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<krytgames>
1`1`1`1`1111111113242321432323399909897689876876786578678778767878787787676767676755453453452345342343453234234534532343432323122322\=-0-=90-=9890-=0980-=\=-094
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<krytgames> 4747
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L7[08:08:48]
<Haraisuru> @Instinx How long did you
have to wait for the Tank to self repair... I am staring at it over
10 minutes after it broke from the portal and it still hasn't
reinitialized...
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L9[09:04:51]
<Instinx> it was instant
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L11[09:13:36]
<Warlord
Wossman> @Haraisuru can you try to just move away from the tank
in said dimension with a tp command and tp back t see if it behaves
the same as switching dimensions with the portal?
L12[09:16:20]
<liach>
or build the tank at somewhere far like x,z=1000000,1000000,
teleport to spawn, wait 30 secs, and then teleport back to that far
place to check
L13[09:17:09]
<Warlord
Wossman> better wait 45 seconds in case you have bad timing with
the auto save ?
L14[09:17:44]
<liach>
or bad timings with chunk unloading
L15[09:18:14]
<Haraisuru> Asking friend to OP me for
a bit to try to test...
L16[09:19:14]
<Warlord
Wossman> trying to come up with new recipes for the various rail
items
L17[09:19:19]
<Warlord
Wossman> not that easy tbh
L18[09:44:16]
<Haraisuru> Still no OP permissions
but I moved the entire tank to the center of a near by chunk above
ground and no matter how long I portaled to the Overworld when I
return the Tank is always working.
L19[09:45:30]
<Warlord
Wossman> did the old position cross a subchunk border?
L20[09:46:01]
<Warlord
Wossman> I feel like that technically shouldn't matter but
would be interesting to know
L21[09:48:29]
<Haraisuru> Not sure what a subchunk
boarder is... but I think I have found the smoking gun
L22[09:49:16]
<Warlord
Wossman> the horizontal blue lines are subchunk borders
L23[09:49:42]
<Warlord
Wossman> each chunk is devided into subchunks that are 16 blocks
tall each
L24[09:50:24]
<Haraisuru> This is the new tank that
was previously working no matter the number of times portal'ed
or how long spent in the Overworld...
L25[09:51:05]
<liach>
hmm, what does the portal do to its surroundings
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L27[09:51:58]
<Haraisuru> liach not sure what you
mean...
L28[09:52:50]
<Warlord
Wossman> it scans a pretty big area for other portals, if there
wouldn't be one it might choose valid blocks to create
one
L29[09:53:07]
<liach>
i mean portal might make some blocks no longer air so the
multiblock becomes invalid
L30[09:53:56]
<Warlord
Wossman> also hard to tell if he uses the same code as nether
portals
L31[09:54:04]
<Haraisuru> Ohh I have not seen
anything noticable as far as that goes.
L32[09:54:17]
<Warlord
Wossman> you wouldn't really see that
L33[09:54:38]
<Warlord
Wossman> good point tho @liach should probably ask the mod
author directly
L34[09:56:45]
<Haraisuru> Just for completeness, I
also just tested it with the portal frame only (no portal
initialized) and it did not cause any issues... so it seems it is
something about the active portal that triggers the issue.
http://tinyurl.com/y2r6tse7
L35[09:58:48]
<Haraisuru> For the moment at least I
can fix my issue by moving my portal location away from my Tanks..
which makes me happy.
L36[10:01:37]
<liach>
seee #support
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L38[10:31:21]
<flubb>
is there a high speed track type which forces trains to go in only
one way? Some trains keep going the wrong way around when launched
and i need them to not do that
L39[10:31:36]
<liach>
use one way track kit
L40[10:31:43]
<liach>
or high speed transition
L41[10:31:53]
<flubb>
high speed transition unpowered doesn't stop them from going
the wrong way it seems
L42[10:32:11]
<flubb>
like i think back in 1.7 or smth i remember if you used a control
track and tried to drive into it, it wouldn't let you go that
way
L43[10:32:28]
<flubb>
i'm using a train holding track to launch these
L44[10:32:54]
<flubb>
one way is also not valid for hs
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L46[10:37:25]
<liach>
now one way track kit is the control track
L47[10:37:55]
<liach>
use unpowered transition track and a control track to make sure
direction is right
L48[10:40:06]
<flubb>
but control track is also not compatible with HS
L49[10:40:23]
<flubb>
will it matter if i have one reinforced rail on slow moving
HS?
L50[10:56:14]
<liach>
it will work fine.
L51[10:59:22]
<flubb>
thanks ill try this out
L52[11:24:04]
<Haraisuru> @liach It seems it is only
Aromas portal that causes the Tanks to break a Nether Portal in the
same chunk as the Tank does not cause any issues.
http://tinyurl.com/y5kkd3aa
L53[11:32:46]
<liach>
? don't understand
L54[12:17:00]
<CovertJaguar> Interesting, at least
now we know it's not the structure code necessarily
L55[12:18:07]
<Warlord
Wossman> he is basically saying that aromas portals do it and
nether portals don't
L56[12:18:12]
<Warlord
Wossman> he must be doing something weird
L57[12:18:16]
<CovertJaguar> I should also point out
that Railcraft's structures are actually one block bigger on
all sides than they appear, they all have a buffer space around
them, which is why you can't build them adjacent
L58[12:18:34]
<Warlord
Wossman> oh lol
L59[12:18:54]
<Warlord
Wossman> that would mean his multiblock technically did cross a
chunkborder
L60[12:19:03]
<CovertJaguar> Yep
L61[12:19:10]
<Warlord
Wossman> makes sense tho
L62[12:19:26]
<Warlord
Wossman> since they don't work with stuff directly next to
it
L63[12:19:59]
<Warlord
Wossman> I kinda like the sharing walls in gregtech for multis
but it's probably just a different system
L64[12:20:43]
<Warlord
Wossman> well stuff as in another block that could be part of
the same multiblock structure
L65[12:20:59]
<CovertJaguar> I made the decision to
do it this way to reduce the number of blocks that need to be
inspected when testing for completeness
L66[12:21:33]
<Warlord
Wossman> I am not too worried
L67[12:21:42]
<CovertJaguar> Well, technically when
propegating changes really
L68[12:22:08]
<Warlord
Wossman> wanted to investigate some weird behavior when you
place blocks fast and happen to place an additional tank wall next
to your tank
L69[12:22:15]
<Warlord
Wossman> but mostly happened in creative so far
L70[12:22:53]
<CovertJaguar> You'll notice that
you can stack tanks though, so technically the system can handle
it
L71[12:22:54]
<Warlord
Wossman> but I think it was just a matter of breaking 1 block
and replacing it to make it reform
L72[12:23:11]
<Warlord
Wossman> yeah, on top of each other
L73[12:23:25]
<Warlord
Wossman> or sideways as well? because that would be new to
me
L74[12:23:41]
<CovertJaguar> No, just on top
L75[12:25:11]
<CovertJaguar> I'd like to allow
repeatable layers, so you can make them as tall as you want, but I
ran into some issues trying to implement that, so for now I still
have to specifically define every shape
L76[12:26:07]
<CovertJaguar> I am thinking of adding
some new Cole oven ahapes
L77[12:27:57]
<CovertJaguar> Maybe I should try
removing the buffer entirely, but I really feel like there should
be some graphical delineation if I allow that, borders on the edges
or something, but that's complicated
L78[12:28:28]
<Warlord
Wossman> hm
L79[12:28:42]
<Warlord
Wossman> well for coke ovens I use the GTCE ones
L80[12:29:08]
<Warlord
Wossman> but huge fan of the RC tanks, they look really
good
L81[12:30:31]
<Warlord
Wossman> would be sick if RC had compat to generate additional
tiers of the multiblock tanks, maybe a stainless steel and a
titanium version if GTCE is around
L82[12:30:39]
<Warlord
Wossman> really don't like singleblock tanks ?
L83[12:31:46]
<CovertJaguar> Just curious, why do
you use the GTCE coke ovens?
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L86[15:44:17]
<Warlord
Wossman> they can share walls, only take 45 seconds for the
recipes (you need a lot of fuel for steam in GTCE, more than in
RC), they are more fun to automate because you only have access
with the hatches which need to be centered on the sides or the
bottom and they seem to cause less fps issues
L87[15:44:33]
<Warlord
Wossman> sorry for late reply, got carried away making a ton of
CT scripts
L88[15:45:36]
<Warlord
Wossman> RC coke ovens are not bad but I usually end up with 32
of them since they are rather slow, not strictly against bulky
setups but the sharing walls is really cool
L89[16:34:09]
<texaswriter> @CovertJaguar Last last
question: How will the central dispatch know what type of train is
needed by a semaphore?
L90[16:34:30]
<texaswriter> let's say I have
chest cart trains
L91[16:34:33]
<texaswriter> and tank cart
trains
L92[16:34:46]
<texaswriter> or maybe even an
arbitrary mixed kind
L93[16:36:12]
<texaswriter> I'm imaging if I
request a train and it has to be generic, then it would be
something like locomotive + world spike cart + (OPTIONAL) mine
cart. Each inventory source would have to have a way of
pre-requesting an appropriate train which would drop off the rest
of the train
L94[16:36:25]
<texaswriter> I'm imagining if I
request a train and it has to be generic, then it would be
something like locomotive + world spike cart + (OPTIONAL) mine
cart. Each inventory source would have to have a way of
pre-requesting an appropriate train which would drop off the rest
of the train [Edited]
L95[16:37:26]
<texaswriter> I'm guessing that
the central dispatch doesn't know or care what type of
material is loaded or unloaded by a semaphore.
L96[16:37:54]
<texaswriter> Unless I'm
wrong.
L97[16:42:22]
<Warlord
Wossman> wonder what Jag thinks of the idea with the iron and
steel tank cart since he didn't respond on GH yet
L98[17:14:33]
<texaswriter> Seems like an
interesting concept. I guess if drag is more, I'd have to
consider putting two locomotives for a train of steel tank
carts.
L99[17:16:09]
<Warlord
Wossman> I think it could be a decision you have to make
L100[17:16:26]
<Warlord
Wossman> for fluids you don't need much of the iron tank
cart would be perfect
L101[17:16:59]
<Warlord
Wossman> but if you need to transport tons of fluids you
wouldn't have to spam tank carts if there is an option that
holds twice as much
L102[17:17:34]
<Warlord
Wossman> was thinking it makes sense if I want the normal tank
cart to be small size but pre steel
L103[17:18:06]
<Warlord
Wossman> and the other one bigger but you need the steel
production first
L104[17:23:23]
<LuigiHutch> the point is to use more
carts in a train not less. Thats why we don't have iron chests
carts directly in rc etc
L105[17:24:05]
<LuigiHutch> also `less lag` really
isn't a vaild reason, especially without any
backing/context
L106[17:24:30]
<Warlord
Wossman> I generally assume that 2 carts would cause more lag
than 1
L107[17:25:04]
<Warlord
Wossman> and also I don't really want OP stuff and I am
aware that you downvoted because more carts are legit
L108[17:25:10]
<LuigiHutch> well dont use carts at
all then if your worrying about imaginary lag
L109[17:25:24]
<Warlord
Wossman> how is it imaginary
L110[17:25:43]
<Warlord
Wossman> unless the carts add 0 mspt I don't see your
point
L111[17:25:57]
<LuigiHutch> does it cauee any actual
lag that effects your world using a train?
L112[17:26:04]
<Warlord
Wossman> with your logic I could make them hold 100mb each on
the config and would be fine
L113[17:26:45]
<LuigiHutch> does it cause any actual
lag that effects your world using a train? [Edited]
L114[17:27:18]
<Warlord
Wossman> so for a bit of context here: besided playing modded I
spend a lot of time playing technical vanilla, that does involve
hitting a lag limit at some point when it comes to
contraptions
L115[17:28:01]
<Warlord
Wossman> I am not saying that carts are super laggy here, I was
just thinking since my modpack will probably involve more fluid
transport than most other modpacks that it could be nice to have an
option once you are further into the progression
L116[17:28:30]
<Warlord
Wossman> so for a bit of context here: besides playing modded I
spend a lot of time playing technical vanilla, that does involve
hitting a lag limit at some point when it comes to contraptions
[Edited]
L117[17:29:30]
<Warlord
Wossman> at no point do I intend that players unlock any kind of
teleportation for fluids because that would encourage not using
trains at all once you unlock it
L118[17:30:56]
<LuigiHutch> so why can't they
use more tank carts? if its 'lag' then they shouldnt be
using trains at all then
L119[17:31:22]
<LuigiHutch> im guessing you also have
some sort of iron chest carts in your pack?
L120[17:31:22]
<Warlord
Wossman> why not?
L121[17:31:29]
<Warlord
Wossman> nope
L122[17:31:47]
<Warlord
Wossman> because I don't think people will have to
transport so many items
L123[17:31:48]
<LuigiHutch> so your fine with people
using more chest carts in a train but not more tank carts
L124[17:32:02]
<Warlord
Wossman> yeah because I don't expect people to need that
many
L125[17:32:31]
<Warlord
Wossman> GregTech mining had this concept with drilling fluid
you need tons of
L126[17:32:53]
<Warlord
Wossman> and sure I could obv configure the tank cart to hold a
lot of fluid
L127[17:33:07]
<Warlord
Wossman> but the whole point of having it tiered is that there
is a progression
L128[17:33:53]
<Warlord
Wossman> I am just not really seeing your point, do you also
disable steel tanks when playing because you could just build 2
iron tanks?
L129[17:34:05]
<LuigiHutch> why does RC need that
progression?
L130[17:34:25]
<Warlord
Wossman> idk
L131[17:34:31]
<Warlord
Wossman> why does RC need anything?
L132[17:35:24]
<Warlord
Wossman> I have asked for it as an option because RC is one of
the mods my modpack will be focused on, even if it happens you
could disable it in the entity config
L133[17:35:37]
<Warlord
Wossman> don't really see how that would be a problem for
you
L134[17:36:37]
<LuigiHutch> CJ has never really liked
direct tiering iirc
L135[17:36:57]
<LuigiHutch> I also assume this
statement would apply to tank carts as well `Sorry, I won't be
adding any "increased storage" carts to Railcraft.
You're supposed to use trains.`
L136[17:37:28]
<Warlord
Wossman> I would like CJ answering himself on that specific
topic
L137[17:37:47]
<Warlord
Wossman> and can obv accept the decision if he is against
it
L138[17:38:13]
<LuigiHutch> all im saying is that I
don't see a need and it goes against the whole point of using
trains
L139[17:38:31]
<Warlord
Wossman> sure, that's a valid opinion
L140[17:40:04]
<Warlord
Wossman> keep in mind that without one of my suggestions for a
blacklist for the chest and cargo cart I could have simply filled
the chestcart with shulkerboxes filled with fluid containers making
the tank cart 100% useless
L141[17:40:55]
<LuigiHutch> k
L142[17:53:59]
<CovertJaguar> I was thinking about
the train consist thing, I was actually thinking of a system where
the ScheduleMaster knows what carts are in the waiting trains and
picks accordingly
L143[17:54:31]
<CovertJaguar> it could even set the
filters on the carts when it sends it out
L144[17:54:32]
<Triaxx2> Someone been playing with
Logistic Train Networks?
L145[17:56:51]
<CovertJaguar> as for the tanks thing,
I only added steel tanks as a reaction to Soaryn being an idiot and
copying my tanks, only making his slightly more capacity, I
honestly kind of regret it
L146[17:58:10]
<CovertJaguar> especially since his
tanks ended up being buggy laggy messes anyway
L147[18:00:45]
<CovertJaguar> any his entire mod died
off eventually
L148[18:01:06]
<CovertJaguar> and his entire mod died
off eventually [Edited]
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