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L7[02:03:15] <travis-ci>
Railcraft/Railcraft#130 (mc-1.12.2 - 04a9bf9 : CovertJaguar): The
build is still failing.
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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.
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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.
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