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L1[00:14:56]
<Elourge> @Kodos I personal have a max
train of 10 carts
L2[00:19:43] <Kodos> Can a loco still go at
full speed with 10?
L3[00:20:55]
<Elourge> My trains have energy carts
so they cant go fast in the first place
L4[00:27:23]
<Natesky9> Yeah, energy carts really
drag a train down
L5[00:27:29]
<Natesky9> I think there's a
config for that though
L6[00:27:43]
<Natesky9> And you can mitigate it by
using two locomotives
L7[00:28:05]
<Natesky9> however, your trains are
going to draw more from the energy carts, soooo
L8[00:28:20]
<Natesky9> ¯\_(ツ)_/¯
L9[00:29:28]
<Elourge> no config
L10[00:29:41]
<Elourge> And ironicall they are steam
locos
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L12[00:35:59]
<Elourge> I just have a massive
nuclear site that powers every piece of ic2 machinary along the
train track
L13[00:36:00]
<Natesky9> I thought there used to be
a config under "locomotive"
L14[00:36:32] <Kodos> Elourge, can I see
your reactor setup? Or is it more than one
L15[00:39:35]
<Natesky9> Ooh!
L16[00:39:39]
<Natesky9> I have several good
ones
L17[00:40:45]
<Elourge> its 7 reactor, not all of
them are always on though
L18[00:40:55] <Kodos> I've had issues
with Railcraft boilers exploding for what we assume is no reason
because we have things chunkloaded just fine and infinite water
sources
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L20[00:41:02] <Kodos> So Iw as going to
switch to IC2 reactors
L21[00:43:11] <Kodos> For now though, I
need to run to the store
L22[00:43:37] <Kodos> I will check chat
when I get bacj
L24[00:45:00] <Kodos> That looks like
it's from the old simulator, which is outdated, iirc
L25[00:45:06] <Kodos> I use Mauve's
reactor planner
L26[00:45:17]
<Natesky9> Still accurate, the values
really haven't changed
L28[00:46:04] <Kodos> Back soon though
<3
L29[00:46:24]
<Natesky9> Oh yeah
L30[00:46:30]
<Natesky9> that one was really awkward
to use
L32[00:51:05]
<Natesky9> It's really hard to
see what's going on with this version
L34[00:52:17]
<Natesky9> There
L35[00:59:27]
<Natesky9> That version only works
with uranium, and not in a fluid reactor
L37[00:59:55]
<Natesky9> This version is made for
MOX, but can be used in a fluid reactor for some pretty consistant
numbers
L38[01:00:04]
<Natesky9> This version is made for
MOX, but can be used in a fluid reactor for some pretty consistent
numbers
L39[01:02:44]
<Natesky9> I love the minigame with
the reactor setups
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L52[01:42:37]
<Natesky9> The app looks good,
actually. Not many features, but it's decent
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L67[07:22:14]
<GeneralCamo> @Natesky9 Reactors
changed massively in IC2-Exp
L68[07:22:25]
<GeneralCamo> A lot of the components
don't even exist anymore
L69[07:22:34]
<GeneralCamo> Though most of the
GregTech components were ported to IC2
L70[07:22:57]
<GeneralCamo> (Anything related to
Breeding was removed)
L71[07:23:54]
<GeneralCamo> (As far as GregTech:
Thorium and Iridium plating was ported directly. Plutonium was
renamed MOX)
L72[07:30:26]
<Natesky9> Yeah, I'm familiar
with the experimental changes. It's all I play with
L73[07:31:33]
<Natesky9> I will say though, kinda
feels weird to not use coolant cells with a reactor. I mean,
they're pretty useless
L74[07:40:25]
<GeneralCamo> They aren't in a
traditional EU reactor
L75[07:40:39]
<GeneralCamo> The new fluid reactor
however they are
L76[07:42:37]
<GeneralCamo> GregTech Unofficial
recently went and added even more stuff
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L84[09:47:30]
<Natesky9> The only use for coolant
cells in an eu reactor are either a: a buffer for designs that go
heat positive and need a cooldown cycle, or b: a RUC (re-usable
coolant) both of which require at least a moderate amount of
precision and automation
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L88[09:57:19]
<Natesky9> however, you *do* get
insane efficiency with a RUC MOX 2 4*4
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L100[12:52:58]
<Natesky9> Wasn't there a mobile
forestry game?
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L108[15:15:21]
<Natesky9> Did this actually get
made?
L109[15:19:52]
<GeneralCamo> I have no idea
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L118[17:36:38] <tterrag> CovertJaguar, did
you get my reply on that issue?
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L121[17:49:35]
<GeneralCamo> @tterrag: What
issue?
L123[17:50:25]
<GeneralCamo> Block Class? I'll
have a look
L124[17:50:49]
<GeneralCamo> I might be able to find
it easily. If not, I'll just ping him on Discord.
L125[17:50:51]
<GeneralCamo> He is online
L126[17:50:58] <tterrag> he's online
here too :P
L127[17:54:45]
<GeneralCamo> The only thing I can
find is extras/code/broken/RenderSwitch.java
L128[17:55:21]
<GeneralCamo> But that doesn't
make sense since that code is currently unused
L129[17:55:49]
<GeneralCamo> Oh wait wait
L130[17:55:50]
<GeneralCamo> Actuators
L131[17:56:32]
<GeneralCamo> @tterrag public class
TileActuatorMotor extends TileActuatorSecured implements
ITileAspectResponder, IGuiReturnHandler, IReceiverTile {
L132[17:56:37]
<GeneralCamo> Look in that, I need to
go now..
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L136[18:22:50] <tterrag> that's the
TE...
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L141[18:23:24] <tterrag> or is it?
L142[18:23:32] <tterrag> yes
L143[18:26:13] <tterrag> oh, I found the
bug
L145[18:26:49] <tterrag> check for
IExtendedBlockState and call getClean
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L152[18:33:31]
<CovertJaguar> Why? It doesn't
have one
L153[18:33:47]
<CovertJaguar> And I'm not
building the map, mojang code is
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L158[20:57:10] <travis-ci>
CovertJaguar/Railcraft#106 (mc-1.10.2 - 192c042 : CovertJaguar):
The build passed.
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L163[22:14:10] <tterrag> CovertJaguar, all
models should expect the possibility of IExtendedBlockState
L164[22:14:19] <tterrag> modded models
that is, since obviously vanilla won't respect it
L165[22:19:16]
<tterrag> your bot should really
translate pings ?
L166[22:19:18]
<tterrag> @CovertJaguar
L167[22:56:39]
<CovertJaguar> @tterrag you keep
saying that but I'm not following the why. How would an
extended blockstate even get injected into the mix?
L168[22:56:55]
<CovertJaguar> I control the
creation.
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L172[23:58:39]
<tterrag> Chisel injects one. And your
block respects the superclass impl
L173[23:58:51]
<tterrag> You *could* override and
ignore super
L174[23:59:04]
<tterrag> And for a complex render
like that I wouldn't blame you
L175[23:59:33]
<tterrag> As chisel is more targeted
at letting users improve simple blocks