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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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L42[05:13:04] <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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L118[14:56:35] <daniel> found it: https://cdn.discordapp.com/attachments/225184360049934336/249872675034365952/unknown.png
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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