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L1[00:01:15]

<coderbot> By the way @Trinsdar what
you say about TechReborn isn't entirely true anymore
especially regarding the power systems. I worked with modmuss50 to
get better power system support in TR recently so now it's
completely possible to make TR use EU only, and the items support
EU 100% now as well.
L2[00:02:13]

<Schtyger> Hey guys, Boilers are
disabled for the moment right?
L3[00:02:49]

<coderbot> they're pretty broken
right now so I assume so
L4[00:03:13]

<coderbot> I don't know about
beta-3 but in beta2 they corrupt your world (you have to remove
Railcraft to load the world again)
L5[00:24:44]

<Schtyger> oh okok good
L6[00:24:49]

<Schtyger> thought it was only
me
L7[01:10:41] ⇦
Quits: Meep (Meep!uid44664@id-44664.charlton.irccloud.com) (Quit:
Connection closed for inactivity)
L8[01:20:57]

<CovertJaguar> you can just disable
the boiler block in the config to restore it
L9[01:21:58]

<CovertJaguar> it'll get fixed
when I get around to rewriting the logic for those blocks, I did
the Steam Oven today, and beta-4 already has the Coke Oven and
Blast Furnace done
L10[01:24:16]

<CovertJaguar> unfortunately its tied
into the multiblock formation code, which got rewritten for the new
logic framework so fixing it without doing the whole thing would
just be duplicated effort
L11[01:24:23]

<CovertJaguar> hence beta ?
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L16[07:04:00]

<Trinsdar> Oh so tech reborn items now
have eu support and it works with ic2 classic?
L17[07:12:23]

<Trinsdar> Well never mind about ic2
classic compat it's not done yet
L18[08:40:01]

<liach>
given that railcraft is on the first page of the minecraft topic on
github, i need to work harder on rc
L19[09:17:43] ⇨
Joins: Hawk777
(Hawk777!~chead@2607:c000:81db:1b00:6c4e:ef0f:58c6:6150)
L20[10:00:29]

<☙ Adelys
❧> Hi ! Is this the right chat for asking some RC and not RC
related Minecraft help ? And if, does someone has some time for me
? ?
L23[10:07:37]

<☙ Adelys
❧> But this time it's driving me insane. Half of the blocks
are simply disappearing in thin air !
L24[10:07:50]

<☙ Adelys
❧> Even when the chunks are never loaded
L25[10:08:02]

<coderbot> @Trinsdar I have a working
IC2 classic compat module, but my plan is to make TR support of ic2
classic first class eventually
L26[10:08:38]

<Trinsdar> yah I noticed in your pull
requests you've made
L27[10:09:14]

<coderbot> The problem with your
method of updating is what happens with stuff like invalid TEs if
mods make breaking changes across versions
L28[10:09:42]

<☙ Adelys
❧> invalid TEs ?
L29[10:09:47]

<coderbot> yeah, I've been
working to make it so that TR functions as a proper GT2 replacement
for the purposes of modpacks
L30[10:10:26]

<coderbot> tile entities
L31[10:11:06]

<coderbot> Actually I'm not sure
if that would be the issue since that wouldn't cause the
blocks to disappear
L32[10:12:08]

<☙ Adelys
❧> The blocks are dissappearing in half random patterns
L33[10:12:27]

<coderbot> like are the blocks
disappearing in minecraft or mcedit?
L34[10:12:34]

<☙ Adelys
❧> Both
L35[10:12:42]

<☙ Adelys
❧> They are simply becoming air
L36[10:13:24]

<☙ Adelys
❧> Even when never loaded in a chunks
L37[10:13:44]

<coderbot> how do you know that they
are becoming air if you never visit the chunks?
L38[10:13:54]

<☙ Adelys
❧> (I had some problems with blocks becoming moving liquids and
evaporating)
L39[10:14:18]

<☙ Adelys
❧> Looking at them with MCedit
L41[10:14:40]

<☙ Adelys
❧> You can see a fourth of the bridge is missing
L42[10:15:01]

<☙ Adelys
❧> Original blocks where balsa from forestry in this case
L43[10:15:08]

<☙ Adelys
❧> Original blocks were balsa from forestry in this case
[Edited]
L44[10:16:00]

<fLAK>
@☙ Adelys ❧ same block IDs, no?
L45[10:16:05]

<coderbot> wait, are you opening the
world in mcedit, and then opening it in 1.7.10 or something like
that?
L46[10:16:56]

<☙ Adelys
❧> The blocks IDs stay the same, that makes the block change
with each version. That is why I'm changing the ID with MCEdit
to get the new ID for the same block
L47[10:17:40]

<☙ Adelys
❧> In this example, I would place a sample of balsa, get the new
ID and apply it on every block of the bridge
L48[10:18:16]

<fLAK>
why don't you just change the new id to the old one?
L49[10:18:27]

<fLAK>
that sounds way simpler
L50[10:18:32]

<☙ Adelys
❧> Because I don't know how
L51[10:18:50]

<coderbot> that wouldn't be easy
since you'd have to edit the ID registry stored with the world
that forge uses
L52[10:19:05]

<fLAK>
can't you still change block IDs in the mod config
files?
L53[10:19:13]

<☙ Adelys
❧> Apparently not
L54[10:19:59]

<☙ Adelys
❧> And sounds more dangerous than simply replacing every old ID
with the new one, MCEdit does this automatically
L55[10:20:18]

<fLAK>
that's fucking retarded imo, sure it's convenient to have
forge remove conflicts automatically, but come on
L56[10:20:36]

<☙ Adelys
❧> Worked once without a hitch
L57[10:20:49]

<coderbot> forge's new ID system
is pretty great since manual block ID assignment was a bitch
L58[10:20:53]

<fLAK>
dangerous how? you're using copies of your world save right?
there should be no risk
L59[10:21:06]

<coderbot> but I think you could look
into editing the level.dat id registries
L60[10:21:20]

<☙ Adelys
❧> Dangerous for the mods and forge stability, but I'm no
modder nor coder so I don't know
L61[10:22:03]

<☙ Adelys
❧> Isn't it what MCedit is doing ? With a graphical
interface
L62[10:22:05]

<fLAK>
but like, if the mod fucks up after too much tinkering on your
part, just download a fresh copy and start over
L63[10:22:56]

<☙ Adelys
❧> Still doesn't fix my problem. I don't know how to
assign the IDs of blocks for the mods.
L64[10:23:37]

<☙ Adelys
❧> And doesn't explain why some are disappearing
L65[10:23:57]

<fLAK>
this is why I typically just start a fresh world when I move to new
versions of MC
L66[10:24:14]

<fLAK>
but it seems like you have a lot of big builds
L67[10:24:24]

<☙ Adelys
❧> This world is 9 year old and with more than 5000h of work,
this is not an option
L68[10:24:50]

<fLAK>
so if the worst comes to worst, you can port your world to the new
MC version and manually replace the important blocks with creative
mode I guess
L69[10:24:59]

<fLAK>
welp
L70[10:25:14]

<☙ Adelys
❧> Is what I have done for most of the least important
blocks
L71[10:25:15]

<fLAK>
9 years old wtf?
L72[10:25:17]

<coderbot> what I was saying about IDs
was that you could possibly inspect the ID configs on 1.7.10 and
then port those values to the forge id registry in an nbt
editor
L73[10:25:18]

<coderbot> to try it
L74[10:26:21]

<☙ Adelys
❧> uh...
L75[10:28:01]

<coderbot> it's fairly advanced
technically but it could work well
L76[10:28:21]

<coderbot> best way would be to test
it with a couple of blocks
L77[10:28:51]

<☙ Adelys
❧> I can learn, but as I said, I'm not the most technical
person in the world
L78[10:30:46]

<☙ Adelys
❧> But I guess rebuilding most modded parts wont take as long. I
fixed two problems by just going far away (one block become some
sort of sand and one other become flowing liquid).
L79[10:30:46]

<☙ Adelys
❧> But now my biggest problem is just one block : the stone
brick wall that I used extensively, and most of all, in a LOT of
different places...
L80[10:31:05] ⇦
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(Hawk777!~chead@2607:c000:81db:1b00:6c4e:ef0f:58c6:6150) (Quit:
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L81[10:32:09]

<☙ Adelys
❧> And these stone brick walls are disappearing semi randomly (a
bit like the bridge), apparently it comes down to what chunk they
are.. I guess
L82[10:32:22]

<coderbot> that's pretty
wack
L83[10:32:29]

<☙ Adelys
❧> Yeah X3
L84[10:34:15]

<☙ Adelys
❧> Oh, also, does the stone brick wall is again in RC ? It
wasn't in beta 2 and forgot to check again
L85[10:34:50]

<coderbot> idk, possibly
L86[10:35:07]

<☙ Adelys
❧> I hope so !
L87[10:35:29]

<☙ Adelys
❧> Well, anyway, thanks for the help !
L88[10:37:49]

<coderbot> you're welcome
L89[10:38:15]

<coderbot> sorry I don't have
anything easier to offer but keeping an old world for so long is
going to be a lot of work!
L90[10:38:35]

<☙ Adelys
❧> It is !
L91[10:39:21]

<coderbot> one strategy that others
have done is paste old structures into a new world
L92[10:39:26]

<coderbot> but I imagine you
don't want to do that
L93[10:39:29]

<coderbot> just putting it out
there
L95[10:40:12]

<coderbot> as long as you have the
same set of mods and they didn't remove blocks it will
probably be possible
L96[10:40:13]

<☙ Adelys
❧> Yeah, wont do that
L97[10:40:28]

<☙ Adelys
❧> More or less yeah
L98[10:40:32]

<coderbot> damn, that's a lot of
stuff
L99[10:41:14]

<☙ Adelys
❧> Imagine the city has its mirror underground with a
technological grid
L100[10:41:33]

<coderbot> jesus lol
L101[10:41:57]

<coderbot> there is a possibility that
I could make a small tool to do the conversion automatically
L102[10:42:10]

<☙ Adelys
❧> That would be awesome
L103[10:42:21]

<coderbot> well, somewhat
automatically, you would still have some manual work
L104[10:42:30]

<coderbot> but it would be easier,
handle all of the nbt stuff
L105[10:43:08]

<☙ Adelys
❧> Yeah, that would be the best, because my method isn't
touching the tag stuff, only IDs
L106[10:43:39]

<Vale>
Sorry if this is a repeat but I noticed there's no engraving
bench - is there any way to get emblems?
L107[10:43:50]

<☙ Adelys
❧> (Oh, and btw, the city is 80% survival :p)
L108[10:44:19]

<coderbot> that's pretty
impressive
L109[10:44:35]

<coderbot> even if you did it in 100%
creative it would be hundreds of hours of work
L110[10:44:46]

<☙ Adelys
❧> Yeah ^^
L111[10:45:19]

<☙ Adelys
❧> Only the biggest structure (airport and fortress on the left)
are mostly creative + MCedit for copy pasting
L112[10:45:25]

<coderbot> ah
L113[10:45:36]

<coderbot> that's understandable
cause of the repetition
L114[10:45:51]

<☙ Adelys
❧> yeah, the fortress is actually going down to bedrock
L115[10:46:08]

<☙ Adelys
❧> And the bedrock has a hole in it
L116[10:46:19]

<coderbot> lol, nice
L117[10:47:07]

<coderbot> I know this is a lot to ask
for but it would be a lot easier for me to make the tool if I had
access to the old/new modpack and the world
L118[10:47:48]

<☙ Adelys
❧> Hmmm...
L120[10:48:10]

<☙ Adelys
❧> You mean for developing a tool for everyone to use ?
L121[10:48:29]

<coderbot> seems like a fun
challenge
L122[10:48:31]

<coderbot> yeah potentially
L123[10:48:56]

<coderbot> basically what it would try
to do is automatically swap IDs if the names match exactly
L124[10:49:01]

<☙ Adelys
❧> Well, the modpacks I did aren't particuliary
original
L125[10:49:05]

<coderbot> and then it would print out
a list of unmatched IDs
L126[10:49:33]

<coderbot> for you to provide the
matching alternatives
L127[10:49:34]

<☙ Adelys
❧> I can upload the clients I did if you want
L128[10:49:54]

<☙ Adelys
❧> but.. Uh, wouldn't this count as publishing a modpack
?
L129[10:50:10]

<coderbot> well if you made it public,
yeah
L130[10:50:31]

<☙ Adelys
❧> Oh, but privately is good ?
L131[10:50:54]

<coderbot> yeah, most mod licenses
either allow public modpacks outright or permit private packs (for
servers)
L132[10:50:57]

<coderbot> which this would fall
under
L133[10:51:12]

<☙ Adelys
❧> ok ok ^^
L134[10:51:24]

<☙ Adelys
❧> Uhhh, but will you need my save too ?
L135[10:51:35]

<☙ Adelys
❧> That one is a bit more sensible for me
L136[10:51:36]

<coderbot> well if you give me the
save I could potentially do most of the work for you
L137[10:52:00]

<coderbot> since as a byproduct of
testing the tool I would be doing some conversions
L138[10:52:39]

<☙ Adelys
❧> Yeah I understand, and I think you are honest with that, but
it's still a bit of a trust problem giving my baby away like
that ^^'
L139[10:53:02]

<coderbot> of course, I understand
that completely
L140[10:53:06]

<coderbot> which is why I asked
L141[10:53:18]

<☙ Adelys
❧> Well, at least the clients is no problem
L142[10:53:25]

<coderbot> I would only really need a
few region files anyway even if you gave me the world
L143[10:53:35]

<coderbot> since all I need is to
validate that it gets converted properly
L144[10:53:59]

<☙ Adelys
❧> Hmmm
L145[10:54:05]

<☙ Adelys
❧> Lemme think about it
L146[10:54:38]

<☙ Adelys
❧> Anyway, doing that sort of tool is really, really nice of
you
L147[10:54:59]

<☙ Adelys
❧> This would be a major tool for modpack owning people
L148[10:55:06]

<coderbot> For me it would just be a
neat thing to do for working with nbt
L149[10:55:30]

<coderbot> A fun little side project
in lieu of some of my other mods and stuff
L150[10:55:50]

<☙ Adelys
❧> What mod are you doing ? (RC ?)
L151[10:56:20]

<coderbot> I've made a few small
mods to bring back old features (Flax, xycraft sulfur torches,
factorization solar boilers currently)
L152[10:56:30]

<coderbot> and I've submitted PRs
to mods like TechReborn
L153[10:56:33]

<☙ Adelys
❧> Doesn't ring a bell ^^
L154[10:56:46]

<coderbot> they're stuff from the
mindcrack 1.4.7 pack
L155[10:57:06]

<☙ Adelys
❧> I'm really old school, IC², forestry, buildcraft,
railcraft and some mostly
L156[10:57:52]

<coderbot> yeah, that last time I
really got into modded was 1.4.7
L157[10:58:09]

<☙ Adelys
❧> t'was a nice build
L158[10:58:29]

<coderbot> yup, the original
mods
L159[10:58:37]

<coderbot> it's nice that they
are all still around
L160[10:59:41]

<coderbot> in any case the things that
I need the most for my tool are the old/new modpacks and the
level.dat files from old/new
L161[10:59:43]

<☙ Adelys
❧> My world started with 1.4.5 actually, but moved very fast to
.7
L162[10:59:48]

<coderbot> since those are the main
things for conversion
L163[10:59:56]

<☙ Adelys
❧> okay ?
L164[10:59:56]

<coderbot> yeah, the 1.4 versions were
pretty close together
L165[11:00:09]

<☙ Adelys
❧> I'm archiving the clients right now
L166[11:00:24]

<☙ Adelys
❧> Well, I had nothing to do, came out of the box
L167[11:00:38]
⇨ Joins: Hawk777
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L168[11:00:50]

<coderbot> yeah, I think many mods
1.4.6 versions didn't even need to get recompiled for
1.4.7
L169[11:01:37]

<☙ Adelys
❧> Hmmm, will you want the 1.4.7 client too ?
L170[11:01:56]

<☙ Adelys
❧> It's, uh.... not very legal. ^_^°
L171[11:02:05]

<coderbot> the 1.4.7 client might not
be needed
L172[11:02:20]

<coderbot> and actually automatic
conversion from 1.4.7 to 1.7 would be extremely hard
L173[11:02:30]

<coderbot> since 1.4 doesn't save
block IDs in the level.dat at all
L174[11:02:35]

<☙ Adelys
❧> yup
L175[11:02:45]

<coderbot> well, not extremely hard
but rather tedious
L176[11:02:57]

<☙ Adelys
❧> And nothing that would be sustainable anyway
L177[11:03:47]

<☙ Adelys
❧> Do you have some platform to suggest for the upload ?
I'm not really knowledgeable about them
L178[11:04:40]

<coderbot> Google Drive works well and
gives free storage nowadays
L179[11:04:51]

<☙ Adelys
❧> okay ?
L180[11:05:41]

<coderbot> also, one of the reasons I
want to do this is I really like anything having to do with the
reverse engineering and conversion of data
L181[11:05:49]

<coderbot> so it's fun for
me!
L182[11:08:24]

<☙ Adelys
❧> Good thing we have people like you ^^
L183[11:10:02]

<coderbot> thanks for the compliment
?
L184[11:17:10]

<☙ Adelys
❧> Ok, upload will take a *long* time...
L185[11:17:20]

<☙ Adelys
❧> Shitty adsl here.. :S
L186[11:17:39]

<coderbot> rip, that sucks
L187[11:17:49]

<coderbot> how big is it?
L188[11:19:43]

<☙ Adelys
❧> 560 and 340 MB
L189[11:19:52]

<☙ Adelys
❧> Without the saves
L190[11:20:05]

<coderbot> that's for the mods
alone?
L191[11:20:12]

<☙ Adelys
❧> The whole clients
L192[11:20:16]

<coderbot> ah
L193[11:20:18]

<coderbot> so other stuff too
L194[11:20:18]

<☙ Adelys
❧> compressed
L195[11:20:40]

<☙ Adelys
❧> Well, you will need the client with forge and all the stuff
no ?
L196[11:21:01]

<coderbot> that makes it easier to
test, yeah
L197[11:21:21]

<☙ Adelys
❧> And now I'm wondering why the 1.7.10 weights that much
compared to the 1.12.2
L198[11:21:58]

<coderbot> probably just a lot of misc
files around
L199[11:22:42]

<☙ Adelys
❧> It's close to twice the size, that's a lot of misc
files around o_O
L200[11:22:57]

<coderbot> maybe there's
something else
L201[11:23:07]

<coderbot> because when you said the
sizes I thought that was with the saves
L202[11:23:17]

<coderbot> because of how big it
was
L203[11:23:43]

<☙ Adelys
❧> But no XD
L204[11:23:49]

<☙ Adelys
❧> Made sure of that
L205[11:24:05]

<coderbot> kk lol
L206[11:24:44]

<☙ Adelys
❧> And they have close to the same mods
L207[11:24:49]

<texaswriter> if you guys are talking
about minecraft folder
L208[11:25:04]

<texaswriter> there can be zip files
in the base folder that are world backups (usualy named
world-MM/DD/YY)
L209[11:25:08]

<texaswriter> there can also be a
backup folder
L210[11:25:24]

<texaswriter> that goes for the
minecraft server base folder and client base folder
L211[11:25:35]

<coderbot> oh wow
L212[11:25:55]

<coderbot> seems weird that those
wouldn't get saved in the saves or world directory...
L213[11:26:04]

<coderbot> but i guess that makes
sense in case someone deletes the save dir
L214[11:26:17]

<☙ Adelys
❧> uhhh
L215[11:26:20]

<☙ Adelys
❧> No there isn't
L216[11:26:23]

<☙ Adelys
❧> but
L217[11:26:24]

<texaswriter> when you make a mod
change that affects active blocks or entities forge notices, it
will automatically make a backup
L218[11:26:25]

<☙ Adelys
❧> wtf
L219[11:26:45]

<☙ Adelys
❧> launcher_log.txt is 560MB
L220[11:26:54]

<coderbot> jesus
L221[11:26:57]

<texaswriter> LOL
L222[11:26:58]

<coderbot> delete that shit lol
L223[11:27:18]

<texaswriter> mebbe it was that
L224[11:27:19]

<☙ Adelys
❧> It's not even that old ?
L225[11:27:39]

<coderbot> Thanks Minecraft ?
L226[11:29:14]

<☙ Adelys
❧> Oh, and I can delete the texturepack too (wasn't that
big tho)
L227[11:29:32]

<coderbot> yeah texturepack probably
isn't needed
L228[11:29:58]

<☙ Adelys
❧> It's pretty simple, "Naturel beauty" if you
want it again ?
L229[11:30:07]

<☙ Adelys
❧> It's pretty simple, "Natural beauty" if you
want it again ? [Edited]
L230[11:30:24]

<☙ Adelys
❧> client is still 1,8GB...
L231[11:30:29]

<☙ Adelys
❧> (uncompressed)
L232[11:30:46]

<☙ Adelys
❧> And it's not the mods...
L233[11:31:16]

<☙ Adelys
❧> latest.log
L234[11:31:29]

<☙ Adelys
❧> 1,27GB
L235[11:31:31]

<coderbot> delete all log files from
the upload
L236[11:31:50]

<coderbot> that's the general
rule it seems ?
L237[11:32:00]

<☙ Adelys
❧> I can see that O__O
L238[11:32:22]

<☙ Adelys
❧> Anything else ?
L239[11:32:29]

<coderbot> not sure
L240[11:32:35]

<☙ Adelys
❧> crash reports are mild
L241[11:32:37]

<coderbot> crash reports too
L242[11:32:38]

<coderbot> yeah
L243[11:32:48]

<coderbot> you can probably omit
screenshots
L244[11:33:03]

<☙ Adelys
❧> hmmm
L245[11:33:10]

<☙ Adelys
❧> What's with the "versions"
L246[11:33:22]

<☙ Adelys
❧> weird
L247[11:33:32]

<☙ Adelys
❧> Why is there a 1.12.2 .jar
L248[11:33:45]

<coderbot> that's every version
of minecraft you've every run or downloaded (including forge
versions)
L249[11:33:56]

<☙ Adelys
❧> uhhhh
L250[11:33:58]

<coderbot> that's every version
of minecraft you've ever run or downloaded (including forge
versions) [Edited]
L251[11:34:01]

<☙ Adelys
❧> weird
L252[11:34:13]

<☙ Adelys
❧> Guess I can delete everything but the forge ?
L253[11:35:08]

<coderbot> delete the forge too
L254[11:35:13]

<coderbot> just tell me the version
you used
L255[11:35:16]

<☙ Adelys
❧> wut
L256[11:35:43]

<☙ Adelys
❧> uhh.. okay, but it's not that heavy actually
L257[11:35:49]

<☙ Adelys
❧> 8KB
L258[11:36:02]

<☙ Adelys
❧> and 5MB for the vanilla
L259[11:36:39]

<coderbot> well it's just that I
keep my .minecraft and profiles separate
L260[11:36:47]

<coderbot> so it's easier to just
run the proper forge installer
L261[11:37:00]

<☙ Adelys
❧> However you want ?
L262[11:37:41]

<coderbot> alright, thanks
L263[11:37:47]

<☙ Adelys
❧> I think we're good now
L264[11:38:33]

<coderbot> it would be neat if you
sent the level.dat first though just so that I could start on the
work
L265[11:39:03]

<☙ Adelys
❧> What does it contain actually ?
L266[11:39:36]

<coderbot> the ID mappings for the
1.7.10 version
L267[11:39:39]

<coderbot> and some other random
stuff
L268[11:39:45]

<coderbot> like world name, weather,
etc
L269[11:39:51]

<coderbot> but no actual terrain
L270[11:39:53]

<☙ Adelys
❧> okay, nothing too emotional for me ^^
L271[16:23:52] ⇦
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L272[16:44:03]

<CovertJaguar> 1.7.10 to 1.12.2 is
going to be iffy for railcraft, we kind of gave up on interversion
compatibility after a while, the update was just too much work and
too many things were rewritten from scratch, and a lot of stuff was
flattened, and some of the cosmetic stuff still isn't
fixed.
L273[16:47:30]

<CovertJaguar> but yeah, in many
cases, NBT editing might be your best bet, but even that is going
to be tricky for flattened blocks, you'd have to look at each
block in the region dat files and figure out what it used to be
based on meta, but that luckily probably only applies to the
machine blocks, if you can live with rebuilding your industrial
area, that's probably the easiest
L274[16:52:00]

<bball.psd> you should just expect
that to happen with 99% of mods
L275[18:32:12]
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L276[18:32:12] <travis-ci>
Railcraft/Railcraft#246 (fix/major-bugs - 4005675 : liach): The
build passed.
L279[18:32:12] ⇦
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L282[19:04:40]
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L286[19:04:44] <travis-ci>
Railcraft/Railcraft#248 (fix/major-bugs - 1d04f89 : CovertJaguar):
The build was broken.
L287[19:04:44] ⇦
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(travis-ci!~travis-ci@ec2-54-205-117-0.compute-1.amazonaws.com)
())
L288[19:08:27]
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L292[19:08:27] <travis-ci>
Railcraft/Railcraft#250 (mc-1.12.2 - 11a9e99 : CovertJaguar): The
build passed.
L293[19:18:58]

<Kane
Hart> Could someone fill me in this saving 197 trains, etc. I
assume it's some sort of cache data about the minecarts in
Abaddon mineshafts. What kind data is saved how or what is it used
for and does it cause any real taxing to the server?
L294[21:50:33]

<madman> @CovertJaguar ARE YOU STILL
MAKING SERVER VIDS FOR RAILCRAFT?
L295[21:52:12]

<madman> @CovertJaguar are you still
making railcraft server vids? [Edited]
L296[23:11:20]

<CovertJaguar> No, it's too much
for me to make vids and mod at the same time
L297[23:12:49]

<CovertJaguar> @Kane Hart its saving
the train objects, which are just a collection of uuids. They are
saved to railcraft.trains.dat or something and no they
shouldn't be taxing your game
L298[23:13:22]

<CovertJaguar> That doesn't start
happening until the several million mark
L299[23:14:05]

<CovertJaguar> They've always
existed, it's just that they are now persistent
L300[23:14:21]

<madman> sweet as just watching we are
all gonna die lol
L301[23:14:35]

<Kane
Hart> Okay thanks lol. We played with a signals mod at one point
was crazy taxing doing something strange so I was just interested ?
thanks mate
L302[23:14:36]

<CovertJaguar> Which help maintain
locking track and switch states between restarts
L303[23:14:42]

<Kane
Hart> Ahh makes sense
L304[23:17:11]

<CovertJaguar> Signals mod probably
was building graphs of all the rails in the world
L305[23:17:45]

<CovertJaguar> Graphs like that are
hard to do right in Minecraft
L306[23:18:37]

<Kane
Hart> Oh yeah we had another mod do that. Tried to map all the
rails and then find like shortest path and such. Quite laggy but
this was many years ago
L307[23:18:40]

<CovertJaguar> The charge network does
it without too much issue, but most mods like TE and other piping
mods really struggled at first to get it right
L308[23:19:09]

<Kane
Hart> Yeah it makes sense
L309[23:22:00]

<CovertJaguar> The charge network
works because it grows the graphs organically instead of fully
defining them in a single tick, and it largely exists eternally
from the world. The naive graph implementation will try to define
the entire graph at once by searching directly into the world
object, this always leads to massive tps hits.
L310[23:22:38]

<CovertJaguar> And in my years of
experience, it's usually the first thing most modders
try
L311[23:23:14]

<Kane
Hart> I guess they got to start somewhere haha ? Good little
education lesson though thanks ?
L312[23:57:40] ⇦
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L313[23:58:38]

<Warlord
Wossman> the longer you play MC you realise doing too much
instantly is a bad idea
L314[23:58:55]

<Warlord
Wossman> or building one "base" where you constantly
load all your crap
L315[23:59:22]

<Warlord
Wossman> in modded people try to squeeze everything into their
chunkloaded zone, not the best idea usually