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L3[02:40:34]
<wormzjl> Actually, making a pack
which requires trains for remote logistics is what I did.
L5[02:41:55]
<wormzjl> But from my observations,
players tries to evade using rails as much as they could
L6[02:42:48]
<wormzjl> Mainly due to the amount of
effort required to build them, even through rails are
dirt-cheap.
L7[02:43:04]
<wormzjl> Actually, making a pack that
requires trains for remote logistics is what I did. [Edited]
L8[02:45:43]
<Hanakocz> so
L10[02:46:16]
<Hanakocz> if they were able to
"blueprint" chunks of railroad, do you think that they
would build it way often?
L11[02:47:32]
<wormzjl> It's somthing needs to
be done in the railcraft framework
L12[02:47:46]
<wormzjl> I call it
"accesibility"
L13[02:47:57]
<wormzjl> It's somthing that
needs to be done in the railcraft framework [Edited]
L14[02:49:24]
<Hanakocz> well most of us did played
factorio and blueprinting builds is kinda needed evolutionary step
?
L15[02:49:46]
<wormzjl> Currently for most players,
railcraft is just a bunch of multioblock machines, rails
"doesn't exist" -.-
L16[02:49:49]
<Hanakocz> even though it can be done
via Architect mod nowadays, some more direct support would be
useful
L17[02:50:05]
<wormzjl> Currently for most players,
railcraft is just a bunch of multiblock machines, rails
"doesn't exist" -.- [Edited]
L18[02:52:31]
<Hanakocz> well...typical me...too
many ideas,not enough time to implement them....hopefully one
day...
L19[02:54:24]
<wormzjl> Gonna write a issue for
that
L20[02:56:34]
<wormzjl> Gonna write an issue for
that [Edited]
L21[03:30:38]
<Natesky9> I think the biggest issue
is actually setting up tracks
L22[03:32:05]
<Natesky9> it's one thing to
clear out an area, but having to fuss with lining up tracks,
clearing space, building bridges, it really takes away from
actually using them. Even with blueprints, I don't think
people will really use tracks unless there's a very clear
benefit to using them
L23[03:34:01]
<Natesky9> the track laying cart,
undercutter, bore etc, those should be core pieces of setting up
rails, but currently they're more "supervised
tools", where yeah, you can expect them to do their job, but
you have to keep an eye on them
L24[03:35:54]
<Natesky9> also, I'm always
worried about relying on trains because they're surprisingly
fragile. fire, lightning, skeletons, a stray swing, alot of things
can just break themd, causing all your other systems to jam, and
that's no fun
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L26[03:52:43]
<wormzjl> And performance
L27[04:04:29]
<Natesky9> well, the only performance
issues I've ever encountered was because of the need for
chunkloading
L28[04:28:43]
<wormzjl> I call it
"accessibility" [Edited]
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L33[06:09:06]
<AlexJ6301> I agree that chunkloading
is an issue, and I think we need a better solution then what we
have today as we seem to want to make chunkloading difficult
whereas for railways it's a basic need. Building tracks,
signals etc does get a little boring (and signals are expensive)
but with a good *reason*, it's worth it.
L34[06:11:12]
<Natesky9> I've never gotten
bored of setting up signals, that's part of the
excitement
L35[06:11:41]
<Natesky9> it'd be amazing if
somehow, the trains were 100% reliable, through unloaded chunks, in
saving/loading
L36[06:13:37]
<Natesky9> that'd be pretty
interesting, having the rail system be more of a system, where it
runs regardless of the state of the world
L37[06:13:58]
<Natesky9> but for that, you'd
need some way to know what is loaded, what it is or isn't
interacting with
L38[06:15:43]
<Natesky9> for example, what if
loaders and unloaders were, instead of just a block, behaved like a
global inventory
L39[06:16:55]
<Natesky9> trains would be simulated,
and their entity just changed to reflect that. That kind of system
would make the mod amazing
L40[06:18:27]
<Natesky9> I'm just thinking
about how factorio handles their engine, where everything runs
simultaniously, and nothing really gets unloaded
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L43[06:22:51]
<Hanakocz> factorio does not run in
java ?
L44[06:23:22]
<Hanakocz> also it has basically one
layer while MC has 256¨
L45[06:23:24]
<Hanakocz> also it has basically one
layer while MC has 256 [Edited]
L46[06:30:56]
<Natesky9> true and true, but
it's the same concept
L47[06:47:38]
<Hanakocz> it would work in MC on
limitedly sized map and with no creatures xD
L48[06:48:18]
<Hanakocz> factorio also has lesser
issues with hitboxes and pathfinding is 2d which really takes a lot
of load away
L49[06:49:52] <MCenderdragon> run factorio
256 times slower and see if you still get 60 FPS
L50[06:51:16] <MCenderdragon> Also you dont
need to load every chunk for the trains to work, even if a chunk is
not ticking you can still alter the blocks in it, so pathfinding
would be easy enough
L51[07:13:54]
<Natesky9> yes, but the issue is that
entities don't tick in inactive chunks
L52[09:41:25]
<Generalcamo> Forge did fix an issue
where entities disappeared during chunk loading
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L55[10:50:13]
<liach>
we need to verify that issue first though
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L57[12:23:35] <Rurko> Hi, anyone
here?
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L59[12:33:48]
<Generalcamo> Maybe
L60[12:35:40]
<JMencol> okay, bot post it here...
one question, is there any playable version? anythig that will
allow me to build early versions of my survive mode mines before
there will be official release with full funcionality? Becoming
patreon would tell me it positive? (Sorry for my language)
L61[12:36:48]
<JMencol> I mean 1.12.2 version
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L64[12:48:01]
<Generalcamo> We are working on
it
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L68[12:51:28]
<Resuz>
I'm wondering how much time it takes to verify code
L69[12:51:46]
<Resuz>
(what CovertJaguar does now)
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L72[12:52:26]
<JMencol> I know, and I'm amazed
about this work but i've got only few days free and wondering
if there is any possibility to play with your mod (even partialy
done)
L73[12:55:33]
<Resuz>
@JMencol !run
L74[12:55:38]
<Resuz>
!run
L76[12:57:28]
<JMencol> yeah... 3 hours today
running for nothing
L77[13:03:08]
<JMencol> sorry if i'm annoying
but i'm also tired searching for as I think now, my own
shadow
L78[13:16:53]
<liach>
in fact the build is broken, so the instruction does not work
yet
L79[14:50:03]
<Cream
Tea> excuse me lads
L80[14:50:20]
<Cream
Tea> i have a point to add on to @wormzjl
L81[14:50:33]
<Cream
Tea> I find that it's not the cost of the rails
L82[14:50:47]
<Cream
Tea> when I had a server I was literally the only person
bothering with rails
L83[14:51:01]
<Cream
Tea> You could run and carry items quicker than needing a
train
L84[14:51:39]
<Cream
Tea> the max speed of a steam loco wasn't *that* much
faster than running
L85[14:51:43]
<Cream
Tea> on standard rails
L86[14:51:49]
<Cream
Tea> I feel like standard rails should be made faster
L87[14:52:01]
<Cream
Tea> but at the same time making reinforced and high speed rails
faster too
L88[14:52:20]
<Cream
Tea> so basically just increase the overall speed of all
rails
L89[14:53:22]
<Cream
Tea> @CovertJaguar consider this, iron strap track is a GREAT
concept too and I know it's iron strap track but it definitely
needs to be a tad faster.
L90[14:54:04]
<Cream
Tea> otherwise iron strap track is just completely useless, it
should be like the current standard rail but slightly slower
L91[14:54:24]
<Cream
Tea> assuming the current standard rail speed would be increased
as of my idea
L92[14:55:08]
<Cream
Tea> The old mines that used to use iron strap track, the carts
couldn't go super fast but they were not snail speed
L93[14:55:17]
<Cream
Tea> ?
L94[15:24:09]
<SkySom> The issue is with High speed
tracks you already are pushing up against chunk loading IIRC
L95[15:26:22]
<Cream
Tea> If I recall the amount of chunks you can have loaded at
once is just dependant on your computer's specs
L96[15:27:01]
<Cream
Tea> You know how the block signals work, imagine if we could
have a similar device that keeps all the chunks in that section
loaded.
L97[15:27:18]
<Cream
Tea> Can't go faster than chunks are loading if they are
already loaded :Smug:
L98[15:28:44]
<Cream
Tea> That would solve an age old problem of trains stopping when
they are far away
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L100[15:31:00]
<liach>
the true cap of rail speed in mc is glitchy minecart motion
L101[16:15:14]
<AlexJ6301> Sooo, summarising,
chunkloading and slow trains are important issues. Slowness we can
fix by making steam locos faster (or a faster version of a steam
loco). Chunkloading will never get fixed in Java (or any single
threaded system design), and CPU’s aren’t getting fast enough. So,
why not make chunkloading when a player is absent essentially
resource free, but let the server admin allocate the number of
chu
L102[16:15:14]
<AlexJ6301> After all chunkloading is
a game artefact, not really the point of the game and I get tired
having to design for it...
L103[16:21:26]
<Player> idk if this has been
mentioned yet, but the limitation is more with how trains move and
stick to the rail
L104[16:22:11]
<Cream
Tea> @AlexJ6301 And hs tracks would therefore make steam locos
even faster because it works on percentage.. right?
L105[16:22:23]
<Cream
Tea> also chunks on single player or lan servers shouldn't
be an issue
L106[16:22:25]
<Player> iirc mc is using some fairly
clunky "step forward along the velocity vector", then try
to snap back to the tracks
L107[16:22:33]
<Cream
Tea> but on a proper server i agree
L108[16:22:38]
<Cream
Tea> might need to limit that
L109[16:23:03]
<Player> fixing this would require
limiting the step size by doing multiple steps per tick
L110[16:23:10]
<Player> or swapping the simulation
mechanism
L111[16:23:22]
<Cream
Tea> and probably increasing lag
L112[16:23:26]
<Cream
Tea> xd
L113[16:24:13]
<Player> chunk loading should be fast
enough
L114[16:24:54]
<Cream
Tea> i mean increasing steps per tick
L115[16:25:13]
<Player> shouldn't make a big
difference
L116[16:25:51]
<Player> the problem is more with lots
of convoluted code being involved
L117[16:26:18]
<Player> i.e. all of mc's entity
simulation logic
L118[16:27:30]
<Player> you can't just tick the
whole thing twice, but have to tear all this messy code apart
L119[16:28:41]
<Cream
Tea> tbh let's just make Minecraft: 2
L120[16:28:52]
<Cream
Tea> but way more optimized with cool features
L121[16:28:57]
<Cream
Tea> ??
L122[16:41:39]
<AlexJ6301> Actually @Cream Tea , I’d
prefer train speed to be dependent on the loco, with track quality
imposing an upper limit on safe speed. That way we could have
better, faster, more expensive locos of all types.
L123[16:41:39]
<AlexJ6301> And yes, we need a 3D
simulation building game that’s designed from the ground up to use
many threads/cores/cpus/etc so that all “chunks” are loaded all the
time, up to the available amount of distributed processing power.
And if a particular function needs more processing power, it can
have it.
L124[16:41:40]
<AlexJ6301> IMHO, the belief that
Moore’s Law would last forever really did MC a disservice (and most
other stuff too, especially, but not limited to, Java).
L125[16:42:11]
<Cream
Tea> i mean that was a half joke
L126[16:42:14]
<Cream
Tea> but it would be really cool
L127[16:42:20]
<Cream
Tea> like if it was actually made
L128[16:42:33]
<Cream
Tea> could be a higher definition minecraft
L129[16:42:45]
<Cream
Tea> instead of the current blocks perhaps blocks on a new game
could be half the size
L130[16:42:46]
<AlexJ6301> I’d pay lots of $$$
L131[16:42:48]
<Cream
Tea> allowing for more detail
L132[16:42:48]
<Cream
Tea> yeah
L133[16:42:56]
<Cream
Tea> i'd pay $$$ for a cooler version of minecraft with
more detail
L134[16:43:01]
<Cream
Tea> but still keeping the blocky style obviously
L135[16:43:12]
<Cream
Tea> half sized blocks could help with that
L136[16:43:15]
<AlexJ6301> Obviously. That makes it
very cool!
L137[16:43:35]
<Cream
Tea> like how people use slabs to decorate a roof
L138[16:43:49]
<Cream
Tea> if blocks were just smaller then you could be much more
detailed
L139[16:44:07]
<Cream
Tea> and it would have to be built on something *other* than
java
L140[16:44:29]
<Cream
Tea> it would have to be object oriented though
L141[16:44:38]
<Cream
Tea> and I'm not an expert on object oriented still
L142[16:44:44]
<AlexJ6301> Btw, I know what I’m
saying is a really hard computational and design problem... If it
were easy, it would have been done. ?
L143[16:44:47]
<CovertJaguar> I already have to
artificially limit cart speed on corners and slopes for reinforced
track or the carts fall off the tracks
L144[16:44:53]
<Cream
Tea> lmao
L145[16:45:01]
<CovertJaguar> More speed just
isn't feasible
L146[16:45:02]
<Cream
Tea> i get u alex
L147[16:45:10]
<Cream
Tea> well tbh
L148[16:45:19]
<Cream
Tea> if I could make it I would
L149[16:45:29]
<AlexJ6301> Even to make steam as fast
as electric on normal rail?
L150[16:45:39]
<Cream
Tea> and I would release it as open source cuz i'd just
want a cool game that can always be improved
L151[16:45:55]
<CovertJaguar> This misconception that
java is slow is just that, a misconception
L152[16:45:56]
<AlexJ6301> I could design one, that
didn’t work!
L153[16:46:00]
<Cream
Tea> well it would half to be open source tbh
L154[16:46:07]
<Cream
Tea> @Alex404 this is a normie question but i mean
L155[16:46:19]
<Cream
Tea> Minecraft doesn't own the idea of voxel based
L156[16:46:24]
<Cream
Tea> right
L157[16:46:32]
<CovertJaguar> Java is comparable to
other languages, especially C# which all games are coded in these
days
L158[16:46:32]
<AlexJ6301> Java isn’t slow as such,
just the thought processes at the time it was designed that
performance would be fixed by Moore’s Law.
L159[16:46:41]
<Cream
Tea> like if you just had a blocky world but custom textures and
sounds
L160[16:46:45]
<Cream
Tea> that would be alright
L161[16:46:44]
<AlexJ6301> And C# has the same
issue.
L162[16:47:17]
<Cream
Tea> like
L163[16:47:17]
<Cream
Tea> Also if anybody did attempt it
L164[16:47:38]
<AlexJ6301> In fact, I think that was
kind of part of the point of the C# runtime design choices.
L165[16:47:50]
<CovertJaguar> Minecraft's
problem is one of a few questionable design decisions limiting
performance
L166[16:48:28]
<CovertJaguar> A big one being how it
handles tile entities
L167[16:48:28]
<AlexJ6301> Yes, but so many other
games seem to have the same problem, and I don’t think MS dealt
with those in the C# design, did they?
L168[16:48:36]
<Cream
Tea> i think it's just very ineffecient
L169[16:48:47]
<AlexJ6301> But still single
threaded...
L170[16:48:56]
<Cream
Tea> if i redesigned minecraft
L171[16:49:14]
<CovertJaguar> Java is great language
for threaded applications, it is in fact it's primary use
case
L172[16:50:11]
<AlexJ6301> And that’s cool, when we
design systems that way. But when we don’t... ?
L173[16:51:23]
<AlexJ6301> We used to write a lot of
parallel code in separate processes “in the old days” for mission
critical stuff. Such as tile entities... ?
L174[16:53:03]
<AlexJ6301> In any case, I do love RC
&MC even with what we have to work with today. And the fact
that RC has good chunkloading facilities helps a lot. But, @Cream
Tea , one day...!
L175[16:53:11]
<Cream
Tea> maybe
L176[16:53:26]
<AlexJ6301> Well, not in my
lifetime...
L177[16:53:27]
<Cream
Tea> minecraft + rc could literally be its own game
L178[16:53:31] ⇦
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L179[16:53:37]
<Cream
Tea> since it changes the dynamics a lot
L180[16:54:03]
<CovertJaguar> The reason games
aren't coded in Java usually is because of how easy it is to
turn byte code into source code, al la Minecraft
L181[16:54:05]
<AlexJ6301> That’s why the discussion
on how to provide more reason for trains was so good.
L182[16:55:18]
<AlexJ6301> Yeah, well, bytecode...
Sorry, just not a fan of extra layers of interpretation, but that
is just my opinion having grown up hand assembling for
microprocessors.
L183[16:56:18]
<AlexJ6301> But, I’m glad MC is Java
as it allows Forge et al, to make such modding possible (if not
easy Covert).
L184[16:56:34]
<CovertJaguar> The .NET languages are
the same, they just aren't as easy to decompile
L185[16:56:54]
<AlexJ6301> Exactly, and I don’t like
.net for that reason. I want a real compiler!
L186[16:59:27]
<CovertJaguar> But yeah, Minecraft is
performance capped because _all_ voxel games are capped like that,
there are several orders of magnitude more things that they need to
keep track of that say a first person shooter which has a few
entities and a static unchanging world
L187[17:00:03]
<CovertJaguar> Space Engineers for
example suffers the same kind of limitations
L188[17:00:43]
<Cream
Tea> any of you guys good with C
L189[17:00:48]
<Cream
Tea> not c++ just c
L190[17:01:07]
<AlexJ6301> Absolutely (and I don’t
play first person shooters), which gets us back to designing for
performance in vowel simulation games (which I know is super hard,
so this is just wishful thinking).
L191[17:01:23]
<CovertJaguar> I've use c just
enough to know I hate it =P
L192[17:02:06]
<Cream
Tea> if minecraft was written in C
L193[17:02:10]
<Cream
Tea> imagine how much faster it would b
L194[17:02:11]
<Cream
Tea> e
L195[17:02:55]
<AlexJ6301> C is so much fun, until...
I’ve worked in it in a number of large systems (including an old
style 4GL). I may have tried to use a null pointer or two at times,
or run off the end of a string... ?
L196[17:03:32]
<Chocohead> Probably not as much as
you'd think, there have been community contributed code blocks
that improved game performance in beta which you wouldn't get
with C
L197[17:04:24]
<Chocohead> The whole game would be an
even bigger blob of Notch code
L198[17:04:29]
<CovertJaguar> Yeah, I'd posit
that you'd see no significant difference if it was written in
c
L199[17:04:40]
<AlexJ6301> I’ve also worked on high
performance monitoring software in C++ where we needed to use less
cpu/mem than the cost of monitoring. And some embedded real-time
stuff too.... ah, those were the days!
L200[17:05:04]
<CovertJaguar> And probably worse
because c is not even object oriented which makes the code look
like spaghetti
L201[17:05:38]
<Cream
Tea> true
L202[17:05:40]
<Cream
Tea> but not impossible
L203[17:05:55]
<AlexJ6301> Swings and round abouts of
course. Some things faster, but we’d be at a very buggy MC 1.2 by
now...
L204[17:06:00]
<CovertJaguar> And as I said
pointless, java isn't slow
L205[17:06:13]
<Cream
Tea> imagine if minecraft was made in python
L206[17:06:25]
<CovertJaguar> Python is slow =P
L207[17:06:28]
<Cream
Tea> yeah
L208[17:06:29]
<AlexJ6301> If we could just throw
more cores at it, we’d be happy, right?
L209[17:06:30]
<Cream
Tea> sad though
L210[17:06:38]
<Cream
Tea> i used to tinker with PyGame
L211[17:06:54]
<Cream
Tea> realised it's too slow to do anything more than a
Scratch tier game
L212[17:07:08]
<Cream
Tea> cuz i actually understand python
L213[17:07:14]
<Cream
Tea> kind of understand java
L214[17:07:23] <Vexatos> ~~see that is why
you use Julia~~
L215[17:07:23]
<Cream
Tea> I just like simplicity of being able to press f5 and it
runs
L216[17:07:59] <Vexatos> Minecraft has
that :I
L217[17:07:59]
<AlexJ6301> However, it is a truth
universally acknowledged that no matter how much cpu I could throw
at a voxel simulation game, I would use it all up...
L218[17:08:11] <Vexatos> intelliJ has code
hotswapping :^)
L219[17:08:20]
<AlexJ6301> With most trains...
L220[17:08:39]
<AlexJ6301> moar
L221[17:19:34]
<AlexJ6301> I just realised, that as a
RC patron, I have spent more money on RC than I have on any other
game, and close to as much as I’ve spent on all other games
combined. I must really like it... ?
L222[17:19:46]
<Cream
Tea> fund a new game
L223[17:19:48]
<Cream
Tea> based on rc
L224[17:20:28]
<AlexJ6301> I wish I had that kind of
money...
L225[17:29:26]
<CovertJaguar> And many thanks
=P
L226[17:29:37]
<CovertJaguar> You people are why
I'm still here
L227[17:34:24]
<AlexJ6301> And your efforts are why I
am still a patron (though it was sad when you weren’t around). I
consider it money well spent, given the fun I’ve had. More than KSP
and Factorio (but not by much). Now, if I could just have all three
in one game... sigh.
L228[18:48:42]
<Player> btw. i think i've proven
that java can beat c++ in game performance now ?
L229[18:55:59] ⇦
Quits: Vexatos
(Vexatos!~Vexatos@p200300C107205E723AD7F66FAC2E7C81.dip0.t-ipconnect.de)
(Quit: Insert quantum chemistry joke here)
L230[19:01:32]
<AlexJ6301> C++ or c#?
L231[19:02:05]
<Player> well, mcpe/bedrock is the
reference, which is written in c++
L232[19:03:19]
<AlexJ6301> OK, I’ll believe you...
until I have evidence to the contrary... ;-).
L233[19:05:16]
<Player> you can try yourself, just
needs a recent fastcraft 2 build ?
L234[19:09:35]
<AlexJ6301> OK, I'll look into it
later. But what are they compiling the c++ into, I wonder... And
different designs of course. And, ... and, and... I just want moar
performance... ?
L236[19:17:58]
<Player> i'd be surprised if you
won't be ?
L237[22:05:48]
<Kobayen> So, lemmesee if I got
this...
L238[22:05:48]
<Kobayen> Everyone wants better
minecart speeds and functionality.
L239[22:05:48]
<Kobayen> But to have that, one must
basically reqrite or redesign the entire minecart system.
L240[22:05:59]
<Kobayen> So, lemmesee if I got
this...
L241[22:05:59]
<Kobayen> Everyone wants better
minecart speeds and functionality.
L242[22:06:00]
<Kobayen> But to have that, one must
basically rewrite or redesign the entire minecart system.
[Edited]
L243[22:26:12]
<Natesky9> the motto of railcraft
literally is
L244[22:26:12]
<Natesky9> *redefine your rails*
L245[22:26:35]
<Natesky9> so, doesn't that mean
that the mod redefines how things work that use rails?
L246[22:31:00] ⇦
Quits: Lathanael|Away
(Lathanael|Away!~Lathanael@p54960F84.dip0.t-ipconnect.de) (Ping
timeout: 202 seconds)
L247[22:32:18]
⇨ Joins: Lathanael|Away
(Lathanael|Away!~Lathanael@p54960528.dip0.t-ipconnect.de)
L248[22:52:07]
⇨ Joins: Hawk777
(Hawk777!~chead@2607:c000:81a9:2400:4c6d:dc1a:1d51:b07b)