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L4[00:59:19] <Forecaster> GeneralCamo:
?
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L21[07:54:59]
<GeneralCamo> @Forecaster ?
L22[07:57:01] <Forecaster> you pinged
me
L23[07:58:32]
<GeneralCamo> I don't remember
why
L24[07:58:39]
<GeneralCamo> So it's probably
not important
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L26[08:00:51] <Forecaster> k
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L30[08:45:07]
<liach>
@ccgfok it gives a message to the passing cart's rider
L31[08:55:34]
<ccgfok> ah..
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L36[09:54:00]
<dshatneriii> On the new alpha version
I think I found a bug in that the rest recipe is missing,
can't make it at all so far as I can tell. Has anyone else
tried this? You defiantly could in the 10.0.1 release version
.
L37[09:54:47]
<dshatneriii> Geez autocorrect.. I
meant the 'rebar' recipe
L38[09:55:56]
<dshatneriii> Just thought I would ask
before entering something into GitHub as an issue
L39[09:56:28] <Forecaster> not sure why a
recipe would vanish on it's own...
L40[09:56:44] <Forecaster> is it missing or
is it just not where you expect it?
L41[09:57:02] <Forecaster> does it happen
with just railcraft?
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L48[11:50:13]
<PitchBright> @liach
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L50[12:01:17] <PitchBright> test
L51[12:01:29] <Forecaster> echo echo
echo
L52[12:02:08] <PitchBright> does liach not
know that we have a Discord-IRC bot?
L53[12:02:21] <Forecaster> he's aware
I'm sure
L54[12:03:24]
<dshatneriii> I cannot make rebar when
I have the new railcraft version loaded, I've gone back and
forth to test it and definately occurs with the alpha
L55[12:03:28] <PitchBright> He's
commenting on a github issue I filed a couple years ago... and
he's not making any sense. I suggested we discuss it over IRC
instead of spamming github with blabbering convo... and his
response was to use Discord instead.
L56[12:03:52] <Forecaster> dshatneriii:
other mods?
L57[12:04:04]
<Natesky9> The IRC and discord both
communicate with each other
L58[12:04:22] <PitchBright> Exactly,
Nate
L59[12:04:28] <Forecaster> PitchBright: ah,
I see
L60[12:04:33]
<Natesky9> He's not online at the
moment
L61[12:04:33] <Forecaster> that's
odd
L62[12:05:00] <Forecaster> maybe he meant
pm through discord
L63[12:05:14] <Forecaster> I don't
have a recent enough version of the bot to allow pm bridging
L64[12:05:28] <PitchBright> I'm not
sure about that, because his rationale was Discord has a chat
log.
L65[12:05:41] <Forecaster> uh
L66[12:05:41]
<dshatneriii> RC is the only mod I
have that makes rebar. It still shows up in jei but I can't
make it, seems odd
L67[12:05:49] <PitchBright> Which seems to
me like he's suggesting that CJ may want to see the convo for
reference to help resolve the issue.
L68[12:05:51] <Forecaster> dshatneriii: are
you on a server?
L69[12:06:03]
<GeneralCamo> I'll have a look at
it as well
L70[12:06:17]
<dshatneriii> Single player. If I
should be asking this somewhere else o can do that
L71[12:07:59]
<GeneralCamo> Pitch: So what's
the problem here?
L72[12:08:13]
<GeneralCamo> Have you tried
connecting the switch and detector with Redstone?
L73[12:08:42] <PitchBright> The problem is
liach
L74[12:08:47] <PitchBright> :P
L75[12:08:52]
<dshatneriii> Not much of a MC
community person, just play a lot, and thought I'd throw it
out here to see if anyone else encountered that issue
L77[12:09:15]
<GeneralCamo> Oh wait wait wait
L78[12:09:15]
<GeneralCamo> Motor Switches being
disabled while carts are on adjacent Switch Tracks
L79[12:09:18]
<GeneralCamo> This is
intentional
L80[12:09:34]
<GeneralCamo> Was added because
that's how switches work in real life
L81[12:09:41]
<GeneralCamo> (Also I think it caused
a few issues)
L82[12:09:53]
<PitchBright> Except, go to the bottom
of the issue and view the photos
L83[12:11:29]
<PitchBright> Anyway, at the time I
filed the issue, CJ responded by labeling it as a bug. Which
indicates to me that it didn't ring any bells for him that he
had literally just changed the behaviour of the switch tracks, and
that it wasn't a bug (and was therefore intentional).
L84[12:11:41]
<GeneralCamo> Means nothing
L85[12:11:46]
<PitchBright> aight
L86[12:11:47]
<GeneralCamo> It's an
organization thing.
L87[12:11:59]
<GeneralCamo> There are a few bugs
that were later labelled not a bug
L88[12:12:13]
<GeneralCamo> CJ has the final say on
this I guess though
L89[12:13:02] <Forecaster> or maybe the CIA
does, who knows!
L90[12:13:36]
<PitchBright> I have no issue with the
change itself.. especially in the light of realism. It's just
that there was no conversation or documentation about it back then
as a big change that was made intentionally, that was going to
break a lot of routing. So it seemed to me that got broken.
L91[12:15:13]
<PitchBright> Plus, really. I mean...
if he did change the behaviour of switches to that extent, and then
somebody comes along and files an issue about it... you'd
think he'd reply "I just changed that behaviour."...
instead of not remembering that he's overhauled switches, and
labeling the issue as indeed, a bug.
L92[12:16:39]
<liach>
Yes, we need to define an intended behavior.
L93[12:16:52]
<PitchBright> @liach I don't know
what you mean bro Can you get another image, both with cart on the
switch track, before and after rotation of switch? The cart should
NOT move.
L94[12:16:59]
<PitchBright> @liach I don't know
what you mean bro
L95[12:17:07] <Forecaster> what do you mean
"motor switches with detectors"?
L96[12:17:56]
<PitchBright> Forecaster, remember a
couple years ago I skype screenshared you my rail network issue,
and you were stumped as to why the switches stopped working?
L97[12:17:58] <Forecaster> assuming you
mean a detector next to a switch motor the motor should receive the
signal...
L98[12:18:10] <Forecaster> vaguely
L99[12:18:19]
<PitchBright> This, was that
issue.
L100[12:18:21] <Forecaster> my memmory is
terrible
L101[12:18:40]
<PitchBright> You and I discussed the
merits of moving to a Routing Switch instead, as a solution.
L102[12:18:44] <Forecaster> there is no
reason detectors shouldn't update switch motors
L103[12:19:21] <Forecaster> I'd guess
it's a block update issue
L104[12:19:40]
<PitchBright> could be
L105[12:19:50] <Forecaster> does it work
if the signal goes into an adjacent block to the motor?
L106[12:20:02] <Forecaster> or if after
the signal changes, you force a block update?
L107[12:20:09] <Forecaster> in the
motor
L108[12:20:15] <Forecaster> (eg by placing
a block next to it)
L109[12:20:50]
<PitchBright> placing a block next to
the motor?
L110[12:21:07] <Forecaster> the motor
doesn't update when the detector output changes right?
L111[12:21:21]
<PitchBright> correct
L112[12:21:34] <Forecaster> test if a
block update causes it to switch at that point
L113[12:21:37]
<PitchBright> even though you can see
redstone signal flowing into it
L114[12:21:46]
<PitchBright> ok, 1 sec
L115[12:26:35]
<PitchBright> still doesn't
change
L116[12:28:07] <Forecaster> hm, probably
not a block-update issue then
L117[12:28:18] <Forecaster> though this
does bring something to mind
L118[12:28:44] <Forecaster> there was an
issue with detectors not powering non-vanilla wire, in certain
directions I believe
L119[12:28:48] <Forecaster> this could be
related
L120[12:30:15]
<PitchBright> non-vanilla wire?
L121[12:30:37] <Forecaster> I forget which
mod it was, but it was some kind of red-alloy wire or similar
L122[12:30:44] <Forecaster> from project
red or such
L123[12:30:53]
<PitchBright> I'm using vanilla
wire though.
L124[12:31:29] <Forecaster> oh, you have
wire between the detector and the motor?
L125[12:31:39]
<PitchBright> In actuality, I only
used wired to show that the signal does flow from the Detector. But
the real issue didn't involve using any wire at all. It was
simple Detector box directly into stone block below Motor.
L126[12:31:52] <Forecaster> right
L127[12:31:56] <Forecaster> that's
what I meant
L128[12:32:11] <Forecaster> perhaps the
detector is not outputting a signal correctly in certain
situations
L129[12:33:15]
<PitchBright> I think it is outputting
correctly though... that's why I did the wire demonstration.
To show that it is sending a signal out.
L130[12:33:37]
<PitchBright> I'm updating the
github issue's original comments to fix the imgur links. 1
sec.
L131[12:33:49] <Forecaster> but as was
shown with the alloy wire issue, just because it outputs to vanilla
redstone doesn't mean it has to output to other things
correctly
L132[12:34:23]
<PitchBright> Ah, I see what
you're saying
L133[12:35:44]
<PitchBright> but, I think regardless
of the Detector... my images show that the issue is with the
Motor
L134[12:36:13]
<PitchBright> because the Motor
doesn't work, even when you don't use the Detector, and
you just use a straight powered redstone signal.
L135[12:36:42] <Forecaster> oh, well you
didn't tell me that :P
L136[12:36:43]
<PitchBright> Scratch that. I'm
wrong. I'm forgetting and getting mixed up.
L137[12:37:32]
<PitchBright> Hm... it seems...
L138[12:38:04]
<PitchBright> Originally... Direct
redstone signal DID make the motor work. And that the recents tests
I ran yesterday, now show that even a direct redstone signal
doesn't work.
L139[12:38:57] <Forecaster> that definetly
sounds like an issue with the motor
L140[12:39:46]
<PitchBright> Yeah. I think part of
the problem is, the issue has changed (even though the result is
still the same)... over the last 2 years.
L141[12:40:20]
<PitchBright> So while a direct
redstone signal used to work, when a Player Detector wouldn't
do the trick... it seems that now even a direct signal won't
make the Motor work.
L142[12:40:35]
<PitchBright> (if I'm reading my
comments and understanding my pictures correctly)
L143[12:40:43] <Forecaster> wait, are you
testing this on 1.7?
L144[12:40:51]
<PitchBright> yeah
L145[12:40:56]
<PitchBright> it was a 1.7.10
issue
L146[12:40:57] <Forecaster> then it's
not really relevant
L147[12:41:16]
<Natesky9> are there any real plans to
keep 1.7.10 up to date?
L148[12:41:21]
<GeneralCamo> Reproduce this on
1.10
L149[12:41:23] <Forecaster> it'd be
better to wait until the switches have been ported, then re-test to
see if the issue remains
L150[12:41:24]
<GeneralCamo> Natesky: No
L151[12:41:26] <Forecaster> no
L152[12:41:29]
<Natesky9> D=
L153[12:41:36] <Forecaster> 1.7.10 will
not receive any more updates
L154[12:41:47]
<Natesky9> That sucks
L155[12:42:04]
<PitchBright> I had forgotten all
about this issue, to be honest. I'm only responding to it
because liach dug it up from 2 years ago.
L156[12:42:07] <Forecaster> I agree, since
I'm also on 1.7 still, but that's how it goes
L157[12:42:15]
<Natesky9> I know it's an older
version, but so many mods have skipped around since then
L158[12:42:30]
<Natesky9> There are so many mods that
have skipped 1.8.9, 1.10.2
L159[12:42:32]
<PitchBright> It's a non-issue
for me, on my server, because I've used your Routing Switch
solution since then, Forecaster.
L160[12:42:34] <Forecaster> PitchBright:
tell him it's irrelevant at the moment and that it needs to be
re-confirmed once the motors have been ported
L161[12:42:48] <Forecaster> that should be
the final word for now
L162[12:42:57]
<PitchBright> So to find out if the
issue persists into 1.10... someone else might wanna test it
out.
L163[12:43:14] <Forecaster> whoever
doesn't matter
L164[12:44:47]
<PitchBright> I'm not on the dev
team. He's the one changing labels on github issues, and
digging up old problems... so I'm assuming he is on the dev
team. Wouldn't be for me to tell him what is or isn't
relevant.
L165[12:46:25]
<liach>
You can download source and run `gradlew.bat sDecompW runClient` to
test.
L166[12:46:36]
<liach>
run in command prompt
L167[12:46:42]
<PitchBright> who are you talking
to?
L168[12:46:58]
<liach>
You... You want to test, right?
L169[12:47:03]
<PitchBright> no, I don't
L170[12:47:06]
<PitchBright> I don't care about
1.10
L171[12:47:09]
<liach>
Or can we close this?
L172[12:47:32]
<PitchBright> I dunno... if
you're comfortable with closing an issue that may still exist,
and that you may want to resolve?
L173[12:48:05]
<liach>
I worked on it cuz it was tagged needs verification
L174[12:48:18]
<PitchBright> Do you go around closing
issues because you don't feel like testing for them, just
because the minecraft version changed?
L175[12:48:49]
<PitchBright> I would think you and CJ
would want to know if the issue persists into 1.10 or whatever
version you're on.
L176[12:50:27]
<PitchBright> ?
L177[12:52:57]
<PitchBright> What does he mean
"I worked on it"?
L178[12:53:42]
<PitchBright> he's the one that
added the "needs verification" tag, like 7 days
ago.
L179[12:54:26]
<PitchBright> What does he mean
"I worked on it cuz it was tagged needs
verification"?
L180[12:55:18] <Forecaster> I think
he's talking about the issue
L181[12:55:28] <Forecaster> and by
"worked on" he means posted comments on it
L182[12:55:32] <Forecaster> I'm not
sure though
L183[12:55:43]
<PitchBright> But he's the one
that tagged it "needs verification".
L184[12:55:45] <Forecaster> like I said,
I'd leave it be until the motor has been ported
L185[12:56:00]
<PitchBright> So for him to say I
worked on it because it was tagged "needs
verification"... doesn't make any sense.
L186[12:56:59]
<PitchBright> So for him to say he
worked on it because it was tagged "needs
verification"... doesn't make any sense.
L187[12:57:11]
<Natesky9> Alright, enough
histility
L188[12:57:15]
<Natesky9> Alright, enough
hostility
L189[12:57:19]
<PitchBright> I'm not being
hostile
L190[12:58:15]
<PitchBright> I'm trying to get
clarification.
L191[12:58:42] <Forecaster> eh, just let
him close it
L192[12:58:54] <Forecaster> if it's
still an issue in 1.10 a new ticket can be opened
L193[12:58:57] <Forecaster> it
doesn't matter
L194[12:59:04]
<GeneralCamo> Pitch: The switches are
likely getting rewritten
L195[12:59:13]
<GeneralCamo> Hence why it's not
applicable
L196[12:59:21]
<PitchBright> I'm cool with
whatever. It doesn't matter to me if it doesn't matter to
you guys.
L197[13:01:23]
<GeneralCamo> Speaking of which, I
should go through all the old issues to find stuff that is
applicable or not
L198[13:01:40] <Forecaster> feel
free
L199[13:01:43]
<PitchBright> You can start with mine,
lol.
L200[13:05:10]
<GeneralCamo> A lot of things
connected to fluids
L201[13:05:18]
<GeneralCamo> That's getting a
ground-up rewrite
L202[13:05:44]
<GeneralCamo> I've successfully
implemented Universal Buckets into Railcraft (Which fixes a LOT of
things), but other things are still broken
L203[13:05:56]
<GeneralCamo> Like being able to place
fluid blocks in the world
L204[13:06:23]
<Natesky9> honestly, the fluid system
in minecraft needs a rewrite
L205[13:06:43]
<GeneralCamo> It already has pretty
much
L206[13:06:55]
<Natesky9> well, mechanically
L207[13:06:57]
<GeneralCamo> The problem?
L208[13:07:04]
<GeneralCamo> It's _completely
undocumented_
L209[13:07:23]
<GeneralCamo> I've been basically
looking into Tinker's Construct and Forestry to learn about
the Universal fluid system
L210[13:07:35]
<GeneralCamo> And even then I might
need to ask Mezz for a bit of help, since the rendering goes way
over my head
L211[13:08:09]
<Natesky9> it's essentially a
block model with a texture based on the direction of flow/adjacent
neighbors
L212[13:08:23]
<Natesky9> but that's still a
pain in the arse
L213[13:08:40]
<GeneralCamo> Well yes, the problem is
how Forge currently handles the resources for it and how it handles
filling of containers
L214[13:09:05]
<GeneralCamo> Railcraft was written
for the old old system, which is now completely broken
L215[13:09:30]
<GeneralCamo> Also: Crafting recipes
are completely broken
L216[13:09:37]
<Natesky9> oh, fun
L217[13:09:56]
<Natesky9> I wouldn't touch that
with a 20-block pole
L218[13:10:05]
<GeneralCamo> I mean I can fix it, but
I'm not sure if it will be possible to have fluids in glass
bottles anymore
L219[13:10:26]
<GeneralCamo> As I can't find any
functions to make a container have less than 1 Bucket's worth
of fluid
L220[13:10:32]
<Natesky9> If you can send certain
amounts through the ifluidhandler, or whatever it's
called
L221[13:10:43]
<GeneralCamo> Which means Railcraft
_may_ need to add its own container
L222[13:11:08]
<Natesky9> wait, why can't a
container have less than one?
L223[13:11:13]
<GeneralCamo> I can't find a
function or it
L224[13:11:15]
<GeneralCamo> I can't find a
function for it
L225[13:11:37]
<GeneralCamo> Even if I could, I have
a feeling that blocks may not respect that
L226[13:11:55]
<GeneralCamo> So you could duplicate
liquids by placing it in the world and then using glass bottles to
fill it
L227[13:12:25]
<Natesky9> again, this is why I said
that the fluid system needs a rewrite
L228[13:13:08]
<Natesky9> flowing blocks and source
blocks need to be one unified type, with an amount attached to
them
L229[13:13:50]
<GeneralCamo> It really does
suck
L230[13:14:03]
<GeneralCamo> The fluid system as-is
is built for bucket amounts.
L231[13:14:09]
<Natesky9> because really, a bucket
isn't 1 cubic meter of fluid
L232[13:14:27]
<GeneralCamo> Only exception in
Vanilla Minecraft is the Water Bottle, which is infinite unless you
put in in a cauldron _for some reason_
L233[13:14:29]
<Natesky9> now, a bucket *is* about
1/8th of a block
L234[13:14:35]
<Natesky9> ¯\_(ツ)_/¯
L235[13:15:03]
<GeneralCamo> The whole infinite water
thing is kind-of bleh anyway
L236[13:15:14]
<Natesky9> I understand why they did
it though
L237[13:15:34]
<GeneralCamo> Fair enough, but I found
the way we had "infinite" water in Kirara much more
interesting
L238[13:15:44]
<GeneralCamo> Rain Collectors,
Railcraft Water Tanks, and other such things
L239[13:15:52]
<GeneralCamo> Rather than 2 blocks in
a square
L240[13:16:20] <Forecaster> I have finite
water in my letsplay as well
L241[13:17:43]
<GeneralCamo> Well now we have things
like Thermal Expansion giving players basically unlimited
_lava_
L242[13:17:58]
<GeneralCamo> Perpetual Energy
L243[13:18:11] <Forecaster> sounds
great
L244[13:18:20]
<GeneralCamo> Cobblestone --> Lava
--> Magmatic Dynamo --> Cobblestone --> (loop)
L245[13:18:29]
<Natesky9> actually
L246[13:18:47] <Forecaster> meh, positive
feedback loops have always been around
L247[13:18:49]
<Natesky9> it takes way more power to
make lava than it does using it for power, even with full
efficiency
L248[13:18:57]
<Natesky9> I've tried, trust
me
L249[13:19:13]
<Natesky9> you lose about 3 buckets of
lava for every bucket produced
L250[13:19:20] ***
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L251[13:19:23]
<GeneralCamo> I haven't seen that
with TE4
L252[13:19:28]
<GeneralCamo> On default configs
L253[13:19:35]
<Natesky9> With netherrack, you come
pretty close, because the power requirement is much less
L254[13:19:52]
<Natesky9> It's intentionally
balanced to be that way
L255[13:20:18]
<GeneralCamo> In GregTech, I did have
a cobblestone generator, but for a different purpose. Lava could be
centrifuged into metals
L256[13:20:24]
<GeneralCamo> ...basic metals
granted
L257[13:20:31]
<GeneralCamo> Copper, Tin, and a tiny
amount of Tungsten
L258[13:20:39]
<Natesky9> which makes sense
L259[13:20:40]
<GeneralCamo> So it was really a
medium-game thing
L260[13:21:10]
<GeneralCamo> It cost a lot of energy,
but I had a nice Charcoal farm thanks to Railcraft
L261[13:21:15]
<GeneralCamo> And Forestry
L262[13:22:11]
<GeneralCamo> (Still less than my AE2
system though :P)
L263[13:22:32]
<Natesky9> Yeah, AE systems can drain
alot of power
L264[13:23:51]
<GeneralCamo> The server was
configured to require 5x the normal power
L265[13:24:59]
<Natesky9> That's
reasonable
L266[13:32:12]
<liach>
motor is already ported
L267[13:59:09] ***
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L274[16:51:13] <extremebuilder03> Are
junction tracks and switch motors going to be added for minecraft
1.10?
L275[16:51:39] <Forecaster> nah, we
decided to replace them with racoons
L276[16:51:55] <Forecaster> we feel
racoons are more central to the railway experience
L277[16:52:53]
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L278[16:54:18] <extremebuilder03> Any idea
about when they are expected to release?
L279[16:55:44] <LuigiHutch> when they are
done
L280[17:00:35] <Forecaster> pretty
much
L281[17:12:45] ⇦
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L283[17:13:46] <extremebuilder03> Are they
almost done?
L284[17:25:56]
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L285[17:25:57] <travis-ci>
CovertJaguar/Railcraft#86 (mc-1.10.2 - b7a38b1 : CovertJaguar): The
build passed.
L288[17:25:57] ⇦
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(~travis-ci@ec2-54-80-156-154.compute-1.amazonaws.com)
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L292[17:44:42] <travis-ci>
CovertJaguar/Railcraft#86 (mc-1.10.2 - b7a38b1 : CovertJaguar): The
build passed.
L295[17:44:42] ⇦
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L296[17:47:43]
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L297[17:48:03] <CovertJaguar>
extremebuilder03 they are mostly ported, still some work to do on
the actuator rendering, but everything is functional
L298[17:48:14]
<Forecaster> I had a connection hickup
earlier
L299[17:48:24]
<Forecaster> seems the bot lost
connection to irc and didn't reconnect
L300[17:48:53] <CovertJaguar> after that I
need to decide whether to just release what I have or move on to
signals, which shouldn't be too hard, unless I decide to
implement the token signals
L301[17:49:31] <CovertJaguar> I suppose
boxes would need porting too, but those should be easy
L302[17:49:47] <Forecaster> I'd say
release, then take your time with the signals
L303[17:51:25]
<CovertJaguar> ah...well at least
caching should help reduce build failures due to internet
hickups
L304[18:02:59]
<GeneralCamo> @liach @Joshwoo70 Curse
Credits
L305[18:07:33]
<GeneralCamo> Oh, @CovertJaguar
L306[18:07:44]
<GeneralCamo> I thought about your
statement about how TE was "Fine" when it used MJ
L307[18:07:47]
<GeneralCamo> I actually disagree with
that
L308[18:08:07]
<GeneralCamo> Their MJ Redstone
Conduits killed any challenge with MJ
L309[18:41:24] ***
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L310[18:41:35]
<CovertJaguar> @GeneralCamo I was
actually refering to when it was a buildcraft addon with just some
furnaces and stuff
L311[18:41:46]
<GeneralCamo> TE1?1
L312[18:41:49]
<GeneralCamo> TE1?!
L313[18:41:55]
<GeneralCamo> Oh wow, that was 1.2.5
era?
L314[18:41:59]
<CovertJaguar> yep
L315[19:06:26] ⇦
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L317[19:14:06] ***
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L320[19:57:14]
<GeneralCamo> Noticed this post on
Reddit regarding TE5
L321[19:57:36]
<GeneralCamo> 1 Coal = 30k RF
L322[19:58:48]
<CovertJaguar> wth?
L323[19:59:06]
<GeneralCamo> Yeah...
L324[19:59:11]
<GeneralCamo> (Steam Dynamo)
L325[20:03:43]
<Joshwoo70> the power ratios aee fubar
all over the place
L326[20:03:51]
<Joshwoo70> the power ratios are fu
bar all over the place
L327[20:04:05]
<Joshwoo70> some machines from other
mods take in like.. 1op
L328[20:04:10]
<Joshwoo70> some machines from other
mods take in like.. 100
L329[20:04:28]
<Joshwoo70> others takin in 500 (i am
looking at you TE)
L330[20:23:15]
<GeneralCamo> EnderIO can take in
1k
L331[20:23:20]
<GeneralCamo> But that's with the
highest tier
L332[20:23:45]
<GeneralCamo> (EnderIO doesn't
have too much in terms of Positive Feedbacks either)
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L334[20:37:12]
<Natesky9> Well
L335[20:37:20]
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L336[20:37:59]
<Natesky9> it's farms + Vat can
make some ridiculous power
L337[20:39:46]
<dshatneriii> Anyone else happen to
try to make rebar yet in the 10.1.0 alpha?
L338[20:40:10]
<Natesky9> Crafting is apparently
broken atm, apparently
L339[20:43:28]
<dshatneriii> Ok, just wanted to make
sure it wasn't just something I had loaded messing with it,
thanks
L340[20:43:48]
<CovertJaguar> its probably
conflicting with something
L341[20:44:03]
<dshatneriii> It worked in the
10.0.1
L342[20:44:05]
<CovertJaguar> the rolling machine is
coming back soon
L343[20:44:15]
<dshatneriii> Cool
L344[20:44:22]
<CovertJaguar> oh...
10.1.0-alpha-1?
L345[20:44:28]
<CovertJaguar> yeah, the rolling
machine is back
L346[20:44:30]
<CovertJaguar> use that
L347[20:44:52]
<dshatneriii> Ok thx
L348[20:45:22]
<CovertJaguar> you'll need
something that produces RF though, that's next on my todo
list, making a manual rolling machine
L349[20:50:02]
<dshatneriii> Im also using IE so that
should work then.
L350[20:50:06]
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L351[20:50:06] <travis-ci>
CovertJaguar/Railcraft#87 (messenger-track-kit - 975d983 :
CovertJaguar): The build passed.
L354[20:50:06] ⇦
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L357[21:22:52]
<vedrit> How's the beta
build?
L358[21:27:08]
<Joshwoo70> gradlew.bat build
L359[21:29:15]
<Joshwoo70> haven't tried yet..
but i plan to compile it myself
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L363[22:05:31] ***
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L369[23:34:55]
<Elourge> How does one go about
suggesting ideas to ic2 people
L370[23:35:28] ⇦
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L371[23:36:38]
<Natesky9> Well, you would either make
a post on their forum, or hop onto the IRC
L372[23:36:57]
<Elourge> ahhh, forgot about the
forum
L373[23:39:20] ⇦
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L374[23:39:38]
<liach>
Or just ask aroma1997
L375[23:40:10]
<Natesky9> They probably aren't
going to add the iridium reflector to 1.7... ):
L376[23:41:04]
<Natesky9> Which is a shame
L377[23:41:13]
<Natesky9> because I was the one to
bug them about it for so long
L378[23:42:59]
<Elourge> I just want to cropnalyzer
to be tier 1 instead of tier 2
L379[23:43:15]
<Elourge> encourage farming in the
early game
L380[23:51:18]
<Natesky9> The cropnalyzer needs a
rework, to be sure
L381[23:53:30] ⇦
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L382[23:54:31]
<Natesky9> early game farming
isn't that easy, because weeds will take over most of your
farm anyway
L383[23:54:50]
<Elourge> weeds only spawn on empty
crops
L384[23:55:36]
<Natesky9> No, they can kill your
crops too
L385[23:56:18]
<Natesky9> the resistance attribute
determines how unlikely that is, while the growth attribute both
affects how quickly weeds and crops can grow
L386[23:57:19]
<Elourge> I havent had them crow over
any of my crops yet, I think having no tall grass around the crops
affects that
L387[23:57:33]
<Natesky9> ¯\_(ツ)_/¯
L388[23:58:05]
<Elourge> and im cross breeding at the
same time, there are weeds ocassionally but I just check the farm
every few minutes
L389[23:58:10]
<Natesky9> I've had my precious
ferru and venomnilla overrun by weeds
L390[23:58:18]
<Natesky9> it was aweful
L391[23:58:22]
<Natesky9> it was awful
L392[23:58:30]
<Elourge> Ive made it so stick reed is
the only way to get sticky resin
L393[23:58:48]
<Natesky9> How come?
L394[23:59:01]
<Elourge> testing, im making a mod
pack
L395[23:59:14]
<Natesky9> If anything, that's a
much more automatable way to get resin
L396[23:59:35]
<Elourge> some recipes like the trowel
require resin though which is a bummer
L397[23:59:35]
<Natesky9> albeit, it's much
later in the game
L398[23:59:58]
<Elourge> the harvester is a tier 1
machine though