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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
L23[00:44:05] <Natesky9> https://gyazo.com/8fdf6ab4b0a25ababce046c7b333f84e
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 That looks like it's from the old simulator, which is outdated, iirc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
L27[00:45:58] <Kodos> I believe they did for experimental, didn't they? Anyway, I use this one https://github.com/MauveCloud/Ic2ExpReactorPlanner/releases
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
L31[00:50:48] <Natesky9> https://gyazo.com/b961a580ec68a878f0c8abb0d3a1f88e
L32[00:51:05] <Natesky9> It's really hard to see what's going on with this version
L33[00:52:15] <Natesky9> https://gyazo.com/0872aa4c3eae247221f90387d7f433f7
L34[00:52:17] <Natesky9> There
L35[00:59:27] <Natesky9> That version only works with uranium, and not in a fluid reactor
L36[00:59:29] <Natesky9> https://gyazo.com/fe69c855d48f48bda385cc75532bbe92
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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L49[01:30:42] <Hanakocz> https://play.google.com/store/apps/details?id=com.sun40.ic2planner&hl=cs
L50[01:31:48] <Hanakocz> thats not minigame but the planner, but there is also the idle game where you manage your power plant ? http://www.kongregate.com/games/cael/reactor-incremental
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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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L95[11:37:42] <GeneralCamo> https://github.com/CovertJaguar/Railcraft/pull/1119
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L100[12:52:58] <Natesky9> Wasn't there a mobile forestry game?
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L107[15:14:38] <GeneralCamo> @Natesky9 https://www.youtube.com/watch?v=DAwIhlIspRI
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?
L122[17:50:00] <tterrag> https://github.com/CovertJaguar/Railcraft/issues/1116
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
L144[18:26:40] <tterrag> CovertJaguar, you should probably avoid using potentially extended states as hash keys https://github.com/CovertJaguar/Railcraft/blob/91e26fa5121997d32b8afb701d405e3ad819596f/src/main/java/mods/railcraft/client/render/models/resource/ActuatorModel.java#L41-L43
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.
L159[20:57:10] <travis-ci> Change view : https://github.com/CovertJaguar/Railcraft/compare/14bb4cf174c5...192c042fcd06
L160[20:57:10] <travis-ci> Build details : https://travis-ci.org/CovertJaguar/Railcraft/builds/213667732
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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
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