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L1[00:35:15]
<CovertJaguar> Not really sure why
that would make it faster, I would assume the pipe would treat the
chest and unloader the same
L2[00:35:58]
<CovertJaguar> unless the throughput
on your pipe is limited, in which case a bigger buffer (ie the
chest) would result in the cart being unloaded faster yet
L3[00:36:10]
<CovertJaguar> unless the throughput
on your pipe is limited, in which case a bigger buffer (ie the
chest) would result in the cart being unloaded faster yes
[Edited]
L4[00:38:41] ⇨
Joins: travis-ci
(travis-ci!~travis-ci@ec2-34-203-229-62.compute-1.amazonaws.com)
L5[00:38:41] <travis-ci>
Railcraft/Railcraft#486 (mc-1.12.2 - b765959 : CovertJaguar): The
build passed.
L8[00:38:41] ⇦
Parts: travis-ci
(travis-ci!~travis-ci@ec2-34-203-229-62.compute-1.amazonaws.com)
())
L9[01:06:02]
<Zomec>
Buildcraft pipe, Using a pipe pulsar, war reallly slow, yet as soon
as i dropped a chest under the unloader there was never more that 1
item in the unloader
L10[01:06:16]
<Zomec>
than
L11[01:12:27] ⇦
Quits: Hawk777
(Hawk777!~chead@2607:c000:8201:3700:c9d4:c31a:32d5:1554) (Quit:
Leaving.)
L12[01:27:18]
<CovertJaguar> the unloader prefers
attached inventories over its own
L13[09:08:03] ⇨
Joins: Vexatos
(Vexatos!~Vexatos@p200300C107205E03344DE8067955A011.dip0.t-ipconnect.de)
L14[09:35:59]
<Haraisuru> I am so bugged...... The
standard rail recipe is not working for me.
L16[09:36:53]
<liach>
@Haraisuru The recipe is in the rolling machine (manual or
powered)
L17[09:37:21]
<liach>
btw, did you discover a way to guarantee that water tanks stay
valid besides keeping it above ground
L18[09:40:20]
<Haraisuru> Phew... Glad I was just
mistaken on rail... :)
L19[09:40:20]
<Haraisuru> And I didn't move it
over ground just keep resetting it when it breaks....
L20[09:40:20]
<Haraisuru> I am wondering it if might
be due to being build in a Aromas1997's Dimensional World...
so I thought I would try building one in the over world underground
and see what happens but haven't gotten around to it
yet.
L21[09:41:24]
<liach>
wat, you build it in aroma's world? that should not do any bad
in theory
L22[09:41:31]
<Triaxx2> Is it chunkloaded?
L23[09:41:35]
<liach>
luckily aroma is here, so if we are stuck we can ask
L24[09:42:07]
<Haraisuru> Yeah I have my AFK farms
setup in Aroma's world because others can sleep in the over
world if I am AFK
L25[09:42:27]
<liach>
haraisuru said the whole structure is in the same chunk, so
chunkloading issues shouldn't be a cause
L26[09:42:57]
<Haraisuru> Liach did you see if the
screen shot I posted the last time it broke?
L27[09:44:23]
<liach>
yes. can you try other multiblocks like water tanks and blast
furnace as well?
L28[09:44:37]
<liach>
this might be a difference caused by old and new multiblock
logics
L29[09:45:31]
<Haraisuru> I have 3 Coke Ovens and a
Blast Funance (all over ground near Iron Tank) and they have had no
issues
L30[09:46:27]
<liach>
so tank is still old multiblock and is the largest
L31[09:46:40]
<liach>
can you build a 3x4x3 small tank to compare?
L32[09:47:03]
<Haraisuru> Over ground or under
ground... checking inventory for blocks brb
L33[09:54:23]
<liach>
either should be fine
L34[09:54:47]
<Haraisuru> Ok will just build over
for ease next to my coke ovens
L35[10:07:46]
<Haraisuru> I built 3x3x4 tank seen
here. I disconnected the left most Coke Oven from my big tank
underground and connected the single Coke Oven to the Small Tank.
Interestingly enough I noticed the Big Tank had broke again and
reinitialized it again. Now it is a waiting game to see if both
tank break or just the big one underground.
http://tinyurl.com/y3nw6qda
L36[10:09:23]
<Haraisuru> I am going to run some
errands and leave myself AFK.. The big tank usually takes several
hours before it breaks so it will be a while but I will post when
something new happens.
L37[10:17:22]
<liach>
hmm, takes several hours... i wonder what does that.
L38[11:34:14]
<Schtyger> well, i have completly lost
any faith in finding nickel hahah
L39[11:34:23]
<Schtyger> found just about every ore
but that
L40[12:34:15]
<Haraisuru> I just noticed that the
underground tank broke again when the creosote stopped draining
from the right two Coke Ovens.
http://tinyurl.com/yypcwvmm
L42[12:34:53]
<Haraisuru> @liach ^^
L43[12:59:19]
<CovertJaguar> @Schtyger nickel spawns
in Iron Mines
L44[12:59:38]
<CovertJaguar> So if you found an iron
mine, you've found nickel
L46[13:41:00]
<Triaxx2> Cool. What mod are those
from?
L47[13:41:48]
<Warlord
Wossman> not blocky enough for me ?
L48[13:41:49]
<Instinx> hand made w/ little
Tiles
L49[13:41:58]
<Instinx> lol
L50[13:42:35]
<Triaxx2> Oh... that's... time
consuming. I hope you used the prints?
L51[13:42:45]
<Warlord
Wossman> it does look pretty nice but there is something to
sticking with blocks
L52[13:43:14]
<Instinx> I have seen both look good,
depends on what you are after
L53[13:43:32]
<Warlord
Wossman> for sure
L54[13:43:49]
<Warlord
Wossman> can't have too many of those at the same place tho
right?
L56[13:44:37]
<Triaxx2> Ah, cool.
L57[13:44:44]
<Instinx> it takes a lot of them to
cause any fps lag
L58[13:45:38]
<Triaxx2> Yup, I've noticed
that.
L59[13:46:36]
<Warlord
Wossman> hm, they are probably optimized
L60[13:47:05]
<Warlord
Wossman> remember in 1.7 there were some mods with microblocks
that were tanking fps
L61[13:47:25]
<Instinx> yes it has gotten quite a
bit better
L62[13:47:53]
<Instinx> early carpenters blocks had
issues also
L63[13:50:00]
<Schtyger> @CovertJaguar Ill keep at
it then, thanks ?
L64[13:54:16]
<Instinx> any good design vids or docs
for running a server wide trains? Keeping them fueled/ routing
etc?
L65[13:55:46]
<Warlord
Wossman> have not seen anything when it comes to that
L66[13:56:14]
<Instinx> I recall one years ago but
havent found it since
L67[13:56:30]
<Warlord
Wossman> I will def look into it at some point, usually people
say chunkloading and lag make it impossible but I think it could
work if you have a smart system
L68[13:56:53]
<Triaxx2> I just use
substations.
L69[13:57:09]
<Instinx> yes was likely going to as
well.
L70[13:57:18]
<Warlord
Wossman> makes sense
L71[13:57:37]
<Warlord
Wossman> it's really handy that you can make instant
redstone lines through unloaded chunks in 1.12
L72[13:58:01]
<Instinx> I had a setup once where
engines would stay idle and hit a refuel loop when needed so they
stayed topped off
L73[13:58:01]
<Warlord
Wossman> only really matters if you have no cheaty wireless
redstone installed I guess
L74[13:58:15]
<Warlord
Wossman> actually signals might also work as wireless
redstone
L75[13:58:15]
<Instinx> lol
L76[13:58:17]
<Warlord
Wossman> never tried
L77[13:59:36]
<Warlord
Wossman> routing and chunkloading for large networks might be
interesting
L78[13:59:47]
<Warlord
Wossman> esp if you want to keep the performance
reasonable
L79[14:00:18]
<Warlord
Wossman> would be funny to actually use an ingame cpu for once
?
L80[14:01:47]
<Instinx> ingame cpu?
L81[14:02:12]
<Warlord
Wossman> redstone computer
L82[14:03:47]
<Instinx> I keep my server small and
all the players know that they need to build stuff that isnt going
to make things laggy or I will redesign it in a way they wont like
involving TNT.
L83[14:04:17]
<Instinx> Its also a dedicated server
so it stays fairly lag free
L84[14:04:42]
<Warlord
Wossman> well I wouldn't build something that lags the
game
L85[14:04:57]
<Instinx> some folks have done
so
L86[14:05:09]
<Warlord
Wossman> but if you have different players doing different
things it's hard to control
L87[14:05:16]
<Instinx> agreed
L88[14:05:32]
<Warlord
Wossman> that's why I usually play by myself or with a
group of people I know really well
L89[14:05:50]
<Instinx> I try to run a tight
ship.
L90[14:05:56]
<Instinx> things happen
L91[14:05:58]
<Warlord
Wossman> kinda hard to find performance aware players but
it's amazing if people know what to do in order to keep mspt
low
L92[14:06:20]
<Instinx> for sure. Usually the issue
is mob grinders
L93[14:06:35]
<Instinx> so now most folks use woot
for drops
L94[14:07:10]
<Warlord
Wossman> I like mobfarms but I most run 1 at a time
L95[14:07:16]
<Warlord
Wossman> if it's not witchhuts
L96[14:07:36]
<Warlord
Wossman> cannot have multiple people all having their own farms
tho, entities are just too laggy
L97[14:08:16]
<Instinx> yea most people like them
and its fun to watch them die to some overly complicated death
farm... but yeah lag is an issue
L98[14:14:39]
<Haraisuru> Message contained 4 or
more newlines and was pastebined null
L100[14:29:52]
<CovertJaguar> Hmm
L101[14:31:19]
<CovertJaguar> Definitely must be
related to unloading, probably an issue with either change
propegation or testing
L102[14:31:36]
<CovertJaguar> The mag glass reports
Invalid?
L103[14:33:28]
<CovertJaguar> Actually that's
not helpful, the mag glass reports anything ot valid as I
valid
L104[14:33:37]
<CovertJaguar> Actually that's
not helpful, the mag glass reports anything ot valid as Invalid
[Edited]
L105[14:33:54]
<CovertJaguar> Actually that's
not helpful, the mag glass reports anything not valid as Invalid
[Edited]
L106[14:34:31]
<CovertJaguar> It probably should
report the actual state, ie Invalid, untested, unknown, etc
L107[14:36:23]
<CovertJaguar> That or we need to add
a report for the tile debug command for structures
L108[14:37:20]
<CovertJaguar> The fact that size is
an issue makes me wonder if it's change propegation
L109[14:40:03]
<CovertJaguar> Maybe 500 isn't
deep enough for the recursion limit
L110[14:43:25]
<Instinx> I just built one in mining
world also. will see if it breaks for me as well
L111[14:50:46]
<CovertJaguar> I'd be interested
know what the max size that doesn't break is
L112[14:52:53]
<Instinx> so this is mine.. I noticed
when I teleported back in that I could see the broken tank but it
seems like it rendered itself correctly a moment later
L114[14:54:50]
<CovertJaguar> They are supposed to be
self correcting, which is probably what you saw it doing
L115[14:58:54]
<texaswriter> Message contained 4 or
more newlines and was pastebined null
L116[15:00:13]
<texaswriter> Just a note on the
power... as long as all of your rails are connected to a section
that is powered, they are considered powered... even if in between
them (still connected by electric rails) is not chunkloaded.
L117[15:03:33]
<Instinx> Thanks for that Texas. Do
you have any SS of your setup at all?
L118[15:07:21]
<texaswriter> I reset my map after I
was done with testing... been playing a survival setup and
don't have everything setup yet, but I will upload some
screenshots to <Showcase> what I have
L119[15:15:49]
<Instinx> so far my tank in mining
world has not broken
L120[15:16:52]
<Warlord
Wossman> if it's unloading related you might have to wait
for an autosave which should happen every 45 seconds
L121[15:17:07]
<Instinx> I left it for 30 mins
L122[15:17:20]
<Instinx> err 20
L123[15:18:00]
<Instinx> I could bounce the server as
well if someone thinks it may help
L124[15:20:30]
<Warlord
Wossman> my net just died lol
L125[15:20:42]
<Warlord
Wossman> yeah they should have unloaded if you left for that
long
L126[15:21:09]
<Warlord
Wossman> unless somethink keeps chunks loaded, always hard to
tell in modded with that many tile entities around
L127[15:21:43]
<Instinx> this was way away from
anyone. Nothing to keep it loaded.
L128[15:22:05]
<Warlord
Wossman> hm, thought so
L129[15:22:49]
<Warlord
Wossman> wonder if the tanks periodically check if the structure
is valid
L130[15:23:37]
<CovertJaguar> They don't
L131[15:23:53]
<CovertJaguar> Not unless some
external input indicates something changed
L132[15:24:22]
<CovertJaguar> Ie breaking or adding a
block
L134[16:04:49]
<texaswriter> okay. thanks. i am
reading
L135[16:06:54]
<Warlord
Wossman> I wish I could give my thoughts on this but with all
the modpack dev stuff I have not played much RC in 1.12
L136[16:09:25]
<texaswriter> @CovertJaguar It seems
like this request is asking for a "simple" way to do
something complex... I think everything they are wanting can be
done with existing blocks. To me, it would take all the fun out of
designing a rail network.
L137[16:10:06]
<texaswriter> I usually have
particular staged vehicles for specific routes, but you can combine
these routes with some redstone logic (meaning one or more trains
tend to multiple routes)
L138[16:10:22]
<Warlord
Wossman> yeah overly simple and strong wouldn't be good
since that takes away from the sandbox
L139[16:11:17]
<Warlord
Wossman> you can probably even assemble dynamic trains for the
right job but that would need some information decoding
L140[16:11:25]
<Warlord
Wossman> man I need to start playing lol
L141[16:12:14]
<texaswriter> Yeah, I think it is
possible to use railcraft plus vanilla redstone to do a lot of
dispatching. For simplicity and compactness, I use Project Red
logic gates plus red alloy wires, framed red alloy wires, and/or
bundled cables as needed.
L142[16:12:56]
<texaswriter> just my 2 cents
L143[16:14:03]
<texaswriter> @Warlord Wossman yeah,
with open computer and vex's addon (if I'm not mistaken)
you can pair a locomotive with OC... I haven't explore it yet,
but I bet you could give it a custom mission (maybe down to setting
its ticket)
L144[16:14:23]
<texaswriter> And assemblging a train
isn't that hard. there are tracks built in to do that.
Actually, I have to do that to build my nether hubs (pending)
L145[16:14:46]
<texaswriter> have to disassemble a
train, send each segment in one by one, then sort and reassemble on
the other side
L146[16:16:19]
<CovertJaguar> Hmm
L147[16:16:33]
<texaswriter> Want me to post this to
github thread?
L148[16:17:32]
<CovertJaguar> Would be helpful
L149[16:19:18]
<CovertJaguar> Also it seems you
didn't notice but I submitted the issue xD
L150[16:19:30]
<texaswriter> lol whoops
L151[16:20:12]
<Warlord
Wossman> @texaswriter hm, I have a similar opinion on things but
I am probably a bit more "hardcore" if you wanna call it
that, not a fan of using mods like OC, as helpful as they can
be
L152[16:20:43]
<texaswriter> well, then I'll
remove my comment about "general". I was thinking it was
a feature request from somebody else.
L153[16:21:02]
<Warlord
Wossman> railcraft has some nice systems but I love that they
are not overly simple
L154[16:21:46]
<texaswriter> Just my 2 cents. I
prefer decentralization of control (read: I control) versus
somebody else decides for me. But I may be assuming too much
(reading too much into it).
L155[16:22:06]
<CovertJaguar> Mostly I just realized
that this would slot well into existing mechanics for relatively
little dev time
L156[16:22:16]
<texaswriter> Oh, how so.. maybe I am
misunderstanding big time
L157[16:22:39]
<CovertJaguar> It's basically the
same thing you are doing, except without the redstone
complexity
L158[16:23:17]
<Warlord
Wossman> that is the best thing tho ?
L159[16:23:28]
<CovertJaguar> You setup the semaphore
to indicate whether a stop is requesting or supplying a specific
item
L160[16:23:57]
<Warlord
Wossman> well tbf I can see how some people want it simpler,
maybe you could make really simple system but have a config for it
?
L161[16:24:21]
<CovertJaguar> The the ScheduleMaster
process finds the nearest train waiting at a depot to dispatch to
the nearest supply to send to the requester
L162[16:24:33]
<CovertJaguar> Then the ScheduleMaster
process finds the nearest train waiting at a depot to dispatch to
the nearest supply to send to the requester [Edited]
L163[16:25:14]
<CovertJaguar> It would probably be
it's own module
L164[16:25:28]
<CovertJaguar> It would probably be
it's own module and can be turned off [Edited]
L165[16:25:34]
<texaswriter> so would it do away with
needing to keep chunks loaded that trains need to be launched?
automate chunk loading/unloading? worldspike cart
enabling/disabling?
L166[16:25:49]
<texaswriter> I would still need to
tell the system somehow that I needed something. How would I do
this?
L167[16:26:43]
<CovertJaguar> Hmm... Well I
hadn't thought about chunkloading, probably the supply and
requester stops would need to be loaded as well as the depot
L168[16:26:52]
<Warlord
Wossman> well tbf I can see how some people want it simpler,
maybe you could make a really simple system but have a config for
it ? [Edited]
L169[16:26:58]
<texaswriter> okay, no problem.
L170[16:27:07]
<texaswriter> So, there is a central
"schedule master process"
L171[16:27:11]
<texaswriter> what does this look
like
L172[16:27:20]
<texaswriter> and how do I interact
with it
L173[16:27:48]
<Warlord
Wossman> yeah you shouldn't have that system loading chunks
on its own
L174[16:28:02]
<Warlord
Wossman> that could end really badly ?
L175[16:28:58]
<CovertJaguar> Basically the
semaphores advertise to the ScheduleMaster that it wants or
supplies something, and the depot tracks advertises when a train is
available, the ScheduleMaster master takes this information and
constructs the jobs for the waiting train
L176[16:30:22]
<texaswriter> okay, so I would have
say an ore semaphore (from mine) and a matching semaphore to
processing. And if both of these said they had and needed
something, then the schedulemaster would send a train from the
depot to the mine to drop off at the processing?
L177[16:30:32]
<CovertJaguar> Yep
L178[16:30:55]
<texaswriter> Okay. So how would the
schedule master know how to route to those locations
L179[16:31:07]
<Warlord
Wossman> and the system assumes you took care of everything
else?
L180[16:31:32]
<CovertJaguar> The semaphore would
have a textbox where you enter a routing destination, this is fed
to the Locomotive
L181[16:31:56]
<CovertJaguar> This assumes
you've set up routing tables
L182[16:32:00]
<texaswriter> Okay. Good
L183[16:32:09]
<texaswriter> How would it know when
to switch the second destination?
L184[16:32:13]
<Warlord
Wossman> yeah that bit makes sense, but would it know if all the
chunks in between are loaded? probably not
L185[16:32:23]
<Warlord
Wossman> attaching a worldspike cart would be rather easy
tho
L186[16:32:23]
<texaswriter> @Warlord Wossman the
train could have chunk loader
L187[16:32:28]
<texaswriter> yeah
L188[16:32:51]
<CovertJaguar> The semaphores would
need to interact with the train when it arrives, how this exactly
works is an implementation detail
L189[16:33:33]
<texaswriter> Okay, so, that might be
fine.. so basically I would put the sepahore in a way where it
would be filled or emptied before being released
L190[16:33:36]
<texaswriter> that makes sense
L191[16:33:37]
<Warlord
Wossman> it just sounds rather scarry if you made a mistake in
your setup
L192[16:33:44]
<texaswriter> I do something similar
with routing track kits
L193[16:33:58]
<Warlord
Wossman> if the cart gets lost in unloaded chunks and you have a
system that keeps sending new trains
L194[16:34:26]
<texaswriter> like when I deliver
ethylene (for power generation) to a station, the station always
returns the train back to the originating power area (in my map
"F"oresetry)
L195[16:34:43]
<Warlord
Wossman> or would it schedule only a single action and then wait
for it to be done before trying again?
L196[16:34:52]
<texaswriter> Actually, I delete my
comment on GitHub.
L197[16:35:07]
<texaswriter> @CovertJaguar I think
this is fine.
L198[16:35:12]
<texaswriter> It still allows for
manual...
L199[16:35:15]
<CovertJaguar> FYI I'll be losing
my phone signal soon, so I might drop off for a couple hours
L200[16:35:36]
<texaswriter> I like that it shoul
allow me to config this out if I don't want it. but it
doesn't simplify away the problem
L201[16:35:58]
<texaswriter> Doing this would still
make me build a network with routing... and an inventory system
that monitored levels and communicated
L202[16:36:01]
<Warlord
Wossman> it sounds like a good middle ground but a config is
always nice
L203[16:36:06]
<texaswriter> yes
L204[16:37:07]
<Warlord
Wossman> you are the first person that sounds like he would
enjoy the modpack I am working on btw
L205[16:37:16]
<texaswriter> who me?
L206[16:37:19]
<Warlord
Wossman> ye lol
L207[16:37:29]
<texaswriter> hehe, send me an invite
when you are done.. if you have a server
L208[16:38:00]
<texaswriter> or link to modpack
L209[16:38:06]
<Warlord
Wossman> I am in an early stage for now, want to change pretty
much everything and have my own balance
L210[16:38:27]
<Warlord
Wossman> but if you want to I got a (very small) discord
already
L211[16:39:29]
<texaswriter> sure. feel free to DM
link
L212[17:30:45]
<texaswriter> @CovertJaguar Last
question: how is it determining closest locomotive? first
available, nearest available, lowest total distance traveled?
L213[17:37:29]
<texaswriter> or it might not know the
routing of the final destination yet... so it might only know the
closest to the destination? It probably wouldn't know what the
semaphore of the second one would be until the train interacts with
it
L214[17:37:34]
<texaswriter> nvm
L215[17:39:12]
<texaswriter> I guess it only matters
how close it is to the first one anyways...
L216[17:43:16]
<texaswriter> Message contained 4 or
more newlines and was pastebined null
L217[19:02:06] ⇦
Quits: Vexatos
(Vexatos!~Vexatos@p200300C107205E03344DE8067955A011.dip0.t-ipconnect.de)
(Quit: Insert quantum chemistry joke here)
L218[19:19:45]
<Instinx> Where is zinc found?
L219[19:20:55]
<texaswriter> recommend using
scannable mod
L220[19:21:05]
<texaswriter> default config has it in
a fairly narrow band
L221[19:21:14]
<Instinx> scannable?
L222[19:21:27]
<texaswriter> a mod that adds a
scanner with some scanner modules
L224[19:22:45]
<Instinx> cool will have a look
L225[19:23:35]
<CovertJaguar> I have returned
L226[19:23:40]
<texaswriter> oreZinc=0x800080
L227[19:23:40]
<texaswriter>
orePoorZinc=0x800080
L228[19:23:48]
<texaswriter> I set the color of
oreZinc and orePoorZinc as such
L229[19:24:22]
<texaswriter> I also set put oreZInc
and orePoorZinc into the ore dictionrary whitelist (not
blacklist)
L230[19:24:29]
<texaswriter> Message contained 4 or
more newlines and was pastebined null
L231[19:24:49]
<texaswriter> You need to use your
scanner around ground level (y=63)...