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L8[01:52:32]
<Heimbad> hey I'm trying to set
up the railroad system on my server, and I was wondering where I
could find the most up-to-date info about how everything works? The
wiki isn't very detailed and seems outdated.. the best I found
so far were Forecaster's tutorials -- is most of what's
in there still the same in 1.10.2?
L9[01:53:21]
<Heimbad> Also, I'd like to know
just how many transition tracks I need to get to and from max speed
for high speed rails? I saw 9 in a couple videos, but it feels like
something around 4 is just as fast..?
L10[02:17:56]
<Forecaster> 4-6 should do, it depends
a bit on the train size
L11[02:18:16]
<Forecaster> and yes, it's mostly
the same still
L12[02:42:51]
<Heimbad> alright, tyvm ?
L13[02:43:09]
<Heimbad> and thx for your videos too!
they're a bit lenghty, but very informative ?
L14[02:43:42]
<Forecaster> can't be helped when
there's a lot of information to share I'm afraid :P
L15[02:43:55]
<Heimbad> hehe yeah ?
L16[02:44:51]
<Forecaster> Though in the future
I'm probably going to make shorter videos about more specific
things, which means some of them will be shorter
L17[02:45:46]
<Heimbad> sounds like a good idea --
this way it'll be easier/faster to find just what we need
exactly
L18[02:46:06]
<Forecaster> others, like the one that
will re-cover signalling will probably be long still, because
it's one big subject
L19[02:46:07]
<Heimbad> still, keep up the good
work! those videos are a lifesaver to get to understand this
awesome mod ?
L20[02:46:38]
<Forecaster> though maybe I'll
split that up into parts or something
L21[02:46:59]
<Heimbad> I liked the practical
examples, like in the routing one, on how to make a 3-way
junction
L22[02:47:24]
<Forecaster> we'll see, I'm
holding of on making new videos until a feature complete 1.10
version is done
L23[02:47:33]
<Forecaster> holding off*
L24[02:47:35]
<Heimbad> and the supply station was
nice too, you even pointed out its big flaw ?
L25[02:47:50]
<Heimbad> (which I would've
missed lol)
L26[02:48:00]
<Forecaster> I don't even
remember that
L27[02:48:24]
<Heimbad> it was that if a train is
low on coal AND the supply is also low on coal, it would just keep
going round and round
L28[02:49:06]
<Heimbad> well I hope that was you
anyway... lol
L29[02:49:26]
<Heimbad> oh yeah, in the Railcraft
Routing Tutorial
L30[02:49:35]
<Forecaster> ah, yeah
L31[02:51:45]
<Heimbad> If I may ask, in your future
videos, can you make sure to point out if something is from a
different mod? I haven't seen that it was a problem in your
vids, but I've seen it in other older tutorials.. If something
needs another mod to work, just point it out -- main example that
comes to my mind is with electric rails.. I think you can't
really use that without other mods that include some sort of
electricity/RF generation
L32[02:52:12]
<Forecaster> you can
L33[02:52:21]
<Heimbad> oh
L34[02:52:21]
<Forecaster> the turbine provides
power
L35[02:52:23]
<LizzyTheSiren> in the 1.10 versions
RC has it's own power system
L36[02:52:27]
<Heimbad> oooh
L37[02:52:32]
<Forecaster> though it's not in
the 1.10 version yet of course
L38[02:52:36]
<LizzyTheSiren> oh
L39[02:52:42]
<Heimbad> hehehe
L40[02:52:42]
<LizzyTheSiren> well whatever
L41[02:53:12]
<Heimbad> alright well, I guess
that's an example of why it's a good idea for you to wait
for all the features to be implemented then lol
L42[02:53:21]
<Forecaster> in 1.10 you require IC2,
since only the feeder exists, and it only takes charge or EU
L43[02:53:50]
<Heimbad> ah well that's what I
mean anyway
L44[02:53:59]
<Heimbad> if there's anything
like that, just to point it out ?
L45[02:54:13]
<LizzyTheSiren> you could use power
converter mod if you have a lot of RF/FE based stuff
L46[02:54:14]
<Forecaster> Charge has always been
used by the tracks by the way, the difference now is that all the
machines use it internally in railcraft, such as the Rolling
Machine
L47[02:54:39]
<Forecaster> well, just the rolling
machine
L48[02:54:53]
<Heimbad> that power thing was my very
first question in this chat several months ago, because I just
couldn't figure out how to make that stuff work and after a
lot of time trying to figure out the answer, I was told here that
it just needed another mod lol
L49[02:55:22]
<Forecaster> yeah, but once the
boilers and turbine is re-added you wont
L50[02:56:03]
<Heimbad> yeah I avoided using those
power-generating mods cuz they all came with other stuff I
didn't want possible in the world.. I know I *could*'ve
removed them manually or just avoided using them, but I preferred
to just keep clear
L51[02:56:13]
<Heimbad> ok that's cool then
?
L52[02:57:03]
<LizzyTheSiren> i donlt think the ones
i used ever came with extra stuff, but then again when i last
played with RC in survival it was on 1.7.10
L53[02:57:03]
<Heimbad> I was very happy to see that
the signal blocks (the ones with the lights showing clearly) were
re-added in the last update.. that is definitely something I want
to use hehe
L54[02:57:33]
<LizzyTheSiren> i donlt think the ones
i used ever came with extra stuff, but then again when i last
played with RC in survival it was on 1.7.10 and didn't need
the power converter mods [Edited]
L55[02:57:40]
<Heimbad> Lizzy: yeah Forecaster seems
to say that it was included before.. just not ported to the new
version yet
L56[02:57:55]
<LizzyTheSiren> yeah, a few of the
multiblocks are still in process
L57[02:57:57]
<Heimbad> I haven't played with
railcraft in any earlier version than 1.10.2
L58[02:58:10]
<Forecaster> no multiblocks have been
ported yet
L59[02:58:31]
<LizzyTheSiren> IIRC something between
1.7.10 and 1.10.2 changed the way they work so ^ what forecaster
saud
L60[02:58:34]
<LizzyTheSiren> *said
L61[02:58:49]
<Forecaster> a lot of things take a
lot of time to convert to the new model system
L62[02:58:56]
<Forecaster> such as the signal
lights
L63[02:59:03]
<Forecaster> the boxes were easy
because they're simple
L64[02:59:15]
<Forecaster> the lights weren't
as simple
L65[02:59:15]
<Heimbad> well while we're here,
maybe you can help me with another question.. what's the best
way to link signals in a long/high slope? do I need to add relays
every 4 blocks?
L66[02:59:43]
<LizzyTheSiren> as long as the track
is going straight, you can just use the linker to link them
L67[02:59:47]
<LizzyTheSiren> *surveyor
L68[02:59:57]
<Forecaster> I'd use a token
signal for a slope
L69[03:00:13]
<Heimbad> oh, I thought it
wouldn't work for more than like 4 blocks difference in
altitude
L70[03:00:29]
<Forecaster> a token signal should, I
think
L71[03:00:39]
<Forecaster> they don't work the
same as regular signals
L72[03:00:53]
<LizzyTheSiren> nope, any straight
peice of track will work, though for ease with slopes a token
signal would be best
L73[03:01:09]
<Heimbad> ok cool I'll use that ?
thx a bunch both of you!
L74[03:01:21]
<LizzyTheSiren> otherwise if you have
another track running underneath the slope one it'll confuse
the slope signals
L75[03:01:26]
<Forecaster> signals don't look
up or down more than four blocks no
L76[03:01:46]
<LizzyTheSiren> @Forecaster i thought
that was just for the track they 'connect' to?
L77[03:01:53]
<Forecaster> no
L78[03:02:13]
<Forecaster> there's a maximum
height difference between the two block signals
L79[03:02:35]
<Forecaster> if I recall
correctly
L80[03:02:37]
<LizzyTheSiren> oh, was that there in
1.7.10? i remember having quite long inclines
L81[03:02:47]
<Forecaster> I think so
L82[03:02:52]
<Forecaster> I'm unsure
now...
L83[03:03:22]
<LizzyTheSiren> hmm, well i guess it
didn't work because i had a tunnel that dropped about 20 or so
blocks and only had the relay boxes at the top and bottom
L84[03:03:31]
<Heimbad> I'm gonna try to test
it out right now... it'll take a while though I haven't
even tried to do any signal yet, I only watched videos so far
hehe
L85[03:04:10]
<LizzyTheSiren> unless it changed, i
thought that the signal relay boxes would make a
'capture' area with the signal boxes being in the opisite
corners of the detection block
L86[03:04:52]
<LizzyTheSiren> hence sometimes having
to have multiple relay boxes to shrink the size of those detection
ranges if you had another track passing under it
L87[03:07:21]
<LizzyTheSiren> i'll be testing
the limits of stuff soon as i'm in the process of making an
automated rail network of sorts in creative. I'll maybe even
stream some of it sometimes
L88[03:08:41]
<LizzyTheSiren> and maybe i'll
also finish my oc control suite stuff
L90[03:10:42]
<Heimbad> both are block signals
L91[03:12:08]
<Forecaster> hm, maybe I just
remembered wrong
L92[03:12:47]
<Heimbad> I guess lizzy was right and
the 4 blocks limit is only to detect the closest rail, and not to
"follow" the rail
L93[03:13:12]
<Heimbad> anyway, I guess that fixes
the problem I thought I would have hehe
L94[03:14:41]
<LizzyTheSiren> try placing a rail
underneath the slopped track and put a cart on it. IIRC
that'll trigger the block signals
L95[03:15:32]
<Heimbad> yup, it does
L96[03:16:54]
<Heimbad> but only while the cart is
directly underneath the rail, so that would turn the signal red for
only a fraction of a second in any practical situation
L97[03:17:02]
<Heimbad> so I guess it wouldn't
be too much of a problem
L98[03:18:02]
<Heimbad> well, unless maybe I start
adding automated trains like crazy ?
L99[03:19:19]
<LizzyTheSiren> yeah, that's the
reason i would have multiple relay boxes (though now you can just
use a token signal) would be to shrink the detection area
L100[03:19:43]
<Heimbad> alright, I'll try to
keep that in mind ?
L101[03:27:18]
<LizzyTheSiren> though if you do have
long/large slopes, token signals would be your best bet. they were
not in the 1.7.10 version
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L109[06:03:16]
<Hanakocz> !!!
L111[06:03:17]
<Hanakocz> !!!¨
L112[06:12:07]
<Hanakocz> the thing that he got back
to it went completely under my radar O_o
L113[06:12:11]
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L114[06:12:37]
<Forecaster> I thought it died
L115[06:12:52]
<Forecaster> then again I don't
really care about it, so no surprise there :P
L116[06:16:01]
<Hanakocz> even though it is too
magic, it was always cool mod that fitted well with railcraft
?
L117[06:28:32]
<Forecaster> I've never really
been a fan of high-magic mods
L118[06:30:50]
<Cream
Tea> I forgot
L119[06:30:56]
<Cream
Tea> is there a downside to using charcoal
L120[06:30:59]
<Cream
Tea> instead of coal?
L121[06:31:12]
<Cream
Tea> I'm in a massive forest so charcoal is more
sustainable.
L122[06:32:01]
<Forecaster> it has a lower fuel
value
L123[06:32:18]
<Cream
Tea> By much?
L124[06:32:48]
<Cream
Tea> 74 charcoal seems to be enough to get me from one end to
the other
L125[06:32:55]
<Cream
Tea> with a full chest cart behind.
L126[06:32:56]
<Forecaster> oh wait, no apparently
they're the same
L127[06:33:04]
<Forecaster> huh, I thought there was
a difference
L128[06:33:08]
<Cream
Tea> Same
L129[06:33:11]
<Cream
Tea> I thought that
L130[06:33:36]
<Hanakocz> also afaik you cannot use
charcoal to turn it into coalcoke (even though with only RC you
cannot do that anyways, YET)
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L132[06:33:46]
<Cream
Tea> ya
L133[06:33:48]
<Forecaster> ah
L134[06:33:50]
<Cream
Tea> I just use it as charcoal.
L135[06:33:51]
<Forecaster> it used to be lower
L136[06:33:56]
<Forecaster> but it was undone
L137[06:33:58]
<Cream
Tea> It uses it up more
L138[06:34:00]
<Cream
Tea> but I mean
L139[06:34:00]
<Forecaster> during 1.7
L140[06:34:09]
<Cream
Tea> the amount of trees here means I can still use it as a
viable fuel source.
L142[06:36:37]
<Cream
Tea> Hurry up with that diesel engine ?
L143[06:36:59]
<Cream
Tea> I wanna be able to use fuel or ethanol.
L144[06:37:05]
<Cream
Tea> ?
L145[06:37:40]
<Forecaster> it wont use either of
those
L146[06:37:57]
<Forecaster> it will use
bio-diesel
L147[06:59:19]
<andsim> ghost still happening how
long it go
L148[06:59:32]
<andsim> ghost still happening how
long it go back normal [Edited]
L149[06:59:55]
<andsim> train as io m talking
about
L150[07:10:18] <Mimiru> Til November
10th
L151[07:53:11]
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L165[13:21:03]
<Heimbad> I personally like that
it's not only the one day, on Oct. 31
L166[13:21:16]
<Heimbad> so easy to miss out when
it's only one day ?
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L182[18:41:19]
<Natesky9> Charcoal = Coal
L183[18:41:28]
<Natesky9> Coal coke > coal
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