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L1[00:13:17]
<Natesky9> I'm still not behind
the whole "anti RFapi" thing
L2[00:13:44]
<Natesky9> because the same issues
that were present with RF are going to be even moreso if they just
repeat the same thing in FE
L3[00:23:26]
<liach>
rc is against forge power
L4[00:32:33]
<Dame-E-in> against?
L5[00:32:53]
<Dame-E-in> is rc doing like a rally
to get people to stop using RF and FE
L7[00:41:28]
<Dame-E-in> sorta yeah
L8[00:41:38]
<Dame-E-in> except i like having
different power types
L9[00:41:50]
<Dame-E-in> it's so fun doing
power conversion creatively
L10[01:20:53]
<Generalcamo> @Dame-E-in No, it was a
poor choice of words from Liach. It's not that we don't
"support" FE, it's that we have a different design
for the charge network. FE was designed to replace the unmaintained
RF during the 1.10 era, but it was explicitly stated to not be a
"universal" system in the likes of the Fluid System or
the Ore Dictionary. Rather, it was an optional interface that
modders can choose to support or n
L11[01:20:54]
<Generalcamo> reasons. But there is
still some support to convert FE to Charge, though probably not
vice-versa.
L12[01:21:53]
<Generalcamo> (interface being
Capability in this case, which is why RF still exists as KL prefers
coding interfaces rather than forge capabilities)
L13[01:24:46]
<Dame-E-in> oh
L14[01:26:05]
<Natesky9> wait, cofh is active in
1.12
L15[01:26:21]
<Generalcamo> Yes, and RF is its own
mod now
L16[01:26:34]
<Generalcamo> That's why support
for it was dropped
L17[01:26:39]
<Generalcamo> That's why support
for it was dropped entirely [Edited]
L18[01:26:49]
<Natesky9> It's... it's
always been it's own mod, hasn't it?
L19[01:26:54]
<Generalcamo> No, it was an API
L20[01:27:08]
<Dame-E-in> TF now requires it. It
originally created it
L21[01:27:24]
<Natesky9> back in 1.7, when they
split it up into it's 3 component mods
L22[01:27:51]
<Natesky9> well, yes, the RFapi was
it's own api, but that was always included in cofhcore
L23[01:27:57]
<Generalcamo> And other mods
L24[01:27:59]
<Generalcamo> Like Railcraft
L25[01:28:17]
<Generalcamo> You didn't need
CoFHCore with Railcraft or Buildcraft etc.
L26[01:28:38]
<Natesky9> what did you need
then?
L27[01:28:42]
<Generalcamo> Nothing
L28[01:28:57]
<Generalcamo> (Well forge, but
that's needed for anything that isn't a JAR
mod....)
L29[01:29:01]
<Natesky9> I swear you needed
something to interface with the RFapi
L30[01:29:09]
<Generalcamo> Sure, the RF API
L31[01:29:15]
<Generalcamo> Packaged in the
mod
L32[01:29:28]
<Dame-E-in> Eh I use Forge for jarmods
too
L33[01:30:00]
<Dame-E-in> It's easier
L34[01:30:09]
<Generalcamo> CoFH wasn't active
in early 1.10 if you recall
L35[01:30:16]
<Generalcamo> The RF API was pretty
unmaintained then
L36[01:30:36]
<Generalcamo> They eventually came
back, but by then FE had been implemented as "RF but using
Forge Capabilities"
L37[01:32:00]
<Generalcamo> These are my own
opinions, but I never liked universal power systems
L38[01:32:36]
<Generalcamo> The balance is near
impossible, designs clash, and it always ends up with you using the
cheapest and easiest option
L39[01:33:09]
<Natesky9> I think that having a
universal system takes the strain off of less experienced, or busy
developers, who don't want to build their own system, just to
have it incompatable with other precreated systems.
L40[01:33:31]
<Natesky9> not to mention it's
super frustrating as a player when you need 8 different setups for
seperate mods
L41[01:34:26]
<Generalcamo> It does, though I recall
the 1.4.7 days. Let's say, FTB Ultimate
L42[01:35:03]
<Generalcamo> You could use BC engines
with their kinesis pipes and worry about limits and overloading and
create a setup of gates to counter engine overheating and
etc.
L43[01:35:18]
<Generalcamo> ....or you can use
TE2's Redstone Conduits, and forget all of that
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L46[02:11:31]
<Chocohead> The conduits at least had
a loss as soon as you used them
L47[02:11:45]
<Chocohead> Just it was a flat rate
rather than distance
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L52[10:11:42]
<liach>
the fe is messy because too many can define it, breaking balance
possibly. as a result rc uses rc charge and steam
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L56[11:01:22] <WatchtowerOrator> Time for a
new episode from Forecaster! You're welcome!
L57[11:01:22] <WatchtowerOrator> Tags on
this video: foundry,Pressure
Pipes,opencomputers,casting,crafting
L59[11:02:26] ⇦
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L69[17:39:15]
<qwusshchsh> how do i transfer power
with minecarts
L70[17:45:24]
<Natesky9> flux carts and the IC2
battery carts is all I can think of
L71[17:45:33]
<Natesky9> other than just shuttling
coal between places
L72[17:50:20]
<Generalcamo> Flux Carts and the
Battery Carts
L73[17:55:30]
<qwusshchsh> how much energy does the
flux cart hold
L74[17:55:30]
<Natesky9> I suppose with the new
system, you could probably chain electric rails and charge
cables?
L75[17:55:42]
<Natesky9> I think it's 2
million?
L76[17:55:53]
<Natesky9> and the IC2 carts are based
on their IC2 tier
L77[17:56:06]
<qwusshchsh> flux cart holds 2
million?
L78[17:59:10]
<Natesky9> OH! I know how you can
transfer RF power... If you have Thermal Expansion, just use the
capacitors as batteries, cart them around in cargo carts, and
load/unload with energizer/enervation dynamo
L79[18:20:47] ⇦
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L80[18:22:22]
<qwusshchsh> how do i move carts
fast?
L81[18:22:32]
<qwusshchsh> do i push them?
L82[18:23:30]
<Natesky9> Well, a locomotive is your
primary means of moving lots of carts. Alternatives are using a
metric shitton of booster tracks, but I don't recommend
that
L83[18:24:22]
<Natesky9> if you just have a stray
cart that you need to push out of the way, you can right click with
a crowbar to nudge it, but be careful, because last I remember,
that takes a chunk out of the crowbar durability
L84[18:24:41]
<Natesky9> ~~~That's why the void
crowbar is best~~~
L85[18:25:20]
<qwusshchsh> is there a break to a
locmovtive
L86[18:31:46]
<Natesky9> Same with any cart, just
hit it with a sword or crowbar
L87[18:32:07]
<Natesky9> keep in mind it won't
remember it's steam or fluid, but it will drop any solid fuel
it had
L88[18:33:59]
<qwusshchsh> i dont want to break the
train every stop
L89[18:34:07]
<qwusshchsh> is thera a diffrent
way
L90[18:35:03]
<Natesky9> what are you trying to
do?
L91[18:35:11]
<qwusshchsh> ill show you
L92[18:35:25]
<Natesky9> If you want it to make a
"stop", then use locking tracks
L93[18:43:54]
<Generalcamo> @Natesky9 Takes no
durability, just a chunk of saturation/hunger
L94[18:44:05]
<Natesky9> Oh, that was changed?
Sweeet
L95[18:44:10]
<Generalcamo> It was never
changed
L96[18:44:16]
<Natesky9> Erm?
L97[18:44:22]
<Generalcamo> nudging carts is a
feature of 1.10
L98[18:44:46]
<Natesky9> I know that was a thing in
1.7.10, because I kept breaking crowbars and complained about
it
L99[18:44:57]
<Natesky9> I was the one that kept
having them crunch around corners
L100[18:46:00]
<Generalcamo> You are correct
L101[18:46:05]
<Generalcamo> takes 3 damage in
1.7
L102[18:46:13]
<Generalcamo> Plus a chunk of
hunger
L103[18:46:20]
<Generalcamo> Only one damage and a
little bit of hunger in 1.12
L104[18:46:33]
<Generalcamo> Plus 1.10 added the
Smack enchantments so it can be pushed faster and further
L105[18:49:10]
<Generalcamo> In-fact, the damage was
changed when Liach added the "Smack" enchantments
L106[18:52:38]
<Natesky9> Haha,
"smack"
L107[18:52:54]
<Natesky9> I love it
L108[18:53:04]
<Natesky9> does it get a knockback
effect on entities?
L109[18:53:18]
<Natesky9> or does it just affect
carts
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L111[19:49:57]
<Generalcamo> Only carts
L112[19:50:13]
<Generalcamo> (The Knockback
enchantment works for that)
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