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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.
L6[00:38:41] <travis-ci> Change view : https://github.com/Railcraft/Railcraft/compare/641415576f6f...b76595907757
L7[00:38:41] <travis-ci> Build details : https://travis-ci.com/Railcraft/Railcraft/builds/105529003
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.
L15[09:36:02] <Haraisuru> http://tinyurl.com/y66c2wym
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
L41[12:34:33] <Haraisuru> The small tank above ground resport it is still valid structure http://tinyurl.com/y3bux5u2
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
L45[13:35:24] <Instinx> Start to our spawn train station.... http://tinyurl.com/yxnk8sld
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?
L55[13:44:11] <Instinx> @Triaxx2 I think he did. The stairs were built buy the guy who did this https://www.reddit.com/r/feedthebeast/comments/b4e1hl/little_tile_piano/
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
L99[14:14:52] <Haraisuru> http://tinyurl.com/y5efpmhf
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
L113[14:52:59] <Instinx> http://tinyurl.com/y3nqx4k5
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
L133[15:33:28] <CovertJaguar> @texaswriter interested on your take on this https://github.com/Railcraft/Railcraft/issues/1794
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
L223[19:21:36] <Instinx> https://minecraft.curseforge.com/projects/scannable
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)...
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