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L3[04:24:05]
<Resuz>
@liach Awesome! I think it will look better if it will be more
brighter
L4[04:24:30]
<Resuz>
red tracks are looks really dark
L5[04:47:12]
<Resuz>
Nah, seems only red looks too dark, others like yellow, orange,
green are ?
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L10[08:58:25]
<liach>
@Resuz in #showcase generalcamo improved the color
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L13[11:30:57] <travis-ci>
Railcraft/Railcraft#1114 (indev-1.12.2 - d9e34bc : Cody Brittain):
The build passed.
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L21[13:32:04]
<nuclearradar475> can you run
railcraft 1.12.2 with other mods
L22[13:33:27]
<Awf> I
don't think there;s Railcraft for 1.12
L23[13:33:40]
<Awf>
but if it does come out, i dont' see why it cant run with
other mods
L24[13:33:48]
<bball.psd> $faq
L25[13:33:49]
<Gearbot> Railcraft for 1.12 is **in
progress**. A public build will come eventually!
L26[13:33:49]
<Gearbot> You can build Railcraft from
source but **cannot** build a jar file. This is intentional.
L27[13:33:49]
<Gearbot> There are no builds for 1.8
or 1.9.
L28[13:34:11]
<nuclearradar475> so you can just
compile it into a Minecraft version
L29[13:35:40]
<nuclearradar475> am I allowed to ask
the expected release date
L30[13:37:00]
<bball.psd> you're allowed to ask
it, but we are not obliged to answer :P
L31[13:37:28]
<nuclearradar475> so can you answer or
is it private
L32[13:37:34]
<Awf>
lol
L33[13:37:42]
<bball.psd> we don't have an
expected release date
L34[13:37:50]
<nuclearradar475> well ok thank
you
L35[13:43:57]
<Generalcamo> Also you can't
compile it
L36[13:44:01]
<Generalcamo> You can only run
it
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L39[14:12:05] <travis-ci>
Railcraft/Railcraft#1115 (indev-1.12.2 - 818d267 : Cody Brittain):
The build passed.
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L46[14:48:41]
<dustboy> can railcraft ores mines (is
that what they're called?) be configured to only generate in
specific biomes?
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L48[14:50:55]
<Generalcamo> They cannot
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L52[16:10:24]
<dustboy> the goal of railcraft oregen
is to encourage players to build rail networks connecting their
mines right? wouldn't biome specific ore placement help that
even further? not asking for it to be implemented, it's just
an idea
L53[16:24:56]
<Chocohead> You'd have to find
the biome before you could make a track to it, which could mean the
track is prohibitively long
L54[16:46:08]
<Generalcamo> The mines spawn so
rarely anyway
L55[16:46:54]
<Generalcamo> When you find one you
are set for a very long time
L56[16:46:59]
<Natesky9> unfortunately, there just
isn't enough reason to make big railways :(
L57[16:47:21]
<Natesky9> The excavator from IE is
probably a better reason to expand
L58[16:47:24]
<Generalcamo> Well actually they are
the best method of power transmission....
L59[16:47:40]
<Natesky9> how so?
L60[16:47:47]
<Natesky9> are you talking the battery
carts?
L61[16:47:49]
<Generalcamo> Very little loss
L62[16:47:58]
<Generalcamo> Replace your cables with
them
L63[16:48:10]
<Natesky9> You mean the shunting
tracks?
L64[16:48:17]
<Natesky9> I thought those were very
lossy
L65[16:48:35]
<dustboy> @Chocohead do you mean
prohibitive as in time consuming to build or as in restricted by
material cost?
L66[16:48:40]
<Generalcamo> Shunting cable is very
lossy. The electric track isn't
L67[16:49:05]
<Natesky9> Erm, I thought they were
changed. The electric tracks don't yield charge anymore
L68[16:49:27]
<Generalcamo> Need to double
check...
L69[16:49:53]
<Natesky9> Even in the past, you
couldn't recover charge after it was in tracks
L70[16:52:36]
<liach>
@Generalcamo Recently @Dockter contributed a fix that make mines
more frequent, turns out there is some disparity between frequency
of mines in dev env and production
L71[16:53:03]
<Generalcamo> That was his AT
changes?
L72[16:53:06]
<liach>
No
L73[16:54:18]
<liach>
It was some weird null check in predicate for ore spanwing
L74[16:54:20]
<liach>
spawning
L75[16:56:29]
<dustboy> does railcraft include a
method of "prospecting" for mines?
L76[16:57:11]
<Generalcamo> Not _yet_
L77[16:57:17]
<Generalcamo> It's planned
L78[16:57:39]
<Generalcamo> Prospector Huts would
spawn, and cartographers have maps you can buy to find them
L79[16:58:43]
<liach>
I've heard that cartographer maps do not yet work
L80[16:58:51]
<liach>
(for mods)
L81[16:59:19]
<liach>
World gen needs revamp too; there is a lot of cascading generation
warnings now
L82[16:59:25]
<liach>
World gen needs revamp too; there are a lot of cascading generation
warnings now [Edited]
L83[17:00:22]
<dustboy> that sounds like a really
interesting approach, can't wait to see it implemented. for
now i'm using customoregen and prospects
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L85[17:05:23]
<Chocohead> I meant prohibitive in
that depending how far you've gone to find a particular biome,
it could be across an ocean or consume such a large amount of
resources that there is little benefit to making it
L86[17:05:53]
<Chocohead> Searching for the right
biome alone could take a long time, at least once you've found
it the track shouldn't take that long to lay
L87[17:07:45]
<dustboy> i'm working on a
modpack with custom biome placement similar to sevtech (temperature
and humidity bands) which should make finding biomes easier. on top
of that oceans are going to be smaller, because i want the focus to
be on rails
L88[17:09:01]
<dustboy> it's going to take a
lot of tweaking for sure. i just wanted to know if railcraft could
do it or not
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L98[20:31:01] <travis-ci>
Railcraft/Railcraft#1116 (indev-1.12.2 - 9669a01 : Cody Brittain):
The build passed.
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