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L4[02:49:05]
<Lilithvia> lang @ 098603e My brain is
going to explode
L5[02:49:05]
<Lilithvia> lol
L6[04:31:26]
<Lilithvia> @liach how much can a
cargo cart hold?
L7[05:10:54]
<liach>
15 stacks
L8[05:57:05]
<Natesky9> The nice thing about cargo
carts is that you can filter them to only ever accept one
item
L9[05:58:39]
<Forecaster> not "can", they
will only ever accept one item
L10[05:59:25]
<Forecaster> though technically they
can hold multiple different items if you change the filter between
them
L11[05:59:41]
<Forecaster> but that only works
manually of course
L12[06:01:36]
<liach>
cargo is fun indeed
L13[06:01:55]
<Natesky9> I was actually hoping that
cargo carts would have a more... filled visual, instead of the
cardboard models
L14[06:02:53]
<liach>
@Natesky9
L15[06:02:55]
<liach>
like how
L16[06:03:07]
<liach>
sorry i pressed enter twice so i pinged early
L17[06:03:09]
<Natesky9> Trying to find a good
example, this is the best I can find
L19[06:03:29]
<Natesky9> like, blocks would be
rendered like this
L20[06:04:10]
<liach>
Hmm, good suggestion. The main issue is that I don;'t know how
to rotate it on y axis, but others are fine
L21[06:04:45]
<Natesky9> I don't know if
it's my google related search, but there aren't many
images of railcraft
L22[06:07:11]
<liach>
most of the pics are of rails of war or so
L23[06:07:31]
<Natesky9> I saw more traincraft and
only 1 rails of war picture
L24[06:07:48]
<Natesky9> google caters to your
frequent searches or whatnot
L25[06:08:29]
<Natesky9> "Personalized
search"
L26[06:08:32]
<liach>
oh, dunno if any of them is from immersive railroading
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L29[07:20:38]
<Lilithvia> I'd like when coal is
in the cargo carts for it to resemble coal laden cars
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L34[12:14:22]
<Lilithvia> Quick question
L35[12:14:43]
<Lilithvia> Is #1462 going to be
assigned a priority?
L36[12:15:02]
<Lilithvia> Will it make it to 1.12.2
release?
L37[12:15:17]
<Lilithvia> Or will locomotives need
to be updated first?
L38[12:16:32]
<Lilithvia> Actually, that's
three questions
L39[12:26:48]
<Generalcamo> Tender Carts are already
apart of Cosmetic Addons I believe
L40[12:26:58]
<LuigiHutch> 1) depends if its
actually going to be implemented (needs actual discussion), 2) See
point 1, 3) also see point 1
L41[12:27:06]
<Generalcamo> In my mind, if added, it
would be input-only
L42[12:27:12]
<bball.psd> I dont think theyre in
cosmetic additions
L43[12:27:17]
<Generalcamo> No output allowed to
prevent it from becoming a super-chest cart
L44[12:27:53]
<Generalcamo> It's also only
useful for one locomotive
L45[12:28:12]
<Generalcamo> Diesel, Essentia, and
Electric locomotives would have no use for it
L46[12:29:52]
<LuigiHutch> also makes the building
actual infrastructure such as water/fuel refueling stations less
important/useful
L47[12:30:19]
<Generalcamo> Well not
necessarily
L48[12:30:37]
<Generalcamo> I would just remove
storage slots from the locomotive and reduce the water
capacity
L49[12:32:18]
<LuigiHutch> that wan't part of
the suggestion though, that's just a balance change for the
sake of adding this feature
L50[12:32:47]
<Generalcamo> Suggestions always come
with necessary balancing
L51[12:32:52]
<Generalcamo> Like the Plate ore
dicting
L52[12:33:05]
<Generalcamo> You got it, now live
with more complicated recipes to resolve the recipe conflicts that
are now inevitable
L53[12:35:49]
<Lilithvia> Luigi, It doesn't
really make water/refueling stations less useful. Just for when
you've actually got the rail line and resources to set them
up
L54[12:36:53]
<Lilithvia> Besides, it uses half or
less of either cart
L55[12:37:35]
<Lilithvia> Tender carts will be
fairly tame upon implementation
L56[12:38:27]
<LuigiHutch> what? ` allow for the
locomotive to go farther without manually refueling/watering a
locomotive` so you don't need to build refueling stations as
they can now go further without refilling
L57[12:39:16]
<Lilithvia> Are you really going to
carry 50,000 water buckets in your inventory when setting up a base
somewhere?
L58[12:39:35]
<Generalcamo> No, you are going to
build a water tank and a fluid loader
L59[12:40:01]
<Lilithvia> But how much time does
setting up and taking down take?
L60[12:40:21]
<LuigiHutch> why would you take it
down?
L61[12:40:33]
<Lilithvia> 26 blocks for a water tank
+ fluid loader
L62[12:40:42]
<Lilithvia> That adds up quickly
L63[12:42:01]
<Lilithvia> It's not like the
tender is going to be OP as hell
L64[12:42:26]
<Generalcamo> I disagree
L65[12:42:31]
<LuigiHutch> just seems pointless
imo
L66[12:42:35]
<Generalcamo> Unless I remove storage
slots and make it _mandatory_
L67[12:43:03]
<Lilithvia> That actually sounds like
a great idea
L68[12:43:16]
<Generalcamo> No because then the
other locomotives look even more enticing
L69[12:43:38]
<Lilithvia> Could add the equivalent
of a tender cart for each loco
L70[12:44:01]
<Lilithvia> Electric probably
won't need it except when going over unpowered rail
sections
L71[12:45:35]
<Generalcamo> Please give me an
example of a diesel locomotive with a tender cart and I will gladly
take it into consideration
L72[12:49:12]
<Lilithvia> You are suggesting the
other locos are OP, and the tender will balance things out, but you
refuse?
L73[12:49:12]
<Lilithvia> What?
L74[12:51:16]
<Generalcamo> They aren't. The
Tender makes things unnecessarily complicated
L75[12:51:27]
<Generalcamo> That's what's
going to cause issues with the balance
L76[12:51:36]
<Lilithvia> That's if you make
them mandatory
L77[12:52:06]
<Generalcamo> And if I don't make
it mandatory, then either infrastructure is useless or the amount
of storage is so low it's best to not even bother
L78[12:52:34]
<Generalcamo> As LuigiHutch
mentioned
L79[12:52:58]
<Lilithvia> What if you increase
hauling capacity or hauling torque if you use a tender?
L80[12:53:20]
<Generalcamo> How does that make sense
at all?
L81[12:53:25]
<bball.psd> ^
L82[12:53:27]
<Generalcamo> Add a tender = somehow
more power to the engine?
L83[12:54:00]
<Lilithvia> I thought we were trying
to balance things
L84[12:54:08]
<Generalcamo> They are balanced
as-is
L85[12:54:51]
<Lilithvia> I mean, having to chase
down a steam loco after exiting a minecart just to refuel or water
it is pretty balanced...
L86[12:55:08]
<Generalcamo> Why would you need to
chase it? You have refueling station setup
L87[12:55:12]
<Generalcamo> Why would you need to
chase it? You have refueling stations setup [Edited]
L88[12:55:17]
<Generalcamo> COal and water are
loaded there
L89[12:55:27]
<Lilithvia> Not if you are just laying
down a new line you don't
L90[13:39:23]
<Forecaster> you can stop the train,
then refuel
L91[13:39:36]
<Forecaster> :P
L92[13:47:19]
<abculatter_2> Or just have the
passenger cart on the front of the train so you can refill it
without getting out
L93[14:18:37]
<Pandaple> Anyone got a quick link to
the 1.12 github?
L94[14:18:44]
<Pandaple> Can't find it for some
reason, I must be blind.
L96[14:19:16]
<Pandaple> Cheers
L97[14:40:13]
<bball.psd> !quote
466690029385678849
L98[14:40:27]
<Gearbot>
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L111[19:42:09]
<Natesky9> I just thought about
something
L112[19:42:33]
<Natesky9> How to solve the "item
transportation" issue, but also make railcraft thematically
correct
L113[19:42:58]
<Natesky9> Why not just have a source
of "ore" that a machine like the tunnel bore mines
out
L114[19:43:24]
<Natesky9> and then a cart moves this
"ore" value, not as item form, but as a value in a
minecart
L115[19:43:46]
<Natesky9> and then that goes to the
processing plant, somewhere above ground
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L118[20:46:46]
<Generalcamo> Doing things like that
means broken compatibility with item capabilities
L119[20:47:05]
<Generalcamo> I'm doing a PR to
forge to fix them so we can use them fully
L120[20:47:28]
<Generalcamo> Kindof counterproductive
if we end up going with our own system
L121[21:02:50]
<Natesky9> That's the thing
though, the ore won't be an "item" until it's
been processed
L122[21:03:05]
<Natesky9> It'd kinda be like a
fluid, except not a forge fluid
L123[21:05:17]
<Natesky9> It'd be a way of
having a proprietary ore generation system, similar to how Mekanism
handles their ore multiplication, to prevent exploits
L124[21:05:48]
<Natesky9> except instead of
multiplying the output, it's controlled ore generation
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L126[21:50:20]
<abculatter_2> Why don't you just
make it produce poor ore, and make the processing plant be a more
efficient way of processing poor ores?
L127[21:50:45]
<abculatter_2> Also, what would
prevent the player from just putting the plant next to the ore
vein?
L128[21:50:53]
<bball.psd> ^
L129[21:54:26]
<abculatter_2> I do like the idea of
location-dependent resource generation, like saltpeter ore spawners
or IE-esque positional ore deposits (whether that be done by tile
entities, chunk data, or whatever)
L130[21:55:15]
<abculatter_2> Although, one issue
with it is the lack of a large-scale need for resources for the
typical play run
L131[21:56:44]
<abculatter_2> You could use it for
aesthetics, sure, but most people, in my experience, don't
bother putting that much effort into the game before getting bored
and doing something else, usually a different modpack
L132[21:58:37]
<abculatter_2> Factorio, I feel,
accomplishes the desire for ever increasing resources quite well,
though unfortunately automation in minecraft tends to run into
non-trivial performance concerns pretty quickly...
L133[21:59:05]
<abculatter_2> Unless it's very
vanilla-esque in style, with very few tile entities, if any at
all
L134[21:59:16]
<abculatter_2> But few mods go that
route
L135[21:59:40]
<abculatter_2> Notable, not railcraft,
since all it's machines are tile entities
L136[21:59:54]
<abculatter_2> Which isn't a bad
thing, mind you
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L139[22:44:27]
<Generalcamo> A lot of our blocks are
tile entities to conserve IDs
L140[22:44:55]
<liach>
Yeah
L141[22:51:47]
<Generalcamo> That's why stairs
and slabs can't be moved with a piston
L142[23:36:54]
<Natesky9> Yeah, a lack of any real
end-game items really makes it hard to build a game around that
fact
L143[23:37:11]
<Natesky9> In fact, making a train is
about as complex as it gets
L144[23:37:25]
<Natesky9> aside from an ME
system
L145[23:37:47]
<Natesky9> Mass fabricator is the only
other real infrastructure I can think of
L146[23:38:21]
<Natesky9> but of course, no need for
that when there's no demand, and the fact that *if you can
make a mass fabricator*, chances are you don't need
resources
L147[23:44:19]
<abculatter_2> Well, my understanding
is that non-ticking tile entities aren't a big deal for
performance
L148[23:44:30]
<abculatter_2> I was more refering to
ticking tile entities
L149[23:46:23]
<abculatter_2> Also yeah Nate, tbh I
feel like you really need to do a major overhaul of a lot of things
to make that kind of end game and it's just... annoying, and
time-consuming to do as a pack maker...
L150[23:47:37]
<Natesky9> In the discussion we had
like, a few days ago, it was argued that pack makers are
responsible for balancing mods
L151[23:47:41]
<Natesky9> I'm confused
L152[23:48:19]
<Natesky9> Also, what if machines only
ticked while their owner was online?
L153[23:48:32]
<abculatter_2> replace
'things' in that last sentence with
'recipes'
L154[23:48:43]
<abculatter_2> Sorry, should've
specified
L155[23:49:06]
<abculatter_2> Also that only fixes
server lag
L156[23:49:25]
<abculatter_2> Which... tbh I feel
like multiplayer is overrated, most people player
singleplayer
L157[23:49:45]
<abculatter_2> Which... tbh I feel
like multiplayer is overrated, most people play singleplayer
[Edited]
L158[23:50:08]
<Natesky9> I'm very much a social
gamer. I lose interest in a game very quickly without others
L159[23:50:52]
<Natesky9> Probably why I'm
running two servers, so that there's always someone to play
online with