Log for #openttdcoop on 27th January 2016:
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00:47:24  <mmtunligit> !password
00:47:24  <coopserver> mmtunligit: nearly
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06:20:13  <mescalito> !pw
06:20:13  <coopserver> mescalito: easier
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06:29:49  <coopserver> <mescalito> V453000: Is ground leveling discouraged?
06:30:15  <coopserver> <V453000> I usually explain this simply: as long as nobody can notice, it is fine
06:30:37  <coopserver> <V453000> in general it means if you need it and it doesn't wreck the landscape, go ahead
06:31:12  <coopserver> <V453000> less is better but sacrificing your design to greenpeace is not great thing
06:31:34  <coopserver> <mescalito> i wrecked some yesterday
06:32:31  <coopserver> <V453000> where?
06:33:10  <coopserver> <mescalito> a lake a bit to the right of  "BBH03/mmtunlight"
06:33:41  <coopserver> <V453000> yeah that doesn't really have a reason
06:33:45  <coopserver> <V453000> that is apparent :)
06:34:11  <coopserver> <mescalito> K i ll be careful from now on )
06:34:25  <coopserver> <V453000> it is just working with the landscape
06:35:04  <coopserver> <V453000> technically I just terraformed 100 tiles but visually it is natural
06:35:42  <coopserver> <V453000> regardless, it is not a huge deal ... but specifically terraforming for "just straight tracks" is unnecessary in vast majority of cases ;)
06:36:46  <Clockworker_> yeah when I TF
06:36:50  <Clockworker_> I try to make it looks natural
06:36:56  <Clockworker_> irregular lines, etc
06:37:01  <Clockworker_> a few trees
06:37:04  <Clockworker_> mask it up
06:37:12  <Clockworker_> make it look*
06:37:23  <coopserver> <V453000> part of the reason why I like playing watery maps
06:37:31  <coopserver> <V453000> nobody knows there was a lake XD
06:37:50  <coopserver> <mescalito> :)
06:37:54  <Clockworker_> haha
06:38:58  <coopserver> <V453000> still, nobody will kill you if your intentions are good
06:38:59  <Clockworker_> PAX was funnier
06:39:01  <coopserver> <V453000> so no big deal
06:39:03  <Clockworker_> I miss PAX
06:39:14  <coopserver> <V453000> we can play pax game soon again
06:39:16  <coopserver> <V453000> no problem there
06:39:20  <Clockworker_> yeah
06:41:28  <coopserver> <V453000> in general people are quite lazy to build towns
06:41:35  <coopserver> <mescalito> there is a strange bit at SLH04
06:41:40  <coopserver> <V453000> partially because with passenger transport there is FUCKLOAD of throughput needed
06:42:04  <coopserver> <V453000> mail solves that a lot
06:42:20  <coopserver> <V453000> what is weird mescalito ? :)
06:42:36  <coopserver> <mescalito>  the lil loop just by the lake
06:42:44  <coopserver> <V453000> priority
06:42:50  <coopserver> <V453000>  @@prio
06:42:51  <Webster> prio: Priority, see also:
06:43:10  <coopserver> <V453000> actually now htat i see it
06:43:19  <coopserver> <V453000> Clockworker: get your ass over here XD
06:43:57  <Clockworker_> hey
06:43:58  <Clockworker_> what
06:44:15  <coopserver> <mescalito> :)
06:44:16  <Clockworker_> in PS?
06:44:20  <coopserver> <V453000> yes
06:44:27  <coopserver> <V453000> you did bad shit bro, u gonna get rekt
06:44:35  <Clockworker_> wew
06:44:58  <Clockworker_> !pw
06:44:58  <coopserver> Clockworker_: macosx
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06:45:09  <coopserver> <Clockworker> what
06:45:12  <coopserver> <V453000> SLH 04
06:45:24  <coopserver> <Clockworker> I'm there
06:45:27  <coopserver> <V453000> long choice as fuck
06:45:36  <coopserver> <Clockworker> it's a way of balancing
06:45:39  <coopserver> <V453000> better this way
06:45:44  <coopserver> <Clockworker> why
06:45:48  <coopserver> <V453000> no it's shit, not a way of balancing XD
06:45:57  <coopserver> <Clockworker> it's balancing on the first split at the tunnel
06:46:05  <coopserver> <V453000> the closer it is to the choice the less buffers there are for trains to jam on
06:46:08  <coopserver> <V453000> no
06:46:27  <coopserver> <V453000> you balance by priorities, not by tunnels
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06:46:33  <coopserver> <Clockworker> I've done that in other games and never had an issue
06:46:35  <coopserver> <Clockworker> :/
06:46:39  <coopserver> <V453000> train able to join track Y/N
06:46:51  <coopserver> <V453000> I don't say it is a big issue, just that this is considerably better
06:46:53  <coopserver> <Clockworker> now we just get a merge before split
06:47:00  <coopserver> <V453000> it is the same case as with the station
06:47:08  <coopserver> <V453000> it is a double br idge
06:47:18  <coopserver> <V453000> you could call any double bridge merge mefore split
06:47:53  <coopserver> <V453000> as mentioned, deal is not big
06:48:05  <coopserver> <Clockworker> I was going to do like that initially
06:48:07  <coopserver> <V453000> but this is faster to react
06:48:15  <coopserver> <Clockworker> then I thought I'd save on an extra merge
06:48:18  <coopserver> <V453000> mescalito: priorities they are. :)_
06:48:24  <coopserver> <mescalito> roger
06:48:27  <coopserver> <V453000> connecting bridges ain't merge
06:48:32  <coopserver> <V453000> also
06:48:41  <coopserver> <Clockworker> hmm ok
06:48:46  <coopserver> <V453000> when you expand this, you have a lot easier time than dragging tracks all the way through the hub again
06:49:05  <coopserver> <Clockworker> certainly true
06:49:24  <coopserver> <V453000> the main point is the quick reaction though
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06:49:49  <coopserver> <V453000> see on the right of the lake
06:49:57  <coopserver> <Clockworker> yes
06:49:58  <coopserver> <V453000> sometimes it happens that you need this kind of super full speed choice
06:50:11  <coopserver> <Clockworker> I've done those before yeah
06:50:19  <coopserver> <V453000> especially great in cases when one of the ML lines is totally full and very rare to let trains in
06:50:32  <coopserver> <V453000> that way you have 1 train waiting there, others super quickly reroute to elsewhere
06:50:44  <coopserver> <V453000> flexible, nice, high-performance
06:51:08  <coopserver> <V453000> of course building this assumes building bridges on ML which is not a great thing so I often solve it with double bridge choice, but that is not really relevant
06:51:56  <coopserver> <V453000> in general point always is: whenever you have choice, allow 1 TL of waiting space. Anything above that is worse and worse by a little bit
06:52:09  <coopserver> <Clockworker> I'm aware yeah
06:52:12  <coopserver> <V453000> a perfect speed construction has exactly 1TL waiting spaces everywhere it needs
06:52:21  <coopserver> <V453000> of course such a thing doesn't really exist but you get the point :>
06:52:29  <coopserver> <Clockworker> yup
06:53:18  <coopserver> <mescalito> train 352 and 353 have too few orders
06:53:21  <coopserver> <Clockworker> if I want to make more goods pickup
06:53:30  <coopserver> <Clockworker> can I make them at overflow depot?
06:53:41  <coopserver> <V453000> test track :)
06:53:48  <coopserver> <V453000> sure that is what I do
06:54:08  <coopserver> <Clockworker> did people change the trains again
06:54:09  <coopserver> <Clockworker> lol
06:54:16  <coopserver> <V453000> probably
06:54:24  <coopserver> <V453000> the Duke NUT'em is the las strong engine
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07:03:27  <coopserver> <V453000> baiz
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07:04:28  <Clockworker_> baiz
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07:05:13  <Clockworker_> PSG309 never forget
07:05:18  <Clockworker_> ;_;
07:06:26  <V453000> xd
07:06:34  <V453000> don't worry, soon again
07:06:48  <V453000> you can think about a nice plan for pax/mail till then :P
07:09:58  <Clockworker_> I'm a newb I can't even plan a station
07:09:58  <Clockworker_> xd
07:17:17  <V453000> well, making the bigger concept can be easier in some ways
07:17:22  <V453000> especially just having some basic idea
07:17:31  <V453000> refining it to a proper plan is another chapter :)
07:17:53  <Clockworker_> well, what's the big difference from ICE/Sbahn to TGV?
07:18:06  <Clockworker_> since I see TGV coming up on the wiki fairly often
07:18:39  <V453000> I don't like these two names, but generally ICE/Sbahn is what you saw last time
07:18:49  <V453000> TGV is no city networks, trains going directly between stations
07:19:30  <Clockworker_> so no inner city stuff, just the main layer
07:20:42  <V453000> myeah
07:21:05  <V453000> a good concept was psg 192 but it requires people really active in the game
07:22:19  <Clockworker_>
07:22:20  <Clockworker_> lol
07:22:30  <V453000> my station <#
07:22:56  <V453000> in general the concepts how to do a pax game are very few
07:23:09  <V453000> and the most fun one probably in the end is just general semi-chaos anyway
07:24:08  <V453000> @ABR06
07:24:09  <Webster> Advanced Building Revue 06: Hubs at #openttdcoop -
07:24:11  <V453000> o
07:24:14  <V453000> @ABR05
07:24:15  <Webster> Advanced Building Revue 05: Sbahns and city networks at #openttdcoop -
07:24:38  <V453000> hm this is also old as fuck XD
07:24:51  <V453000> all hail the beer york
07:26:09  <V453000> perhaps we could try something super dumb like the go-through with bypasses stations that the "realistic" people do
07:26:36  <V453000> of course once ML expands above some point, it won't look anywhere close to their shit :)
07:27:20  <V453000> but the thing is that such stuff is really pointless without cargodist because the most efficient way to get rid of pax is to drop it at the closest station of course
07:27:22  <V453000> throughput-wise
07:27:37  <V453000> I wonder how we did it in 201
07:27:44  <V453000> @psg214
07:27:50  <V453000> !psg 201
07:27:57  <V453000> @psg 201
07:27:58  <Webster> V453000: (psg <no arguments>) -- Returns full name and reference url (if defined)
07:28:06  <V453000> k fuck this I got othe wiki manually XD
07:29:17  <V453000> right psg 201 was basically going between each two
07:29:31  <V453000> perhaps something like this but with some conditional order logic would be interesting
07:32:41  <V453000> question is how though
07:34:45  <Clockworker_> <V453000> perhaps we could try something super dumb like the go-through with bypasses stations that the "realistic" people do
07:34:46  <Clockworker_> haha
07:34:47  <Clockworker_> nice diss
07:35:13  <Clockworker_> I recall watching this video where you and xeryus sperged out about a coop game
07:35:20  <Clockworker_> and some guy on comments was like
07:35:29  <Clockworker_> THIS IZ NOT REALISTIC AT ALLL!!11!1
07:35:32  <Clockworker_> hahaha
07:36:24  <V453000> :d
07:37:22  <V453000> I need to make a lot of interesting pax options for GEAR
07:37:23  <V453000> hmmm
07:37:48  <V453000> recolouring is sure shit
07:37:50  <V453000> no questions there
07:37:52  <V453000> but moar than that
07:39:42  <V453000> perhaps trains could be changing their graphics :> let's see where can I get with it
07:40:12  <Clockworker_> :^)
07:41:48  <V453000> in one game I think I even had trains refit in a city network just to let them re-colour randomly XD
07:42:01  <V453000> sume gude shite
07:43:25  <Clockworker_> you must have been bored
07:43:26  <Clockworker_> haha
07:44:11  <V453000> no, I just spent dozens of ours making coloured trains in NUTS :P
07:44:42  <V453000> and even though GEAR is focused elsewhere than mainly pax, it should absolutely not forget about it
07:46:43  <Clockworker_> GEAR is your upcoming train set?
07:46:50  <Clockworker_> for use with BRIX?
07:47:03  <V453000> for use with anything but it will be super compatible with BRIX yes
07:47:12  <Clockworker_> cool
07:47:17  <V453000> the gameplay effect should be absolutely unprecedented
07:47:31  <V453000> so visual side is just "a filler"
07:47:36  <Clockworker_> the first time I played coop we were using NUTS, I was like wtf these trains aren't realistic at all whyyy
07:47:41  <Clockworker_> now I really enjoy them
07:47:49  <V453000> :)
07:50:18  <Clockworker_> what's the meaning of your name btw
07:50:19  <Clockworker_> ?
07:51:06  <V453000> just letters of my name transformed into numbers
07:51:10  <V453000> V a s e k
07:51:14  <V453000> V 4 5 3 000
07:51:17  <V453000> ez
07:51:29  <Clockworker_> that's
07:51:31  <Clockworker_> wew lad
07:51:48  <Clockworker_> more like vaseooo
07:52:03  <V453000> thousand = k
07:52:19  <V453000> if you say 32k , everybody knows it is 32000
07:52:31  <Clockworker_> yeah
07:52:37  <Clockworker_> I know about it but I didn't make the link there
07:52:42  <Clockworker_> huh
07:54:37  <Clockworker_> lol
07:54:43  <V453000> ?
07:54:47  <Clockworker_> are you the kid in leather jacket in factorio's pic
07:55:15  <V453000> no
07:55:20  <V453000> the faggot in the orange sweater
07:55:37  <Clockworker_> oh with the smug ass face
07:56:03  <Clockworker_> didn't know you were a dev in it
07:56:04  <Clockworker_> neat
07:56:13  <V453000> psst kids, want to buy some factorio?
07:56:19  <Clockworker_> heh
07:56:32  <V453000> yeah I work for factorio just for about 4 months or so
07:56:33  <Clockworker_> if I pirate and tell, are you banning me from coop
07:56:34  <Clockworker_> :P
07:56:49  <V453000> not really, I believe anybody who likes the game will buy it eventually
07:56:58  <Clockworker_> yeah
07:57:05  <Clockworker_> that's what I did with euro truck 2
07:57:14  <Clockworker_> it was too much fun so I threw money at the devs
07:57:18  <Clockworker_> they're czech too actually
07:57:58  <V453000> my thought on piracy are not very critical ... I come from environment of graphics software ... IMO many of the 3D suites wouldn't have any users if people wouldn't pirate them ... sure, they are used in schools, but normally, you don't learn the software in 30 days of trial... :)
07:58:10  <V453000> haha :)
07:59:14  <Clockworker_> yeah, almost no one purchases those
07:59:26  <Clockworker_> when I worked IT at a school, we were anal about original SOs
07:59:42  <Clockworker_> but image editors and shit? go to town with torrents
07:59:52  <V453000> well sure if it is commercial or at a school it should be perfectly legal
07:59:57  <V453000> but to learn the thing?
08:00:32  <V453000> not to mention that it costs 4000 euros
08:00:42  <V453000> buying it just cause "I like the advertisement" ain't great :D
08:01:11  <Clockworker_> hah, definitely so
08:01:31  <Clockworker_> maybe we could do YETI in next game?
08:01:39  <V453000> idk, sure
08:01:44  <Clockworker_> could be a mix since yeti needs passengers for industry
08:01:55  <V453000> well it is a lot less than you may think
08:02:04  <V453000> you just need to grow the town, which doesn't mean you need to transport the pax
08:02:04  <Clockworker_> hahaha
08:02:09  <Clockworker_> oh
08:02:13  <Clockworker_> awww
08:02:15  <V453000> I actually would love someone to code that into YETI
08:02:17  <Clockworker_> that'd be fun
08:02:20  <V453000> the concept is ready and written
08:02:22  <V453000> but needs coding
08:02:30  <V453000> and I can't do that with my time schedule now.
08:02:36  <Clockworker_> :(
08:02:46  <V453000>
08:02:47  <Clockworker_> damn shame
08:02:53  <V453000> if you are interested, try :)
08:03:02  <V453000> OR convince Sylf :D
08:03:26  <V453000> anyway, concept is there
08:03:29  <Clockworker_> I can't really code fam
08:03:37  <V453000> do you think I was born with it?
08:03:39  <V453000> :)
08:03:43  <Clockworker_> haven't done it in almost half a decade and only touched basic stuff
08:03:46  <V453000> you just try and learn, same as playing the game
08:03:51  <V453000> then that is enough
08:03:57  <V453000> coding OpenTTD newGRFs is very basic
08:04:18  <V453000> in this case you basically just need to understand one function how the production of worker yard works
08:04:25  <V453000> with which people in #openttd can help you explain
08:04:40  <V453000> I would appreciate it insanely much if you tried to code this thing for me :)
08:05:06  <V453000> because it would make YETI so much more connected with the towns, and really fill the concept
08:05:20  <V453000> now there are following options:
08:05:47  <V453000> 1. load YETI and a SyCity script - that way towns only grow when you transport certain amount of pax from the town ... which is ok for a hot fix
08:06:15  <V453000> 2. load manpower industries (or whatever the name), which actually deliver pax to industries instead of yeti dudes
08:06:40  <V453000> I had some 3. on my mind but probably wasn't important
08:07:50  <Clockworker_> what I thought YETI was in that aspect
08:07:53  <V453000> probably 3. fix YETI :D
08:08:06  <V453000> the only thing that needs expanding is this
08:08:07  <Clockworker_> was basically transporting PAX from a town station into a factory
08:08:23  <Clockworker_> or maybe make some sort of yard
08:08:41  <V453000> well YETI has worker yards which produce the YETIs which are delivered to industries
08:08:41  <Clockworker_> like you deliver people to it and it powers up industries in a radius
08:08:48  <V453000> and town size says maximum possible YETIs
08:08:52  <V453000> yes
08:08:57  <V453000> that is basically what manpower industry does
08:09:00  <Clockworker_> lol
08:09:05  <Clockworker_> cool
08:09:22  <V453000> I don't think we used those on PS ever though
08:09:24  <V453000> might as well
08:11:44  <V453000> ah it works like ogfx+
08:11:46  <V453000> ok
08:13:57  <V453000> requires some testing and setting up though
08:14:37  <V453000> interesting regardless
08:16:31  <V453000> O_O
08:16:35  <V453000> mines also PRODUCE passengers XD
08:19:40  <V453000> interesting
08:26:57  <Clockworker_> wait, on YETI?
08:27:17  <V453000> no on the manpower industries
08:27:21  <V453000> they look pretty good
08:27:24  <V453000> should try them as well one day
08:27:31  <Clockworker_> oh oh ok
08:29:50  <V453000> I don't understand at all why does only arable farm accept supplies as goods while other industries accept only passengers though
08:30:07  <V453000> it's not like the farm actually matters
08:30:19  <V453000> gives food so town can grow, yeah
08:30:20  <V453000> but..
08:33:44  <V453000> weird but can be reconfigured to make sense
08:33:47  <V453000> which is fine
08:34:30  <V453000> and now I realize why this is not as great concept as YETI in the long run
08:34:41  <V453000> because you don't really care how much goods/food you actually are producing
08:34:47  <V453000> that is why YETI has those worker yards to handle that
08:35:14  <V453000> which makes everything loop together
08:38:03  <V453000> still fun concept, just a bit less interesting when you already have the whole network built
08:38:05  <V453000> :)
08:38:11  <V453000> me is back to do useful shit
08:48:00  <V453000> I think I will rename GEAR to PART XD
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09:32:56  <Maraxus> !pw
09:32:56  <coopserver> Maraxus: jmppos
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09:43:39  <happpy> !players
09:43:39  <coopserver> happpy: There are currently 1 players and 1 spectators, making a total of 2 clients connected
09:43:45  <happpy> hi
09:43:53  <Maraxus> hi
09:44:38  <happpy> how things
09:44:50  <Maraxus> fine, thanks
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11:24:24  <Benny> !pw
11:24:24  <coopserver> Benny: vector
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11:25:50  <happpy> hi
11:25:59  <coopserver> <Benny> hi
11:26:15  <happpy> how things
11:26:34  <coopserver> <Benny> good wbu :)
11:26:42  <happpy> good
11:28:18  <happpy> how the net work going
11:28:23  <V453000> sup
11:28:30  <happpy> hi v
11:28:35  <coopserver> <Benny> good so far it seems, nothing has gone horribly wrong yet
11:29:03  <happpy> thats good
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14:27:16  <solitaire> eyy
14:30:03  <happpy> hi
14:30:28  <V453000> watup
14:35:34  <solitaire> idk
14:35:37  <solitaire> mostly just a lot of work
14:40:43  <V453000> :)
14:41:02  <V453000> me too, but when stuff renders I am writing down some new features for my future train set
14:41:06  <V453000> NUTS ain't enough
14:44:09  <solitaire> i really hate this work though :(
14:44:55  <V453000> well that is a problem
14:44:59  <V453000> do something else then? :)
14:45:24  <solitaire> i wish i could
14:45:33  <solitaire> its one of those horrible, soul-sucking school projects
14:51:08  <V453000> hm
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15:28:44  <Mazur> !pw
15:28:44  <coopserver> Mazur: select
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15:55:26  <coopserver> Connected to #openttdcoop - Public Server ( (Version r27452)
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15:55:53  <Ramsvs> !pw
15:55:53  <coopserver> Ramsvs: nearly
15:55:59  <coopserver> *** Game paused (connecting clients)
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15:56:14  <coopserver> <Ramsvs> hey all
15:56:20  <coopserver> <Mazur> rAMBO.
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15:58:13  <coopserver> <Ramsvs> ? whats the deal with the signal gaps?
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16:21:07  <Ramsvs> !pw
16:21:07  <coopserver> Ramsvs: square
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16:22:50  <happpy_> hi
16:22:58  <coopserver> <Ramsvs> hello
16:23:20  <happpy_> how things
16:23:28  <coopserver> <Ramsvs> everythings fine
16:23:30  <coopserver> <Ramsvs> and you?
16:23:39  <happpy_> good
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16:29:21  <solitaire> so whatve you guys done ingame lately? i havent checked
16:29:38  <coopserver> <Ramsvs> I am building some pickups
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16:41:52  <Maraxus> !pw
16:41:52  <coopserver> Maraxus: rebase
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16:56:39  <solitaire> coal = good
16:59:39  <happpy> hi solitaire
16:59:47  <solitaire> hey happpy :)
16:59:55  <happpy> how things
17:00:06  <solitaire> kind of stressful
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17:18:02  <Mark> hello
17:18:07  <coopserver> <Ramsvs> hi
17:18:09  <happpy> hi mark
17:18:15  <Mark> !pw
17:18:15  <coopserver> Mark: pauses
17:18:16  <happpy> how ar u
17:18:25  <Mark> im good
17:18:27  <Mark> how are you
17:18:32  <happpy> good
17:18:53  <coopserver> *** Game paused (connecting clients)
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17:19:57  <coopserver> <Mark> are we keeping these trains now?
17:23:39  <coopserver> *** Ramsvs has left the game (Leaving)
17:23:48  <Ramsvs> well, I am leaving. c ya all
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18:30:15  <lol_> !pw
18:30:15  <coopserver> lol_: wander
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18:32:41  <happpy> hi  lol how thing's
18:32:47  <coopserver> <lol> great
18:32:52  <coopserver> <lol> having 3 days holiday
18:32:56  <coopserver> <lol> and a weekend too
18:39:02  <Mark> !pw
18:39:02  <coopserver> Mark: gotten
18:39:06  <coopserver> *** Game paused (connecting clients)
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18:39:18  <coopserver> <lol> hey
18:39:21  <coopserver> <Mark> hi
18:39:34  <coopserver> <lol> we always lack oil
18:39:45  <coopserver> <lol> except in a firs game
18:39:54  <coopserver> <Mark> ill prospect some
18:40:25  <coopserver> <Mark> funded some of everything
18:41:40  <coopserver> <lol> what is the next train we will pick?
18:42:25  <coopserver> <lol> or don't we do a new one?
18:44:00  <coopserver> <lol> we can almost expand
18:44:05  <coopserver> <lol> can = need
18:44:09  <coopserver> <lol> we can do it always
18:45:49  <coopserver> <lol> i like the island near Marcq-en-Baroeul
18:52:38  <coopserver> <lol> i leave now
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18:52:44  <lol_> bye
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20:18:53  <bassals> !password
20:18:53  <coopserver> bassals: novice
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20:21:38  <happpy> hi bassals
20:22:02  <bassals> hi
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