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L3[00:50:58] <travis-ci> Railcraft/Railcraft#675 (fix/anchor-pairing - 541eb08 : liach): The build passed.
L4[00:50:58] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/fa62a1c58c06...541eb08c2724
L5[00:50:58] <travis-ci> Build details : https://travis-ci.org/Railcraft/Railcraft/builds/250636898
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L33[11:32:20] <travis-ci> Railcraft/Railcraft#677 (fix/anchor-disappearing - fd5322a : liach): The build passed.
L34[11:32:20] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/commit/fd5322a01f5a
L35[11:32:20] <travis-ci> Build details : https://travis-ci.org/Railcraft/Railcraft/builds/250836034
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L44[15:10:50] <travis-ci> Railcraft/Railcraft#679 (mc-1.10.2 - 8344e24 : liach): The build passed.
L45[15:10:50] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/e1334823a985...8344e2433095
L46[15:10:50] <travis-ci> Build details : https://travis-ci.org/Railcraft/Railcraft/builds/250908063
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L49[15:12:34] <travis-ci> Railcraft/Railcraft#680 (fix/anchor-pairing - 99172be : CovertJaguar): The build passed.
L50[15:12:34] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/541eb08c2724...99172beff32e
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L54[15:18:13] <travis-ci> Railcraft/Railcraft#682 (mc-1.10.2 - 5a93fd6 : liach): The build passed.
L55[15:18:13] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/8344e2433095...5a93fd623ebe
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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
L70[18:15:41] <bball> there is one, the ip is https://paste.pc-logix.com/esuzohegih
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.
L85[20:15:50] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/5a93fd623ebe...93d44d718c32
L86[20:15:50] <travis-ci> Build details : https://travis-ci.org/Railcraft/Railcraft/builds/250993623
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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 :)
L114[21:19:49] <Joshwoo70> http://www.minecraftforum.net/forums/minecraft-discussion/discussion/189607-do-minecarts-have-wheels
L115[21:30:53] <liach> They slide in fact
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L117[21:37:15] <neptunepunk> https://www.youtube.com/watch?v=KlfcV1IAx6c
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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L161[23:26:52] <travis-ci> Railcraft/Railcraft#684 (mc-1.10.2 - 833cff3 : CovertJaguar): The build passed.
L162[23:26:52] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/93d44d718c32...833cff333e97
L163[23:26:52] <travis-ci> Build details : https://travis-ci.org/Railcraft/Railcraft/builds/251025632
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L168[23:49:05] <travis-ci> Railcraft/Railcraft#685 (mc-1.10.2 - c5f3e4c : CovertJaguar): The build passed.
L169[23:49:05] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/833cff333e97...c5f3e4cb7b07
L170[23:49:05] <travis-ci> Build details : https://travis-ci.org/Railcraft/Railcraft/builds/251028566
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