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L6[01:21:43] <CovertJaguar> The_Fireplace
are you developing something that integrates with Railcraft?
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L20[02:24:44] <Forecaster> Mimiru: Yuri
still doesn't reconnect to irc apparently
L21[02:24:57]
<Joshwoo70> lacks a few things
L22[02:27:37]
<Forecaster> @Mimiru it says it
reconnected but it's a lie
L25[02:35:09]
<vico>
Thanks a lot @CovertJaguar !!
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L30[03:21:23]
<Joshwoo70> @CovertJaguar could we
have better aligned carts?
L31[03:21:43]
<Joshwoo70> where to place those item
loaders are killing me
L32[03:22:02]
<Forecaster> what do you mean
"better aligned"?
L33[03:22:37]
<Joshwoo70> like i mean. they occupy 1
track instead of half a track and another half a track when you
link them using locos
L34[03:22:57]
<CovertJaguar> If you are doing bulk
loading, just put up a row side by side and only put a locking
track on the one at the exit
L35[03:23:07]
<Joshwoo70> yeah
L36[03:23:19]
<Joshwoo70> but it would be kinda
ugly
L37[03:23:38]
<Forecaster> split the train up, load
each cart individually then reconnect them when done
L38[03:23:39]
<CovertJaguar> so you want shorter
carts?
L39[03:23:39]
<Forecaster> :>
L40[03:23:53]
<Joshwoo70> @CovertJaguar no...
L41[03:24:05]
<Joshwoo70> ehhh
L42[03:24:09]
<Joshwoo70> hmm...
L43[03:24:27]
<Joshwoo70> the solution for that
issue is kinda weird
L44[03:24:57]
<Joshwoo70> we could have 1 block in
between each loco and cart but it will definitely piss off a few
people...
L45[03:25:05]
<CovertJaguar> I'm not sure I
even understand the issue
L46[03:25:37]
<Joshwoo70> CJ connect a loco and cart
together. then connect another cart to the cart
L47[03:25:50]
<Joshwoo70> CJ connect a loco and cart
together. then connect another cart to the end of the
cart-loco
L48[03:25:54]
<Forecaster> your issue is that the
carts in a train don't line up with the block grid
L49[03:26:00]
<Joshwoo70> yeah
L50[03:26:06]
<Joshwoo70> thanks forecaster...
L51[03:26:07]
<Forecaster> the only solution is to
make the carts shorter...
L52[03:26:27]
<Forecaster> which would look really
weird
L53[03:26:27]
<Joshwoo70> which *would* break some
compatibility.
L54[03:26:35]
<Joshwoo70> and weird too
L55[03:27:07]
<Joshwoo70> wait can we have the
spaces in between the carts closer?
L56[03:27:37]
<CovertJaguar> carts are like 1.2
blocks in length
L57[03:27:41]
<Joshwoo70> that's how factorio
actually kind did it...
L58[03:28:00]
<Joshwoo70> we could kinda clip in
when they slow down?
L59[03:28:21]
<Joshwoo70> but that would also ruin
some people...
L60[03:28:24]
<CovertJaguar> that would be far
uglier than just a line of loaders...
L61[03:28:30]
<Forecaster> yeah
L62[03:28:36]
<Joshwoo70> yeah
L63[03:28:42]
<Forecaster> if you're really
that chuffed about it do what I said
L64[03:28:45]
<Forecaster> split the train up
L65[03:28:50]
<Joshwoo70> lol
L66[03:28:51]
<Forecaster> then re-assemble it
afterwards
L67[03:29:10]
<Forecaster> I built a setup that does
that in an old railcraft video
L68[03:29:11]
<Joshwoo70> actually we did that i bit
kn the trailer server we worked on.
L69[03:30:05]
<Joshwoo70> so another thing i want to
bring up is the handcart thing
L70[03:30:25]
<Joshwoo70> yay or nay (yes or no)
give short reasons
L71[03:30:46]
<Forecaster> I'd say its
unecessary since you can already push vanilla carts
L72[03:30:57]
<Forecaster> not sure what it would
add
L73[03:31:01]
<Joshwoo70> but it is utterly
slow
L74[03:31:21]
<Joshwoo70> and you can even walk
faster than in it
L75[03:31:22]
<Xenoniuss> Have a little patience
then
L76[03:31:23]
<Forecaster> yeah, if you want to go
fast use a locomotive :P
L77[03:31:34]
<Xenoniuss> Life already goes fast
enough :P
L78[03:31:38]
<Joshwoo70> lol
L79[03:32:03]
<Forecaster> I mainly use it to shunt
carts around short distances when linking trains and such
L80[03:32:20]
<Joshwoo70> wd could use the handcarts
for shunting.
L81[03:32:48]
<Forecaster> but you can already do
that with vanilla carts
L82[03:33:20]
<Joshwoo70> yeah
L83[03:33:44]
<Joshwoo70> but immagive you have a
train load of cargo wagons and you dont wanna hold W to move
them.
L84[03:33:59]
<Forecaster> then you use a
locomotive
L85[03:34:21]
<Joshwoo70> >_> you don't
get it.. oh well
L86[03:34:29]
<Forecaster> what would the difference
be with the hand cart
L87[03:34:32]
<Forecaster> except being faster
L88[03:34:38]
<Joshwoo70> much faster
L89[03:34:39]
<Forecaster> no I don't because
you're not adding anything
L90[03:35:20]
<Forecaster> it's basically
"I wanna go fast without using a locomotive"
L91[03:35:48]
<Joshwoo70> which is what it
is...
L92[03:35:55]
<Forecaster> right
L93[03:36:27]
<Forecaster> so how is that
balanced?
L94[03:36:30]
<Joshwoo70> anyways i will see if i
can come up with a model sooner or later
L95[03:36:54]
<Joshwoo70> handcarts are very easy to
craft
L96[03:37:04]
<Forecaster> that's another point
against it...
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L98[03:38:04]
<Joshwoo70> then let me ask you.. what
was the point of the pentium cart?
L99[03:38:05]
<Xenoniuss> Just let them be the same
speed as pushing
L100[03:38:11]
<Joshwoo70> then let me ask you.. what
was the point of the creative cart?
L101[03:38:13]
<Forecaster> the
L102[03:38:14]
<Forecaster> what
L103[03:38:18]
<Xenoniuss> But then it won't
push through them
L104[03:38:19]
<Forecaster> ...
L105[03:38:25]
<Forecaster> it's for creative
mode...
L106[03:38:28]
<Forecaster> it's
uncraftable
L107[03:38:31]
<Forecaster> -_-
L108[03:38:34]
<Joshwoo70> yes
L109[03:38:51]
<Xenoniuss> Like when you walk against
a cart you walk right through them if you walk normal speed
L110[03:39:10]
<Joshwoo70> you could just use a
regular loco to do it to with the same functions except you need
coal
L111[03:39:11]
<Xenoniuss> So let the handcart go
just as fast but without having the problem of going through the
carts
L112[03:39:33]
<Forecaster> jeesus
L113[03:39:37]
<Xenoniuss> It's balanced and
useful then, although idk how fast a steam one would go
L114[03:40:31]
<Forecaster> that is completely
irrelevant
L115[03:40:34]
<Joshwoo70> xenon you cpuld add it to
the discussion on github.
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L117[03:40:48]
<Forecaster> the creative locomotive
is for demo setups and creative builds
L118[03:41:06]
<Forecaster> situations where fuel
doesn't matter anyway
L119[03:41:15]
<Joshwoo70> it is relavent. you
mentioned "unnessary" at the start
L120[03:41:28]
<Joshwoo70> i also find the creative
loco unnessary.
L121[03:41:38]
<Forecaster> good for you
L122[03:41:47]
<Joshwoo70> see! opinions
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L124[03:42:03]
<Forecaster> I use it when making
videos to not have to set up refuelling machinery over and over
again
L125[03:42:10]
<Forecaster> it's not the
same.
L126[03:42:26]
<Joshwoo70> i would like a handcart..
*my opinion* "I don't like the handcart" *your
opinion* FINE!
L127[03:42:40]
<Forecaster> No.
L128[03:42:43]
<Forecaster> It's not the
same
L129[03:43:29]
<Joshwoo70> also this is gettting a
rather heated debate over the function of a handcart
L130[03:43:38]
<Joshwoo70> i would like to end it
HERE.
L131[03:44:06]
<Forecaster> I asked how the handcart
would be balanced, how it's not just a replacement for the
locomotive that doesn't use fuel but manual power
L132[03:45:01]
<Joshwoo70> balanced around that is is
for early game.
L133[03:45:14]
<Forecaster> how?
L134[03:45:22]
<Joshwoo70> in the late game you
don't really need it
L135[03:45:44]
<Joshwoo70> 4 steel rods in a T shape
and 1 minecart
L136[03:46:02]
<Forecaster> railcraft doesn't
have steel rods
L137[03:46:10]
<Forecaster> unless you mean
rebar
L138[03:46:45]
<Joshwoo70> yeah rebar
L139[03:46:55]
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L140[03:47:27]
<Joshwoo70> 8 raw iron ingots if i
math correctly.
L141[03:48:24]
<Forecaster> If I was going to add it
I'd prevent it from linking to anything
L142[03:48:39]
<Joshwoo70> hmm? why?
L143[03:48:42]
<Forecaster> so it was only usable for
personal transport
L144[03:48:52]
<Forecaster> because you don't
pull trains with a handcart in real life
L145[03:48:57]
<Joshwoo70> wait
L146[03:49:00]
<Joshwoo70> i have an idea
L147[03:49:11]
<Joshwoo70> handcarts can go as fast
as locos
L148[03:49:20]
<Joshwoo70> IF you have the hunger to
do so
L149[03:49:41]
<Joshwoo70> unless thats totally op
then we could lower it by a tad
L150[03:50:06]
<Joshwoo70> so it would drain your
hunger very rapidly if you go very fast
L151[03:50:13]
<Forecaster> I assumed that's
what you wanted in the first place
L152[03:50:46]
<Joshwoo70> *unintended side
effect*
L153[03:50:59]
<Joshwoo70> not the original idea but
we could use that
L154[03:53:00]
<Joshwoo70> at most it will have 2
people able to ride k it
L155[03:53:06]
<Joshwoo70> at most it will have 2
people able to ride on it
L156[03:53:27]
<Joshwoo70> and have 2 people cut the
hunger usuage by 50%
L157[03:53:47]
<Joshwoo70> cause 2 people can use
lesser energy to go fast.
L158[03:54:01]
<Joshwoo70> how about routing?
L159[03:54:09]
<Forecaster> I don't know if
having mutliple entities per cart is viable
L160[03:54:32]
<Joshwoo70> ah
L161[03:54:36]
<Forecaster> pretty sure vanilla only
allows one entity to ride another at a time
L162[03:54:49]
<Joshwoo70> wait
L163[03:55:02]
<Joshwoo70> boats in 1.1 have 2
entities ridable
L164[03:55:10]
<Joshwoo70> boats in 1.10 have 2
entities ridable
L165[03:55:40]
<Xenoniuss> In our mod we have as many
rideable entities as the player puts seats in the train
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L167[03:57:00]
<Joshwoo70> *hint hint Zora No Densha*
*"wishes he could try someday"*
L168[03:57:20]
<Joshwoo70> #shamelessPromotion
L169[03:58:10]
<Xenoniuss> With it I ment that it
should be possible to add more entities to a unit
L170[03:58:18]
<Joshwoo70> yeah
L171[03:58:28]
<Joshwoo70> source available?
L172[04:32:00]
<CovertJaguar> Multiple entities is
possible
L173[04:54:10]
<Snapples> Hmm
L174[04:54:58]
<Snapples> Any idea why some
RC-textures are invisible on my client?
L176[04:55:36]
<Forecaster> do you have
optifine?
L177[04:55:42]
<Snapples> Of course!
L178[04:55:47]
<Forecaster> try without it
L179[04:56:06]
<Snapples> ok.
L180[04:56:56]
<Joshwoo70> optifine issue BTDT (been
there done that)
L181[04:58:55]
<Snapples> Oh yea, the blocks are
back.
L182[05:05:42]
<Forecaster> yeah, OF's been
causing issues with rendering as usual
L183[05:08:29]
<Snapples> ooooh awit
L184[05:08:33]
<Snapples> ooooh wait
L185[05:12:23]
<Forecaster> ?
L186[05:15:54]
<Snapples> I was using an outdated
version of OF
L187[05:16:10]
<Snapples> But updating unfortunately
didn't fix that.
L188[05:21:09]
<Snapples> I'll see if I can find
the setting that's causing the problem.
L189[05:35:12]
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L191[05:57:12]
<CovertJaguar> It fails on any texture
loaded via my custom texture loader
L192[05:57:30]
<CovertJaguar> this is not the first
update where that happened
L193[05:57:35]
<CovertJaguar> they fixed it last
eventually
L194[05:57:40]
<CovertJaguar> *last time
L196[06:03:47] <Lumindia> whoop
whoop!
L197[06:13:23]
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L198[06:15:44]
<Snapples> That explains why only
Railcraft is affected.
L199[06:16:37]
<CovertJaguar> well I originally got
the code from Player were he used it in IC2, dunno if that is still
the case
L200[06:17:20] <Player> i migrated ic2
away from it in the 1.8+ port, not really worth it anymore
L201[06:17:38] <Player> especially with
forge continuously failing to port it properly
L202[06:17:43]
<CovertJaguar> yeah, its a bit of a
pain
L203[06:18:51] <Player> the ability to
specify texture paths in the model json defeats 1/3rd of its
purpose
L204[06:19:14] <Player> leaving only space
savings + the "view all at once while editing"
benefits
L205[06:19:45]
<CovertJaguar> the editing benefits
are my biggest driver probably
L206[06:19:54]
<CovertJaguar> and inertia
L207[06:23:49]
<Snapples> Looks like there's no
setting to "fix" that ?
L208[06:27:19]
<CovertJaguar> I mean if someone cared
enough to undertake a project to split the files up and fix the
JSONs, I'd be cool with that, but its too minding numbingly
tedious for me
L209[06:38:04]
<Snapples> So the problem is that you
use a custom texture loader?
L210[06:38:17]
<Snapples> To load the textures from
where, compared to the "default" MC way?
L211[06:39:17]
<CovertJaguar> multiple textures in
one image file
L212[06:39:34]
<CovertJaguar> they are loaded with an
index suffic
L213[06:39:37]
<CovertJaguar> *suffix
L214[06:40:22]
<Snapples> Ah, so basicially a custom
texture atlas.
L215[06:48:36] <Player> it's not a
custom atlas as such
L216[06:48:42] <Player> they are being
split at load time
L217[06:49:25] <Player> i used a program
to automatically split the textures and generate model files while
minimizing duplicates
L218[06:50:33]
<Snapples> Ah, I see now.
L219[06:51:03]
<Snapples> Yea, I see the difference
between the fluid loader, which works as intended, and the item
loader, which is invisible.
L220[06:56:18] <Abculatter_2> CJ, I assume
a boiler powered by solar mirrors would probably not be a way
you'd be willing to add uses for silver?
L221[07:10:35]
<Snapples> Would it be better to fix
the texture loader or to JSONify the textures?
L222[07:21:42]
<CovertJaguar> fixing the texture
loader would have to be on the optifine end as far as I know, and
optifine isn't the most transparent and friendly project
L223[07:22:03]
<CovertJaguar> it may be enough to
just report it
L224[07:22:14]
<CovertJaguar> but I don't even
know if they have an issue tracker
L225[07:23:31]
<CovertJaguar> for what is worth, they
broke in 1.7 as well
L226[07:23:42]
<CovertJaguar> but it did get fixed
eventually
L227[07:23:48]
<Snapples> Yea, it's already
reported.
L228[07:24:03]
<Forecaster> but at least they
didn't break in 1.8 *or* 1.9
L229[07:24:05]
<Forecaster> :D
L230[07:24:07]
<Forecaster> amaze
L232[07:30:06]
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L233[07:34:40]
<Joshwoo70> WELP
L235[07:35:28]
<Snapples> RIP
L236[07:35:30]
<Forecaster> uh, okay?
L237[07:35:38]
<Forecaster> what is that for
even
L238[07:35:47]
<Snapples> wait, who cares about 1.9,
even.
L239[07:38:26]
<Joshwoo70> Buildcraft*
L240[07:41:55] ⇦
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L242[07:55:06]
<Snapples> Interesting.
L243[07:55:28]
<Snapples> On a different mod
instance, the previous invisible blocks are orange colored.
L244[07:58:02]
<Forecaster> haloweeen
L245[07:58:14]
<Forecaster> halloweeen
L246[08:12:36]
<ccgfok> Happy halloween! I like the
ghost train, but... *still have no sounds* ?
L247[08:14:19]
<Forecaster> that's so it can
sneak up on you
L248[08:14:22]
<CovertJaguar> I looked into what it
would take to bring my release branch up to date, but the emblem
stuff was a mess and I wanted get a release out before
Halloween
L249[08:14:31]
<CovertJaguar> so yeah, no sounds
yet
L250[08:15:19]
<CovertJaguar> It will probably return
in 10.2.0
L251[08:18:24]
<ccgfok> thanks CJ
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L267[11:53:32]
<Mimiru> @Forecaster
"JDASocket" is the Discord side trying to reconnect, when
the IRC side got "java.net.UnknownHostException" I think
it gives up, I think that's a pircbotx issue
L268[11:57:39]
<Forecaster> ah
L269[11:58:12] <Mimiru> I'm running a
build now that MAY fix it.. IDK though
L270[11:58:15] <Mimiru> and it's hard
to test for
L271[11:58:56] <Mimiru> it built but I
gotta run
L272[11:59:20] <Forecaster> kay
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L275[13:01:29] ***
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L276[13:15:37] <MalkContent> uh!
release!
L277[13:15:39] <MalkContent> neato
:)
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L280[13:41:00]
<Hanakocz> When I will have computer
back, maybe will be time to finish some features for rcc and make
1.10 fork :)
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L286[14:38:17]
<Elourge> Is there any plans for being
able to locate mines?
L287[14:40:04] <MalkContent> why is steel
armor less protective than iron armor? :x
L288[14:40:36] <MalkContent> o nvm
L289[14:40:48] <MalkContent> you just gave
the pants 6 armor and the chestplate 5 x)
L290[14:41:54]
<Elourge> I believe its the same for
bronze as well
L291[14:56:23]
<Forecaster> @Elourge Maps
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L294[15:14:33] <MalkContent> can you
refine poor ore with the rock crusher?
L295[15:14:44] <MalkContent> or can i just
smelt this with no second thought
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L297[15:20:35]
<Forecaster> you just smelt it
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L299[15:49:36] <MalkContent> thanks
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L304[16:03:02] <MalkContent> oh! rc has
full ores now? :o
L305[16:13:08]
<Forecaster> possibly
L306[16:17:56] <MalkContent> had a copper
ore vein practically at spawn, farmed some, found some full
ores
L307[16:18:16] <MalkContent> this is
neato. has a nice organic flow to it :D
L308[16:18:42]
<Forecaster> I guess you didn't
see the new veins when they were being added :P
L309[16:18:56] <MalkContent> i did
not
L310[16:19:00] <MalkContent> only just
started playing 1.10
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L314[16:41:17]
<CovertJaguar> I'll probably add
some way to convert Poor Ore intro Standard Ore once the factory
stuff is restored
L315[16:41:58]
<CovertJaguar> the exact processes is
yet to be decided
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L317[16:42:14]
<Forecaster> ore + water
L318[16:42:21]
<Forecaster> probably
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L320[16:42:25]
<Forecaster> :>
L321[16:43:48]
<CovertJaguar> the exact processes is
yet to be decided
L322[16:44:05]
<Forecaster> ore + water D:<
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L324[16:44:29]
<Forecaster> it makes all of the
sense
L325[16:44:32]
<Forecaster> probably
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L329[16:56:00] <MalkContent> i have no
problem with poor ore being poor :)
L330[16:56:10] <MalkContent> just didnt
want to miss out on doubling if it was present
L331[16:56:24] <MalkContent> you could
just give it into the rock crusher
L332[16:57:10] <MalkContent> have it
return 2 ore crumbs (9 crumbs = 1 ore dust) and gravel
L333[16:57:18] <MalkContent> because,
yknow. its mostly stone
L334[16:58:26] <MalkContent> and having
extra gravel (and by extension also sand) is never bad
L335[17:00:53]
<Hanakocz> Crumbs? Why? What about
crushed ore, in sizes of 1/9, 1/4 and 1 of basic unit?
L336[17:06:02] <MalkContent> well
it'd just be nuggets in dust-form
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L338[17:15:33]
<CovertJaguar> yeah, I was thinking
something along those lines
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L340[17:27:48]
<Hanakocz> Well it will be at least
compatible with ic2 / gt :)
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L343[17:36:24]
<Hanakocz> We already have nuggets,
dusts and so.
L344[17:38:50]
<Hanakocz> If there will be real
diesel, it might be easy to expand chemical thingies also for ore
processing.
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L346[18:36:45]
<Joshwoo70> should handcarts be linked
only tp maintainence carts? like undercutter carts...
L347[18:37:21]
<Joshwoo70> also.. why not dust?
*another one bites the dust*
L348[18:40:48]
<Joshwoo70> *samll pile of
dusts*
L349[18:40:48]
<Joshwoo70> wait
L350[18:41:17]
<Joshwoo70> small pile of dusts
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<Hanakocz> Small and tiny
L357[19:00:57]
<Hanakocz> Do we already have
handcarts?
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<Joshwoo70> no.. but i requested for
it
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