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L5[04:06:35]
<Darkelarious> thanks for the
reminder, I almost forgot
L6[04:12:02]
<Darkelarious> About yesterday's
discussion with CovertJaguar and Natesky9 (no highlight) ,
L7[04:12:02]
<Darkelarious> The logic is, from an
abstract point of view, very specific for railcraft. I have my own
ideas about that logic and it works most of the time, but even with
Forecaster's tutorial videos, I often struggle with some
basics. What I would really like to see is a depiction of
"correct" signalling in some standard situations, like
two or more tracks merging into one (main track and side
track)
L8[04:12:45]
<Darkelarious> and eventually
it's up to the user to make their definition of correct, but I
need a starting point from which to compare whether I'm doing
it as intended, or that I'm deviating from that
"Standard"
L9[04:15:04]
<Darkelarious> the other problem
I'm having is with high speed rails and signalling, I think we
discussed that some time ago already; when a train moves with high
speed from one signalling block to the other, with a holding (or
equivalent) track inbetween, the tail of my train either catches
the unpowered holding track at high speed and will explode, or due
to constructions with booster/transition tracks, it gets slowed
down
L10[04:16:33]
<Darkelarious> my solution was to make
that separation somewhere 20-30 blocks in front of the next track,
but that means you have "gaps" in your signalling as
you're trusting that there's nothing coming into the
other block from either a junction or opposite direction
L11[04:17:16]
<Darkelarious> I think there are
solutions in "vanilla" railcraft without introducing new
or modified blocks, but I have not found a "clean"
solution yet
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L13[04:28:40]
<Darkelarious> oh, and another thing I
was wondering about.. is it possible, preferable and realistic to
have some cosmetically good-looking block that repulses all mobs
from the tracks? like the magnum torch that prevents mobs from
spawning in a certain area, would it be an idea to have some
expensive end-game block or torch that pushes/repulses/despawns all
mobs away from your (high speed) tracks so that you either
don't ne
L14[04:28:41]
<Darkelarious> monorail-like bridge,
but that you can put your tracks inside the landscape safely
instead?
L15[04:29:05]
<Darkelarious> or some fence that
looks like it's only 1 block high, but repells arrows up to
3-4 blocks high so you don't get hit?
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L18[08:28:49]
<Forecaster> crushed obsidian blocks
mob spawning
L19[08:28:52]
<Forecaster> that's what
it's for
L20[08:31:40]
<Forecaster> @Darkelarious I'm
confused about your issues
L21[08:32:06]
<Forecaster> there is no standard, you
build a system that does what you need
L22[08:32:18]
<Forecaster> my videos are there to
explain how the pieces work
L23[08:32:42]
<Forecaster> if there's something
that's missing from then I'd like to know so I can take
that into account when I re-make them
L24[08:32:50]
<Forecaster> if there's something
that's missing from them I'd like to know so I can take
that into account when I re-make them [Edited]
L25[08:38:21]
<Darkelarious> I should go through the
vids and compare them with my problems, I'm also not
up-to-date anymore on what exists
L26[08:40:38]
<Darkelarious> when rc for 1.12 is
publicly available (is it already?) i'll just make some
testcases and see what status is
L27[08:41:08]
<Forecaster> there's a beta
L28[08:45:22]
<Darkelarious> as soon as i have the
hardware for my new server in, i'll get to it and report back
:)
L29[09:18:03]
<fLAK>
@Forecaster I believe what @Darkelarious was asking for was a way
to prevent mobs from getting near tracks, because while you can
prevent mobs from spawning there they can still walk into areas
they shouldn't be, unless you build on elevated platforms or
enclose the whole thing in a tunnel.
L30[09:18:24]
<Forecaster> put fences on the
sides...
L31[09:19:05]
<fLAK>
It does't sound like he want's that
L32[09:19:54]
<Forecaster> well that's their
choice
L33[09:19:58]
<fLAK>
I mean, if he's asking here then wouldn't you think he
already considered fences?
L34[09:20:06]
<Forecaster> I elevate my HS tracks
generally to keep mobs away from them
L35[09:23:18]
<fLAK>
Yeah but just reread his question, he's suggesting an
expensive end-game item/block/torch to repel mobs so he can run HS
tracks nicely along the terrain.
L36[09:25:44]
<Forecaster> I know. I read the same
thing you did.
L37[09:27:33]
<Darkelarious> the fences or
same-level track are just a open question, not related to the
signalling thing
L38[09:28:08]
<Forecaster> I doubt railcraft will
have a magic way of keeping tracks clear
L39[09:28:34]
<Forecaster> you'll either have
to elevate the tracks, build a glass tunnel or something, or use
something from another mod
L40[09:28:41]
<Darkelarious> what i noticed about my
same-level tracks, is that even with fences, arrows can be shot
over by skeletons, and that mobs start following you
L41[09:28:56]
<Darkelarious> that's what
I'm trying to address
L42[09:29:09]
<Darkelarious> and indeed, elevated
tracks, glass tunnels, magnum torches, etc that all works
L43[09:29:14]
<Forecaster> See glass tunnel :P
L44[09:29:23]
<Forecaster> and certain mods add very
fancy glass
L45[09:29:39]
<Darkelarious> myeah
L46[09:30:27]
<Darkelarious> i think that I'll
give some full-transparent glass a chance next
L47[09:30:47]
<Darkelarious> so it looks like a
single wooden fence, but 2-3 layers of transparent panes on
top
L48[09:31:28]
<Forecaster> railcraft also have
fairly fancy posts (that are kinda buggy in 1.12 but still)
L49[09:31:52]
<Darkelarious> ow, the metal posts
that if you have a single block in the air, it's invisible?
:)
L50[09:32:12]
<Forecaster> yeah, like I said, buggy
:P
L51[09:32:27]
<Darkelarious> that was the case in
1.10 or 1.11 already as well :)
L52[09:32:38]
<Darkelarious> but meh, it's
known and worked on, so not relevant :P
L53[09:32:39]
<Forecaster> there's no 1.11
version
L54[09:32:43]
<Darkelarious> then it was 1.10
L55[09:32:47]
<Darkelarious> it's been a while
since I tried
L56[09:33:03]
<Forecaster> it's know and will
be fixed eventually
L57[09:33:11]
<Darkelarious> >eventually
L58[09:33:15]
<Darkelarious> that's all
we're ever hope for :)
L59[09:33:17]
<Forecaster> yep
L60[09:33:25]
<Darkelarious> that's all we ever
hope for :) [Edited]
L61[09:33:39]
<Forecaster> I can make up a timeframe
if you want
L62[09:33:50]
<Darkelarious> wait wait, there should
be a dilbert comic about that
L63[09:35:08]
<Darkelarious> anyway
L64[09:35:44]
<Darkelarious> as said, I'll
sketch some signalling issues / routing issues / block issues that
I'm having and discuss them around the same time those bugs
get fixed >:)
L65[09:36:18]
<Forecaster> you do that
L66[09:38:51]
<Darkelarious> it'll probably be
around the same time that I finish my first minecraft mod that I
started on so long ago in the future already
L67[09:38:57]
<Darkelarious> \* cries in java
\*
L68[09:39:28]
<Forecaster> "long ago in the
future"
L69[09:39:29]
<Forecaster> :P
L70[09:40:20]
<KillTyrant> I chuckled at that as
well
L71[09:41:29]
<KillTyrant> Dark, I generally do what
engineers IRL do. Raised track and if it cant be raised than bushes
with fences.
L72[09:41:47]
<Darkelarious> oh, i didn't say I
couldn't get it done :P
L73[09:42:07]
<Darkelarious> *pulls out 400
screenshots of a few thousands blocks of Epic. f-ing. rail
track.
L74[09:42:35]
<Forecaster> you can post som of those
in #showcase if you want
L75[09:42:53]
<Darkelarious> I linked it in
showcase, but i cleaned up my server yesterday so that link is
dead
L76[09:56:26]
<Darkelarious> what do you prefer, a
120MB dump of screenshots, or link to a website? :)
L77[09:57:32]
<Darkelarious> (arf, afk, bbl)
L78[09:58:00]
<Forecaster> I did say
"some"
L79[09:58:18]
<texaswriter> so, like less than 120
MB lol?
L80[09:58:22]
<Forecaster> just post a select few
directly to the channel
L81[11:12:14]
<WiFiN>
plow cart could solve the problem of mobs on the track in a
spectacular way
L82[11:35:29]
<liach>
well, mob ai avoid tracks by default
L83[11:36:55]
<Darkelarious> anyway, link posted
with some sshots
L84[11:37:30]
<Darkelarious> too bad the generic
survival landscape does not have flat areas with different biomes
for 3000 blocks
L85[11:37:43]
<Darkelarious> on the other hand,
it's minecraft. you can make it happen.
L86[11:38:04]
<Darkelarious> anyway, later.
L87[11:38:40]
<TheMadMen> Hello everyone, my name is
Louis, also know as TheMadMen on MineCraft.
L88[11:38:53]
<Darkelarious> there's still so
many things I want to do in minecraft. and irl. and mod-wise.
I'm going to game the shit out of my retirement in 96
years....
L89[11:39:01]
<Darkelarious> hi @TheMadMen
L90[11:40:05]
<TheMadMen> I have aspiration of
becoming a mod pack creator, and Railcraft is one of my favourite
mod.
L91[11:44:13]
<Darkelarious> ?faq
L92[11:44:16]
<Darkelarious> .faq
L93[11:44:24]
<Darkelarious> !faq
L95[11:44:27]
<Darkelarious> there we go
L96[11:47:09]
<TheMadMen> Oups, did I trigger the
bot ?
L97[11:53:35]
<Forecaster> no
L98[12:09:29]
<liach>
darkelarious did
L99[12:14:03]
<KillTyrant> Gahhh why are lga 1155
boards so expensive >.<
L100[12:53:36]
<Natesky9> old standard?
L101[12:59:34]
<KillTyrant> But 500+??
L102[12:59:55]
<KillTyrant> Not even new, but a
refurbished
L103[13:37:05]
<Chocohead> Even X79 boards
aren't that much
L104[14:18:20]
<KillTyrant> I know! It's almost
cheaper to build a modern rig over older one.
L105[14:56:19]
<CovertJaguar> regarding skeletons
shooting trains, I do plan to make carts more resistant to mob
damage
L106[14:57:27]
<CovertJaguar> @Darkelarious you
mention locking tracks catching the end of trains... that
isn't supposed to happen with train mode locking tracks, if it
is, I'd consider it a bug
L107[14:58:23]
<CovertJaguar> I admit I haven't
given HS track signaling much thought
L108[14:59:31]
<CovertJaguar> junctions these days
are mostly just token signals all around with interlocks on the
approach lines
L109[15:01:21]
<CovertJaguar> I do know however that
there is some kind of rare serialization bug with interlock, but
the result seems to be deadlock rather than collisions and
sometimes Token Signals lose track of trains existing the zone, but
the result there is also deadlock
L110[15:01:42]
<CovertJaguar> I do know however that
there is some kind of rare serialization bug with interlock, but
the result seems to be deadlock rather than collisions and
sometimes Token Signals lose track of trains exiting the zone, but
the result there is also deadlock [Edited]
L111[15:02:13]
<Darkelarious> I think the HS catching
is not a bug, but implementation issue on my side
L112[15:02:38]
<Darkelarious> i think we also
discussed that during the time that i pointed out that a train
could go from high speed to standstill on a locking track if red
signal
L113[15:03:09]
<CovertJaguar> hmm.... yeah I could
see a red arriving too late for the train to stop
L114[15:03:24]
<Darkelarious> yup, basically
that
L115[15:03:27]
<Darkelarious> but not only
L116[15:04:07]
<CovertJaguar> you'd basically
have to trigger the slowdown and then using a capacitor box for a
delay before activating the locking track
L117[15:04:14]
<Darkelarious> i want to do fancy
things like "if next section is clear, but the one after that
occuppied, then slow down"
L118[15:04:34]
<CovertJaguar> but the result could be
the train entering an occupied zone
L119[15:04:38]
<Darkelarious> but right now it's
indeed a lot of boxes
L120[15:05:33]
<CovertJaguar> hmm....we were talking
about the other day, a new type of signal based on graphs that
would cover the use cases of bother types of existing signals and
do it better
L121[15:05:36]
<Darkelarious> and i haven't
found a solution yet for large freight areas with a lot of
tracks
L122[15:05:53]
<CovertJaguar> one of the
consideration was detection of occupied zones beyond the current
block
L123[15:05:53]
<Darkelarious> grahs?
L124[15:05:55]
<Darkelarious> graphs*?
L125[15:06:10]
<Darkelarious> but yes, that's
exactly what I'm talking about
L126[15:06:41]
<CovertJaguar> ie scan the track
layout and build connection graphs to define complex shaped
blocks
L127[15:06:59]
<Darkelarious> nice
L128[15:08:46]
<Darkelarious> what i often struggle
with, is that i have a lot of tracks at a station, then some
double-track to some far-out corner on the map, an intersection or
a split to 2-3 more locations, and at every location another set of
tracks fanning out into multiple platforms, industrial/freight
areas and so on
L129[15:08:54]
<CovertJaguar> hmm....we were talking
about the other day, a new type of signal based on graphs that
would cover the use cases of both types of existing signals and do
it better [Edited]
L130[15:09:08]
<Darkelarious> and Forecaster helped
with the general routing logic about two years ago, and that works
great
L131[15:09:20]
<Darkelarious> but the signalling i
sort of did in a (in my opinion) dirty way
L132[15:09:27]
<Darkelarious> by having overlap in
the signalling areas
L133[15:09:51]
<CovertJaguar> I definitely agree
signaling is burdensome atm
L134[15:10:12]
<Darkelarious> fyi, i'm not
complaining -- i think it demands abstract thinking and I'm in
favour of that
L135[15:10:21]
<Darkelarious> but it's a subject
worth of discussion :)
L136[15:10:22]
<CovertJaguar> the Token Signals help
_alot_, but they aren't perfect
L137[15:10:53]
<Darkelarious> that aside, i
don't think tokens are the solution if you have a lot of
trains and a lot of destinations
L138[15:11:23]
<CovertJaguar> deadlock due to too
many trains wanting to use an intersection?
L139[15:11:33]
<Darkelarious> no doubt that will
happen too
L140[15:11:58]
<CovertJaguar> what is the limitation
of token signals then?
L141[15:12:57]
<Darkelarious> i didn't
experience limitations with token signels, i just doubled my
tracks
L142[15:13:30]
<Darkelarious> what I meant to say, is
that token signals do not solve my particular issue
L143[15:14:16]
<CovertJaguar> what is that issue? too
many trains wanting to use a single track?
L144[15:14:27]
<Darkelarious> sec
L145[15:17:01]
<Darkelarious> I think that, when
making my problems abstract workpackages, there are three general
issues: 1) trains following too close behind each other at high
speed, which you already addressed with possible new signals or
different signalling techniques; 2) merging two tracks onto one
track in a Y-merge, 3) trains crossing over from 1 track to
another, sort of like an |\| layout
L146[15:17:17]
<Darkelarious> er.. that last one
requires some fancy ascii arting or drawing... sec
L147[15:20:32]
<Darkelarious> situation 1 is pretty
clear:
L148[15:20:32]
<Darkelarious> `=|=====[train
one]>========|=============[train two]>========|=====`
L149[15:20:33]
<Darkelarious> where `|` are signal
block start/ends
L151[15:21:46]
<Darkelarious> and situation 3:
L153[15:21:46]
<Darkelarious> where both trains are
still driving in the same direction
L154[15:22:05]
<Darkelarious> for all my sitations, i
never expect trains driving towards each other
L155[15:22:16]
<Darkelarious> unless something really
Fabulous'd Up happens
L156[15:22:40]
<Darkelarious> i think these are also
the standard situations that I tried to describe to Forecaster, but
didn't get explained in a clear way yet
L157[15:28:11]
<Darkelarious> also to clarify, these
are the kinds of problems that I'm struggling with in general
and solved in some ways (but imo always the dirty way), it's
not something I'm trying to get fixed urgently
L158[15:37:24]
<Darkelarious> situation 2 I fixed now
by having signals A B and C, and relay blocks D E and F in place
like so:
L160[15:37:47]
<Darkelarious> so the signal block is
routed A-----D--E----B
L161[15:37:59]
<Darkelarious> as if they were to make
a U-turn instead of a Y-merge
L162[15:38:36]
<Darkelarious> and it then relies on
the train being long enough to keep ADEB occuppied if C-F is
occuppied
L163[15:55:18]
<Darkelarious> ..what.. was my
monologue so boring that everyone fell asleep?
L164[15:58:13]
<KillTyrant> Lol treat this chat as if
its IRC
L165[15:58:26]
<KillTyrant> Check back in a couple
hours
L166[15:59:14]
<Darkelarious> that's the spirit
<3
L167[16:16:29]
<CovertJaguar> sorry got distracted by
other things
L168[16:18:27]
<KillTyrant> "Things"
L171[16:21:29]
<CovertJaguar> #2 looks like it could
be simplified with Token Signals
L172[16:22:32]
<CovertJaguar> #1 would indeed benefit
from "yellow means following block occupied"
L173[16:24:06]
<CovertJaguar> any place you use
several overlapping block signals can generally be simplified
significantly with a single Token Signal block covering the entire
area
L174[16:26:35]
<CovertJaguar> as for #3, I'm not
sure if your problem is just signaling it at all (which I assume
yes) or if its the problem described on the TTD wiki. As I said the
other day, Path Based Signaling is probably not coming to Railcraft
as its basically a "total control" system and our
framework isn't designed around such an idea
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L178[17:36:18]
<Darkelarious> @CJ yes, that looks
like #3 yes
L179[17:37:11]
<Darkelarious> maybe with routing
blocks and signalling you could make your own pathing
L180[17:38:59]
<Forecaster> You can already do that
:P
L181[17:48:42]
<Darkelarious> there you have it
:p
L182[17:48:50]
<Darkelarious> ok, bedtime
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