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L17[03:53:01] <Joshwoo70> um... duck game with carts?
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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
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L45[10:44:50] <GeneralCamo> New Cosmetic Block Variant
L46[10:44:50] <GeneralCamo> https://cdn.discordapp.com/attachments/225184360049934336/294496722728517632/redsandtile.png
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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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L61[14:13:55] <GeneralCamo> http://www.railcraft.info/forum/?mingleforumaction=viewtopic&t=810
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?
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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
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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
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L221[17:56:00] <travis-ci> CovertJaguar/Railcraft#113 (mc-1.10.2 - bdf2234 : CovertJaguar): The build passed.
L222[17:56:00] <travis-ci> Change view : https://github.com/CovertJaguar/Railcraft/compare/594ff5029a20...bdf2234cbe5c
L223[17:56:00] <travis-ci> Build details : https://travis-ci.org/CovertJaguar/Railcraft/builds/214453293
L224[17:56:00] ⇦ Parts: travis-ci (~travis-ci@ec2-54-205-135-127.compute-1.amazonaws.com) ())
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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
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L237[18:27:57] *** nallar_ is now known as nallar
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
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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] *** cbcercas is now known as cbcercas|AFK
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.
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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 $10
L274[19:33:05] <Kodos> Ah, okay
L275[19:33:17] <Kodos> Back soon, running to the store
L276[19:33:57] <Hanakocz> can one developing addons get alpha dev builds ? ?
L277[19:38:06] <CovertJaguar> @Hanakocz yes
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L281[20:01:57] <Kodos> Okay, checked my bank, no 10$ =\
L282[20:02:01] <Kodos> 66 cents, apparent
L283[20:02:04] <Kodos> 66 cents, apparently
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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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L295[22:33:23] ⇨ Joins: travis-ci (~travis-ci@ec2-54-158-43-162.compute-1.amazonaws.com)
L296[22:33:24] <travis-ci> CovertJaguar/Railcraft#114 (mc-1.10.2 - 0913a3f : CovertJaguar): The build passed.
L297[22:33:24] <travis-ci> Change view : https://github.com/CovertJaguar/Railcraft/compare/bdf2234cbe5c...0913a3f20279
L298[22:33:24] <travis-ci> Build details : https://travis-ci.org/CovertJaguar/Railcraft/builds/214510170
L299[22:33:24] ⇦ Parts: travis-ci (~travis-ci@ec2-54-158-43-162.compute-1.amazonaws.com) ())
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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] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-11-89.dhcp.embarqhsd.net) (Quit: またね)
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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*
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