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L7[02:03:15] <travis-ci> Railcraft/Railcraft#130 (mc-1.12.2 - 04a9bf9 : CovertJaguar): The build is still failing.
L8[02:03:15] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/550bbfdaf285...04a9bf91412a
L9[02:03:15] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/94154162
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L16[06:14:10] <Hanakocz> quick question, if I disable chunk loading module, will it want to delete existing anchors, right?
L17[06:14:35] <Hanakocz> quick question, if I disable chunk loading module, will it want to delete existing anchors? [Edited]
L18[06:15:22] <Forecaster> I think it will not register the blocks yes
L19[06:15:26] <Hanakocz> I have some repeatable problems with chunkloading overloading server and want to try disable them, while not really deleting them from player's bases if it is not a case of the problem
L20[06:15:32] <Hanakocz> ok
L21[06:15:44] <Forecaster> you can disable chunkloading in the forge config I believe
L22[06:17:54] <Hanakocz> hm, don't see it in 1.7.10 version of config...well then it is easier to just tell players to remove it xD
L23[06:18:38] <Forecaster> you set the number of tickets to 0 or something like that
L24[06:19:35] <Hanakocz> wait, there is second config ...I see it
L25[06:25:21] <Hanakocz> ok I will try ?
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L28[13:27:40] <CovertJaguar> It might actively delete them
L29[13:28:24] <CovertJaguar> But if you change the Forge chunkloading limits you should be able to disable the chunkloading functionality @Hanakocz
L30[13:28:49] <CovertJaguar> Oh forecaster already said that
L31[13:31:40] <Hanakocz> yep I tried to change it, now to wait...
L32[13:32:42] <Hanakocz> will need several days to measure if it helps. It only happens when noone is online and jsut caps cpu at 100%, I very suspect some shenanigans with partially chunkloaded stuff xD
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L35[13:51:08] <CovertJaguar> Sometimes chunkloaders can actually improve performance. Poorly coded blocks that reach into unloaded chunks and inspect the world will force repeated loading of chunks outside the player windows. Sometimes this can even lead to pairs of chunks that alternate loading each other every other tick.
L36[13:51:48] <CovertJaguar> It's referred to as chunk thrashing, it is very costly.
L37[13:53:47] <CovertJaguar> You may have also seen people call it vanilla chunkloading or hopper chunkloaders, but I think mojang eventually fixed that
L38[13:53:58] <CovertJaguar> You may have also seen people call it vanilla chunkloading or hopper chunkloaders, but I think mojang eventually fixed the hoppers [Edited]
L39[14:10:49] <liach> the hoppers must be linked to the spawn chunk
L40[17:15:07] <KillTyrant> Hmmm @liach I'm reading older text and just came across your trade cart idea. Is there a way to make villagers within X blocks attracted to the cart? I may have semi-evil ideas if that were possible.
L41[17:38:37] <liach> the villagers will be attracted to the block and look at it
L42[17:38:46] <liach> i am adding a task for the cart, it should work
L43[17:44:07] <KillTyrant> How close will the villagers attempt to get to the cart?
L44[17:55:13] <liach> like just 6 blocks. honestly, a villager like emerald mod would work better
L45[17:55:27] <liach> or you can use embarking tracks
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L50[19:19:05] <vedrit> Is the tank multiblock removed in 1.10?
L51[19:21:16] <liach> it is in the patron alpha though
L52[19:22:32] <vedrit> Awww maaaaan. Decided to play 1.10.2 while waiting for 1.12, but trying to find a scaleable fluid storing system in Direwolf20. Nothing can go my way, can it? :p
L53[19:26:24] <liach> The patron goal is $46 or less than 10% away. Or you can try enderio and other op rf mods, etc. if you are worried
L54[19:36:05] <vedrit> Nah, fiddling with mods beyond the modpack is more trouble than I want to deal with, since I'd also have to update the server, my wife's computer and her brother's computer
L55[19:43:03] <KillTyrant> Forgot about embarking tracks! Havent used the mod in a long time (last played around the beginning of 1.7.2). Is there a diesel locomotive or am I making it up in my head?
L56[19:57:02] <liach> the diesel one will be added some point in the future
L57[19:57:13] <liach> we only have electric and steam ones now
L58[20:48:24] <KillTyrant> Weird question, would it be possible to make electrified tracks set player/mobs on fire?? Maybe the track trackmans suit prevents that dmg?
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L60[21:13:55] <travis-ci> Railcraft/Railcraft#131 (mc-1.12.2 - efcd540 : CovertJaguar): The build was fixed.
L61[21:13:55] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/94286148
L62[21:13:55] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/04a9bf91412a...efcd540e3e86
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L64[21:29:59] <liach> the track already applies charge damage. moreover, charge penetrates armor while fire does not
L65[21:30:36] <liach> if you want to prevent damage, wear our engineer's overalls or ic2 rubber boots
L66[21:55:14] <KillTyrant> I didnt know this! Ive been exclusive to a creative world atm so i havent seen it done.
L67[22:03:32] <CovertJaguar> oh right I still need to post that 1.10 version
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L69[22:22:10] <travis-ci> Railcraft/Railcraft#132 (mc-1.10.2 - 9880b58 : CovertJaguar): The build passed.
L70[22:22:10] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/86a30e09748b...9880b585cbf4
L71[22:22:10] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/94289738
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