Config
Log for #openttdcoop.stable on 30th August 2016:
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00:05:05  <coopserver> *** Game still paused (connecting clients, number of players)
00:05:09  <coopserver> *** Player has joined
00:05:10  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
00:05:11  <coopserver> *** Player has joined spectators
00:05:12  <coopserver> *** Game still paused (number of players)
00:05:12  <BiG_MEECH> yo
00:05:23  <BiG_MEECH> yoyo
00:05:31  <Speedy> yoyoyo
00:06:16  <coopserver> *** Player has joined company #5
00:06:17  <coopserver> Player: Please change your name before joining/starting a company. Use '!name <new name>' to do so.
00:06:18  <coopserver> *** Game unpaused (number of players)
00:06:19  <coopserver> *** Player has joined spectators
00:06:20  <coopserver> *** Game paused (number of players)
00:06:21  <coopserver> <Player> !name dice
00:06:23  <coopserver> *** Player has changed his/her name to dice
00:06:34  <Speedy> roll the dice
00:06:39  <coopserver> *** dice has joined company #5
00:06:39  <coopserver> *** Game unpaused (number of players)
00:06:42  <coopserver> <dice> yeah g
00:06:45  <coopserver> <dice> @rolldice
00:06:49  <coopserver> <dice> @dice
00:06:51  <coopserver> <dice> !roll
00:06:54  <coopserver> <dice> @roll
00:06:58  <coopserver> <dice> @roll 2d12
00:07:01  <coopserver> <dice> how you do it?
00:07:32  <Speedy> @dice
00:07:32  <Webster> Speedy: (dice <dice>d<sides>) -- Rolls a die with <sides> number of sides <dice> times. For example, 2d6 will roll 2 six-sided dice; 10d10 will roll 10 ten-sided dice.
00:07:43  <coopserver> <dice> ?dice 6d20
00:07:58  <coopserver> <dice> you have to be on irc i think
00:08:19  <coopserver> <dice> dice
00:08:22  <coopserver> <dice> dice 2d12
00:08:31  <Speedy> Yup
00:10:15  <BiG_MEECH> @Dice 6d100
00:10:15  <Webster> BiG_MEECH: 9, 45, 19, 10, 87, and 79
00:10:54  <BiG_MEECH> @Dice 100d100
00:11:06  <BiG_MEECH> @Dice 6d10000000
00:35:02  <coopserver> *** dice has left the game (Leaving)
00:35:03  <coopserver> *** Game paused (number of players)
01:37:16  <coopserver> *** Game still paused (connecting clients, number of players)
01:37:23  <coopserver> *** Jack123610 has joined
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01:46:11  <Sylf> @roulette
01:46:11  <Webster> Sylf: *click*
02:02:50  <coopserver> *** Game still paused (connecting clients, number of players)
02:02:54  <coopserver> *** Sylf has joined
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02:02:56  <coopserver> *** Game unpaused (number of players)
02:20:54  <BiG_MEECH> Nice
02:20:56  <BiG_MEECH> @roulette
02:20:56  <Webster> BiG_MEECH: *click*
02:37:41  *** Clockworker_ is now known as Clockworker
02:40:13  * BiG_MEECH slaps Clockworker around a bit with a large fishbot
02:40:30  <coopserver> *** Game paused (connecting clients)
02:40:34  <coopserver> *** BiG_MEECH has joined
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02:40:44  <coopserver> <BiG_MEECH> HOLA PACO
02:41:21  <coopserver> *** BiG_MEECH has joined company #3
02:51:57  <coopserver> <Sylf> did you goof something up at flunthill heights?
02:52:08  <coopserver> <BiG_MEECH> can you sign me?
02:52:19  <coopserver> <Sylf> it's a station
02:52:44  <coopserver> <BiG_MEECH> yes i suppose i did
02:52:53  <coopserver> <BiG_MEECH> sorry about that
02:53:04  <coopserver> <BiG_MEECH> was adding signals before and after split
02:53:08  <coopserver> <BiG_MEECH> clicked too much :D
02:53:24  <coopserver> <BiG_MEECH> am I fired? :D
02:53:57  <coopserver> <Sylf> hrm
02:54:12  <coopserver> <Sylf> i needa overflow at flintston valley...
02:54:34  <coopserver> <Sylf> there, true poorman's overflow
02:54:54  <coopserver> <BiG_MEECH> lot going on right there ;D
03:20:32  <coopserver> <BiG_MEECH> re-hi
03:29:34  <coopserver> <BiG_MEECH> whoa?
03:29:36  <coopserver> <BiG_MEECH> Sylf ?
03:29:43  <coopserver> <Sylf> +
03:29:48  <coopserver> <BiG_MEECH> see !this
03:29:49  <coopserver> <Sylf> ?
03:29:56  <coopserver> *** Game paused (connecting clients)
03:29:57  <coopserver> <Sylf> yeah
03:30:00  <coopserver> *** Omnix has joined
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03:30:02  <coopserver> <Sylf> old news to me
03:30:04  <coopserver> <BiG_MEECH> howd he build a streetcar track on our track?
03:30:17  <coopserver> <Sylf> it's same as streets
03:30:25  <coopserver> <BiG_MEECH> ah
03:30:32  <coopserver> <BiG_MEECH> hola
03:30:54  <coopserver> <BiG_MEECH> im gonna make a streetcar vehicle sprite and call it desire
03:32:04  <coopserver> <BiG_MEECH> `
03:32:07  <coopserver> <BiG_MEECH> also !this
03:32:21  <coopserver> <BiG_MEECH> i thoguht you wouldnt want them going straight
03:32:47  <coopserver> <Sylf> what's the promlem there?
03:32:48  <coopserver> <BiG_MEECH> force them into depot only
03:33:05  <coopserver> <Sylf> I don't want to force trains to the depot
03:33:12  <coopserver> <BiG_MEECH> k
03:33:24  <coopserver> <Sylf> they should bypass the depot if the track is open
03:33:47  <coopserver> <Sylf> depot slows down trains - it's better if it can be avoided
03:34:04  <coopserver> <BiG_MEECH> i will avoid it like ZIKA
03:34:54  <coopserver> *** BiG_MEECH has joined spectators
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03:36:10  <coopserver> <Sadale> hi :3
03:36:22  <coopserver> <Sylf> yo
03:36:39  <coopserver> <BiG_MEECH> heyo
03:36:56  <coopserver> *** Sadale has started a new company #8
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03:38:32  <coopserver> <Sadale> No one using PBS?
03:38:51  <coopserver> <Sylf> we do
03:38:55  <coopserver> <Sadale> NVM. found one rail network with PBS. :-)
03:38:56  <coopserver> <BiG_MEECH> you'll only want to use it in certain areas
03:39:26  <coopserver> <Sadale> Is there anything that PBS can't do that presignals can do?
03:39:43  <coopserver> <Sylf> lots
03:39:56  <coopserver> <Sadale> Interesting. :O
03:40:13  <coopserver> <Sylf> but that's somewhat advanced topic
03:40:19  <coopserver> <Sadale> I'm new to this game. And I couldn't figure out how to use presignals yet :P
03:40:47  <coopserver> <Sadale> right. I'm too lazy to interpret the stuffs that I've found by googling around
03:41:03  <coopserver> <Sadale> And PBS is much easier to use for noobs like me :P
03:41:12  <coopserver> <Sylf> it's a bit hard to build something like my Flintston Valley station without presignals
03:41:31  <coopserver> <Sadale> /me checks
03:41:43  <coopserver> <Sylf> it's probably possible, but that's too much thinking
03:41:50  <BiG_MEECH> think of presignals like computer logic, on / off / xor gates
03:42:16  <coopserver> <Sadale> How do I read the scrollback of chat messages here?
03:42:27  <coopserver> <BiG_MEECH> can look in irc room
03:42:31  <coopserver> <BiG_MEECH> or use ` key
03:42:33  <coopserver> <Sylf> hit ` key (tilde)
03:42:59  <coopserver> <Sylf> shift pgup/pgdn for scrolling
03:43:26  <coopserver> <Sadale> Wow. Filtston Valley station looks complicated :O
03:44:16  <coopserver> *** BiG_MEECH has left the game (Leaving)
03:44:51  <coopserver> <Sadale> How comes a station with two platforms needs so many signals?
03:45:14  <coopserver> <Sylf> they normally don't
03:45:42  <coopserver> <Sadale> woah! There is a queuing buffer in the station!
03:47:27  <coopserver> <Sadale> Why couldn't the station be donw with PBS?
03:47:43  <coopserver> <Sadale> done*
03:47:49  <coopserver> <Sylf> we do have some PBS there
03:47:56  <coopserver> <Sylf> right in front of platforms
03:48:10  <coopserver> <Sadale> right. I see the one way path signal there.
03:48:25  <coopserver> <Sylf> but the overflow buffer and its release logic is much easier with pre signals
03:49:15  <coopserver> <Sadale> With path signals instead of presignals, wouldn't the trains just loop around in the buffer? :o
03:49:49  <coopserver> <Sadale> And why is there a bridge in the overflow buffer? can't the train turn 90deg?
03:50:09  <coopserver> <Sylf> which bridge?
03:50:33  <coopserver> <Sylf> the red one or the grey one?
03:50:36  <coopserver> <Sadale> red. The one that is for train reversal in the overflow buffer of the station
03:50:46  <coopserver> <Sadale> Not the water one.
03:51:05  <coopserver> <Sylf> the red bridge is there so the depot is not visible from the main line
03:51:20  <coopserver> <Sadale> wow :O
03:51:32  <coopserver> <Sadale> no wonder why you want to use presignals.
03:51:59  <coopserver> <Sadale> right. I think that would be difficult to do without presignals
03:52:08  <coopserver> <Sadale> perhaps impossible.
03:52:11  <coopserver> <Sylf> it's actually possible :P
03:52:16  <coopserver> <Sadale> :O
03:52:31  <coopserver> <Sylf> there, done :P
03:52:36  <coopserver> <Sadale> huh? where?
03:53:19  <coopserver> <Sylf> the presignal under the water bridge is gone, and couple more presignals are done
03:53:33  <coopserver> <Sylf> and had to replace about 3 other signals with PBS
03:53:45  <coopserver> <Sadale> ah. cool!
03:54:25  <coopserver> <Sylf> I can't go without 3 other presignals around that depot
03:54:28  <coopserver> <Sadale> Is it the red bridge prevent train from mainline entering the depot or the presignals inside the buffer?
03:54:48  <coopserver> <Sadale> or both? :P
03:55:07  <coopserver> <Sadale> The presignals there looks magical for me :P
03:55:12  <coopserver> <Sylf> the presignals in that buffer controls the trains that enter the depot
03:55:36  <coopserver> <Sylf> once they enter the depot, they stay in the depot until there's enough room in the next waiting buffer
03:55:57  <coopserver> <Sadale> Wow!
03:56:01  <coopserver> <Sadale> Cool!
03:56:02  <coopserver> <Sylf> those 3 red tiles must be open before trains can exit the depot
03:56:18  <coopserver> <Sylf> and there are no other trains approaching the depot
03:56:38  <coopserver> <Sylf> lots of tricks
03:56:56  <Sylf> @overflow
03:57:00  <coopserver> <Sadale> right. I should really read about presignals to build cool stuffs like that :)
03:57:06  <Sylf> @wiki overflow
03:57:07  <Webster> HTTP Error 404: Not Found - http://wiki.openttdcoop.org/Special:Search?go=Go&search=overflow
03:57:30  <coopserver> <Sadale> What's the IRC channel for this game?
03:57:43  <coopserver> <Sadale> It seems that it ain't #openttdcoop
03:57:54  <coopserver> <Sylf> for this server, it's irc.oftc.net #openttdcoop.stable
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03:58:05  <Sadale> testing :3
03:58:18  <coopserver> <Sylf> @@log
03:58:29  <coopserver> <Sylf> @@logs
03:58:30  <Webster> #openttdcoop IRC webstuff - IRC Log Viewer - http://webster.openttdcoop.org/
03:59:17  <coopserver> <Sadale> Just to check whether I understand it correctly. Is that depot for production of train only?
03:59:43  <coopserver> <Sadale> Since it isn't accessible from the mainline, what else it could be used? :P
03:59:46  <coopserver> <Sylf> no, it's a part of overflow
03:59:53  <coopserver> <Sadale> huh?
03:59:54  <coopserver> <Sadale> oh.
04:00:06  <coopserver> <Sadale> so that the train can escape to the depot? :O
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04:00:10  <coopserver> <Sylf> if there are more trains that enters that waiting buffer, then those trains enter the depot
04:00:15  <coopserver> <Sadale> wow.
04:00:20  <coopserver> <Sadale> oi oi. That's cheating :P
04:00:57  <coopserver> <Sylf> I'm not the genius who figure out the magic
04:00:57  <coopserver> <Sadale> It's funny that a depot can accomodate infinitie trains :P
04:00:58  <coopserver> <Sylf> I'm only exploiting the magic that coop seniors found
04:02:06  <coopserver> <Sadale> apparently that might also work with PBS :P
04:02:22  <coopserver> <Sylf> nope, can't do
04:02:52  <coopserver> <Sylf> if I use PBS, the trains will try to leave the depot prematurely
04:03:04  <coopserver> <Sadale> Maybe I can try building one to demostrate my idea.
04:03:10  <coopserver> <Sadale> Don't worry. I won't connect it to your network.
04:03:41  <coopserver> *** Sadale has started a new company #8
04:05:28  <coopserver> <Sadale> Would you mind me to terraform the tiles near the yellow purrs?
04:06:01  <coopserver> <Sylf> whose what?
04:06:39  <coopserver> <Sadale> well, I want to raise the land there so that you can check whether the PBS idea would work out :P
04:06:52  <coopserver> <Sylf> oh, I didn't see your purr
04:06:54  <coopserver> <Sadale> I don't have enough space to show you right now :P
04:07:38  <coopserver> <Sylf> you can use the open area around Rundhead Cross
04:07:46  <coopserver> <Sylf> juts across the bay
04:08:06  <coopserver> <Sadale> cool! Thanks
04:08:07  <coopserver> <Sylf> and use the passengers from the town for the cargo
04:13:17  <coopserver> <Sadale> Done. Right besides the downtown Rundhead Cross
04:13:49  <coopserver> <Sadale> The blue one is the mainline. The red one is the reserved space
04:15:00  <coopserver> <Sadale> Notice that there is no signal in the red purr. Would that prevent the train from prematurly exiting the depot?
04:15:16  <coopserver> <Sadale> hmm. I guess the best way is to test it myself :P
04:16:13  <coopserver> <Sylf> you'll need some cash if you keep teraforming
04:16:22  <coopserver> <Sadale> Oh thanks! :D
04:16:26  <coopserver> <Sylf> teraforming is expensive on this server :P
04:16:46  <coopserver> <Sadale> oh. no wonder why it's so expensive.
04:16:57  <coopserver> <Sadale> I recall that it wasn't that expensive in my local games :P
04:21:47  <coopserver> <Sylf> strange how they don't enter the extra buffer, right?
04:21:57  <coopserver> <Sadale> right :(
04:22:13  <coopserver> <Sylf> place a 2-way block signal at A
04:22:15  <coopserver> <Sadale> LOL now I'm screwed :D
04:22:20  <coopserver> <Sylf> nah
04:23:14  <coopserver> <Sylf> hm
04:23:17  <coopserver> <Sadale> :D
04:23:26  <coopserver> <Sadale> Maybe I can somehow figure it out. I dunno :P
04:23:46  <coopserver> <Sadale> awhahahahahah! :D
04:23:51  <coopserver> <Sylf> boooooooooooooooooooooooooooooom
04:24:01  <coopserver> <Sadale> *cries*
04:24:05  <coopserver> <Sylf> ok anyways
04:24:12  <coopserver> <Sylf> past my bed time
04:24:15  <coopserver> <Sylf> seeyaz
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08:40:01  <happpy> hi v
08:40:10  <coopserver> <V453000> hihi
08:40:13  <coopserver> <V453000> just checking around
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08:40:16  <V453000> :)
08:40:26  <happpy> nice
08:53:19  <V453000> how are you?
08:59:33  <happpy> good how ar u
09:02:41  <V453000> okay :)
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16:14:21  <happpy> hi
16:14:36  <coopserver> <dice> yo
16:14:45  <happpy> how things
16:14:56  <coopserver> <dice> alright
16:14:59  <coopserver> <dice> how are you?
16:15:05  <happpy> good thanks
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17:16:05  <happpy> hi
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19:51:55  <happpy> hi
19:52:01  <coopserver> <Sova> hey
19:52:28  <coopserver> <Sova> hows it going happy?
19:52:39  <happpy> good
19:52:44  <happpy> and u
19:52:53  <coopserver> <Sova> not gonna complain
20:18:00  <coopserver> *** Game paused (connecting clients)
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20:25:05  <coopserver> <dice> can we do yeti on the next map
20:25:49  <happpy> yep but u have to wate and see whonts  the nexs wom going to be like
20:25:58  <coopserver> <dice> wom?
20:26:26  <coopserver> <Sova> when will the map reset?
20:26:27  <happpy> won
20:26:49  <coopserver> <dice> base cargos are just so boring
20:27:13  <happpy> when sume won make a map and send it to the server
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20:28:31  <happpy>  cargos ar not boring
20:28:54  <coopserver> <dice> it's too one-dimensional
20:29:17  <coopserver> <dice> yeti is much more fun
20:30:01  <happpy> we  have new yeti  so makes it a bit  fun
20:30:31  <coopserver> <dice> does V come on often anymore?
20:31:40  <happpy> he  come and chek the server   sume times
20:32:05  <happpy> but he besay doing a mew train set i think
20:32:13  <coopserver> <dice> ah
20:32:16  <coopserver> <dice> fun'
20:32:47  <happpy> yep
20:49:24  <coopserver> <dice> man i want to play on yeti
20:49:29  <coopserver> <dice> but i don't want to play single player
20:53:08  <happpy> 
20:59:18  <coopserver> *** Sova has left the game (Leaving)
21:02:33  <happpy> ok gn have fun
21:03:19  <happpy> if u need eney thin just  leve a texs for  a admin and  ther can read it
21:07:51  *** happpy has left #openttdcoop.stable
21:08:34  <coopserver> <dice> is there a 2>4 balanced  junction?
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