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L1[00:11:30]
<Kodos>
Neat, the IE Shaders work on carts
L2[00:11:36]
<Kodos>
Good thing I can dye trains to match ?
L3[00:19:32] <Kodos> Remind me, does an
electric loco with a low battery trigger a routing
'NeedsRefuel"?
L4[00:37:25] ⇦
Quits: ImQ009 (~ImQ009@87-206-174-76.dynamic.chello.pl) (Quit:
Leaving)
L5[00:49:13]
<Natesky9> I wouldn't see how
that's useful, as the buffer in electric locomotives is piss
poor
L6[00:49:40]
<Natesky9> I don't think
there's even a trigger for a low energy cart either
L7[00:49:49] <Kodos> Hm, alright
L8[00:49:57]
<Natesky9> Wait, there should be
something in the detector block
L9[00:50:18]
<Natesky9> I can't test because,
well, no machines in 10.0.1
L10[00:51:38] <Kodos> Indeed
L11[00:59:11]
<Natesky9> Anyway, I said earlier
about a new, unique way to make Railcraft that much more
exciting
L12[00:59:31]
<Natesky9> I went on several tangents,
of course
L13[00:59:54]
<Natesky9> Hmm, let's see, it all
started when someone mentioned moving steam as if it were a
liquid
L14[00:59:57]
<Natesky9> no
L15[00:59:58]
<Natesky9> bad
L16[01:00:13]
<Natesky9> *shakes switch*
L17[01:02:35]
<Natesky9> If anything, it'd be
way more efficient to transport the water and liquid fuel to the
destination instead, as steam take up 100x more volume (iirc)
L18[01:05:06]
<Natesky9> The one thing that would
improve Railcraft as a whole would be to make the mod entirely
playable on it's own. I've generally found that if a mod
bothers to supply the means to complete the content with just the
base game and itself, it's at least a half-decent mod
L19[01:05:49]
<Natesky9> Railcraft, to some extent,
kinda does that?
L20[01:09:03]
<Natesky9> however, it's more of
a companion mod to others. Which isn't a bad thing, but it
doesn't incentivize expansion, and therefore, no real need to
expand to remote locations
L21[01:10:12] <Kodos> What do you feel is
missing from it in its current state? (Let's assume 1.7.10 for
now for the sake of feature completeness)
L22[01:10:20] <Kodos> Like, what do you
think makes it not playable on its own
L23[01:11:51]
<Natesky9> Well, for one, it relies on
several other mods for resources, and even processing of resources.
You would need at least a handful of mods just to fill that
void
L24[01:12:09]
<Natesky9> for comparison, Botania is
fully standalone
L25[01:12:27] <Kodos> Wait wait wait
L26[01:12:38] <Kodos> What's wrong
with using a rock crusher to double ores, and automating vanilla
furnaces?
L27[01:13:07] <Kodos> I'm pretty sure
you could just use an advanced unloader to unload coal and dusts
into a furnace
L28[01:13:10] <Kodos> And a loader to grab
the ingots
L29[01:13:26]
<Natesky9> (I had that written out,
but I erased it)
L30[01:14:50]
<Natesky9> What I mean is that, yes,
while you can automate fuel through coal/coke usage
L31[01:15:06]
<Natesky9> having to even rely on that
is a manual process
L32[01:15:46]
<Natesky9> even the option to use a
renewable fuel would have to be manual, either through charcoal, or
even creosote for boilers
L33[01:17:13]
<Natesky9> the "processing of
resources" part was me thinking about
ethanol/fuel/biogas/hootch for fuel
L34[01:19:03]
<Natesky9> and to be honest, using
lots of loaders is REALLY silly. I tried that once, and, uh. Well,
it's way too much iron
L35[01:20:04]
<Natesky9> I opted for retreival
fluiducts/itemducts instead
L36[01:23:41]
<Kodos>
It may be silly, but your statement was that Railcraft
couldn't be played on its own
L37[01:23:57]
<Kodos>
It's doable though
L38[01:24:20]
<Kodos>
And frankly, if I had the internet to stream/upload to Youtube,
I'd probably do a Let's play of just Railcraft and
Vanilla
L39[01:24:31]
<Kodos>
Maybe some cosmetic mods like chisel, carpenter's, etc
L40[01:24:50]
<Kodos>
But gameplay content wise, just railcraft is definitely
playable
L41[01:26:57]
<Natesky9> It's... possible, but
not easilly
L42[01:27:45]
<Natesky9> It would be very limited,
and would require constant maintainence to keep fuel going
L43[01:28:42]
<Natesky9> My point is that it's
restricted by it's theme to only be a niche application
L44[01:36:01]
<Kodos>
Okay, you've convinced me to do this
L46[01:36:24]
<Kodos>
Anything you see there that you think shouldn't be there for a
Railcraft only pack?
L47[01:36:31]
<Kodos>
I tried to keep it to just RC and cosmetic stuff
L48[01:36:40]
<Kodos>
Plus utility stuff like Waila, NEI, etc
L49[01:37:30]
<Natesky9> The only thing I can see
with that though, is the constant demand of a non-renewable
resource
L50[01:38:03]
<Natesky9> You'll either spend
most of your time getting fuel for locomotives/blast furnaces
L51[01:38:21]
<Natesky9> or all of your steel/fuel
making tunnel bores
L52[01:38:30]
<Natesky9> which in turn, require yet
even more fuel
L53[01:38:58]
<Kodos>
Well, honestly, it wouldn't be so bad if there were a liquid
fueled locomotive we could dump creosote into
L54[01:39:25]
<Kodos>
Obviously that wouldn't be the only liquid fuel it could take,
but it would be another valid use for all the creo I get
L55[01:39:57]
<Natesky9> Well, the creosote
you'd dump into a boiler for power
L56[01:41:00]
<Natesky9> But even then, that's
only mitigating the power demand, because that's a byproduct
of a non-renewable resource
L57[01:43:33]
<Natesky9> The biggest thing I'm
getting at, is that there is no "full automation" with
Railcraft alone
L58[01:44:10]
<Natesky9> If there were Forestry,
then yeah. You could automate fuel in several different ways
L59[01:44:33]
<Natesky9> If it were EnderIO +
Railcraft, then yeah, full automation
L60[01:44:49]
<Kodos>
Honestly, if I were going to use only one other mod with RC,
It'd be IE
L61[01:45:02]
<Kodos>
Between the two, I could easily automate everything, and have it
look nice to boot
L62[01:45:07]
<Natesky9> Does Immersive have a farm
though?
L63[01:45:33]
<Natesky9> I haven't looked into
it much
L64[01:45:51]
<Kodos>
Not that I know of, but a farm isn't that tedious. Not nearly
as tedious as an automatic mine
L65[01:45:56]
<Kodos>
Which IE does have
L66[01:47:04]
<Natesky9> Yeah, I saw the Ore
wheel
L67[01:47:07]
<Natesky9> that thing is awesome
L68[01:47:59]
<liach>
IE... I never played that, and I dislike it because of its fancy
textures
L69[01:48:14]
<Natesky9> That's.... the first
time I've heard that complaint, to be honest
L70[01:48:50]
<Kodos>
Well, to be honest
L71[01:49:06]
<Kodos>
Not using a mod because of its textures wh en things like resource
packs exist is petty
L72[01:49:12]
<Kodos>
Okay, maybe not petty
L73[01:49:15]
<Kodos>
But you get my point
L74[01:49:18]
<CovertJaguar> You are aware that
I'm not a fan of 100% no-maintianence fully automated systems
right?
L75[01:49:45]
<vedrit> No matter how complicated and
convoluted?
L76[01:49:50]
<CovertJaguar> that's why you
have to replace Turbine rotors manually
L77[01:50:18]
<CovertJaguar> because it gives the
player something to _do_ not just something to make then
forget
L78[01:50:31]
<Natesky9> I can understand not liking
the set-and-forget playstyle
L79[01:50:33]
<Kodos>
Question; Without IC2 installed, can I use the Steam Turbine if I
have a feeder unit turning it into charge directly adjacent to it,
or will it just not function at all
L80[01:50:44]
<CovertJaguar> @Kodos yes
L81[01:50:46]
<Kodos>
?
L82[01:50:55]
<CovertJaguar> you don't even
need the feeder
L83[01:51:03]
<Kodos>
Oh?
L84[01:51:09]
<Kodos>
Does it put out charge?
L85[01:51:24]
<CovertJaguar> the feeder is for
EU->Charge, the Turbine can directly output Charge
L86[01:51:39]
<Kodos>
Oh nice
L87[01:51:46]
<Kodos>
That makes this super easy then
L88[01:51:54]
<Kodos>
What's the consumption rate on the turbine
L89[01:52:11]
<vedrit> What's the most recent
RC version to have functioning track switches and signals?
L90[01:52:15] ⇨
Joins: [Enrico]
(~chiccoroc@2001:41d0:8:d518:192::1003)
L91[01:52:16]
<CovertJaguar> steam consumption? a
36HP boilers worth I think
L92[01:52:16]
<Kodos>
(I could easily check the wiki but I'm already rambling
here)
L93[01:52:21]
<CovertJaguar> er wait no
L94[01:52:21]
<Kodos>
Oh, damn
L95[01:52:24]
<Kodos>
Oh
L96[01:52:25]
<Kodos>
lol
L97[01:52:38]
<Kodos>
vedrit, MC 1.7.10, version 9.12.2
L98[01:52:43]
<vedrit> Thanks
L99[01:52:45]
<CovertJaguar> 360 steam per
tick
L100[01:52:51]
<Kodos>
So, 18HP
L101[01:52:55]
<CovertJaguar> which is some multiple
of a boiler
L102[01:53:00]
<Kodos>
Half a maxHP
L103[01:53:03]
<vedrit> I'm feeling the itch to
make a train network
L104[01:53:05]
<Natesky9> iirc, a turbine takes half
a HP boiler
L105[01:53:13]
<Kodos>
That's fine, I can just put a turbine on either side of a
36HP
L108[01:55:44]
<liach>
They are so stupid that they don't know Railcraft can only be
built with decomp work space
L109[01:56:52]
<Kodos>
@liach It's not polite to mock someone for not knowing
something
L110[01:57:29]
<liach>
Sorry for that... It's lucky that those license violators
didn't successfully produce jars
L111[01:57:34]
<CovertJaguar> that voilates my
license
L112[01:59:12] <Kodos> Looks like tterrag
is listed as one of the folks on that Jenkins
L113[01:59:15] <Kodos> Might try poking
him
L114[01:59:24] <Kodos> He may not be part
of it, but he's the easiest to contact
L115[01:59:52]
<CovertJaguar> if you are looking at
the user list, it includes anyone who made a commit to any of the
repos
L116[01:59:55]
<CovertJaguar> I'm on the list
too
L117[02:00:44] <Kodos> Oh
L118[02:00:44] <Kodos> derp
L119[02:02:07]
<liach>
That community is like one for all games, not only minecraft
L120[02:10:59]
<CovertJaguar> some how, you guys have
managed to distract me from getting anything useful done
today!
L121[02:11:15]
<Natesky9> ono
L122[02:11:55] <Kodos> >.>
L123[02:11:58] <Kodos> #notmyfault
L124[02:13:25] ⇦
Quits: [Enrico] (~chiccoroc@2001:41d0:8:d518:192::1003) (Remote
host closed the connection)
L125[02:13:31]
<liach>
@CovertJaguar GitHub now can prevent collaborators to commit on
certain branches, and to request approved review for all pull
requests, done in branch protection
L126[02:13:46]
<liach>
I mean I really want to manage issues...
L128[02:14:19]
<CovertJaguar> we have a spike maul
recipe!
L129[02:14:22]
<Natesky9> yay
L130[02:14:50]
<liach>
rebars?
L131[02:15:10]
<liach>
Too expensive ?
L132[02:15:13]
<Natesky9> Ooh, I have a request
L133[02:15:20]
<CovertJaguar> @liach one of things
that managed to distract me today was investigating the creation of
an organization for exactly that reason
L134[02:15:49]
<Kodos>
How the hell is rebar expensive
L135[02:15:56]
<CovertJaguar> its not rebar
L136[02:15:59]
<CovertJaguar> it just a stick
L137[02:16:12]
<liach>
Well, after all, GitHub is a good place where people show their
friendly side and be happy together
L138[02:16:13]
<Kodos>
Point still stands
L139[02:16:16]
<Natesky9> Can the tooltip for the
spike maul have the word "hammer" in it?
L140[02:16:20]
<liach>
Iron Block!
L141[02:16:29]
<CovertJaguar> a Maul is a
hammer
L142[02:16:52]
<Natesky9> well yes, but having hammer
at least in the tooltip will make it nei searchable
L143[02:17:03]
<liach>
just search maul
L144[02:17:19]
<Natesky9> well, yes, but not everyone
is going to remember that
L145[02:17:28] <MrConductor> *
CovertJaguar adds "spike driver" to be perverse
L146[02:17:32]
<Natesky9> That's the name of the
dude with the red face
L147[02:17:47]
<Natesky9> in that space battle
vidya
L148[02:17:56]
<Natesky9> the one where the dude
kisses his sister
L149[02:18:01]
<Natesky9> (bad jokes)
L150[02:18:48]
<CovertJaguar> it has track, and
switch, and junction in the tooltip
L151[02:18:53]
<CovertJaguar> I don't think
finding it will be hard
L152[02:19:33]
<Natesky9> Oh, here's a question:
Will switching between the different types be free?
L153[02:20:22]
<Natesky9> (besides using
durability)
L154[02:21:30]
<liach>
Vanilla tools lose 2 durability when hitting mobs, but why does the
maul lose 3?
L155[02:21:59]
<CovertJaguar> because it can one hit
kill anything with the wrecking enchantment
L156[02:22:17]
<Kodos>
Unbreaking X, wrecking X ?
L157[02:22:37]
<liach>
Just use mending is the best ?
L158[02:22:43]
<CovertJaguar> it has 14 base
damange
L159[02:22:47]
<vedrit> So it be... Wrecking IV
days?
L160[02:22:51]
<vedrit> Eh? Eh?
L161[02:23:05]
<CovertJaguar> super slow though
L162[02:23:08]
<CovertJaguar> so don't
miss
L163[02:23:44]
<Natesky9> Oh sweet
L164[02:23:57]
<Natesky9> I haven't actually
seen many weapons use the new attack speed modifiers
L165[02:23:59]
<liach>
Vanilla sharpness' damage is reduced
L166[02:24:09]
<liach>
How about wrecking?
L167[02:24:14]
<CovertJaguar> reduced?
L168[02:24:19]
<CovertJaguar> they nerfed it?
L170[02:25:08]
<liach>
Before it was like half a heart each level, like in 1.7
L171[02:25:13]
<liach>
and mojang nerfed it
L172[02:25:43]
<Natesky9> to be fair, it was *the*
serration of minecraft
L173[02:25:47]
<Natesky9> absolutely necessary
L175[02:26:18]
<CovertJaguar> its probably massively
OP then
L176[02:26:21]
<Kodos>
I wouldn't call it absolutely necessary. I liked to use
different enchants depending on what I was doing
L177[02:26:25]
<CovertJaguar> 1.5 damage per
level
L178[02:26:43]
<Kodos>
Smite is more OP than sharpness, but it only affects ZP, zombs, and
skellies
L179[02:27:28]
<Natesky9> you know what I'm
really disappointed in
L180[02:27:35]
<Natesky9> like, excessively
disappointed
L181[02:27:58]
<CovertJaguar> I should probably
reduce that to 0.5 per level
L182[02:28:24]
<CovertJaguar> these are supposed to
be tools after all, not the best weapons in the game
L183[02:28:39]
<liach>
Agree, reduce but add ability to break shields once forge hooks are
added
L184[02:28:44]
<Natesky9> Poison tipped arrows. Tell
me, how many enemies are affected by poison arrows
L185[02:28:53]
<CovertJaguar> pigs?
L186[02:28:54]
<liach>
Try in creative
L187[02:29:05]
<Natesky9> Oh, I know the answer
L188[02:29:11]
<CovertJaguar> Implosion is 3 damage
per level
L189[02:29:17]
<CovertJaguar> but only on
Creepers
L190[02:29:31]
<Natesky9> just tell me, how useful do
you think the top tier potion-tipped damage arrows are
L191[02:29:54]
<Kodos>
Instant Damage II arrows...
L192[02:29:55]
<Kodos>
Hm
L193[02:30:27]
<Natesky9> list of things that the
damage tipped arrows *doesn't* affect:
L194[02:30:27]
<Natesky9> Skeletons
L195[02:30:27]
<Natesky9> Zombies
L196[02:30:27]
<Natesky9> Creepers
L197[02:30:28]
<Natesky9> Spiders
L198[02:30:28]
<Natesky9> Anything dead
L199[02:30:39]
<liach>
use healing arrows for them
L200[02:30:43]
<Kodos>
^
L201[02:30:48]
<Kodos>
Final Fantasy Logic
L202[02:30:48]
<liach>
tipped arrows are too expensive
L203[02:30:57]
<liach>
need dragon breath
L204[02:31:01]
<Natesky9> The problem with that is
that those require gold
L205[02:31:06]
<liach>
gold?
L206[02:31:16]
<liach>
Gold are cheap, pigmen tower
L207[02:31:26]
<Natesky9> nearly an ingot per 24
arros
L208[02:31:28]
<Natesky9> nearly an ingot per 24
arrows
L209[02:31:35]
<liach>
Still cheap
L210[02:31:43]
<liach>
Compared to rc tracks
L211[02:31:45]
<Natesky9> Not when every other mod
demands gold
L212[02:31:57]
<Natesky9> yet another reason not to
use gold
L213[02:32:03]
<liach>
use tech mod for gold
L214[02:32:04]
<Natesky9> too valuable
L215[02:32:23]
<liach>
raid ocean monuments
L216[02:34:06]
<Natesky9> at the point that
you're geared/find an ocean monument, you don't need the
gold
L217[02:34:42]
<Natesky9> and at that point, arrows
get phased out for things more effective
L218[02:35:07]
<liach>
why do you need effect arrows anyway
L219[02:35:26]
<Natesky9> I've always wanted
potions to be more viable
L220[02:35:42]
<liach>
Good, ench damages are nerfed
L221[02:35:42]
<Natesky9> I was so excited when they
gave potions some attention
L222[02:35:50]
<Natesky9> then got really
disappointed when they still sucked
L223[02:37:37]
<Natesky9> In my opinion, the
effectiveness of something should reflect the complexity in making
it
L224[02:40:06]
⇨ Joins: [Enrico]
(~chiccoroc@2001:41d0:8:d518:192::1003)
L225[02:40:16]
<Natesky9> I mean, a 7 step potion
should be at least decent
L226[02:40:42]
<Kodos>
7?
L227[02:40:46]
<liach>
Branch protection like this can prevent bad pushes @CovertJaguar
<:railcraft:283729771219648512>
L229[02:40:51]
<Kodos>
The lingering ones are still what, 4?
L230[02:40:54]
<CovertJaguar> way ahead of you
L231[02:41:10]
<liach>
Thanks!
L232[02:41:28]
<liach>
The sweetest day of my life!
L233[02:41:43]
<CovertJaguar> I'll continue to
think about converting to an organization, but this will do for now
I think
L234[02:42:04]
<Natesky9> nether wart, spider eye,
fermented spider eye, glowstone, gunpowder, dragon's breath,
oh, and the arrow crafting. But you get what I mean. It's the
first form of "stackable" potion, but it's... pretty
bad
L235[02:43:12]
<Natesky9> despite requiring 3
different worlds, drops from 4 different mobs, three unique plants,
and 2 minerals
L236[02:44:01]
<Natesky9> Sorry, potions are just
something that I'm intensely passionate about
L237[02:44:27]
<liach>
Are chests easy to implement? They should be
L238[02:44:35]
<Natesky9> despite requiring 3
different worlds, drops from 4 different mobs, three unique plants,
2 minerals, and THE BREATH OF A DRAGON
L239[02:45:09]
<Natesky9> Anyway, I'm off to
bed
L240[02:45:14]
<Natesky9> 'Night guys
L241[02:46:21]
<CovertJaguar> chests are pretty easy,
almost all machines, at their heart, are chests
L242[02:46:30]
<Kodos>
I'm a bit sad that SCM hasn't been updated in some time,
though I know ama has been busy with school
L243[02:46:33]
<CovertJaguar> the rendering is bit
different though if you want the chest look
L244[03:28:12]
<liach>
Oh, and I can desert my fork-I will just use the main repo ?
L245[03:34:08]
<CovertJaguar> yay! more dead branches
;)
L246[03:34:23]
<CovertJaguar> I need to figure out
what I still need and delete the old stuff
L247[03:35:22]
<CovertJaguar> I need to figure out
Travis still
L248[03:39:50] ⇦
Quits: liach (~liach@2605:e000:309e:3200:fd18:23ca:4c79:a2d2) (Read
error: Connection reset by peer)
L249[03:47:15] ⇦
Quits: neptunepink (~root@71.198.68.144) (Ping timeout: 192
seconds)
L250[03:47:43]
<CovertJaguar> well...that was a bust:
:compileJavaAn exception has occurred in the compiler (1.8.0_31).
Please file a bug at the Java Developer Connection (
http://java.sun.com/webapps/bugreport) after
checking the Bug Parade for duplicates. Include your program and
the following diagnostic in your report. Thank you.
L251[03:48:09]
<CovertJaguar>
java.lang.NullPointerException
L252[03:48:09]
<CovertJaguar> at
com.sun.tools.javac.code.Types.isConvertible(Types.java:290)
L253[03:49:12]
<CovertJaguar> I think I'll
ignore that until I'm ready to make my own build and see if it
works there
L254[03:49:57]
<CovertJaguar> I wonder if it set up
the git submodules
L255[03:50:14]
<CovertJaguar> oh wait, yes it
did
L256[03:50:55]
<CovertJaguar> I've never seen
javac throw an exception before
L257[03:54:47] ⇦
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L258[03:56:45]
<CovertJaguar> huh...appears to be a
bug in the compiler related to the new lamba code
L259[04:09:03]
<CovertJaguar> right...so by default
Travis uses an ancient build of java, awesome
L260[04:22:00]
<CovertJaguar> well that is fixed, but
apparently I need to update Forge on my dev env
L261[04:22:22]
<CovertJaguar> there are few missing
expection throws on some methods
L262[04:40:01]
<CovertJaguar> or it could just be
broken
L263[04:41:40] ⇦
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L265[05:02:04]
<CovertJaguar> well it seems to
compile now, but Travis just sits there doing nothing at the
end
L266[05:03:51]
<CovertJaguar> whatever, it will
finish or it won't I'm going to bed
L267[05:05:36]
<CovertJaguar> oh threatening always
works apparently, it finished, successfully
L268[05:59:47]
<GeneralCamo> Whoever said to use a
rock crusher to double ores: You can't do that in vanilla
Railcraft
L269[06:00:08]
<GeneralCamo> There was an addon to
allow that, but it hasn't been maintained since 1.6.4 (It was
intended for TPPI's use mainly)
L270[06:01:01] <Kodos> Interesting, I
wasn't aware that you couldn't
L271[06:01:35]
<GeneralCamo> I wouldn't mind
Railcraft becoming an industrial themed mod
L272[06:01:56]
<GeneralCamo> I'm already
thinking of ideas for an improved energy system for Railcraft
L273[06:02:54]
<GeneralCamo> Involving an expansion
of the Steam mechanics
L274[06:11:23]
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L275[06:11:31] <Kodos> Such as?
L276[06:14:13]
<GeneralCamo> More realistic steam
mechanics. Semi-based on IC2, but even more indepth than that
L277[06:14:23]
<GeneralCamo> More realistic steam
mechanics. Semi-based on IC2_Exp, but even more indepth than
that
L278[06:15:32]
<GeneralCamo> Water --> Distilled
Water --> Low Pressure Boiler --> Superheater (New High
Pressure Boiler) --> Turbines & Machinery
L279[06:15:33]
<GeneralCamo> Water --> Distilled
Water --> Low Pressure Boiler --> Heating & Traps
L280[06:17:09]
<Kodos>
That seems a bit overly complex, and slightly convoluted
L281[06:17:16]
<GeneralCamo> Meh not really
L282[06:17:21]
<Kodos>
Or wait, is that two separate lines?
L283[06:17:27]
<GeneralCamo> Two seperate lines
L284[06:17:55]
<GeneralCamo> Saturated steam can be
put to use in your ovens, or you can "upgrade" it to
Superheated for additional power generation.
L285[06:18:31]
<GeneralCamo> Saturated Steam can be
used in Turbines, but it would damage them faster. And you
wouldn't get the efficiency of Superheated Steam
L286[06:20:19]
<GeneralCamo> Distilled Water would
serve to reduce damage of boilers and steam locomotives
L287[06:20:35]
<GeneralCamo> From deposits found in
hard water
L288[06:24:08] <Kodos> So basically,
you're just adding a reason to use a specific type of boiler,
but in the form of changing the HP machine name
L289[06:25:26]
<GeneralCamo> A reason to use both
types of boilers
L290[06:25:39]
<GeneralCamo> I mean, who uses Low
Pressure Boilers once they are flowing in fuel?
L291[06:26:22]
<GeneralCamo> The difference between
Low Pressure and High Pressure is a pure numbers game, which
isn't exactly true to Real Life either
L292[06:34:15] <Kodos> But why would you
use HP for things like the Steam Oven, even in current RC?
L293[06:36:47]
<GeneralCamo> You probably
wouldn't
L294[06:37:01]
<GeneralCamo> (And still wouldn't
under this system. Superheated steam is not a great conductor of
heat)
L295[06:46:53]
<Kodos>
Right but that's my point, what's different about your
suggestion compared to w hat we have now
L296[07:00:38] ⇦
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L298[07:26:38]
<Natesky9> Honestly, I think the steam
system is in a good place
L299[07:28:24]
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L300[07:31:04]
<Natesky9> It's simple enough to
not need a PhD, but expandable enough to be popular over other
power generation methods
L301[07:34:49]
<Kodos>
Not to mention the steam engines are mesmerizing at 3 AM
L302[07:36:29]
<Natesky9> Absolutely. Especially when
you flick them on in sequence, and they're doing a sine
wave
L303[07:37:10]
<Natesky9> That's one thing I
hope never changes, is the model for steam engines
L304[07:38:00]
<Natesky9> Thermal expansion may have
opted for a non-animated dynamo, but that was their mistake
L305[07:38:07]
<Kodos>
Indeed
L306[07:38:10]
<Kodos>
Hoping TE5 has anims
L307[07:38:27]
<Kodos>
Though I doubt i"ll use TE5 either way
L308[07:38:54]
<Natesky9> I do like what they're
doing with the elemental resources
L309[07:39:40]
<Natesky9> I mean, I think it's
fricking awesome the way they're using materials
L310[07:41:17]
<Natesky9> I'm absolutely in love
with their lore/theme
L311[07:41:37]
<Natesky9> Have you read it?
L312[07:42:07]
<Kodos>
No
L313[07:42:18]
<Kodos>
Tbqh, I don't really read much into lore for a lot of
stuff
L314[07:47:26]
<Natesky9> I mean, it's
absolutely worth a read
L315[07:48:15]
<GeneralCamo> I did want to expand
some animation stuff, like the Steam Turbine
L316[07:48:45]
<Natesky9> Yeah, that could do for a
visual update
L317[07:48:58]
<GeneralCamo> Agreed that the RF
Engines in Railcraft look good
L318[07:49:13]
<GeneralCamo> IMO: They should be
moved to the RF module
L319[07:49:40]
<GeneralCamo> Furthermore that module
should just use Forge Energy when the move to 1.11 is done
L320[07:49:58]
<GeneralCamo> As opposed to removing
the things
L321[07:50:25]
<Natesky9> Here's a thought. How
difficult would it be to make a 3d model for rails?
L322[07:51:06]
<Kodos>
To make the model? Not hard. Implementing it? Not much harder, I
would imagine. I dunno if it would end up being laggy though
L323[07:51:53]
<GeneralCamo> That's probably a
question for CJ
L324[07:54:58] <LuigiHutch> CJ said is is
planning to move away from rf/forge energy btw
L325[07:55:35]
<Kodos>
Didn't he mention wanting everything to just run off steam
directly
L326[07:56:01]
<Kodos>
Though, that would basically mean liquid energy
L327[08:13:56]
<Natesky9> The Gregtech bronze age
does that
L328[08:14:03]
<Natesky9> Rather well, might I
add
L329[08:35:27]
<GeneralCamo> Luigi: I'm
aware
L330[08:35:52]
<GeneralCamo> Kodos: I suggested
instead converting to Railcraft Charge
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L342[11:56:16]
<Natesky9> The problem with *just*
using Railcraft charge is that there would not be compatibility
with rf accepting machines
L343[12:01:12]
<Natesky9> And one of the biggest
contenders of the entire mod *is* the energy system. The massive
multiblock powerhouse
L344[12:01:18]
<Natesky9> Also the massive
tanks
L345[12:01:54]
<Natesky9> Those are the selling
points for this mod, for the people who wouldn't otherwise use
the mods
L346[12:02:02]
<Natesky9> Those are the selling
points for this mod, for the people who wouldn't otherwise use
the mod
L347[12:02:26] <Forecaster> steam engines
make RF
L348[12:02:31] <Forecaster> you can turn
RF into charge
L349[12:02:35] <Forecaster> I don't
see the problem
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L351[12:03:57]
<Natesky9> But if the mod were to
shift from RF power to pure RC charge, as CJ had planned
L352[12:04:07]
<Natesky9> That might not be the
case
L353[12:04:15]
<Natesky9> Which would be very
unfortunate
L354[12:04:19] <Forecaster> ...when was
that planned?
L355[12:04:57]
<Natesky9> "<LuigiHutch> CJ
said is is planning to move away from rf/forge energy
btw"
L356[12:05:56] <Forecaster> okay
L357[12:06:26] <Forecaster> I dunno
L358[12:08:21] <LuigiHutch>
'<CovertJaguar> well I do plan to do some reworking of
the power system to move away from RF or FE or whatever they are
calling it these days'
L359[12:09:45] <Forecaster> that seems
like a shame but oh well
L360[12:22:36]
<vedrit> I don't know what the
issue with RF is
L361[12:22:45]
<vedrit> Why move away from it?
L362[12:25:11] <LuigiHutch> its just
become an arms race in who can produce the highest number imo
L363[12:28:32]
<Natesky9> Well, I disagree, to an
extent. There have been attempts between the major authors to re
balance rf around typical values of charcoal
L364[12:29:06]
<Natesky9> Now, mods like extra
utilities and big reactors... Don't want to
L365[12:29:48]
<Natesky9> In that regards, yes, they
just do silly numbers because they can
L367[12:32:34]
<Natesky9> Some of those have a good
reason for being good
L368[12:35:40] ***
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L369[12:36:01]
<Natesky9> The top three are because
of the crazy amount of augments/infuse upgrade stuff. That's
reasonable, seeing as it means they won't be creeped out with
better generators too quickly
L370[12:37:15] <LuigiHutch> the fact that
mods have to have crazy upgrades to avoid being creeped out is
whats wrong with rf imo
L371[12:38:07]
<Natesky9> More steps = more
power
L372[12:38:29]
<Natesky9> And the upgrades
aren't really the problem
L373[12:38:54]
<Natesky9> If anything, they help by
allowing flexibility/tiering up machines
L374[12:39:53]
<Natesky9> I'd rather have
something that can be cheap, but upgradable than have to make
several for the same effect
L375[12:41:11] <LuigiHutch> its more about
'avoid being creeped out' means that its just an arms
race in numbers rather than providing a better gameplay
experience
L376[12:44:07]
<Natesky9> You will always have
competition between mods. That's just an unavoidable fact. But
blaming the power system because of an overpowered machine is like
blaming Ford for getting hit by a truck
L377[12:49:55] <LuigiHutch> but TE and rf
set the precedent of producing a higher number is better than
producing a lower number. look at when te moved to rf and made
their dynamos 8x more powerful than BC's Stirling engine just
because. that trend has just continued ever since
L378[12:54:58]
<Natesky9> 1 MJ = 10 RF iirc
L379[13:00:47]
<SkySom> I don't recall it being
that much.
L380[13:00:55]
<SkySom> I thought it was 1:4 or
1:8
L381[13:01:06]
<SkySom> I though EU:RF was 1:10
L382[13:04:13]
<Natesky9> Something like that
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L389[14:40:37]
<Kodos>
I would say ignore all the other mods, and make RC awesome again
?
L390[14:41:09]
<bballboy2002>
<:railcraft:283729771219648512>
L391[14:42:45]
<Natesky9> I might say that a
multiblock "turbine" steam generator would be nice
L392[14:42:56]
<Natesky9> wait, what am I thinking,
there is one
L393[14:43:20]
<Natesky9> Does that output *just* EU,
or does it do charge/EU
L394[14:43:44] ***
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L397[14:50:10]
<Kodos>
Charge, too
L398[14:50:16]
<Kodos>
CJ mentioned that last night
L399[14:50:30]
<bballboy2002> i dont think it outputs
EU at all
L400[14:50:44]
<Kodos>
It does with IC2 installed
L401[14:50:55]
<Kodos>
But from what I understand, you can draw charge from it too
L402[14:50:58]
<bballboy2002> k
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L409[15:32:52]
<Natesky9> Well, to be honest,
Immersive engineering is what I expected Railcraft to become
L410[15:34:20]
<Natesky9> In fact, there probably
isn't a better mod that compliments it better
L411[15:34:34]
<Natesky9> both visually *and*
mechanically
L412[15:38:51]
<liach>
I just cleaned up issues of railcraft
L413[15:49:46]
<liach>
@CovertJaguar Did you confirm the world gen issue?
L414[15:50:10]
<CovertJaguar> nope
L415[15:50:36]
<liach>
That crash one you can close, guess
L416[15:51:08]
<CovertJaguar> I've honestly got
better things to do than to chase ghost reports of missing ore all
the time. No idea if he is just looking in the wrong place or
what.
L417[15:51:50]
<CovertJaguar> it spawned when I was
doing my sky tests, don't know if I actually found any tin
specifically after I moved it back underground
L418[15:52:29]
<liach>
Might it be caused by height settings?
L419[15:52:29]
<CovertJaguar> but no reason tin would
not work when I can confirm at some types did work
L420[15:53:04]
<CovertJaguar> could be, tin spawns at
level 50, and most people don't look for ore at that high of
level
L421[15:53:42]
<CovertJaguar> the sweet spot everyone
look is around 30 because of how vanilla works and becuase other
mods make things too easy
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L423[15:56:36]
<CovertJaguar> anyway, this is part of
the reason I'd like to add the prospector stuff
L424[15:56:45]
<CovertJaguar> the maps and
shacks
L425[15:57:22]
<Kodos>
I would -love- being able to plan out where my mine is going to be
before digging a massive mine out and making ugly ass strip mining
tunnels
L426[15:58:44]
<liach>
@CovertJaguar I moved prospect and chemlab into projects since they
can be parallel to the milestones
L427[16:01:35]
<CovertJaguar> if you are going to do
that, at least make them new projects
L428[16:01:49]
<CovertJaguar> and not just toss them
into the todo list
L429[16:02:45]
<liach>
Ok
L430[16:05:27]
<liach>
Seems those prospecting became more important
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L432[16:15:38]
<CovertJaguar> oh god, that green on
the signals tag, my eyes ><
L433[16:16:05]
<Kodos>
And this is why I use dark tagc olors
L434[16:16:49]
<CovertJaguar> ok, toned that down a
bit
L435[16:17:48]
<liach>
fixed
L436[16:18:02]
<liach>
Used 00aa00 since it looked like a good number
L437[16:19:39]
<CovertJaguar> naw, it was 00ff00
before I changed it to 00aa00
L438[16:20:06] ***
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L439[16:20:47]
<CovertJaguar> ok, we have way too
many enhancement issues
L440[16:21:06]
<CovertJaguar> hard to get rid of them
though
L441[16:22:51]
<liach>
You should start from the milestone, then by priority
L442[16:24:10]
<liach>
I wish you can fix chests and add chest carts
L443[16:24:50]
<CovertJaguar> what does that
mean?
L444[16:24:58]
<CovertJaguar> I wasn't aware of
any issues
L445[16:25:10]
<liach>
I mean to readd metal and void chest
L446[16:26:52]
<liach>
Several of your issues are topics. Should they have high priority
tags?
L447[16:27:11]
<CovertJaguar> topics?
L449[16:30:50]
<CovertJaguar> give them the question
tag maybe?
L450[16:31:12]
<CovertJaguar> and high priority too I
guess
L451[16:39:32]
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L456[18:24:18]
<CovertJaguar> woot! wyes work
L457[18:24:28]
<CovertJaguar> sadly the actuator is
still ugly and broken
L458[18:24:58]
<Natesky9> We'll take it
L459[18:25:03]
<Natesky9> : D
L460[18:27:26] ***
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L468[19:18:24]
<GeneralCamo> And I'm back
L469[19:18:25]
<GeneralCamo> Hello
L470[19:18:38]
<Natesky9> from the other side?
L471[19:18:42]
<Natesky9> ♪
L472[19:19:05]
<liach>
Hi
L473[19:19:06]
<GeneralCamo> The problem with RF is
that it's unstable
L474[19:19:15]
<Natesky9> unstable how?
L475[19:19:24]
<GeneralCamo> In terms of the scene
around it
L476[19:19:35]
<Natesky9> Oh, you mean the drama and
stuff
L477[19:19:41]
<GeneralCamo> Remember that RF in 1.11
is pretty much unmaintained as well
L478[19:19:50]
<GeneralCamo> Even more reason to move
away from it
L479[19:19:59]
<Natesky9> Yeah, I don't know
what's been up with team Cofh
L480[19:20:33]
<GeneralCamo> My suggestion is to
break away from RF completely. Add FE as a compatibility module
(which would be the engines and the charge converter block)
L481[19:21:09]
<GeneralCamo> Since FE is supposed to
be the maintained successor to RF
L482[19:21:34]
<GeneralCamo> But I don't trust
the balance of it too much
L484[19:25:40]
<GeneralCamo> @CovertJaguar This needs
to be renamed or closed
L486[19:26:43]
<GeneralCamo> It's being
implemented into vanilla Minecraft
L487[19:26:57]
<Kodos>
And?
L488[19:26:58]
<GeneralCamo> Existing concrete should
probably be renamed "Reinforced Concrete"
L489[19:27:27]
<Kodos>
Immersive Engineering already added concrete and Liquid Concrete,
and a multiblock liquid maker (Even does potions)
L490[19:27:32]
<Kodos>
Doesn't mean RC can't still add it, too
L491[19:27:43]
<GeneralCamo> Fair I guess
L492[19:28:00]
<Kodos>
Not everyone uses both mods, anyway
L493[19:28:09]
<CovertJaguar> wow that looks derpy as
hell
L494[19:28:36]
<Kodos>
The gravity blocks are the 'powder', you have to place
water next to it to form the concrete
L495[19:29:08]
<GeneralCamo> It reminds me of
IC2's system actually
L496[19:29:12]
<GeneralCamo> Exp's that is
L497[19:29:23]
<GeneralCamo> (I guess you could
automate it like that GIF, though that seems impractical at
BEST)
L498[19:29:51]
<Kodos>
With a block breaker it could be done. It's too bad End Rods
dont' function like Quark makes them
L499[19:30:37]
<GeneralCamo> Indeed
L500[19:31:23]
<GeneralCamo> @CovertJaguar I suggest
for 1.12 (assuming Railcraft ever gets ported to that, apparently
there is some massive change or something incoming?) that the
Concrete in Railcraft be renamed to "reinforced
concrete", and replace the stone in the recipe with the
concrete in 1.12
L501[19:33:11]
<CovertJaguar> I'm just going to
pretend none of that exists and keep using my concrete made out of
quartz and blast furnace slag
L502[19:34:50]
<GeneralCamo> Quartz and Blast Furnace
slag?
L503[19:35:04]
<GeneralCamo> That's a completely
different recipe from what I remember, I missed a lot didn't
I?
L504[19:35:16]
<CovertJaguar> those block are just
flat textures, are they getting lazy over there?
L505[19:35:35]
<GeneralCamo> (Well we have been
saying that for the past few updates yeah)
L506[19:35:53]
<GeneralCamo> TBF it's just in
snapshots. I remember the first Beacon Block texture
L507[19:36:04]
<GeneralCamo> I could have done a
better job in 5 minutes
L508[19:37:25]
<GeneralCamo> (Though if the concrete
texture doesn't get upgraded, I will question why I should use
"concrete" over hardened clay for my builds)
L509[19:38:12]
<GeneralCamo> Anyway, moving on
L510[19:39:09]
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L512[19:40:01]
<GeneralCamo> Focus is on the
Railcraft 10.1 milestone I presume
L514[19:41:31]
<GeneralCamo> I hear Forge has some
new function on this topic
L515[19:41:40]
<GeneralCamo> Apparently added for
Chisels and Bit's purposes
L516[19:41:49]
<GeneralCamo> Apparently added for
Chisels and Bits' purposes
L517[19:42:14]
<Kodos>
The one thing concrete has over clay is the colors are more
vibrant
L518[19:42:47]
<liach>
the minecraft one cannot be called concrete. they are cement in
fact
L519[19:44:00]
<CovertJaguar> @GeneralCamo eh,
that's more am OpenGL render context issue
L520[19:44:07]
<CovertJaguar> those are TESRs done in
OpenGL
L521[19:44:14]
<GeneralCamo> Oh
L522[19:44:15]
<CovertJaguar> not models
L523[19:44:46]
<CovertJaguar> Player and Vexatos
broke it and I've been to busy with other stuff to figure
which line is missing
L524[19:45:09] <Player> pff, it was
working back then :D
L525[19:45:25]
<GeneralCamo> #alwaysblameplayer
L526[19:45:29] <Player> should still work
for 1.8+, just needs a hole in the json model
L527[19:45:40]
<CovertJaguar> only when you stood
right next to it ;)
L528[19:46:00]
<CovertJaguar> if you backed away
10-20 meters it goes dark
L529[19:46:14]
<GeneralCamo> @Player Since you
"broke" it and apparently know how to fix it, why
don't you do it? ?
L530[19:46:37] <Player> hmm then the z
offset is insufficient
L531[19:46:49] <Player> or the tesr range
is insufficient
L532[19:46:52] <Player> but likely the
former
L533[19:46:56]
<CovertJaguar> the texture is
transparent
L534[19:47:00]
<CovertJaguar> it just stops
glowing
L535[19:47:09]
<CovertJaguar> the color remains
visible
L536[19:47:48] <Player> hmm
screenshot?
L538[19:49:09] <Player> hmm could also be
that gl lighting is still on
L539[19:49:14] <Player> and wrong normals
for that
L540[19:49:26]
<CovertJaguar> probably
L541[19:49:42]
<CovertJaguar> I don't figure it
will be too hard to fix, I'm just not there yet
L542[19:49:43] <Player> ah i already wrote
that in the issue :D
L543[19:49:57] <Player> note that some gl
state are per texture unit
L544[19:50:01] <Player> and mc uses 2
texture units
L545[19:50:06]
<CovertJaguar> hmm
L546[19:50:23] <Player> one for the actual
texture, one for lighting
L547[19:50:39]
<CovertJaguar> oh I think I know what
you are talking about
L548[19:51:50]
<CovertJaguar> bleh, this wye json is
weird as hell, rotate it backwards, mirror it, then swap states
under certain conditions, but it seems to work now
L549[19:51:51]
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L550[19:53:04]
<GeneralCamo> @CovertJaguar There was
a question in this chat about how hard it would be to make tracks
3d models
L551[19:53:12]
<Natesky9> Ah, yes
L552[19:53:22]
<Natesky9> I think that would make
them look alot better
L553[19:53:25]
<CovertJaguar> not too hard, I have
models for the basic shapes
L555[19:54:14]
<Natesky9> Why models over
bipmap-based uh, vertex buffers?
L556[19:54:17]
<GeneralCamo> Oh wow I completely
forgot that resource packs enable that feature
L557[19:54:29]
<CovertJaguar> the problem is you need
new textures for everything to split the track from the ties
L558[19:54:43]
<CovertJaguar> or cheat I
suppose
L559[19:55:39]
<CovertJaguar> cheat my mapping
different parts of the texture to the ties under the track and the
top of the track to the sides
L560[19:55:46] <Player> sounds like a job
for the new multipart models
L561[19:56:20]
<CovertJaguar> its not hards, just
need someone famillar with the JSON system to do a bunch of tedious
work
L562[19:56:22]
<GeneralCamo> Oh hey good idea. THat
would allow interfacing with the kits as well, yeah?
L563[19:56:35]
<CovertJaguar> I've made sure
that the Railcraft tracks are all JSON defined
L564[19:57:30]
<Joshwoo70> *pukes* json
L565[19:58:02]
<Joshwoo70> Dabbled wth a bit of json
in my little modding experience imo... i don't like it
L566[19:58:16]
<GeneralCamo> It's human readable
at least
L567[19:58:24]
<GeneralCamo> So you can use notepad++
to work with it
L568[19:58:29]
<GeneralCamo> Great for quick
fixes
L569[19:58:56]
<Joshwoo70> that works too
L571[20:00:50]
<CovertJaguar> eh, Intellij has all
the assistence I need
L572[20:01:03]
<CovertJaguar> syntax checking,
formatting, etc...
L573[20:01:24]
<CovertJaguar> I use CubikStudio for
making models
L574[20:03:00]
<Natesky9> Frankly, json is pretty
slow because of string comparison
L575[20:03:11]
<Natesky9> however, it's very
good at being able to be read
L576[20:03:42]
<CovertJaguar> not much point in
debating the merits, it what we have to live with
L577[20:06:49]
<Natesky9> What's the difference
in Json, and NBT?
L578[20:07:46] <Player> json just is
supposed to be hand written by mojang and forge..
L579[20:33:03]
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L580[21:01:05]
<CovertJaguar> officially done with
the Wye
L581[21:01:26]
<CovertJaguar> tomorrow the Turnout,
which is going to be even more horrible
L582[21:02:56]
<Natesky9> Woo!
L583[21:03:16]
<Natesky9> I'm actually awaiting
signals in my world
L584[21:10:58] <Xilandro> Turnout?
L585[21:27:00] ⇦
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L586[21:27:39]
<liach>
1/
L587[21:27:41]
<liach>
?
L588[21:29:14]
<Natesky9> The switch tracks
L589[21:29:50]
<Natesky9> You know, Wye tracks are a
Y, the turnout tracks are a.... K with one leg missing?
L590[21:30:30]
<Natesky9> |-
L591[21:30:48]
<vedrit> T junctions?
L592[21:30:59]
<Natesky9> Yeah, those
L593[21:43:12]
<vedrit> Tsk, darn NVidia..
L594[21:43:23]
<vedrit> Faulty driver causing MC to
crash
L595[21:44:34]
<liach>
forge maven is unstable again
L596[22:03:26] ⇦
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L598[22:37:26]
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L600[22:58:25]
<CovertJaguar> yep, it causes travis
to fail looks like
L601[23:11:51]
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(~mikrysoft@89-76-18-43.dynamic.chello.pl)
L602[23:26:17] <Xilandro> Is there a way
to disable boiler explosions in 9.12.2? A friend doesn't
understand the concept of 'If the boiler runs out of water,
LET IT COOL DOWN BEFORE PUTTING NEW WATER IN"
L603[23:26:27] <Xilandro> And just wrecked
our two forestry farms
L604[23:27:13]
<Natesky9> There's no automatic
water dodads in your pack?
L605[23:27:56] <Xilandro> We have a train
running water from water tanks to the LP network which is inserting
into the boiler, but fucking pixelmon keep standing on the
tracks
L606[23:28:24]
<Natesky9> Put your trains on high
speed
L607[23:28:41]
<Natesky9> that'll make
poke'pancakes of any critters that get in the way
L608[23:28:50]
<Natesky9> Or just do a raised
track
L609[23:54:37] <Xilandro> Okay, well at
what temperature is an HP Boiler subject to explode with exposure
to cold water
L610[23:55:25] ⇦
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L611[23:55:32]
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(~mikrysoft@89-76-18-43.dynamic.chello.pl)