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00:03:06 <coopserver> <dwarf> can do it much simpler at the exit merge 00:03:12 <coopserver> *** dwarf has left the game (connection lost) 00:03:20 <dwarf> !pw 00:03:21 <coopserver> dwarf: ticker 00:03:32 <coopserver> *** Game paused (connecting clients) 00:03:41 <coopserver> *** dwarf has joined 00:03:43 <coopserver> *** Game unpaused (connecting clients) 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 00:13:00 <coopserver> *** dwarf has left the game (Leaving) 00:29:30 <coopserver> *** cha0tics has left the game (Leaving) 00:29:30 <coopserver> *** Game paused (number of players) 00:30:05 <Mazur> !pw 00:30:06 <coopserver> Mazur: glyphs 00:31:13 <Mazur> !pw 00:31:13 <coopserver> Mazur: locale 00:31:20 <coopserver> *** Game still paused (connecting clients, number of players) 00:31:24 <coopserver> *** Mazur has joined 00:31:25 <coopserver> *** Game still paused (number of players) 00:31:26 <coopserver> *** Game unpaused (number of players) 00:37:37 *** cha0tics has quit IRC 00:41:44 <coopserver> *** Mazur has left the game (general timeout) 00:41:45 <coopserver> *** Game paused (number of players) 00:42:25 <Mazur> !pw 00:42:25 <coopserver> Mazur: newgrf 00:42:55 <Mazur> !pw 00:42:55 <coopserver> Mazur: resize 00:42:59 <coopserver> *** Game still paused (connecting clients, number of players) 00:43:02 <coopserver> *** Mazur has joined 00:43:03 <coopserver> *** Game still paused (number of players) 00:43:04 <coopserver> *** Game unpaused (number of players) 00:47:21 <happpy> hi Mazur 00:47:26 <coopserver> <Mazur> lo 01:00:29 <coopserver> *** Mazur has left the game (general timeout) 01:00:30 <coopserver> *** Game paused (number of players) 01:01:45 <Mazur> !pw 01:01:45 <coopserver> Mazur: colour 01:01:49 <coopserver> *** Game still paused (connecting clients, number of players) 01:02:22 <coopserver> *** Game still paused (number of players) 01:03:14 <Mazur> !pw 01:03:14 <coopserver> Mazur: korean 01:03:19 <coopserver> *** Game still paused (connecting clients, number of players) 01:03:24 <coopserver> *** Mazur has joined 01:03:25 <coopserver> *** Game still paused (number of players) 01:03:26 <coopserver> *** Game unpaused (number of players) 01:21:40 <dwarf> !pw 01:21:40 <coopserver> dwarf: newone 01:21:55 <coopserver> *** Game paused (connecting clients) 01:22:02 <coopserver> *** dwarf has joined 01:22:03 <coopserver> *** Game unpaused (connecting clients) 01:22:06 <coopserver> <Mazur> Ah, good. 01:22:20 <coopserver> <Mazur> Trying to get a working overflow at 3A. 01:22:52 <coopserver> *** Mazur has left the game (general timeout) 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 01:28:09 <coopserver> *** Game paused (connecting clients) 01:28:16 <coopserver> *** Mazur has joined 01:28:17 <coopserver> *** Game unpaused (connecting clients) 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. 01:43:27 <coopserver> *** Mazur has left the game (general timeout) 01:45:08 <Mazur> !pw 01:45:08 <coopserver> Mazur: hashed 01:45:16 <coopserver> *** Game paused (connecting clients) 01:45:19 <coopserver> *** Mazur has joined 01:45:20 <coopserver> *** Game unpaused (connecting clients) 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 01:51:59 *** Asgeir has quit IRC 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 02:04:08 <coopserver> *** Mazur has left the game (general timeout) 02:05:46 <Mazur> !pw 02:05:47 <coopserver> Mazur: panels 02:05:52 <coopserver> *** Game paused (connecting clients) 02:05:55 <coopserver> *** Mazur has joined 02:05:56 <coopserver> *** Game unpaused (connecting clients) 02:13:46 <coopserver> <dwarf> we need to rebuild the temporary yeti trains at primaries 02:19:08 <coopserver> *** dwarf has joined spectators 02:24:42 <coopserver> *** Mazur has left the game (general timeout) 02:24:43 <coopserver> *** Game paused (number of players) 02:25:45 <Mazur> !pw 02:25:45 <coopserver> Mazur: invoke 02:25:49 <coopserver> *** Game still paused (connecting clients, number of players) 02:26:05 <coopserver> *** Mazur has joined 02:26:06 <coopserver> *** Game still paused (number of players) 02:26:07 <coopserver> *** Game unpaused (number of players) 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 02:32:07 <coopserver> *** dwarf has left the game (Leaving) 02:34:36 <coopserver> <Mazur> It sounds like a spreadsheet problem, to me. 02:45:38 <coopserver> *** Mazur has left the game (general timeout) 02:45:39 <coopserver> *** Game paused (number of players) 02:46:25 <Mazur> !pw 02:46:25 <coopserver> Mazur: little 02:46:31 <coopserver> *** Game still paused (connecting clients, number of players) 02:46:34 <coopserver> *** Mazur has joined 02:46:35 <coopserver> *** Game still paused (number of players) 02:46:36 <coopserver> *** Game unpaused (number of players) 03:06:18 <coopserver> *** Mazur has left the game (general timeout) 03:06:19 <coopserver> *** Game paused (number of players) 03:06:49 <Mazur> !pw 03:06:49 <coopserver> Mazur: inputs 03:06:56 <coopserver> *** Game still paused (connecting clients, number of players) 03:06:59 <coopserver> *** Mazur has joined 03:07:00 <coopserver> *** Game still paused (number of players) 03:07:01 <coopserver> *** Game unpaused (number of players) 03:17:17 *** happpy has left #openttdcoop 03:26:47 <coopserver> *** Mazur has left the game (general timeout) 03:26:48 <coopserver> *** Game paused (number of players) 03:28:21 <Mazur> !pw 03:28:21 <coopserver> Mazur: ifconf 03:28:30 <coopserver> *** Game still paused (connecting clients, number of players) 03:28:33 <coopserver> *** Mazur has joined 03:28:34 <coopserver> *** Game still paused (number of players) 03:28:35 <coopserver> *** Game unpaused (number of players) 03:31:46 *** happpymoblic has quit IRC 03:47:16 <coopserver> *** Mazur has left the game (Leaving) 03:47:17 <coopserver> *** Game paused (number of players) 04:08:24 *** sbn has quit IRC 04:11:42 *** sbn has joined #openttdcoop 04:16:15 <dwarf> !pw 04:16:16 <coopserver> dwarf: curves 04:16:53 <coopserver> *** Game still paused (connecting clients, number of players) 04:17:02 <coopserver> *** dwarf has joined 04:17:03 <coopserver> *** Game still paused (number of players) 04:17:04 <coopserver> *** Game unpaused (number of players) 05:22:47 <coopserver> *** dwarf has left the game (Leaving) 05:22:48 <coopserver> *** Game paused (number of players) 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 05:58:45 <coopserver> *** Game still paused (connecting clients, number of players) 05:58:53 <coopserver> *** dwarf has joined 05:58:54 <coopserver> *** Game still paused (number of players) 05:58:55 <coopserver> *** Game unpaused (number of players) 06:13:13 *** Max|_ has joined #openttdcoop 06:15:12 *** Max| has quit IRC 06:23:33 *** Max| has joined #openttdcoop 06:23:41 <coopserver> *** dwarf has left the game (Leaving) 06:23:42 <coopserver> *** Game paused (number of players) 06:25:34 *** Max|_ has quit IRC 07:24:36 *** Fuco_ has quit IRC 08:22:31 *** Fuco has joined #openttdcoop 08:22:31 *** ChanServ sets mode: +v Fuco 09:04:34 *** lol has joined #openttdcoop 09:04:35 <lol> !pw 09:04:35 <coopserver> lol: script 09:04:44 <coopserver> *** Game still paused (connecting clients, number of players) 09:04:49 <coopserver> *** lol has joined 09:04:50 <coopserver> *** Game still paused (number of players) 09:05:07 <coopserver> *** lol has joined company #1 09:05:08 <coopserver> *** Game unpaused (number of players) 09:05:11 *** tycoondemon has quit IRC 09:16:35 <dwarf> !pw 09:16:35 <coopserver> dwarf: combos 09:16:58 <coopserver> *** Game paused (connecting clients) 09:17:04 <coopserver> *** dwarf has joined 09:17:05 <coopserver> *** Game unpaused (connecting clients) 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 09:55:35 <coopserver> *** lol has joined spectators 09:59:25 <coopserver> *** lol has left the game (Leaving) 10:01:37 *** lol has quit IRC 10:24:48 *** Asgeir has joined #openttdcoop 10:48:56 *** liq3 has joined #openttdcoop 11:04:56 <coopserver> *** dwarf has left the game (Leaving) 11:04:57 <coopserver> *** Game paused (number of players) 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 11:15:35 <coopserver> *** Game still paused (connecting clients, number of players) 11:15:42 <coopserver> *** dwarf has joined 11:15:43 <coopserver> *** Game still paused (number of players) 11:15:44 <coopserver> *** Game unpaused (number of players) 11:17:23 *** happpymoblic has joined #openttdcoop 11:33:28 *** StarLite has joined #openttdcoop 11:33:28 *** ChanServ sets mode: +o StarLite 11:39:15 *** Asgeir has quit IRC 11:49:03 *** tycoondemon has joined #openttdcoop 12:26:50 *** cha0tics has joined #openttdcoop 12:27:18 <cha0tics> !pw 12:27:18 <coopserver> cha0tics: reduce 12:28:37 *** cha0tics_ has joined #openttdcoop 12:29:02 <cha0tics_> !pw 12:29:02 <coopserver> cha0tics_: resync 12:29:12 <coopserver> *** Game paused (connecting clients) 12:29:13 <dwarf> almost managed to stabilize economy without extra yetis 12:29:13 <coopserver> *** cha0tics has joined 12:29:14 <coopserver> *** Game unpaused (connecting clients) 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 12:29:59 <coopserver> *** cha0tics has joined company #1 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 12:35:19 *** cha0tics has quit IRC 12:36:06 *** Trangar has joined #openttdcoop 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 12:49:36 <coopserver> *** dwarf has left the game (Leaving) 13:00:27 *** dwarf has quit IRC 13:12:11 *** KenjiE20 has quit IRC 13:17:38 *** KenjiE20 has joined #openttdcoop 13:17:38 *** ChanServ sets mode: +o KenjiE20 13:36:47 *** happpymoblic has quit IRC 13:43:21 <coopserver> *** cha0tics has left the game (general timeout) 13:43:22 <coopserver> *** Game paused (number of players) 13:51:27 *** cha0tics_ has quit IRC 14:02:53 *** Hiddenfunstuff has joined #openttdcoop 14:15:02 *** cha0tics has joined #openttdcoop 14:15:19 <cha0tics> !pw 14:15:19 <coopserver> cha0tics: outers 14:15:24 <coopserver> *** Game still paused (connecting clients, number of players) 14:15:26 <coopserver> *** cha0tics has joined 14:15:27 <coopserver> *** Game still paused (number of players) 14:15:28 <coopserver> *** Game unpaused (number of players) 14:39:13 <coopserver> *** cha0tics has left the game (general timeout) 14:39:14 <coopserver> *** Game paused (number of players) 14:53:28 <cha0tics> !pw 14:53:28 <coopserver> cha0tics: scatoi 14:53:34 <coopserver> *** Game still paused (connecting clients, number of players) 14:53:36 <coopserver> *** cha0tics has joined 14:53:37 <coopserver> *** Game still paused (number of players) 14:53:38 <coopserver> *** Game unpaused (number of players) 15:13:13 <coopserver> *** cha0tics has left the game (general timeout) 15:13:14 <coopserver> *** Game paused (number of players) 15:20:57 *** cha0tics has quit IRC 15:51:45 *** cha0tics has joined #openttdcoop 15:52:19 <cha0tics> !pw 15:52:19 <coopserver> cha0tics: memory 15:52:26 <coopserver> *** Game still paused (connecting clients, number of players) 15:52:28 <coopserver> *** cha0tics has joined 15:52:29 <coopserver> *** Game still paused (number of players) 15:52:30 <coopserver> *** Game unpaused (number of players) 16:17:03 *** Maraxus has joined #openttdcoop 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) 16:17:40 <coopserver> *** Maraxus has joined 16:17:41 <coopserver> *** Game unpaused (connecting clients) 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 16:24:49 *** happpymoblic has joined #openttdcoop 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 16:35:39 <coopserver> *** Maraxus has left the game (Leaving) 16:35:50 *** Maraxus has quit IRC 16:47:15 *** liq3 has quit IRC 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 17:06:41 <coopserver> *** Game unpaused (connecting clients) 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) 17:11:12 <coopserver> *** dwarf has joined 17:11:13 <coopserver> *** Game unpaused (connecting clients) 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) 17:37:04 <coopserver> *** cha0tics has joined 17:37:05 <coopserver> *** Game unpaused (connecting clients) 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 17:39:05 <coopserver> *** Jam35 has joined spectators 17:39:06 <coopserver> *** Game paused (number of players) 17:43:56 <coopserver> *** dwarf has joined company #1 17:43:56 <coopserver> *** Game unpaused (number of players) 18:11:46 <coopserver> <dwarf> seems we are in business now 18:12:03 <coopserver> <dwarf> production still growing with temp trains stopped 18:14:47 <coopserver> *** dwarf has left the game (Leaving) 18:14:48 <coopserver> *** Game paused (number of players) 18:25:41 *** cha0tics has quit IRC 18:26:18 *** cha0tics has joined #openttdcoop 18:31:59 <happpy> hi cha0tics u can chek your internet speed by spped chek 18:36:51 *** Progman has joined #openttdcoop 18:52:16 *** happpymoblic has quit IRC 19:01:06 <cha0tics> !pw 19:01:06 <coopserver> cha0tics: sticky 19:01:12 <coopserver> *** Game still paused (connecting clients, number of players) 19:01:15 <coopserver> *** cha0tics has joined 19:01:16 <coopserver> *** Game still paused (number of players) 19:01:17 <coopserver> *** Game unpaused (number of players) 19:03:53 *** happpymoblic has joined #openttdcoop 19:30:21 <coopserver> *** cha0tics has left the game (general timeout) 19:30:22 <coopserver> *** Game paused (number of players) 19:31:20 *** Asgeir has joined #openttdcoop 19:32:54 *** happpymoblic has quit IRC 19:39:19 *** cha0tics has quit IRC 19:41:50 *** happpymoblic has joined #openttdcoop 19:50:19 *** cha0tics has joined #openttdcoop 19:53:57 *** dwarf has quit IRC 20:27:35 *** Mark has joined #openttdcoop 20:27:35 *** Webster sets mode: +o Mark 20:39:58 <cha0tics> !pw 20:39:58 <coopserver> cha0tics: uninit 20:40:02 <coopserver> *** Game still paused (connecting clients, number of players) 20:40:04 <coopserver> *** cha0tics has joined 20:40:05 <coopserver> *** Game still paused (number of players) 20:41:59 <coopserver> *** cha0tics has joined company #1 20:42:00 <coopserver> *** Game unpaused (number of players) 20:45:03 <happpy> hi mark 20:45:06 <happpy> how ar u 20:45:26 <cha0tics> !pw 20:45:36 <coopserver> *** cha0tics has left the game (general timeout) 20:45:36 <coopserver> *** Game paused (number of players) 20:47:20 <coopserver> cha0tics: staged 20:47:24 *** cha0tics has quit IRC 20:50:27 *** cha0tics has joined #openttdcoop 21:04:32 *** cha0tics has quit IRC 21:13:36 *** happpy has left #openttdcoop 21:29:01 *** cha0tics has joined #openttdcoop 21:29:10 <cha0tics> !pw 21:29:10 <coopserver> cha0tics: params 21:29:14 <coopserver> *** Game still paused (connecting clients, number of players) 21:29:23 <coopserver> *** cha0tics has joined 21:29:24 <coopserver> *** Game still paused (number of players) 21:29:25 <coopserver> *** Game unpaused (number of players) 21:34:32 *** Hiddenfunstuff has quit IRC 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 22:09:03 *** StarLite has quit IRC 22:24:14 *** Progman has quit IRC 22:25:41 *** swipe_06 has joined #openttdcoop 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: http://wiki.openttdcoop.org/Soap 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 22:31:06 <coopserver> *** Game unpaused (connecting clients) 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" 22:49:38 *** Trangar has quit IRC 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 23:18:14 *** cha0tics has quit IRC