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L1[02:27:04] ⇨
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L5[04:57:39]
<Cream
Tea> guys
L6[04:58:04]
<Cream
Tea> for long distance caves/tunnel systems do you prefer
locomotives or an old fashioned single cart track with
boosters
L7[04:58:24]
<Cream
Tea> if it's just to go down, mine and quickly come back up
to store your items and get new pickaxes
L8[04:59:13]
<Cream
Tea> What I've done on my server is a "main line"
with locomotives from my base to a mining outpost, and then there
is a track down into the caves (goes a long way) for a single cart
with boosters
L9[04:59:21]
<Cream
Tea> just interested in what you guys do/think ?
L10[05:15:11]
<FeherNeoH> in the 1.4.7 times I used
single carts, not I'm usually using locomotives for basically
everything
L11[05:15:20]
<FeherNeoH> in the 1.4.7 times I used
single carts, now I'm usually using locomotives for basically
everything [Edited]
L12[05:18:32]
<Hanakocz> I think that booster tracks
should be removed by railcraft for the sake of locomotives
L13[05:19:42]
<FeherNeoH> Not sure about that
L14[05:19:52]
<FeherNeoH> some things still work
better with those
L15[05:20:51]
<FeherNeoH> On larger GalactiCraft
spacesations those are a great way to travel in the service
tunnels
L16[05:47:04]
<Hanakocz> They should get replaced by
electric booster tracks that do same but for charge
L17[05:57:58]
<FeherNeoH> You actually have a
point
L18[07:11:05]
<axelandre42> Is there a planned
alpha/beta public release?
L19[07:13:26]
<Hanakocz> maybe also gamma and
delta
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L23[07:51:33]
<Resuz>
?
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L27[10:16:59]
<Report> !faq
L29[11:04:49]
<Shovinus> Hey guys I am looking to
make a rails mod for MC akin in simplicity to Factorios method,
tell me if I shouldn't continue talking please. I am just
looking for any knowledgeable coders (especially if they have
model/texture experience) with free time.
L30[12:03:40] ⇨
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L34[15:57:06]
<Cream
Tea> like in my mineshaft
L35[15:57:09]
<Cream
Tea> oh
L36[15:58:01]
<Cream
Tea> I have booster tracks and stuff, only because it's
quick and easy, the downside is I can't exactly store stuff in
an extra chest cart or anything
L37[15:58:05]
<Cream
Tea> it just makes it easier to go down
L38[15:58:23]
<Cream
Tea> although it's.. harder to stop at particular
places
L39[16:01:16]
<Cream
Tea> I mean in traditional mineshafts you used to have
standalone carts that would join up to a "core track"
which would have a locomotive
L40[16:01:22]
<Cream
Tea> or they would get winched individually to the top
L41[16:01:31]
<Cream
Tea> that's what I gathered anyway
L42[16:01:52]
<Cream
Tea> and then at the top (like in my mineshaft/cave network) you
would have a locomotive pull a train with all the stuff you have
collected
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L46[17:47:53]
<Natesky9> I have never used a linking
track
L47[18:31:13]
<liach>
@Natesky9 Linking track? Coupler track?
L48[18:41:36]
<Natesky9> Whatever it's called.
The crowbar track
L49[18:44:50]
<Generalcamo> Coupler kit
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L51[18:54:13]
<liach>
I really love the autocoupler mode
L52[18:58:10]
<Cream
Tea> that was my addition @liach ❤
L53[18:58:28]
<Cream
Tea> CJ wasn't sure about the concept to begin with so I
had to make a video about it
L54[18:58:46]
<Cream
Tea> then he added it
L55[18:58:50]
<liach>
I also improved it so that it can link on two sides (twice) instead
of just one @Cream Tea
L56[18:58:54]
<Cream
Tea> nice
L57[18:59:00]
<Cream
Tea> like from the front and back?
L58[18:59:04]
<liach>
yes
L59[18:59:45]
<liach>
Moreover, camo suggested to remove the autolink when passing
unactivated couplers, which make it more save at the same time (you
can just wrap your yard with these couplers)
L60[19:00:58]
<Cream
Tea> remove the autolink?
L61[19:01:11]
<Cream
Tea> I thought if it was turned off it just didn't do
anything anyway
L62[19:02:12]
<liach>
@Cream Tea How do you plan to turn it off originally?
L63[19:02:24]
<liach>
Like expire afte a few ticks?
L64[19:02:25]
<Cream
Tea> i mean it has to be redstone activated for it to work
L65[19:02:35]
<Cream
Tea> the autocoupling mechanism
L66[19:02:51]
<Cream
Tea> unless i'm misunderstanding you
L67[19:02:52]
<Cream
Tea> xd
L68[19:03:01]
<liach>
but once a train has autolink and collided with another train, they
stick together
L69[19:03:16]
<liach>
so we need to manually remove it with some other mean after we give
it the autolink
L70[19:04:17]
<Cream
Tea> you mean in case there are not carts etc?
L71[19:04:34]
<Cream
Tea> you mean in case there are no carts to couple with etc?
[Edited]
L73[19:04:48]
<Cream
Tea> this was the original video btw
L74[19:05:23]
<Cream
Tea> Well actually that's an even older concept
L76[19:09:26]
<liach>
I love this concept, seriously
L77[19:10:06]
<Cream
Tea> same that's why i thought it would be a good
idea
L78[19:10:08]
<Cream
Tea> ?
L79[19:10:27]
<Cream
Tea> but when you say uhhh manually remove autolink
L80[19:10:59]
<Cream
Tea> if it's not powered, it won't do anything anyway,
do you mean it sort of "blocks" the auto linking process
if it goes over an unpowered one?
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L84[21:23:43]
<Trinsdar> have you ever thought of
making railcraft multiblocks be formed with an item such as a
crowbar like IE's multiblocks are formed?
L85[21:25:38]
<LuigiHutch> Why tho?
L86[21:26:02]
<Trinsdar> to make the blocks more
feasable for decoration
L87[21:26:27]
<LuigiHutch> There’s specific
decoration blocks of them already
L88[21:26:36]
<LuigiHutch> Which are cheaper
iirc
L89[21:26:39]
<liach>
@Trinsdar this has been the old way. to reduce overhead, open issue
so that we only check if there is block placed
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L92[23:42:01]
<Generalcamo> You are still crazy to
use IE or TiCon blocks for decorating