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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gear bot is a tad outdated, mutliblocks are fully ported for 1.12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
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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]
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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*
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L24[11:46:01]
<liach>
uh, you misunderstood
L25[11:47:19]
<liach>
10.3.1 is not beta
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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
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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.
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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]
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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]
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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
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
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] ⇦
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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] ⇦
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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?
L390[18:30:10] <Hathadar> Note the far
right box is a receiver.
L391[18:33:09] ⇦
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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
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.
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L429[22:50:42]
<Kodos>
IE's pipes aren't bad, I just wish their pump was a
little easier to set up
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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