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L1[00:11:26]
<CovertJaguar> When I asked about the
snow hook, I was more referring to snow that falls from the sky...
I want it to replace tracks with a special snow block
L2[00:16:49] ⇨
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L3[00:22:20]
<CovertJaguar> Does anyone know of a
mod that makes snow accumulate beyond one layer also?
L4[00:22:37]
<CovertJaguar> I know tough as nails
has some seasonal stuff
L5[00:25:24] <Kodos> One sec
L6[00:25:25] <Kodos> I know of one
L7[00:25:28] <Kodos> Finding the name
L8[00:26:03] <Kodos> I think one of
Gany's mods does it
L9[00:26:09] <Kodos> Checking now
L10[00:26:13]
<CovertJaguar> Snowfall?
L11[00:26:20] <Kodos> Yeah, where snow will
accumulate
L12[00:26:30] <Kodos> Eventually you get
buried in, if you don't dig out the snow
L13[00:26:32]
<CovertJaguar> Im looking for
something for 1.10
L14[00:27:06]
<CovertJaguar> I meant the mod
"Snowfall"
L16[00:27:53]
<CovertJaguar> Sadly on 1.7
L17[00:27:58] <Kodos> Ah,I know Gany's
Surface ports of from Pocket Edition, but also 1.7
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L26[01:42:29]
<Hanakocz> Oh, I actually HAVE track
covered with snow
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L28[01:43:02]
<Hanakocz> Except that it has bad
texture and thus is commented out for a while
L29[01:43:39]
<Hanakocz> Realistic Terrain Gen does
make that when snows, the snow accumulates
L30[01:43:51]
<Hanakocz> Also Seasons mod or how it
is named
L31[01:44:32]
<CovertJaguar> Well for what I want it
needs to be able to reverse the operation and remove the snow as
well, restoring the original track
L32[01:44:52]
<Hanakocz> RTG does it when it does
not snow
L33[01:45:25]
<CovertJaguar> Surely not to Railcraft
tracks...
L34[01:46:36]
<Hanakocz> Well, I wanted to add it
and played with that yesterday.
L35[01:46:47]
<Hanakocz> ```
L36[01:46:47]
<Hanakocz> public void
onNeighborBlockChange(World world, int x, int y, int z, Block
block)
L37[01:46:47]
<Hanakocz> {
L38[01:46:48]
<Hanakocz>
super.onNeighborBlockChange(world, x, y, z, block);
L39[01:46:48]
<Hanakocz> Block[] neighbors = new
Block[4];
L40[01:46:48]
<Hanakocz> neighbors[0] =
world.getBlock(x+1, y, z);
L41[01:46:48]
<Hanakocz> neighbors[1] =
world.getBlock(x-1, y, z);
L42[01:46:49]
<Hanakocz> neighbors[2] =
world.getBlock(x, y, z+1);
L43[01:46:49]
<Hanakocz> neighbors[3] =
world.getBlock(x, y, z-1);
L44[01:46:49]
<Hanakocz> boolean flag = false;
L45[01:46:50]
<Hanakocz> for (int i = 0; i < 4;
i++)
L46[01:46:50]
<Hanakocz> {
L47[01:46:51]
<Hanakocz> if (neighbors[i] ==
Blocks.snow_layer)
L48[01:46:51]
<Hanakocz> {
L49[01:46:52]
<Hanakocz> flag = true;
L50[01:46:52]
<Hanakocz> }
L51[01:46:53]
<Hanakocz> }
L52[01:46:53]
<Hanakocz> if (flag)
L53[01:46:54]
<Hanakocz> {
L54[01:46:54]
<Hanakocz> int oldmeta =
world.getBlockMetadata(x, y, z);
L55[01:46:55]
<Hanakocz> world.setBlock(x, y, z,
BlockRailcraftCos.TrackSnow, oldmeta, 2);
L56[01:46:55]
<Hanakocz> }
L57[01:46:56]
<Hanakocz> }
L58[01:46:56]
<Hanakocz> ```
L59[01:47:17]
<Hanakocz> this thing to make track
snowed when neighours will get covered bz snow
L60[01:47:24]
<Hanakocz> might work also i
reverse
L61[01:47:27]
<CovertJaguar> Oh thats one way to do
it I guess
L62[01:47:28]
<Hanakocz> might work also in
reverse
L63[01:48:24]
<Hanakocz> But this should be in
vanilla track or if we replace all vanilla tracks with our own,
which is not 1.7.10 case I fear
L64[01:49:54]
<Hanakocz> Snow -> normal via
train
L65[01:49:54]
<Hanakocz> ```
L66[01:49:54]
<Hanakocz> @Override
L67[01:49:54]
<Hanakocz> public void
onEntityCollidedWithBlock(World world, int x, int y, int z, Entity
entity)
L68[01:49:54]
<Hanakocz> {
L69[01:49:55]
<Hanakocz> if (entity != null
&& entity instanceof EntityMinecart)
L70[01:49:55]
<Hanakocz> {
L71[01:49:55]
<Hanakocz> int oldmeta =
world.getBlockMetadata(x, y, z);
L72[01:49:56]
<Hanakocz> world.setBlock(x, y, z,
Blocks.rail, oldmeta, 2);
L73[01:49:56]
<Hanakocz> ItemStack itemstack = new
ItemStack(Items.snowball, 1, 1);
L74[01:49:57]
<Hanakocz> dropBlockAsItem(world, x,
y, z, itemstack);
L75[01:49:57]
<Hanakocz> }
L76[01:49:58]
<Hanakocz> }
L77[01:49:58]
<Hanakocz> ```
L78[01:50:07] <Lostgeek> pastebin
L79[01:50:30]
<CovertJaguar> Eh, just make a new
non-track block that has a non-ticking tile entity that stores the
original blockstate and the serialized Nbt data of any tile entity
it may get have.
L80[01:51:30]
<Hanakocz> Uhm, can also be a thing.
Then I found another kinda bad thingie. Render
L81[01:51:49]
<CovertJaguar> Render is trivial in
1.10
L82[01:51:57]
<Hanakocz> I went by "let's
render track and snow layer at once"
L83[01:53:04]
<CovertJaguar> Ah, that does suck, I
was thinking more 3 dimensional
L84[01:54:08]
<Hanakocz> easy thing but a) default
height snow over covers track b) one pixel lowered snow is same
height as track, thus flickering.....
L85[01:54:48]
<Hanakocz> so maybe one would need
some special texture , or model if he wants to make track visible
under more snow
L86[01:54:50]
<CovertJaguar> Then when a cart runs
into one of these tracks, it pushes the snow back, increasing the
number of layers in tracks ahead until there is too much snow to
move(full block)
L87[01:55:15]
<CovertJaguar> And add a snowplow cart
that can cut through the snow
L88[01:55:30]
<Hanakocz> oh, right
L89[01:56:15]
<Hanakocz> I know how to make dynamic
model for that, I use it with my carts
L90[01:56:50]
<CovertJaguar> You mean animated? Like
the Bore?
L91[01:57:52]
<Hanakocz> well, this thing is that it
renders some parts only when criteria is fullfilld
L92[01:57:54]
<Hanakocz> well, this thing is that it
renders some parts only when criteria is fullfilled
L93[01:59:05]
<Hanakocz> I count filled slots and
change model by that, same can be with "get number
representing snow height"
L94[01:59:59]
<CovertJaguar> Uh if we are talking
about the block, that is again fairly trivial in 1.10
L95[02:00:47]
<Hanakocz> 1.10 has those JSON model
possibilities, if I remember correctly, right
L96[02:01:00]
<CovertJaguar> Yeah
L97[02:03:17]
<Hanakocz> Well it is not kinda
complicated even now, however did not found better way than loading
all model states and then switching them on render layer, because
using variables in model calls was really bad
L98[02:03:34]
<Hanakocz> I can imagine JSON will
simplify it even more.
L99[02:07:45]
<CovertJaguar> Entity models
aren't the same as JSON models
L100[02:08:24]
<Hanakocz> RTG uses meta to calculate
snow height
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L121[06:01:47] <WatchtowerOrator> Time for
a new episode from Forecaster! You're welcome!
L123[06:01:47] <WatchtowerOrator> Tags on
this video: Dying,Fighting,Twilight Forest,Exploring
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L142[10:19:57] ***
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L144[10:57:06]
<CovertJaguar> Come on people give me
something to think about while driving! Does no one else have
opinions on snow covering track? Or waterstone/Icestone, something!
Must be time for an open beta, no issue reports in days!
L145[10:57:21]
<CovertJaguar> /me is suffering coding
withdrawals
L146[10:57:41]
<SkySom> I've wanted to do snow
covering tracks.
L147[10:57:48]
<SkySom> But due to well tracks being
falt
L148[10:57:52]
<SkySom> It seemed an odd idea.
L149[10:58:01]
<SkySom> But due to well tracks being
flat
L150[10:58:22]
<SkySom> And open betas are
nice.
L151[10:58:37]
<CovertJaguar> Being flat is a
superficial thing, have you seen Railcraft-3D?
L152[10:58:48]
<Hanakocz> For me snow tracks need
model ?
L153[10:59:11]
<SkySom> Railcraft-3D?
L154[10:59:20]
<Hanakocz> Also hat they are fflat or
not --- they will be covered by snow from underneath
L156[10:59:43]
<SkySom> ...
L157[10:59:43]
<CovertJaguar> The snow model
doesn't need to be flat
L158[10:59:44] <MrConductor> * SkySom
blinks
L159[10:59:52]
<SkySom> Awesome
L160[10:59:58]
<SkySom> Also it shouldn't be
IMO
L161[11:00:02]
<SkySom> Since the snow
isn't.
L162[11:00:06]
<SkySom> So it'd look weird
L163[11:00:25]
<Hanakocz> ya exactly, not flat
because you will never know if it is flat or not, it will be snowed
over ?
L164[11:01:07]
<Hanakocz> My idea was to create holes
in snow where tracks are though (when more layers)
L167[11:02:40]
<Hanakocz> okay, that is difference in
snow height ?
L168[11:03:11] <MalkContent> CJ: randomly
spawning villagers tied to the tracks which you can rescue, else
they get squished
L169[11:03:40]
<SkySom> Man I wish I had gotten the
snow blower model from Haz. But he lost that one.
L170[11:03:40]
<CovertJaguar> Yeah, thats why I was
asking about snowfalll accumulated in mods
L171[11:03:59]
<SkySom> Cause he had a model for one
of those huge ones you push
L172[11:04:02]
<CovertJaguar> Having different levels
of snow behave differently would be nice
L173[11:04:09]
<Hanakocz> Or randomly let villagers
steal tracks and sell them as old metal
L174[11:04:23]
<CovertJaguar> Lol
L175[11:04:34] <MalkContent> :D
L177[11:05:40]
<SkySom> But I realized I'd have
to do special shit for snow fall since that just happens and
doesn't seem to be easy to tie into.
L178[11:05:42]
<CovertJaguar> I've seen miles of
abandoned, paved over, buried , discarded old rails this week, it
amazes me no one bothers to pull it up and sell it for scrap
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L180[11:06:15]
<SkySom> Probably hard to do ? lots of
laws
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L182[11:07:06]
<CovertJaguar> In places the road
crews even just pave over it, you think they would pull it up
L183[11:07:31] <MalkContent> lol wat
L184[11:07:35]
<CovertJaguar> That's a nice
blower
L185[11:07:36] <Vexatos> I know of a line
the rails and foundation of which have to be completely re-done
every 6 months
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L187[11:08:00] <Vexatos> due to the
carriages travelling across it weighing 500 tons each
L188[11:08:32]
<Hanakocz> here in CZ one guy like 5
years ago disassembled and sold 10t unused rail bridge ?
L189[11:08:34] <Vexatos> It's the
railway between the blast furnace and the converter at a local
steelworks
L190[11:08:49] <Vexatos> for torpedo cars
carrying liquid iron
L191[11:09:25] <Vexatos> Imagine a 20x5x5
carriage that's basically just one massive block of
iron...
L192[11:09:27] <Vexatos> Pretty cool
L193[11:10:22] <Vexatos> CovertJaguar: Why
don't you have a laptop for coding?
L194[11:10:39]
<Hanakocz> I can add it, but for
crafting recipe you would need Avaritia
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L197[11:14:59]
<Hanakocz> reversing the thing that
loco can connect only to one nonloco
L198[11:15:19]
<Hanakocz> for tender wagon do same
but other way
L199[11:20:32]
<CovertJaguar> I have a laptop, buts
it's pretty old, never tried running Minecraft on it, and ide
is memory hog
L200[11:22:08] <Vexatos> I have a very bad
old craptop
L201[11:22:18] <Vexatos> it can barely run
minecraft from IDEA
L202[11:22:21] <Vexatos> 15 FPS
L203[11:22:24]
<SkySom> I just have my laptop.
L204[11:22:26] <Vexatos> but who cares if
you're just testing
L205[11:22:27]
<SkySom> Ah 15FPS
L206[11:22:30]
<SkySom> I'd take that.
L207[11:22:40] <Vexatos> SkySom: Only one
or two mods though
L208[11:22:52]
<SkySom> Points stands.
L209[11:22:53] <Vexatos> and minimal
graphics settings :P
L210[11:23:03] <Vexatos> it's
unplayable
L211[11:23:04]
<SkySom> Yep.
L212[11:23:07] <Vexatos> but I'm not
playing
L213[11:23:08] <Vexatos> I'm
testing
L214[11:23:09] <Vexatos> so eh
L215[11:23:32]
<SkySom> Heaven forbid I try and
actually start a server instance and a client instance
L216[11:28:44]
<superaxander> Yay I just got
railcraft 1.10 to run ?
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<Hanakocz> "Just MC" [Bug
MC-61997] - squids spawn in lava
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L255[17:16:56] ***
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L262[18:39:08]
<liach>
That server has some protection and it feels like normal servers
instead of simple multiplayer
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L264[18:52:21]
<vico>
hi! is mc-1.10.2 already buildable?
L265[18:52:33]
<vico>
i tried to build here but no sucess
L266[18:52:51]
<vico>
and i dont know if i'm doing something wrong or else
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L268[18:55:11]
<liach>
@vico You can download Railcraft zip from github, extract, and run
gradlew setupCiWorkspace build to get the built jar in build
folder. Do not distribute it!
L269[18:55:46] <Nirek> and do not expect
it to be remotely playable
L270[18:56:14] <Nirek> lots and lots of
things not updated/implemented.
L271[18:56:38]
<vico>
yep, i tried here but i got a lot of errors
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<liach>
Well I really want to find someone who would play a Railcraft
server with me
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L280[20:59:07]
<Hanakocz> I need to finish even my
own packs ?
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