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<AEnterprise> so the
#video-and-stream-announcements channel is broken, there are no
messages but it keeps showing as having unread messages to me
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<Forecaster> see #bots
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<AEnterprise> ah alright, sorry
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L39[12:35:47]
<vigilian> Guys, from..the beginning
of 1.10 I have difficulties to have electricity in game. And now
that a lot of mods are going to be on 1.11 is even more difficult.
So does the engine blocks been activated on railcraft and if yes do
you have a alternative of buildcraft for the pipes?
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L41[12:50:18]
<Hanakocz> well, probably easiest way
is to alternate pipes by minecarts, but it takes more space.
L42[13:12:09]
<Forecaster> No, there are no engines
yet
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L49[17:27:56]
<Kodos>
Honestly, if you want the full Railcraft experience, stay on
1.7.10, but if you want new stuffs, you'll have to wait it out
with the rest of us :3
L50[17:29:44]
<Forecaster> Or get on the Patreon
train
L51[17:29:49]
<Forecaster> ?
L52[17:29:55]
<bball>
i see what you did
L53[17:35:56]
<Natesky9> Yeah, 1.7.10 is where
everything just kinda.. Died off..
L54[17:36:22]
<Forecaster> My what a positive way to
look at it
L55[17:37:39]
<Natesky9> I mean, at least there are
promising replacements, like immersive engineering
L56[17:38:22]
<Natesky9> I hope that thermal
expansion makes a comeback
L57[17:38:50]
<Natesky9> And I really wish
Thaumcraft would make reappearance
L58[17:39:09]
<Forecaster> I don't really care
about either of those
L59[17:41:49]
<Natesky9> Well, I don't really
care for CanolaCraft, plant Witchery, or any of the new, half-baked
mods that don't quite hit the mark
L60[17:42:19]
<Forecaster> Okay...
L61[17:43:43]
<Natesky9> I like the 1.7.10 mods. I
don't like that I can't play them on an up-to-date
version of the game
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L63[17:57:35]
<Kodos>
Honestly, there hasn't really been an update (To vanilla)
since 1.7.10 that's really made me interested in updating.
Sure, there are shields and a combat rework, but I can get better
stuff from Mine and Blade, and Dynamic Sword Skills
L64[17:57:54]
<Kodos>
I don't like the additional requirement put on enchanting and
potion brewing
L65[17:58:07]
<Kodos>
And I don't need the new mobs badly enough to warrant
updating
L66[18:01:42]
<Natesky9> I'm personally
disappointed with vanilla enchanting and brewing. I don't mind
the changes, funny enough, I hate how it changes almost nothing,
adds almost nothing except cheaper lv 30 books and a use for
lapis
L67[18:02:55]
<Kodos>
Speaking of lapis, I need to work on new sprites for my mod and
then deal with recipes ugh
L68[18:03:02]
<Natesky9> Plus, the "stackable
potions" in the form of arrows are hilariously useless,
lingering potions are just more useless splash potions
L69[18:04:49]
<Kodos>
I'd still like to see the ability to right click another
player with a potion (good ones only to avoid grief) to apply it at
3/4 the duration
L70[18:05:03]
<Kodos>
Then you could have a dedicated healer for boss fights
L71[18:05:15]
<Kodos>
For being a sandbox game, it is still very limiting in some
areas
L72[18:06:23]
<Natesky9> But is that more because of
the implementation, or the limitations
L73[19:10:09]
<Natesky9> What I'm curious
about, is why forge doesn't act like a code base translator
between versions. I mean, wouldn't that make it easier for
modders if they didn't have to reformat every version?
L74[19:11:22]
<bball>
Because Forge hates things that make sense
L75[19:12:29]
<Natesky9> That can't be the
case, since they made the framework that allowed mods to work
together
L76[19:12:39]
<Natesky9> I mean, they created the
ore dictionary
L77[19:19:46]
<Chocohead> Probably performance more
than anything
L78[19:20:17]
<Chocohead> As the vanilla code base
shifted further and further from the original starting point, there
would need to be more and more hacks to patch it to work like it
used to
L79[19:23:17]
<Natesky9> Then... Forge would provide
that... I don't see the problem there
L80[19:24:32]
<Natesky9> If there's ever a
large enough split between old methods and newer ones that it
requires an individualized approach, then maybe
L81[19:27:06]
<Chocohead> The old way has no
guarantee of working along side the new one, thus you could quite
quickly end up with dragging forward old vanilla code that then has
to run with the new vanilla code too
L82[19:27:35]
<liach>
@Kodos 1.10 has many new features
L83[19:27:35]
<Chocohead> From Forge's point of
view it's a colossal maintenance overhead that they would
never want
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<liach>
And things will be back soon (trademark)
L86[19:29:42]
<bball>
™ <- copypaste that ;)
L87[19:42:02]
<liach>
How to type it? Alt plus what?
L88[19:42:38]
<bball>
I dont know about windows, but mac its option 2, or Discord has it
as an emoji ™
L89[19:42:49]
<bball>
``:tm:``
L90[19:44:56]
<Natesky9> For Windows, it's alt
+ 0153
L91[19:45:20] <MrConductor1> *
<bball> votes emoji
L92[19:46:05]
<Natesky9> I've memorized a
couple of alt codes that always come in handy
L93[19:46:14]
<Natesky9> Like the music notes
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L107[21:52:41]
<Jackson> I don't understand why
forge can't just keep the same API
L108[21:52:53]
<Jackson> Or at least allow for
deprecated functions to still work
L109[21:53:02]
<Jackson> So using old mods would
still owkr
L110[21:53:06]
<Jackson> So using old mods would
still work
L111[21:53:17]
<liach>
@Jackson Forge is not like that, it is just to allow more than one
mod to run together
L112[21:53:25]
<liach>
Instead of making things cross-version
L113[21:53:31]
<liach>
That is Sponge API's job
L114[21:53:45]
<Jackson> I get that
L115[21:54:02]
<Jackson> But still, why couldn't
they stick to a certain way of doing things
L116[21:54:16]
<Jackson> Or at *least* keeping the
old functions, just porting them to the new version.
L117[22:03:17]
<liach>
Because stupid mojang hurts mods!
L118[22:13:59]
<Raga>
If you do a lot of technical vanilla contraptions, the new updates
change and improve upon pretty much almost everything really.
Observer and Slime Blocks changed how to engage the game. The
combat rework is simple, but is quite enough ... and the dual
wielding is super useful. It's certainly not the main
attention for me, but it does work quite well. You have tons of
Lapis and tons of Blaze Powder for enchanting and brewing, so I
don't r
L119[22:13:59]
<Raga>
consider it as a real additional requirement, it doesn't even
really hinder that much since you don't enchant and brew 24/7.
Plus, it makes sense ... tons of mods do it too, even Railcraft
here. The new mobs are just for fun I feel, the technical updates
are very important. Splash Potions have never been useless; an
efficient Guardian XP Farm could do very well with a Splash Potion
killing method. The Lingering Potion could kill a whole p
L120[22:13:59]
<Raga>
mobs, and provide boost for you for a period of time ... a way for
your dedicated healer.
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L123[22:19:52]
<SkySom> @Jackson sometimes legacy
code needs to die.
L124[22:20:01]
<SkySom> So a new MC version is the
best time for that.
L125[22:20:07]
<SkySom> So mods only break once
L126[22:20:15]
<Jackson> I guess
L127[22:20:28]
<Jackson> But wouldn't it help so
much, at least keeping support for old functions...
L128[22:22:25]
<SkySom> It wouldn't
L129[22:22:35]
<SkySom> Because you'd have half
using the old
L130[22:22:37]
<SkySom> half using the new
L131[22:22:44]
<SkySom> and in a lot of cases the two
wouldn't work together
L132[22:22:52]
<SkySom> (See IInventory vs
IItemStackHandler)
L133[22:22:56]
<Jackson> Oh, okay.
L134[22:22:59]
<Jackson> I see.
L135[22:26:24]
<bball>
@Raga I agree, the new features are great, but the problem comes
from all the backend changes that make no difference to vanilla but
they mean modders have to completely redo everything
L136[22:28:21]
<Jackson> That sucks
L137[22:28:33]
<Jackson> I wonder why Mojang does
that? Optimization?
L138[22:34:47]
<SkySom> To fix stuff, make things
better for them, able to add new features
L139[22:35:07]
<SkySom> Any number of reasons to
change code
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