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Railcraft/Railcraft#677 (fix/anchor-disappearing - fd5322a :
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L65[18:07:49]
<Natesky9> How come there isn't
like, a creative Railcraft server?
L66[18:13:10]
<Forecaster> Not enough demand
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L68[18:14:00]
<Forecaster> I could pretty easily set
one up using the mod pack and some additional limitations
L69[18:15:04]
<Forecaster> It would also be subject
to the same whitelist as the survival server however
L71[18:16:29]
<Forecaster> I guess I could set up a
server that's just railcraft and accessible by request
L72[18:16:41]
<bball>
thats also what i say when someone comments on my vid asking for
the ip when im in SP
L73[18:17:12]
<Forecaster> Maybe some QOL mods such
as JEI
L74[18:17:25]
<Forecaster> I'll have to think
about that
L75[18:18:38]
<bball>
a creative server would actually be quite helpful for providing
support ? rather than typing here and yelling back and forth when
nobody can understand what the other person is saying
L76[18:18:56]
<Natesky9> Like me, who can't
word for shit
L77[18:19:08]
<Forecaster> I'll get back to you
about this
L78[18:19:22]
<Natesky9> "How do the thing with
the lines and the circle boxes"
L79[18:19:45]
<bball>
CIRCLES IN MINECRAFT?!?!?!?!?!? HOW DARE YOU SAY SUCH A THING
L80[18:20:45]
<Natesky9> Then how do minecarts
roll?? Checkmate.
L81[18:21:03] <MrConductor> * <bball>
has left the server
L82[18:29:33]
<Natesky9> I've been planning on
doing a map/pack reset, and having the default mode be spectator
mode, but then I realized spectator mode didn't exist until
1.8
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L84[20:15:50] <travis-ci>
Railcraft/Railcraft#683 (mc-1.10.2 - 93d44d7 : CovertJaguar): The
build passed.
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L88[20:16:47] <neptunepunk> The subtleties
of the interlock box elude me
L89[20:17:23]
<CovertJaguar> you know how it works
right?
L90[20:18:00] <neptunepunk> Not well
enough.
L91[20:18:29]
<CovertJaguar> place several interlock
adjacent to each other, pair each one to an input and an
output
L92[20:18:36]
<CovertJaguar> only one output can be
green
L93[20:18:59] <neptunepunk> Yeah, I do get
that part.
L94[20:19:25] <neptunepunk> But, here I
have all the inputs as Off, but they output Red.
L95[20:19:43]
<CovertJaguar> Off is a special
case
L96[20:19:51] <neptunepunk> I think Blink
Red is a special case too
L97[20:20:47] <neptunepunk> I'd like
to make a token-controlled intersection, and probably there'd
be a way to tell the interlock that the token is taken.
L98[20:22:37]
<CovertJaguar> only green, blink
yellow and yellow can request interlock pass through
L99[20:22:45] <neptunepunk> Right.
L100[20:23:08] <neptunepunk> So the
"token's taken" is green, the "train's
waiting" is yellow, and the output lets a train through when
yellow.
L101[20:23:29] <neptunepunk> BUT
L102[20:23:55] <neptunepunk> I need a way
to signal "yeah a train's going, claim the
token"
L103[20:24:24] <neptunepunk> And
wiring's a pain :D
L104[20:24:44]
<CovertJaguar> um...yeah you are on
your own
L105[20:25:06]
<CovertJaguar> the only consolation I
can give you is that Token Signals are probably my next
project
L106[20:27:48] <neptunepunk> I am probably
consoled then :D
L107[20:28:24] <neptunepunk> Roundabouts!
They're just so much simpler! Not!
L108[20:51:50]
<Natesky9> I've got two solutions
for that
L109[20:53:09]
<Natesky9> But first, refresh my
memory, what is a "token"
L110[20:54:01] <MrConductor> *
<bball> hints at Forecaster's videos
L111[21:18:43]
<Joshwoo70> @Natesky9 they hover
L112[21:18:55]
<Joshwoo70> powered by magnetic
properties in iron
L113[21:18:59]
<Joshwoo70> no joke :)
L115[21:30:53]
<liach>
They slide in fact
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L118[21:42:33]
<Joshwoo70> *for people who live
dangerously*
L119[21:53:06] <neptunepunk> MORE
LIKE
L120[21:53:30] <neptunepunk> *hey
CovertJaguar what's up with those locking tracks letting
trains through twice?*
L121[21:54:00] <neptunepunk> The thing
still blows up for some other reason I think maybe tho...
L122[21:55:57]
<CovertJaguar> you mean letting the
same train through the same locking track after looping
around?
L123[21:56:02] <neptunepunk> Yes.
L124[21:56:23]
<CovertJaguar> there is no easy way to
detect that a train has "left" the track other than to
just asign a timer and assume its done
L125[21:56:56]
<CovertJaguar> it can recongize
different trains as neededing to be stopped, but the same train it
tricky
L126[21:57:21]
<CovertJaguar> its really not what I
consider a common use case outside of test setups anyway
L127[21:57:34]
<bball>
maybe detect length of train and after that many carts pass turn
off?
L128[21:58:15] <neptunepunk> Is there any
kind of 'cart left the track' event?
L129[21:58:53]
<CovertJaguar> length of train is
potentially variable due to additions/removal of carts
L130[21:59:17]
<CovertJaguar> and yes, the locking
track posts Lock and Unlock events to the BUS
L131[21:59:40] <neptunepunk> Ah, yes.
Count how many times an 'end' cart leaves. If it's
been twice, then the train has left.
L132[21:59:50]
<Hanakocz> .....for creative server, I
have 5slot free server , if that would be enough... xD but probably
just RC and few mods
L133[21:59:51] <neptunepunk> Or the
train's a jumbled mess, but whatever.
L134[22:00:17]
<CovertJaguar> maybe, but then that
needs to be serialized consistently
L135[22:00:50] <neptunepunk> An integer?
Not the trickiest thing to save. :P
L136[22:01:14]
<CovertJaguar> that's easy, the
tricky part is the train ;)
L137[22:01:25] <neptunepunk> But also if
it's a, uh, other thingie. Not boarding.
L138[22:01:38] <neptunepunk> The two-way
one. The train could move forward, and then suddenly reverse.
L139[22:01:50]
<CovertJaguar> does it still do
that?
L140[22:02:09]
<CovertJaguar> probably because carts
in trains bounce against each other
L141[22:02:12] <neptunepunk> Dunno, I
rarely use them.
L142[22:02:52] <neptunepunk> I meant more
like if the player's trying to do something weird
L143[22:02:58]
<CovertJaguar> oh I see yes
L144[22:03:03] <neptunepunk> That would
break it.
L145[22:03:08]
<CovertJaguar> if one end enters the
track then backs off
L146[22:03:18]
<CovertJaguar> then your counter is
screwed
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L148[22:36:28] <neptunepunk> End-cart
departs the lock-track. The cart that it's connected to, is it
leading the leaver, or following it?
L149[22:37:03] <neptunepunk> Sort of
tricky if it's followed immediately by, say, a U-turn.
L150[22:40:27] <neptunepunk> End-cart
departs the lock-track. Visit the path that the cart's going
over. Could it hit the cart it's connected to?
L151[22:42:47] <neptunepunk> Issues being
gaps/launchpads in the track, and weirdos spamming switch
levers.
L152[22:43:24] <neptunepunk> Wait wait
wait.
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L154[22:49:49] <neptunepunk> This is
difficult. I blame your data structure.
L155[22:52:29] <neptunepunk> Okay, when a
train hits a bidirectional lock, it becomes a directional lock
until the train leaves. The counter thing works best for
directional locks.
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L157[22:54:59] <neptunepunk> Or could just
leave boarding tracks-as-is, and only do the counter for
directionals.
L158[23:16:09]
<CovertJaguar> another option is to
actively search for nearby carts and if none is found assume the
train passed
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L168[23:49:05] <travis-ci>
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