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L1[00:09:19]
<Kodos>
Okay, got that working
L2[00:09:29]
<Kodos>
Now, I apparently have a conflicting recipe between the chest and
cargo carts
L3[00:09:53]
<Kodos>
OH
L4[00:09:55]
<Kodos>
Nvm
L5[00:09:59]
<Kodos>
That's what I get for not mousing over
L6[00:10:04]
<Kodos>
Derp
L7[00:10:16]
<liach>
trapped chest huh
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L10[00:12:34]
<Kodos>
Yep
L11[00:12:36]
<Kodos>
I'm a moron ?
L12[00:12:56]
<Kodos>
Now I just need to find the fecking iron
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L16[00:34:38]
<Kodos>
Anyone familiar with IE in 1.7.10?
L17[00:34:45]
<Kodos>
Got a potentially silly question
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L28[01:56:53]
<CovertJaguar> ugh...the client render
code is not calling the rail direction function
L29[01:57:07]
<CovertJaguar> missing hooks in forge,
yeah
L30[01:58:29]
<CovertJaguar> getPos and
getPosOffset
L31[02:04:18]
<Joshwoo70> dammit forge
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L36[02:16:49]
<CovertJaguar> its a bit hacky, but at
least I control the entry point to that code, at least for carts
using my renderer
L37[02:17:34]
<CovertJaguar> @liach can I get you to
get the missing hook call into Forge at some point?
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L39[02:24:07]
<CovertJaguar> ok junction and the new
unified track kit renderer seem to work
L40[02:24:29]
<CovertJaguar> that was easier that I
thought it would be
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L42[02:51:32] <Forecaster> \o/
L43[03:01:07]
<Joshwoo70> looks neato
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L45[04:21:29]
<CovertJaguar> Crowbar or Spike Maul
to switch between normal track and junctions/switches? Keep in mind
that swtiches use the crowbar to swap the mirror state. I'm
going to bed and will read your comments in the morning, so rage
and rant and argue at will. ;)
L46[04:23:42] <Kodos> I would say Spike
Maul, as that gives us an additional tool, which could open options
up later on down the line
L47[04:25:14]
<Joshwoo70> blowtorch
L48[04:25:17]
<Joshwoo70> nuff said XD
L49[04:30:55] <Forecaster> spike maul
sounds like a medieval weapon more than a tool :P
L50[04:31:23] <Forecaster> but yeah,
I'd go for that
L51[04:38:16] <Kodos> I googled it to make
sure lol
L52[04:38:44]
<Joshwoo70> blow torch can't melt
steel beams
L53[04:41:50] <Kodos> Man, I wish this
animania mod was 1.7.10
L54[07:16:24]
<vigilian> still no new updates for
the moment since 10.0.1?
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L56[07:20:14] <Forecaster> no
L57[07:20:23] <Forecaster> they're in
the works though
L58[07:29:53] <Kodos> On the fluid loader,
what does it mean to 'keep pristine carts'?
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L79[10:05:25]
<RedneckGenius> Is a diesel locomotive
still being worked on?
L80[10:06:08] <Forecaster> it's on the
backburner right now
L81[10:06:10] <Forecaster> because
porting
L82[10:06:17] <Forecaster> kinda needs to
be the focus
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L85[10:36:25]
<GeneralCamo> I'm of the opinion
it should be a bit more complicated than just a Diesel locomotive
honestly
L86[10:36:33]
<GeneralCamo> Anyone ever hear of Oil
Burners?
L87[10:46:43]
<GeneralCamo> Hmm actually
L88[10:46:55]
<GeneralCamo> @Forecaster What are
your thoughts on introducing an Oil Burner?
L89[10:47:06]
<GeneralCamo> (Liquid Fueled Steam
Locomotive)
L90[10:48:33]
<GeneralCamo> Later on I would love to
see a Diesel-Hydraulic and then a Diesel-Electric, but that's
complicated and takes time
L91[10:48:49]
<GeneralCamo> This would basically be
a steam locomotive with an extra step to make
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L94[11:23:00] <Forecaster> how does that
make it more complicated?
L95[11:25:40] <Forecaster>
@GeneralCamo
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L99[12:22:33]
<GeneralCamo> They would need new
models
L100[12:24:14] <Forecaster> what
L101[12:24:41] <Forecaster> I mean how is
an oil locomotive better than a diesel locomotive?
L102[12:25:21] <Forecaster> just being
able to burn oil directly sounds *less* complicated
L103[12:32:49]
<GeneralCamo> Hmm, I'll have
another look at this thing
L104[12:32:51]
<GeneralCamo> Hmm, I'll have
another look at this then
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L108[13:28:59]
<Fleynic> Hmm. I wonder if there has
been made underwater rails...
L109[13:29:49]
<Fleynic> Or a cart that can tunnel
underwater (digging and placing walls around itself?)
L110[13:30:40] <Forecaster> steves carts
can probably do that
L111[13:30:41] <Forecaster> maybe
L112[13:30:42] <Forecaster> I dunno
L113[13:31:24]
<Fleynic> I see! Is this mod 1.11
compatible? I know a few 1.10.2 works fine in 1.11
L114[13:31:33] <Forecaster> no idea
L115[13:32:00] <MCenderdragon> they can do
that but you need alot of modules (3 or more i through) and a
galgadorien casing, but maybe I overengineered the one i
builded
L116[13:32:14] <Forecaster> built*
L117[13:32:22]
<CovertJaguar> lost of support for a
new tool I see, guess we'll go with that
L118[13:32:56]
<CovertJaguar> @Fleynic I don't
believe so
L119[13:33:12]
<CovertJaguar> I haven't even
looked at 1.11 yet
L120[13:33:27] <Forecaster> I think they
meant steves carts
L121[13:33:43]
<liach>
1.10 1.11are very different
L122[13:33:47]
<CovertJaguar> as far as I know the
majority of people are still on 1.7
L123[13:33:48]
<Fleynic> I might try to run it, And
if I do? Have my word in that if it crashes on startup, I'll
provide the log. For science. That will at least tell us what needs
updating/changing
L124[13:33:58]
<liach>
inventory and itemstack changes
L125[13:34:09]
<CovertJaguar> yeah, that's what
I thought changed
L126[13:34:29]
<SkySom> Yeah ItemStacks are no longer
null.
L127[13:34:34]
<Fleynic> Yep, if I recall no more
null itemstacks
L128[13:34:44]
<SkySom> So many subtle bugs
L129[13:34:50]
<Fleynic> ... You stole my words from
my mouth xD
L130[13:35:02]
<liach>
But forge bugs can only get fixed on 1.11
L131[13:36:17]
<Fleynic> Tho I repeat some 1.10.2
mods work in 1.11.2... I recall seeing some
L132[13:36:58]
<Fleynic> And I meant railcraft
btw
L133[13:37:30] <Forecaster> kay
L134[13:37:42]
<Fleynic> Although. Steve's carts
and railcraft make a perfect team
L135[13:38:59]
<Fleynic> My only wonder is if
there's any crossover features if they're installed
altogether. Since this question fits in both mods/groups, I assume
I can ask either here or there
L136[13:39:16] <Forecaster> there
aren't
L137[13:39:34] <Forecaster> except cart
linking which should work on most cart things
L138[13:40:59]
<Fleynic> Oki. A small suggerence,
tho!
L139[13:41:28]
<Fleynic> You can always add mossy
rails. For mineshaft on jungle biomes...
L140[13:41:30] <Forecaster> what the heck
is a suggerence
L141[13:41:36]
<Fleynic> You can always add mossy
rails. For mineshafts on jungle biomes...
L142[13:42:10]
<Fleynic> Excuse my grammar, English
is not my native/main language
L143[13:43:36] <Forecaster> ah you just
meant suggestion then
L144[13:43:49]
<Fleynic> Yep.
L145[13:44:03] <Forecaster> :P
L146[13:44:23] <Forecaster> well, the
railcraft cosmetics addon adds grassy rails
L147[13:44:45]
<Fleynic> I repeat. Mossy rails. Or
overgrown if they get outside and over gra-- oh, really?
L148[13:45:09] <Forecaster> yeah
L149[13:45:23]
<Fleynic> I don't mean only for
cosmetic reasons. Functionality too, like the damaged ones on
mineshafts
L150[13:45:59]
<Fleynic> You know what happens if you
try to pass over those... Very risky
L151[13:49:10] <Forecaster> uh, no not
really
L152[13:49:14] <Forecaster> do
elaborate
L153[13:50:52]
<Fleynic> Imagine a train passing
through an old railway, overgrown by the grass. Which haven't
been cleared
L154[13:51:26]
<Fleynic> Now imagine 80% of the
tracks is like that
L155[13:51:42]
<Fleynic> Now that you see what
I'm talking about
L156[13:51:50] <Forecaster> uh...
L157[13:51:58] <Forecaster> you still
haven't explained what should happen
L158[13:52:00] <Forecaster> :P
L159[13:55:15]
<CovertJaguar> OH! I should made
abandonded rails have grass when on grass blocks
L160[13:55:55] <Forecaster> I'd love
it if rails had a small change to randomly turn into an overgrown
variant that slows things down :>
L161[13:56:35]
<CovertJaguar> well I don't know
if I'd affect the speed, you already have to travel slow on
abandoned tracks, or you will derail
L162[13:56:43] <Forecaster> and then
you'd need to drive over them with a cleaning cart to clear
them again, turn them back to regular tracks
L163[13:56:52] <Forecaster> not abandoned
tracks, regular tracks
L164[13:56:54] <Forecaster> :P
L165[13:57:04] <Forecaster> so you need to
maintain your railways
L166[13:57:16] <Forecaster> probably more
suitable for it's own mod, but still
L167[13:59:24] <MCenderdragon> this is an
nice idea
L168[13:59:29] <MCenderdragon> maybe with
an timer
L169[13:59:44] <MCenderdragon> so if you
use the rail often enough it wont get overgrown
L170[14:00:08] <Forecaster> that'd
require a lot of processing though
L171[14:00:18] <Forecaster> some worlds
have thousands and thousands of track blocks
L172[14:00:59] <MCenderdragon> have they
already use all meta ?
L173[14:01:02]
<CovertJaguar> random block ticks
aren't too expensive
L174[14:01:13]
<CovertJaguar> meta is all used
L175[14:01:31]
<CovertJaguar> well there is the power
bit that is only sort of used
L176[14:01:48] <Forecaster> you
couldn't use random block ticks if you wanted to have a timer
that resets when you run over a track block
L177[14:01:53] <MCenderdragon> yeah random
ticks, maybe a tile just for a contdown edited by random
ticks
L178[14:02:32]
<CovertJaguar> well actually one of
the big reasons for the track overhaul was to get the basic tracks
to stop using tile entities
L179[14:03:42]
<liach>
@Forecaster I asked sc2 reborn to add cart interact events
once
L180[14:04:36]
<liach>
In fact, wires can be changed to non tiles if you do not record
current in each block
L181[14:04:54]
<CovertJaguar> @liach I already did
that
L182[14:05:49] <MCenderdragon> ok yeah
then this idea is bad ^^
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L184[14:29:44]
<Fleynic> Good to know you got me,
CovertJaguar!
L185[14:32:31]
<Fleynic> Will probably see it soon I
guess
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L189[15:02:26]
<bballboy2002> Soon™
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L203[18:18:09]
<RedneckGenius> Looks great
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L206[18:26:23]
<Fleynic> nice
L207[18:26:30]
<Fleynic> a tip
L208[18:26:57]
<Fleynic> try to go for a more mossy
look. like what Notch did to stone to make mossy cobblestone
L209[18:42:41]
<CovertJaguar> quick, I need recipes
for the Spike Maul
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L211[18:58:05]
<CovertJaguar> huh, tall grass
normally has a random offset, I wonder how they do that
L212[18:58:56]
<CovertJaguar> hmm....somehow I doubt
I can apply that to tracks easily
L213[19:26:12]
<CovertJaguar> huh...apparently the
enchantments are broken
L214[19:26:26]
<CovertJaguar> or more specifically,
missing
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L217[19:40:37]
<CovertJaguar> ugh...tool damage and
speed attributes are broken too
L218[19:40:51]
<CovertJaguar> that's what I get
for using a Mojang Tuple class for a key -.-
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L220[20:07:59]
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L221[20:08:03] ⇦
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L222[20:53:36]
<CovertJaguar> still need a
recipe
L223[20:56:32]
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L224[20:58:18]
<liach>
So cool!
L225[21:00:51]
<liach>
@CovertJaguar How about localization tag?
L226[21:09:22]
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L228[21:12:29]
<liach>
And the recipe is weird
L229[21:41:21]
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L231[21:49:24]
<ccgfok> Same as abandoned
track?
L232[21:49:25] ⇦
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L236[22:29:28] <Natesky9> No switches or
signals in 10.0.1?
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L239[22:32:04]
<liach>
Natesky9 Yes, you need to use the normal track and vanilla
levers
L240[22:33:31]
<liach>
@CovertJaguar Did you add wye tracks?
L241[22:36:02] <Natesky9> Shoot, so no
routing yet?
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L243[22:39:41]
<liach>
yea
L244[22:44:18]
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L253[23:20:06]
<Elourge> If a Locomotive is set to a
lower speed, will it be able to take more up hills?
L254[23:20:13]
<Elourge> like changing gears
L255[23:29:28] ***
mr208 is now known as mallrat208
L256[23:29:44] ⇦
Quits: Everseeking (~Everseeki@dsl-74-83-0-12.fuse.net) (Quit: Big
Gulps, huh? Alright... Welp, see ya later)
L257[23:34:30]
<Natesky9> Oh cool, you guys have an
irc bot for discord
L258[23:34:39] ⇦
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L259[23:36:20]
<liach>
hehe
L260[23:46:37]
<Kodos>
Any way to quickly cool off a steam engine
L261[23:47:06]
<Natesky9> Whack it
L262[23:47:31]
<Natesky9> There's really no
penalty for breaking a piping hot locomotive or boiler
L263[23:47:37]
<Natesky9> Besides lost heat
L264[23:49:28]
<Kodos>
Trying to find an efficient setup for this
L265[23:50:06]
<Kodos>
Using 2 1^1 HP Boilers to power 2 commercial steamers, both pumping
into an LV capacitor bank, where I'm using kinesis pipe to run
3 lasers
L266[23:50:27]
<Kodos>
For some reason, the engines aren't outputting nearly as fast
as I would like
L267[23:50:34]
<Kodos>
So they've been heating up
L268[23:50:52]
<Kodos>
And I can't figure out what the choke point is, unless
it's the capacitor
L269[23:51:01]
<Kodos>
Not a bank, an IE capacitor
L270[23:53:33]
<Kodos>
Still have a surplus with an MV, too
L271[23:53:34]
<Kodos>
Wth
L272[23:59:40]
<Natesky9> 2 1*1 boilers don't
actually put out that much
L273[23:59:47]
<Natesky9> what, 40+40 rf/t?
L274[23:59:56]
<Kodos>
20 and 20