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L51[08:20:14] *
Lostgeek finally found a solution for his global routing problem:
train schedules
L52[08:20:33] <Lostgeek> instead of getting
multiple trains in the right spot, just one that passes all
L53[08:21:13] <Lostgeek> and detectors that
let 1 train depart when the next one enters the station
L54[08:23:45] <Forecaster> wut
L55[08:23:55] <Forecaster> what do you mean
with "just one that passes all"
L56[08:24:44] <Lostgeek> changing the
routes
L57[08:24:57] <Lostgeek> so instead of a
fishbone structure, mesh/circular
L58[08:25:15] <Lostgeek> so the train
passes through every station along the way
L59[08:25:24] <Lostgeek> :)
L60[08:25:53] <Forecaster> ah
L61[08:26:01] <Lostgeek> and with some
fancy redstone+timer handycraft you can actually make your
railbook/schedule
L62[08:26:18] <Lostgeek> and as the track
grows, I just add more different general routes
L63[08:26:26] <Forecaster> that's an
interesting solution
L64[08:26:36] <Lostgeek> like a fast
east-west line, a slow local train, and so on
L65[08:27:07] <Lostgeek> and of course you
can use comptercraft+ticket dispenser if you need a special
destination
L66[08:27:47] <Lostgeek> basically you
maintain routes now, instead of destinations
L67[08:28:36] <Lostgeek> since you can use
color detection, you can also trigger certain color trains for
various routes passing through 1 big station at the center
L68[08:30:08] <Lostgeek> (afk/brb
90min)
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L71[09:37:52]
<Hanakocz> btw. with Forge Energy,
will RailCraft use it instead of RF?
L72[09:39:13] <Forecaster> dunno, probably
depends how prevalent RF is and how easy the switch will be
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L74[09:46:28]
<Hanakocz> I heard it should be based
on that , then you use methods of forge and don't need some
APIs...however for electricity it probably won't work, only
for primitive systems
L75[09:47:33] <Forecaster> railcraft has
it's own electrical system
L76[09:47:49] <Forecaster> support for
forge energy can probably be added to the Flux transformer or
something
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L89[14:01:34] <MindWorX> What's the
most basic way to ensure collision free blocks? I'm currently
thinking of using Signal Block Relay Boxes all along the track and
then placing holding tracks on top of them.
L90[14:01:53] <MindWorX> My tracks are only
one way currently, right-hand driving.
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L96[14:44:18] <MindWorX> Notice the right
track
L97[14:44:42] <MindWorX> Just a Locking
Track on top and emits signal on red
L98[14:47:18]
<SkySom> What's the stone half
slabs texture?
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L100[14:48:22] <MindWorX> It's just
regular slabs and unity texture pack I think
L101[14:48:34]
<SkySom> Ah
L102[14:49:31] <MindWorX> Anyways, looks
like my idea doesn't work, once the first part of the train
enters, the holding track blocks.
L103[14:49:52] <Forecaster> blocks?
L104[14:50:05] <MindWorX> Yeah, holds the
locomotive
L105[14:50:19] <Forecaster> well yeah,
that's what they do :P
L106[14:50:32] <MindWorX> Yeah, I think I
need a timer or something to make it work :P
L107[14:51:59] <MindWorX> Might be going
about it all wrong though. :P I'm used to the very automatic
trains in Factorio
L108[14:53:13] <Forecaster> I don't
know what you're trying to do or have done :P
L109[14:54:07] <MindWorX> Just trying to
make two trains able to run on the same track in the same direction
without the second train hitting the first if the first
stops.
L110[14:54:14] <MindWorX> But I *think* I
know what I was doing wrong. :D
L112[14:57:29] <MindWorX> Yeah, I've
been skimming, trying to pick up things whenever I get stuck
L113[15:03:01] <MindWorX> I didn't
get it right this time either. :P Time to watch the tutorial
L114[15:14:11] <MindWorX> Oh, looks like I
had it right. I guess I'm just suffering a bit from lag spikes
or something
L115[15:15:01] <MindWorX> For some reason
even though the locomotive is moving forward it sometimes give a
brief red aspect rather than yellow
L116[15:15:14] <Forecaster> is the issue
that the track is catching the next cart in the train?
L117[15:15:37] <MindWorX> Yeah. Can I make
it only hold locomotives?
L118[15:15:52] <Forecaster> you need to
put it in "train lockdown" mode
L119[15:16:16] <Forecaster> the
"train" modes will keep the track from catching carts of
the same train after release
L120[15:16:47] <MindWorX> That's
awesome!
L121[15:17:45] <MindWorX> It's almost
like you thought it through.
L122[15:19:10] <Forecaster> I didn't
make the mod, if that's what you mean :>
L123[15:19:24] <MindWorX> You didn't?
But you've been here forever.
L124[15:19:40] <MindWorX> Literally for
years
L125[15:19:56] <Forecaster> oh yes
L126[15:20:09] <Forecaster> but not since
the beginning
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L129[15:38:27] <MindWorX> I got it
working!
L130[15:38:36] <MindWorX> Thank
Forecaster, Train Lockdown did the trick
L131[15:38:50]
<vedrit> Is there an experimental
build of RC that has signals?
L132[15:38:50] <MindWorX> That and a
single offset track
L133[15:39:12] <Forecaster> for 1.10?
no
L134[15:39:16]
<vedrit> Dang
L135[15:41:19] <MindWorX> Alright, so now
that blocks are working, I just need to mass produce signal
blocks
L136[15:43:02] <MindWorX> Next step is
routing a certain color to the storage area for unloading without
going through the player station
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L138[15:49:58]
<liach>
Why does Covert just disappear
L139[15:50:20] <Kodos> Because he's
not obligated to stick around?
L140[15:52:24]
<SkySom> Indeed. Shit happens.
L141[15:59:07]
<liach>
the worst is that no collaborator fix anything at all, even manage
issues
L142[15:59:38]
<SkySom> Oh well.
L143[16:03:07] <MindWorX> I wonder if
carts will ever get the same treatment as boats did.
L144[16:03:28]
<vedrit> What treatment?
L145[16:03:32] <MindWorX> I guess it
wouldn't change much though, since you'd still have a lot
of carts that aren't handled by the client.
L146[16:03:48] <MindWorX> Well, boats are
calculated locally now. That's why they're so smooth to
use
L147[16:04:52] <MindWorX> What I
wouldn't give for carts/locomotives that didn't come with
a load of physics glitches.
L148[16:05:13]
<vedrit> That would be nice
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L150[16:08:05] <MoxieGrrl> I am so glad we
have fixed boats now. Them breaking randomly was the most annoying
thing in the world and why I never used them.
L151[16:10:16]
<Hanakocz> actually minecarts were
always way smoother than boats...maybe 1.9 boats got better, but
well
L152[16:10:41]
<Hanakocz> ya, exactly, desync of old
boats was so annoying
L153[16:15:53]
<SkySom> 1.9+ boats are way
better
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L155[16:19:07] <MindWorX> MoxieGrrl, Yeah,
boats was horrible. Like, they wouldn't even match your
position
L156[16:19:18] <Forecaster> hence the
breaking
L157[16:19:21] <MindWorX> You'd be
sailing and suddenly it decides to explode on the coast because
you've been offset.
L158[16:19:26] <Forecaster> when the
server said "you hit land"
L159[16:19:29] <MindWorX> Yeah
L160[16:19:38] <Forecaster> horses are
terrible in 1.7 as well
L161[16:19:52] <Forecaster> also, I look
over the issues sometimes, but it's not really a
priority
L162[16:20:05] <Forecaster> it's not
like we get tons of them every day
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L180[19:28:30] <MindWorX> How does the
routing switch motor work? Do I just place it, add a routing table,
and it'll switch in time?
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L184[20:00:53]
<liach>
@Forecaster: can you check my pulls?
L185[20:04:16] <cloakable>
MindWorX: when the routing table matches the train, aye
L186[20:04:35] <MindWorX> Awesome
L187[20:04:39] <MindWorX> Thanks
cloakable
L188[20:05:57] <cloakable> (not in 1.10.2
unless something has changed recently)
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