| # | Time | User | Message |
| 1 | 01:18:21 | Elementalcraft@MT_TWI | ❰ Left the game |
| 2 | 05:10:52 | Elementalcraft@MT_TWI | ❱ Joined the game |
| 3 | 07:09:57 | Elementalcraft@MT_TWI | ❰ Left the game (timed out) |
| 4 | 07:10:24 | Elementalcraft@MT_TWI | ❱ Joined the game |
| 5 | 08:29:26 | 1F616EMO~nya @TG | Hi elemental |
| 6 | 08:29:32 | Elementalcraft@MT_TWI | Hi |
| 7 | 08:33:48 | 1F616EMO@MT_TWI | ❱ Joined the game |
| 8 | 08:33:51 | 1F616EMO@MT_TWI | hi Elementalcraft |
| 9 | 08:34:03 | Elementalcraft@MT_TWI | Hi :D |
| 10 | 08:34:31 | Elementalcraft@MT_TWI | I think I may be in the runnings for a train bridge record |
| 11 | 08:35:10 | 1F616EMO@MT_TWI | Elementalcraft: FYI, your railway operator prefix is "ELK". You should add "ELK-" in front of IDs of any stations you add, so to avoid conflicts |
| 12 | 08:35:40 | 1F616EMO@MT_TWI | Note that stations on the Oasis Line are not subject to this rule, as they are technically operated by me |
| 13 | 08:36:17 | Elementalcraft@MT_TWI | Could you give an example? |
| 14 | 08:36:27 | Elementalcraft@MT_TWI | Of an ID? |
| 15 | 08:36:41 | 1F616EMO@MT_TWI | Are there any new stations you want to assign an ID to? It's easier to demostrate with a name |
| 16 | 08:38:18 | 1F616EMO@MT_TWI | Or for example you wanna name a station "Dryland", it can be "ELK-DL", where "ELK" |
| 17 | 08:38:20 | Elementalcraft@MT_TWI | Sure, Let's say Oaken Tundra |
| 18 | 08:38:21 | 1F616EMO@MT_TWI | "ELK" |
| 19 | 08:38:22 | 1F616EMO@MT_TWI | ops |
| 20 | 08:38:34 | 1F616EMO@MT_TWI | Oaken Tundra: "ELK-OaT" for example |
| 21 | 08:38:51 | 1F616EMO@MT_TWI | ELK: operator Id; OaT: local station ID |
| 22 | 08:39:09 | Elementalcraft@MT_TWI | Gotcha |
| 23 | 08:40:25 | Elementalcraft@MT_TWI | I'll do my best to remember, but I may need a reminder if you see a station of mine without it |
| 24 | 08:40:30 | 1F616EMO@MT_TWI | okay |
| 25 | 08:40:52 | Elementalcraft@MT_TWI | What do you think of the line so far? |
| 26 | 08:41:09 | 1F616EMO@MT_TWI | That only really matters when passenger information system is installed, at which point I must be present (cuz I am the only few who can install LuaATC components) |
| 27 | 08:41:30 | 1F616EMO@MT_TWI | the line: makes a lot of sense and have beautiful bases |
| 28 | 08:41:33 | Elementalcraft@MT_TWI | Ah, I see |
| 29 | 08:42:05 | 1F616EMO@MT_TWI | better than the main line in terms of asthetics, and is reasonably scaled for its role |
| 30 | 08:42:25 | Elementalcraft@MT_TWI | The terrain along the route is extremely beautiful. Especially when it turns north later |
| 31 | 08:42:50 | Elementalcraft@MT_TWI | I've got a long way to go, but bit by bit it's getting there |
| 32 | 08:43:05 | 1F616EMO@MT_TWI | You may want to run some slower trains then - on this server, fast-running players (and hence, passengers on fast trains) will get limited POV |
| 33 | 08:43:39 | 1F616EMO@MT_TWI | note that doing so lowers your line's capacity, and freights and passenger services are more likely to intrefere |
| 34 | 08:44:29 | 1F616EMO@MT_TWI | Also: Your interlocking at ELK-NN may cause deadlocks. You're fortunate to have never encountered one cuz you have only three trains |
| 35 | 08:44:38 | Elementalcraft@MT_TWI | Well, there won't be very many passenger trains; at most 4. |
| 36 | 08:44:50 | 1F616EMO@MT_TWI | but one day I accidentally routed one of my train into your system, and that triggered the deadlock |
| 37 | 08:45:33 | Elementalcraft@MT_TWI | As for the NN bit, I believe it's only an issue in the yard section |
| 38 | 08:45:42 | 1F616EMO@MT_TWI | yeah, it's the yard |
| 39 | 08:45:48 | Elementalcraft@MT_TWI | Which will not see any main traffic |
| 40 | 08:45:49 | 1F616EMO@MT_TWI | the yard's entry signal should not be on the single-track section |
| 41 | 08:46:01 | Elementalcraft@MT_TWI | Only looped for now cuz fun :) |
| 42 | 08:46:15 | 1F616EMO@MT_TWI | imaging having all tracks of the yard occupied and one train waits on the incline |
| 43 | 08:46:20 | 1F616EMO@MT_TWI | then on trains would be able to escape |
| 44 | 08:46:33 | 1F616EMO@MT_TWI | (then no trains) |
| 45 | 08:46:34 | Elementalcraft@MT_TWI | You know, you bring a valid point |
| 46 | 08:46:41 | Elementalcraft@MT_TWI | That is a simple fix |
| 47 | 10:09:17 | Elementalcraft@MT_TWI | What did you mean here, exactly? |
| 48 | 10:09:32 | 1F616EMO@MT_TWI | this signal should not be here |
| 49 | 10:09:44 | 1F616EMO@MT_TWI | and its function should be done ohere |
| 50 | 10:09:59 | Elementalcraft@MT_TWI | I see |
| 51 | 10:10:52 | 1F616EMO@MT_TWI | you may want to stop all your trains before redoing the yard's routing |
| 52 | 10:25:31 | Elementalcraft@MT_TWI | That's honestly so much better |
| 53 | 10:25:39 | Elementalcraft@MT_TWI | Thank you! |
| 54 | 10:25:43 | 1F616EMO@MT_TWI | :-D |
| 55 | 10:26:03 | Elementalcraft@MT_TWI | Now they don't wait for each other |
| 56 | 10:26:14 | Elementalcraft@MT_TWI | They can just go zooms |
| 57 | 10:30:32 | Elementalcraft@MT_TWI | Well, I ought to get some sleep now |
| 58 | 10:31:31 | 1F616EMO@MT_TWI | bye |
| 59 | 10:32:15 | Elementalcraft@MT_TWI | Cya! |
| 60 | 10:32:32 | Elementalcraft@MT_TWI | ❰ Left the game |
| 61 | 10:56:02 | SYSTEM@MT_SANDBOX | ✖ Minetest shutting down! |
| 62 | 10:56:14 | SYSTEM@MT_SANDBOX | ✔ Minetest started! |
| 63 | 10:56:59 | SYSTEM@MT_TWI | ✖ Minetest shutting down! |
| 64 | 10:57:10 | SYSTEM@MT_TWI | ✔ Minetest started! |
| 65 | 10:57:58 | 1F616EMO@MT_TWI | ❱ Joined the game |
| 66 | 11:58:07 | 1F616EMO@MT_TWI | ❰ Left the game |
| 67 | 13:24:43 | system@IRC | raj joins |
| 68 | 15:03:44 | 1F616EMO@MT_TWI | ❱ Joined the game |
| 69 | 15:20:33 | 1F616EMO@MT_TWI | ❰ Left the game (timed out) |
| 70 | 18:40:50 | bohjohs@MT_TWI | ❱ Joined the game |
| 71 | 19:09:13 | bohjohs@MT_TWI | ❰ Left the game |
| 72 | 19:36:13 | Elementalcraft@MT_TWI | ❱ Joined the game |
| 73 | 20:02:23 | Elementalcraft@MT_TWI | ❰ Left the game |
| 74 | 20:02:56 | Elementalcraft@MT_SANDBOX | ❱ Joined the game |
| 75 | 22:13:29 | Elementalcraft@MT_SANDBOX | ❰ Left the game |