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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
L76[12:09:00] <PitchBright> GeneralCamo https://github.com/CovertJaguar/Railcraft/issues/671
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
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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
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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
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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
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L283[17:13:46] <extremebuilder03> Are they almost done?
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L285[17:25:57] <travis-ci> CovertJaguar/Railcraft#86 (mc-1.10.2 - b7a38b1 : CovertJaguar): The build passed.
L286[17:25:57] <travis-ci> Change view : https://github.com/CovertJaguar/Railcraft/compare/55e270c1c5cb...b7a38b1a2faa
L287[17:25:57] <travis-ci> Build details : https://travis-ci.org/CovertJaguar/Railcraft/builds/209933490
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L292[17:44:42] <travis-ci> CovertJaguar/Railcraft#86 (mc-1.10.2 - b7a38b1 : CovertJaguar): The build passed.
L293[17:44:42] <travis-ci> Change view : https://github.com/CovertJaguar/Railcraft/compare/55e270c1c5cb...b7a38b1a2faa
L294[17:44:42] <travis-ci> Build details : https://travis-ci.org/CovertJaguar/Railcraft/builds/209933490
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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
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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
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L319[19:57:06] <GeneralCamo> https://www.reddit.com/r/feedthebeast/comments/5yps74/some_notes_on_thermal_expansion_5_power_generation/
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
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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.
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L351[20:50:06] <travis-ci> CovertJaguar/Railcraft#87 (messenger-track-kit - 975d983 : CovertJaguar): The build passed.
L352[20:50:06] <travis-ci> Change view : https://github.com/CovertJaguar/Railcraft/compare/248ae6367767...975d983a7fd9
L353[20:50:06] <travis-ci> Build details : https://travis-ci.org/CovertJaguar/Railcraft/builds/209971731
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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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L369[23:34:55] <Elourge> How does one go about suggesting ideas to ic2 people
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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
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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
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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
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