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00:01:00 <coopserver> <happy train sport> heem u doo no that train 77 is stuk 00:01:30 <coopserver> <cha0tics> yeah I know 00:01:35 <coopserver> <happy train sport> k 00:01:36 <coopserver> <dwarf> that's fine 00:01:40 <coopserver> <cha0tics> we've let it run for tests 00:01:48 <coopserver> <happy train sport> ar k 00:01:55 <coopserver> <cha0tics> now it has to wait for the line to continue 00:02:32 <coopserver> <happy train sport> yer 00:02:57 <coopserver> *** cha0tics has joined company #1 00:03:07 <coopserver> *** cha0tics has joined spectators 00:12:25 <coopserver> <dwarf> hmm, extending my new design to 3-way is harder than i first though 00:12:44 <coopserver> <cha0tics> where? 00:12:55 *** Hiddenfunstuff has quit IRC 00:12:58 <coopserver> <dwarf> near washington dc 00:13:10 <coopserver> <dwarf> have to take a smoke break to think about it 00:13:13 <coopserver> *** dwarf has joined spectators 00:13:14 <coopserver> *** Game paused (number of players) 00:37:59 <coopserver> *** dwarf has joined company #1 00:38:00 <coopserver> *** Game unpaused (number of players) 00:39:03 <coopserver> <dwarf> meh, I don't see now how to do it 00:39:15 <coopserver> <dwarf> it should be possible with a single logic train 00:39:31 <coopserver> <dwarf> I already have a design with two, which is not bad 00:39:44 <coopserver> <dwarf> compared to the old design that needs 6 00:57:15 <coopserver> <cha0tics> hmm, I guess there is no way around 1 not gate 00:57:45 <coopserver> <dwarf> BBH 09 doesn't use not gate 00:59:06 <coopserver> *** dwarf has joined spectators 00:59:07 <coopserver> *** Game paused (number of players) 01:00:24 <coopserver> *** dwarf has joined company #1 01:00:25 <coopserver> *** Game unpaused (number of players) 01:04:26 <coopserver> <cha0tics> that looks promising 01:05:38 <coopserver> *** cha0tics has joined company #1 01:06:44 <coopserver> <dwarf> now the wiring 01:07:35 <coopserver> <dwarf> let me finish 01:07:44 <coopserver> <cha0tics> k 01:12:18 <coopserver> <dwarf> need a longer test train 01:12:26 <coopserver> <cha0tics> coming 01:13:34 <coopserver> <cha0tics> is the pbs penalty higher than two way eol? 01:13:49 <coopserver> <dwarf> why does the stupid train go to the other ring? 01:14:16 <coopserver> <cha0tics> reverse logic, let me explain 01:14:45 <coopserver> <cha0tics> put the gate between the tracks and open it when the train passes 01:15:01 <coopserver> <cha0tics> then penalize the circle with backwards pbs 01:19:19 <coopserver> <cha0tics> logic is self blocking 01:19:56 <coopserver> <dwarf> gtg 01:19:58 <coopserver> *** dwarf has left the game (Leaving) 01:26:17 *** dwarf has quit IRC 01:28:27 <coopserver> *** cha0tics has left the game (Leaving) 01:28:28 <coopserver> *** Game paused (number of players) 01:28:32 *** cha0tics has quit IRC 01:46:00 <coopserver> *** happy train sport has left the game (Leaving) 02:14:11 *** liq3 has joined #openttdcoop 02:29:46 <happpy> hi liq3 02:30:04 <liq3> hello 02:30:13 <happpy> how things 02:57:30 *** happpy has left #openttdcoop 03:06:02 *** happpymoblic is now known as happpy 06:37:05 *** Maraxus has joined #openttdcoop 06:37:05 *** ChanServ sets mode: +o Maraxus 06:38:42 <Maraxus> !pw 06:38:42 <coopserver> Maraxus: drying 06:38:53 <coopserver> *** Game still paused (connecting clients, number of players) 06:38:57 <coopserver> *** Maraxus has joined 06:38:58 <coopserver> *** Game still paused (number of players) 06:49:05 <coopserver> *** Maraxus has left the game (Leaving) 06:49:14 *** Maraxus has quit IRC 06:56:15 *** dwarf has joined #openttdcoop 06:56:18 <dwarf> !pw 06:56:18 <coopserver> dwarf: pragma 06:56:56 <coopserver> *** Game still paused (connecting clients, number of players) 06:57:01 <coopserver> *** dwarf has joined 06:57:02 <coopserver> *** Game still paused (number of players) 06:57:03 <coopserver> *** Game unpaused (number of players) 06:58:25 *** Trangar has joined #openttdcoop 07:22:29 *** Hiddenfunstuff has joined #openttdcoop 07:41:18 <coopserver> *** dwarf has left the game (Leaving) 07:41:19 <coopserver> *** Game paused (number of players) 07:49:14 *** Progman has joined #openttdcoop 09:31:54 *** cha0tics has joined #openttdcoop 09:32:05 <cha0tics> !pw 09:32:05 <coopserver> cha0tics: spends 09:32:10 <coopserver> *** Game still paused (connecting clients, number of players) 09:32:13 <coopserver> *** cha0tics has joined 09:32:14 <coopserver> *** Game still paused (number of players) 09:32:41 <coopserver> *** cha0tics has joined company #1 09:32:42 <coopserver> *** Game unpaused (number of players) 09:36:30 <dwarf> hi chos 09:36:44 <dwarf> sorry, I had to go immediately 09:36:47 <coopserver> <cha0tics> hi, watching your thingy 09:36:52 <coopserver> <cha0tics> no prob 09:37:11 <dwarf> the splitter kinda works but it doesn't switch every time 09:37:34 <dwarf> I made a save, so feel free to do whatever with it 09:37:45 <coopserver> <cha0tics> I'm trying to figure out why. I guess it has to do with sig gaps 09:38:24 <dwarf> it's because the signal changes after the path was already reserved 09:38:47 <dwarf> it can happen in any similar construction, but the pbs makes it worse 09:40:00 <coopserver> <cha0tics> isn't there a way to use block signals there? 09:40:52 <coopserver> <cha0tics> or use a slightly slower logic 09:41:04 <dwarf> no, the problem is that you need signals that detect if the train is in any of 2 rings 09:41:10 <dwarf> and they have to overlap 09:41:28 <dwarf> slower train wouldn't make a difference 09:41:52 <dwarf> it's the same portion of time when the signal changes the train gets stuck 09:45:36 <coopserver> <cha0tics> even though it still get's stuck, I think the slower train is slightly more reliable. But that can be my distorted mind :D 09:45:51 <coopserver> <cha0tics> as it's very subjective without counting 09:46:00 <dwarf> you can try 09:46:12 <coopserver> <cha0tics> I did, hence me saying that 09:46:58 <dwarf> I would expect the faster the train the more reliable, because it moves a considerable distance every tick, so it's less likely that the signal changes between it chooses its path and passes the signal 09:47:09 <dwarf> !pw 09:47:09 <coopserver> dwarf: ensure 09:47:29 <coopserver> *** Game paused (connecting clients) 09:47:33 <coopserver> <cha0tics> but it also has 4 times as many chances to get stuck 09:47:34 <coopserver> *** dwarf has joined 09:47:35 <coopserver> *** Game unpaused (connecting clients) 09:49:44 <coopserver> <dwarf> it still gets stuck fairly often 09:49:53 <coopserver> <dwarf> anyway, it's time to sleep 09:49:57 <coopserver> <cha0tics> most of the times it weill be past the entry sig, so it will work. the chance of it getting stuck is less 09:50:09 <coopserver> <cha0tics> sleep well, ttyl 09:50:17 <coopserver> <dwarf> bye 09:50:23 <coopserver> *** dwarf has left the game (Leaving) 09:51:25 *** cha0tics has quit IRC 09:51:31 <coopserver> *** cha0tics has left the game (Leaving) 09:51:32 <coopserver> *** Game paused (number of players) 09:59:16 *** dwarf has quit IRC 10:49:08 <Jam35> !pw 10:49:08 <coopserver> Jam35: pieces 10:49:18 <coopserver> *** Game still paused (connecting clients, number of players) 10:49:23 <coopserver> *** Jam35 has joined 10:49:24 <coopserver> *** Game still paused (number of players) 10:50:06 <coopserver> *** Jam35 has joined company #1 10:50:07 <coopserver> *** Game unpaused (number of players) 10:54:35 <happpy> hi jam 10:54:44 <happpy> how things 10:55:06 <coopserver> <Jam35> ok thanks 10:56:55 *** Progman has quit IRC 11:29:34 <coopserver> *** Jam35 has joined spectators 11:29:35 <coopserver> *** Game paused (number of players) 11:39:32 *** StarLite has joined #openttdcoop 11:39:32 *** ChanServ sets mode: +o StarLite 11:41:33 *** happpy is now known as happpymoblic 11:41:51 *** happpy has joined #openttdcoop 12:43:07 *** zwamkat has quit IRC 12:48:37 *** zwamkat has joined #openttdcoop 14:08:27 *** happpymoblic has quit IRC 14:55:30 *** Maraxus has joined #openttdcoop 14:55:30 *** ChanServ sets mode: +o Maraxus 14:55:55 *** cornjuliox has joined #openttdcoop 14:57:58 <Maraxus> !pw 14:57:58 <coopserver> Maraxus: future 14:58:07 <coopserver> *** Game still paused (connecting clients, number of players) 14:58:40 <coopserver> *** Game still paused (number of players) 14:58:59 <coopserver> *** Game still paused (connecting clients, number of players) 14:59:02 <coopserver> *** Maraxus has joined 14:59:03 <coopserver> *** Game still paused (number of players) 15:07:04 <coopserver> *** Maraxus has left the game (Leaving) 15:07:07 *** Maraxus has quit IRC 15:45:51 *** liq3 has quit IRC 16:15:16 *** Mark has joined #openttdcoop 16:15:16 *** Webster sets mode: +o Mark 16:23:50 *** happpymoblic has joined #openttdcoop 16:26:05 *** cha0tics has joined #openttdcoop 16:26:13 <cha0tics> !pw 16:26:13 <coopserver> cha0tics: severe 16:26:17 <coopserver> *** Game still paused (connecting clients, number of players) 16:26:20 <coopserver> *** cha0tics has joined 16:26:21 <coopserver> *** Game still paused (number of players) 16:29:26 <coopserver> *** cha0tics has joined company #1 16:29:27 <coopserver> *** Game unpaused (number of players) 16:34:38 <happpy> hi cha0tics 16:34:43 <happpy> how things 16:47:50 <Mark> hi 16:48:19 <Mark> !pw 16:48:19 <coopserver> Mark: moment 16:48:33 <coopserver> *** Game paused (connecting clients) 16:48:35 <coopserver> *** Mark has joined 16:48:36 <coopserver> *** Game unpaused (connecting clients) 16:50:58 <coopserver> *** Mark has joined spectators 16:56:56 <coopserver> *** Mark has left the game (Leaving) 16:59:30 <happpy> mark ther a new game on the welome server 17:13:01 *** __Fellini__ has joined #openttdcoop 17:13:30 <__Fellini__> !pw 17:13:30 <coopserver> __Fellini__: routed 17:13:36 <coopserver> *** Game paused (connecting clients) 17:13:39 <coopserver> *** __Fellini__ has joined 17:13:40 <coopserver> *** Game unpaused (connecting clients) 17:13:41 <coopserver> *** cha0tics has joined spectators 17:13:42 <coopserver> *** Game paused (number of players) 17:13:55 <coopserver> <__Fellini__> hello 17:14:24 <happpymoblic> hi 17:14:44 <coopserver> <__Fellini__> o/ 17:15:19 <happpymoblic> felling ther a new game start on the welcome server 17:15:28 <happpymoblic> how things 17:15:32 <coopserver> <__Fellini__> k 17:15:36 <coopserver> <__Fellini__> good 17:15:40 <coopserver> <__Fellini__> ur ? 17:16:13 <happpymoblic> good fill free to join if I like on the welcome server 17:16:27 <coopserver> <__Fellini__> k 17:16:51 <coopserver> *** __Fellini__ has joined company #1 17:16:52 <coopserver> *** Game unpaused (number of players) 17:17:29 <coopserver> *** __Fellini__ has joined spectators 17:17:30 <coopserver> *** Game paused (number of players) 17:19:01 <coopserver> *** __Fellini__ has left the game (Leaving) 17:25:37 *** __Fellini__ has quit IRC 17:28:38 <coopserver> *** cha0tics has joined company #1 17:28:39 <coopserver> *** Game unpaused (number of players) 17:34:22 <Sylf> !pw 17:34:22 <coopserver> Sylf: toobar 17:35:04 <Sylf> !pw 17:35:04 <coopserver> Sylf: nibble 17:35:13 <coopserver> *** Game paused (connecting clients) 17:35:16 <coopserver> *** Sylf has joined 17:35:17 <coopserver> *** Game unpaused (connecting clients) 17:39:39 <happpymoblic> hi sylf 17:39:47 <happpymoblic> how things 17:39:55 <coopserver> <Sylf> ok 17:54:50 *** Asgeir has joined #openttdcoop 18:02:01 <coopserver> <Sylf> ok, bbh4 fixed 18:02:44 <coopserver> <cha0tics> cool, I'm trying to improve dwarf's 2:1 splitter 18:03:22 *** happpymoblic has quit IRC 18:04:21 *** Mark has quit IRC 18:08:19 *** happpymoblic has joined #openttdcoop 19:46:02 *** Trangar has quit IRC 19:46:11 *** dwarf has joined #openttdcoop 19:46:14 <dwarf> !pw 19:46:14 <coopserver> dwarf: steady 19:46:41 <coopserver> *** Game paused (connecting clients) 19:46:48 <coopserver> *** dwarf has joined 19:46:49 <coopserver> *** Game unpaused (connecting clients) 19:54:17 <coopserver> *** dwarf has left the game (Leaving) 20:31:08 <coopserver> *** Sylf has joined spectators 20:34:19 <dwarf> !pw 20:34:19 <coopserver> dwarf: player 20:34:49 <dwarf> !pw 20:34:49 <coopserver> dwarf: before 20:34:59 <coopserver> *** Game paused (connecting clients) 20:35:04 <coopserver> *** dwarf has joined 20:35:05 <coopserver> *** Game unpaused (connecting clients) 20:35:36 <coopserver> <cha0tics> back 20:35:41 <coopserver> <dwarf> hi 20:35:42 <coopserver> <cha0tics> hi dwarf 20:36:02 <coopserver> <dwarf> I've got a new idea for the single train splitter 20:36:21 <coopserver> <cha0tics> I tried your one train with equal distance gaps and all train speeds, all of them lead to the same result 20:36:45 *** Progman has joined #openttdcoop 20:37:11 <coopserver> <cha0tics> ok, ,what's the plan? 20:37:39 <coopserver> <dwarf> I'll use a modified version of the single train 1:1 splitter with a memory 20:49:41 <coopserver> <dwarf> hmm, gotta think this through a bit more 20:49:50 <coopserver> *** dwarf has joined spectators 20:49:57 <coopserver> *** cha0tics has left the game (general timeout) 20:49:58 <coopserver> *** Game paused (number of players) 20:52:37 *** TrangarLaptop has joined #openttdcoop 20:54:51 <coopserver> *** dwarf has joined company #1 20:54:52 <coopserver> *** Game unpaused (number of players) 20:57:31 *** cha0tics has quit IRC 21:00:10 *** cha0tics has joined #openttdcoop 21:00:13 <cha0tics> !pw 21:00:13 <coopserver> cha0tics: busses 21:00:17 <coopserver> *** Game paused (connecting clients) 21:00:19 <coopserver> *** cha0tics has joined 21:00:20 <coopserver> *** Game unpaused (connecting clients) 21:01:04 <coopserver> <cha0tics> ok, that's a 1:1 21:01:48 <coopserver> <dwarf> ehh, my idea was to use the signal memory to remember a train already passed once 21:02:28 <coopserver> <dwarf> but can't figure out how to reset the memory without using a not gate 21:02:46 <coopserver> <cha0tics> what you currently have is a XOR 21:03:50 <coopserver> <dwarf> where? 21:04:04 <coopserver> <cha0tics> the whole thing 21:04:27 <coopserver> <cha0tics> but I just noticed that there can be a deadlock too 21:04:44 <coopserver> <cha0tics> the logic got stuck in front of the entry 21:04:54 <coopserver> <cha0tics> again 21:04:57 <coopserver> <dwarf> yea, this construction does that sometimes too 21:05:23 <coopserver> *** Sylf has joined company #1 21:07:01 <coopserver> <cha0tics> no way without counter 21:07:53 <coopserver> <dwarf> I'll just build some 1:1 splitters 21:08:36 <coopserver> <cha0tics> wait a sec, take a look 21:08:43 <coopserver> <cha0tics> left of your test 21:08:49 <coopserver> *** cha0tics has joined company #1 21:09:12 <coopserver> <dwarf> feel free to change my thing 21:09:49 <coopserver> <cha0tics> can we make use of that and get the train to behave like your 2train 2:1? 21:10:12 <coopserver> <dwarf> hmm, how? 21:10:38 <coopserver> <cha0tics> thats the question ;) 21:10:43 <coopserver> <cha0tics> just brainstorming 21:12:14 <coopserver> <cha0tics> see that? 21:12:43 <coopserver> <dwarf> yes? 21:12:44 <coopserver> <cha0tics> this one could have three states 21:13:49 <coopserver> <cha0tics> circling blue 21:13:55 <coopserver> <cha0tics> wating at red 21:14:01 <coopserver> <cha0tics> circling yellow 21:14:05 <coopserver> <cha0tics> and back 21:14:35 <coopserver> <dwarf> could get something out of that 21:14:56 <coopserver> <dwarf> it's just a pain in the butt to figure out how these trains like to circle 21:34:26 <Mazur> Maybe they prefer square-dancing. 21:34:44 <coopserver> <cha0tics> or line dance, yeah :D 21:38:33 *** StarLite has quit IRC 21:46:23 *** Progman has quit IRC 21:47:35 <coopserver> *** dwarf has joined spectators 21:51:40 <coopserver> <dwarf> if we connect brasilia with sidney's ring we can start limited operations 21:51:59 <coopserver> <cha0tics> working on sydney ring atm 21:52:24 *** Hiddenfunstuff has quit IRC 21:52:30 <coopserver> <dwarf> just disable some of the splitters and send trains around vegas, phoenix, brasilia and sidney 21:52:52 <coopserver> <cha0tics> why? are you in a hurry? 21:53:09 <coopserver> <dwarf> yea, I want to see ML trains 21:53:25 <coopserver> <cha0tics> !! HERE is one 21:53:44 <coopserver> <dwarf> I mean actually doing things 21:55:10 <Mazur> If noone has done so already, finish BBH 01 without me, I may be completely skipping this one. 21:55:35 <coopserver> *** Jam35 has left the game (connection lost) 22:01:35 <coopserver> <dwarf> we already built it maz 22:04:43 <coopserver> *** dwarf has joined company #1 22:04:53 <coopserver> <dwarf> need a hand sylf? 22:05:58 <coopserver> <Sylf> there are other places that need hubs 22:07:29 <coopserver> <Sylf> these are 1:1 splits, so they'll be easy 22:07:45 <coopserver> <dwarf> the one on top should be 1:2 22:08:41 <coopserver> <Sylf> oh well, it's not much different 22:14:35 <Mazur> Thanks, Dwarf… 22:14:47 <coopserver> <dwarf> it was lol actually 22:17:16 <Mazur> Either way. 22:17:34 <Mazur> I'm just currently distracted with something else. 22:18:26 <Mazur> Trying to get a program with perl/GTK2 working without anyone able or willing to help. 22:19:30 <Mazur> And reading my birthday presents. 22:19:58 <coopserver> <dwarf> happy belated birthday! 22:28:25 <Mazur> Tanks. 22:29:09 <happpy> happy birthday Mazur 22:30:44 *** happpy has left #openttdcoop 22:39:06 *** happpymoblic is now known as happpy 22:40:33 <coopserver> *** dwarf has joined spectators 22:41:08 <coopserver> <Sylf> bbh 15 should work, but I haven't fully tested it 22:41:26 <coopserver> <dwarf> looks good 22:42:26 <coopserver> <dwarf> there's a combo sig that should be exit 22:42:34 <coopserver> <dwarf> in the bottom logic 22:43:11 <coopserver> <dwarf> the OR gate in the readout 22:43:26 <coopserver> <dwarf> neat design btw 22:46:29 <coopserver> *** dwarf has joined company #1 22:48:01 <coopserver> <dwarf> ah, well, I fixed it, it should work, I only changed it so it's the same as the other one 22:48:20 <coopserver> <Sylf> ok 22:48:46 <coopserver> *** dwarf has joined spectators 22:51:41 *** TrangarLaptop has quit IRC 22:58:57 <coopserver> <dwarf> cha0tics, watch out more for zigzags 22:59:22 <coopserver> <dwarf> you can only to one s-bend per 7 tiles, otherwise trains will slow down 22:59:50 <coopserver> *** dwarf has joined company #1 23:00:01 <coopserver> <cha0tics> kk, put a sign up 23:00:10 <coopserver> <cha0tics> I'll fix it soon 23:01:08 <coopserver> <cha0tics> there is still the PBS slow problem 23:01:22 <coopserver> <dwarf> where? 23:01:43 <coopserver> <cha0tics> anywhere, strains stop at PBS before picking a path 23:01:48 <coopserver> <cha0tics> watch #77 23:02:06 <coopserver> <dwarf> ok 23:02:56 <coopserver> <dwarf> nothing happening atm 23:05:17 <coopserver> <dwarf> I caught a misalligned signal, otherwise the logic looks good 23:05:45 <coopserver> *** dwarf has joined spectators 23:05:59 <coopserver> <cha0tics> ok, watch it now. I stopped it 23:06:09 <coopserver> <cha0tics> but watch what happens at every PBS 23:06:31 <coopserver> <dwarf> oh, that issue 23:06:41 <coopserver> *** dwarf has joined company #1 23:08:25 <coopserver> <dwarf> I changed to 2-way exit signals 23:08:46 <coopserver> <dwarf> hmm, still not good 23:09:42 <coopserver> <cha0tics> even on track, whenever it get to a PBS 23:10:03 <coopserver> <dwarf> yea, It's probably a bug of being orderless 23:10:30 <coopserver> <cha0tics> path based signal without a path as the pathfinder has no destination 23:10:56 <coopserver> <dwarf> yea, I would expect 2-way eol to solve it but seems not 23:11:44 <coopserver> *** dwarf has joined spectators 23:13:40 <coopserver> *** dwarf has joined company #1 23:21:20 <coopserver> <dwarf> BBH 10 doesn't work properly 23:22:21 <coopserver> <Sylf> it was missing 1 exit signal 23:33:57 <coopserver> <Sylf> the trains without orders always stop in front of path signals 23:34:14 <coopserver> <dwarf> yes, we should avoid using them 23:35:02 <coopserver> <cha0tics> I agree, no more trains without orders :p 23:37:07 <coopserver> <dwarf> it's better not to use presigs when it's a doubled bridge/tunnel on a ML where you don't expect congestion 23:37:29 <coopserver> <dwarf> PF is smart enough so trains go on the free path 23:37:39 <coopserver> <cha0tics> ok, never heard that before 23:38:12 <coopserver> <dwarf> it makes the gap a bit smaller as trains can start entering the split a bit earlier 23:38:30 <coopserver> <dwarf> it doesn't make a huge difference, but it's less clicking to build 23:39:16 <coopserver> <dwarf> there's a terrible CL at the other side of bbh2 23:39:27 <coopserver> <cha0tics> just looking at it 23:41:29 <coopserver> <dwarf> chaos, I also thought of making only a single logic and make it step every time a train passes on any of the two lines 23:41:39 <coopserver> <dwarf> as you did in bb2 23:41:54 <coopserver> <dwarf> but you need to build failsafe for that 23:42:00 <coopserver> <cha0tics> not yet sure if it's fully functional 23:42:35 <coopserver> <dwarf> it's possible a train just chose a way at the split when a train passes on the other line and the signal turs red in front of it 23:42:52 <coopserver> <dwarf> and then it's stuck until another train comes on the other line 23:43:44 <coopserver> <dwarf> also it doesn't seem to work 23:44:14 <coopserver> <dwarf> anyway, I like the idea of a single flipflop for the two lines, but it needs failsafe 23:44:45 <coopserver> <cha0tics> hmm, it worked initially, but I experimented with it and I guess I broke it 23:45:51 <coopserver> <Sylf> hmmm 23:46:03 <coopserver> <Sylf> these trains load/unload much slower than I remembered 23:46:06 <coopserver> *** dwarf has joined spectators 23:46:39 <coopserver> <dwarf> yea, it's quite ridiculously slow 23:46:40 <coopserver> <Sylf> even LAS might be too small 23:46:47 <coopserver> <cha0tics> ok, gotta go for while, bbl 23:47:05 <coopserver> *** cha0tics has joined spectators 23:47:10 <coopserver> <dwarf> that's 14 platforms per line 23:47:28 <coopserver> <dwarf> the other stations are much smaller 23:48:13 <coopserver> *** dwarf has joined company #1 23:52:50 <coopserver> *** dwarf has joined spectators 23:55:44 <coopserver> *** dwarf has left the game (Leaving)