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L1[00:46:01] <death> Sex Dating > http://discord.amazingsexdating.com
L2[00:52:24] ⇦ Quits: Hawk777 (Hawk777!~chead@2607:c000:81db:1b00:60a2:3d29:4f46:ae5c) (Quit: Leaving.)
L3[01:01:22] <Night's Edge> wtf...?
L4[01:01:38] <Night's Edge> Why is this what comes through now of all times...?
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L8[05:55:42] <lgt_marshall> Sex Dating > http://discord.amazingsexdating.com
L9[06:11:53] ⇨ Joins: Vexatos (Vexatos!~Vexatos@p200300C107205E55E4613D86E803FE4C.dip0.t-ipconnect.de)
L10[08:09:29] <crazyminer63> Why did I just now find this. And I wonder why he disappeared off of youtube.
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L13[11:46:25] <fLAK> @texaswriter @CovertJaguar thanks
L14[11:53:16] <fLAK> btw I just noticed there's two different booster tracks, the vanilla one, and one added by RC, what's the difference?
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L16[11:53:31] <fLAK> http://tinyurl.com/y9lyy7l5
L17[11:53:36] <fLAK> http://tinyurl.com/ya6fbqtx
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L19[11:55:20] <liach> @fLAK rc ones are based on kits. you don't need to craft the rc one; you can just place the booster kit on the regular tracks
L20[11:56:20] <fLAK> yeah but do the vanilla one and RC one function the same?
L21[12:02:00] <liach> rc ones drop the kit when broken and turns into track; vanilla ones just drop itself
L22[12:02:09] <liach> function should be the same
L23[12:02:54] <fLAK> interesting, ok thanks
L24[12:27:34] <liach> prefer rc ones. rc ones (booster track kit) can be applied on abandoned/wooden/electric track types
L25[12:27:51] <liach> and high speed as well
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L28[12:51:10] <fLAK> are electric reinforced tracks planned?
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L33[15:11:04] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/96116359
L34[15:11:04] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/a05a3bd813ef...e919b751fd28
L35[15:11:04] <travis-ci> Railcraft/Railcraft#205 (mc-1.12.2 - e919b75 : Trinsdar): The build passed.
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L38[17:10:40] <liach> i would like to see it as well. easy to add in theory
L39[17:47:33] <fLAK> also maybe buff reinforced tracks a bit, like have them 150% speed of normal tracks since HS are 300%?
L40[17:49:15] <fLAK> I'll post the suggestion on github tomorrow after work
L41[17:56:48] <LuigiHutch> I believe thats an intentional design decision
L42[18:25:13] <CovertJaguar> no... its actually a design limitation
L43[18:25:26] <CovertJaguar> any faster and tracks just kind of stop being tracks
L44[18:25:49] <CovertJaguar> the simulation speed just isn't fast enough to keep up
L45[18:26:02] <CovertJaguar> its why HS tracks are the way they are
L46[18:27:47] <CovertJaguar> I buffed the reinforced track as high as I could and maintain reliability, even then I had to use a dynamic speed controller to adjust max speed for slopes and corners
L47[18:31:33] <CovertJaguar> I'm fairly certain the default track speed of 0.4 tiles per tick was choses specifically because it fastest the simulation could support
L48[18:32:19] <CovertJaguar> I'm fairly certain the default track speed of 0.4 tiles per tick was chosen specifically because it fastest the simulation could support [Edited]
L49[18:32:33] <CovertJaguar> I'm fairly certain the default track speed of 0.4 tiles per tick was chosen specifically because it was the fastest the simulation could support [Edited]
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L51[18:53:22] <travis-ci> Railcraft/Railcraft#206 (mc-1.12.2 - 876c187 : CovertJaguar): The build passed.
L52[18:53:22] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/e919b751fd28...876c18741680
L53[18:53:22] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/96131289
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L56[19:18:22] <travis-ci> Railcraft/Railcraft#207 (mc-1.12.2 - cc07e4a : CovertJaguar): The build passed.
L57[19:18:22] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/876c18741680...cc07e4abbe64
L58[19:18:22] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/96133051
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L60[19:24:07] <liach> the simulation can support fast boats on ice, so i think fast minecarts are possible
L61[19:24:16] <fLAK> how do the HS tracks go so fast if a design limitation prevents reinforced tracks from going half their speeds?
L62[19:24:41] <fLAK> less than half actaully
L63[19:24:59] <liach> because hs tracks only go straight
L64[19:25:25] <liach> if hs track goes on corners, wo don't simulate but explode the cart
L65[19:26:03] <fLAK> so if you didn't explode the cart then the game would crash or something?
L66[19:27:01] <liach> no, the cart will glitch off track
L67[19:27:37] <fLAK> so where's the limitation, is it the game's tickrate?
L68[19:27:41] <liach> sonetimes the carts even fail to explode; they just go straight until hitting block
L69[19:28:19] <liach> yes. if your speed is over 1block/tick the rail you pass might be missed and fail to function
L70[19:29:11] <fLAK> is there anyway to raise the tickrate, and would it be practical to do so?
L71[19:29:43] <liach> lol no
L72[19:30:13] <liach> many minecraft servers cannot even run at 20 tps (ticks/second)
L73[19:30:25] <fLAK> I know that csgo servers are normally 128 tick (except for plebeian valve servers) but I would assume there's much less going on that needs to be processed
L74[19:30:57] <fLAK> and in that case the precision of a high tick rate is possible
L75[19:31:21] <liach> in fact, in newer versions, motion has been more reliable without change in tickrate
L76[19:31:29] <liach> e.g. elytra ice boating
L77[19:31:56] <liach> elytra is so fast: it is faster than arrows or ender pearls!
L78[19:33:20] <CovertJaguar> elystra and boats don't really need to inspect every block they travel over
L79[19:33:28] <CovertJaguar> minecart do
L80[19:34:27] <CovertJaguar> a boat can skip several blocks of ice and not care, but if a minecart skips several tracks, well... it might no longer have any track under it
L81[19:36:22] <liach> @CovertJaguar apparently you cannot go through block corners with boats, so i guess we may look at those code
L82[19:36:42] <CovertJaguar> its not even over 1 block per tick, its over 0.5 blocks per tick that things start falling apart, reinforced are set to 0.6, and they run inspection on coming tracks to detect corners and slopes in order to slow down to 0.4 in time to encounter them
L83[19:38:02] <fLAK> maybe you can group sets of rails together logically in their own "chunks"
L84[19:38:02] <CovertJaguar> @liach the collision algorithm is more forgiving, as it will move the boat back out of a block collision until its no longer colliding or something like that
L85[19:38:04] <fLAK> umm
L86[19:38:18] <fLAK> idk how to explain this properly
L87[19:39:18] <CovertJaguar> I might be able to push the reinforced a little higher, but then you will find that locking tracks and such become unreliable
L88[19:39:35] <liach> hmm, can we make air colliding blocks in a cart is on track
L89[19:39:51] <CovertJaguar> I dont know what that means
L90[19:41:45] <liach> so that we can use forgiving collision logic
L91[19:43:41] <CovertJaguar> well part of the problem is already that on up slopes the cart will collide with the block under the track if its going to fast
L92[19:44:01] <CovertJaguar> down slopes are pretty safe, but not up slopes
L93[19:45:23] <liach> can't we add loops in the cart update code
L94[19:45:26] <fLAK> or maybe you could make a rail line its own logical network, for example all rails connected together form a "line", carts on the line will know exactly where every turn and change in elevation is and when in motion will perform the correct movements without needing to perform constant block checks to find the next rail
L95[19:45:31] <CovertJaguar> the only way to solve this is to further expand the dynamic speed controller to slow down on anything that isn't a simple straight piece of normal track
L96[19:45:43] <liach> so the velocity vector is split to unit vectors
L97[19:46:03] <CovertJaguar> it _might_ be possible to tick carts twice... but that a is a huge headache
L98[19:46:19] <CovertJaguar> it would help with a lot of things like cart shuffling probably, but.... ugh
L99[19:47:03] <fLAK> do I make any sense at all?
L100[19:47:09] <liach> i don't mean to tick twice. i just want to handle velocity more reliably, nothing else.
L101[19:47:52] <liach> @fLAK the line calculation is a bit costly. if we can make that, we have already made a omnipotent signal system
L102[19:48:17] <CovertJaguar> @fLAK I understand what you are saying, ie remove the simulation to be external to the world and handle it all ourselves, that's been discussed with regards to train derpyness, but again.... ugh lot of work and very complex
L103[19:49:30] <CovertJaguar> carts don't have "velocity" right now, they have momentum, from which velocity is calculated
L104[19:50:31] <fLAK> I mean you don't need for the "line" to poll constantly for changes in the line, you could have any new track piece added on to trigger an update to the layout or something
L105[19:51:13] <fLAK> and when tracks break they cause a trigger to update the line
L106[19:52:03] <CovertJaguar> yes, there are ways to do it, its possible, but it almost needs to be its own thread and then everything would have to be rewritten to support it and then we have simulate so much of the current behiavor we currently get from Minecraft and it just turns into a boondoggle
L107[19:52:54] <CovertJaguar> that's the kind of bottomless hole I could jump into for a year and still not quite have it right at the end
L108[19:53:02] <liach> don't all entities have motion?
L109[19:53:17] <CovertJaguar> I don't know much about living entities
L110[19:54:29] <fLAK> imagine if we had this kind of system already in the vanilla game, we could have multi-block turns and other cool shit
L111[19:54:38] <CovertJaguar> probably yes
L112[19:55:35] <fLAK> like the high speed rails making large shallow curves around obstacles
L113[19:55:40] <liach> uh, not really. i don't want to make railcraft immersiverailroading, a mod ij which every track block is a ticking te
L114[19:56:11] <fLAK> is that a thing?
L115[19:56:38] <liach> imo we can just add other flags to cart data to handle big turns
L116[19:56:46] <CovertJaguar> well playing devils advocate, you probably don't have to do it with a ticking TE, just look at the Charge network and how it works
L117[19:58:11] <fLAK> then again, these problems would all be avoided if MC ran at even a slightly higher tick rate
L118[19:58:31] <fLAK> would even 64 or 32 tick/s make a difference?
L119[19:58:45] <CovertJaguar> I'd love to have a super reliable train physics simulator, but once you start getting to that point, its probably almost easier to just write a new game from scratch that already supports what you need
L120[19:59:08] <CovertJaguar> yeah, most games run at a minimum of 60 ticks per second, it would make a huge difference
L121[19:59:53] <CovertJaguar> but to achieve that, Minecraft would have break everything it currently does in a tick into different threads
L122[20:00:15] <CovertJaguar> break it into smaller chunks and run it in parallel
L123[20:00:33] <fLAK> well hey, since microsoft seem content with breaking the game every fucking patch, why the hell not lol
L124[20:01:07] <CovertJaguar> well they did move chunk loading and world saving to its own thread thankfully, which helped smooth the game out a lot
L125[20:01:33] <fLAK> oh btw I see you implemented the laser rails I suggested like 7 years ago on the MC forums thread
L126[20:01:39] <CovertJaguar> and each dimension now operates in their own thread as well
L127[20:01:47] <fLAK> thanks for that
L128[20:01:59] <CovertJaguar> haha, yeah they've been around for a couple years
L129[20:02:26] <fLAK> man I forgot I even suggested that until I saw them just now in jei
L130[20:03:24] <liach> we need a steam bridge!
L131[20:03:35] <fLAK> I think my in-game name was Tr1gg3r_F1ng3r9 or Deathguise back then
L132[20:03:51] <liach> you promised it in forums (minecraftforum)
L133[20:04:12] <liach> yeah, laser track was an advancement
L134[20:04:26] <liach> lol no, a patreon goal
L135[20:04:46] <CovertJaguar> oh right, I forgot about that
L136[20:04:57] <CovertJaguar> its basically just a reskin
L137[20:06:11] <liach> i hope to see two or three housing (not head) signals like those used by union pacific or bnsf
L138[20:06:16] <CovertJaguar> the laser tracks were on the minecraft forum "todo list" from nearly the beginning
L139[20:06:47] <liach> they are in essence iron tracks
L140[20:07:33] <CovertJaguar> I'll need a picture to understand what you mean by houing
L141[20:07:41] <CovertJaguar> I'll need a picture to understand what you mean by housing [Edited]
L142[20:08:15] <CovertJaguar> speaking of which.... all the wayobject TESRs are broken, yay -.-
L143[20:08:44] <CovertJaguar> probably some stupid on line fix somewhere
L144[20:09:01] <CovertJaguar> probably some stupid one line fix somewhere [Edited]
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L146[20:10:01] <CovertJaguar> yep, the main reason I can't even consider big projects like a sim rewrite is because the rest of mod is currently held together with duck tape and chewing gum xD
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L148[20:14:16] <Natesky9> And quickly running out of duct tape
L149[20:15:29] <fLAK> found a way into my forum account, fuck u twitch
L150[20:15:37] <fLAK> and found the post
L151[20:15:38] <fLAK> https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1277652-railcraft-9-2-2-0?page=21#c409
L152[20:17:49] <CovertJaguar> oh look, three posts down my very first post about the entity dupe bug!
L153[20:18:13] <CovertJaguar> which might finally be fixed now, seven years later xD
L154[20:18:22] <CovertJaguar> which might finally be fixed now, eightyears later xD [Edited]
L155[20:18:22] <fLAK> hahaha great
L156[20:18:31] <CovertJaguar> which might finally be fixed now, eight years later xD [Edited]
L157[20:19:37] <fLAK> huh, I forgot about the wooden and stone posts, what happened to them?
L158[20:19:54] <liach> aren't the basic posts back?
L159[20:20:19] <CovertJaguar> I think the hold up was not knowing how to handle the emblem post and not having a stone post model
L160[20:20:30] <CovertJaguar> the painted metal posts were restored
L161[20:20:47] <liach> the emblems can delay a bit
L162[20:20:56] <CovertJaguar> they need to be flattened is what needs to be done
L163[20:21:18] <liach> we can add models to emblems and load models with some client hooks like that teisr
L164[20:21:57] <fLAK> I see, oh and it turns out I wasnt the first to suggest the laser rails, I apparently suggested the abandoned tracks and droppers
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L166[20:22:26] <liach> droppers?
L167[20:22:38] <CovertJaguar> disposal tracks?
L168[20:22:42] <fLAK> yeah that
L169[20:23:05] <fLAK> *it's something*
L170[20:26:00] <liach> i joined the rc team because i saw a reinforced track in some 1.4.7 ftb modpack and was immediately attracted to it. then i started playing railcraft and now becomes a dev from a contributor and a translator
L171[20:26:27] <fLAK> https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1277652-railcraft-9-2-2-0?page=22#c428
L172[20:29:11] <fLAK> some things just sound better in my head...
L173[20:33:21] <CovertJaguar> you have _no idea_ how many people _begged_ me to let rails climb walls and run upside down on ceilings, I eventually had to put up info notices saying "no, this isn't happening"
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L176[20:40:42] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/cc07e4abbe64...9932f4b4ea25
L177[20:40:42] <travis-ci> Railcraft/Railcraft#208 (mc-1.12.2 - 9932f4b : CovertJaguar): The build passed.
L178[20:40:42] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/96137028
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L180[20:40:43] <fLAK> lol
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L182[20:41:48] <fLAK> oh do you remember the turntable suggestion?
L183[20:42:02] <fLAK> https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1277652-railcraft-9-2-2-0?comment=422
L184[20:42:38] <fLAK> I feel like that could be made into some overly complicated multi-block just for the fuck of it
L185[20:42:43] <liach> @CovertJaguar for the running on ceilings, traincarts is actually doing that
L186[20:43:46] <CovertJaguar> yeah, remember that, its not super practical though, but I guess it could be "done"
L187[20:46:41] <fLAK> also that suggestion I made wasn't to have carts run upside down, I was thinking more like, you know like in donkey kong country where they had those rails hanging down from rods in the ceiling and you rode in the cart upright.
L188[20:47:03] <fLAK> also that suggestion I made wasn't to have carts run upside down, I was thinking more like in donkey kong country where they had those rails hanging down from rods in the ceiling and you rode in the cart upright. [Edited]
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