
09:29:54  <coopserver> <lol> ah i found the extra supplie for that one too
09:30:28  <V453000> the 50% is only display bug
09:30:36  <coopserver> <lol> great
09:31:17  <coopserver> <dwarf> yea, comparing monthly outputs it seems they are running at 100%
09:31:24  <V453000> should be
09:31:31  <coopserver> <dwarf> but what's up with the building material?
09:31:33  <V453000> also the machinery should simply double yeti production
09:31:43  <V453000> I am not sure how much machinery is consumed per yeti
09:31:51  <V453000> eh, double yeti efficiency
09:31:52  <coopserver> <dwarf> the main yeti yard uses more bm than food if both are available
09:32:14  <V453000> BDMT is consumed related to amount of buildings in the nearby town
09:32:20  <coopserver> <dwarf> the wiki says it should need a lot less bm than food
09:32:28  <V453000> FOOD is consumed related to amount of population in the nearby town
09:32:38  <V453000> so if nearby town has shitload of small buildings, it could happen
09:32:49  <V453000> in normal cases it indeed is about 1:5
09:33:01  <coopserver> <dwarf> nah, it still has about 1:50 buildings to pop ratio
09:33:04  <coopserver> <lol> cool mechanism
09:33:23  <coopserver> <lol> and yeah our town has a shitload of small building because we grow it only to one side
09:33:50  <V453000> dwarf I mean 1:5 consumption of bdmt:food
09:33:51  <coopserver> <lol> i builded some statues dwarf
09:33:54  <V453000> not the actual source number
09:34:15  <V453000> the code probably multiplies it by some values etc
09:34:28  <V453000> but yeah there is your solution :)
09:35:36  <coopserver> <lol> how much yetis do you get for one food?
09:35:56  <V453000> I think you get some base amount of yetis + bonus for town population
09:36:02  <coopserver> <dwarf> wiki says 1 bm per 5 hoses while 1yeti per 5 inhabitants
09:36:08  <V453000> yeah something like that
09:36:11  <coopserver> <dwarf> that's certainly not correct
09:36:16  <V453000> ok :D
09:36:21  <coopserver> <lol> lol
09:36:22  <coopserver> <dwarf> that would give 1:50
09:36:44  <coopserver> <lol> isn't it one yeti for each food?
09:36:50  <V453000> I dont remember the mechanisms anymore really
09:37:05  <V453000> but the food:yeti isnt directly related
09:37:08  <coopserver> <dwarf> anyway, let's stop the town from growing in area to make bigger buildings
09:37:23  <V453000> it is probably both linked to town size somehow, but each has its own calculation
09:37:42  <V453000> Sylf coded it, poke him :P
09:38:12  <coopserver> <lol> we can bomb the fountains and parks too
09:38:29  <coopserver> <lol> and statues
09:38:46  <V453000> haha
09:39:04  <coopserver> <lol> why is that funny?
09:40:53  <V453000> wrecking shit for the greater good is always funny
09:41:13  <coopserver> <lol> they don't have use
09:41:18  <coopserver> <dwarf> yay, let's build an unlivable metropolis for the yetis!
09:42:38  <coopserver> <dwarf> did anyone do anything else?
09:42:44  <coopserver> <lol> i think we got almost all of them
09:42:51  <coopserver> <dwarf> now production started growing again
09:43:01  <coopserver> <lol> i builded statues
09:43:17  <coopserver> <lol> 10 percent more transported
09:43:19  <coopserver> <dwarf> why is that good?
09:43:33  <coopserver> <lol> they improve statuerating
09:43:39  <coopserver> <lol> station*
09:43:47  <coopserver> <dwarf> oh, nice
09:44:00  <coopserver> <lol> you have to play an big citymania coop
09:44:03  <coopserver> <dwarf> unfortunately the yeti station seems is too far
09:44:06  <coopserver> <lol> to learn such things
09:44:19  <coopserver> <lol> yeah we need to move the stationsign
09:44:21  <coopserver> <dwarf> I already read it somewhere
09:44:28  <coopserver> <lol> will we do that?
09:44:47  <coopserver> <dwarf> we could
09:48:15  <coopserver> <lol> some more stations are out of range but this is the most important one
09:49:10  <coopserver> <lol> 13 e9 money
09:52:26  <coopserver> <lol> strang rating doesn't grow
09:52:46  <coopserver> <dwarf> it does slowly
09:52:55  <coopserver> <lol> back to 84
09:53:24  <coopserver> <dwarf> yetis are dumped in too big batches
09:54:56  <coopserver> <dwarf> or maybe the statue isn't having an effect
09:55:33  <coopserver> <lol> i'm going afk
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11:11:38  <dwarf> I just understood what you said about the many orders lol, I think we can get reasonably good balancing if we adjust to the different roundtrip times for the different chains
11:11:50  <dwarf> they aren't very different actually
11:12:16  <dwarf> but will change as the network becomes busy, we'll have to keep an eye on it
11:14:32  <dwarf> now there's a slow growth with only 2 extra yards
11:14:49  <dwarf> and we amy be slightly overproducing machinery
11:15:05  <dwarf> so it may be possible to carefully disconnect them
11:15:21  <dwarf> !pw
11:15:21  <coopserver> dwarf: tycoon
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12:27:18  <cha0tics> !pw
12:27:18  <coopserver> cha0tics: reduce
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12:29:02  <cha0tics_> !pw
12:29:02  <coopserver> cha0tics_: resync
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12:29:13  <dwarf> almost managed to stabilize economy without extra yetis
12:29:13  <coopserver> *** cha0tics has joined
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12:29:17  <coopserver> <cha0tics> hi
12:29:25  <dwarf> but it ended up as a very slow decay
12:29:39  <dwarf> so I reconnected one
12:29:47  <dwarf> should make it balanced
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12:30:30  <coopserver> <cha0tics> it's all a matter of finding the right number of trains for the primary chains
12:30:39  <coopserver> <dwarf> right
12:30:59  <coopserver> <dwarf> the current number is close to optimal
12:31:11  <coopserver> <cha0tics> except the 1 chain
12:31:41  <coopserver> <dwarf> I concluded that the optimal number on the 1 chain is 0
12:31:53  <coopserver> <dwarf> so yea, it's not exactly optimal
12:32:35  <coopserver> <cha0tics> I would say we should bump the 1 chain and trade the excess bm
12:32:51  <coopserver> <cha0tics> seems like that is intended by design anyways
12:34:15  <coopserver> <cha0tics> because you have to have a buffer at the yeti yard of a couple of tick in material
12:34:33  <coopserver> <cha0tics> if the neumber reduces to 0 on each tick, it will not grow
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12:36:23  <coopserver> <cha0tics> let's try what happens when we exactly double the number of trains to the primaries
12:36:26  <coopserver> <cha0tics> ?
12:41:35  <coopserver> <cha0tics> dwarf?
12:44:01  <dwarf> nothing
12:44:12  <dwarf> they will wait in the overflows
12:44:32  <dwarf> 4x is fully serviced with the current number of trains
12:45:02  <dwarf> having way too many trains just screws up the balancing because they wait random times in the depots
12:45:52  <coopserver> <cha0tics> what else would you suggest to increase production?
12:46:44  <dwarf> V suggested that if we get rid of the small buildings in the city bm will become more useful
12:47:08  <coopserver> <cha0tics> how so?
12:47:46  <dwarf> something about how the bm need is calculated, it is linked to the number of houses, while food need goes by the population
12:48:02  <dwarf> so if they all live in big houses they use less bm
12:48:08  <coopserver> <cha0tics> ok, let's try
12:48:19  <dwarf> so it becomes worthwile to produce bm
12:48:22  <coopserver> <cha0tics> I'll cut across and buy the land
12:49:27  <coopserver> <dwarf> I'm off for now
12:49:30  <coopserver> <dwarf> bye
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14:15:19  <cha0tics> !pw
14:15:19  <coopserver> cha0tics: outers
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14:53:28  <cha0tics> !pw
14:53:28  <coopserver> cha0tics: scatoi
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15:52:19  <cha0tics> !pw
15:52:19  <coopserver> cha0tics: memory
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16:17:03  *** ChanServ sets mode: +o Maraxus
16:17:22  <Maraxus> !pw
16:17:22  <coopserver> Maraxus: halved
16:17:33  <coopserver> *** Game paused (connecting clients)
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16:17:49  <coopserver> <cha0tics> hi
16:17:54  <coopserver> <Maraxus> hi
16:19:33  <coopserver> <cha0tics> dwarf started balancing the production and I'm currently monitoring the yeti population
16:19:46  <coopserver> <cha0tics> did done slight changes
16:20:00  <coopserver> <cha0tics> al documented at yeti town and 4x
16:21:59  <coopserver> <Maraxus> seems it has become a waiting game atm
16:22:36  <coopserver> <cha0tics> once we have somewhat good idea we can double the trains and then we'll need to expand massively
16:23:49  <coopserver> <cha0tics> currently it seems to be quite balanced
16:24:24  <coopserver> <cha0tics> I'll try adding 10% to each line now
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16:25:22  <happpymoblic> !players
16:25:22  <coopserver> happpymoblic: There are currently 1 players and 1 spectators, making a total of 2 clients connected
16:35:21  *** happpy has joined #openttdcoop
16:35:34  <happpy> hi
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17:06:26  <Jam35> !pw
17:06:26  <coopserver> Jam35: floats
17:06:32  <coopserver> *** Game paused (connecting clients)
17:06:40  <coopserver> *** Jam35 has joined
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17:08:38  <coopserver> <Jam35> it has to be the first time I joined next day and there are fewer trains
17:09:14  <happpy> hi   jam
17:09:18  <happpy> how ar u
17:09:22  <coopserver> <Jam35> hi
17:09:24  <coopserver> <Jam35> ok
17:10:40  *** dwarf has joined #openttdcoop
17:10:42  <dwarf> !pw
17:10:42  <coopserver> dwarf: depots
17:10:51  <happpy> hi  dwarf
17:10:56  <happpy> how ar u
17:11:02  <coopserver> *** Game paused (connecting clients)
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17:13:52  <coopserver> <dwarf> hi
17:14:35  <coopserver> *** Jam35 has joined company #1
17:14:36  <coopserver> <dwarf> one other thing we should figure out is why the statue in lubeck doesn't increase the rating of the 4x pickup
17:14:54  <coopserver> <dwarf> I'll try moving the station sign even closer to the center
17:29:52  <coopserver> <dwarf> I messed up, restarting temp trains to avoid total economic crash
17:29:55  <coopserver> <cha0tics> back from  phone
17:30:20  <coopserver> <cha0tics> wb
17:30:25  <coopserver> <cha0tics> what did you do?
17:30:38  <coopserver> <dwarf> I moved the 4x pickup
17:30:51  <coopserver> <dwarf> now waiting to see if rating goes above 83%
17:30:56  <coopserver> <cha0tics> to where?
17:31:08  <coopserver> <dwarf> moved the sign closer to the city center
17:31:21  <coopserver> <dwarf> so i hope the statue in the town will take effect
17:31:28  <coopserver> <cha0tics> oh, the station itself belongs to Lünefeld in the east
17:31:32  <coopserver> <dwarf> it should boost the rating by 10%
17:32:22  <coopserver> <cha0tics> I built a statue in lünefeld
17:32:28  <coopserver> <dwarf> oh, damnit, that could have saved so much trouble
17:32:44  <coopserver> <dwarf> now rating is going up
17:33:03  <coopserver> <dwarf> this should help balance the network
17:33:32  <coopserver> <cha0tics> I documented the yeti pop and removed a bunch of small houses
17:33:46  <coopserver> <dwarf> nice
17:34:04  <coopserver> <cha0tics> also I did slight changes to the trains, all documented at 4x
17:34:53  <coopserver> *** cha0tics has left the game (general timeout)
17:35:14  <cha0tics> !pw
17:35:14  <coopserver> cha0tics: having
17:35:18  <coopserver> *** Game paused (connecting clients)
17:35:55  <coopserver> *** Game unpaused (connecting clients)
17:36:40  <cha0tics> !pw
17:36:40  <coopserver> cha0tics: having
17:36:55  <coopserver> *** Game paused (connecting clients)
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17:37:12  <coopserver> <dwarf> when production reaches earlier values we should stop the temp trains
17:37:24  <coopserver> <dwarf> it should be self sustaining now
17:37:48  <coopserver> *** cha0tics has left the game (general timeout)
17:38:06  <cha0tics> need to restart router, will be back after dinner
17:38:53  <coopserver> *** dwarf has joined spectators
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18:11:46  <coopserver> <dwarf> seems we are in business now
18:12:03  <coopserver> <dwarf> production still growing with temp trains stopped
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18:31:59  <happpy> hi cha0tics   u  can chek  your  internet  speed   by   spped  chek
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19:01:06  <cha0tics> !pw
19:01:06  <coopserver> cha0tics: sticky
19:01:12  <coopserver> *** Game still paused (connecting clients, number of players)
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20:39:58  <cha0tics> !pw
20:39:58  <coopserver> cha0tics: uninit
20:40:02  <coopserver> *** Game still paused (connecting clients, number of players)
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20:45:03  <happpy> hi  mark
20:45:06  <happpy> how  ar u
20:45:26  <cha0tics> !pw
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20:47:20  <coopserver> cha0tics: staged
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21:29:10  <cha0tics> !pw
21:29:10  <coopserver> cha0tics: params
21:29:14  <coopserver> *** Game still paused (connecting clients, number of players)
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21:52:05  *** happpymoblic is now known as happpy
21:52:05  <coopserver> *** Jam35 has left the game (Leaving)
21:52:27  <happpy> hi how thing's  going
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22:25:52  <swipe_06> !password
22:25:52  <coopserver> swipe_06: rapids
22:27:05  <swipe_06> !help
22:27:05  <coopserver> swipe_06:
22:27:09  <happpy> hi swipe
22:27:32  <happpy> nered help
22:27:54  <swipe_06> hi
22:28:26  <swipe_06> I was watching some youtube vids about openttd coop and wanted to spectate on the public server
22:28:40  <coopserver> <cha0tics> come in and hang out
22:28:50  <happpy> nice
22:28:53  <coopserver> <cha0tics> trying to balance a YETI game at the moment
22:28:57  <swipe_06> for some reason the password doesn't seem to work
22:29:19  <coopserver> <cha0tics> you have to be quick, they change quite often
22:29:22  <cha0tics> !pw
22:29:22  <coopserver> cha0tics: colors
22:29:26  <cha0tics> see
22:29:29  <happpy> yer
22:29:35  <happpy> true
22:29:45  <swipe_06> im totally noob with irc too.
22:29:49  <swipe_06> !pw
22:29:49  <coopserver> swipe_06: aligns
22:30:00  <coopserver> <cha0tics> see, it changed again
22:30:19  <swipe_06> !pw
22:30:19  <coopserver> swipe_06: quotes
22:30:22  <swipe_06> jeez
22:30:25  <happpy> u will get ther  it taks time
22:30:55  <swipe_06> !pw
22:30:55  <coopserver> swipe_06: notify
22:30:59  <coopserver> *** Game paused (connecting clients)
22:31:05  <coopserver> *** Player has joined
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22:31:13  <coopserver> <cha0tics> there you are
22:31:20  <swipe_06> yup.
22:31:20  <coopserver> <cha0tics> now you got to set your name
22:31:40  <swipe_06> how do I do that?
22:32:01  <coopserver> <cha0tics> you can do that in the console ba typing name, or in the server select screen in the top right corner
22:32:08  <coopserver> <cha0tics> by*
22:32:27  <coopserver> <cha0tics> or directly in the config file
22:32:27  <happpy> !name  and u can doo your name
22:33:44  <coopserver> <Player> !name swipe_06
22:33:45  <coopserver> *** Player has changed his/her name to swipe_06
22:33:58  <happpy> ther u go
22:34:10  <happpy> nicr
22:34:14  <happpy> nice
22:34:30  <coopserver> <swipe_06> this is insane.
22:34:40  <coopserver> <cha0tics> not really
22:34:43  <coopserver> <cha0tics> typical
22:35:07  <coopserver> <swipe_06> compared to something that regular players do in their own time
22:35:08  <coopserver> <cha0tics> this game is quite hard to balace though because we use only 1 yeti yard
22:35:59  <coopserver> <cha0tics> open the sign list and click on 2x or 4x and you see what i mean
22:36:31  <coopserver> <cha0tics> you'll get used to that
22:36:35  <coopserver> <swipe_06> let me look up some hot keys. Got back to openttd last week
22:36:58  <coopserver> <cha0tics> I've been there too, this is my second openttdcoop game
22:37:28  <coopserver> <cha0tics> but lucky me I have nice fellow co-builders who tidy up my mess
22:37:36  <coopserver> <cha0tics> but it's getting less
22:37:44  <coopserver> <cha0tics> less messy i mean
22:40:15  <coopserver> <swipe_06> this look really cool
22:40:27  <happpy> yep
22:41:00  <coopserver> <swipe_06> there's a jam at 2x pickup and merge/dwarf
22:41:22  <coopserver> <cha0tics> where?
22:41:27  <happpy> herm need a nuver  no then
22:41:46  <coopserver> <cha0tics> i don't see a jam there?
22:42:03  <coopserver> <cha0tics> the trains that don't move are in a waiting bay
22:42:10  <coopserver> <swipe_06> oh. ok.
22:42:25  <coopserver> <cha0tics> they wait for a free slot on the main line
22:42:50  <happpy> yep that's a overflow
22:43:11  <coopserver> <cha0tics> see the red track I marked?
22:43:26  <coopserver> <cha0tics> no happy, he means a merger
22:43:53  <coopserver> <swipe_06> from the merge/dwarf label to the rigth under the bridge
22:43:54  <happpy> ar k
22:44:18  <coopserver> <cha0tics> go to the merge /dwarf sign
22:44:23  <coopserver> <cha0tics> left of that
22:44:29  <coopserver> <cha0tics> I marked a track in red
22:44:36  <coopserver> <swipe_06> yeah?
22:44:37  <coopserver> <cha0tics> see that?
22:44:50  <coopserver> <cha0tics> that is the line that has priority
22:45:20  <coopserver> <cha0tics> the yellow parts are waiting to join that prio line
22:46:22  <coopserver> <swipe_06> I figured out the priority join yesterday. still need to figure out how to build a nice ML SL junction
22:46:58  <coopserver> <cha0tics> we don't have SLs on this map
22:47:04  <coopserver> <cha0tics> everything is ML
22:47:19  <coopserver> <swipe_06> thats brutal.
22:47:47  <coopserver> <cha0tics> so was the plan we voted on
22:47:59  <coopserver> <cha0tics> click on the !!NETWORK PLAN sign
22:49:02  <coopserver> <swipe_06> yeah I see "absolutely no side lines"
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22:51:31  <coopserver> <swipe_06> well, thanks for the chat. this is really cool.
22:52:03  <coopserver> <cha0tics> let me know if you have any questions
22:52:49  <happpy> we all on the irc  can help u  so yer
22:53:13  <happpy> how the net work going
22:53:29  <coopserver> <cha0tics> stable at 8k-9k yetis
22:53:39  <coopserver> <cha0tics> needs expansion soon
22:53:48  <happpy> heem k
22:54:10  <coopserver> <cha0tics> little over 1000 trains
22:54:20  <happpy> is ther a train a  ther or is it k still
22:54:37  <coopserver> <cha0tics> it's still goin ok
22:54:42  <coopserver> *** swipe_06 has left the game (Leaving)
22:54:51  <happpy> k
22:55:01  <swipe_06> got to go, bye, and thank you for showing me around!
22:55:10  <coopserver> <cha0tics> yw, bye
22:55:38  *** swipe_06 has quit IRC
22:56:00  <happpy> dame phone trys to  red my spelling
23:17:38  <coopserver> *** cha0tics has left the game (Leaving)
23:17:39  <coopserver> *** Game paused (number of players)
23:17:45  <cha0tics> be back later
23:17:49  <cha0tics> bfn
23:18:08  <happpy> k
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