Log for #openttdcoop on 5th May 2016:
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00:59:11  <bubbleheads> !password
00:59:12  <coopserver> bubbleheads: remove
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01:22:59  <GreenNope> !download
01:22:59  <coopserver> GreenNope: !download lin|lin64|osx|ottdau|source|win32|win64|win9x
01:23:00  <coopserver> GreenNope:
01:23:11  <GreenNope> !download osk
01:23:13  <GreenNope> !download osx
01:23:13  <coopserver> GreenNope:
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03:59:50  <NCommander> so out of curosity, is there a reason coop is always a yellow company?
04:00:14  <Clockworker__> orange
04:00:26  <Clockworker__> I've asked the same question before, there wasn't a satisfactory answer
04:00:41  <Clockworker__> maybe some of the early guys was super dutch
04:01:16  <Clockworker__> out of the full active members
04:01:21  <Clockworker__> half is dutch
04:01:28  <Clockworker__> plus some of the honoraries and inactives
04:11:42  <BiG_MEECH> lol
04:11:51  <BiG_MEECH> change the color :D
04:11:55  <BiG_MEECH> red teams matter
04:12:01  <BiG_MEECH> #redteamsmatter
04:12:06  <BiG_MEECH> RTM
04:12:15  <BiG_MEECH> speaking of RTM
04:12:18  <BiG_MEECH> where is he?
04:12:30  <BiG_MEECH> xD
04:13:05  <Clockworker__> das raycis
04:13:08  <BiG_MEECH> Jorge Soros is paying me
04:13:17  <Clockworker__> oh man
04:13:19  <Clockworker__> fuck that guy
04:15:20  <BiG_MEECH> nah, its his mexican body double
04:15:21  <BiG_MEECH> Jorge
04:16:23  <BiG_MEECH> lol
04:17:03  <BiG_MEECH> you get your app back?
04:17:07  * BiG_MEECH slaps Clockworker__ around a bit with a large fishbot
04:17:20  <BiG_MEECH> Clock Verkhoven
04:17:42  <Clockworker__>
04:17:56  <BiG_MEECH> lol oh dear
04:18:05  <BiG_MEECH> you got your app back dude?
04:18:32  <Clockworker__> got a green flag already
04:18:35  <Clockworker__> like the flag of jihad
04:18:37  <Clockworker__> mashallah
04:18:57  <BiG_MEECH> hmm
04:19:01  <BiG_MEECH> green flag app?
04:19:28  <Clockworker__> no whatsapp is back
04:19:29  <Clockworker__> like
04:19:33  <Clockworker__> since yesterday
04:19:44  <Clockworker__> I messaged you in private yesterday
04:19:49  <Clockworker__> if you had read it, you'd know
04:19:50  <Clockworker__> you huge fag
04:20:46  <BiG_MEECH> i never got it
04:21:23  <Clockworker__> sent
04:26:45  *** Clockworker__ is now known as Clockworker
04:32:35  <BiG_MEECH> WORD
04:34:54  <NCommander> I found the first game I ever played in for sure
04:34:55  <NCommander> PG 208
04:35:11  <NCommander> !pw
04:35:11  <coopserver> NCommander: reason
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04:35:56  <BiG_MEECH> nice
04:36:01  <BiG_MEECH> old school
04:36:20  <NCommander> Debating if I want to write a plan
04:37:09  <coopserver> <NCommander> looks like the MM is up
04:40:33  <BiG_MEECH> make a plan
04:40:35  <BiG_MEECH> DO IT :D
04:40:42  <BiG_MEECH> if i can make a shitty plan you can make a better plan
05:03:41  <NCommander> I put a plan suggestion down
05:17:25  <NCommander> Mark will probably find me and slay me for being insane
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05:55:57  <Mark> yo
05:55:58  <Mark> !pw
05:55:58  <coopserver> Mark: pillar
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06:53:01  <NCommander> !pw
06:53:01  <coopserver> NCommander: little
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08:31:07  <Mark> V453000: do we still have the yeti yard production limit?
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08:43:47  <V453000> nothing deliberate
08:43:56  <V453000> just game-reason 4*2295 per month
08:44:01  <Mark> yea
08:44:08  <Mark> am thinking one yard per primary group
08:44:17  <Mark> 1 for 1A-C, 1 for 2A-C, 1 for 3A-C
08:56:44  <V453000> you can always add another to it and split the station with logic or stuff
08:56:51  <V453000> if you use waypoints for the station
08:56:54  <V453000> pickups can remain same
08:56:58  <coopserver> <Mark> true
08:57:07  <coopserver> <Mark> cant you hack it to produce more or something? :P
08:57:08  <V453000> just use waypoints and you are safe :)
08:57:12  <coopserver> <Mark> just needs a bigger footprint right?
08:57:15  <V453000> no, it's technical problem in openttd
08:57:24  <V453000> the maximum simply is 2295 per tile
08:57:30  <coopserver> <Mark> so make it 4x4
08:57:35  <V453000> yeah it would require to be bigger
08:57:41  <V453000> eh idk :) maybe one day
08:58:28  <V453000> since we can't really make motivation to use more yards, having a limit there isn't such a bad thing
08:58:34  <V453000> though yeah, 10k is a lot
08:58:39  <coopserver> <Mark> truee
08:59:12  <V453000> but yeah at the same time I don't have a problem with making the set more like "play however the fuck you wish, even if it is drop all at 1 yeti yard"
08:59:35  <V453000> the danger I see is that you could get more efficiency with MUCH easier network
09:03:47  <V453000> next plan is that I prepare a new couple of industries to make food chain more interesting by linking it to the other chains
09:06:33  <V453000> idea is you have packaging which is produced from side-products from refinery/building yard/steel mill
09:07:07  <V453000> so that when you start with food, and after that add machinery or BDMT, you get even more food
09:08:12  <coopserver> <Mark> nice
09:10:03  <V453000> another thing is that you have 3 separate food plants
09:10:22  <V453000> which means you can start with only a pigcow farm for max efficiency at that point
09:10:49  <V453000> you can then increase efficiency by either adding machinery, bdmt, or adding a grain farm to new, different food plant
09:11:11  <V453000> which I think improves the flow as it gives you choices earlier
09:11:38  <V453000> having to connect all 3 types of farms is kind of gay, and sometimes the map generator doesn't make you very lucky with that
09:11:52  <coopserver> <Mark> hmyeah
09:12:14  <V453000> at the same time though, each of the 3 farm types will work exactly the same way and I actually do wonder why would someone connect more than 1 type
09:12:23  <V453000> which is a huge problem I just thought of
09:12:27  <coopserver> <Mark> :D
09:12:53  <V453000> well shyt
09:14:56  <coopserver> <Mark> how much BM should be taken to merchant for optimum ratios?
09:15:08  <coopserver> <Mark> in otherwise perfectly balanced game
09:15:22  <V453000> yeah that's the fun of it
09:15:28  <V453000> there is no ratio to be defined
09:15:51  <V453000> idk how it actually behaves in a tired yeti game
09:15:54  <V453000> there might be some ratio
09:15:54  <V453000> hm
09:16:12  <V453000> because in normal game BDMT is consumed based on building count of the nearest town
09:16:17  <V453000> here it probably is the same but idk
09:16:27  <V453000> even if it is the same, it doesn't make mucho senso
09:16:37  <V453000> !pw
09:16:37  <coopserver> V453000: hstdin
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09:18:21  <coopserver> <V453000> Ncommander's plan gave me cancer
09:18:25  <coopserver> <Mark> :D
09:18:26  <coopserver> <V453000> reduce, remove, realistic
09:18:29  <coopserver> <V453000> holy shit
09:18:33  <coopserver> <V453000> that's original to say the least
09:18:55  <coopserver> <Mark> it doesnt make much sense imho
09:19:03  <coopserver> <V453000> yeah gameplay wise none at all
09:19:07  <coopserver> <V453000> iz realistik
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09:19:40  <V453000> haha, my old notes: 3 cargoes for 2Y packaging yard
09:19:50  <V453000> *Lumber (from 1X Construction Yard) *Spare parts (from 3X Machinery Factory) *Recyclables (from 4X Worker Yard)
09:20:20  <V453000> yetis producing shit
09:20:38  <Mark> :D
09:20:53  <V453000> but that still doesn't solve the issue that each of the food industries would be identical
09:21:21  <V453000> the only option I see so far is keep 2X
09:21:32  <V453000> and make each of the new industries produce some food ingredient
09:21:37  <V453000> beer, shit and fuck
09:21:41  <V453000> and combine those at the 2X
09:21:46  <V453000> the more of them you connect the moar efficiency
09:22:05  <V453000> and maybe each of the 3 food industries could ALSO produce food
09:22:09  <V453000> food AND ingredient
09:22:20  <V453000> ingredient taken to food plant where they can combine for more efficiency
09:22:26  <V453000> but you don't have to do that at the start
09:22:35  <V453000> game is won, I think this will be it
09:24:45  <coopserver> <Mark> meat, beer and fruit juise
09:24:50  <coopserver> <Mark> makes yeti milk
09:25:29  <V453000> so far I was thinking meat, bread and salad
09:25:39  <V453000> bakery/brewery is probably clear choice though
09:25:45  <V453000> also, liquid cargoes are nice
09:26:10  <coopserver> <Mark> thats what food plant would do though
09:26:18  <coopserver> <Mark> turn pigcows into meat etc
09:26:45  <V453000> sec, updating devzone
09:29:52  <V453000> see the bottom comment
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09:35:02  <happpy> !players
09:35:02  <coopserver> happpy: There are currently 1 players and 0 spectators, making a total of 1 clients connected
09:38:10  <happpy> hi
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09:50:21  <V453000>
09:50:39  <Mark> wtf
09:50:50  <V453000> some special event :D
09:51:21  <coopserver> *** Mark has joined spectators
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09:51:41  <coopserver> <Mark> i think there much be a bug in my plan somewhere
09:51:44  <coopserver> <Mark> must
09:51:45  <happpy> its looks like bowling
09:51:52  <V453000> ?
09:51:58  <V453000> yeah happpy]
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11:10:33  <BiG_MEECH> `slape
11:10:33  * BiG_FISHBOT slaps BiG_MEECH around a bit with a large fishbot
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12:28:41  <happpymoblic> !date
12:28:41  <coopserver> Mar 07 2129
12:29:10  <happpymoblic> !join #hazzard
12:29:10  <coopserver> happpymoblic: Error: You don't have the admin capability. If you think that you should have this capability, be sure that you are identified before trying again. The 'whoami' command can tell you if you're identified.
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12:43:51  <happpymoblic> !players
12:43:51  <coopserver> happpymoblic: There are currently 0 players and 1 spectators, making a total of 1 clients connected
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12:54:24  <absolutis> !password
12:54:24  <coopserver> absolutis: saying
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12:55:54  <absolutis> grr
12:55:56  <absolutis> !password
12:55:56  <coopserver> absolutis: nsdate
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13:21:23  <sietse> !pw
13:21:23  <coopserver> sietse: values
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13:24:23  <absolutis> so how does yeti work
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14:24:27  <happpy> u doo yeti  to oil  to get the them going  but yeti need food  and so  on
14:24:53  <happpy> all stuf  need  yeti to gro  and machery  as will  absolutis
14:56:16  <absolutis> hm
14:56:28  <absolutis> i'm thinking of like a srnw network that just transports YETI and tired yeti around
15:12:33  <absolutis> if you ask me we should do mark's ultimate refit plan like right now though, we haven't really ever done that. Normal refit games sure but not that crazy
15:12:43  <absolutis> And if there's one thing we are it's crazy
15:16:09  <Mark> :P
15:16:14  <Mark> not sure if my plan will work
15:16:30  <Mark> im afraid all machinery will end up at 3a/b/c
15:18:24  <Mark> maybe we should have a seperate tired yeti/machinery network
15:45:12  <V453000> mad refit? I will sure check that out later
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15:57:58  <absolutis> There, sensible(r) plan created
15:58:25  <absolutis> thought about some SRNW shenanigans but tbh YETI doesn't really suit itself to SRNW imo
15:58:31  <absolutis> at least without being crazy af
16:02:27  <Jam35> !pw
16:02:27  <coopserver> Jam35: unread
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16:03:11  <coopserver> <Jam35> holy cow
16:03:14  <coopserver> <Jam35> pigcow
16:03:19  <coopserver> <Jam35> cowpig
16:03:28  <coopserver> <Jam35> nice orders :D
16:20:20  <Clockworker_> 182mb newgrf
16:20:25  <Clockworker_> wake me up inside
16:28:35  <Clockworker_> !pw
16:28:35  <coopserver> Clockworker_: lpvoid
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16:28:56  <coopserver> <Clockworker> all this text
16:29:00  <coopserver> <Clockworker> tl;dr
16:29:39  <coopserver> <Clockworker> "5x merchant"
16:29:41  <coopserver> <Clockworker> oyyy veyyy
16:29:43  <coopserver> <Absolutis> Turbo refit
16:29:46  <coopserver> <Clockworker> the goyim know
16:29:47  <coopserver> <Clockworker> shut it down
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16:31:20  <absolutis> It might be somewhat less complicated if there's just one primary per chain though
16:31:28  <Clockworker_> oh well I'll be back when the building is happening
16:31:37  <Clockworker_> too much info on planning board
16:32:18  <coopserver> <Absolutis> 2A pigcows -> 2X food -> Y1  machinery -> 2A tired yeti -> Y1 yeti -> 2A pigcows etc etc
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16:45:49  <Jam35> in game 294 we took all BM to exchange slug
16:46:18  <Jam35> it was 6:1 and 7:1 ratio
16:46:27  <Jam35> (2 lines)
16:46:35  <Jam35> of food to bdmt
16:47:51  <Jam35> so if those numbers are still okay, we will need to go ~6 times to merchant with BM and once to yeti
16:48:04  <Jam35> which seems a lot
16:48:20  <Jam35> I think the game started with 5:1
16:48:38  <Jam35> but we reached 6:1 and 7:1 with fine tuning
16:55:08  <Mark> oh really
16:55:11  <Mark> that much
16:55:13  <Mark> hm
16:55:43  <Jam35> this is new version and with added tired yeti
16:55:43  <Mark> might have to revise my plan
16:55:49  <Mark> not sure if it will work anyway
16:55:57  <Jam35> so idk if the numbers have changed
16:56:00  <Jam35> SYlf?
16:56:01  <tyteen4a03> !pw
16:56:01  <coopserver> tyteen4a03: cstack
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17:01:57  <tyteen4a03> ultimate refit sounds fun
17:08:09  <absolutis> Partial Refit :colbert:
17:11:50  <absolutis> Do we want to plan for a bit more or can we vote already?
17:13:16  <tyteen4a03> your plan... seems saner
17:13:27  <absolutis> indeed
17:13:36  <tyteen4a03> but LLL mainline... eh
17:14:45  <absolutis> Hey, what's wrong with one-way mainlines
17:14:51  <tyteen4a03> nothing
17:15:48  <tyteen4a03> just that I don't like them a lot :P
17:15:58  <tyteen4a03> *I don't really like them
17:19:08  <coopserver> *** tyteen4a03 has left the game (Leaving)
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17:30:35  <coopserver> <Mark> ok voting
17:30:42  <Mark> @stage Voting
17:30:42  *** Webster changes topic to "Cooperative OpenTTD | PSG314 (r27534) | STAGE: Voting | New players, use @quickstart and !help | | TS3:"
17:33:02  <V453000> !pw
17:33:02  <coopserver> V453000: membes
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17:33:21  <coopserver> <V453000> yeti not great again or what :D
17:34:21  <absolutis> hm
17:34:42  <Clockworker_>
17:34:43  <Clockworker_> fucking
17:34:47  <absolutis> I'm sure having 3ABC at the same place would also be fun but it might be a good idea to split them into 3 separate stations
17:34:48  <Clockworker_> posted this on the openttd channel
17:34:48  <Clockworker_> haha
17:35:54  <absolutis> but since each of them would only have 1 primary type feeding into it, there wouldn't be that much traffic per station
17:41:33  <coopserver> <Jam35> what about food Absolutis? that would have to be distributed the same way
17:42:19  <coopserver> <Jam35> but also, how many yards are we going to use? I feel like only  a few will be needed
17:42:20  <coopserver> <Absolutis> doesn't food go into the worker yard
17:42:28  <coopserver> <Absolutis> food trains feed the SL transfer hub
17:42:49  <coopserver> <Jam35> yes, it wasn't mentioned in plan is all
17:43:36  <coopserver> <Jam35> the way your plan is, it looks like SLs will be many yeti yards
17:43:51  <coopserver> <Jam35> I think one yard per SL
17:44:03  <coopserver> <Jam35> which pretty much makes it ML
17:44:10  <coopserver> <Jam35> or could be byuilt as such
17:48:03  <coopserver> <V453000> 1 YETI yards Mark?
17:48:13  <coopserver> <Mark> no, 3
17:48:18  <coopserver> <Mark> but im having second thoughts
17:48:21  <coopserver> <V453000> sign is borkd
17:48:23  <coopserver> <Mark> it might not be a very good plan
17:49:29  <coopserver> <V453000> it is interesting to say the least
17:49:38  <absolutis> hm
17:51:21  <absolutis> nah nm
17:51:55  <coopserver> <V453000> the plan looks like quite a huge mayhem
17:52:04  <coopserver> <V453000> so basically is it 1 train group with shared orders?
17:52:34  <coopserver> <V453000> I especially like the idea of returning with machinery and next trip is tired yetis
17:52:39  <coopserver> <V453000> that's kind of genius
17:52:53  <coopserver> <V453000> the rest should work easily
17:53:18  <coopserver> <V453000> the only thing I am afraid of is this super cyclic nature of it
17:53:28  <coopserver> <V453000> might be a good idea to make some of it conditional
17:53:45  <coopserver> <V453000> like when pickup has trains waiting, send them to next station
17:53:58  <coopserver> <V453000> which is doable
17:54:11  <coopserver> <V453000> especially if you use shit like MEOW speed checks
17:54:54  <absolutis> what you could do is limit it to one cargo
17:55:00  <absolutis> eg
17:55:04  <coopserver> <V453000> nah, losing efficiency for no reason
17:55:09  <coopserver> <V453000> that doesn't really solve stuff
17:55:11  <absolutis> like one chain
17:55:14  <coopserver> <V453000> anyway I got a lot of stuff to do
17:55:17  <coopserver> <V453000> later :)
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17:55:38  <V453000> teh refit haz my vote
17:56:27  <Mark> V453000: im mostly worried about there being no machinery to pick up for 1abc and 2abc
17:56:46  <Mark> cause 3abc produces machinery directly and picks it up again straight away
17:57:00  <Mark> wish we hald a load 50% order
17:57:01  <V453000> with enough traffic it should work
17:57:26  <V453000> you can actually even control it
17:57:32  <absolutis> Pick up grain at primary, unload & pick up food from 2x, unload & pick up machinery at yard, unload & pick up tired yeti at primary, unload and pick up yeti at yard, unload and pick up grain at primary
17:57:35  <V453000> have separate dummies
17:57:46  <V453000> which pick it up and distribute between 1 2 3 pickups
17:57:56  <absolutis> Then same for every primary type
17:58:45  <absolutis> are you ignoring building materials?
17:59:07  <absolutis> because i see nothing like that in the plan
17:59:16  <absolutis> at least in the example orders
17:59:22  <coopserver> <Mark> it says: 1X: same as 2X..
17:59:31  <absolutis> oh yeah
17:59:45  <coopserver> <Mark> but most of BM will probably have to go to merchant
18:01:44  <absolutis> but yeah might be good if each of the 3 cargo types is a separate chain instead of one chain for them all. Easier order creation wise, easier to understand and well
18:02:14  <Mark> yea maybe
18:02:31  <absolutis> If it was a long chain like you propose in the plan that'd mean you need 3 different types of primaries before creating a new order
18:03:08  <Mark> well you only connect one of each primaries anyway
18:05:14  <absolutis> You can't connect a clay thingy without also having a stone thingy and a wood thingy in the orders, which would have to be new ones too since if you have multiple sets of long order chains going to a primary it'd become kind of a clusterfuck. Also if one primary increases much more in production for some reason you should be able to get more trains for that primary only
18:05:53  <Mark> you'd release trains using a timer probably, spreading them evenly, which results in balanced productions
18:07:20  <absolutis> Whatever but i think it's gonna be complex anyway, imo it's kind of pointless to add another layer of complexity with the long order chains
18:07:28  <coopserver> <Absolutis> but hey it's your plan
18:09:03  <Mark> i think its doable :)
18:09:10  <Mark> will be interesting to see if it does
18:09:17  <Mark> if not, we can always cut up the order list
18:09:33  <Mark> i like only ever having to set up 3 order lists
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18:40:37  <bubbleheads> !password
18:40:37  <coopserver> bubbleheads: rstype
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18:43:00  <Maraxus> !pw
18:43:00  <coopserver> Maraxus: rstype
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18:46:26  <tyteen4a03> !Pw
18:46:26  <coopserver> tyteen4a03: rstype
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18:52:35  <coopserver> <tyteen4a03> CL5?
18:53:10  <coopserver> <Maraxus> and slow acceleration
18:59:06  <bubbleheads> x
18:59:54  <BiG_MEECH> yo
19:01:35  <BiG_MEECH> !pw
19:01:35  <coopserver> BiG_MEECH: region
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19:02:28  <coopserver> <Maraxus> can't vote for own plan
19:02:34  <coopserver> <BiG_MEECH> lol
19:02:39  <coopserver> <BiG_MEECH> thats dumb
19:02:47  <coopserver> <Maraxus> has always been that way
19:03:01  <coopserver> *** BiG_MEECH has changed his/her name to SmALL_MEECH
19:03:09  <coopserver> <SmALL_MEECH> better?
19:03:54  <coopserver> <Maraxus> well...
19:04:37  <Jam35> Petit Meché
19:05:13  <coopserver> <SmALL_MEECH> Oui
19:05:19  <coopserver> <SmALL_MEECH> bonjour you french bastards
19:05:25  <coopserver> <Jam35> Au revoir
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19:11:52  <NCommander> !pw
19:11:52  <coopserver> NCommander: bijker
19:12:22  <NCommander> !pw
19:12:22  <coopserver> NCommander: bijker
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19:14:10  <NCommander> ... damn Mark, that is a !plan
19:15:53  <BiG_MEECH> vote BiG_MEECH plan
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19:43:53  <V453000> sick as a fuck
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19:45:01  <sietse> !pw
19:45:01  <coopserver> sietse: cursor
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20:12:31  <Jam35> !rules
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20:29:55  <V453000> Jam35: NO RULEZ
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