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L1[00:04:19]
<GrinningGamer> ?
L2[00:04:35]
<GrinningGamer> +
L3[00:04:36]
<GrinningGamer> -*
L4[00:04:50]
<GrinningGamer> Oops, dropped
keyboad...
L5[00:08:36]
<Joshwoo70> woops
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L19[04:46:38]
<Jack_rail> well yes you can walk
inside the trains
L20[04:46:54]
<Jack_rail> not from cart to cart but
inside one you are able to walk around
L21[04:58:10]
<jas777> when will 1.11 railcraft
come
L22[05:03:43]
<Forecaster> sometime after the 1.10
port is complete
L23[05:07:56]
<CovertJaguar> possibly sooner, at
this point it might be somewhat trivial
L24[05:08:13]
<CovertJaguar> well, no probably not
trivial, but not horrible
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L29[05:40:52]
<Joshwoo70> time111release =
time111release + timessaid*24h
L30[05:41:08]
<Joshwoo70> time111release =
originaltime + timessaid*24h
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L34[07:01:08] <WatchtowerOrator> Time for a
new episode from Forecaster! You're welcome!
L36[07:01:08] <WatchtowerOrator> Tags on
this video: forestry,building,guest,keridos
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L41[08:52:00] <kremsy> can someone tell how
many RF a signle electric rail uses (if powered with a flux
transformer)
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<Kodos>
The rails don't use any they just charge electric carts
L55[15:36:56]
<Kodos>
Lovos
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L58[16:23:26]
<CovertJaguar> Rails do add network
loss though, its set at 0.01 c/t per track in the current
versions.
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L62[17:11:42]
<Natesky9> Hey CJ, I've been
having some weird behavior with locking tracks. I'm log on to
find that a locking track (set to train mode) will grab a train
halfway through it's departure, and jam up a line
L63[17:11:54]
<Natesky9> Hey CJ, I've been
having some weird behavior with locking tracks. I'll log on to
find that a locking track (set to train mode) will grab a train
halfway through it's departure, and jam up a line
L64[17:13:02]
<Natesky9> Would this possibly be due
to a server restart not saving the state of the locking
track?
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L74[18:31:31]
<CovertJaguar> @Natesky9 1.7?
L75[18:31:41]
<CovertJaguar> I think there were some
fixes for that in 1.10
L76[18:34:39]
<Natesky9> Yeah, still 1.7... Does it
make a difference of the server is "rebooted" vs /stop?
I'm using the Creeperhost service, and I've been...
Skeptical of the reboot function, as the discord bridge
doesn't announce a shut down when I reboot
L77[18:36:25]
<CovertJaguar> not really, its just
really hard to seriealize entity referances, and train objects
don't persist at all
L78[18:36:48]
<CovertJaguar> so the track has to
make some assumptions about the state when it loads
L79[18:37:23]
<CovertJaguar> and those assumptions
haven't always been completely correct
L80[18:38:27]
<CovertJaguar> I think the chunks
themselves serialize the tile entities every 5 seconds or
something
L81[18:39:08]
<CovertJaguar> but I suppose that
killing the process could result in incorrect states
L82[18:39:33]
<Natesky9> You mean, there isn't
some sort of uuid system that references the entities?
L83[18:39:57]
<CovertJaguar> there is, but your
issue is with trains, not entities
L84[18:40:13]
<CovertJaguar> and trains are
generated as needed
L85[18:40:43]
<Natesky9> Oh, so it doesn't
remember the trains's sequence
L86[18:41:11]
<CovertJaguar> yeah, the track holds
onto the train object while its doing its thing, but that object
goes away when the server is rebooted
L87[18:41:33]
<CovertJaguar> and there is no way to
acquire the exact collection of carts that make up a train
again
L88[18:41:44]
<Natesky9> Huh. How did you manage to
solve that one?
L89[18:41:51]
<CovertJaguar> so the track just has
to assume that the train currently on the track is the one it was
looking at
L90[18:42:17]
<CovertJaguar> the first tick makes
some guesses about what the state should look like based on what it
does know
L91[18:42:47]
<CovertJaguar> it if was holding a
train, and there is a train over the tracks, assume it was the
train we were holding, etc...
L92[18:44:19]
<Natesky9> Hmm. So if I moved the
holding track back, it would fix this current issue, since
it's half departed, and that's triggering the exit
block
L93[18:45:06]
<CovertJaguar> if I fixed the issue, I
wasn't able to find the commit that did it, so I'm not
really sure
L94[18:45:17]
<CovertJaguar> I doubt it would make
much difference where the track is located
L95[18:45:49]
<Natesky9> Well, the track in question
is staying locked because of the block in front of it
L96[18:47:11]
<Natesky9> I should have mentioned,
the locking track is right before a... T track?
L97[18:47:18]
<Natesky9> What are those called
again
L98[18:47:29]
<Natesky9> Not Wye, not junction
L99[18:47:30]
<bball>
switch or wye?
L100[18:47:39]
<Natesky9> Switch, I guess
L101[18:48:12]
<CovertJaguar> turnout
L102[18:51:44]
<Natesky9> Yeah, that's it
L103[18:52:29]
<Natesky9> Also, I remembered how I
did the FIFO loading dock
L104[18:52:47]
<Natesky9> It's actually my phone
background at the moment
L105[18:53:10]
<Natesky9> And interlock boxes
actually go on correct sequence
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L108[22:19:50]
<Player> "reboot" vs stop
depends entirely on the script/mechanism handling the server
process
L109[22:19:58]
<Player> the former uses stop
internally when well implemented
L110[22:20:23]
<Player> but you have no guarantee
that there's something that handles stop in a way to do more
than just stop the server ?
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