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L1[00:08:30]
<liach>
Don't use deobf jar
L2[00:36:11] ⇦
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L3[00:52:20]
<Joshwoo70> use source- wait.. there
is no source jar...
L4[00:52:31]
<Joshwoo70> OH! get BON2
L5[00:52:43]
<Joshwoo70> aka Bearded octo nemesis
2
L6[00:54:43]
<liach>
1.7?
L7[00:54:56]
<Joshwoo70> universal
L8[00:55:14]
<Joshwoo70> it is basically no
minecraft dependacy attathed
L9[00:55:18]
<Joshwoo70> AFAI
L10[00:55:24]
<Joshwoo70> AFAIK
L11[00:57:37]
<liach>
mc ver?
L12[01:44:59] ⇨
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L13[01:44:59] <travis-ci>
CovertJaguar/Railcraft#32 (messenger-track-kit - 2aa0468 : liach):
The build passed.
L16[01:45:00] ⇦
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L17[02:10:59]
<Joshwoo70> um liach.. i think you can
use [ci skip] to skip travis from building @liach
L18[02:11:15]
<Joshwoo70> just put it in the commit
message.
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L20[02:45:04]
<Natesky9> but will it do your
laundry?
L21[02:45:46]
<liach>
to make sure it builds
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L23[03:28:33]
<Elourge> Does anyone know of good
farming mods on 1.10? more specificly ones that add better ways to
hydrate farmland
L24[03:32:16]
<Kodos>
Agricraft has sprinklers
L25[03:32:17]
<Kodos>
I think
L26[03:33:18]
<Elourge> ohhh it has a 1.10.2 version
now
L27[03:33:22]
<Elourge> thanks mate
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L31[04:14:53]
<Elourge> What if the ic2 energy carts
only moved slow with an electric locomotive
L32[04:15:22]
<Elourge> and the fuel ones move it at
normal speed since they are move powerful
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L35[04:33:39]
<Kodos>
Not to mention steam locos don't need the power from the elec
carts, so there's no need to slow th em
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L37[04:43:11] <Forecaster> they're
slow because batteries are heavy
L38[04:43:31]
<Kodos>
I was under the impression they were slow because they can charge
an electric loco
L39[04:44:10] <Forecaster> yes, but
they're slow for everything because batteries are heavy
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L42[04:47:58]
<Elourge> So they should be able to
accellerate but just at a slower rate then
L43[05:08:56] ⇨
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L44[05:15:42]
<yepidoodles> So you've probably
been asked this a million times but what sort of timeframe are we
looking at for a Railcraft update? Days? Weeks? Want to know if I
should wait until Railcraft is done before adding the updated CoFH
mods (public server, people get mad when I update every other day
:P )
L45[05:18:16]
<yepidoodles> Not impaitent, just like
to be informed
L46[05:26:22]
<Kodos>
When it's done. I'm not sure what will be in it, either.
There was talk of a junction and wye beta but that's it
afaik
L47[05:26:28]
<Kodos>
You're better off planning on waiting a while
L48[05:26:47]
<Kodos>
The 'big' update that everyone's waiting for is a
way's off still, I would think, but i'm not a dev, so I
can't tell you anything official
L49[05:29:37] <Forecaster> it'll
probably be a while
L50[05:29:46] <Forecaster> there's
still a lot of things that need to be updated
L51[05:30:06]
<Kodos>
A lot of which is being rewritten from the ground up, isn't
it?
L52[05:30:29] <Forecaster> yeah, some
things are fundamentally changed
L53[05:30:47] <Forecaster> like the various
switch tracks
L54[05:33:48]
<yepidoodles> No worries, thanks for
the info :) keep up the good work
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L60[07:59:32]
<GeneralCamo> @Forecaster Being quite
fair here, but a cart full of uranium is also really heavy
L61[07:59:38]
<GeneralCamo> But that doesn't
slow down the train
L62[07:59:50]
<GeneralCamo> (Actually, that would be
heavier than batteries
L63[07:59:52]
<GeneralCamo> (Actually, that would be
heavier than batteries)
L64[08:06:32] <Forecaster> minecraft logic
applies here
L65[08:07:01] <Forecaster> and like we
said, the reason they're slow in the first place is because of
the electric locomotives
L66[08:14:20] <Forecaster> Using steam
locomotives to pull the batteries is still advantagous beacuse it
doesn't drain power from them
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L70[10:38:08]
<Frani>
also running a public server and people get mad if I dont
update
L71[10:38:12]
<Frani>
?
L72[10:40:43] ⇨
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L73[10:40:44] <travis-ci>
CovertJaguar/Railcraft#34 (fix/1098 - 3f71b38 : liach): The build
failed.
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L77[10:42:11]
<liach>
A oh
L78[10:42:32]
<liach>
@Frani What are you going to update?
L79[10:43:08]
<Frani>
everything that is not up to date
L80[10:43:19]
<Frani>
and add cofh core and TE
L81[10:43:58]
<liach>
For 1.10 server?
L82[10:46:31]
<Frani>
yes
L83[10:46:49]
<Frani>
mods update like every day
L84[10:47:00]
<liach>
Do you have some sort of public railroad?
L85[10:47:22]
<Frani>
I've recently added railcraft
L86[10:47:37]
<Frani>
not even I started using it
L87[10:50:07] ⇨
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L88[10:50:07] <travis-ci>
CovertJaguar/Railcraft#36 (fix/1098 - f00a45a : liach): The build
was fixed.
L91[10:50:08] ⇦
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L92[10:50:18]
<GeneralCamo> TE5?
L93[10:50:21]
<GeneralCamo> Oh dear
L94[10:50:36]
<Natesky9> I've just been waiting
for routing before I set up my large rail systems
L95[10:51:17]
<Frani>
also
L96[10:51:42]
<Frani>
large rail systems here are mainly for player transport
L97[10:51:53]
<Frani>
since chunk loaders are limites and carts doesnt get loaded
L98[10:53:54]
<Natesky9> A few enderpearls go a long
way
L99[10:54:12]
<GeneralCamo> You mean Chunk Loaders
are Limited, right?
L100[10:54:21]
<Frani>
oh yeah
L101[10:54:29]
<Natesky9> There are anchor
carts
L102[10:54:32]
<Frani>
since chunk loaders are limited and carts doesnt get loaded
L103[10:54:41]
<Frani>
chunk loaders are limited at all
L104[10:54:43]
<GeneralCamo> I was on a server where
Chunk Loaders were unlimited, with one condition
L105[10:54:44]
<Frani>
in servers
L106[10:54:54]
<GeneralCamo> They had to be shut off
when the player logged off
L107[10:55:05]
<GeneralCamo> They provided
ComputerCraft code to facilitate that
L108[10:55:40]
<GeneralCamo> @Natesky9 Unrestricted
Chunkloaders on Minecraft servers are bad
L109[10:55:41]
<GeneralCamo> Very bad
L110[10:55:55]
<Frani>
^
L111[10:55:57]
<Natesky9> I've only ever played
on my own
L112[10:56:21]
<yepidoodles> You've never played
on a server @Natesky9 ?
L113[10:56:33]
<Natesky9> Not entirely
L114[10:56:40]
<Frani>
on my server all chunk loaders are banned, on the 1.7.10 we af
least have a chunk loader plugin that loads the chunks only when
the player is online, and is limited
L115[10:56:50]
<GeneralCamo> It gets even worse when
you factor in additional dimensions. In the server we played on, we
had a dedicated Mystcraft Mining Dimension, where we were allowed a
SINGLE quarry and a SINGLE chunkloader
L116[10:57:02]
<Frani>
so keep a whole automatic railway is a bit hard
L117[10:57:03]
<GeneralCamo> @Frani Do you have xu2
installed on your server?
L118[10:57:07]
<Frani>
yep
L119[10:57:21]
<GeneralCamo> Quantum Quarries are
*awesome* as far as server performance is concerned
L120[10:57:32]
<GeneralCamo> Extra Utilities 2:
Balance Nightmare
L121[10:57:32]
<GeneralCamo> Server Admin's
dream
L122[10:57:47]
<Frani>
not at all
L123[10:57:54]
<GeneralCamo> Wait what
L124[10:58:15]
<Frani>
40 quantum quarries lags a lot
L125[10:58:26]
<Frani>
hmm not 40, even 25
L126[10:58:40]
<Natesky9> See, I just used Botania to
generate ores
L127[10:58:42]
<GeneralCamo> That's insane
L128[10:58:50]
<Frani>
not for a server
L129[10:58:58]
<GeneralCamo> Why is each quarry
generating a new dim?
L130[10:59:03]
<Frani>
no
L131[10:59:04]
<GeneralCamo> ...
L132[10:59:13]
<Frani>
the way it does stuff that lags
L133[10:59:24]
<Frani>
pretty much the code and not the idea
L134[10:59:25]
<liach>
Almura server... The server owners wrote their own farming
mod
L135[11:00:30]
<GeneralCamo> Arghh
L136[11:00:42]
<GeneralCamo> RWTema you funny
guy
L137[11:02:27]
<Frani>
botania is good for ores
L138[11:02:32]
<Frani>
actually additions too
L139[11:02:48]
<Frani>
and blood magic
L140[11:04:22]
<SkySom> Yeah I tend to use Botania
for ores.
L141[11:04:28]
<SkySom> Rather than quarry
L142[11:04:42]
<Natesky9> It doesn't wreck the
landscape
L143[11:04:50]
<SkySom> Because I already have mass
mana production due to using the Flux Field for powering my entire
base
L144[11:04:50]
<Natesky9> plus, I'm a fan of
actually exploring
L145[11:05:11]
<vedrit> I usually put the quarries
under ground
L146[11:05:12]
<SkySom> So mana is the base power
source for my entire base.
L147[11:05:27]
<SkySom> Plus you can transport mana
nicely in carts and it looks cool
L148[11:06:28]
<Frani>
I also have mana as main power ?
L149[11:06:43]
<SkySom> Cake production is actually
quite fun if you do it right
L150[11:06:44]
<Frani>
it's pretty cool to see working
L151[11:07:00]
<SkySom> Spread out different fields
and production of materials and you've got a good network to
run train son.
L152[11:07:22]
<Frani>
I prefer dandelifeons for mana generating
L153[11:07:45]
<Frani>
I created a setup that will fill 1 mana pool in 7 seconds
L154[11:07:48]
<Frani>
with 1 arena
L155[11:07:50]
<Natesky9> I've really been
itching to play with people
L156[11:08:05]
<Natesky9> All of my friends
don't really play anymore
L157[11:08:06]
<Frani>
I can show you later
L158[11:09:25]
<yepidoodles> GeneralCamo - Today at
4:57 PM
L159[11:09:26]
<yepidoodles> Quantum Quarries are
awesome as far as server performance is concerned
L160[11:09:40]
<yepidoodles> Except it crashes the
server if you put them in extreme hills biomes
L161[11:09:48]
<Frani>
lol
L162[11:09:50]
<yepidoodles> I've had to disable
them
L163[11:09:51]
<Frani>
they dont
L165[11:11:01]
<Frani>
I would not believe in every issue someone posts in github without
further testing, and thats what I did
L166[11:11:10]
<Frani>
and it doesnt crash ?
L167[11:12:05]
<yepidoodles> Well it crashes
everytime on my Sponge server
L168[11:12:14]
<Frani>
have you tried updating?
L169[11:12:53] <MCenderdragon> sponge is
messing up everything, dont use it
L170[11:14:22]
<Frani>
sponge is helping server owners and developers a lot use it
L171[11:14:38]
<Frani>
sponge is helping server owners and developers a lot, use it
L172[11:19:58] <Forecaster> the sponge is
absorbing too much fluid! it's reaching critical mass!
Run!
L173[11:20:40]
<Frani>
xD
L174[11:28:43]
<GeneralCamo> MY REACTOR IS GOING
CRITICAL!!!11!!
L175[11:29:11]
<Frani>
which mod?
L176[11:29:39] <MCenderdragon> well not
with the issue I had. My Mods adds a dimension and sponge (after
fixing crashes) still does weird stuff. But yeah fixing bugs on
huge things is hard. But blame the wrong people for problems is
also not good
L177[11:29:41]
<GeneralCamo> (It's a nuclear
physics joke. A critical reactor is a reactor that is functioning
perfectly)
L178[11:29:57]
<bballboy2002> xD
L179[11:33:00]
<Frani>
oh
L180[11:36:59]
<yepidoodles> Frani - Today at 5:12
PM
L181[11:36:59]
<yepidoodles> have you tried
updating?
L182[11:37:02]
<yepidoodles> It's the latest
version
L183[11:40:25]
<Frani>
hmmm
L184[12:26:51]
<Natesky9> As much as it sucks, 1.7.10
is like, the best version to play right now
L185[12:28:29]
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L186[12:30:10]
<SkySom> I mean I guess it depends on
what makes you say it's the best
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L188[12:32:03]
<Natesky9> Sure, it doesn't have
all the new content
L189[12:32:19]
<Natesky9> but it at least has things
basically set in stone
L190[12:32:55]
<SkySom> I've come to like the
new combat.
L191[12:33:01]
<SkySom> Less spam clicking.
L192[12:33:17]
<SkySom> Feels like some o fthe mod
armor/weapons are finally useful
L193[12:34:26]
<Natesky9> Potions are still lame
though
L194[12:34:40]
<Natesky9> In fact, they nerfed
healing potions
L195[12:34:52]
<Natesky9> But they made saturation
heal
L196[12:34:58]
<Natesky9> which... doesn't make
sense
L197[12:35:16]
<Natesky9> they nerfed instant health
potions because it gave too much health
L198[12:35:26]
<Natesky9> but they added a mechanic
that would heal you with food
L199[12:35:29]
<Natesky9> ???
L200[12:35:33]
<Natesky9> Rito pls
L201[12:35:34]
<Natesky9> wait
L202[12:35:38]
<Natesky9> mojang pls
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L206[13:08:23]
<liach>
You can literally return to old crazy clicking combat in fact
L207[13:08:35]
<liach>
A tiny mod can help
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L215[15:02:26]
<liach>
@Forecaster Are you good at drawing textures? If you are, I hope
you can create a texture for messenger track
L216[15:02:46] <Forecaster> messenger
track?
L217[15:02:55]
<liach>
A track I just added
L218[15:03:03]
<Kodos>
What does it do?
L220[15:03:27]
<liach>
@Kodos Send a message (like the ones minigame servers send to you
when you join server)
L221[15:03:37]
<liach>
Only work when powered by redstone
L222[15:27:41]
<Frani>
hey
L223[15:27:43]
<Frani>
quick question
L224[15:27:50]
<Frani>
how do I use events on my code?
L225[15:28:12] <Forecaster> @liach: ah, I
see, I'll see if I can make something soon for that
L226[15:28:22]
<Frani>
```
L227[15:28:22]
<Frani>
import
net.minecraftforge.event.entity.player.PlayerInteractEvent;
L228[15:28:23]
<Frani>
is it right?
L229[15:28:42] <Forecaster> what are you
trying to do?
L230[15:29:07]
<liach>
@Frani Register you class instance on
MinecraftForge.EVENT_BUS
L231[15:29:10]
<Frani>
listen to the player interact event
L232[15:29:31]
<liach>
@Forecaster To design icon for the track kit
L233[15:29:37]
<Frani>
hm and how do I do it ?
L234[15:29:42]
<liach>
old unpowered
L236[15:29:45] <Forecaster> yeah
L237[15:29:46]
<liach>
old powered
L239[15:29:55]
<liach>
new unpowered
L241[15:29:57]
<liach>
new powered
L243[15:30:38]
<liach>
@Frani When you mod initializes, register things like
`MinecraftForge.EVENT_BUS.register(new EventHandler());`
L244[15:30:59] <Forecaster> oh, I was
asking Frani, not you liach
L245[15:32:07]
<liach>
?
L246[15:32:31]
<Frani>
oh
L247[15:35:36]
<liach>
Sad... @CovertJaguar should come to see my pull request
L248[15:41:53]
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L249[15:41:54] <travis-ci>
CovertJaguar/Railcraft#38 (messenger-track-kit - 4ce68de : liach):
The build passed.
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L254[15:42:59] <travis-ci>
CovertJaguar/Railcraft#40 (messenger-track-kit - de8bdaf : liach):
The build passed.
L257[15:42:59] ⇦
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(~travis-ci@ec2-54-205-28-35.compute-1.amazonaws.com)
())
L258[15:54:10]
<vedrit> Travis, plz, the spam. Silly
bot
L259[16:02:43] ***
MrKick|Away is now known as MrKickkiller
L260[16:21:19] ⇦
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L261[16:40:27]
<CovertJaguar> @liach what are those
textures supposed to represent?
L262[16:49:15] ⇦
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L263[17:11:57]
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(~sinkiller@nc-67-232-15-221.dhcp.embarqhsd.net)
L264[17:17:00]
<liach>
Speakers
L265[17:18:37]
<Joshwoo70> but if you put it as a
texture.. it should be facing up XD not side
L266[17:18:40]
<Joshwoo70> @liach
L267[17:20:58]
<liach>
eh I am not an artist
L268[17:33:46]
<CovertJaguar> haha, if you don't
mind I can make something appropriate later =P
L270[17:35:55]
<CovertJaguar> @everyone
10.1.0-alpha-1 is now available to Patrons! Junctions and
Wyes!
L271[17:36:38] <Vexatos> @CovertJaguar are
the lang changes already inside? :P
L272[17:36:50] <Vexatos> foreign lang
updates, that is :3
L273[17:37:26]
<CovertJaguar> depends...when did you
do that?
L274[17:37:41]
<vedrit> Woo! I'm not a patreon,
but woo all the same!
L275[17:37:49] <Vexatos> two days
ago
L276[17:38:15] <Vexatos> Woo! me neither,
but I can get it anyway!
L277[17:38:21] *
Vexatos cheats
L278[17:38:28]
<liach>
woo
L279[17:38:33]
<vedrit> You can? Cheater
L280[17:38:41] <Vexatos> Yea because I
develop a railcraft addon :P
L281[17:38:51]
<CovertJaguar> should be included
then
L282[17:38:58]
<CovertJaguar> and looks like it
is
L284[17:39:45]
<Snapples> Has Railcraft been out for
1.10 before?
L286[17:39:53]
<vedrit> So is this just an
experimental build?
L287[17:40:08]
<vedrit> Testing the changes?
L288[17:40:41]
<CovertJaguar> its very alpha, I
don't expect any real bugs, but it is not quite complete
L289[17:40:57]
<CovertJaguar> the Switch Actuators
graphics are mostly placeholders atm for example
L290[17:41:04]
<vedrit> I see, I see
L291[17:41:12]
<rrusciguy> Still, it's progress
and an exciting jump at that :D
L292[17:41:25]
<vedrit> ^^^
L293[17:41:57]
<CovertJaguar> @Snapples yes, its been
out since Halloween
L294[17:42:02]
<Snapples> Ah, ok.
L295[17:46:45]
<CovertJaguar> now that I think about
it, I'm not even sure if the actuators are
craftable...hmm...if they are its a happy accident of old code
still working
L296[17:48:07] <CovertJaguar> oh... I also
forget to mention that the Rolling Machine and Feed Station are
back too
L297[17:48:35]
<Kodos>
\o/
L298[17:49:59]
<vedrit> Kewl
L299[17:51:00]
<CovertJaguar> one hopes those recipes
still work too... I need to remember to test recipes, my greatest
bane
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L301[17:53:00]
<CovertJaguar> one issue is that the
mod has no means of producing RF atm, and the Rolling Machine
won't work without it
L302[17:53:03] ⇦
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L303[17:53:10]
<vedrit> Does the rolling machine
still use RF?
L304[17:53:22]
<vedrit> Oh, nevermind
L305[17:54:59]
<CovertJaguar> hmm... well the rolling
machine is craftable, the actuators not so much
L306[17:55:29]
<CovertJaguar> ah well, I'll post
something new once I get the turnout sorted
L307[17:55:58]
<CovertJaguar> and I should probably
add that manual rolling machine
L308[18:03:34]
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(~liach@2605:e000:309e:3200:fd18:23ca:4c79:a2d2)
L309[18:11:58]
<GeneralCamo> @CovertJaguar Wait
engines aren't in-game yet?
L310[18:12:19]
<CovertJaguar> lol, no
L311[18:13:17]
<GeneralCamo> Also: I'm aware of
your apprehension to the whole energy wars. But wouldn't it be
nice to get rid of TeamCOfH's API from Railcraft?
L312[18:15:15]
<GeneralCamo> Though seriously,
I'm trying (and failing) to setup the dev environment for
Forge
L313[18:15:25]
<GeneralCamo> It's been years
since I did this
L314[18:15:36]
<GeneralCamo> And it appears the
process changed anyway
L315[18:16:12]
<liach>
./gradlew sDecompW
L316[18:16:58]
<GeneralCamo> Wait, so it isn't
./gradlew setupdecompworkspace?
L317[18:17:06]
<GeneralCamo> Ughhhhhh
L318[18:17:14]
<GeneralCamo> Forge documentation why
do you fail
L319[18:19:01]
<CovertJaguar> yes, I'd be happy
to get rid of it, but nothing you are suggesting does that.
Compatability layer? what is that, how does it work?
L320[18:19:18]
<GeneralCamo> Right then
L321[18:19:23]
<GeneralCamo> Fair enough
L322[18:19:51]
<GeneralCamo> I was thinking move RF
to a module that would be deleted entirely come 1.11 (where RF is
100% dead)
L323[18:20:13]
<CovertJaguar> the RF api doesn't
really work like that, nor do modules
L324[18:20:27]
<GeneralCamo> Oh
L325[18:20:30]
<CovertJaguar> modules are mostly just
config settings grouped together
L326[18:20:43]
<CovertJaguar> and the API is such
that it must be implemented by the blocks to work
L327[18:21:19]
<liach>
how about rf cart
L328[18:21:27]
<CovertJaguar> what about it?
L329[18:21:42]
<liach>
will it get removed
L330[18:22:06]
<CovertJaguar> it was designed to
match the RF lore, FE has no lore, so fuck me if I know
L331[18:22:58]
<GeneralCamo> Well, TBF, I was
thinking of new names for the Flux Capacitor
L332[18:23:04]
<GeneralCamo> ...forge capacitor
sounds stupid
L333[18:23:59]
<CovertJaguar> everyone complains
about RF being unmaintained, but that's always a been a
non-issue
L334[18:24:16]
<CovertJaguar> the only thing that
changed in 1.10 was ForgeDirection -> EnumFacing
L335[18:24:32]
<CovertJaguar> and you'd have to
be an idiot to mess that port up
L336[18:25:04]
<CovertJaguar> ok, its not a
capability, but that's an overblown feature anyway
L337[18:26:04]
<CovertJaguar> Telsa has an identity
crisis, and FE has no identity
L338[18:27:25]
<liach>
@CovertJaguar Can you release some emblems?
L339[18:28:14]
<CovertJaguar> once I fix them and
port my constructor script, sure
L340[18:36:13]
<CovertJaguar> Sorry, I'm a bit
bitter about the whole power thing. The community cruficied my take
on MJ because a better salemen sold them the boring RF, who then
promptly turned around and abandoned it. And now the community
insists on trying to replace it with even more boring and non-lore
friendly alternatives. For a while I was hoping some new cool
sysems would rise from the ashes of RF, but Forge decided to step
in and "save the day".
L341[18:37:15]
<GeneralCamo> It's fine.
L342[18:37:34]
<liach>
How would one be cool?
L343[18:37:42]
<GeneralCamo> This is the kind-of
drama that led me to leave the minecraft community.
L344[18:38:05]
<GeneralCamo> So I understand where
you are coming from
L345[18:38:20]
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L347[18:39:44]
<CovertJaguar> EU is a cool system, it
has design challenges, rewards and penalties
L348[18:39:52]
<CovertJaguar> and its generally
balanced
L349[18:40:11]
<liach>
@CovertJaguar You can implement a custom EU system from the ic2
api
L350[18:40:31]
<GeneralCamo> Fully agreed
L351[18:40:34]
<GeneralCamo> I love EU
L352[18:40:43]
<CovertJaguar> MJ was a little weak on
Lore but shared many of the same lore properties of RF, and it had
challenges and penalties and rewards
L353[18:41:04]
<CovertJaguar> admittedly it was hard
to understand though
L354[18:41:16]
<GeneralCamo> In 1.2.5 yes
L355[18:41:30] <Player> mj's on
demand system is more realistic for large scale power too
L356[18:41:33]
<GeneralCamo> I would say by the time
of 1.4.7 it was relatively easy to use
L357[18:41:40] <Player> but of course
batteries make it so much easier..
L358[18:41:41]
<GeneralCamo> And Buildcraft 6 made it
really FUN to use
L359[18:43:22]
<GeneralCamo> And then Spacetoad moved
it to RF
L360[18:43:42]
<CovertJaguar> Even Redpower's
system was unique and interesting with challenges
L361[18:43:55]
<GeneralCamo> Redpower's system
was designed to be as realistic as possible I remember
L362[18:44:14]
<GeneralCamo> Though not to the absurd
lengths that Universal Energy had
L363[18:44:23]
<CovertJaguar> No, I killed MJ because
Spacetoad removed everything that made it different from RF
L364[18:44:36]
<GeneralCamo> Oh
L365[18:44:39]
<GeneralCamo> Fair
L366[18:44:58]
<CovertJaguar> once RC and Forestry
stopped using it, it was dead
L367[18:45:05]
<CovertJaguar> so Buildcraft switched
to RF
L368[18:46:20]
<GeneralCamo> Well, Buildcraft
apparently is switching back to MJ
L369[18:46:30]
<GeneralCamo> (Though I haven't
looked at it to see if it was in name only)
L370[18:46:34]
<CovertJaguar> they've been
saying that for months =P
L371[18:46:46]
<GeneralCamo> Forestry has moved to FE
now
L372[18:47:06]
<GeneralCamo> AFAIK only Extra
Utilities 2 still uses RF
L373[18:47:10]
<GeneralCamo> (In 1.11)
L374[18:47:13]
<CovertJaguar> mezz was one of the
biggest champions of FE
L375[18:47:29]
<liach>
We need a good mod that uses a system instead of each stupid
ticking tile
L376[18:47:36]
<CovertJaguar> still think its the
stupist thing Forge has done
L377[18:47:42]
<liach>
The system is like one from RC
L378[18:49:21]
<CovertJaguar> I'll admit
Railcraft Charge is kind of boring, but it has unique challenges to
overcome as perhaps the only system in Minecraft designed to
operate over vast and ephemeral numbers of chunks
L380[18:52:23]
<CovertJaguar> and at least it
pretends to be electricity instead of some vague "energy
unit"
L381[18:52:57] <Player> technically
ic2's steady state enet performance only depends on the number
of sources and sinks
L382[18:53:15] <Player> once it built the
static representation it doesn't matter of there's 5 or
5M cables in between
L383[18:54:15] <liach> What algo does it
use?
L384[18:54:16]
<CovertJaguar> but can it work when
those cables are unloaded?
L385[18:54:44]
<vedrit> Didn't we already have
this conversation?
L386[18:54:47] <Player> no it doesn't
persist any state
L387[18:54:55]
<Kodos>
Hold up guys, I just got home, let me get some popcorn
L388[18:55:07] <Player> liach: the non-ex
one just builds source<->sink tables
L389[18:55:34]
<CovertJaguar> my sinks move, chunks
load and unload, so I had to design a system that deals with that
as seamlessly as possible ;)
L390[18:55:36] ⇦
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L391[18:55:38]
<vedrit> Either I'm having some
major dejavu or we're re-discussing
L392[18:56:09] <Player> pff who'd put
sinks on wheels.. ;)
L393[18:56:11]
<Kodos>
Is the RF Transformer Charge -> Flux, or the other way
round
L394[18:56:25]
<Kodos>
I don't have MC open atm and can't remember
L395[18:56:34]
<CovertJaguar> other way
L396[18:56:43]
<Kodos>
Right
L397[18:56:57]
<Kodos>
Genuinely, sincerely going to ask, since A) I don't know if it
has been before, and B) I'd like to know
L398[18:57:47]
<Kodos>
Have you thought about/any interest in moving Railcraft to using
straight up Charge, and relying on the transformer to convert RF to
Flux, at its current 80% efficiency, encouraging players to use
Railcraft's generation methods for power
L399[18:58:01] ⇦
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L400[18:58:09]
<Kodos>
And removing FE/RF/IF/what the fuck ever else compat from anything
BUT the transformer
L401[18:58:16]
<CovertJaguar> yes, that's
generally where I want to head, remove myself from the energy
wars
L402[18:58:30]
<CovertJaguar> but probably mostly
steam based with new steam pipes
L403[18:58:40]
<Kodos>
Iron for LP and Steel for HP ?
L404[18:59:00]
<Kodos>
With wittle windows to see the steam travel a la Factorio
L405[18:59:04]
<vedrit> Compatibility with IC2
steam?
L406[18:59:08]
<Kodos>
Ew no
L407[18:59:13]
<Kodos>
That would be way too overpowered, tbh
L408[18:59:27]
<CovertJaguar> I'd need to know
the density values of Ic2 steam
L409[18:59:27]
<Kodos>
What you can do with a bucket of IC2 Steam vs RC Steam is vastly
different
L410[19:00:03]
<CovertJaguar> I intentionally made RC
Steam very low energy density to make storage and transport
inefficient
L411[19:00:08]
<vedrit> I really don't know. I
tend make hybrid systems that just work (or try to) without really
knowing numbers
L412[19:01:27]
<Kodos>
Honestly, I'd like to see a multiblock, very aesthetically
pleasing, RC Charge capacitor. Make it have a very very low, slow
passive discharge rate so that it can be used for storage if
you're mass producing, otherwise it makes a solid buffer
L413[19:01:50]
<CovertJaguar> I need to add some kind
of battery for the rail network
L414[19:01:59]
<Kodos>
That's mainly why I want it
L415[19:02:05]
<Kodos>
There's no way to 'store' charge for it atm
afaik
L416[19:02:05]
<CovertJaguar> just to keep the trains
running as the network rebuilds itself on server start
L417[19:02:14]
<Kodos>
And the Flux Transformer is 20% loss
L418[19:02:22]
<Kodos>
In exchange for storage, that's a bit much
L419[19:03:22]
<CovertJaguar> I like the idea of
making the charge you get out, less than the charge you put
in
L420[19:03:35]
<vedrit> It stands to reason
L421[19:03:59]
<Kodos>
Covert th at's more than fair
L422[19:04:03]
<GeneralCamo> Perhaps add multiple
types of "battery" blocks, each with their own
requirements, weaknesses, and strengths?
L423[19:04:23]
<Kodos>
Higher capacity, lower I/O rate vs lower capacity, but higher
I/O?
L424[19:04:33]
<Kodos>
IIRC Electrical Age does this
L425[19:05:13]
<GeneralCamo> Also sizes
L426[19:05:29] <neptunepunk> Battery
multiblocks!
L427[19:05:36]
<GeneralCamo> Indeed
L428[19:05:55]
<CovertJaguar> heh, I suppose I could
do something like that
L429[19:06:39]
<GeneralCamo> Early-Game lead-acid
batteries that are cheap clean and reliable. Up to the late game
Lithium Ion batteries that are compact but explosive if you do
something wrong.
L430[19:06:53]
<Kodos>
HIgher IO would be good for the high draw of the server restarting
and the entire network loading and drawing at once, vs a low IO
high capacity to run the network long term
L431[19:07:06]
<Kodos>
Wonder if OC Supports Railcraft Charge as power
L432[19:07:12]
<GeneralCamo> OC?
L433[19:07:14]
<Kodos>
openComputers
L434[19:07:24]
<GeneralCamo> If it doesn't, then
an addon will make it support it
L435[19:07:33]
<Kodos>
Nah, if it doesn't, support would likely get added
directly
L436[19:07:41]
<Kodos>
Sangar supports tons of stuff
L437[19:07:42]
<GeneralCamo> Pull Request
L438[19:08:00]
<GeneralCamo> I wonder about
Forestry
L439[19:08:16]
<GeneralCamo> Will Sengir add an
Electrical Engine for RC? Use the existing IC2 engine for it? Or
what?
L440[19:08:34]
<Kodos>
Does Sengir even work on Forestry anymore? I thought it was mostly
Mezz now
L441[19:09:11]
<CovertJaguar> Nickle-Iron ->
Lead-Acid -> ?
L442[19:09:12]
⇨ Joins: sinkillerj
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L443[19:09:50]
<CovertJaguar> The EU Feeder can do a
1-to-1 conversion from EU to Charge
L444[19:10:07]
<CovertJaguar> mezz is in charge of
Forestry
L445[19:10:14]
<GeneralCamo> Oh
L446[19:11:21] ⇦
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L447[19:11:30]
<GeneralCamo> I didn't know
SirSengir left
L448[19:12:30]
<CovertJaguar> he's been retired
for a long time now, 3 years?
L449[19:12:54]
<GeneralCamo> Ohh
L450[19:13:02]
<GeneralCamo> mezz though..
that's a name I never heard of
L451[19:13:09]
<GeneralCamo> Yet apparently he was
all for FE?
L452[19:13:19]
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L453[19:13:31]
<CovertJaguar> mezz does Forestry,
JEI, and a lot of Forge stuff these days
L454[19:14:37]
<GeneralCamo> He new or
something?
L455[19:14:42]
<GeneralCamo> Relatively?
L456[19:14:47]
<CovertJaguar> couple years
L457[19:14:59]
<GeneralCamo> Oh apparently he was a
contributor to Magic Bees
L458[19:15:43]
<CovertJaguar> he kind of came out of
nowhere while I was maintaining Forestry and basically did all the
things I didn't have time to do
L459[19:16:17]
<CovertJaguar> eventaully I just kind
of pulled back and let him have full reign as he was doing a great
job
L460[19:16:32]
<CovertJaguar> we generally get along
well, though I do think he is wrong about FE
L461[19:19:14]
<Kodos>
Don't get me wrong, I like the idea of a centralized into
Forge energy system, but FE was NOT the solution
L462[19:19:33]
<Frani>
anyone know examples of Mixins?
L463[19:19:42]
<Kodos>
I prefer graham cracker myself
L464[19:19:59]
<Kodos>
Or are we not talking about Cold Stone Creamery
L465[19:22:33]
<GeneralCamo> Alright, so now this is
screwy
L466[19:22:49]
<GeneralCamo> ExtraUtilities 2
requires a higher JEI version than is packaged with Railcraft
builds
L467[19:23:12]
<GeneralCamo> ...but I can't put
in the newer JEI version until I remove the older one that was
compiled with Railcraft
L468[19:23:15]
<GeneralCamo> And I can't find
that one
L469[19:24:36]
<CovertJaguar> remove?
L470[19:24:45]
<CovertJaguar> it shouldn't be
packeges with Railcraft
L471[19:25:01]
<GeneralCamo> Why is JEI enabled when
I compile this then...
L472[19:25:28]
<GeneralCamo> And Forestry?1
L473[19:25:29]
<GeneralCamo> And Forestry?!
L474[19:25:31]
<CovertJaguar> oh....the dev
environment pulls it in
L475[19:25:43]
<CovertJaguar> the release builds
don't include it
L476[19:26:23]
<GeneralCamo> Wait I can just modify
the build settings to include a newer version of JEI
L477[19:26:47]
<CovertJaguar> um...its supposed to
download the latest one
L478[19:26:57]
<CovertJaguar> but if you are
producing jars, it shouldn't matter
L479[19:29:00]
<GeneralCamo> Interesting
L480[19:29:45]
<GeneralCamo> Railcraft pulls
3.13.2.349, while xu2 requires 3.13.2.380
L481[19:30:01]
<GeneralCamo> Railcraft pulls
3.13.2.349, while xu2 requires 3.13.3.380
L482[19:31:54]
<CovertJaguar> technically, Railcraft
pulls Forestry, which pulls JEI
L483[19:31:58]
<GeneralCamo> @CovertJaguar I was just
running it in the dev environemtn
L484[19:32:01]
<GeneralCamo> Ohhh
L485[19:32:05]
<GeneralCamo> That would make
sense
L486[19:32:33]
<CovertJaguar> you could try changing
the forestry version in "version/gradle.properties"
L487[19:32:43]
<CovertJaguar> I haven't looked
to see if its current
L488[19:33:09]
<CovertJaguar> it supposed to pull the
latest one, but "meh, who knows"
L489[19:33:13]
<GeneralCamo> Definitely isn't
current since Forestry is in 1.11, but I'll check for currency
in 1.10
L490[19:34:49]
<GeneralCamo> oh
L491[19:34:52]
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L492[19:34:54]
<GeneralCamo> Several versions
behind
L493[19:34:59]
<GeneralCamo> 5.2.17.368 is the latest
1.10 build
L494[19:35:13]
<GeneralCamo> 5.1.15.295 is what RC
calls
L495[19:35:28] <CovertJaguar> technically
it pulls [5.1.15.295,)
L496[19:35:36] <CovertJaguar> which should
include 5.2.17.368
L497[19:36:05]
<GeneralCamo> Let me have a look at it
in-game then when the environment is running
L498[19:39:24]
<CovertJaguar> looks like mine pulled
Forestry 5.2.17.368 and JEI 3.13.2.349
L499[19:39:53]
<GeneralCamo> Alright, so forestry is
pulling the older version
L500[19:40:06]
<GeneralCamo> And Forestry is at its
latest for 1.10
L502[19:42:59]
<GeneralCamo> Yep
L503[19:43:05]
<GeneralCamo> I just looked at
that
L504[19:43:32]
<GeneralCamo> Well this just means I
need to use an alternative method to figure out how RWTema
registers his items
L505[19:43:42]
<CovertJaguar> heh
L506[19:44:00]
<GeneralCamo> ..considering what I
found out yesterday, this might be more trouble than its
worth
L507[19:46:35]
<GeneralCamo> Also tip for you
CovertJaguar: Do not base anything off of xu2's power
systems
L508[19:46:42]
<GeneralCamo> Yes, systems
plural
L509[19:47:10]
<GeneralCamo> And it isn't like
IC2's multiple systems for Heat, Kinesis, and Energy
L510[19:47:18]
<GeneralCamo> Two seperate energy
systems
L511[19:50:44]
<CovertJaguar> heh, I only used it for
testing drums
L512[19:51:08]
<Frani>
I dont like GP
L513[19:51:19]
<Frani>
because you dont really generate it
L514[19:51:33]
<Frani>
you just... place
L515[19:52:33]
<GeneralCamo> And you require it to do
anything with RF in that mod
L516[19:53:07]
<GeneralCamo> (Speaking of which, xu2
is the only mod that hasn't switched from RF to FE or an
alternative. Which makes it REAL FUN (not) to use it with other
mods)
L517[19:53:16]
<GeneralCamo> (Speaking of which, xu2
is the only mod in 1.11 that hasn't switched from RF to FE or
an alternative. Which makes it REAL FUN (not) to use it with other
mods)
L518[19:53:55]
<CovertJaguar> sounds like I need to
move "ditch energy systems" up on my todo list
L519[19:54:33]
<GeneralCamo> As I said, I love the
idea of using RC 100% in Railcraft
L520[19:56:48]
<GeneralCamo> Alright then, I think
I'm going to completely forget about implementing Red Coal as
a Blast Furnace Fuel for right now
L521[19:59:41]
<Kodos>
I always prefer finding an IE Coal Vein, and having an excavator
unload into a train, which transports the coal to a coke plant,
transporting the coke to another train which moves it to my power
station
L522[20:01:11]
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L523[20:01:12] <travis-ci>
CovertJaguar/Railcraft#43 (mc-1.10.2 - bb484ce : CovertJaguar): The
build passed.
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L527[20:01:18]
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L528[20:01:18] <travis-ci>
CovertJaguar/Railcraft#42 (mc-1.10.2 - b279b76 : CovertJaguar): The
build passed.
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L532[20:01:31]
<Kodos>
I will only ever use Steam Locos for transport trains, and electric
is for passenger trains
L533[20:13:15]
<GeneralCamo> Interesting
L534[20:13:21]
<GeneralCamo> Why the
distinction?
L535[20:14:04]
<Kodos>
Honestly? Aesthetics
L536[20:14:25]
<Kodos>
Electric trains look like they'd be more appropriate for
passenger trains, like Amtrak, etc
L537[20:14:38]
<Kodos>
Steam locos look like trains of old, that hauled Tinders, cabooses,
etc
L538[20:15:07]
<GeneralCamo> Hopefully the
introduction of Diesel Trains will add another choice for
freight
L539[20:15:21]
<Joshwoo70> wtf? i have this weird
deja vu that we talked about thia months back...
L541[20:18:16]
<GeneralCamo> I'm thinking a
model semi-based off of the SD40-2 would work well
L542[20:18:37]
<GeneralCamo> (The thing's
already pretty blocky)
L543[20:23:28]
<Natesky9> Ditching energy system from
Railcraft altogether? Does this mean we steampunk now?
L544[20:23:37]
<GeneralCamo> Not ditching it
L545[20:23:42]
<GeneralCamo> Using our own
L546[20:24:24]
<Natesky9> Well, if you think about
it, the only thing that uses charge is the electric tracks
L547[20:25:20]
<GeneralCamo> >Converts Rolling
Machine and Rock Crusher to Charge
L548[20:25:24]
<GeneralCamo> K
L549[20:25:59]
<Natesky9> Well, the rock crusher, as
well as the new distillation blocks, and the rolling machine as
well, could just run off of steam
L550[20:26:15]
<Frani>
run with nothing?
L551[20:26:19]
<GeneralCamo> Electrolysis with
Steam
L552[20:26:23]
<GeneralCamo> You're funny
L553[20:28:25]
<Natesky9> Err, oil is processed
through fractional distillation, not electrolysis
L554[20:28:56]
<GeneralCamo> (Well ore processing
might involve some liquids)
L555[20:30:01]
<Natesky9> Well, that's in the
near future
L556[20:31:08]
<Natesky9> As far as I understand, the
first thing that was on the list for the chem lab was fuels
L557[20:31:10]
<GeneralCamo> You are right though in
that Fractional Distillation only needs heat
L558[20:31:35]
<Joshwoo70> true
L559[20:31:37]
<Joshwoo70> but
L560[20:31:48]
<Joshwoo70> ores you have to do
electrolysis
L561[20:31:56]
<Natesky9> Yeah, if anything, that
would be similar to the boiler, with a fire box and a tank
L562[20:32:01]
<Joshwoo70> or a blast furnace
L563[20:32:18]
<Natesky9> Well, I meant the
distillation
L564[20:32:41]
<Natesky9> The ores, I'd like to
see some sort of crucible smelting
L565[20:33:16]
<Joshwoo70> nah
L566[20:34:03]
<GeneralCamo> Distillation Tower
Multiblock
L567[20:34:17]
<Natesky9> There's a mod that had
something similar
L568[20:34:32]
<Natesky9> Pneumaticraft?
L569[20:34:42]
<Kodos>
Magneticraft
L570[20:35:05]
<GeneralCamo> Requires: Saturated
Steam, Heat Source (Electric, Liquid, or Solid)
L571[20:35:06]
<GeneralCamo> Processes: Oil, Biomass,
etc.
L572[20:35:06]
<GeneralCamo> Produces: Processed
Hydrocarbons
L573[20:37:15]
<GeneralCamo> Basically an expensive
multiblock that can produce a lot of high-energy hydrocarbons. But
requires a reliable source of steam and fuel
L574[20:39:08]
<GeneralCamo> (Apparently real-life
industrial fractional distillers require steam to aid in heat
transfer, seperation, and to reduce the boiling point of what is
being processed. So this actually works out well in
Railcraft's favor)
L575[20:40:58]
<Natesky9> I told you, most everything
in the mod can be powered with steam
L576[20:41:46]
<GeneralCamo> Well you can't use
only steam to run this thing
L577[20:42:16]
<GeneralCamo> You still need a heat
source that can go well above 500C
L578[20:42:34]
<GeneralCamo> Oh I just thought of
something
L579[20:43:04]
<GeneralCamo> @CovertJaguar What are
your thoughts on an Electric Firebox? Later this could be used for
stuff like the Fractional Distiller, but right now it could be used
to convert RC --> Steam
L580[20:43:47]
<Natesky9> An industrial water
heater?
L581[20:43:56]
<Natesky9> A play on words, to be
sure
L582[20:48:39]
<CovertJaguar> I might add a
Distilation Tower eventually, but the initial plan is to create
SynDiesel out of Coke and Steam
L583[20:50:12]
<Natesky9> Inaequidens furt biodiesel
/
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L585[20:50:14] <travis-ci>
CovertJaguar/Railcraft#44 (mc-1.10.2 - 35c93f7 : CovertJaguar): The
build was broken.
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L589[20:51:54]
<Natesky9> Any plans for ethanol or
other combinations or fuel?
L590[20:52:39]
<CovertJaguar>
coke+steam->SynGas->SynDiesel
L591[20:53:14]
<CovertJaguar> not without
processing
L592[20:53:31]
<CovertJaguar> Oil could be distilled
into Diesel
L593[20:53:40]
<CovertJaguar> but Ethanol isn't
going to run a Diesel
L594[20:54:08]
<Natesky9> Well, I was wondering
because you have all sorts of different fuels, some fictional, some
realistic
L595[20:54:25]
<Natesky9> Mostly in the theme of
Minecraft though
L596[20:54:45]
<Natesky9> Well, not the diesel but
for liquid fuel for a firebox
L597[20:55:15]
<CovertJaguar> I'm not sure I
follow
L598[20:55:32]
<Natesky9> Trying to type by speaking
into my phone isn't easy
L599[20:55:36]
<Kodos>
Lol
L600[20:56:29]
<Natesky9> The recipes, they are going
to be one solid plus one liquid catalyst?
L601[20:57:02]
<Natesky9> Liquid/gas
L602[20:57:10]
<CovertJaguar> the Steam Locomotive is
intended to be low infrastructure, but inefficient. The Electric
needs infrastructure but has cheap fuel. And the Diesel has a large
fuel infrastructure, but efficient and long lasting fuel
L603[20:57:42]
<CovertJaguar> hah, no the ChemLab
will be a wonder of engineering enabling all kinds of
reactions
L604[20:58:08]
<GeneralCamo> So like the Buildcraft
refinery was intended to be? Except more realistic?
L605[20:58:15]
<CovertJaguar> reactions will have
temperature ranges where they occur that you will need to manage
with addon heaters and coolers
L606[20:59:06]
<CovertJaguar> there will also be
Evaperator, Air Injection, and Catalyzer addons
L607[20:59:23]
<Natesky9> So, the that combined with
alloying mechanics ?
L608[20:59:26]
<CovertJaguar> it will have both solid
and fluid inputs and outputs
L609[20:59:37]
<Natesky9> "V a T "
L610[21:00:34]
<GeneralCamo> I see addon
potential
L611[21:00:50]
<GeneralCamo> Forestry Integration.
Refine Seed OIl into Biodiesel and other component parts
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L613[21:01:17]
<Natesky9> I don't know, I think
that this idea is great but needs more structure
L614[21:02:49]
<GeneralCamo> Well it's only on
paper
L615[21:03:16]
<Natesky9> I was actually just about
to suggest seed oil from seeds and steam , linseed oil and another
solid ingredient to make a form of propane
L616[21:03:42]
<Natesky9> I was actually just about
to suggest seed oil from seeds and steam , then seed oil and
another solid ingredient to make a form of propane
L617[21:04:00]
<Natesky9> I was actually just about
to suggest seed oil from seeds and steam , then seed oil and
another solid ingredient to make a form of methane
L618[21:05:38]
<Natesky9> Like I said it has a lot of
potential but I think it should be structured to have enough
simplicity versus flexibility
L619[21:08:35]
<Natesky9> See: reactant dynamo from
thermal expansion
L620[21:08:43]
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L621[21:22:10]
<Natesky9> Alright, home
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L623[21:45:06]
<Natesky9> So, at the most basic form,
the chem lab is a crafting mechanic, right?
L624[21:45:28]
<Natesky9> under the right conditions,
this input turns into this output
L625[21:51:15]
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L626[22:02:01]
<GeneralCamo> I mean that's
pretty much how anything is done in minecraft
L627[22:02:19]
<GeneralCamo> Farming, mining, or
crafting
L628[22:06:12]
<Natesky9> Well, yes
L629[22:06:21]
<Natesky9> if you look at something
hard enough
L630[22:06:54]
<Natesky9> My point was that you
already have so many combinations with 1 item + 1 fluid
L631[22:22:44]
<Kodos>
Will the chemlab have a firebox base to account for the temperature
application?
L632[22:22:53]
<Kodos>
Thus allowing us to liquid or solid fuel it
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L638[23:13:28] <travis-ci>
CovertJaguar/Railcraft#45 (messenger-track-kit - 6d2810c : liach):
The build was broken.
L641[23:13:28] ⇦
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L642[23:29:36]
<CovertJaguar> There will be multiple
heater types
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L645[23:53:42]
ChanServ sets mode: +o on CovertJaguar
L646[23:57:12]
<Kodos>
Neat
L647[23:57:29]
<Kodos>
What are the IO sides of a Rock Crusher, for the sake of using AE2?
(I know, i hate it too, but not my server/base