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L13[03:42:43]
<Kodos>
switch/wye tracks when ?
L14[03:43:34]
<Kodos>
Actually, nevermind that, new question
L15[03:43:58]
<Kodos>
What would be the best way to set it up so that my cart/train gets
diverted if it meets specific conditions? eg Cargo Carts being
nonempty
L16[03:44:24] <Forecaster> explosions
L17[03:44:54]
<KryptonCaptain> playing on the
version that already has routing and switches - 1.7
L18[03:44:59]
<Kodos>
Let's assume that yes
L19[03:45:11]
<Kodos>
And yeah, nevermind, I keep forgetting about routing
L20[03:45:53] <Forecaster> routing
doesn't detect contents of inventories
L21[03:45:57] <Forecaster> you need a
detector for that
L22[03:47:44]
<Kodos>
Right, and routing also only works on locos
L23[03:47:50]
<Kodos>
Just figured that out as well
L24[03:48:02]
<Kodos>
Let's assume I want to stick to a method that I can safely use
for single carts
L25[03:48:49]
<Kodos>
I'm gonna guess and say some sort of thing with signal blocks
and a detector
L26[03:49:02]
<Kodos>
But, being a complete idiot with signals, I don't have a clue
how to set those up
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L28[03:57:28] <Forecaster> routing works on
any cart
L29[03:57:35] <Forecaster> certain
conditions only apply to locomotives
L30[04:01:35]
<Kodos>
Ah
L31[04:03:40]
<Kodos>
I'm guessing for loaders, they need to be just above the track
for the redstone signal on a holding mode locking track to
work?
L32[04:17:57]
<Kodos>
I'll be glad to learn signals though. I need to learn them so
I can make it so that when there's already a diversion in use,
it bypasses the detector and sends the cart past on the main
line
L33[04:23:40] <Forecaster> directly above
the track or 1 block above works
L34[04:25:14]
<Kodos>
But one block above won't be in range of redstone, will
it?
L35[04:25:37]
<Kodos>
Oh, wait, nvm
L36[04:25:43]
<Kodos>
Had it on force full >.>
L37[04:26:08]
<Kodos>
Okay, so that's detectors sorted
L38[04:26:12]
<Kodos>
Now to dive into signals, finally >.>
L39[05:00:39]
<Kodos>
Okay, I've got one of the wiki examples working, sort of
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<Kodos>
Uhh
L43[05:13:16]
<Kodos>
So, when you guys use the feeding station, how do you keep the
animal count in control?
L44[05:20:02]
<Kodos>
I just watched a chicken have 5 offspring...
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L66[09:57:11]
<Snapples> Too bad ?
L67[09:57:45]
<Snapples> @Kodos You actually can
make it pretty exact by putting in a specific amount of food.
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L91[14:48:19]
<vigilian> does anyone have a system
to do a system similar to switching tracks?
L92[14:48:32] <cloakable> ?
L93[14:48:45]
<vigilian> there is not yet switching
tracks
L94[14:49:33]
<vigilian> and I need to do some
routes
L95[14:49:46] <cloakable> Signals?
L96[14:50:08]
<vigilian> no I mean some different
routes which are crossing each other
L97[14:50:19]
<vigilian> and so I need something to
switch tracks
L98[14:50:27] <cloakable> Yeah,
Signals
L99[14:50:38]
<vigilian> like the switching tracks
which is in 1.7.10
L100[14:50:55] <daniel> the vanilla
'switching' tracks?
L101[14:50:59] <cloakable> mod by
MineMaarten, can switch tracks
L102[14:51:03] <cloakable> ^
L103[14:51:07]
<vigilian> okey but then how will I
move from a track to anotherif there are not switching
tracks?
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L105[14:51:12]
<vigilian> oooh okey
L106[14:51:15]
<vigilian> wait a sec
L107[14:51:55] <cloakable> you can switch
a vanilla 'switching' track with a redstone signal; the
Signals mod will do it automatically to route a cart where it needs
to go
L108[14:52:12]
<vigilian> ooow okey
L109[14:52:23]
<vigilian> I didn't know that
there ws vanilla switching system
L110[14:52:38] <cloakable> it's not a
good one, but Signals makes it better.
L111[14:52:42]
<vigilian> I was used to the switching
tracks from railcraft
L112[14:52:52]
<vigilian> that's why I was
lost
L113[14:53:05]
<vigilian> but thanks for the tip I
will try in a few then
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L115[14:54:55] <daniel> you can also do
fun stuff with pistons, but that's a little more advanced than
a simple redstone signal ;)
L116[14:55:16] <daniel> someone posted a
screenshot of such a setup in here a while ago
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L119[14:56:49] <daniel> don't ask me
how that works exactly
L120[14:58:24] <cloakable> Hopefully
railcraft switching track is upcoming xD
L121[15:00:52] <neptunepink> Does
MineMaarten's Signals have RC integration?
L122[15:01:36] <cloakable> In what
ways?
L123[15:02:01] <daniel> in totally
unrelated news: moving a windows 10 (uefi boot) machine into a kvm
virtual machine is way easier than I thought :)
L124[15:02:01] <daniel> and with that
I'm back to fixing my friends computer -> afk here
L125[15:02:55] <cloakable> Like, the main
thing I hope it will do is work with RC switching track, but that
isn't in yet xD
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L127[15:07:31]
<smeker> Why are block textures all
white?
L128[15:07:42]
<smeker> And how to fix that
L129[15:08:12]
<SkySom> Do you have Optifine
installed?
L130[15:08:19]
<smeker> Yes
L131[15:08:31] <cloakable> then don't
:D
L132[15:08:38]
<SkySom> Uninstall it.
L133[15:08:47]
<smeker> I love white
L134[15:08:51]
<smeker> Btw
L135[15:09:58] <Michiyo> @smeker update
optifine if you haven't.. latest (D4 I think) fixed it for
me
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L153[22:04:32]
<Lexynide> Hm I can't find Flux
Transformer in 10.0.1. I suppose it's still broken? ?
L154[22:08:00]
<ccgfok> It will be added in
10.2.0
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L158[22:36:56]
<Lexynide> Ah, I see. Although I
suppose that means many months from now on? ?
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L160[22:39:20] <CovertJaguar> well
hopefully something early 2017
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