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#openttd IRC Logs for 2016-05-11

---Logopened Wed May 11 00:00:08 2016
00:01<sim-al2>That ensures context is lost completely :D
00:01<Flygon>Though, thankfully, it's usually just some derp transliterations
00:01<Flygon>ie. the town of Payon used to be translated as Fayon, thanks to Korean not having a fully distinctive F/P sound
00:01<Flygon>(Payon sounds cooler, anyway...)
00:03<Eddi|zuHause>never heard of that place
00:03<Flygon>Ingame town, not IRL :PP
00:03<Flygon>But, yeah... the problem is, with assigning so many things to mobs
00:03<Flygon>And thanks to client-server sync being 2001 era...
00:04<Flygon>Cue random objects 'sticking' to tiles on the screen, because the server telling the client the object was suppose to disappear never quite got through
00:05<Flygon>It's bad enough that almost every private server has some sort of a @refresh command to force the client to clear all current object info, then retrieve fresh info from the server... and basically do a soft-reboot of the current client state
00:07<Flygon>(the obvious solution is rewriting client/server sync... but the only half that's feature complete in open source is the server end)
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04:47<Wolf01>o/
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05:52-!-Samu [~oftc-webi@po-217-129-255-23.netvisao.pt] has joined #openttd
05:55<Samu>hi
06:27-!-Matombo [~Matombo@nat-wlan2.rrze.uni-erlangen.de] has joined #openttd
06:37<@peter1138>must, not, read, /r/openttd
06:39<Wolf01>I try to avoid /r/ when I can
06:42<@peter1138>it is full of shit
06:46<Wolf01>like almost the rest of the web
06:56<Samu>http://imgur.com/gallery/lY6I5 - terrible story
06:56<Samu>but hey... americans
07:21-!-Joseph222 [~oftc-webi@unknown.maxonline.com.sg] has joined #openttd
07:21<Joseph222>Hi
07:22<Joseph222>Anyone here????
07:22-!-FLHerne_ [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd
07:22<Joseph222>Hi
07:23<Joseph222>Hi
07:23<Joseph222>Lol no one here
07:24<Samu>im doing stuff
07:24<Joseph222>Memememememememe
07:24<Joseph222>Meme meme,emerge,emerge,emerge,eye,e,me,ememeukifkiqhvdkjhvackjcvvhvukjavccebcdekiwfbvkishbdvkuhbsdfvuhbefviuhb
07:24<Joseph222>J
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>Fv
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>F
07:24<Joseph222>Very
07:24<Joseph222>Dfv
07:24<Joseph222>E
07:24<Joseph222>Ed
07:24<Joseph222>V
07:24<Joseph222>Ef
07:24<Joseph222>V
07:25<Joseph222>D
07:25<Joseph222>D
07:25<Joseph222>D
07:25<Joseph222>D
07:25<Joseph222>F
07:25<Joseph222>F
07:25<Joseph222>F
07:25<Joseph222>F
07:25<Joseph222>F
07:25<Joseph222>Drag
07:25<Joseph222>S
07:25<Joseph222>Df
07:25<Joseph222>Fv
07:25<Joseph222>R
07:25<Joseph222>Fv
07:25<Joseph222>D
07:25<Joseph222>V
07:25<Joseph222>R
07:25<Joseph222>Fv
07:25<Joseph222>E
07:25<Joseph222>Five
07:25<Joseph222>R
07:25<Joseph222>R
07:25<Joseph222>R
07:25<Wolf01>Rubidium, peter1138?
07:25<Joseph222>R
07:25<Joseph222>D
07:25<Joseph222>E
07:25<Joseph222>D
07:25<Joseph222>R
07:25<Joseph222>R
07:25<Joseph222>R
07:25<Joseph222>R
07:25<Joseph222>R
07:25<Joseph222>F
07:25<Joseph222>C
07:25<Joseph222>C
07:25<Joseph222>C
07:25<Joseph222>C
07:25<Joseph222>C
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08:22<argoneus>I just woke up
08:22<argoneus>to a house full of smoke
08:22<argoneus>off to a great start
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08:31<Samu>:o
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08:33-!-Flygon_ is now known as Flygon
08:33<Flygon>I wonder if OpenTTD with Research Trees should become a thing... :B
08:33<Flygon>argoneus: Oh, shit. Sorry. >_<
08:34<argoneus>it's mostly fine now
08:34<argoneus>no damage really
08:34<argoneus>except I can't breathe
08:35<argoneus>properly
08:36<@planetmaker>you should see a doctor then instead of IRC-ing
08:38<argoneus>it's getting better, so no need
08:38<argoneus>I'm sitting in front of a wide open window
08:38<Flygon>Still...
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09:04<Wolf01>at least your house is not burned down
09:08<@peter1138>gah, modsecurity is pissing me off
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09:51<argoneus>yeah I feel fine now again
09:51<argoneus>for whomever it may concern
09:54<supermop>ugh too hot
09:55<supermop>went right from too cold
09:55<Wolf01>rainy week here
09:59<supermop>was rainy for weeks here, then warm on monday, cold again yesterday, now very warm again today
09:59<supermop>on a day i walked to work wearing a suit
10:00<supermop>really need a summer suit, burning up in this wool /poly blend
10:00<@peter1138>sorry i lost you at "suit"
10:06<supermop>ooof
10:06<supermop>i don't wear suits to work enough to justify owning a "summer" suit
10:07<@peter1138>i bought my first suit last year. i'm 38.
10:07<supermop>but could really use one today, and presumably at my wedding where it will be a lot hotter and i'll be expected to dance around and shit
10:08<@peter1138>worn it 3 times... funerals...
10:08<Eddi|zuHause>that sounds like a lot.
10:08<Eddi|zuHause>my condolences
10:11<supermop>peter1138: fortunately (?) my spate of funerals was enough in the past that i no longer fit the suits I wore to them. only one this year, and my more winter suit was fit for purpose
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10:50<supermop>hmm anyone else find it odd that you can select company color of a wagon based on type of locomotive hauling it, rather than color of a locomotive based on type of wagons it hauls?
10:50<V453000>nope
10:50<V453000>works better with mixed trains
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11:02<supermop>V453000: was thinking that on walk to work, but still feels lit a bit of customization i'd miss
11:08<supermop>oh well
11:11<Wolf01>supermop, in Italy we have/had passengers liveries and cargo liveries for the same engines, did you mean that?
11:11<supermop>sort of
11:12<supermop>like, what if i want to select pink for passenger and grey for freight
11:16<V453000>I do agree that having cargo subrefits for various colors of trains is an excellent feature
11:18<supermop>you'd need some idea of a hierarchy though, and make a decision that say, one passenger car in a train of coal hoppers classifies the whole train as passenger, or instead that one boxcar at the end of a passenger train makes it a freight train
11:19<supermop>or you could say that there is a default color for locomotives on mixed trains
11:20<V453000>ah that
11:20<V453000>well yeah such a thing is also an option
11:21<V453000>if you have it controlled by code recolour, you could go really wild with it
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12:21<supermop>V453000: yeah, but want something simple and customizable rather than realistic
12:22<supermop>i think ukrs may make some steam trains black if hauling freight, and might make BR era locomotives match their real passenger, mail, or freight liveries automatically
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12:23<supermop>but i am thinking like a feature for ogfx+ trains, where any casual user can choose pink for mail or orange for freight or grey for passenger
12:24<supermop>whatever they want
12:24<@Alberth>random!
12:24<supermop>do ogfx+ trains use 2cc?
12:24<@Alberth>no idea
12:25<supermop>me neither
12:25<@Alberth>it's not that relevant, as all trains are mine
12:25<supermop>hmm?
12:25<@Alberth>SP game :)
12:25<supermop>ah - i still like to have 2cc to get some nice contrast
12:26<supermop>favorite of mine is "light blue" & "orange"
12:27<supermop>previously used a lot of green and yellow, also looks goot
12:27<supermop>good
12:27<@Alberth>:)
12:27<supermop>currently using grey with pink in antelope, which is surprisingly good looking on these steam locomotives
12:29<supermop>in the 90s in tto i always used green, and the yellow/orange fronts on the trains looked good, which inspired me to keep using yellow or orange as 2cc
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12:47<frosch123>moi
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12:58<supermop>Eddi|zuHause wasn't already here?
12:58<Eddi|zuHause>i was... elsewhere
13:00<@Alberth>hola
13:05<Wolf01>o/
13:07<Samu>i got a math problem, need help to solve it
13:10<Samu>https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_gui.cpp;h=8944e8bc4f33f8187a50d9773078e21495e6bf6f;hb=3d476cf43282833f92d1c718351f570c12d501f2#l786
13:10<Samu>this for cycle and what it returns
13:11-!-Gja [~Martin@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd
13:11<Samu>arf.. i dont know how to expose my problem :(
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13:17<Samu>if slots from 1 to 2 are HU, slots 3 to 7 are AIs, slot 14 is HU and slot 15 is AI, and I set a max no of competitors to 10, then counting the number of editable slots is returning true for slot 12, and it shouldn't
13:17<Samu>slot 12 should return false
13:17<Samu>because slot 15 is an AI, but the for cycle is not counting it
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13:22<Samu>this problem is also present in 1.6.0
13:22<Samu>i want to solve this
13:23<Samu>let me provide a savegame, already exposing this problem
13:25<Samu>https://onedrive.live.com/redir?resid=23B29F3DE45F6F1F!1290&authkey=!APG21yqwbumWJjw&ithint=file%2csav
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13:38<@Alberth>live.com is too broken to open, but from your description, I don't see why you cannot count ais first
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13:38<@Alberth>o/
13:40<andythenorth>o/
13:41<Samu>return slot < max_slot && something_else_missing
13:45<@DorpsGek>Commit by translators :: r27556 trunk/src/lang/spanish_MX.txt (2016-05-11 19:45:36 +0200 )
13:45<@DorpsGek>-Update from Eints:
13:45<@DorpsGek>spanish (mexican): 36 changes by Absay
13:46<Samu>count ais first, how exactly do i make this counting?
13:47<Samu>count from 0 to MAX_COMPANIES or max_slot or some other method?
13:49<Samu>i got 4 variables if I'm not mistaken. there are Hu slots, Ai slots, not-yet-started slots determined by the max_no_competitor value and max_slot itself
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13:51<Samu>maybe 5 variables
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13:58<Samu>max_slot is being computed wrong, i just know the problem is somehow related to max_slot
13:58<supermop>yo andy
13:58<supermop>my fiance found me an insane royal thai railways book in seattle
13:58<andythenorth>lo
13:59<Samu>supermop are u a math expert, problem solver or so?
13:59<Samu>:p
13:59<@Alberth>Samu: you need to count ais, my guess is all ais, so pick a variable that realizes that
14:00<supermop>with scale dimensioned drawings, stats, photos, and 100s of words of background on each bit of rolling stock up until the mid 90s
14:00<@Alberth>and pixels, I might add :)
14:01<supermop>Samu: not at all, i had to re-take calculus in university because my score on my AP calc test from high school was not good enough to get me exempt from it
14:02<supermop>in case you want an iron elephant roster instead
14:03<Samu>counted_ais- if i count all ais i get 6 AIs total, or 5 AIs if counted up from the range 0-max_slot
14:03<andythenorth>supermop: maybe one at a time :)
14:03<Samu>max_slot changes itself from 10, to 11, then to 12
14:03<andythenorth>or blend whole regions
14:04<Samu>since slot 3, max_slot is equal to 12
14:05<supermop>andythenorth: yeah. has interesting 1067mm stuff, including wartime Japanese Burma stuff. I thought it could apply to VN as well, but to be honest antelope could be a good fit for SEA as is
14:07<supermop>but south east asia doesn't have the rich variety of stock to make it comparable to Japan or Britain for interesting 'mature' rail rosters, nor is it different enough from the other developing world rosters like antelope or llama
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14:08<supermop>maybe just add a parameter that gives everything in antelope a Thai, Khmer, or Vietnamese name
14:08<supermop>(being facetious a bit)
14:10<supermop>she also brought me a radical anacho-syndicalist text on the 1990 Melbourne Tram lockout
14:11<andythenorth>sounds like a GS
14:22<supermop>can GS cause all vehicles of a certain roadtype to breakdown?
14:26<@Alberth>no, at least not that I know
14:26<@Alberth>even then, most people cheat their way out of breakdowns by disabling them
14:29<supermop>Alberth: so much for disruptive labor action then!
14:31<@Alberth>:)
14:38<@DorpsGek>Commit by rubidium :: r27557 trunk/config.lib (2016-05-11 20:38:44 +0200 )
14:38<@DorpsGek>-Fix: bashism that caused different CFLAGS with bash vs dash
14:39<@DorpsGek>Commit by rubidium :: r27558 /trunk (Makefile.bundle.in Makefile.src.in) (2016-05-11 20:39:18 +0200 )
14:39<@DorpsGek>-Fix: force sorting to be locale independent, so files are always ordered the same and by that token better diff-able
14:42<@DorpsGek>Commit by rubidium :: r27559 /trunk/bin/baseset (8 files) (2016-05-11 20:42:32 +0200 )
14:42<@DorpsGek>-Update: baseset translations
14:47<supermop>andythenorth: i am stealing your conveyors
14:56<dihedral>Hello
14:57<@Alberth>o/
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15:07<Eddi|zuHause>i have no idea what's wrong with my system today. it seems to randomly dismiss keypresses or mouse button presses every once in a while
15:09-!-Matombo [~Matombo@p5DCDE7C5.dip0.t-ipconnect.de] has joined #openttd
15:09<frosch123>reboot the keylogger
15:09<frosch123>it's proably oom
15:11-!-aard [~aard@108.134.189.109.customer.cdi.no] has quit [Read error: Connection reset by peer]
15:13<Eddi|zuHause>i've seen oom, this is not oom :p
15:17<dihedral>the receicer of my wireless keyboard got stuck on a sent backspace signal, no further input from the keyboard was accepted, but it told my computer i was sending a bunch of backspaces....
15:17<dihedral>good job there was ctrl+z
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15:27<supermop>can a railtype specify its own catenary?
15:27<Supercheese>sure looks like it: http://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes
15:27<supermop>and if so, will loading a catenary grf late in the newgrf list override that?
15:28<frosch123>railtype-specific catenary takes precedence over global catenary
15:29<supermop>firs conveyors seem to have some sort of framework over the belt, i'd like to retain that without having to make the conveyor completely covered/enclosed
15:30<supermop>although i'd settle for a covered conveyor if need be as it could match the isr tipples
15:32<supermop>Supercheese: that page implies that depots are aware of town zone...
15:32<supermop>i wonder what interesting tricks that could be used for
15:33<Supercheese>I'm sure it could enable some shed-nanigans ;)
15:33<@Alberth>citizens demand a new depot in their city!
15:37<supermop>whats the point of the new fence feature?
15:38<supermop>in case you want the fence to be a solid wall that looks different on the "front" than on the back?
15:38<frosch123>no, the hope is that you can line them up properly now
15:39<frosch123>previously there was only a single sprite for vertical/horizontal fence
15:39<frosch123>and you could not line up either with adjacent fences in corners
15:39<supermop>ah i see
15:39<frosch123>though, i guess noone really tries whether it works
15:39<supermop>i wasn't planning on using fences at all
15:40<supermop>shoulf a belt have grass underneath? or an isr or chips style tile? or dirt?
15:41<supermop>best to do both i guess, so users can use belts across wilderness as well as large station and industrial complexes
15:43<frosch123>assuming the belt is moved by gnomes walking underneath it
15:44<frosch123>gnomes like walking in grass
15:44<V453000>DID I HEAR BELTS?
15:45<frosch123>belts are better than pipelines :p
15:46<supermop>V453000: want to code for me?
15:46<V453000>wat
15:47<V453000>if I am famous for my coding, I need to reconsider things XD
15:47<supermop>i can probably manage a rail grf that adds only one railtype, but lets see
15:47<V453000>how does it matter if you add 1 or 14?
15:47<ST2>belts are moved by captured bitters, put on the dungeons - that's why there's some fast belts xD
15:47<V453000>copypaste :)
15:52<Matombo>hi, i have a station near a cole mine and 2 trains getting the coal, but the mine only gives about 40% of the produced coal to the station
15:52<Matombo>how can i make the coalmine giving more to the station?
15:53<Matombo>(for it to grow i need to deliver 60%, also the trains would be more filled)
15:54<frosch123>set the trains to full-load
15:54<ST2>suggestion 2: build a Statur on town that gave station name
15:54<Matombo>but i allready getting everything from the station, or will then be more delivered to the station while the train is waiting
15:54<Matombo>?
15:54<ST2>Satue*
15:55<ST2>grrr
15:55<ST2>Statue*
15:55<frosch123>Matombo: you need to improve your station rating
15:55<ST2>that :D
15:55<frosch123>full-load is one of the most important things to do that
15:55<Matombo>can i look my current rating up somewhere
15:55<frosch123>in the station gui
15:56<Matombo>ok where can i build the statue, i thought i once have read that somewhere but i don't know where anymore xD
15:57<frosch123>https://wiki.openttd.org/Game_mechanics#Station_rating <- if you want spoilers
16:00<Matombo>thanks
16:01<Matombo>well no spoilers in sim games imho
16:01<Matombo>they are complicated enouth xD
16:05<@Alberth>nah, it's easy enough to make sufficient money, it only gets complicated when you want more :)
16:08<Eddi|zuHause>i must say, i enjoyed some games way more before i learned all the details of the mechanics
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16:10<Matombo>the build statue option is not available where it should be
16:10<Matombo>any requirements for it to make it apear
16:10<Matombo>?
16:11<Eddi|zuHause>i think you need enough money
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16:13<supermop>can "rail" sprites have any height other than catenary?
16:13<Matombo>Eddi|zuHause, but shouldn'T the option already be there?
16:14<Eddi|zuHause>no, options are hidden for some reason
16:14<supermop>yeah i never got tha
16:14<supermop>t
16:14<Eddi|zuHause>probably not even chris sawyer will know anymore after over 20 years :p
16:15<supermop>he may not have know 20 years ago why he did it
16:15<blathijs>1
16:15<supermop>2
16:15<Eddi|zuHause>32
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16:22<supermop>do i need to draw the belt as a "flat" rectangle on the ground, cut off at tile edge?
16:26<Eddi|zuHause>rail tiles do not have a bounding box, so i'd lean towards "yes"
16:26<Eddi|zuHause>monorails have problems with that
16:26<supermop>what might go wrong if i do not follow that rule?
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16:32<Samu>i think i did it!
16:32<Samu>return slot < max_slot - uncounted_ais && max_slot - total_ais > uncounted_ais;
16:33<Samu>have to verify this thoroughly
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16:34<Samu>nop i failed
16:34<Samu>t.t
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16:48<@DorpsGek>Commit by matthijs :: r27560 /trunk/src (3 files) (2016-05-11 22:48:46 +0200 )
16:48<@DorpsGek>-Fix: typos in comments and string
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17:02<Samu>you're fixing typos?
17:03<Samu>https://git.openttd.org/?p=trunk.git;a=blob;f=src/ai/ai_gui.cpp;h=8944e8bc4f33f8187a50d9773078e21495e6bf6f;hb=3d476cf43282833f92d1c718351f570c12d501f2#l786 - typo in line 775
17:04<Samu>but still, the function needs fixing :(
17:04<Samu>not just a typo fix
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17:12<blathijs>Samu: The Debian build process has some checks for common typos, so I got some notices about them when building the Debian package just now :-)
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17:28<@DorpsGek>Commit by matthijs :: r27561 /trunk/src/3rdparty/squirrel (sqstdlib/sqstdaux.cpp squirrel/sqdebug.cpp) (2016-05-11 23:28:39 +0200 )
17:28<@DorpsGek>-Fix [Squirrel]: Fix typos in error messages
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18:08<supermop_>ok have some quick track and overhead sprites for belts
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18:48<Montana>Hi, can anybody help me? I am trying to upload an update to Bananas but it returns "A file with this name already exists". Of course, it is an update, how could i solve this?
18:48<Montana>Also i get "There is already a package with the unique id '47434552'." error
18:52<supermop_>no idea
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18:52<supermop_>think all the bananas people would be in bed now
18:55<ST2>I guess it's about [GS] RCG - A city growth GameScript for OTTD
18:55<ST2>but nothing I can do too
18:56<Wolf01>'night
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18:58<ST2>maybe needs a new version number (note: never uploaded to bananas so, it's a blind shot ^^)
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18:59<Montana>indeed, its RCG
18:59<Montana>I have put newer version number, but nothing
19:00<ST2>that GS have helped me alot - we use Aphid's CB GS in some of our servers and with FIRS 2... was a mess ^^
19:00<ST2>all good now :D
19:01<Montana>How did you know its RCG? Do you visit forums assiduously?
19:01<ST2>yeah
19:02<Montana>What do you mean with "was a mess"?
19:02<ST2>http://www.tt-forums.net/viewtopic.php?f=65&p=1168566#p1168566 <- keoz's words uncovered you :P
19:03<ST2>well same happened with YETI 0.1.1 - cargoID's changed
19:04<Montana>Lol
19:04<Montana>Didnt know about that post
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---Logclosed Thu May 12 00:00:10 2016