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L17[03:53:01]
<Joshwoo70> um... duck game with
carts?
L18[03:56:30] ***
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L19[04:02:17] <Forecaster> factorio?
:P
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L26[09:41:23]
<vedrit> Hah
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L28[10:20:32]
<Natesky9> Yeah, it probably would
play a bit like Factorio
L29[10:25:44] <Forecaster> "a
bit"
L30[10:25:58] <Forecaster> a game about
automation that features trains and signalling
L31[10:26:28]
<Natesky9> I actually wasn't that
impressed with Factorio
L32[10:26:37] <Forecaster> when?
L33[10:26:45]
<Natesky9> I mean, it was a good game,
just very... constricted with it's gameplay
L34[10:27:10] <Forecaster> you know there
are mods right
L35[10:27:20]
<Natesky9> Well of course there are
mods
L36[10:27:38]
<Natesky9> but you still have to
automate the science bits to get anywhere
L37[10:27:46] <Forecaster> ...yeah
L38[10:27:49] <Forecaster> that's the
point
L39[10:27:53] <Forecaster> it's a game
about automation :P
L40[10:28:00] <Forecaster> you automate
everything
L41[10:28:09]
<Natesky9> it just got very tedious
and wasn't that enjoyable for me
L42[10:28:13] <Forecaster> kay
L43[10:28:24]
<Natesky9> Like I said, it was still a
very good game
L44[10:31:18] ⇨
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L45[10:44:50]
<GeneralCamo> New Cosmetic Block
Variant
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L48[10:44:56]
<GeneralCamo> Perfect for flooring or
w/e
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L51[11:39:40]
<vedrit> Factorio isn't for
everyone. I enjoyed it so much that I made a mod for it. You have
to want to make massive automated factories to enjoy Factorio
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L53[12:00:31] <Nirek> heh, watching people
letsplay and struggle with vanilla factorio is always funny, head
would explode running angel+bobs
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L55[12:39:41]
<vedrit> I don't much like
bobsmods...
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L62[14:13:58]
<GeneralCamo> Got some spam here
L63[14:14:01]
<GeneralCamo> @Forecaster
L64[14:14:05]
<GeneralCamo> @CovertJaguar
L65[14:21:49] <Forecaster> Deleted
L66[14:22:56] <Forecaster> I can't
remove or ban the account though it seems
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L73[15:48:45]
<GeneralCamo> @Hanakocz You are
currently working on Cosmetic Additions for 1.10+, right?
L74[15:49:09]
<Hanakocz> well I have some basic
skelet yet
L75[15:49:19]
<Hanakocz> not much work in last
days...
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L77[15:50:42]
<Hanakocz> Also would be good idea to
wait till RC is more stable, especially when one wants to redo
tracks from scratch (and use new track kits)
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L80[15:54:46]
<GeneralCamo> @Hanakocz IMO you could
probably do everything right now
L81[15:54:49]
<GeneralCamo> Leave the tracks out for
now
L82[15:55:48]
<Hanakocz> need to sit on it, ya. will
try on weekend or so ?
L83[15:56:16]
<GeneralCamo> If you want, I could
probably contribute a sound for semaphore transitions
L84[15:57:30]
<Hanakocz> sound is probably the last
thing to worry about xD
L85[15:58:52]
<GeneralCamo> Probably, but it's
easy
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L87[15:59:29]
<Hanakocz> ya, I guess sound adding
did not changed, as it was via json even before?
L88[16:00:14]
<Hanakocz> I did some prototype custom
sound adding with a whistle ? (do ppl use it?)
L89[16:01:28]
<GeneralCamo> Well, if Soaryn is any
indication, people use sound-making tools to annoy players
L90[16:02:02]
<Hanakocz> I should have put some
delay between whistles, I know!
L91[16:25:58]
<Hanakocz> well, with 1.10 I have
again kinda thing....I cannot see in eclipse code from main mod and
api at one time xD I managed to trick it last time though xD
L92[16:30:12]
<GeneralCamo> Get IntelliJ IDEA
L93[16:40:55]
<Hanakocz> tried, it was like trying
to write with some fang on a wall. really. xD
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L98[16:43:44]
<Hanakocz> probably I am not so good
in this but that program was really less usable for me , and by
less I mean absolutely xD
L99[16:53:21]
<GeneralCamo> My experience with
IDEA
L100[16:53:29]
<GeneralCamo> Spend 3 hours tearing
hair out to get it to work
L101[16:53:40]
<GeneralCamo> Spend 3 weeks coding in
a breezelike fashion
L102[16:57:38]
<Hanakocz> I am glad my setup works
and don't have plans to change it, because then it won't
work ? I am happy when I have time at least for something.
L103[17:00:30] <neptunepink> And then
Abrar gets another itch or something & now you get to start
from scratch.
L104[17:00:34]
<CovertJaguar> I'm pretty much
done with tracks now that switches are implemented, only thing left
really is the force track
L105[17:01:07]
<GeneralCamo> So Force Track and then
Delay Track
L106[17:01:29]
<CovertJaguar> Force track will be its
own block probably
L107[17:01:41] <neptunepink> Delay track?
What's wrong with wooden? :P
L108[17:01:59]
<GeneralCamo> Doesn't seperate
the carts
L109[17:02:03]
<CovertJaguar> It's more a timer
track
L110[17:02:09]
<GeneralCamo> Think of the Delay Track
as a holding track with an integrated redstone timer
L111[17:02:39]
<GeneralCamo> Ignores Locomotives, but
all other carts that pass over it (including trains that don't
include locomotives) will be hit with a delay.
L112[17:02:59]
<GeneralCamo> This allows for more
efficient routing for Train Yards
L113[17:03:21]
<GeneralCamo> Combine with Shunting
Locomotives and Coupling Track for a highly efficient automated
Train Yard for hubs
L114[17:03:54] <neptunepink> Err, this is
for separating trains, not for stretching them?
L115[17:04:03]
<GeneralCamo> Correct
L116[17:04:25]
<GeneralCamo> (Like the Holding Track,
it will know if the same train passes over it)
L117[17:04:37] <neptunepink> Would it work
w/ junctions?
L118[17:04:54]
<GeneralCamo> Do any kits work on
Junctions @CovertJaguar
L119[17:05:10]
<GeneralCamo> (If no, then this will
not be an exception)
L120[17:05:13]
<CovertJaguar> Huh
L121[17:05:27]
<CovertJaguar> Not sure what you
mean
L122[17:05:30]
<GeneralCamo> I don't see why you
would put a holding track on a Junction
L123[17:05:58]
<GeneralCamo> I'm considering
making the Delay Track able to be placed on slopes to facilitate
Car Slopes, similar to what Train Yards have
L124[17:06:05]
<GeneralCamo> But that might turn
buggy
L125[17:06:24] <neptunepink> Oh, and kits
on curved tracks as well?
L126[17:06:30]
<CovertJaguar> Why would it not affect
Locomotives?
L127[17:06:53]
<GeneralCamo> @CovertJaguar Based on
the description you gave, this would be for seperating cars for the
purpose of sorting, correct?
L128[17:07:07]
<CovertJaguar> Holding a cart on a
slope is probably a bad idea, but it might work
L129[17:07:19] <neptunepink> Pretty sure
all/most the old 'kits tracks' worked on slopes
L130[17:07:28]
<GeneralCamo> Neptune: The current
version has exceptions
L131[17:07:34]
<CovertJaguar> Did you read my latest
comment on github?
L132[17:07:42]
<Hanakocz> can be kits deployed over
switch tracks etc?
L133[17:07:49]
<GeneralCamo> I did
L134[17:07:56]
<GeneralCamo> I thought that only
applied to trains though
L135[17:08:13]
<GeneralCamo> I'll make it affect
everything then
L136[17:08:23]
<CovertJaguar> Kits can only be placed
on straight flex track
L137[17:09:11]
<CovertJaguar> Yes, all cart belong to
a train, even single Carts. Making it work on trains gets rid of
special cases
L138[17:10:24]
<GeneralCamo> Alright then
L139[17:10:56]
<GeneralCamo> @Hanakocz @NeptunePink
Track Kits as they are setup right now only work on Straight Track.
By default, they only work on Flat Track, but can be set to allow
for sloped placement as well
L140[17:11:07]
<GeneralCamo> Certain Kits also have a
filter, either a Blacklist or a Whitelist
L141[17:11:56]
<Hanakocz> okay, just asking because
for cosmetic tracks I will definetly use them.
L142[17:12:03]
<CovertJaguar> I banned any kit that
was likely to result in death from being used in high speed for
example
L143[17:12:06]
<GeneralCamo> So you can't place
high speed transition track on a regular old track (Whitelisted for
High Speed Track), or a Launching Track on a High Speed Track
(Black Listed)
L144[17:12:08]
<Hanakocz> okay, just asking because
for cosmetic tracks I will definetly use kits implementation
L145[17:12:25]
<GeneralCamo> Currently yes, the
blacklisted tracks are the ones certain to cause death or
explosions on a high speed track
L146[17:12:32]
<GeneralCamo> The whitelisted tracks
make no sense on any other track
L147[17:13:08]
<Hanakocz> can kit be configured to
modify speed of passing train? (yes, looking at my cobweb
track)
L148[17:13:12] <neptunepink> CJ confirmed
to have no sense of fun :(
L149[17:13:17]
<CovertJaguar> I also banned any logic
tracks that rely on the cart reliably triggering them, like routing
tracks
L150[17:13:26]
<GeneralCamo> @Hanakocz I would make
that a track type instead
L151[17:14:04]
<GeneralCamo> Similar to Strap Iron
and Abandoned Track
L152[17:14:12]
<Hanakocz> well but then one needs to
add track for every track kind xD
L153[17:14:21]
<GeneralCamo> What?
L154[17:14:28]
<Hanakocz> or not?
L155[17:14:31]
<CovertJaguar> @Hanakocz its the same
as the old implementations, it gives you a cart when it passes over
it, and the cart asks the track for max speed info
L156[17:14:45]
<GeneralCamo> Kits are applied
dynamically. Overlaid on the track itself
L157[17:15:06]
<Hanakocz> well that thing I never got
working, I used jsut normal cobweb interaction with entities
xD
L158[17:15:15]
<CovertJaguar> You get
onMinecartPass() and getMaxSpeed()
L159[17:15:27]
<GeneralCamo> @Hanakocz Your Cobweb
Track is basically a cosmetic variant of Wooden Track, right?
L160[17:15:32]
<GeneralCamo> (Or what is now Strap
Iron)
L161[17:15:44]
<Hanakocz> well in 1.7 it was only for
normal vanilal track
L162[17:16:03]
<CovertJaguar> Dunno what else you
want, if you want it apply a debuf to the cart I'm sure you
make something work
L163[17:16:06]
<Hanakocz> now it could be easily
deployed as a kit to any track
L164[17:16:32]
<Hanakocz> but I can look at abandoned
track thingie
L165[17:16:51]
<Hanakocz> is it like there is
abandoned version of every track, right?
L166[17:17:01]
<GeneralCamo> @Hanakocz Expand the
Wooden Track code, and override the Render and Speed code
L167[17:17:05]
<CovertJaguar> No, just iron
L168[17:17:20]
<CovertJaguar> Its a track type, not a
kit
L169[17:17:55]
<CovertJaguar> Every Railcraft track
type has a speed controller
L170[17:18:12]
<CovertJaguar> If you just want it to
be slow while on the track that is easy
L171[17:18:38]
<Hanakocz> ok then, cool ?
L172[17:18:45]
<GeneralCamo> @Hanakocz Take a look at
mods/railcraft/common/blocks/tracks/behaivor/SpeedController.java
L173[17:19:08]
<CovertJaguar> That's for track
types though, not kits
L174[17:19:26]
<CovertJaguar> I'd need to double
check if Kits hook the speed code or not
L175[17:19:41]
<GeneralCamo> I'm honestly
thinking his Cobweb Track would be better off as a track type
L176[17:19:43]
<GeneralCamo> Rather than a kit
L177[17:20:00]
<Hanakocz> well the thing is that then
you have interactions
L178[17:20:11]
<GeneralCamo> Interactions like
what?
L179[17:20:12]
<Hanakocz> you click it with shears,
you get cobweb
L180[17:20:35]
<CovertJaguar> If it's a track
type the you can put track kits on it
L181[17:20:35]
<GeneralCamo> Hmm
L182[17:20:36]
<Hanakocz> similar as you click track
with kit and you get kit, hm?
L183[17:20:45]
<GeneralCamo> I mean, sure
L184[17:21:06]
<Hanakocz> in old code I just replaced
one track with another, with same meta etc
L185[17:21:23]
<GeneralCamo> @CovertJaguar He _could_
filter out most kits from Cobweb, though I see that as a benefit.
Cobweb Track with say, Activator Rail or Embarking Track or
w/e
L186[17:21:25]
<Hanakocz> also for grass track it
worked really good ?
L187[17:21:59]
<Hanakocz> making it as a track keeps
possibility of other kits, ya
L188[17:22:06]
<CovertJaguar> Anyway there is about a
half dozen ways to do it
L189[17:22:41]
<CovertJaguar> If the system is
missing anything I can probably add it easily
L190[17:23:04]
<Hanakocz> ideally I want to spawn
cobweb tracks in mineshafts, for that I will look at the abandoned
one, I guess
L191[17:23:08]
<GeneralCamo> It might come up in
Railcraft in the future anyway (or if it doesn't, a use might
be found for it), so don't be afraid to ask
L192[17:23:19]
<CovertJaguar> I did make abandoned
track render with grass over it if there is tall grass next to
it
L193[17:23:51]
<Hanakocz> ya, that is exactly the way
how I did it, just render grass at same block
L194[17:24:35]
<Hanakocz> I just did it shearable and
bonemealable xD (but best would be to get grass grow itself on
it)
L195[17:25:16]
<CovertJaguar> I just look at neighbor
blocks and see if they are grass
L196[17:25:24]
<GeneralCamo> In your case, it would
be even easier
L197[17:25:29]
<GeneralCamo> Since you wouldn't
need to look
L198[17:25:32]
<GeneralCamo> It would always be
true
L199[17:26:04]
<Hanakocz> thats how it was done for
1.7 ?
L200[17:26:23]
<CovertJaguar> I'm a tad annoyed
that you cant do random model offsets on parts of a block
though
L201[17:26:37]
<CovertJaguar> So it's a tad too
"regular'
L202[17:26:43]
<GeneralCamo> @CovertJaguar Check Sand
in 1.11
L203[17:26:55]
<GeneralCamo> Or wait no no that does
rotations
L204[17:26:59]
<Hanakocz> you mean to center grass
randomly?
L205[17:27:26]
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L206[17:27:51]
<CovertJaguar> There is a function on
Block that tells the render code which axis to apply random offers
to when rendering
L207[17:28:04]
<CovertJaguar> But it affects the
entire model
L208[17:28:24]
<GeneralCamo> @CovertJaguar Perhaps
just random rotations would work?
L209[17:28:30]
<GeneralCamo> Similar to sand in
1.11?
L210[17:28:40]
<Hanakocz> I think there can actually
be a way
L211[17:29:10]
<CovertJaguar> Meh, the JSON is
already stupid complicated, you could do random grass models but
I'd already spent most of a day working in it
L212[17:29:11]
<Hanakocz> similar how I made
rendering of models for my wagons
L213[17:29:35]
<Hanakocz> just make like 5 variants
and just randomly choose one
L214[17:30:01]
<Hanakocz> but well, it always means
to _make_ a model
L215[17:30:45]
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L216[17:36:19]
<GeneralCamo> Models in Minecraft
aren't hard per-say
L217[17:36:27]
<GeneralCamo> Grass is basically a
bunch of planes
L218[17:36:36]
<GeneralCamo> Set vertically with
2side
L219[17:46:25] ⇦
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L221[17:56:00] <travis-ci>
CovertJaguar/Railcraft#113 (mc-1.10.2 - bdf2234 : CovertJaguar):
The build passed.
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L226[18:00:40]
<GeneralCamo> @CovertJaguar
that's one massive commit
L227[18:02:48]
<liach>
Finally you created a branch of correct name for Railcraft
API
L228[18:05:29]
<Kodos>
Does Creosote work as a liquid fuel
L229[18:06:20]
<Kodos>
Trying to find a use for it instead of just voiding it
L230[18:06:25]
<Kodos>
And I have plenty of track already
L231[18:06:40]
<Kodos>
I've got a tank of it of about 2k buckets, but coke ovens are
still going lol
L232[18:08:49]
<Natesky9> Yeah, burn it in a small
liquid boiler for a bit of extra power
L233[18:09:27]
<Natesky9> I usually have it being
autocrafted with sticks and wool for spare torches
L234[18:11:48]
<Hanakocz> oh well, one needs to have
json for everything, meh xD
L235[18:27:05]
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L237[18:27:57] ***
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L238[18:36:19]
<Kodos>
Anyone happen to know the default values for refining oil to fuel
in a BC refinery with regards to RF/mB, and the ticks it takes to
refine per mB?
L239[18:36:32]
<Kodos>
Trying to make a Crafttweaker script for something and want
comparable values
L240[18:37:31]
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L241[18:50:46]
<GeneralCamo> Where did RF come
from?
L242[18:50:55]
<GeneralCamo> Refinery uses MJ
L243[18:51:42] <LuigiHutch> not in
1.7/1.8
L244[18:52:15] <LuigiHutch> will be in
1.11.2+
L245[18:52:24]
<Hanakocz> well, some time ago there
were people that invaded the realms of minecraft and forced to use
buggy RF xD
L246[18:52:37]
<GeneralCamo> Right
L247[18:52:39]
<Hanakocz> needless to say, MJ had
some flaws xD
L248[18:52:59]
<GeneralCamo> Refinery is 1:1 for oil,
4:1 Biomass
L249[18:53:01]
<Hanakocz> just because there were a
lot of ppl altering it aaaand ...
L250[18:53:24]
<Hanakocz> only EU prevailed
L251[18:53:28]
<GeneralCamo> 12k MJ for Bucket of
Fuel, 4x for Ethanol
L252[18:53:38]
<GeneralCamo> x10 for RF
L253[18:54:50]
<Natesky9> Let's not forget dirt
to diamonds
L254[18:55:12]
<GeneralCamo> Dirt to Clay
L255[18:56:02]
<Natesky9> Clay is actually one of the
resources that doesn't get enough live
L256[18:56:06]
<Natesky9> Clay is actually one of the
resources that doesn't get enough love
L257[18:56:27]
<GeneralCamo> Railcraft uses it
extensively
L258[18:56:53]
<Natesky9> Yeah, it requires it, but
doesn't do anything to allow making it
L259[18:59:44] ***
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L260[19:00:35]
<Kodos>
What's the minimum amount on Patreon for the alphas?
L261[19:01:07]
<Hanakocz> thats why you do
this:
L262[19:01:07]
<Hanakocz> ```
L263[19:01:08]
<Hanakocz>
recipes.addShaped(<minecraft:clay_ball> * 1,
[[<IC2:itemWeed>, <minecraft:dirt>,
<IC2:itemWeed>],[<minecraft:dye:15>,
<minecraft:water_bucket>.transformReplace(<minecraft:bucket>)
,<minecraft:dye:15>],[<IC2:itemWeed>,
<minecraft:dirt>, <IC2:itemWeed>]]);
L264[19:01:08]
<Hanakocz> ```
L265[19:04:05]
<Natesky9> Yeah, I know you could
craft tweaker it, built that's essentially playing outside the
game
L266[19:04:42]
<Hanakocz> if the game is not good
enough, you for sure can tweak it a little.
L267[19:05:06]
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L268[19:12:26]
<Kodos>
Hana what does that even add
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L271[19:21:01]
<Hanakocz> it adds recipe that with
bucket of water + weed + dirt + bonemeal you make clay . Maybe
scaling is low to get only one ball, but it was emergency recipe
for old GT5 server
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L273[19:32:58]
<CovertJaguar> @Kodos $10
L274[19:33:05]
<Kodos>
Ah, okay
L275[19:33:17]
<Kodos>
Back soon, running to the store
L276[19:33:57]
<Hanakocz> can one developing addons
get alpha dev builds ? ?
L277[19:38:06]
<CovertJaguar> @Hanakocz yes
L278[19:40:19]
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L281[20:01:57]
<Kodos>
Okay, checked my bank, no 10$ =\
L282[20:02:01]
<Kodos>
66 cents, apparent
L283[20:02:04]
<Kodos>
66 cents, apparently
L284[20:08:51]
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L286[20:45:22]
<Natesky9> I'm $700 less than I
was a month ago
L287[20:47:26]
<Natesky9> #feelsbadman
L288[20:51:15]
<Hanakocz> not even my monthly
wage
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L296[22:33:24] <travis-ci>
CovertJaguar/Railcraft#114 (mc-1.10.2 - 0913a3f : CovertJaguar):
The build passed.
L299[22:33:24] ⇦
Parts: travis-ci
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L301[22:42:26]
<Kodos>
Can I feed IC2 energy into a feeder, and use that to power a rock
crusher
L302[22:47:57]
<Kodos>
Nevermind, figured a workaround ?
L303[23:30:05] ⇦
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L306[23:38:00]
<Joshwoo70> @Hanakocz WANT RCA
L307[23:38:03]
<Joshwoo70> WANT
L308[23:38:09]
<Joshwoo70> *bangs table*