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L24[12:51:59]
<liach>
main porting done, will push
L25[13:07:40]
<vos6434> nice
L27[13:40:14] ⇨
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L28[13:40:15] <travis-ci>
Railcraft/Railcraft#962 (liach-1.12.2 - dc92675 : liach): The build
passed.
L31[13:42:47] <CovertJaguar> whats the
status on the multi block PR?
L32[13:42:51] <CovertJaguar> is that
ready?
L33[13:48:24]
<liach>
The current situation is that since I suck at rendering, I cannot
fix all the multiblocks
L34[13:48:40]
<liach>
Anyways it is beneficial to split up since we will for sure split
blocks up in 1.123
L35[13:48:42]
<liach>
1.13
L36[13:50:54] <CovertJaguar> which ones
still need work?
L37[13:51:08] <CovertJaguar> I was mostly
asking if the issues with the PR have been resolved
L39[13:54:59] <CovertJaguar> what's
the issue with the water tank?
L40[13:55:08] <CovertJaguar> its about the
simplist multiblock there is
L41[14:09:36] <CovertJaguar> multiblock PR
is ready for merge to main
L42[14:11:42] ⇨
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L43[14:11:43] <travis-ci>
Railcraft/Railcraft#965 (liach-1.10.2 - 4cfe762 : CovertJaguar):
The build passed.
L46[14:14:32] <CovertJaguar> merged
L47[14:17:18] ⇨
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L48[14:17:19] <travis-ci>
Railcraft/Railcraft#963 (liach-1.10.2 - 235d31c : CovertJaguar):
The build has errored.
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L52[14:17:53] <travis-ci>
Railcraft/Railcraft#967 (mc-1.10.2 - 188fec3 : CovertJaguar): The
build passed.
L55[14:20:56]
<liach>
cj can you merge my api branch
L56[14:21:28] <CovertJaguar> I'll look
at that next, trying to merge the Bore PR now
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L58[14:23:12] <travis-ci>
Railcraft/Railcraft#968 (fix/1335 - 417b6fe : CovertJaguar): The
build is still failing.
L61[14:27:05] <CovertJaguar> merged the
saving PR and the liach-1.10.2 branch into mc-1.10.2
L62[14:30:44]
<liach>
cj, where can i push to if you dump my branch
L63[14:31:19]
<liach>
you know i cannot push to mc-1.10.2 and protected branches
L64[14:31:24] <CovertJaguar> uh...well I
guess there is that
L65[14:31:56]
<liach>
that?
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L67[14:32:06] <CovertJaguar> restored
L68[14:34:07] <CovertJaguar> lets see if it
builds now
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L71[14:36:31] <travis-ci>
Railcraft/Railcraft#971 (fix/1335 - 9be3a45 : CovertJaguar): The
build is still failing.
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L74[14:45:18] <travis-ci>
Railcraft/Railcraft#970 (mc-1.10.2 - 812492a : CovertJaguar): The
build has errored.
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L78[14:50:59] <travis-ci>
Railcraft/Railcraft#973 (fix/1335 - aa3c897 : CovertJaguar): The
build was fixed.
L81[14:55:45] <CovertJaguar> ok, the bore
PR is merged
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L85[15:00:39] <travis-ci>
Railcraft/Railcraft#975 (mc-1.10.2 - a1df6c4 : CovertJaguar): The
build has errored.
L88[16:03:37]
<liach>
cj, we need to check block mining to some extent
L89[16:03:45]
<liach>
i mean multiblock mining
L90[16:03:59] <CovertJaguar> what do you
mean?
L91[16:04:13] <CovertJaguar> make sure it
drops the right block?
L92[16:04:25]
<liach>
yeah
L93[16:04:30] <CovertJaguar> k
L94[16:04:49]
<liach>
after that i think we'd get a beta to check bugs
L95[16:05:00] <CovertJaguar> sounds
good
L96[16:21:18]
<afdw>
what imports order is used in Railcraft sources?
L97[16:25:12]
<liach>
import order? rc has a formatter
L98[16:25:26]
<liach>
java at last, alphabetical
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L100[16:55:29]
<afdw>
thanks
L102[17:15:10] ***
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L103[18:48:01]
<abculatter_2> How often do people
actualit use wooden rails?
L104[18:48:09]
<abculatter_2> How often do people
actuallyuse wooden rails? [Edited]
L105[18:48:16]
<abculatter_2> How often do people
actually use wooden rails? [Edited]
L106[19:08:41]
<abculatter_2> Also, I just had an
idea for that mechanical chain-rail idea on the guthub issues, what
about making the chain-rail a unique base track type, which
provides a steady boost to all carts that are on top of it? These
tracks would also automatically form a 'network' that
contains all contiguous tracks of the same type, and this network
would contain how many tracks are in itself, how much mechanical
energy is being
L107[19:08:41]
<abculatter_2> chain is going in, and
maybe also the drag value of all carts currently being pushed by
it.
L108[19:08:41]
<abculatter_2> Mechanical energy would
be a single 'torque' value, and would be put into the
network by adjacent mechanical engine blocks. The number of tracks
currently in the network would act as a kind of 'base'
energy input that must be exceeded in order for the network to push
anything. If cart drag value is also tracked by the network, that
would be added to the track number for the duration that the cart
is being pushe
L109[19:08:42]
<abculatter_2> Also, I just had an
idea for that mechanical chain-rail idea on the guthub issues, what
about making the chain-rail a unique base track type, which
provides a steady boost to all carts that are on top of it? These
tracks would also automatically form a 'network' that
contains all contiguous tracks of the same type, and this network
would contain how many tracks are in itself, how much mechanical
energy is being
L110[19:08:42]
<abculatter_2> chain is going in, and
maybe also the drag value of all carts currently being pushed by
it.
L111[19:08:42]
<abculatter_2> Mechanical energy would
be a single 'torque' value, and would be put into the
network by adjacent mechanical engine blocks. The number of tracks
currently in the network would act as a kind of 'base'
energy input that must be exceeded in order for the network to push
anything. If cart drag value is also tracked by the network, that
would be added to the track number for the duration that the cart
is being pushe
L112[19:09:14]
<abculatter_2> Also, I just had an
idea for that mechanical chain-rail idea on the guthub issues, what
about making the chain-rail a unique base track type, which
provides a steady boost to all carts that are on top of it? These
tracks would also automatically form a 'network' that
contains all contiguous tracks of the same type, and this network
would contain how many tracks are in itself, how much mechanical
energy is being
L113[19:09:14]
<abculatter_2> chain is going in, and
maybe also the drag value of all carts currently being pushed by
it.
L114[19:09:14]
<abculatter_2> Mechanical energy would
be a single 'torque' value, and would be put into the
network by adjacent mechanical engine blocks. The number of tracks
currently in the network would act as a kind of 'base'
energy input that must be exceeded in order for the network to push
anything. If cart drag value is also tracked by the network, that
would be added to the track drag number for the duration that the
cart is being
L115[19:11:40]
<abculatter_2> A limitation of this
track type could be either that it can't form corners/turns,
or that it can't be made into intersections
L116[19:16:14]
<abculatter_2> Mechanical engine
blocks can be fed either a redstone signal, for weak but
essentially free torque, or provided either steam or charge for
full power.
L117[19:16:15]
<abculatter_2> Could potentially make
one engine for steam/redstone, and another for charge
L118[19:16:15]
<abculatter_2> Mechanical engine
blocks can be fed either a redstone signal, for weak but
essentially free torque, or provided either steam or charge for
full power.
L119[19:16:15]
<abculatter_2> Could potentially make
one engine for steam/redstone, and another for charge
L120[19:16:15]
<abculatter_2> Mechanical engine
blocks can be fed either a redstone signal, for weak but
essentially free torque, or provided either steam or charge for
full power.
L121[19:16:16]
<abculatter_2> Mechanical engine
blocks can be fed either a redstone signal, for weak but
essentially free torque, or provided either steam or charge for
full power.
L122[19:16:16]
<abculatter_2> Mechanical engine
blocks can be fed either a redstone signal, for weak but
essentially free torque, or provided either steam or charge for
full power.
L123[19:16:45]
<abculatter_2> Could potentially make
one engine for steam/redstone, and another for charge
L124[19:19:23] <Mimiru> ... that was... a
thing on IRC lol
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L127[19:23:56]
<abculatter_2> Oh, yeah, sorry...
Discord does that when you have shitty internet reception
L128[19:28:00]
<LizzyTheSiren> tbh i'm not even
sure how discord fucks that up, because at least with the consumer
API, you get a response back that your message was posted. it seems
like the discord client wont wait for that to come back...
L129[19:28:55]
<abculatter_2> Also, another addendum,
ideally I feel like this would work best as a cheaper and simpler
alternative to the other forms of moving carts around, which has
some benefits of its own but mostly is just cheap. So making it use
the wooden tracks as a base seems like a idea imo
L130[19:29:04]
<abculatter_2> Also, another addendum,
ideally I feel like this would work best as a cheaper and simpler
alternative to the other forms of moving carts around, which has
some benefits of its own but mostly is just cheap. So making it use
the wooden tracks as a base seems like a good idea imo
[Edited]
L131[19:48:31]
<abculatter_2> Probably a good
ballpark for iron/steel cost would be about the same or a bit
cheaper per each then a standard track, and ideally would also come
with its own iron-based holding track that provides no boost or
direction, simply holds the cart above it when it doesn't get
a redstone signal and does nothing if it does get a redstone
signal
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L134[20:12:28]
<Natesky9> Wasn't there also a
suggestion for a electric rail style of overhead rail?
L135[20:25:24]
<liach>
yeah, there was one by wooky
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L139[20:30:23] ***
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L143[20:48:30]
<Natesky9> As much as I like the
concept of different styles of rails, the problem still lies with
practicality
L144[20:49:24]
<Natesky9> Unless you have large farms
scattered throughout the world, there's rarely any purpose for
expansive rail networks
L145[20:49:43]
<Natesky9> I've rarely even seen
the force track emitter used practically
L146[21:54:50]
<abculatter_2> Tbh, I agree with you
on that, but almost everybody's too busy coming up with
"IC2 but BETTAR" to actually try to explore actually
interesting gameplay like that, soooo...
L147[21:55:59]
<abculatter_2> Personally, when play
with RC, I make up rules for my auto farms that force me to set up
large rail networks
L148[21:56:12]
<abculatter_2> Personally, when I play
with RC, I make up rules for my auto farms that force me to set up
large rail networks [Edited]
L149[21:57:23]
<abculatter_2> Like, for example,
wheat in plains, wood in woodlands, ores in extreme hills or
mountains (with seperare 'veins' for each ore, if I
can)
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L152[22:21:07] <travis-ci>
Railcraft/Railcraft#977 (liach-1.12.2 - cd34ac7 : liach): The build
passed.
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L157[23:15:11] <travis-ci>
Railcraft/Railcraft#975 (mc-1.10.2 - a1df6c4 : CovertJaguar): The
build passed.
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