<<Prev Next>> Scroll to Bottom
Stuff goes here
L1[01:06:16] ⇦ Quits: Rokiyo (Rokiyo!~Rokiyo@124-169-148-14.dyn.iinet.net.au) (Read error: Connection reset by peer)
L2[01:06:32] ⇨ Joins: Rokiyo (Rokiyo!~Rokiyo@124-169-148-14.dyn.iinet.net.au)
L3[04:16:03] ⇨ Joins: MCenderdragon (MCenderdragon!~MCenderdr@2.160.211.62)
L4[04:19:01] <CovertJaguar> @Forecaster I think gear bot is a tad outdated, mutliblocks are fully ported for 1.12 and about half for 1.10
L5[04:19:28] <CovertJaguar> though I guess only in the beta release of 1.10
L6[04:19:31] <Forecaster> give me an updated message and I'll change it
L7[04:21:01] <CovertJaguar> "Basic multi-blocks will be restored in the next 1.10 release and all will return in 1.12"
L8[04:23:21] <Forecaster> !faq
L9[04:23:22] <GearBot> Message contained 4 or more newlines and was pastebined https://paste.pc-logix.com/anutujogoz
L10[06:01:24] ⇦ Quits: MCenderdragon (MCenderdragon!~MCenderdr@2.160.211.62) (Ping timeout: 190 seconds)
L11[06:01:52] ⇦ Quits: Lathanael|Away (Lathanael|Away!~Lathanael@p549608C8.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
L12[06:02:59] ⇨ Joins: MCenderdragon (MCenderdragon!~MCenderdr@2.160.211.62)
L13[06:10:21] ⇨ Joins: Lathanael|Away (Lathanael|Away!~Lathanael@p54960E18.dip0.t-ipconnect.de)
L14[08:51:08] ⇨ Joins: ImQ009 (ImQ009!~ImQ009@89-64-46-120.dynamic.chello.pl)
L15[10:08:35] <Its_Chris_2003> that's awesome guys! thanks for the updates @CovertJaguar @Forecaster i am so excited about RC for 1.12 its gonna be awesome!
L16[10:09:16] <Its_Chris_2003> *turns off formal tone on typing after reading through loads of formal emails*
L17[10:09:41] <Its_Chris_2003> *turns off formal tone with typing after reading through loads of formal emails* [Edited]
L18[10:22:39] ⇦ Quits: MCenderdragon (MCenderdragon!~MCenderdr@2.160.211.62) (Ping timeout: 190 seconds)
L19[10:24:31] ⇨ Joins: MCenderdragon (MCenderdragon!~MCenderdr@2.160.211.62)
L20[11:05:12] <Its_Chris_2003> i've just realised, i've been using the 1.10.2 beta version all this time
L21[11:05:46] <Its_Chris_2003> 10.3.1 is the one i've been using
L22[11:05:50] <Its_Chris_2003> *facepalm*
L23[11:32:50] ⇨ Joins: Hawk777 (Hawk777!~chead@2607:c000:81a9:2400:9989:6d31:66b2:ff8c)
L24[11:46:01] <liach> uh, you misunderstood
L25[11:47:19] <liach> 10.3.1 is not beta
L26[13:46:45] ⇦ Quits: Hawk777 (Hawk777!~chead@2607:c000:81a9:2400:9989:6d31:66b2:ff8c) (Quit: Leaving.)
L27[13:47:26] ⇨ Joins: SatanicSanta (SatanicSanta!~SatanicSa@c-24-22-63-87.hsd1.or.comcast.net)
L28[14:12:59] ⇦ Quits: Rokiyo (Rokiyo!~Rokiyo@124-169-148-14.dyn.iinet.net.au) ()
L29[14:38:31] <Its_Chris_2003> o
L30[14:38:37] <Its_Chris_2003> haha
L31[14:39:10] <Its_Chris_2003> its just on the website it isnt listed as an offical release, but on the curseforge it's on there so i assumed it was a beta/experimental
L32[14:58:15] ⇦ Quits: CovertJaguar (CovertJaguar!~you@65.183.205.6) (Read error: Connection reset by peer)
L33[15:01:40] ⇨ Joins: CovertJaguar (CovertJaguar!~you@65.183.205.6)
L34[15:19:27] ⇦ Quits: ImQ009 (ImQ009!~ImQ009@89-64-46-120.dynamic.chello.pl) (Quit: Leaving)
L35[15:19:57] ⇦ Quits: CovertJaguar (CovertJaguar!~you@65.183.205.6) (Read error: Connection reset by peer)
L36[15:21:15] ⇨ Joins: CovertJaguar (CovertJaguar!~you@65.183.205.6)
L37[15:54:02] <CovertJaguar> @everyone let us assume for a moment that 1.12 is released and all functionality is restored to the mod, what do people think the most important thing is that Railcraft needs? More usability? More machines? Better models? What is keeping Railcraft from breaking through to the next level?
L38[15:54:12] <Xenoniuss ?> :ping:
L39[15:54:28] <3TUSK> Let's forgive this at everyone first
L40[15:54:31] <Hanakocz> better signalling
L41[15:54:37] <Coded> trains that are powered by the tears of children? :darkoS:
L42[15:54:43] <Xenoniuss ?> SPACE TRAINS
L43[15:54:51] <Bnub> damn
L44[15:54:55] <nikitagdi> More rails and carts
L45[15:55:00] <Jaroslav>
L46[15:55:01] <Bnub> its been months since i left minecraft modding
L47[15:55:07] <Bnub> now this is coming out
L48[15:55:08] <IntrixOFFICIAL> I would say it needs an improved routing system
L49[15:55:09] <Bnub> i should get back into it lol
L50[15:55:09] <Natesky9> More purpose
L51[15:55:10] <Xenoniuss ?> The amount of rails is fine imo
L52[15:55:16] <vos6434> yh maybe some train improvements
L53[15:55:16] <Xenoniuss ?> But the routing system is so damn tedious to use
L54[15:55:28] <Xenoniuss ?> I absolutely can't stand the routing system
L55[15:55:28] <Bnub> now this is maybecoming out [Edited]
L56[15:55:32] <Coded> yeah i'd say improved routing
L57[15:55:32] <Bnub> now this is maybe coming out [Edited]
L58[15:55:46] <Coded> yeah i'd say improved routing & signalbois [Edited]
L59[15:55:50] <Sage of Sarcasm> yeah me too
L60[15:55:55] <Coded> but also the childrens tears train too
L61[15:55:57] <Xenoniuss ?> Signals don't really matter for minecats
L62[15:56:00] <Xenoniuss ?> Go and stop are fine
L63[15:56:17] <Cinbrii> Trains capable of carrying much much more cargo, and multi blocks for ic2 ore processing
L64[15:56:22] <Xenoniuss ?> Although having them able to go around corners *might* be useful
L65[15:56:25] <Darkelarious> well, we now have a signal-based system, how about we go to ERTMS too?
L66[15:56:26] <Coded> signals are important when you're insane and have 40 trains crossing the same space at teh same time
L67[15:56:39] <vedrit> I'd have to agree, it's routing that is holding RC back (which is ironically the best part of RC)
L68[15:56:42] <Hanakocz> more purpose is good idea - even more permanent mine veins and such, so you *want* to have multiple bases to transport stuff, or people
L69[15:56:44] <AAARGHWHATISAUSERNAM> Signals around corners <3
L70[15:56:46] <0lafe> my only complaint at the moment is how buggy the carts/trains get, but I'm not sure if that's vanilla or RC at fault
L71[15:56:49] <Darkelarious> routing and signals :)
L72[15:56:53] <Xenoniuss ?> @Darkelarious Don't get me started on ERTMS... Having to learn that stuff is so annoying... Especially all the phone symbols are PITA
L73[15:56:56] <Coded> oh corner signals would be :LokiW:
L74[15:57:00] <CovertJaguar> Token Signals can go around corners
L75[15:57:05] <Coded> oh can they? TIL
L76[15:57:09] <AAARGHWHATISAUSERNAM> Well sign me up
L77[15:57:11] <Darkelarious> @Xenoniuss ? actual pilot? :P
L78[15:57:17] <Xenoniuss ?> Train driver in training
L79[15:57:21] <Darkelarious> nice
L80[15:57:24] <Darkelarious> country?
L81[15:57:27] <Xenoniuss ?> Netherlands
L82[15:57:31] <AAARGHWHATISAUSERNAM> Do steam boilers still explode if they run out of water?
L83[15:57:50] <Darkelarious> neat, freight or civil?
L84[15:57:52] <Jokaero> Is IE Compatability a possible thing?
L85[15:57:58] <3TUSK> Honestly speaking, I believe the most needed thing is a public beta artifact
L86[15:58:06] <AAARGHWHATISAUSERNAM> If so, a higher tech version which shuts off without water would be nice.
L87[15:58:07] <Xenoniuss ?> I haven't made my final decision yet, but my preference is PAX
L88[15:58:08] <Cinbrii> Only if you put water into a very hot boiler that has no water @AAARGHWHATISAUSERNAM
L89[15:58:15] <Xenoniuss ?> The 12th of nov my freight internship will start tho
L90[15:58:16] <3TUSK> So that people can ~~*break*~~ poke it
L91[15:58:39] <3TUSK> And after that they will know what's needed and what's not
L92[15:58:43] <nikitagdi> Yeah, just compile the mod
L93[15:58:51] <nikitagdi> Thats all we need
L94[15:58:51] <AAARGHWHATISAUSERNAM> So if chunkloading is bork, the boiler doesn't suddenly boom
L95[15:58:55] <Cream Tea> @CovertJaguar A system that allows "lines", basically a better version of the current ticket system.
L96[15:59:04] <Cream Tea> And you can tell each train on a line what switches to use
L97[15:59:11] <Cream Tea> "Coal line"
L98[15:59:27] <Cream Tea> Use branch 1
L99[15:59:32] <Cream Tea> or branch 2
L100[15:59:46] <Cream Tea> aka once it gets there, you can tell it which direction to go
L101[15:59:46] <AlexJ6301> First off, more of a purpose, we need a real need/benefit of making trains and complex rail systems. Then, better/cheaper signalling (cf Factorio). Routing is OK at the moment if you code tickets carefully and use regular expressions (see Imperfect Railway Company doco on the RC patron server), but it could be sooo much better. I’d love a range of different steam locos (I want a Garrett!).
L102[15:59:47] <Forecaster> that sounds worse than the current system
L103[16:00:02] <Jokaero> Like is Immersive Engineering compatability a thing that can happen?
L104[16:00:04] <AlexJ6301> You can do that now...
L105[16:00:07] <TheDrummer> Make everything realistic.
L106[16:00:07] <Cream Tea> who
L107[16:00:18] <vos6434> does railcraft have every feature configurable in the config like quark does?
L108[16:00:26] <Cream Tea> unfortunately you can't automatically change ticket destinations
L109[16:00:30] <vos6434> that could be a good feature
L110[16:00:41] <Cream Tea> and you can't be very specific either
L111[16:00:45] <Forecaster> there's a ticket track
L112[16:00:51] <Cream Tea> ye but u need to set the dest first
L113[16:00:54] <Cream Tea> and put it in the track
L114[16:01:00] <CovertJaguar> Railcraft is one of the most configurable mods out there
L115[16:01:19] <nikitagdi> Say it to greg tech
L116[16:01:29] <Cream Tea> I guess what I'm trying to say is the ability to automate it more
L117[16:01:40] <Cream Tea> with more detail
L118[16:02:29] <vos6434> ah aight
L119[16:02:29] <CovertJaguar> @Cream Tea im interested in hearing more, but I'm not sure I understand let's talk about it later
L120[16:02:40] <Cream Tea> yea
L121[16:02:44] <Cream Tea> i'm not wording it very well right now
L122[16:02:45] <AlexJ6301> @Cream Tea , have you seen the IRC routing docs?
L123[16:02:45] <AAARGHWHATISAUSERNAM> @Cream Tea something that could be placed next to a stop that would change input tickets destination to that stop?
L124[16:02:51] <Cream Tea> kind of like taht
L125[16:02:54] <Cream Tea> but based on inputs
L126[16:02:58] <vos6434> what have you been thinking on adding Covert?
L127[16:03:03] <AlexJ6301> You can set round trips reasonably easily.
L128[16:03:05] ⇦ Quits: CovertJaguar (CovertJaguar!~you@65.183.205.6) (Read error: Connection reset by peer)
L129[16:03:07] <whitethane> Cheap rails. Why go through the trouble of having a cart network when magic blocks and pipes can do it for you? RC adds awesome functionality to the game, but modded has moved away from a systems based approach to problem solving and into a magic block approach. Giving people a reason to use a complex rail system through cheapness or mod interactions would be a good “next level” step. RC is good on features i
L130[16:03:12] <Cream Tea> like "if the cart has come back with no X items, change ticket to go somewhere else"
L131[16:03:24] <Cream Tea> or X items are blow this amount
L132[16:03:27] <Cream Tea> effeciency low
L133[16:03:29] <Cream Tea> go somewhere else
L134[16:03:31] <CovertJaguar> Current road map has the Chem lab which lead to diesel locomotives
L135[16:03:35] <Cream Tea> or X items are below this amount [Edited]
L136[16:03:46] <Cream Tea> diesel locos are a definite next step
L137[16:04:05] <AlexJ6301> Yes, I agree, train content based routing schemes...
L138[16:04:06] <Aveo> I would like to see completed steam system in RailCraft. E.g. tanks, boilers, steam generator.
L139[16:04:06] <Aveo> And i would love to see more locomotives. Now we have 2 versions of the same locomotive.
L140[16:04:20] <AAARGHWHATISAUSERNAM> @Cream Tea Sounds like computercraft integration to me.
L141[16:04:24] <Cream Tea> @alexbegt I think you see what I mean now :p
L142[16:04:34] <Cream Tea> I was thinking of that @AAARGHWHATISAUSERNAM
L143[16:04:43] <Forecaster> psh, computercraft
L144[16:04:46] <Cream Tea> but without computercraft you should still be able to do basic automation
L145[16:04:48] <Forecaster> opencomputers is where it's at
L146[16:04:49] <Cream Tea> that's what I think anyway
L147[16:05:18] <CovertJaguar> Open Computers has most of that
L148[16:05:19] <Aveo> And also more models of carts. E.g. realistic looking tank, platform. Something like Traincraft offered
L149[16:05:46] <whitethane> Immersive railroading does this @Aveo
L150[16:06:05] <AlexJ6301> And again, purpose/benefits. At the moment building a great train network and transportation system is fun by itself, but it kind of doesn’t lead anywhere.
L151[16:06:08] <whitethane> It also got a pushback for doing so
L152[16:06:10] <vos6434> @Aveo you mean the new traincraft models or the old ones?
L153[16:06:15] <AAARGHWHATISAUSERNAM> Well, you already can to an extent, hoppers with comparators would be able to detect whether a cart is empty by testing for the output.
L154[16:06:20] ⇨ Joins: CovertJaguar (CovertJaguar!~you@65.183.205.6)
L155[16:06:24] <Aveo> But can i place carts from immersive on railcraft tracks and vice versa?
L156[16:06:28] <Darkelarious> @CovertJaguar I must hand it to you, you managed to get this channel going from 0 to 100 in one message +1
L157[16:06:48] <AlexJ6301> Also, trains, electric power for them etc across wide areas needs better a better chunk loading paradigm and doco.
L158[16:06:49] <Aveo> @vos6434 i mean - general idea. Not exact copy of their models
L159[16:06:50] <AAARGHWHATISAUSERNAM> Although a track like a detector rail which outputs like a comparator could make that easier.
L160[16:06:52] <whitethane> So @CovertJaguar would diesel bring compat with things like grassoline?
L161[16:07:03] <Cream Tea> it would be nice to have it in one block
L162[16:07:20] <Cream Tea> but just knowing the contents of the train isn't that useful
L163[16:07:23] <vos6434> @Aveo yeah but traincraft is going to be having new models, I'm not sure which model style you meant.
L164[16:07:26] <AAARGHWHATISAUSERNAM> Magic blocks smg
L165[16:07:26] <Darkelarious> another suggestion, maybe worth exploring, integration with Lost Cities --> they seem to have some sort of metro tunnels below the cities, I'm sure railcraft can make that a lot cooler
L166[16:07:28] <Cream Tea> you'd want to be able to compare with previous trips
L167[16:07:39] <Aveo> @vos6434 going to be? Traincraft is alive?
L168[16:07:42] <Cream Tea> see if you need to slow it down
L169[16:07:44] <Cream Tea> etc
L170[16:07:45] <AAARGHWHATISAUSERNAM> I mean, you could also do that with vanilla
L171[16:07:46] <vos6434> @Aveo yh
L172[16:07:51] <rrusciguy> Perhaps upgrades for the bore? To allow bridging, placing wall/ceiling blocks, and displacement of liquid for example
L173[16:08:06] <Cream Tea> i mean you could but i try to avoid massive vanilla redstone monsters
L174[16:08:23] <AlexJ6301> @rrusciguy , yes, a better automated track building system...
L175[16:08:25] <Cream Tea> add another bore
L176[16:08:31] <Cream Tea> obsidian bore
L177[16:08:51] <AAARGHWHATISAUSERNAM> 5x5 bores
L178[16:08:53] <Cream Tea> better than iron
L179[16:08:58] <AAARGHWHATISAUSERNAM> Call them collosal bores
L180[16:08:58] <Cream Tea> not quite as good as diamond
L181[16:09:04] <AlexJ6301> Configurable bores...
L182[16:09:13] <Cream Tea> make bores that run on two tracks
L183[16:09:23] <Cream Tea> jk just have two bores
L184[16:09:53] <AlexJ6301> Bores that can turn corners and follow way points.
L185[16:10:34] <rrusciguy> Artillery carts :p
L186[16:10:39] <whitethane> Something like build crafts waypoint markers and have the bore make a track between them
L187[16:10:46] <AlexJ6301> Track building workers that construct repetitive parts to a blueprint...
L188[16:11:11] <Cream Tea> add a rocket cart
L189[16:11:29] <liach> i'd like a creative god rail tool so you can build like in openttd
L190[16:11:30] <vos6434> give mob transport more meaning, make a cart that could hold 2 mobs similarly to the boat.
L191[16:11:35] <AlexJ6301> And, make steam locos faster.
L192[16:11:57] <Cream Tea> @liach ohh that would be cool
L193[16:12:02] <Cream Tea> and a few pre fab buildings
L194[16:12:08] <Cream Tea> you would need to make an external tool for that tbh
L195[16:12:14] <Cream Tea> like uhhh mcedit
L196[16:12:31] <Cream Tea> and it automatically puts gravel
L197[16:12:36] <AAARGHWHATISAUSERNAM> Mcedit but it's a forge mod
L198[16:12:37] <whitethane> Connected villages via worldgenned track
L199[16:12:40] <Cream Tea> kind of
L200[16:13:13] <CovertJaguar> I did a lot of work to make the Architect mod compatible with Railcraft
L201[16:13:23] <AAARGHWHATISAUSERNAM> Village connections would be really cool, and also feels entirely out of place with their low tech agrarian lifestyle
L202[16:13:39] <AlexJ6301> I’d like some kind of automated trading system with npc’s. Setting up train trade routes that generate “stuff” for you. Making long routes with regular services profitable - the more services, the more profit.
L203[16:13:40] <whitethane> But they do have RC workshops already...
L204[16:13:49] <whitethane> So workshop to workshop connection
L205[16:13:55] <CovertJaguar> I wonder how hard it would be to have prefab blueprints be a loot item
L206[16:14:08] <AlexJ6301> Architect is great, but the food usage is way to high in RC server to be usable.
L207[16:14:40] <AAARGHWHATISAUSERNAM> @AlexJ6301 I was actually vaguely planning on making a mod like that at some point, never did get around to it
L208[16:14:51] <AlexJ6301> Nice!
L209[16:15:13] <Cream Tea> @Alex404 that would be really cookl
L210[16:15:15] <Cream Tea> cool
L211[16:15:22] <Cream Tea> you know in the "train stations" you find in villages
L212[16:15:30] <Cream Tea> perhaps there is a "village trading post block"
L213[16:15:34] <Cream Tea> that your track must connect to
L214[16:15:44] <Cream Tea> and then you can start trading from a distance
L215[16:15:48] <CovertJaguar> A more robust village trade system has been tossed around before. But I'm not sure what would be the best incentive to get people to use it
L216[16:15:59] <Cream Tea> being able to trade for cool stuff
L217[16:16:00] <whitethane> So like a Pam’s market?
L218[16:16:01] <Cream Tea> like more iron
L219[16:16:01] <Cream Tea> coal
L220[16:16:09] <Cream Tea> maybe you send lots of wheat
L221[16:16:11] <Cream Tea> carrots
L222[16:16:13] <Cream Tea> and potatos
L223[16:16:13] <rrusciguy> The bore definitely could use some upgrades, the main thing I could think of
L224[16:16:22] <CovertJaguar> We already have the Trade Station, but the vanilla trades are so expensive that it's mostly useless
L225[16:16:22] <Cream Tea> and in return you get things like gold iron and coal
L226[16:16:26] <AlexJ6301> It would exist to provide the incentive make trains! And get lots of resources...
L227[16:16:28] <CovertJaguar> And exploitable
L228[16:16:35] <Cream Tea> exploitable..
L229[16:16:36] <Cream Tea> xd
L230[16:16:53] <vos6434> some cool new structures or a new village building would be cool, I liked the idea of a "train station"
L231[16:16:56] <Darkelarious> What I did in previous maps, is to build a track network, and have trains drive there scheduled with RFTools clocks for activating train holding tracks
L232[16:17:00] <AlexJ6301> Railcraft items? Manufactured items? If you built a remote “factory”?
L233[16:17:37] <AAARGHWHATISAUSERNAM> Vanilla trades are better in 1.12+ iirc
L234[16:17:44] <Darkelarious> @vos6434 what about generated tracks through the landscape going through some village(s)?
L235[16:17:49] <CovertJaguar> Probably it would a good idea to take a page from the Railroad Tycoon type games and have each village have a specific industry
L236[16:17:57] <AlexJ6301> Yes!
L237[16:18:00] <Cream Tea> yea
L238[16:18:05] <CovertJaguar> Input X, output Y
L239[16:18:08] <Cream Tea> yes
L240[16:18:20] <vos6434> @Darkelarious but it would basically create a way for you to find a village and free rails
L241[16:18:21] <Darkelarious> @CovertJaguar sorry for that suggestion, sounds like a fun thing to code :P
L242[16:18:22] <Forecaster> I started making a mod that did that ages ago :P
L243[16:18:29] <Forecaster> got stuck on GUI's though
L244[16:18:32] <vos6434> villages space out quite far aswell @Darkelarious
L245[16:18:49] <Darkelarious> maybe some attention to rail bedding and the direct environment of the tracks?
L246[16:19:07] <AlexJ6301> And trading between villages could make them grow/produce more stuff (for us)?
L247[16:19:41] <AAARGHWHATISAUSERNAM> Ok but that's just millenaire with extra steps
L248[16:19:50] <CovertJaguar> @Forecaster if you want to resurrect it and bring it under the Railcraft umbrella I can probably help with GUIs
L249[16:20:07] <whitethane> So milenaire compatibility is what I’m hearing?
L250[16:20:16] <AAARGHWHATISAUSERNAM> Millenaire with trains would be cool, but also basically impossible with the way they do their structures
L251[16:20:37] <Forecaster> I was doing it in a way that was design for railcraft
L252[16:20:57] <Forecaster> so it'd be easy to just hook unloaders/loaders to the buildings
L253[16:21:05] <AlexJ6301> Nice
L254[16:21:09] <Forecaster> I was doing it in a way that was designed for railcraft [Edited]
L255[16:21:14] <Forecaster> well, planning to
L256[16:21:32] <CovertJaguar> How much code got written? ;)
L257[16:21:40] <Forecaster> not a lot :P
L258[16:21:54] ⇨ Joins: Vexatos (Vexatos!~Vexatos@p200300C10704FD16B5D81BAB9BEC8B3C.dip0.t-ipconnect.de)
L259[16:21:56] <Forecaster> but I wrote some TE's that made out the interaction blocks of the buildings
L260[16:22:10] <AAARGHWHATISAUSERNAM> Getting stuck at GUIs killed like half of my dead mods
L261[16:22:29] <Forecaster> the basic idea was that each building would have a core that tracked the inventory, and then it could have multiple inputs/ouputs that a player could claim
L262[16:22:49] <Forecaster> then they'd get points of some kind for requested products delivered to their claimed input
L263[16:22:50] <CovertJaguar> A building that spawns once per village with a specific trade, based on Biome perhaps
L264[16:23:25] <AlexJ6301> A *good* trade!
L265[16:23:30] <Darkelarious> right now, signalling is based on start/stop tracks, (in essence, that's what the signals control), would it be possible to have the signal blocks interact directly with the train while making signals secondary/cosmetic? or is that an undesired concept because it forces the user to think things through?
L266[16:23:34] <AAARGHWHATISAUSERNAM> Wouldn't even necessarily have to be village-bound, you could have standalone structures too
L267[16:23:51] <Forecaster> buildings would request several fake items like "crates of wood", and output something else that is requested by another building, creating chains like you have in a tycoon game
L268[16:24:00] <Forecaster> the items would be useless outside of the mod
L269[16:24:33] <Hanakocz> @Aveo did you played with railcraft cosmetic additions? how you liked those models?
L270[16:25:03] <CovertJaguar> Raw lumber to Sawmill to get logs or planks
L271[16:25:09] <Darkelarious> @Forecaster is that very different from using loaders and unloaders that interact with carts? because I think we can pretty much realise trading this way already. the only addition would then be to request trades of certain goods and trade only the selected/requested/offered amount
L272[16:25:10] <AlexJ6301> It would need to be good enough to make the rail network worth it, and getting better throughput would be handsomely repaid.
L273[16:25:24] <AAARGHWHATISAUSERNAM> Maybe make the trades configurable, basically an extra crafting recipe for pack devs
L274[16:25:49] <Forecaster> @Darkelarious did you miss the part about production chains
L275[16:25:50] <Hanakocz> if you want to do trades, you need to do it with stuff that cannot be transported in player inventory/some bags
L276[16:25:53] <dustboy> @CovertJaguar I think more use of vanilla features/interaction between vanilla mechanics and RC. For example, I love the use of explorer maps as a way to find RC mines. I'm not sure how else this could be accomplished
L277[16:26:11] <Darkelarious> true that @ production chains
L278[16:26:35] <Forecaster> and the buildings don't need to be set up, they appear in the world
L279[16:26:47] <scj643> What's the current version for
L280[16:26:49] <Hanakocz> so TTD aiming?
L281[16:26:59] <CovertJaguar> @dustboy prospector cabins and claim maps were discussed at one point there is a huge github issue on it
L282[16:26:59] <Forecaster> @Hanakocz the buildings would require large amounts of the items, so moving them manually is next to useless
L283[16:27:17] <Forecaster> the point is to set up automated railways that move large amounts of them automatically
L284[16:27:25] <Hanakocz> oh we know people...shulkers in shulkers in shulkers...
L285[16:27:42] <Forecaster> @Hanakocz yes, like TTD
L286[16:27:56] <CovertJaguar> It might make sense to make the trade items not "items" at all
L287[16:28:05] <Aveo> @Hanakocz Nope. Im planning to do this on my next modpacl release
L288[16:28:09] <CovertJaguar> So that you can't use teleport mods
L289[16:28:13] <AlexJ6301> Like moving passengers...
L290[16:28:27] <CovertJaguar> Maybe special Carts are needed for specific trade goods
L291[16:28:29] <Forecaster> @CovertJaguar that'd require a special cart or something though that only accepts those
L292[16:28:33] <Forecaster> yeah
L293[16:28:42] <Forecaster> that would work
L294[16:28:42] <AAARGHWHATISAUSERNAM> Couldn't prospector cabins then act as an input for the system?
L295[16:28:52] <Hanakocz> @Aveo in #add-ons there is link if you want to see at least some pictures. we tried to do realistic but still railcraft carts, kinda
L296[16:28:55] <CovertJaguar> It would give a reason to add tank Carts and lumber Carts etc
L297[16:29:02] <Forecaster> I'd just expect a server set up using that mod to just... not allow teleporting items
L298[16:29:11] <Forecaster> :P
L299[16:29:41] <Aveo> @Hanakocz oh nice. I like them. Definitely must have
L300[16:29:55] <AAARGHWHATISAUSERNAM> Could carts have a data tag attached with the distance they've travelled?
L301[16:30:08] <AlexJ6301> OK, this would provide the Purpose for making rail networks...
L302[16:30:17] <Forecaster> if they're special carts for this purpose they could yeah
L303[16:30:20] <CovertJaguar> @AAARGHWHATISAUSERNAM yes that could be done I think
L304[16:30:35] <Forecaster> to give a higher reward for higher distances sure
L305[16:30:37] <Hanakocz> lumber carts you say ? https://media.forgecdn.net/attachments/73/314/2016-09-20_22.png
L306[16:30:53] <Forecaster> although it'd be better to just store the origin, and calculate the distance from the coordinates
L307[16:31:06] <Forecaster> so you can't just make a roundabout track to rack up points
L308[16:31:25] <Hanakocz> In theory I am not opposed to incorporate all those carts into main mod if you would feel to have those art-styles in it
L309[16:31:35] <AlexJ6301> Perishable goods so a need for faster trains? Think of the various “fish trains” around the world.
L310[16:31:36] <CovertJaguar> That would be great!
L311[16:31:50] <AAARGHWHATISAUSERNAM> But then you're going to have the same issue with teleportation
L312[16:31:56] <CovertJaguar> Having the models already saves a ton of work
L313[16:32:01] <Hanakocz> that's what addons are for - places to create ideas and then incorporate them into the main project if they are good
L314[16:32:16] <Aveo> There is any ETA to have RC on at least 1.11?
L315[16:32:23] <Hanakocz> after all, most of the stuff already uses a lot of RC code anyways ?
L316[16:32:31] <Hanakocz> 1.11 got jumped over, kinda
L317[16:33:11] <CovertJaguar> Yeah no 1.11, but 1.12 is probably going to have a beta out some time in the next couple weeks at latest
L318[16:33:20] <Aveo> Great :3
L319[16:33:56] <CovertJaguar> I'm currently getting everything organized and doing a code review on the changes, but I can put a beta while I do that
L320[16:34:01] <Coded> :pepeD:
L321[16:34:06] <whitethane> Just in time for midterms @CovertJaguar
L322[16:34:12] <Aveo> Glorious
L323[16:34:44] <Darkelarious> what about diagonal tracks?
L324[16:35:05] <Aveo> Any plans/ETA for 1.13?
L325[16:35:20] <Coded> when forge is out for 1.13 we can talk bout that
L326[16:35:25] <AAARGHWHATISAUSERNAM> I haven't really peeked at RC for a while, but is it/would it be feasible to be modular? The trade thing seems really cool, but also potentially a lot of bloat for packs which won't be using it.
L327[16:35:25] <Coded> otherwise patience ffs
L328[16:35:30] <Hanakocz> diagonal tracks just need alternative texture if there is more than 3 in diagonal line, tbh
L329[16:35:55] <AAARGHWHATISAUSERNAM> smh not making railcraft for rift
L330[16:36:03] <Aveo> Wow i didnt know that forge isnt available for 1.13 :0
L331[16:36:08] <Aveo> So nevermind
L332[16:36:09] <AlexJ6301> Diagonal: I assume we would allow switches etc...
L333[16:36:15] <AlexJ6301> Wouldn’t!
L334[16:36:40] <Hanakocz> interacting with more than adjacent blocks can get tricky quite fast
L335[16:36:57] <Aveo> inb4 Diagonal tracks would be the best thing. At least for me. I hate 90 degrees curves in one block... ugh
L336[16:36:58] <CovertJaguar> @AAARGHWHATISAUSERNAM Railcraft it already "moduler" you can disable huge swaths in the config, like turning off Trains and Locomotives by disabling the train module
L337[16:37:10] <AAARGHWHATISAUSERNAM> Well, that'll do ir
L338[16:37:18] <AAARGHWHATISAUSERNAM> Well, that'll do it [Edited]
L339[16:37:39] <Darkelarious> did we already have cart coloring?
L340[16:37:45] <Darkelarious> I've been out of the loop for some time
L341[16:37:54] <Hanakocz> aveo, you already should do 3x3 turns nowadays, because of trains don't like smaller turns
L342[16:37:54] <CovertJaguar> There was a mod for that I think
L343[16:38:00] <3TUSK> Charset has that.
L344[16:38:01] <Darkelarious> cosmetic addons or so
L345[16:38:19] <Hanakocz> actually that can be helped with to add 3x3 turn and be done with it ?
L346[16:38:38] <Hanakocz> someone please call my boss to give me a month of time
L347[16:38:43] <Aveo> @Hanakocz great. I can't wait to check it out on 1.12. I played loong time ago and even then i didnt touch much mods
L348[16:38:57] <AlexJ6301> And I so love the 3D tracks we have on the RC server, so they’d be good as “standard”, subject to ....
L349[16:39:20] <CovertJaguar> Oh? That resource pack got finished?
L350[16:39:31] <CovertJaguar> I should probably upload it to curse Forge then
L351[16:39:42] <AlexJ6301> Yes please!
L352[16:41:10] <Darkelarious> a long time ago there was some discussion about the cosmetic looks of electric trains, pantographs and electric wiring above the track
L353[16:41:18] <Darkelarious> did anything like that ever get implemented?
L354[16:41:32] <CovertJaguar> There is code for it, but it needed work
L355[16:41:38] <whitethane> Electric trains plus an immersive engineering style wiring would be beautiful
L356[16:41:42] <CovertJaguar> It was tedious to build and kind of ugly
L357[16:41:57] <CovertJaguar> So it never got merged into the mod
L358[16:42:05] <Darkelarious> I remember that, but there was also talk of making the wires purely cosmetic and making a pantograph part of the train model
L359[16:42:28] <Darkelarious> shameless promotion of examples of how I implemented it for looks: http://share.333networks.com/gallery/minecraft/Railcraft
L360[16:42:35] <Hanakocz> I had also some ideas for it for the addon but never had time to actually touch it and start working on it
L361[16:44:57] <AlexJ6301> I assume “ramps” are off the table. I hate the ugliness of going up one block, let alone several...
L362[16:45:42] <AlexJ6301> In fact, I’d love to have some maximum gradients that you can’t exceed.
L363[16:46:03] <Hanakocz> if we would think about going over 1x1 block size then it would be possible
L364[16:46:54] <AAARGHWHATISAUSERNAM> Ramps with shallower gradients would be nice, and also quite a bit more realistic
L365[16:47:56] <AlexJ6301> @CovertJaguar , do we patrons get a vote on all these ideas? Or would it be a bidding war? ?
L366[16:47:56] <AAARGHWHATISAUSERNAM> Since everyone knows that trains are a lot like elephants.
L367[16:57:23] <CovertJaguar> Well I certainly give extra weight to Patreons desires, but the goal is to increase the number of Patreons by making the mod better ;)
L368[17:00:24] ⇦ Quits: SatanicSanta (SatanicSanta!~SatanicSa@c-24-22-63-87.hsd1.or.comcast.net) (Quit: KVIrc 4.3.1 Aria http://www.kvirc.net/)
L369[17:05:49] <AlexJ6301> Can’t disagree with that! Does more patrons => more features, more often?
L370[17:06:18] <Generalcamo> Roughly
L371[17:11:11] <Kodos> It's closer to more patrons = less time needed to be spent at work = more time spent on mod dev
L372[17:28:24] <CovertJaguar> I've learned an important lesson though, I can't be a youtuber and a modder at the time. Once I started dreaming Minecraft every night, it's game over man!
L373[17:28:42] <CovertJaguar> I've learned an important lesson though, I can't be a youtuber and a modder at the same time. Once I started dreaming Minecraft every night, it's game over man! [Edited]
L374[17:31:03] <Generalcamo> Twitch is where it is at anyway
L375[17:32:07] <Русский Убийца Хеллоуина.exe> Whomst pinged me
L376[17:32:31] <Русский Убийца Хеллоуина.exe> Why do I have a ping in this channel
L377[17:35:15] <liach> cj did
L378[17:35:33] <liach> @Русский Убийца Хеллоуина.exe Asking for suggestions to Railcraft
L379[17:36:28] <AAARGHWHATISAUSERNAM> For thine state as a personne thy thinkings, be they fair or foule, are required.
L380[17:40:52] <CovertJaguar> If I only I had better internet!
L381[17:41:10] <GreatOrator> says everyone everywhere who lives in the us ?
L382[17:41:19] <AlexJ6301> There are many times in my life when I have dreamed in the code I was writing... Even in Prolog which was very, um, logical. I've also dreamed in minecraft too.
L383[17:43:29] ⇦ Quits: Vexatos (Vexatos!~Vexatos@p200300C10704FD16B5D81BAB9BEC8B3C.dip0.t-ipconnect.de) (Ping timeout: 190 seconds)
L384[17:57:18] ⇨ Joins: Vexatos (Vexatos!~Vexatos@p200300C10704FD733AF9032ABD86B9CB.dip0.t-ipconnect.de)
L385[18:01:23] ⇨ Joins: Hawk777 (Hawk777!~chead@2607:c000:81a9:2400:e899:fafe:efe6:fbe)
L386[18:17:54] ⇦ Quits: MCenderdragon (MCenderdragon!~MCenderdr@2.160.211.62) (Quit: Leaving)
L387[18:25:32] ⇨ Joins: Hathadar (Hathadar!Hathadar@c-73-20-95-143.hsd1.ut.comcast.net)
L388[18:27:40] <Hathadar> My interlock boxes are working correctly. I then park all five of my trains and restart my server. When it comes back up the interlock boxes are stuck on red. Is this a known issue or am I doing something incorrect?
L389[18:29:41] <Hathadar> https://www.dropbox.com/s/63p0j9zbpniwstl/2018-10-09_17.24.30.png?dl=0
L390[18:30:10] <Hathadar> Note the far right box is a receiver.
L391[18:33:09] ⇦ Quits: Vexatos (Vexatos!~Vexatos@p200300C10704FD733AF9032ABD86B9CB.dip0.t-ipconnect.de) (Quit: Insert quantum chemistry joke here)
L392[18:55:23] <CovertJaguar> the lower greens are the inputs?
L393[18:55:40] <Hathadar> Yes
L394[18:56:43] <CovertJaguar> kind of looks like a bug to me
L395[18:57:23] <CovertJaguar> not one I'd heard about though
L396[18:57:56] <CovertJaguar> try making sure the whole thing in in single chunk?
L397[18:58:08] <CovertJaguar> try making sure the whole thing is in single chunk? [Edited]
L398[18:58:49] <CovertJaguar> if that doesn't help go make an issue over on github
L399[18:58:55] <Hathadar> Okay
L400[19:52:18] <Tilk> Who used the holy @ everyone command?
L401[19:52:50] <Tilk> I got here by one
L402[19:54:25] <jdewi12> same
L403[19:55:49] <jdewi12> ah it's up above
L404[19:55:55] <jdewi12> just do a search for it
L405[19:56:04] <Tilk> I just figured out. Covert, I'll forgive you, only because Railcraft is on my top 10 favorites and I've been waiting for this update for my whole life. X3
L406[19:59:39] <liach> we need some suggestions. sincerely cj should have put that ping in #railcraft-announcements
L407[20:07:57] <iceman11a> @CovertJaguar I did over a year ago. About that box issue. I told you and reported it a long time ago
L408[20:12:56] <liach> @iceman11a Can you create a new issue? I cannot find the issue apparently. Only https://github.com/Railcraft/Railcraft/issues/466 was created by you
L409[20:31:17] <iceman11a> ok, that was another issue I was having. I don't know why. I did report it. Then again I'll have to wait until I get my server running again so I can see just what's going on. By the way. the other guy that reported it. did he say what version of MC and RC he's using.
L410[20:40:22] <liach> I don't think any one reported it before
L411[20:48:04] <texaswriter> A suggestion for me: would it be possible to allow the rider viewpoint to change with the angle of the minecart/train?
L412[20:48:39] <texaswriter> I think default behavior is for the rider viewpoint to not change as the train changes its elevation (or changes its change of elevation)
L413[20:48:52] <texaswriter> think might make roller coasters a thing with RC
L414[20:49:01] <texaswriter> MC roller coasters
L415[20:49:11] <texaswriter> the rc is also for roller coasters
L416[20:56:54] <Taeo> In response to the @ everyone, I don't have any complaints about the feature set of Railcraft. Its been a staple on any server I've run for years and years, largely due to highspeed rails through the nether being the only reasonable way to keep people in "close" proximity. But if there is anything that sets a mod apart, its customizability and aesthetics. Immersive Engineering and Thaumcraft have always stood out to me
L417[20:56:55] <Taeo> aesthetics, and railcraft is a little lacking in that regard. It moved away, kind of, from the boring IC2 style cubic magic-multiblocks, but it could stand to go further.
L418[21:00:03] <Taeo> I hadn't heard of the railcraft cosmetic additions until today, surprisingly, but I think taking that under the umbrella would be a great start. Customizability-wise, being able to change the color of the carts and things is great too, although I hope someone makes a nice steam-punk style texture pack because the standard 16 colors alone are really garish
L419[21:01:58] <Taeo> other than that, more train types, like the diesel you mentioned, or nuclear. I really want to suggest bullet trains or maglev, but if we get these trains going any faster I don't think my server can spin up the chunkloader fast enough, lol
L420[21:05:27] <Tilk> [snip] ...but 1.12 is probably going to have a beta out some time in the next couple weeks at latest
L421[21:05:28] <Tilk> Thanks for the good news ;P
L422[21:05:52] <Tilk> [snip] "...but 1.12 is probably going to have a beta out some time in the next couple weeks at latest"
L423[21:05:53] <Tilk> Thanks for the good news ;P [Edited]
L424[22:22:03] <Kobayen> I would say... RC could have its own liquid pipes, because everyone else's look like shit. o3o
L425[22:22:03] <Kobayen> In all seriousness, I'll be happy with it as long as the machines stay large and the trains keep running. I'll join the "better signaling" bandwagon solely because I never really understood the system in the first place, so some change might help me there. I dont expect it ever getting full Factorio levels of automation, so no worries.
L426[22:23:48] ⇨ Joins: Backslash (Backslash!~Backslash@ip-37-201-159-118.hsi13.unitymediagroup.de)
L427[22:25:49] ⇦ Quits: Backslash (Backslash!~Backslash@ip-37-201-159-118.hsi13.unitymediagroup.de) (Read error: -0x7880: SSL - The peer notified us that the connection is going to be closed)
L428[22:36:20] ⇦ Quits: CovertJaguar (CovertJaguar!~you@65.183.205.6) (Ping timeout: 202 seconds)
L429[22:50:42] <Kodos> IE's pipes aren't bad, I just wish their pump was a little easier to set up
L430[22:56:24] ⇦ Quits: Lathanael|Away (Lathanael|Away!~Lathanael@p54960E18.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
L431[22:58:09] ⇨ Joins: Lathanael|Away (Lathanael|Away!~Lathanael@p549609F6.dip0.t-ipconnect.de)
L432[23:52:42] <Natesky9> Yeah, the IE pipes are great, and iirc, they act like the HV powerlines, right?
L433[23:53:23] <Natesky9> where they aren't actually "part" of the connection, so don't need to be loaded, just the endpoints
<<Prev Next>> Scroll to Top