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L17[04:56:00] <Joshwoo70> *sigh* we should fork RC adn ask CJ's Permission for a Community powered version
L18[04:56:49] <Joshwoo70> poll with emojis ? or ?
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L25[06:01:06] <WatchtowerOrator> Time for a new episode from Forecaster! You're welcome!
L26[06:01:06] <WatchtowerOrator> https://youtu.be/JPwyLgwd_Q8 - Modded Minedcrafted [Episode 212] - The Bits
L27[06:01:06] <WatchtowerOrator> Tags on this video: industrialcraft2,Mining,Buildcraft,Building
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L38[10:42:56] <Ropi> the bits
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L44[11:59:14] <MindWorX> Is there a way to get the redstone signal out of a regular itemloader on a different side than down?
L45[11:59:50] <MindWorX> Or do I need the advanced item loader for that?
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L47[12:17:51] <bballboy2002> you need advanced
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L51[12:45:14] <liach> @Joshwoo70 I think he should allow to add collaborators first
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L55[13:29:42] <Hanakocz> I think it is his mod and you all can make addons instead, possibly allow him to incorporate stuff into main mod later. XD
L56[13:34:36] *** Keridos|away is now known as Keridos
L57[13:36:01] <liach> No... We need him to appear
L58[13:38:21] <Amerem> how about you just leave him to his buisness so you don't piss him off and make him decide to quit
L59[13:41:48] <liach> At least he should appoint some collaborator who actually do things
L60[13:42:07] <liach> No collaborator fix bugs, manage issues, etc
L61[13:42:11] <liach> Only I sent pulls
L62[13:42:42] <Amerem> he doesnt have to do anything if he doesnt want to its his mod
L63[13:43:03] <liach> So will there be some "Railcraft Reborn"?
L64[13:43:10] <Amerem> maybe hes working on it from time to time in secret who knows
L65[13:43:39] <Amerem> maybe hes laid up in the hospital about to die from cancer you just don't know man
L66[13:45:33] <liach> He is not
L67[13:45:37] <liach> see his twitter
L68[13:46:31] <Amerem> it was just an example
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L72[14:13:01] <vedrit> Calm down liach. If jaguar is too busy, then there's nothing to be done. It would be nice if he'd let other people work on it, but understand that he may not want other people messing with what he made.
L73[14:13:49] <Amerem> exactly and pissing him off isnt going to get any improvments or additions made
L74[14:14:06] <liach> shrugs
L75[14:14:16] <liach> then what do the collaborators od
L76[14:14:22] <vedrit> Wait
L77[14:14:37] <liach> ?
L78[14:14:42] <vedrit> At this point, it's the only thing anyone can do
L79[14:14:52] <Kodos> Liach... I can be polite no more. Please fuck off with your entitlement and impatience
L80[14:15:23] <vedrit> Unless you personally know jag and can direct your questions and concerns to him directly.
L81[14:15:40] <Kodos> I am so done with nits who think mod developers are obligated to keep their shit updated, and not be allowed to deal with their own lives
L82[14:16:15] <liach> I mean that those added as collaborator should do something
L83[14:16:44] <liach> I contribute to Railcraft more often than most collaborators, but I am NOT a collaborator yet!
L84[14:17:56] <Forecaster> I was made a collab to manage issues, which I do sometimes when I have time
L85[14:18:00] <Forecaster> I don't touch the code
L86[14:18:12] <liach> aye
L87[14:18:25] <liach> The code
L88[14:51:53] <MindWorX> Hmm
L89[14:52:11] <MindWorX> I just tried the advanced loader, and I'm still not able to read out a redstone signal from any side
L90[15:08:31] <Hanakocz> I thought that loaders emit redstone only into the track they are facing. Then you need some track that reemits the signal
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L93[15:21:35] <Forecaster> MindWorX: you may need a comparator to get a redstone signal out to something that is not a track
L94[15:21:55] <MindWorX> Oh
L95[15:22:20] <MindWorX> Thanks, I'll give it a try.
L96[15:22:44] <Forecaster> I think
L97[15:23:19] <Forecaster> there is some kind of filtering being done to prevent interference if I recall correctly, so it will only output to certain things
L98[15:23:28] <Forecaster> or maybe I'm thinking of something else
L99[15:28:32] <Kodos> What are you trying to do mind?
L100[15:30:17] <liach> ?
L101[15:31:08] <Kodos> Stupid phone. Mindworx what are you trying to do
L102[15:32:01] <MindWorX> Kodos, just want to read out the loader status and make sure it's ready before sending the train off again.
L103[15:33:21] <Kodos> Doesn't the loader do that anyway
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L105[15:35:55] <Hanakocz> locking track..
L106[15:40:04] *** Keridos is now known as Keridos|away
L107[15:43:28] <MindWorX> Well, how do I make the locking track only lock the specific cart I want it to lock?
L108[15:43:42] <MindWorX> I have: chest->tank->locomotive
L109[15:48:27] <Hanakocz> you setup the filter inside loader, then he lets pass all other carts
L110[15:48:32] *** Keridos|away is now known as Keridos
L111[15:48:51] <Forecaster> yes, there is a cart filter in the loaders
L112[15:49:01] <Forecaster> the two slots in the middle
L113[15:49:50] <Hanakocz> also if cart is not loadable, it will just emit redstone, unlocking the cart, if you setup the button correctly. (not to "never"
L114[15:49:51] <Hanakocz> also if cart is not loadable, it will just emit redstone, unlocking the cart, if you setup the button correctly. (not to "never")
L115[15:50:35] <Hanakocz> Also do remember that you can have coloured carts&locos and let loader load only the specified coloured carts
L116[15:50:57] <Forecaster> railcraft don't have colored carts
L117[15:51:05] <Forecaster> they can be named in an anvil however
L118[15:51:19] <Hanakocz> oh, then only locos?
L119[15:51:23] <Forecaster> yes
L120[15:51:26] <Hanakocz> ya, that it is
L121[15:51:58] <Forecaster> doesn't have*
L122[15:52:32] <MindWorX> Hmm
L123[15:52:39] <MindWorX> Still, that'd limit me to one cart per train
L124[15:52:44] <MindWorX> But it'll work for now, so thanks. :)
L125[15:52:53] <Forecaster> how so?
L126[15:53:15] <Hanakocz> Well you can use multiple loaders and load other types of carts in paralel system
L127[15:53:52] <Forecaster> you can also filter tank carts to only accept a specific fluid
L128[15:54:02] <Hanakocz> also normal loader ignores tank carts and vice versa
L129[15:54:08] <Forecaster> yes
L130[15:54:26] <Forecaster> if something can't be loaded it will generally just be sent away
L131[16:03:14] <MindWorX> I'm just thinking, if I have an additional chest, one for pickup and one for resupply
L132[16:03:22] <MindWorX> I don't want it to start loading the resupply chest cart.
L133[16:03:38] *** Keridos is now known as Keridos|away
L134[16:03:50] <Forecaster> either use cargo carts, which you can filter, or you name them and use the filters in the loader/unloader
L135[16:04:14] <MindWorX> How have I never seen cargo carts before ...
L136[16:09:24] <Hanakocz> Or you can try out RailCraft Cosmetics (if you are on1.7.10 still), and then have more carts ?
L137[16:10:49] <MindWorX> I might give it a look, thanks for the suggestion. :)
L138[16:12:05] <MindWorX> Alright, so cargo cart can accept a single type of item based on the filter?
L139[16:12:12] <Hanakocz> yes
L140[16:12:30] <Forecaster> yep
L141[16:12:43] <MindWorX> Nice
L142[16:27:33] <Kodos> I love the wood cart from cosmetics
L143[16:33:52] <Hanakocz> ? I was firstly thinking to use on them vanilla wood textures and thus more variants, but then it was not pretty, so we made this universal wood. on 3 pixels there was not enough space to make it pretty , or it would not be kinda good to make double scaled models and double big textures #keepthingseasy
L144[16:36:55] <Kodos> Looks fine to me.
L145[16:37:13] <Kodos> I never need more than 9 stacks of wood at a time anyway
L146[16:38:26] <Kodos> If I have more than one loco on a train will the nonrunning one drag the train down at all
L147[16:39:58] <Forecaster> yes
L148[16:40:01] <Forecaster> all carts add drag
L149[16:41:49] <Kodos> Okay
L150[16:42:03] <Kodos> What's the limit on what a loco can pull
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L152[16:42:58] <Hanakocz> well they can pull a lot, but the train will be slow. And you can adjust that power in configs
L153[16:43:38] <Kodos> Okay. I will probably do a factorio style train and line then
L154[16:44:26] <Forecaster> A single locomotive can pull upwards of 10 carts fine on it's own
L155[16:44:39] <Hanakocz> then you can just try to load full MFE cart and try move that beast xD
L156[16:44:42] <Forecaster> you can have multiple locomotives in a train though
L157[16:45:04] <Forecaster> they will all help pull the train
L158[16:45:06] <Kodos> Well I was thinking something like a 1-4-1 train
L159[16:45:28] <Forecaster> you mean with a locomotive in each end
L160[16:45:35] <Kodos> Yes
L161[16:45:36] <Forecaster> in minecraft it's easier to turn them around
L162[16:46:06] <Forecaster> especially since locomotives that aren't on may turn around unexpectedly
L163[16:46:20] <Hanakocz> More locos I would use probably only with electric ones
L164[16:46:58] <Kodos> Do I need to wire all of the electric tracks or just a single piece to have a receive electric
L165[16:47:04] <Kodos> Have it
L166[16:47:51] <Kodos> And does electric locomotive have to be on electric track or can I just set up a little recharge station
L167[16:48:10] <Forecaster> they have an internal battery, but it's not very big
L168[16:48:13] <Kodos> Oh and will trigger a refuel route
L169[16:48:19] <Forecaster> it will charge from electric tracks
L170[16:48:20] <Kodos> Will it
L171[16:48:38] <Kodos> Right I know they charge for electric tracks but do they have to have electric track to run or only to charge
L172[16:48:41] <Hanakocz> you cna do that, but then you will need to take batbox with you
L173[16:48:46] <Forecaster> no, I believe the "needs refuel" condition only applies to steam locomotives
L174[16:48:50] <Hanakocz> and full batbox is heavy
L175[16:49:06] <Kodos> I have immersive engineering for power transfer on long distances I don't need to use electric carts
L176[16:49:31] <Hanakocz> it is better to cover most of tracks with electric tracks, then have them powered in few places as you load the chunks
L177[16:49:52] <Forecaster> the tracks will balance power with their neighbours
L178[16:50:10] <Forecaster> there is a loss when doing so though
L179[16:52:55] <Kodos> Hm. Alright
L180[16:53:40] <Kodos> Are anchor carts a must
L181[16:54:15] <Forecaster> if you expect trains to not get stuck in otherwise unloaded chunks yes
L182[16:54:32] <Kodos> Indeed. Okay factory time
L183[16:54:45] <Forecaster> though you can also use sentinels and anchors to load the chunks the tracks are in
L184[16:55:12] <Forecaster> will save you from having chunks load/unload constantly
L185[16:55:26] <Forecaster> which may be preferrable in some cases
L186[16:56:13] <Kodos> Is there a tutorial on sentinels
L187[16:56:20] <Kodos> Or wiki
L188[16:56:43] <Forecaster> you use a crowbar to pair them with an anchor
L189[16:57:04] <Forecaster> this will cause the anchor to load the chunks between it and the sentinel, instead of the normal radius
L190[16:57:12] <Forecaster> but it will still only load up to 9 chunks
L191[16:57:19] <Kodos> Ahh okay
L192[16:57:20] <Forecaster> per anchor
L193[16:58:02] <Hanakocz> I ride with my train or have anchor card, I think
L194[16:58:02] <Forecaster> but you can cause it to load fewer chunks that way
L195[16:58:19] <Forecaster> for example putting the sentinel in the same chunk as the anchor will cause it to only load that chunk
L196[16:59:45] <Forecaster> If you know you'll have trains going down a particular line a lot it'll save a lot of read/write to have the chunks permanently loaded
L197[17:00:36] <Forecaster> and unless the chunks have TE's or other entities in them (a significant amount) they wont really cause any extra load by being loaded all the time
L198[17:01:40] <Hanakocz> the most load are mobs anyways, and without players they wont be there
L199[17:02:13] <Forecaster> there can also be animals, but yeah
L200[17:02:42] <Forecaster> I for example had an issue with Mariculture spawning thousands of penguins in certain chunks for some reason (1.7.10)
L201[17:02:59] <Forecaster> it caused a lot of issues with performance until I found out and disabled it
L202[17:04:08] <Hanakocz> back when we had Farlanders mod (for more endermen), we had their village near spawn-loaded chunks, jeeez they always overpopulated all around and that was not fun ?
L203[17:04:41] <Hanakocz> because I made few of them invincible so they stayed alive but then they multiplied even with the invincible gen ?
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L206[17:14:16] <Kodos> My main thing right now is I can't figure out a way to make a tree farm that isn't overpowered/cheaty
L207[17:14:37] <Kodos> I added in Steve's Carts, and used that for now, but the mod as a whole seems... I have no idea what the word it
L208[17:14:39] <Kodos> I added in Steve's Carts, and used that for now, but the mod as a whole seems... I have no idea what the word is
L209[17:14:51] <Kodos> Excessive, I guess
L210[17:17:01] <cloakable> manual tree farm xP
L211[17:20:16] <Hanakocz> what is overpowered for example on Forestry farm?
L212[17:22:04] <Hanakocz> or buildcraft aproach with lumberjack robots? ? or thaumcraft golems? ?
L213[17:24:11] <Kodos> I don't like Thaumcraft, and I haven't gotten around to figuring out how to actually use BC Robots
L214[17:24:15] <Forecaster> I would not call Forestry overpowered
L215[17:24:19] <Kodos> Forestry Farms are actually pretty balanced, imo
L216[17:24:44] <Hanakocz> especially when you play forestry on HARD setup
L217[17:24:58] <Hanakocz> forestry is best for that ?
L218[17:25:07] <Hanakocz> with railcraft steam engines
L219[17:29:08] <Kodos> Guessing adv loaders don't like the one block space that fluid loaders can have?
L220[17:29:35] <MindWorX> How does this happen: http://i.imgur.com/DNRR27o.jpg
L221[17:29:40] <Forecaster> only fluid loaders can be placed one block away from the track
L222[17:29:53] <MindWorX> I'm guessing it's possible a chunk got unloaded in it's path
L223[17:30:02] <MindWorX> Still haven't added chunk loaders to the trains.
L224[17:30:11] <Forecaster> difficult to say
L225[17:30:56] <MindWorX> Based on what you wrote above, I might just add spot loaders along all tracks.
L226[17:31:01] <MindWorX> They're made to fit into chunks anyways
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L228[17:35:52] <Kodos> Now I just need to come up with a design for running track over water
L229[17:37:09] <Cast0077> Can anyone recommend a good spotlight video with the current state of the mod
L230[17:46:12] <MindWorX> Kodos, with regards to a tree farm, I usually try to go for the elaborate solution instead of the premade ones. It might be just as cheaty, but it' usually more fun.
L231[17:47:32] <MindWorX> I made one with an Unbreakable TiCon Lumberaxe, some Thermal Expansion Activators and a Steve's Factory Manager thing to pick up the drops. Then just a bit of redstone logic and off it goes.
L232[17:48:08] <Kodos> If I could be bothered, I'd set up something with OC Robots and drones
L233[17:48:17] <MindWorX> Also made one for charcoal as well with fortune on the axe for additional drops. Also doubled up as a very slow xp farm
L234[17:48:19] <Kodos> I'll probably just go the Forestry route
L235[17:49:52] <Hanakocz> I just ran around with GregTech damascus steel axe and cut whole trees at once....can't wait till chainsaw though
L236[17:50:19] <Hanakocz> and with autosapling mod , the trees around the house grew back up
L237[17:50:38] <Kodos> The only reason I'd ever be insane enough to install GregTech would be GT5 for the covers
L238[17:50:42] <Hanakocz> well...the best tree farm is a slave-player you keep around xD
L239[17:51:05] <Hanakocz> GT6 is way superior to GT5 already, even if it does not contain all stuff yet
L240[17:51:25] <Kodos> I only ever liked using the cover system
L241[17:51:26] <Kodos> Activity lights ftw
L242[17:51:28] <Hanakocz> insane? it is the most balanced mod ever. for everything
L243[17:52:34] <Hanakocz> you can then make those nice blast resistant tungstensteel tracks for faster travel xD
L244[17:53:47] <Kodos> I never said the mod was insane
L245[17:53:53] <Hanakocz> but only basic ones are there, for all automation you still need railcraft
L246[17:53:53] <Kodos> I said I'd have to be insane to install it
L247[17:54:30] <Hanakocz> you just play with it a lil and then it will fastly stay as a norm for you xD
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L249[17:55:57] <Hanakocz> would be fun to look at the reactions of my players if I would want to remove GT xD
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L253[18:09:51] <Forecaster> Cast0077: Sorry, don't know of any
L254[18:10:34] <Cast0077> https://www.youtube.com/watch?v=_GKSZprfgI0
L255[18:10:43] <Cast0077> do you know if that is outdated
L256[18:11:50] <Forecaster> very
L257[18:11:53] <Cast0077> seems like a nice sets of videos just didn't want to get 1/2 in to them to find out it doesn't really help anymore
L258[18:12:22] <Forecaster> which mc version are you on?
L259[18:13:38] <Cast0077> 1.10
L260[18:13:43] <Cast0077> using all the mods
L261[18:14:37] <Forecaster> then no, sorry
L262[18:15:01] <Forecaster> feel free to ask questions get though
L263[18:15:13] <Forecaster> here though*
L264[18:17:53] <Cast0077> ok thanks
L265[18:23:55] <Cast0077> oh cool the discord and IRC are connected
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L268[19:13:19] <Kodos> Awesome, the steam oven can do charcoal
L269[19:15:35] <Kodos> Wonder if I can do a net gain of charcoal with this
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L271[19:27:44] <MindWorX> Out of curiosity, what's the power requirements for electric trains in terms of RF/t? I made a few tests once and it seemed rather high.
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L273[19:34:43] <Cast0077> I'm at 1.86 trillion RF now .. want to borrow some
L274[19:36:52] <Hanakocz> best is to disable furnace recipe for charcoal, then just use coke ovens ?
L275[19:37:14] <Kodos> Why would I disable it?
L276[19:37:36] <Hanakocz> because it is too easy xD
L277[19:38:07] <Hanakocz> best way to charcoal was still in TFC though
L278[19:38:15] <Kodos> Aye
L279[19:38:27] <Kodos> I liked TFC's storage of wood and ingots, too
L280[19:40:35] <Hanakocz> There is a mod for ingots
L281[19:40:41] <Kodos> I know, I haev it
L282[19:40:46] <Hanakocz> For wood....well, why not to make some?
L283[19:41:02] <Hanakocz> Can't be such hard...maybe
L284[19:41:24] <Kodos> Would just need a fancy log looking block that was a 9 slot inventory that took wood o nly
L285[19:41:48] <Hanakocz> with changing model similar as wood cart works
L286[19:41:57] <Kodos> Indeed
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L290[19:43:01] <Hanakocz> then the problem appears that you need to get the textures of items you inserted dynamically show up, and that is probably all
L291[19:43:16] <Hanakocz> the biggest problem after all will be a scale to models though
L292[19:43:52] <Hanakocz> it is hard to fit things into one block, and multiblocks are tricky
L293[19:44:21] <Kodos> Well I was just thinking of basically TFC's method, where it's a single block that you can just have more than one adjacent to each other
L294[19:44:31] <Hanakocz> I once did multiblock crop (hops for beer brewing for unfinished dwarf mod)
L295[19:45:28] <Hanakocz> it needs so many checks to blocks around if it is still proper multiblock. Sadly MC has kinda poor support for multiblocks in general
L296[19:47:01] <Hanakocz> I want to have more time for finishing my projects :/
L297[19:50:04] <MindWorX> I'm so used to be able to track trains on the map in Factorio :P Really missing it in MC.
L298[19:52:15] <Hanakocz> like that you see where they are ?
L299[19:52:28] <Hanakocz> on map?
L300[19:53:02] <Hanakocz> might be possible if we can load fakeplayer into them xD then if one has some sort of dynmap, it can show them
L301[19:53:30] <MindWorX> That might work :P
L302[19:53:46] <Hanakocz> feel free to write a mod for that ?
L303[19:53:50] <MindWorX> Sadly any tracking would be very map specific
L304[19:54:56] <Hanakocz> well....or another aproach, some sort of gui list
L305[19:55:29] <Hanakocz> you attach some unique identifier for locos, then the list will show you coords of the loco, if in loaded chunk
L306[19:55:41] <Hanakocz> similar thing does OPIS
L307[19:58:29] <Hanakocz> possibly with stored coords of where you built stations, then showing the distances from stations
L308[19:59:57] <Hanakocz> I will write it into my "possible to add into RCC if I get good at javaing"
L309[20:02:09] <MindWorX> Hehe
L310[20:03:18] <Hanakocz> for now the block to add it would be my missing knowledge how to properly add custom guis, that would look usable enough
L311[20:12:27] <Kodos> What about a tracking cart
L312[20:12:33] <Kodos> That ties into some special map
L313[20:12:39] <liach> ?
L314[20:12:54] <Kodos> I remember WRCBE had the tracking thing, and a special map
L315[20:13:01] <Kodos> I wonder if something similar could be done for carts
L316[20:16:16] <liach> We can create wrappers for cart instances
L317[20:17:01] <MindWorX> Yeah, I had the same idea Kodos. A radar cart or something, that'll show up on a map. But like I said, it'd be tied to some specific map, unless you want to code it to support all maps.
L318[20:18:27] <Kodos> Indeed. I'm off to bed. o/
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L321[20:24:45] <Hanakocz> well if we can make it to show on vanilla map as players do show, then it might be even easier
L322[20:25:13] <Hanakocz> I can think it through, that would not need guis nor other things
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L324[20:27:50] <liach> just make some plugin like stuff is the best
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L326[21:56:55] <4000DC> How's 1.10.2+ going?
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