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L13[00:43:42] <Gil> fluids in recipes drive
me nuts
L14[00:43:53] <Gil> there HAS to be a
simple way to check if something is a bucket of honey
L15[00:44:36] <tterrag> there is a fluid
container recipe
L16[00:44:41] <tterrag> for exactly
that
L17[00:44:45] <tterrag> registry*
L19[00:45:07] <Gil> I'm using that
registry, it's working for my mod, but not for forestry
L22[00:46:08] ***
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L23[00:46:30] <Gil> getFluidsByTags gets
everything tagged as honey, which includes Forestry honey
L24[00:46:36] <Gil> but it fails to fill
the bucket
L25[00:47:07] <mezz> forestry honey is
"for.honey"
L26[00:47:33] <Gil> what does that
matter?
L27[00:47:44] ⇦
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L28[00:47:47] <mezz> in case you're looking
for "honey", I dunno
L29[00:48:10] <Gil> it's in the
fluidDictionary, that's not the issue
L30[00:48:15] <mezz> okay
L31[00:48:38] <Gil> it would help if this
mod was debuggable
L33[00:48:55] <Gil> it's setup in such a
way that I can only run through gradle
L34[00:49:19] <Gil> anyone know how to
connect Eclipse to gradlew debugClient?
L35[00:49:42] <killjoy1> Gil, just click
the bug button
L36[00:49:50] <Gil> bug button?
L37[00:49:58] <killjoy1> next to play
L38[00:50:01] <killjoy1> (run)
L39[00:50:02] <Gil> in Eclipse?
L40[00:50:05] <killjoy1> yes
L41[00:50:08] <Gil> that won't work, I just
said
L42[00:50:14] <Gil> it needs to go through
gradle
L43[00:50:40] <tterrag> er...what?
L44[00:50:40] <tterrag> no
L45[00:51:08] <Gil> it uses macros to
replace text in the source in such a way that I can't run through
eclipse
L46[00:51:17] <Gil> only the output of
gradle can be run
L47[00:51:25] <killjoy1> what are you
replacing?
L48[00:51:36] <Gil> version numbers and
such
L49[00:51:42] <killjoy1> so...
L50[00:51:45] <killjoy1> ?
L51[00:51:58] <Gil> so what? It doesn't run
in Eclipse :p
L52[00:52:10] <tterrag> then you're doing
it wrong
L53[00:52:19] <tterrag> I use version
replacement as well and my stuff runs fine
L54[00:52:20] <killjoy1> are you doing int
version = @VERSION@?
L55[00:52:21] <Gil> I didn't write that
part
L56[00:52:21] ⇦
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L57[00:52:27] <Gil> it's a big community
mod
L58[00:52:43] <killjoy1> what mod?
L59[00:52:47] <Cypher121> int
version?
L61[00:53:48] <Gil> dependencies =
"required-after:Growthcraft@@VERSION@
L62[00:53:54] <Gil> it has stuff like
that
L63[00:54:02] <killjoy1> ...why?
L64[00:54:04] <killjoy1> god
L65[00:54:09] <Gil> so Minecraft's like:
"DOOD I DON'T HAVE THAT VERSION"
L66[00:54:27] <Gil> don't ask me, my
personal mods use a better system
L67[00:54:42] <killjoy1> build it yourself
and add the jar?
L68[00:54:52] <tterrag> remote debug it if
you're so desparate
L69[00:54:56] <tterrag> but really, jut fix
it -_-
L70[00:55:05] <Gil> I'm not allowed
to
L71[00:55:07] ⇦
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L72[00:55:22] <Gil> but that was my
question, how do you remote debug using eclipse?
L73[00:55:32] <killjoy1> use
buildship
L74[00:55:32] <Gil> do I need an eclipse
plugin or something
L75[00:55:41] <illy> what do you mean by
remote debug?
L76[00:55:58] <Gil> using the gradle remote
debugger illy
L77[00:56:07] <killjoy1> why does that mod
even depend on itself?
L78[00:56:18] <killjoy1> it's packaged
together, isn't it?
L79[00:56:28] <illy> why not just use
eclipes debugger
L80[00:56:34] <Gil> it's not killjoy
L81[00:56:44] <Gil> it uses a ruby script
to untangle the jar after build
L82[00:56:49] <killjoy1> because all of the
mods use dependencies = "@VERSION@"
L83[00:56:52] <Gil> into different
mods
L84[00:56:59] <tterrag> remote debugging is
part of the JVM
L85[00:56:59] <killjoy1> ruby?
L86[00:57:06] <killjoy1> why? gradle can do
that
L87[00:57:15] <Gil> I don't know man, I'm
just doing some work on it :p
L88[00:57:21] <Cypher121> that's some
higher-plane-of-existence clusterfuck
L89[00:57:34] <Gil> tterrag: thanks, that
answers my question
L90[00:57:35] <Cypher121> you can't
comprehend it in this life, killjoy1
L91[00:57:53] <killjoy1> I guess I'll go
kill myself then /s
L92[00:58:01] <Gil> the main guy making it
uses sublime text to develop it and doesn't debug I guess?
L93[00:58:27] <Gil> in any case, I'm pretty
sure Forestry doesn't register its buckets correct
L94[00:58:36] <Gil> or at all rather
:p
L95[00:58:51] <killjoy1> he really
should've had a main project and several subprojects
L96[00:58:57] <Gil> NEI integration does
give me proper fluid info, so dunno
L97[00:59:07] <Gil> killjoy1, that doesn't
help me though
L98[00:59:22] <Gil> I can either try to
write the code I need for the PR
L99[00:59:40] <Gil> or start a campaign to
change a build system for a mod that's not mine that obviously
works for them
L100[00:59:58] <killjoy1> ^
L101[00:59:59] <killjoy1> that'll do
L103[01:00:13] <Gil> what's this hippy
perfect world you live in?
L104[01:00:16] <killjoy1> just write
without debugging
L105[01:00:19] <Gil> I got to get in on
that action
L106[01:00:38] <Gil> I could write without
debugging, but this is one of those cases where it'd be bloody
handy
L107[01:01:03]
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L108[01:01:10] <Cypher121> shared lib or
shaded lib?
L109[01:01:34] <Cypher121> utilities, no
APIs whatsoever
L110[01:02:53] <Gil> also, the packages
don't follow java conventions, so I had to tweak some stuff
manually to even get it to compile in Eclipse
L111[01:03:09] <Gil> as Eclipse doesn't
let you compile unless folders match packages
L112[01:03:21] <Gil> again not an issue
with gradle
L113[01:03:28] <Cypher121> the fuck
L114[01:03:51] <Gil> waila is in waila/api
instead of mcp/mobius/waila/api
L115[01:03:54] <tterrag> my advice
L116[01:03:56] <tterrag> RUN
L117[01:04:02] <Gil> nah, I love that
mod
L118[01:04:05] <Gil> and I want to fix
it
L119[01:04:10] <tterrag> then fix it
L120[01:04:20] <Cypher121> while
running
L121[01:04:36] <Gil> fixing the build
system is just not a battle I want to win
L122[01:04:48] <Gil> especially since I'm
the only dev using an IDE apparently
L123[01:04:52] <Gil> so whatever
L124[01:05:02] <Gil> I'll go figure out
remote debugging with eclipse somehow
L125[01:05:55] <Cypher121> i suddenly feel
good about my code
L126[01:05:56] <Cypher121> thx
L127[01:07:12] <Gil> hehe, I think I
figured out the issue
L128[01:07:20] ***
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L130[01:07:50] <Gil> mezz is right, after
digging into the forestry compat module a bit, it seems they indeed
do "honey" instead of "for.honey"
L131[01:07:52] <Gil> that's funny
L132[01:08:03] <Gil> I just assumed that
part of the code was working right
L133[01:08:28] <mezz> I am the maintainer
of Forestry so ¯\_(ツ)_/¯
L134[01:08:59] <Gil> you are? funny
:D
L135[01:09:41] <Gil> I maintained a
SpaceToad mod too aaaaaaaaages ago
L136[01:09:42] <Gil> fun times
L137[01:10:27] <mezz> yeah. currently
porting to 1.9 and hitting every possible piece of outdated
code
L138[01:11:25] <Gil> haha, there's
probably some code in there that I cursed years ago
L139[01:13:14] <Gil> if it turns out I've
been banging my head on a buggy api all this time
L140[01:13:20] <Gil> I'm going to shoot
something
L141[01:13:56] <Gil> I changed the
"honey" to "for.honey" where I think it needs
to
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L143[01:14:27] <Gil> nope, that's not it
either
L144[01:14:45] <Gil> I need to throw NEI
integration in here for better debugging
L145[01:18:39] <Gil> mezz, you're sure
it's "for.honey", right?
L146[01:19:39] <Gil> oh god, is it really
doing this on preinit?
L147[01:19:43] <Gil> this code is a
mess
L148[01:19:56] <Gil> obviously not
everything is going to be there on preinit
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L151[01:20:25] <mezz> heh
L152[01:20:29] <mezz> yes I'm sure
L153[01:20:43] <Gil> I should be fine
doing it on init, right?
L154[01:20:49] <mezz> probably
L155[01:20:51] <mezz> is this
1.7.10?
L156[01:20:52] <Gil> I can assume sane
mods register fluids in pre?
L157[01:20:57] <Gil> yeah
L158[01:21:38] <Gil> well, even if they do
register on init, I load after, so that should be fine
L159[01:21:47] <Gil> I don't like going to
postinit too soon
L160[01:23:26] <mezz> yeah forestry does
fluids in preinit
L161[01:23:59] <Gil> hmm, actually, it
should already work then, this is going to get tougher
L162[01:24:05] <Gil> I better learn that
remote debug
L163[01:27:00] <Cypher121> what methods do
you guys think some of the classes are missing? anything, just
looking for ideas.
L164[01:29:15] ***
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L165[01:30:14] <Gil> I don't have remote
launch configurations
L166[01:30:15] <Gil> great
L167[01:30:20] <Gil> I wonder what plugin
I'll need
L168[01:30:44] <mezz> what are you doing
anyway?
L169[01:31:14] <Cypher121> who?
L170[01:31:32] <mezz> gil, but I guess
that applies to you too
L171[01:31:54] <Gil> mezz, trying to set
up Eclipse for remote debugging
L172[01:32:08] <Gil> the project I'm doing
a PR for doesn't allow running from eclipse
L173[01:32:15] <Gil> so I'm trying remote
debug through gradle
L174[01:32:27] <mezz> wat
L175[01:32:50] <Gil> they do some gradle
macros to change version numbers
L176[01:33:00] <Gil> and those version
numbers show up in dependencies
L177[01:33:09] <mezz> so do I, just set it
to 9999 like a sane developer :p
L178[01:33:17] <Gil> so Minecraft is like:
"DOOD THIS DEPENDS ON @@VERSION@@"
L179[01:33:40] <mezz>
s/@@VERSION@@/99.99.99.999
L180[01:34:07] <mezz> just don't commit it
and you're good
L181[01:34:09] <Gil> I guess at this point
I might as well
L183[01:34:28] <Gil> there's only 12
places to change it -.-
L184[01:34:40] <mezz> regex
L185[01:34:44] <Cypher121> ^
L186[01:35:01] <Cypher121>
s/@@VERSION@//g
L187[01:35:02] <Gil> ah crap, the version
numbers are in a file I need to commit
L188[01:35:04] <Gil> the pain
L189[01:35:20] <mezz> I'm pretty sure it
still beats remote debugging in eclipse lol
L190[01:35:25] <Gil> haha
L191[01:35:26] <Cypher121> change it back
before committing and pretend nothing happened?
L192[01:35:43] ⇦
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L193[01:35:45] <Gil> Cypher121: and
remembering that for 12 files?
L194[01:35:49] <Gil> fun times? :p
L195[01:36:05] <Gil> though I guess I just
need to remember for this one file I'm editing
L196[01:36:12] <Cypher121> write a git
hook ._.
L197[01:36:25] <Gil> haha
L198[01:36:29] <Cypher121> still better
than remote debugging
L199[01:36:30] <Gil> devious
L200[01:36:45] <mezz> I have a visual git
viewing thingy so I don't commit garbage accidentally, it shows the
line diffs
L201[01:37:02] <mezz> so you can commit a
selection of lines, or reset a section
L202[01:38:15] ***
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L203[01:39:10] <Gil> or you just use a
sane gradle build :p
L204[01:39:18] <Gil> I don't use the
macros at all I think
L205[01:39:31] ⇦
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L206[01:39:49] <Gil> oh wait yeah I
do
L207[01:41:49] ⇦
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L208[01:42:12] <killjoy1> Does anyone have
that page with the name changes in 1.9?
L209[01:42:40] <Cypher121> yeah, 1
sec
L211[01:43:09] <killjoy1> maybe something
a bit more user friendly?
L212[01:43:17] *
Cypher121 shrugs
L214[01:43:52] <Gil> Cypher121 programs in
vi using an atari joystick
L215[01:43:56] <Gil> he's hardcore
L216[01:44:02] <killjoy1> That's what I
was looking for. tnx
L217[01:44:18] <killjoy1> real programmers
use butterflies
L219[01:44:37] <Gil> xkcd reference
L220[01:44:39] <Gil> lovely
L221[01:44:49] <kashike> anyone is free to
edit that wiki page if they have anything to add, by the way
L222[01:45:25] <Cypher121> every time I
want to read that page, I write XML parser
L223[01:45:25] <Gil> NEI integration, y u
no show real name of fluids
L224[01:45:31] <Cypher121> with
regex
L225[01:45:35] <Cypher121> and then delete
it
L226[01:45:46] <Cypher121> git gud
scrubs
L227[01:46:34] <Gil> you can't write an
XML parser with regex
L228[01:46:39] <Gil> XML is not
regular
L229[01:46:46] <Gil> BURN
L230[01:47:10] <Gil> I guess a simple
recursive regex engine could, kinda
L231[01:47:45] <Cypher121> that was a
reference too
L232[01:47:50] <Cypher121> sort of
L234[01:48:00] <Gil> I knew you were going
to post that
L235[01:48:13] <Gil> let me guess, I open
that and the text is mangled?
L236[01:48:18] <Cypher121> ofc
L237[01:48:23] <Gil> juuup
L238[01:48:27] <Gil> classic of
classics
L239[01:49:41]
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L240[01:51:12] <Gil> oh sweet, bug is
fixed yo
L241[01:51:38] <Gil> I finally took the
time to just change the derpy versions
L242[01:51:46] <Gil> debugging it fixed it
in 3 minutes
L243[01:54:09] <Cypher121> Searches
related to the ichor permeates
L244[01:54:09] <Cypher121> regex html
stackoverflow
L245[01:56:05] ***
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L246[01:56:07] <Gil> I'm pretty sure
there's regex out there that reached sentience though
L247[01:56:11] <Gil> regex is crazy
L248[01:56:25] <Gil> stupidest idea anyone
ever had
L249[01:56:32] <Gil> why so concise?
L250[01:56:43] <Gil> it's like the creator
enjoys pain
L251[01:56:59] <Gil> some regexes are
things of beauty, 99.9% is really, really not
L252[01:57:38]
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L253[01:58:20] ⇦
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L255[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160503 mappings to Forge Maven.
L256[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160503-1.9.zip (mappings
= "snapshot_20160503" in build.gradle).
L257[02:00:12] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L258[02:03:00] <Gil> mezz, is there a list
of forestry liquid id's somewhere?
L259[02:03:10] <Gil> so I can double
check?
L260[02:04:04] <Gil> wait, forestry has
"honey" and "for.honey"
L261[02:04:35] <mezz> honey is there for
legacy
L262[02:04:54] <Gil> oh okay
L263[02:04:58] <mezz> we changed the ID
when we added in-world fluid blocks because it conflicted with
Biomes O Plenty
L264[02:05:22] <mezz> and added a
conversion from the old to the new (put it through the still)
L265[02:05:28] <mezz> but all the recipes
call for for.honey now
L267[02:06:16] <Gil> btw, mezz, IE and
forestry is a bit of a mess together
L268[02:06:25] <Gil> not sure what can be
done
L269[02:06:37] <Gil> I'll have to ask
Blu
L270[02:07:16] <Gil> ethanol is the same
IIRC, but the fermenters work differently processing it, etc
L271[02:07:19] <Gil> it's weird
L273[02:11:57] ⇦
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L278[02:16:33] *
Tazz is totally going to strip the ret call out of every compiled
function my compiler creates....
L279[02:18:03] ⇦
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L280[02:23:35] <barteks2x> I got vanilla
worldgen working with cubic chunks. It's much slower than I
expected. It takes several minutes to generate spawn.
L281[02:24:23] <kashike> barteks2x:
screenshot of the world?
L282[02:24:33] <barteks2x> It looks
exactly the same as vanilla world
L283[02:25:14] <Ordinastie_> why would it
take more time ?
L284[02:25:30] <barteks2x> No idea.
Probably setBlockState is much slower
L285[02:25:31] <Ordinastie_> vanilla
worldgen should not even include your chuncks
L286[02:26:16] <barteks2x> And currently
it doesn't unload some chunks, and in general it's a bit
hacky
L287[02:26:37]
⇨ Joins: Naiten (~Naiten@77.35.244.87)
L288[02:27:39] <barteks2x> any idea how to
figure out what takes so much time in worldgen code?
L289[02:28:16] <kashike> is your code on
git?
L290[02:28:23] <barteks2x> yes
L291[02:28:45] <kashike> what
branch?
L292[02:28:53] <ghz|lappy> barteks2x: plug
a java profiler to the code
L293[02:28:54] <ghz|lappy> ;P
L294[02:29:11] <barteks2x> last time I
tries java profiler - the whole thing crashed
L295[02:29:19]
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L296[02:29:26] <barteks2x> MInecraft
crashed, not profiler
L297[02:29:32] <ghz|lappy> :/
L298[02:29:47] <barteks2x> something with
NoClassDefFoundError in lambda
L299[02:29:48]
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L300[02:29:59] <kashike> barteks2x: what
branch?
L301[02:30:08] <barteks2x>
vanilla-worldgen
L302[02:31:40] <barteks2x> It literally
just calls vanilla worldgen methods. That's it.
L303[02:31:52] <kashike> which
class/package?
L305[02:32:18] <barteks2x>
cubicchunks.worldgen.generator.vanilla package
L306[02:34:29] <barteks2x> I see what I
did, I forgot to use canPopulate method
L307[02:34:42] <barteks2x> no,
nevermind
L308[02:37:07] <ghz|lappy> barteks2x: you
use IDEA or eclipse?
L309[02:37:13] <barteks2x> IDEA
L310[02:37:58] <barteks2x> wait, are you
going to compile and run it?
L312[02:38:28] <ghz|lappy> so I was
wondering what you used
L313[02:38:53] <barteks2x> I started it in
debug mode, and manually started visualvm
L314[02:39:37] <ghz|lappy> yeah this
launches it for you
L315[02:39:49] <barteks2x> YourKit
profiler worked but my trial license already expired
L316[02:41:16] <kashike> barteks2x: you
can request a free opensource YourKit license since your project is
opensource:
https://www.yourkit.com/purchase/ --
"Open Source Project License" section
L317[02:41:56] <ghz|lappy> vanilla
worldgen
L318[02:42:02] <kashike> they just ask you
to add their logo and some text to your readme as a thanks :P
L319[02:42:03] <ghz|lappy> spends most
time in WorldGenMinable.generate
L320[02:42:07] <barteks2x> "The
license is granted to developers of non-commercial Open Source
projects, with an established and active community." so no
chance here
L321[02:42:19] <kashike> my community
isn't active at all, I got a license :p
L322[02:42:28] <kashike> it's just that
your project is active
L323[02:42:35] <ghz|lappy> you could
consider that your community is "minecraft modding"
L324[02:42:40] <ghz|lappy> ;P
L325[02:43:25] <barteks2x> Most time in
WorldGenMinable would be expected. But then what is so slow about
it? it's not in vanilla
L326[02:43:54] <ghz|lappy> I mean normal
vanilla
L327[02:43:57] <ghz|lappy> well
L328[02:44:01] <ghz|lappy> forge,
1.8.9
L329[02:44:02] ⇦
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L330[02:44:12] <ghz|lappy> my MDK running
my mod, generating an amplified world
L331[02:44:32] <ghz|lappy> #1 was lwjgl
Sync.sync()
L332[02:44:46] <ghz|lappy> #2 was
WorldGenMinable.generate()
L333[02:45:24] <ghz|lappy> #3
LongHashMap.getEntry
L334[02:45:38] <ghz|lappy> #4
BiomeGenBase.generateBiomeTerrain
L335[02:45:54] <Ordinastie_> disable
Vsync
L336[02:46:04] <ghz|lappy>
Chunl.setBlockState wasn't there until lower down
L337[02:46:07] <ghz|lappy> Chunk*
L338[02:46:15] <ghz|lappy> hmm good idea
;P
L339[02:46:33] <barteks2x> So it's getting
the chunk that takes a lot of time probably
L340[02:46:44] <ghz|lappy> it's finding
locations for structures
L341[02:47:45] <barteks2x> Chunk.setBlocm
being slower with CubicChunks would make sense, because there is a
TreeMap<Integer, Cube> in Chunk class
L342[02:48:59] <ghz|lappy> oh and btw, I
used Sampler in visualvm
L343[02:49:00] <ghz|lappy> not
profiler
L344[02:49:35] <barteks2x> So I will try
with sampler
L345[02:49:56] <ghz|lappy> profiler has to
instrument methods
L346[02:50:00] <ghz|lappy> that means
modifying the methods
L347[02:50:17] <ghz|lappy> to add a
profiler notifications when the method starts, and whe nthe method
exits
L348[02:50:25] <ghz|lappy> it's much much
slower
L349[02:50:28] <ghz|lappy> but much more
accurate
L350[02:50:28] <barteks2x> And that
probably isn't very compatible with Forge classloading
L351[02:51:01] <ghz|lappy> i'm running in
profiler mode now
L352[02:51:09] <ghz|lappy>
populateNoiseArray is #1
L353[02:51:12] <ghz|lappy> getBlockState
#2
L354[02:51:14] ⇦
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L355[02:51:24] <barteks2x>
populateNoiseArray takes almost no time in vanilla
L356[02:51:28] <ghz|lappy>
ObjectIdentityMap getByValue #3
L357[02:51:35] <ghz|lappy> yeah
L358[02:51:39] <ghz|lappy> that's
instrumentation messing things up
L359[02:52:37] <barteks2x> I forgot that
after reinstalling OS I need to also install half of my programs
again
L360[02:52:50] <ghz|lappy> over 6 million
invocations of getBlockState
L361[02:52:57] <ghz|lappy> over 9 million
invocations of getByValue
L362[02:53:08] <ghz|lappy> over 3 million
of ExtendedBlockStorage#get
L363[02:53:20] <ghz|lappy> over 3.5
million of ChunkPrimer#getBlockState
L364[02:53:31] <ghz|lappy> over 7 million
of noise gen .lerp
L365[02:53:45] <ghz|lappy> it's
interesting XD
L366[02:53:55] <barteks2x> the first part
where noise generators are used isn't that slow and I know where
the slowness is
L367[02:54:22] <barteks2x> population is
where things take forever
L368[02:55:47] <ghz|lappy> hmf I wonder
converting Block.BLOCK_STATE_IDS to an array, and storing the index
to the array in the IBlockState instances
L369[02:55:52] <ghz|lappy> would make
generation actually faster
L370[02:56:05] <ghz|lappy> given that
Block.BLOCK_STATE_IDS.getByValue is such a hot spot
L371[02:56:47] <barteks2x> in vanilla -
probably. I will experiment with caching last 4 accessed chunks and
last 2 accessed cubes to access them faster
L372[02:59:03] <barteks2x>
TreeMap.getEntry takes most of the time. When generating world -
time used by it goes almost as fast as the real time
L373[02:59:03] ⇦
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L374[03:05:34] <barteks2x> it turns out
that checking if nearby cubes exist in world.checkLightFor() is the
slowest part
L375[03:06:25]
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L376[03:11:25] <ghz|lappy> heh
L378[03:30:44]
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L379[03:30:45] <Cypher121> is anyone
interested in this?
L380[03:31:00] ⇦
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L385[03:52:47] <Wuppy> woohooo, time to
start developing a game for Oculus Rift :D
L386[03:55:01] <Wuppy> only 1 downside to
this, even though I build my pc myself under a year ago for 1000
euros, it's under the recommended specs "V
L387[03:55:02] <Wuppy> :<
L388[03:55:24] <ghz|lappy> yeah VR
requires crazy specs
L389[03:55:32] <ghz|lappy> one more reason
why I'm not interested ;p
L390[03:55:50] <Wuppy> I played a game
with it for about half an hour, it's 10/10
L391[03:55:56] <Wuppy> this is the future,
amazing :D
L392[04:00:24] ⇦
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L396[04:09:39] <ghz|lappy> [10:55]
(Wuppy): this is the future, amazing :D
L397[04:09:44] <ghz|lappy> oh i'm not
dnying that
L398[04:09:54] <ghz|lappy> I just believe
it's still in the future
L399[04:09:56] <ghz|lappy> ;P
L400[04:10:07] <Wuppy> that's true
L401[04:10:12] <Wuppy> the future is
now
L402[04:10:15] <Wuppy> isn't*
L403[04:11:25]
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L404[04:11:36] <ghz|lappy_o> [11:10]
(ghz|lappy): as nice as current VR has become compared to 5 years
ago
L405[04:11:36] <ghz|lappy_o> [11:11] *
Disconnected
L406[04:12:03] <ghz|lappy_o> current VR
has one giant flaw, imo: image focus
L407[04:12:26] <ghz|lappy_o> but that
can't happen without hoographic displays
L408[04:12:32] <ghz|lappy_o> and that is
more like 20 years away
L409[04:12:38] <Wuppy> image focus?
L410[04:12:43] <ghz|lappy_o> current
VR
L411[04:12:59] <ghz|lappy_o> projects the
image in a way that feels like if the whole world was a screen 3m
away
L412[04:13:14] <ghz|lappy_o> in terms of
focal distance
L413[04:13:26] ⇦
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L414[04:13:32] <ghz|lappy_o> there's no
real DoF
L415[04:14:11] <Wuppy> hmm I think it
looks pretty realistic actually
L416[04:14:17] <ghz|lappy_o> and if you
tried to add simulated dof, you'd force the player to see at the
one rang you want them to look
L417[04:14:22] <ghz|lappy_o> which is
really annoying for some people
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L420[04:21:19] <Wuppy> it's also not the
future because it's fucking frustrating to develop for at the
moment
L421[04:21:36] <ghz|lappy> XD
L422[04:21:53] <Wuppy> currently I can get
the oculus working in 1 unity project, but not in another one
L423[04:21:56] <Wuppy> same unity
version
L424[04:22:37] <ghz|lappy> heh
L425[04:23:07] ***
kroeser is now known as kroeser|away
L426[04:25:36] <Lunatrius> "crash
when i load something and i have a 2 terrabites gaming pc" -
best crash report 2016
L427[04:26:03] <ghz|lappy> XD
L428[04:30:38] <Wuppy> lol
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L433[04:32:59] <Wuppy> well this is nice,
the exact same scene in 2 different projects works in 1 project and
doesnt in the other
L434[04:37:03] ⇦
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L439[04:56:41] <Wuppy> lol this unity
error
L440[04:56:49] <Wuppy> "Tag Undefined
is not defined"
L441[04:56:50] <Wuppy> thx
L442[05:01:33] <Tazz> Wuppy, least its not
a stale pointer error :>
L443[05:01:42] <Tazz> those are wonderful
XD
L444[05:02:56] <Ivorius> Stale
pointer?
L445[05:03:06] <Ivorius> What, did you
leave it around too long or something
L446[05:03:30] ⇦
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L447[05:03:33] <Tazz> Ivorius, yeah when
you make an alias of an alias of an alias (etc.) of a pointer
L448[05:03:54] <Tazz> if you try and like
free the alias chain it sometimes doesnt update the original
pointer so it points to reclaimed memory
L449[05:04:07] <Tazz> its horrible
L450[05:05:49]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L451[05:07:06] <Wuppy> ermagerd its
working
L452[05:08:27]
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L453[05:16:11]
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L454[05:16:28] <madcrazydrumma> How can I
check that the player has a specific amount of one item in his/her
inventory? It doesn
L455[05:16:42] <madcrazydrumma> It may not
be in the same stack*
L457[05:17:11] <Ordinastie_> did you ask
that exact same question yesterday ? and was given code too ?
L458[05:17:26] <madcrazydrumma> That was
to check if the player has all the items
L459[05:28:04] <masa> and this is then
what, more difficult because it's simpler? :p
L460[05:28:41] <madcrazydrumma> Yeah haha;
I can't wrap my head around it. I've updated the code now to this
but it still isnt working:
http://pastebin.com/SVan4sEu
L462[05:29:09] <madcrazydrumma> I'm doing
that
L463[05:29:11] <masa> oh yeah you had that
already
L464[05:30:02] <Ordinastie_> masa, y u do
== true ?
L465[05:30:07] <masa> the problem is the
ItemStack.areItemStacksEqual()
L466[05:30:08] <madcrazydrumma> ^^
L467[05:30:15] <masa> it is also checking
the stackSize
L468[05:30:19] <madcrazydrumma> Oooh
L469[05:30:25] <madcrazydrumma> So should
i only check the tags?
L470[05:30:42] <masa> item, meta and
NBT
L471[05:30:52] <madcrazydrumma> I saw you
have an item stack equal function
L472[05:30:57] <madcrazydrumma> Would that
work in this instance?
L474[05:31:13] <masa> yep
L475[05:32:54] <masa> Ordinastie_: because
I find it easier t oread, and also to annoy people like you
:p~
L476[05:33:21] <masa> mostly the first
though
L477[05:33:37] <madcrazydrumma> Also, how
can i stop my text going darker and the inventory items from
overlapping my gui?
http://imgur.com/eMv91o3
L478[05:40:48] <Wuppy> ugh avoiding the
GoT spoilers for episode 2 is nearly impossible
L479[05:41:00] <madcrazydrumma> ^^
L480[05:41:03] <madcrazydrumma> Super
impossible
L481[05:42:58] <Wuppy> oh well, I'll get
through the week, monday it's time for ep 2 and 3 :D
L482[05:43:49] <fry> don't go to the
places with assholes on the internet, and it's very possible
:P
L483[05:46:02] *
Wuppy leaves this channel
L484[05:46:03] <Wuppy> :P
L485[05:46:27] <Wuppy> just kidding, as
long as I stay away from 4chan I think I should be fine
L486[05:47:19] <madcrazydrumma> and
Facebook
L487[05:51:16] <ghz|lappy> and
twitter
L488[05:51:21] <Wuppy> I don't use
twitter
L489[05:51:21] <ghz|lappy> and
reddit
L490[05:51:23] <ghz|lappy> and ,,,
L491[05:51:26] <ghz|lappy> ...*
L492[05:51:27] <fry> only if you follow
assholes on twitter
L493[05:51:27] <Wuppy> and I haven't
spotted anything on FB yet
L494[05:51:33] <fry> and asshole
subreddits :P
L495[05:51:36] <Wuppy> Whatsapp is
actually most dangerous probably
L496[05:51:40] <ghz|lappy> I haven't seen
any spoiler
L497[05:52:00] <ghz|lappy> but if you go
to twitter and search for "got ep2" I'm sure you'll find
many
L498[05:52:00] <ghz|lappy> XD
L499[05:52:16] <ghz|lappy> or given the
way twitter works
L500[05:52:34] <ghz|lappy> wouldn't
surprise me to see a trending hashtag
"#<someone>dies"
L501[05:53:04] <ghz|lappy> (and no, that's
a meme, not a spoiler -- I don't watch the show at all)
L502[05:53:49]
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L503[05:54:07] <Ordinastie_>
s/someone/everybody/
L504[05:57:04] <madcrazydrumma> ^^
L505[06:01:38] <fry> aaaaaa firefly actors
in castle
L506[06:02:17] <Ordinastie_> I assume you
don't mean nathan fillon
L508[06:02:33] <fry> another one :P
L509[06:02:37] <masa> wth is
whatsapp
L510[06:02:38] ⇦
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L511[06:02:48] <ghz|lappy> wat
L512[06:02:53] <madcrazydrumma> you
kidding?
L513[06:02:56] <ghz|lappy> you don't know
whatsapp?
L515[06:03:00] <madcrazydrumma> rip
masa
L516[06:03:16] <ghz|lappy> it's like the
most used IM app used worldwide, xcept in like, japan, which has
its own stuff
L517[06:03:26] <madcrazydrumma> since 2010
ofc
L518[06:03:38] <masa> can't be any good
since I haven't used it
L519[06:03:46] <Ordinastie_> ^
L520[06:03:52] <ghz|lappy> what do you use
to speak with other people over the phone
L521[06:04:08] <masa> people speak on the
phone? O_o
L522[06:04:13] <ghz|lappy> text
L523[06:04:14] <madcrazydrumma> masa you
troll pls
L524[06:04:33] <masa> well sure. I do
speak to my mon on the phone a couple of times per year
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L526[06:04:48] <masa> but nowadays I keep
my phone in plane mode 95% of the time
L527[06:05:05] <ghz|lappy> yeah then you
are basically living under a rock
L528[06:05:13] <masa> we use Pidgin/XMPP
to talk every couple of days
L529[06:05:21] <ghz|lappy> yeah that's 90s
tech
L530[06:05:23] <ghz|lappy> ;P
L531[06:05:31] <masa> I hate everything
mobile
L532[06:05:34] <ghz|lappy> these days most
people use Whatsapp
L533[06:05:36] <masa> mobile is shit and
has to die
L534[06:05:41] <ghz|lappy> us
inconformists use Telegram
L535[06:05:50] <ghz|lappy> and some
teenagers prefer snapchat
L536[06:06:01] <masa> so what's the point
of whatsapp? is it like voip?
L537[06:06:02] <Ordinastie_> ghz|lappy,
yeah, you wouldn't use 90s tech
L538[06:06:08] <ghz|lappy> no
L539[06:06:11] <ghz|lappy> it's IM
L540[06:06:21] <ghz|lappy> think msn
messenger/xmpp
L541[06:06:26] <ghz|lappy> but designed
FOR phones
L542[06:06:31] <masa> mmkay
L543[06:06:33] <ghz|lappy> you add people
b ased on their mobile number
L544[06:06:46] <ghz|lappy> you can send
voice messages
L545[06:06:51] <masa> so its SMS over data
connection basically+
L546[06:06:54] <ghz|lappy> you can even do
some voip-style calls I think
L547[06:06:59] <ghz|lappy> pretty
much
L548[06:07:00]
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L549[06:07:20] <Ordinastie_> so it's
basically an app for phones that does what phones do natively
L550[06:07:22] <Ordinastie_> okay
L552[06:07:32] <ghz|lappy> xcept sms is
the most overpriced service ever
L553[06:07:43] <ghz|lappy> while data is
relatively cheap
L554[06:07:51] <Ordinastie_> not
here
L555[06:08:03] <Ordinastie_> SMS are
illimited and data is fucking expensive
L556[06:08:08] <Quetzi> you get free
international SMS's?
L557[06:08:22] <Ordinastie_> international
? fuck that
L558[06:08:28] ⇦
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L559[06:08:32] <masa> my data is quite
expensive if you compare it to my usage, close to infinite per
MB
L560[06:08:35] <ghz|lappy> yeah I have
people from other countries in whatsapp ;P
L561[06:08:56] <ghz|lappy> really it isn't
so much designed to replace SMS
L562[06:09:02] <ghz|lappy> as it is to
replace desktop IM
L563[06:09:06] <Quetzi> whatsapp is
absically for those contacts that don't have imessage
L564[06:09:07] <masa> but the monthly
price is 2e
L565[06:09:25] <ghz|lappy> I pay 13eur for
my phone plan
L566[06:09:40] <ghz|lappy> it includes 1gb
data, and something like 500sms -- which I don't use
L567[06:09:57] <masa> I pay 3e/month in
total... I've been considering dropping the data drom it so it
would be 1€/month
L568[06:10:07] <ghz|lappy> yeah that's
stupidly cheap ;p
L569[06:10:19] <madcrazydrumma> you can
get whatsapp on your desktop now
L570[06:10:20] <masa> since I practically
don't use it at all anyway
L571[06:10:24] <madcrazydrumma> but you
still need the phone app
L572[06:10:28] <ghz|lappy> madcrazydrumma:
it's still bound to your phone,though
L573[06:10:32] <madcrazydrumma> aye
^
L574[06:10:35] <ghz|lappy> it practically
uses your phone as a proxy
L576[06:10:56] <ghz|lappy> if you turn off
the phone, the web app stops working
L577[06:11:04] <masa> lol
L578[06:11:20] <madcrazydrumma> tterrag,
useless; love it
L579[06:11:31] <tterrag> not mine :P
L580[06:11:48] <tterrag> it's annoying,
but you can actually get your number using it
L581[06:11:55] <madcrazydrumma>
really?
L582[06:11:58] <tterrag> of course
L583[06:12:01] <tterrag> figure out what
it's doing ;)
L584[06:12:07] <madcrazydrumma> in
america?
L585[06:12:43] <tterrag> what
L586[06:12:44] <madcrazydrumma> its not a
uk format so i guess its there
L587[06:12:54] <tterrag> oh yes, it's
american format
L588[06:12:57] <madcrazydrumma> ^^
L589[06:13:07] <ghz|lappy> lol
L590[06:13:24] <ghz|lappy> I managedto get
an approximation of mine -- too many digits though, so the last one
was meaningless
L591[06:13:34] <madcrazydrumma> haha
L592[06:13:37] <tterrag>
01189998819991197253
L593[06:15:04] <ghz|lappy> I modidifed the
script to use 9 digits instead of 10
L594[06:15:08] <ghz|lappy> and then iwas
able to get mine
L595[06:16:11]
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L597[06:27:25] <masa> I find it annoying
how vague and "funny" the minecraft changelogs have
become
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L607[06:44:29] <Jiraiyah> ghz|afk you
there buddy?
L608[06:46:21] <ghz|lappy> o/
L609[06:46:28] <ghz|lappy> I'm at
work
L610[06:46:56] <ghz|lappy> gotta thank you
for making me write this mod, lol
L612[06:47:02] <ghz|lappy> most attention
I have ever had ;P
L613[06:47:34] <ghz|lappy> EnderRift has
more users, but it didn't take off this fast
L614[06:48:41] ***
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L615[06:50:36] <Jiraiyah> :D was gonna ask
how is that going :D was busy last few days myself in real
life
L616[06:51:06] <Jiraiyah> did you add it
to notenoughitems?
L617[06:51:31] <ghz|lappy> it supports
JEI
L618[06:51:37] <Jiraiyah> nice
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L625[06:53:25] <Jiraiyah> :/ any plan for
ender tanks too? the other mod is not updated and also has a
dependency on a core mod
L626[06:53:45] <ghz|lappy> well I didn't
include any because there's already something
L627[06:53:47] <Jiraiyah> h sorry i meant
did you add it to not enough mods
L628[06:53:58] <ghz|lappy> no idea what
"not enough mods" is
L629[06:54:09] <Jiraiyah> i know but he is
taking time to update and as i said, a dependency for a core mod
just for that mod is a bit something :p
L630[06:54:19] <Jiraiyah>
bot.notenoughmods.com
L631[06:54:21] <Jiraiyah> check it
L632[06:54:54] <ghz|lappy> oh just
something that "spies" on mod releases?
L633[06:55:18] <Jiraiyah> yah and lists
them, but when you update, you need to go to their irc channel and
update it manually
L634[06:55:27] <Nitrodev> hi all
L635[06:55:29] <Jiraiyah> they don't spy
but read commands from irc bot
L636[06:55:33] <ghz|lappy> meh
L637[06:55:49] <ghz|lappy> I already have
a lot of work releasing ;P
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L640[06:56:05] <ghz|lappy> do the
changes
L641[06:56:10] <Jiraiyah> if you want to,
i can list you myself there
L642[06:56:11] <ghz|lappy> cherry-pick the
changes on the other version
L643[06:56:15] <masa> actually, they have
a curse polling system, I just added my mods to the bot's list
yesterday
L644[06:56:16] <ghz|lappy> build 1.9,
build 1.8.9
L645[06:56:24] <ghz|lappy> update version
on both
L646[06:56:26] <ghz|lappy> build both
again
L647[06:56:28] <ghz|lappy> push
L648[06:56:35] <ghz|lappy> create github
release 1.8.9
L649[06:56:38] <ghz|lappy> create github
release 1.9
L650[06:56:41] <ghz|lappy> upload
curseforge 1.8.9
L651[06:56:45] <ghz|lappy> upload
curseforge 1.9
L652[06:56:50]
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L653[06:56:53] <Jiraiyah> lol kk i will do
this part for you then :p
L654[06:57:33] <ghz|lappy> so I just made
my Elements of Power worldgen cocoon generation like 100x
faster
L655[06:57:55] <masa> and they seem to
also support the forge update checker json
L656[06:57:57] <Jiraiyah> wow
L657[06:58:33] <ghz|lappy> I was checking
*every* valid position in the chunk
L658[06:58:46]
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L659[06:59:11] <ghz|lappy> I now check up
to 250 random positions
L660[06:59:20] <Jiraiyah> masa how that
dorge update thing works? i always had to update the list
manually
L661[06:59:22] <ghz|lappy> which means
there's a chance I don't get as many cocoons generated
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L663[06:59:32] <Jiraiyah> but better
chance on speed
L664[06:59:35] <ghz|lappy> but the number
of blocks tested went from 65536 to <250
L665[07:00:11] <ghz|lappy> which I guess
is closer to 1/500th of the time
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L667[07:02:27] <Jiraiyah> there we go
giga, your mod is listed there on both 1.8.9 and 1.9 now :D
L668[07:02:39] <ghz|lappy> :3
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L670[07:06:08] <vox|school> what's this
about?
L672[07:08:54] <vox|school> Jiraiyah, add
mine!
L673[07:09:18] <ghz|lappy> you can add
yourself ;P
L674[07:10:12] <vox|school> Oh, can I?
Nice!
L675[07:11:13] <vox|school> How?
L676[07:11:26] <ghz|lappy> join
#NotEnoughMods, and ask for help there?
L677[07:11:50] <vox|school> Okay, that
works
L678[07:13:19] <ghz|lappy> their twitter
is sad
L679[07:13:26] <ghz|lappy> I was almost
expecting to see update notifications in there ;P
L680[07:15:32] <barteks2x> that's strange.
Order at which cubes are generated is different in debug mode and
without debug mode.
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L688[07:41:03] <ghz|lappy> OOOOH
L690[07:41:15] <ghz|lappy> apparently
1.10's structure editor will have a gui and such
L691[07:41:58] <ghz|lappy> structure
block*
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L695[07:48:17] <vox> amadornes: I heard
you beat me to a mod that hides shields :P
L696[07:48:26] <vox> I released mine on
CurseForge yesterday
L697[07:48:34] <amadornes> D:
L698[07:48:44] <amadornes> I only dropped
mine in the FC incoming folder
L699[07:48:58] <amadornes> I was going to
release it today
L700[07:49:27] <vox> I mean, go ahead. I'm
sure yours will have more traction anyway since you're an
established author :P
L701[07:50:02] <amadornes> surprisingly
enough, not that many people know me
L702[07:50:26] <vox> Really? I thought you
would be pretty well known as a Forgecrafter and mod author
L704[07:50:28] <amadornes> most of the
people that do either know me from Dire's videos or from my streams
:P
L705[07:50:36] <SkySom> Hey it's that
guy.
L706[07:50:41] <SkySom> :D
L707[07:50:46] <amadornes> also because I
do ASM black magic
L708[07:50:50] <amadornes> as SkySom can
probably confirm
L709[07:51:16] *
SkySom holds out a cross.
L710[07:51:22] <SkySom> BE GONE Foul
wizard
L711[07:51:33] <vox> Anyway, if you'd like
to check out the source (I'd appreciate feedback) here's the
CurseForge page
L713[07:51:44] <amadornes> will do
:)
L714[07:52:20] <vox> I have some more
plans, because there's some other annoyances with vanilla shields
(like you can't enchant them without using books and an
anvil)
L715[07:52:24] <vox> Thanks :)
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L719[07:54:32] <madcrazydrumma> I've got
this function for removing items:
http://pastebin.com/HW1ukmX6 , but when i remove the
item if there is one of each item in the recipe, it keeps the item
in inventory with a stack size of 0
L720[07:54:58] <madcrazydrumma> Is there a
minecraft method for decreasing the itemstack size while handling
0?
L721[07:55:44] <tterrag> just do it
yourself
L722[07:55:46] <ghz|lappy> no jsut set the
stack to null
L723[07:55:47] <tterrag> also, that code
makes no sense
L724[07:55:51] <tterrag> what are you
trying to accomplish?
L725[07:56:12] <ghz|lappy> heslot*
L726[07:56:16] <ghz|lappy> the
slot**
L727[07:57:15] <madcrazydrumma> I'm
removing the items from the player's inventory (even if they're not
in the same stack)
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L730[07:59:43] <tterrag> what do you think
your code is doing?
L731[07:59:47] <tterrag> what is the point
of "removed" ?
L732[08:00:08] <madcrazydrumma> to make
sure it doesn't remove more than it should
L733[08:00:54]
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L734[08:00:57] <tterrag> and how exactly
is it doing that?
L735[08:01:08] <Fredi100> Hello ^^
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L737[08:02:09] <madcrazydrumma> Oh
wait
L738[08:02:35] <madcrazydrumma> I think i
should be using my amount parameter
L739[08:02:58] <madcrazydrumma> but it
would do the same thing
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L741[08:03:12] <madcrazydrumma> I don't
see where I'm wrong, hm
L742[08:05:10] <Fredi100> Would someone be
so kind to eplain me how to correctly create a TileEntity with an
inventory and a GUI? I know thats a lot to ask but i really need
help with that
L743[08:06:05] <ghz|lappy> the TileEntity
is just the internal storage
L744[08:06:14] <ghz|lappy> create the
TileEntity class
L745[08:06:29] <ghz|lappy> and in your
block, override hasTileEntity and createTileEntity -- the versions
with IBlockState
L746[08:07:03] <ghz|lappy> then in your
TileEntity, you'll want to have a field that holds an
ItemStackHandler, set to the number of slots you want to keep
L747[08:07:36] <ghz|lappy> and you'll
override hasCapability and getCapability, to test for
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY
L748[08:07:54] <ghz|lappy> remember to
default to super for any other capability
L749[08:08:03] <ghz|lappy> then you'll
want the gui
L750[08:08:09] <ghz|lappy> you can follow
any old gui tutorial
L751[08:08:11] <ghz|lappy> with one
exception
L752[08:08:16] <ghz|lappy> you'll be using
SlotItemHandler for your slots
L753[08:08:22] <ghz|lappy> instead of the
plain old Slot class
L754[08:08:42] <Fredi100> Okay, thats very
different to the way i did it so far
L755[08:09:07] <ghz|lappy> this is the
1.8.9+ way
L756[08:09:24] <Fredi100> ohh, maybe i
should have said that the mod is for 1.7.10
L757[08:09:29] <ghz|lappy> ah
L758[08:09:32] <ghz|lappy> then look for a
tutorial
L759[08:09:32] <ghz|lappy> ;P
L760[08:09:35] <ghz|lappy> there's plenty
of them
L761[08:10:06] <Fredi100> i know, but
everytime i read an old one it is different to the other and
nothing works
L762[08:10:25] <Fredi100> I should
probably start over
L763[08:10:35] <ghz|lappy> you'll need
your Block class
L764[08:10:45] <ghz|lappy> override
hasTileEntity and createTileEntity
L765[08:10:57] <ghz|lappy> xcept 1.7.10
didn't have IBlockState there
L766[08:11:10] <ghz|lappy> then the
TileEntity will have to implement IInventory
L767[08:11:32] <ghz|lappy> you can forward
the calls to IInventory to an InventoryBasic
L768[08:11:44] <ghz|lappy> and then just
any old gui tutorial
L769[08:11:50] <Fredi100> InventoryBasic,
whats that?
L770[08:11:51] <ghz|lappy> and in this
case you will be using the Slot class
L771[08:12:03] <ghz|lappy> InventoryBasic
is a class that implements the inventory management methods
L772[08:12:12] <madcrazydrumma> tterrag,
is there an issue with the code?
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L774[08:13:04] <ghz|lappy> you may want to
extend the class, though, so that on slot change, you can call
markDirty on the TE
L775[08:13:11] <ghz|lappy> if you want
your block to work with comparators
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L779[08:20:54] <barteks2x> I got vanilla
generator to work much faster (generates spawn in about 2 minutes
now), but I see some fake stone blocks clientside
L780[08:21:24] <ghz|lappy> :)
L781[08:21:36] <ghz|lappy> 2 minute sis
still a lot but :)
L782[08:21:43] <ghz|lappy> ghost
blocks?
L783[08:21:48] <vox> Wtf? How the heck did
I magically get Curse Premium?
L784[08:21:55] <ghz|lappy> vox: you are a
mod author
L785[08:21:56] <tterrag> you got a
download
L786[08:21:56] <ghz|lappy> :)
L787[08:22:15] <barteks2x> yes, they
appear randomly in the air. I probably should add unit tests to my
CubeMap class
L788[08:22:20] <ghz|lappy> that means you
are generating traffic in their website
L789[08:22:29] <ghz|lappy> which gets
rewarded with complimentary premium
L790[08:22:54] <vox> Ah, got it. That's
cool
L791[08:22:55] <ghz|lappy> and, if you
applied for it, curse points (they start handing out points after a
while, something like 100 downloads minimum)
L792[08:23:00] <barteks2x> And to get it
working this "fast" I had to add a flag to WorldContext
and if it's true - never check if cubes exist, always return
true.
L793[08:23:03] <vox> Yeah, I think I
checked that box as well
L794[08:24:00] <barteks2x> getting it to
generate spawn in less than a minute will be a challenge
L795[08:24:28] <ghz|lappy> what's your
bottleneck?
L796[08:24:47] <barteks2x> after most
recent changes - no idea. I only know it's in populator.
L797[08:25:35] <barteks2x> I just
eliminated the most obvious bottleneck - checking if cubes exist in
world.checkLightFor, and getting the cube fro
getBlockState/setBlockState
L798[08:25:51] <tterrag> madcrazydrumma: I
just don't understand it
L799[08:25:57] <tterrag> it doesn't seem
to do what you say it should, at all
L800[08:26:04] <madcrazydrumma> Yeah I
just tested it
L801[08:26:10] <madcrazydrumma> It just
removes one item instead of the amount
L802[08:28:36] <barteks2x> #1 in sampler
is world.isValid(). That's definitely strange thing.
L803[08:36:44] <blood|wrk> diesieben07 you
around?
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L820[09:37:33] <diesieben07> blood|wrk, i
am now, whats up?
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L864[11:16:55] <williewillus> barteks2x: i
get that sometimes too (world.isValid at top)
L865[11:17:01] <williewillus> idk what
it's from
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L918[13:30:43] <Delenas> In addition,
would it be smarter to check the registry name of these planks,
versus display name?
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L921[13:41:01] <diesieben07> Delenas, what
are you trying to accomplish? :D
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L923[13:42:25] <Delenas> Hey dies.
Remember Bedcraft? I'm updating it to 1.9 for Zorn and fixing up
some of the code.
L924[13:43:06] <diesieben07> no i don't
remember Bedcraft :D
L925[13:43:06] <Delenas> Right now he has
systems to loop through the oredict for planks and register them
for their colors. It seems to be finding oak planks twice.
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L927[13:43:51] <Delenas> Anyway. The code
seems to be finding "Oak Wood Planks" under planks meta 0
AND 6.
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L929[13:44:38] <diesieben07> because it
just tries all metadata
L930[13:44:48] <diesieben07> and the
planks type clamps the metadata between 0 and 5
L931[13:44:59] <diesieben07> everything
outside that becomes 0, which is oak
L932[13:45:50] <Delenas> Hmm. So. Would a
change to add a special case in for vanilla planks be
beneficial?
L933[13:46:02] <Delenas> Or would it work
nicer to do a second loop and remove duplicates?
L934[13:46:33] <diesieben07> mods might
even crash if you just throw random metadata values at their
code.
L935[13:46:48] <diesieben07> there is no
sane way to do the "get all sub-itemstacks" operation on
the server.
L936[13:47:38] <Delenas> Would a loop
through Item.getMaxDamage(stack) look nicer?
L937[13:48:09] <Delenas> And this is
client code. It's for textures from all registered woods.
L938[13:48:49] <diesieben07> for client
code just call getSubItems
L939[13:49:35] <Delenas> With what
tab?
L940[13:49:55] <diesieben07> allSearch i
would say
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L942[13:55:03] <Delenas> You think mods
that keep items on one tab nullcheck the tab first?
L943[13:55:34] <diesieben07> mayber
L944[13:55:47] <Delenas> Like.. I was
going to move all the bed frames to a frames tab, and keep the
other crap on a default tab. In getSubItems, I'd check the tab to
be an instance of BedcraftFramesTab or something
L945[13:57:39] <thor12022> you're gonna
want this to be pretty defensive, never trust that a random person
did something reasonably without proof
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L947[14:00:55] <Delenas> Can I at least
assume the registry name for the item is intact?
L948[14:02:12] <SkySom> I wouldn't assume
anything lol
L949[14:03:19] <Delenas> Bluh.
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L953[14:09:57] <Delenas> I can see why Lex
sobbed at this code. It's jumbled and confusing. But it's getting
there.
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L956[14:19:25] <SkySom> I don't recall it
being pretty, no
L957[14:20:39] <Delenas> ..does BoP
register its woods under oreDict in 1.9?
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L962[14:24:49] <Lumien> Delenas yes they
do
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L966[14:30:59] <Shuetox> If i wanna make a
remote control that listen to your movement input when held, can i
easily listen to keys in the item or should i use an invisible
entity that they ride upon selecting the item?
L967[14:31:10] <Shuetox> Currently i have
it so it makes the player unable to move when selected
L968[14:31:27] <Shuetox> But i'm unsure
how i'm going to get input
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L970[14:34:55] <Shuetox> Hmm i probably
have to add my own listener and send packets i guess
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L975[14:42:29] <madcrazydrumma> This is
screwing with my head legit
L976[14:45:08] <diesieben07>
madcrazydrumma, iterate the playerInv. whenever you find an item
that matches, do int mod = Math.min(is.stackSize, stack.stackSize);
is.stackSize -= mod; stack.stackSize -= mod;
L977[14:45:18] <diesieben07> then also
stop if is.stackSize == 0
L978[14:45:47] <diesieben07> at the end
"is" will be whats left over and couldnot be removed
because not enough
L979[14:46:11] <diesieben07> you also have
to check if every "stack.stackSize" is 0, and if so set
that slot to null.
L980[14:46:16] <gigaherz> hmf
L981[14:46:33] <gigaherz> I seem to be
having some weird issues with 1.9
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L983[14:46:40] <madcrazydrumma> like what
gigaherz ?
L984[14:46:43] <gigaherz> I have this
superflat world that works perfectly fine
L985[14:46:47] <gigaherz> that I created a
while ago
L986[14:46:52] <gigaherz> earlier today
while at work
L987[14:46:57] <gigaherz> I got a copy of
the same mod
L988[14:47:07] <gigaherz> but I didn't
have the world, so I created a new one
L989[14:47:13] <gigaherz> and I noticed
that the spells were erratic
L990[14:47:20] <gigaherz> and the elytra
didn't deploy on spacebar
L991[14:47:27] <gigaherz> I thought it may
be lag due to low fps
L992[14:47:38] <gigaherz> so I just gave
up debugging there
L993[14:47:45] <gigaherz> but now I
created an amplified world here
L994[14:47:49] <gigaherz> and I have the
same issues
L995[14:48:01] <gigaherz> both elytra and
spells only happen erratically
L996[14:48:05] <gigaherz> and sometimes
with lag
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L1000[14:48:10] <madcrazydrumma>
diesieben07, stack is the item I'm trying to create -> I have an
amount param so shall i just subtract mod from that?
L1001[14:48:14] <gigaherz> like if the
server was busy doing other stuff
L1002[14:48:27] <diesieben07> create??? i
thought you were just removing
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L1007[14:49:39] <madcrazydrumma>
diesieben07, what I mean is that -> its my own sort of recipe
system. The itemstack into it is what object im making in the
end
L1008[14:49:52] <diesieben07> no idea
what you are saying.
L1009[14:50:02] <madcrazydrumma> hm
L1010[14:50:37] <madcrazydrumma> Ignore
me im being stupid, the is is what is being removed
L1011[14:50:41] <madcrazydrumma> so i
dont even need the amount param
L1012[14:50:46] <diesieben07> yep.
L1013[14:51:02] <gigaherz> yeah it really
does feel like the server is horribly busy, or the network
channel
L1014[14:51:10] <gigaherz> the network
itself, I mean
L1015[14:51:13] <gigaherz> since it also
happens to elytra
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L1021[14:53:09] <madcrazydrumma>
something like that?
L1022[14:53:14]
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L1023[14:54:19] <diesieben07> you have to
do those if checks (is.stackSize == 0 and stack.stackSize == 0)
*after* the modification
L1024[14:54:44] <diesieben07> also be
aware that that will also check armor slots
L1025[14:54:46]
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(~elucent__@d47-69-239-56.col.wideopenwest.com)
L1026[14:55:44] <madcrazydrumma> How do i
get it to check only the main inventory? I know i can use
.mainInventory but that is an ItemStack[]
L1027[14:56:09] <madcrazydrumma> So both
if checks are done after the subtractions?
L1028[14:56:16] <killjoy1> What were you
expecting? ItemStack[][]?
L1029[14:56:17] <diesieben07> yes
L1030[14:56:56] <Elucent> did the forge
builtin model parents change in 1.9?
L1031[14:56:57] <diesieben07> use
IItemHandler:
player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
EnumFacing.UP);
L1032[14:58:04] <madcrazydrumma> So I
would use the itemhandler to 'extract' from slot?
L1033[14:58:43] <diesieben07> yep
L1034[14:59:08] <madcrazydrumma> So
instead of using player.inventory#getSizeInventory i would use
IItemHandler#getSlots
L1035[14:59:28] <diesieben07> yes.
L1036[14:59:37] <madcrazydrumma> Easy
enough
L1037[14:59:52] <diesieben07> and then
for each slot extractItem(slot, is.stackSize, false)
L1038[15:00:06] <madcrazydrumma> ^^
L1039[15:02:00]
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L1040[15:02:21] <madcrazydrumma> Okay
that didnt work
L1041[15:02:31] <madcrazydrumma> It just
removes the next available slot
L1042[15:02:35] <madcrazydrumma> So i did
something wrong
L1043[15:02:50] <diesieben07> show
code.
L1045[15:04:04]
⇨ Joins: aef (~aef@schweinehegel.raxys.net)
L1046[15:04:32] <diesieben07> you don't
chekc if the stacks are equal.
L1047[15:04:51] <madcrazydrumma> ^
L1048[15:04:53] <diesieben07> also, no
need to invoke getStackinSlot more than once for every slot.
L1049[15:05:11] <diesieben07> and now
that you are using IItemHandler, your amount logic needs to
change
L1050[15:05:25] <diesieben07> just call
ih.extractItem(slot, is.stackSize, false)
L1051[15:05:38] <diesieben07> that will
give you an itemstack with max is.stackSize but less if less is
available
L1052[15:06:01] <madcrazydrumma> So i
dont need mod or anything?
L1053[15:06:03] <diesieben07> so you then
have to do is.stackSize -= the stacksize that was returend by
extractItem
L1054[15:06:16] <vox> boni: what's new in
the new alpha?
L1055[15:06:28] <boni> vox:
unicorns
L1056[15:06:33] <vox> nice!
L1058[15:09:36] <diesieben07> yup
L1059[15:09:47] <diesieben07> but again,
no need to call getStackinSlot mor than once
L1060[15:10:19] <madcrazydrumma> So
if(ItemStack stack = ih.getStackInSlot(i) != null) ?
L1061[15:10:49] <diesieben07> you could
do that, or just have two lines...
L1062[15:11:04] <diesieben07> move the
assignment before the if, then check stack != null
L1063[15:11:23] <diesieben07> or actually
you dont even need that since your areItemStacksEqual chekcs for
null
L1064[15:12:02] <madcrazydrumma> so
if(!areItemStacksEqual(is, null)) should be decent enough?
L1065[15:12:17] <Ordinastie_> omg
L1066[15:12:19] <diesieben07> -.-
L1067[15:12:20] <madcrazydrumma>
Wait
L1068[15:12:28] <madcrazydrumma> I just
had such a blank
L1069[15:13:07]
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L1071[15:16:43] <madcrazydrumma> Another
quickie; in my gui it displays the recipe item's stack sizes, but
when I call that function it reduces the value in the gui as
well
L1072[15:17:01] <madcrazydrumma> Im
guessing its a simple java issue, but i cant think x_x
L1073[15:18:32] <Elucent> question: did
1.9 break existing 1.8 models?
L1074[15:18:32] <diesieben07> clone
before you use the recipe results
L1075[15:19:11] <BoredArmor> Hi, is there
a method to attach to an existing network channel ? I need to
recieve the messages on a specific channel from a bukkit mod but
another mod is already using that channel it seems. I'm using this
example code (updated to 1.8)
http://pastebin.com/SVFe86ue but the
"world_info" channel is already registered (by
JourneyMap).
L1076[15:20:00] <madcrazydrumma>
diesieben07, clone == ItemStack#copy()?
L1077[15:20:30] <LatvianModder> Elucent:
Try adding "parent": "block/block", if your
model doesnt have a parent
L1078[15:20:38] <LatvianModder> worked
for me, I dunno why
L1079[15:21:31] <Elucent> i'm using
parent builtin/generated for an item, and there's no json errors
thrown, but it just doesnt load the model
L1080[15:24:41] <Elucent> nevermind,
apparently it's item/generated
L1081[15:24:58] <masa> whoops... I
implemented sort functionality for my custom inventories, and it
almost works perfectly on the first try...
L1082[15:25:14] <masa> it just dupes
items like crazy if the inventory is already sorted XD
L1083[15:25:27] <Ordinastie_> emphasis on
"almost"
L1084[15:25:36] <madcrazydrumma>
Nevermind, I got it
L1085[15:25:37] <masa> exactly
L1086[15:25:45]
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L1088[15:26:04] <techbrew> BoredArmor:
that code came right out of JourneyMap
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L1090[15:26:22] <masa> hmm, why does the
offhand not update if the contents change while a gui is
open?
L1091[15:27:45] <masa> both the item in
hand and the slot in the hotbar only update when I close the
gui
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L1093[15:28:08] <masa> but normal hotbar
slots update as soon as the inventory changes
L1094[15:29:10] <diesieben07> yes
madcrazydrumma
L1095[15:29:18] <madcrazydrumma> I got it
cheers man ^^
L1096[15:30:24] <BoredArmor> Oh wow your
here techbrew, Any thoughts ? i figured that class was probably a
simplified verion of your approach in journeymap.
L1097[15:30:54] <BoredArmor> The bukkit
plugin only uses world_info or world_id (JourneyMap and VoxelMap).
I have a couple of mods which could do to recieve the
information.
L1098[15:32:08] <BoredArmor> My only
other thought is to have a small util mod which checks to see if
either of the channels are already register and trys to register
the other and then rebroadcast the channel events as custom forge
events..
L1099[15:32:30] <techbrew> pop over into
#journeymap
L1100[15:32:34] <diesieben07> what do you
call position (x & y) + dimensions(width & height)?
:D
L1101[15:33:24] <thor12022> a weird use
of bitwise-and
L1102[15:33:36] <madcrazydrumma> ^^
hehe
L1103[15:33:50] <diesieben07> -_-
L1104[15:33:53] <madcrazydrumma> I don't
know, what do you call it?
L1105[15:33:59] <diesieben07> i am asking
:P
L1106[15:34:14] <diesieben07> i have a
method that is setXXXXX(x, y, w, h)
L1107[15:34:16] <thor12022> a
rectangle?
L1108[15:34:20] <diesieben07> and i'm
trying to decide what to call it
L1109[15:34:53] <madcrazydrumma> ooooh
haha
L1110[15:34:54] <Ordinastie_> split it
into 2 methods ?
L1111[15:35:07] <madcrazydrumma>
setDimensionWithPosition?
L1112[15:35:14] <diesieben07> great
advice :D
L1113[15:35:18] <Ordinastie_> to avoid
that ^
L1114[15:35:22] <madcrazydrumma>
haha
L1115[15:35:26] <thor12022>
setPositionAndDeltas?
L1116[15:35:30] <diesieben07> delta?
:D
L1117[15:35:36] <madcrazydrumma> Yeah why
delta?
L1118[15:35:42] <gigaherz> [22:34]
(diesieben07): i have a method that is setXXXXX(x, y, w, h)
L1119[15:35:50] <gigaherz> that looks
like setRectangle or setBounds?
L1120[15:36:02] <diesieben07> it's for a
Gui component
L1121[15:36:06] <diesieben07> setBounds
would work i guess
L1122[15:36:11] <madcrazydrumma>
setBounds seems appropriate then
L1123[15:36:14] <gigaherz> setBounds
then
L1124[15:36:26] <diesieben07> thanks
:D
L1125[15:36:42] <Ordinastie_> somehow I
thought it was world dimension
L1126[15:36:50] *
Ordinastie_ should go to bed
L1127[15:37:17] <diesieben07> i'm making
a gui framework and it's gonnabe better than yours Ordinastie_
:P
L1128[15:37:39] <thor12022> oooooo, a Gui
Fight
L1129[15:37:43] <gigaherz> lol
L1130[15:37:58] *
gigaherz ports his Gui engine to mc
L1131[15:38:07] <Ordinastie_>
diesieben07, what the point ? neither will be used ><
L1132[15:38:10] <gigaherz> (not really
;P)
L1133[15:38:17] <diesieben07> well *I*
will use it.
L1134[15:38:38] <diesieben07> plus, it's
fun
L1135[15:39:04] <Ordinastie_> it was a
joke, some do use mine already :p
L1136[15:39:15] <diesieben07> :D
L1137[15:41:08]
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L1141[15:43:25] <vox> Dire never saw
ShieldRework, to my knowledge. :(
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L1145[15:48:56] <barteks2x> Fixing
worldgen performance issues turned into major overhaul of the whole
mod (ie. using mixins the way Sponge uses them)
L1146[15:51:56] <Ivorius> I... don't want
to know
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L1148[15:53:11] <BoredArmor> What sort of
gui framework ? I was looking for something like the stuff often
seen in hacking clients.
L1149[15:54:17] <diesieben07> with some
(simple) kind of layout engine, where you can just say "this
container has 5 buttons in it, each button is X wide, FIGURE IT
OUT"
L1150[15:54:18]
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(uid147942@id-147942.brockwell.irccloud.com)
L1151[15:54:36] <diesieben07> plus data
bindings of course so you can say "hey text field, just
display whatever is selected in that dropdown over
there"
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L1155[15:57:35] <thor12022> . . . Tk for
Minecraft?
L1156[15:58:01] <diesieben07> just much
simpler :D
L1157[15:59:38] <HassanS6000> In 1.9,
what PotionType refers to hunger?
L1158[16:00:09] <diesieben07> none.
L1159[16:00:21] <diesieben07> PotionType
= potion that exists in the creative inventory
L1160[16:00:36] <HassanS6000> So is there
no hunger potion in 1.9?
L1161[16:00:43] <diesieben07> of
course
L1162[16:00:53] <diesieben07> just not a
potiontype, since there is no hunger potion item
L1163[16:01:43] <HassanS6000> Okay
thanks
L1164[16:03:13] <synthetica> Is it
possible to read a SoundEvent from a packet? If so, how?
L1165[16:03:58] <diesieben07>
SoundEvent.soundEventRegistry.getIDForObject / getObjectById
L1166[16:04:16] <synthetica>
Thanks.
L1167[16:04:24] <diesieben07> ONLY for
packets! if you save it to disk or anything use the
ResourceLocation using getKey
L1168[16:04:38] <synthetica>
Thanks.
L1169[16:09:11] <Gil> diesieben07: you're
knowledgeable, is there a Forge way to add liquid as part of a
recipe? Like if two mods contain buckets of honey, how do I make a
recipe that is agnostic to the bucket?
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L1172[16:10:42] <Gil> I know I could
write a custom recipe system to handle it, but it feels like it's
something other people have to do too, so I'm wondering if there's
a "forge way"
L1173[16:11:25] <diesieben07> well the
"forge way" would be to make a custom recipe and check if
the input contains honey
L1174[16:11:45] <diesieben07> that check
would be to first check for IFluidContainerItem, then
FluidCOntainerRegistry
L1175[16:12:14] <Gil> do you think it's
worth it to refactor that code?
L1176[16:12:18] <diesieben07> that would
be less error prone than trying to get all possible honey inputs
preemptively
L1177[16:12:39] <Gil> well, I need to do
that anyway
L1178[16:12:50] <Gil> I can't
"guess" which liquids are honey
L1179[16:13:29] <diesieben07>
exaclty.
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L1181[16:14:28] <Gil> hmm, I guess I can
write a handler, that'd be more robust
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L1183[16:15:06] <Gil> I can then still
make it so it needs to be specifically a bucket of honey, not a
capsule or whatever
L1184[16:15:19] ***
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L1185[16:16:23] <diesieben07> you can
check if the volume is at least 1000ml
L1186[16:16:28] <diesieben07> *mb
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L1190[16:18:58] <Gil> yeah, looking at
the recipes, that seems to be the intent
L1191[16:19:27]
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L1192[16:19:27] <Gil> oh, btw,
diesieben07, water bottles not being a container item, I fix that
with a custom recipe handler too?
L1193[16:19:27]
MineBot sets mode: +v on RichardG
L1194[16:19:30] <HassanS6000> !gm
func_110132_b 1.8
L1195[16:19:55] <HassanS6000> !gm
func_110132_b 1.9
L1196[16:20:08] <SkySom> Basically with a
custom recipe handler you can do whatever validation you want for a
recipe.
L1197[16:20:28] <Gil> sure, just don't
want to invent stuff that's been solved
L1198[16:21:00] <Gil> I have to remember
how to make a custom recipe return items like empty bottles
though
L1199[16:21:03] <Gil> I can't remember
that
L1201[16:21:58] <Gil> hmm, that's odd
then
L1202[16:22:05] <HassanS6000> What
happened to IEntitySelector
L1203[16:22:08] <Gil> they don't seem to
return their bottles right now
L1204[16:22:09] <HassanS6000> in
1.9
L1205[16:22:21] <diesieben07> and to
empty something: IFluidContainerItem#drain /
FluidContainerItem.drainFluidContainer
L1206[16:22:58] <diesieben07> i
highlighted the wrong line there in the screenshot but
whatever
L1207[16:23:08] <diesieben07>
HassanS6000, EntitySelectors
L1208[16:23:33]
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L1209[16:24:10] <HassanS6000> k
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L1214[16:30:32] <Gil> diesieben07:
thanks, I'll play around with it
L1215[16:30:50]
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L1217[16:32:47] <HassanS6000> How to
access the server? (MinecraftServer.getServer() is not a thing
anymore)
L1218[16:33:38] <diesieben07>
FMLCommonHandler#getMinecraftServerInstance
L1219[16:35:25] <HassanS6000> thx
L1220[16:36:37] <kashike> the server is
passed around a lot, too, you might already have it within your
reach
L1221[16:38:02] <HassanS6000> What
happened with StatCollector?
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L1223[16:38:20] ***
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L1224[16:38:32] <diesieben07> use
I18n
L1225[16:38:37] <diesieben07> but only
translate on the client :P
L1226[16:38:49] *
diesieben07 prepares to get yelled at again
L1227[16:39:20] <Ordinastie_> or use the
server safe one
L1228[16:39:20] <LatvianModder> If you
reallly need to translate on server side, use ITextComponent or
smth
L1229[16:39:24] *
Ordinastie_ is happy to oblige
L1230[16:39:53] <diesieben07>
LatvianModder, that's not translating on the server :P
L1231[16:39:57] <diesieben07> thats
telling the client to translate
L1232[16:40:00] <diesieben07>
Ordinastie_, gtfo :P
L1233[16:40:08]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L1234[16:40:22] <LatvianModder> Yeah. I
find it super weird that both classes are named I18n.. One could be
like.. CommonI18n or Server or smtg
L1235[16:40:40] <diesieben07> meh
L1236[16:41:09] ***
V is now known as Vigaro
L1237[16:41:37] <kashike> Tickable
Tickable, I18n I18n, probably another or two
L1238[16:41:42] <LatvianModder> Im not a
fan of server side translator
L1239[16:42:02] <diesieben07> neither am
i
L1240[16:42:07] <diesieben07> got yelled
at for that yesterday though :D
L1241[16:42:10] <LatvianModder> There are
two BlockStateContainers
L1242[16:42:55] <Ordinastie_> the issue
is not really translating on server
L1243[16:43:21] <kashike> LatvianModder:
yeah, that one bugs me
L1244[16:43:26] <Ordinastie_> is having
more freedom in using a class without crashing because it's not
found
L1245[16:43:45] <diesieben07> i would
rather it crash because i made a mistake.
L1246[16:43:50] <diesieben07> but we had
this yesterday already.
L1247[16:43:52] <Ordinastie_> because
it's a pain to figure on what weird circumstances the class would
be loaded
L1248[16:44:01] <LatvianModder> Yeah. I
usually have proxies for that. OR just not have the client only
class at all
L1249[16:44:10] <diesieben07> ^
L1250[16:44:25] <Ordinastie_> yeah, I
don't like proxies
L1251[16:44:26] <Ordinastie_> at
all
L1252[16:44:34] <diesieben07> -_-
L1253[16:44:43] <LatvianModder> |:I
L1254[16:44:45] <Ordinastie_> let's dumb
all unrelated shit in one class
L1255[16:44:50] <Ordinastie_> *dump
L1256[16:44:52]
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L1257[16:45:20] <diesieben07> no need to
make one class.
L1258[16:45:25] <diesieben07> *to put it
all in one class
L1260[16:52:49]
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L1261[16:53:18] <Ordinastie_> forge can
populate proxies outside of the mod class ?
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L1263[16:54:23] <diesieben07> sure.
L1264[16:54:36] <diesieben07> well, not
"sure", but yes it does.
L1265[16:54:36] <Ordinastie_> didn't know
that
L1266[16:54:46] <diesieben07> neither did
I until a while ago.
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L1268[16:55:53] <Ordinastie_> but tbh,
that approach really makes sense for library stuff
L1269[16:56:15] <Ordinastie_> if it's
your own code for your mod, you're supposed to know what side you
are
L1270[16:56:21] <diesieben07> of
course.
L1271[16:56:56] <amadornes> the last
round of feature requests and bug reports for MCMultiPart (soon to
be Forge MultiPart) has started!
L1273[16:57:20] <amadornes> I'll PR it
tomorrow, so if you want anything to be added/changed, open an
issue :)
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L1276[16:59:31] <vox> o/ amadornes
L1277[16:59:37] <amadornes> o/ vox
L1278[16:59:44] <amadornes> you have...
30 seconds before I have to go :P
L1279[16:59:57] <vox> Lol go ahead and
leave then :P
L1280[17:00:08] <amadornes> oh, I though
you wanted me :P
L1281[17:00:11] <vox> I was just going to
ask you to poke dire for me since I don't think he's seen my
mod
L1282[17:00:13] <amadornes> but hi
anyways :P
L1283[17:00:20] <vox> I'd like for him to
at least look at it >:D
L1284[17:00:21] <amadornes> he's running
mine atm :P
L1285[17:00:27] <vox> Lol not even
surprised
L1286[17:00:45] <amadornes> told you
earlier today I threw it on FC as soon as I finished it :P
L1287[17:00:48] <vox> Even if he doesn't
run it, I'd like for him to see it if you can do that for me
L1288[17:00:50] <vox> Yeah, I
remember
L1290[17:01:10] <amadornes> I'll tell him
next time I see him
L1292[17:01:16] <vox> Thanks!
L1293[17:01:18] <amadornes> I may mention
it next time I'm in one of his videos :P
L1294[17:01:36] <amadornes> oh,
Ordinastie_... that's black magic to get drops working
L1295[17:01:41] <amadornes> not even I
know how it works
L1296[17:01:42] <amadornes> but it
does
L1297[17:02:04] <vox> Oh nice, that'd be
cool
L1298[17:02:21] <Ordinastie_> there is no
black magic here
L1299[17:02:30] <Ordinastie_> you just
always call getDropsDefault
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L1301[17:03:40] <amadornes> wait, I
do?
L1302[17:03:41] <amadornes> huh
L1303[17:03:45] <amadornes> I'll check
tomorrow
L1304[17:04:01] <diesieben07> blood_, did
you still want something? you pinged me a while ago
L1305[17:04:01] <amadornes> thanks
:)
L1306[17:04:05] <amadornes> good night
o/
L1307[17:04:36] <vox> Night
Amadornes!
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L1312[17:08:49] <diesieben07>
TilePackager is your class?
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L1314[17:09:32] <smbarbour> Yep
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L1316[17:10:16] <diesieben07> can you
show it? :D
L1318[17:10:54] <tterrag> you have a lot
of ASM mods in the instance
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L1320[17:10:56] <tterrag> a few are
suspect
L1321[17:11:00] <tterrag> I'd try
clean-rooming it
L1323[17:12:00] <diesieben07> yeah there
is something fucking with your code :D
L1324[17:12:54] <tterrag> I suspect the
ASM is too greedy and tries to patch every InventoryCrafting
L1325[17:17:40] <Zolingoto> is it a bug
or feature that the wither breaks bedrock in forge 1.9 but not
vanilla?
L1326[17:19:20] <vox> Both?
L1327[17:19:45] <Zolingoto> can he not
please? :D
L1328[17:26:50] <smbarbour> Logically,
the wither should not break bedrock unless some mod makes that
possible (and Forge should not be doing that on its own)
L1329[17:27:07] <Zolingoto> it does with
no mods loaded
L1330[17:27:41] <smbarbour> So naturally
the answer to your question of "bug or feature" would be
"bug"
L1331[17:30:31] <MrSlick> What's an
"ASM" mod?
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L1333[17:33:11] <smbarbour> ASM as in,
the system for modifying the code of classes that you didn't
make.
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L1336[17:35:05] <smbarbour> It's
essentially the "dark arts" of Java programming. As in...
"Don't meddle in the dark arts unless you know what the hell
you are doing"
L1337[17:36:29] <MrSlick> That stuff
seems a bit beyond me :P
L1338[17:36:36] <smbarbour> It's just
slightly less dangerous than reading aloud from the
necronomicon.
L1339[17:37:19] <MrSlick> lmao
L1340[17:39:50] <smbarbour> It's the
voodoo that "real" coremods do (not the "shared
library" type of coremod). The kind that is generally frowned
upon, but sometimes you just have to do what you have to do
(especially if it isn't something that would generally benefit
modding as a whole)
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L1342[17:48:59] <shadekiller666>
hello
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L1345[17:49:39] <shadekiller666> lex/cpw,
i just responded to the relicensing page on github
L1346[17:49:57] <shadekiller666> sorry
i've been gone for the last week or so, had some computer troubles
:/
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L1348[17:51:00] <LexManos> kk
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L1350[17:51:50] <Redrield> Hello
L1351[17:53:21] <Redrield> Would it be
possible to have the Forge API as a gradle or maven dependency? Or
do I need to manually download the mdk, and run the gradle
tasks?
L1352[17:55:40] <LexManos> you need to
use ForgeGradle. We have to build the minecraft library, as we do
not have the rights to redistribute them.
L1353[17:55:45] <LexManos> There isn't a
way around that
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L1368[18:11:09] <Vashmeed> Hello
L1369[18:12:03] <Vashmeed> Can anyone
help me with the problem I'm having with the mod I'm trying to
make?
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L1371[18:12:32] <Vashmeed> I can place
the block in the world and get the correct texture but don't have a
texture in my hand or inventory.
L1372[18:12:57] <thecodewarrior> what
minecraft version? 1.8 or 1.9 i presume
L1373[18:13:14] <Vashmeed> 1.9
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L1375[18:13:41] <thecodewarrior> I don't
have much blockstate/model experience but does your blockstate have
an "inventory" variant?
L1376[18:14:08] <thecodewarrior> just
like "property=thing,other=value" you would just have
"inventory"
L1377[18:14:12] <Vashmeed> How would I
check?
L1378[18:14:17] <Vashmeed> oh
L1379[18:14:19] <Vashmeed> in the
json
L1380[18:14:31] <smbarbour> oh crap...
Looking at the relicensing issue... Looks like Wolverness has
claimed ownership on the AsynchronousExecutor class (which in all
fairness does exist in the various CraftBukkit forks, with him
listed as the owner, and the code is identical) and he does not
consent to relicensing.
L1381[18:15:27] <LexManos> Its not a
issue.
L1382[18:15:50] <Vashmeed> It doesn't
look like I have an inventory variant, how would I add one?
L1383[18:15:50]
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L1384[18:15:50] <LexManos> I've already
re-written that code just waiting for instructions on how we want
to deal with it.
L1385[18:16:33] <tterrag> he already made
a PR sublicensing that file
L1386[18:18:13] <smbarbour> I deplore him
for what he did to the community, but applaud him (ironically) for
showing how the GPL can be leveraged maliciously.
L1387[18:20:17] <LexManos> !gf
field_146289_q
L1388[18:20:31] <__0x277F> With regards
to the relicensing, I'm curious. Were there any people that
submitted code maybe back in the beginning of Forge that aren't on
that list?
L1389[18:20:37] <LexManos> !gm
field_146294_l
L1390[18:20:41] <LexManos> !gf
field_146294_l
L1391[18:21:01] <masa> Vashmeed: you
don't necessarily need an inventory variant, but you need to
register your item model by calling
ModelLoader.setCustomModelResourceLocation()
L1392[18:21:05] <LexManos> Because there
code nolonger exists in Forge.
L1393[18:21:26] <LexManos> !gf
field_146295_m
L1394[18:21:37] <LexManos> !gf
field_73975_c
L1395[18:21:37] <__0x277F> Hmm,
interesting. Do you mind if I ask to whom you are referring?
L1396[18:21:54] <LexManos> you
L1397[18:23:33] <smbarbour> Forge was
much, much simpler before it moved to GitHub, and any vestiges of
the original code have been replaced.
L1398[18:23:54] <killjoy1> wut?
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L1402[18:25:36] <smbarbour> Or maybe it
has always been on GitHub, which makes it all the more apparent
that all of the old code is accounted for.
L1403[18:26:35] <killjoy1> Is this about
the relicense?
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L1405[18:28:16] <smbarbour> Yep. Just
stating that all of the authors of the current codebase are
accounted for.
L1406[18:28:38] <killjoy1> I think I was
missed for the chat links
L1407[18:29:00] <killjoy1> But lex
changed it at some point so it wasn't counted
L1408[18:29:18] <Zolingoto> thanks for
quick wither fix lex <3
L1409[18:29:19] <smbarbour> (or at least
reasonably accounted for, since apparently one class needed to be
rewritten due to dubious parentage)
L1410[18:29:33] <__0x277F> I have no
personal interest in it as I never contributed, but I find it all
quite fascinating.
L1411[18:29:41] <barteks2x> I need to
modify code I didn't touch since I wrote it for M3L and as of
porting to forge - it has been disabled. So I have no idea if it
even works now.
L1412[18:30:43] <thecodewarrior>
Vashmeed: is your block a custom model and is it using the forge
blockstate format?
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L1417[18:59:30] <thecodewarrior> I don't
have the expertise to do it, but I think everyone would love if you
could specify a default transformation and your own transformations
to apply on top of the default. Instead of reverse engineering the
default as json and modifying one value. (There may be a better way
to do this, but that's how I did it)
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L1422[19:16:32] <barteks2x> Mixins are
magic. I got it running again.
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L1439[19:49:48] <Dustine> is there a
PlayerLoggedOutEvent-like event that fires on the clientside? can't
seem to find and, and PlayerLoggedOutEvent only fires on the server
side
L1440[19:49:56] <Dustine> any*
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L1447[20:02:09] <Vashmeed> How can I get
an inventory model for the block I added? I'm new to modding and
have the jsons set up, I have the world texture working but not the
inventory.
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L1449[20:04:39] <Vashmeed>
thecodewarrior: are you still there? sorry you replied earlier but
I was afk
L1450[20:05:10] <Vashmeed> I copied the
gold ore png and changed the hue
L1451[20:06:02] <Vashmeed> renamed it and
put it in mymod/textures/items
L1452[20:07:57] <Vashmeed> Anyone know
how I can fix my problem?
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L1456[20:12:28] <masa> you need to
register the item model for the block
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L1458[20:15:16] <Vashmeed> how can I do
that?
L1459[20:15:49] <masa> something like
this:
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L1462[20:17:25] <Vashmeed> does that have
to be in clientproxy?
L1463[20:17:28] <Vashmeed> in 19
L1464[20:17:30] <Vashmeed> 1.9*
L1465[20:18:09] <masa> pretty much yes,
and it needs to be done in preInit
L1466[20:18:46] <masa> this might be a
better example actually:
L1468[20:19:16] <TehNut> I'm de-libbing
SoulShards right now so I can start linking it as an example
:P
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L1470[20:21:51] <Vashmeed> okay I added
that method now
L1471[20:21:56] <Vashmeed> and i added
this line in my preInit
L1472[20:21:56] <Vashmeed>
registerBlockModelAsItem(CopperOre.copperOre, 0,
"facing=north,inventory=true,private=false");
L1473[20:22:09] <Vashmeed> is that
it?
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L1475[20:25:07] <Vashmeed> woo! it
worked
L1476[20:25:28] <Vashmeed> thank you so
much
L1477[20:25:28] ***
killjoy1 is now known as killjoy
L1478[20:25:36] <Vashmeed> I've been
stumped for two days now
L1479[20:32:29] <masa> wait what? what do
the inventory and private properties do in an ore block? :o
L1480[20:32:41] <masa> and facing
too
L1481[20:35:17] <Vashmeed> not sure it
was there in the enderutilities one so I thought I needed it
haha
L1482[20:35:20] <Vashmeed> but I took it
off
L1483[20:35:58] <masa> uh yeah no don't
just copy stuff if you don't understand why it's there, better to
ask
L1484[20:36:06] <Vashmeed> would an item
be the same thing except using the registerItemModel
L1485[20:36:08] <Vashmeed> ?
L1486[20:36:38] <masa> yep it's the same
call to setCustomModelResourceLocation()
L1487[20:37:17] <Vashmeed> I'm getting an
error for my item though
L1488[20:37:19] <Vashmeed> games
crashing
L1489[20:37:29] <Dustine> can you
pastebin the crash log?
L1490[20:37:29] <masa> the only
difference is that you don't get the item from a block but you have
teh item directly, and also usually you would use
"inventory" as the variant to ModelResourceLocation
L1491[20:37:42] ***
Firedingo|AFK is now known as Firedingo
L1492[20:38:33] <masa> I cleaned up my
model regisration code a bit so the line numbers in the url are now
off
L1493[20:40:37] <masa> Vashmeed: so the
variant that you pass to the MRL constructore defines which block
model it will use for the block's item in inventory
L1495[20:41:07] <Vashmeed> ah
L1496[20:41:13] <masa> so for stuff like
a furnace that has a facing and on/off state etc, that defines
which of the models it will be in the inventory
L1498[20:41:38] <Vashmeed> ah i see
L1499[20:41:42] <Matthew> also it doesn't
catch J8 coremods. (don't even know how feasable that is)
L1500[20:41:47] <Vashmeed> any idea why
the item is crashing me?
L1502[20:43:59] <masa> hmm, your item is
probably null there?
L1503[20:44:25] <masa> are you sure you
have initialized those at that point?
L1504[20:44:56] <Vashmeed> uh
L1506[20:45:01] <Vashmeed> thats my
CopperIngot class
L1507[20:45:05] <Vashmeed> I thought I
did it correctly
L1508[20:45:26] <Dustine> and where is
CopperIngot() called?
L1510[20:46:26] <Vashmeed> was meant to
load the items
L1511[20:46:56] <Dustine> is initModel()
called after Items.init()?
L1512[20:47:19] <masa> your model
registration is referring CopperIngot.copper_ingot but the items is
actually at Items.copper_ingot? is the paste up-to-date?
L1513[20:47:42] <Dustine> oh, good eye, i
didn't spot that
L1514[20:47:44] <masa> and, wait,
what
L1515[20:47:56] <masa> why does Items
extend item?
L1516[20:48:07] <LexManos>
<Matthew> also it doesn't catch J8 coremods. (don't even know
how feasable that is)\
L1517[20:48:10] <LexManos> Fuck
coremods?
L1518[20:48:22] <Matthew> heh fair
enough
L1519[20:48:37] <LexManos> also click the
text
L1520[20:48:41] <Dustine> is the minimum
version for Java getting bumped up for 1.9?
L1521[20:48:41] <masa> and then your
CopperIngot extends Items and not Item, and is also missing the
call to super()
L1522[20:48:42] <Vashmeed> I think I made
like two separate classes for the same thing on accident
>.<
L1523[20:49:23] <Vashmeed> Wait what
would I do?
L1524[20:49:41] <Matthew> ahh. clicking
the text brings the warning screen back up. nice
L1525[20:50:00] <masa> if Items is
supposed to just hold your item references, don't make it extend
Item or have a constructor
L1526[20:50:29] <masa> and make your
actual item classes extend the vanilla Item class, and remember to
call super() there
L1528[20:54:17] <masa> but now it's time
for some sleep
L1529[20:54:21] <Dustine> sleep
well
L1530[20:55:04]
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L1531[20:57:39] <Vashmeed> thanks for
your help! and sleep well
L1532[20:57:48] <Vashmeed> Hmm I'm trying
to figure this out
L1533[21:01:51]
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L1536[21:03:33] ***
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L1541[21:10:34] <M4thG33k> When I compile
a mod, how do I make sure that classes in the /src/api/ directory
are bundled with the mod?
L1542[21:11:27] <Matthew> you put them in
src/main
L1543[21:11:33] <Matthew> src/api is only
for compile time deps
L1544[21:12:11] <Matthew> or
alternatively, add another sourceset and configure the jar to pull
from it as well.
L1545[21:13:01] <M4thG33k> Alright, so
I'm using the RF api, I just need to move those classes into the
main/ directory and everything will interact correctly still?
L1546[21:13:53] <Matthew> yeah
L1547[21:14:03] <M4thG33k> thanks
L1548[21:14:38] <Delenas> Still waiting
for rf to use capabilities.
L1549[21:14:59] <Matthew> ahh yeah. I've
heard caps are nice
L1550[21:15:31] <Delenas>
hasCapability(RfHandler) or something.
L1551[21:17:19]
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L1552[21:17:40] <Delenas> Anyway. Is
there a way for a mod to know when another mod is added or removed
from a world?
L1553[21:17:47] <M4thG33k> So, I moved
the classes over, but now all inter-mod interaction is broken
L1554[21:17:48] <Dustine> don't you need
to specify the side?
L1555[21:18:09] <Delenas> Dustine,
pseudocode
L1556[21:18:11] <Dustine> blockside*,
unrelated to your question, sorry
L1557[21:18:25] <Dustine> just checking,
i'm still very green with capacities
L1558[21:18:51] <Delenas> But yes, for
power, side would very likely be relevant.
L1559[21:19:28] <Delenas> And caps do
pass a side, but I think you can pass null? if it doesn't
matter
L1560[21:21:05] <M4thG33k> Is there a
specific place inside src/main that you're supposed to put the
api?
L1561[21:21:17] <TehNut> M4thG33k: You
need to keep the same namespace
L1562[21:21:18]
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L1564[21:22:45] <M4thG33k> so, for
example, the src/api/java/cofh/api should change to
src/main/java/cofh/api?
L1565[21:24:46]
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L1567[21:25:05] <TehNut> yeah
L1568[21:25:11]
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L1569[21:25:13] <TehNut> Who's
maintaining Waila right now?
L1570[21:25:39] <TehNut> I would like to
request a rebuild with the new mappings so it's usable in envs with
the new mappings...
L1571[21:25:40] <Delenas> Isn't prof,
still?
L1572[21:25:50] <TehNut> The 1.9 port
wasn't him
L1573[21:25:58] <Matthew> TehNut,
deobfCompile :P
L1574[21:26:01] <TehNut> I use that
L1575[21:26:17] <Matthew> then why are
mappings a problem?
L1576[21:26:48] <TehNut> I have no idea.
Some projects it fails because it can't find the field, other
projects work just fine
L1577[21:26:58] <Delenas> I wish waila
split its interfaces so I don't have to add in nulls and empty
methods all over the place.
L1578[21:27:13] <TehNut>
java.lang.NoSuchFieldError: mob_spawner (The Blocks.java
field)
L1579[21:27:15] <M4thG33k> an alternative
to Waila (if you want to try something different) is WIT
L1580[21:27:31] <TehNut> This is for
compat, not for my usage.
L1581[21:27:51] <Delenas> Everyone ever
uses waila. I'd rather make something awesome, even more
awesome.
L1582[21:28:08] <TehNut> I'd love it if
Waila shipped an API jar...
L1583[21:28:14] <Delenas> What is Wit,
though? New name.
L1584[21:28:19] <TehNut> What is
That
L1585[21:28:29] ***
Vigaro is now known as V
L1586[21:28:32] <TehNut> Extremely
lightweight Waila
L1587[21:28:36] <TehNut> And very
ugly
L1588[21:28:40] <Delenas> Yeah, that's
what I'm asking. /s
L1589[21:29:38]
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L1590[21:30:40] <M4thG33k> what makes it
"very ugly"?
L1591[21:30:49] <Delenas> But, seriously.
Forge knows when a world is loaded with(out) new mods. Is there an
event thrown?
L1592[21:30:50] <TehNut> It's UI
L1593[21:31:36] <M4thG33k> That's a
matter of personal preference though, right?
L1594[21:31:36] <TehNut> I haven' tlooked
through the code, so I can't comment on that
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L1596[21:32:02] <TehNut> It doesn't match
MC's UI scheme in the slightest, so no not really
L1597[21:32:20] <Delenas> I would love to
make this code not recompile a list EVERY TIME. Just loading from a
cached file after the initial build would make it faster than
looping several oredict entries.
L1598[21:32:22] ***
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L1599[21:32:41] <M4thG33k> There are
plenty of mods that don't match MC's scheme though
L1600[21:32:58] <Delenas> It's trivial
with vanilla, but when you plunk on forestry, bop, chisel, and
other mods, the plank and stone list gets friggin huge..
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L1608[21:52:22] <Delenas> So, something
was brought up. Can I call getSubItems or any variant on a
server?
L1609[21:56:09] <TehNut> No, it's client
only
L1611[21:56:54] <TehNut> Pretty
L1612[21:57:39] <Tazz> ikr
L1613[21:59:52]
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L1615[22:00:33] <Delenas> Is there any
way to do something similar to that without looping meta?
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L1618[22:05:20] <Tazz> the logic isnt
there to make it seamless but its still pretty nonetheless
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L1620[22:05:43] <TehNut> Nice
L1621[22:05:49] <TehNut> Now make it
connect to the thingy :P
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L1624[22:06:24] <Tazz> TehNut, ik Im
going to :)
L1625[22:06:35] <Tazz> its a crucible
btw
L1626[22:07:59] <Delenas> Hmm. Didn't
forge add a way to add progress info to a client loading screen?
Like, a custom bar.
L1627[22:08:19] <LexManos> Matthew,
probably not as it's not important
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L1629[22:08:28] <LexManos> and PRs are
done for the night cpw is doing his git-foo
L1630[22:08:43] <LexManos> Yes we did
look at SplashProgress
L1631[22:08:45] <Matthew> bah. it's
useful though
L1632[22:09:35] <LexManos> there are
already ways to get it
L1633[22:09:39] <LexManos> IIRC
FMLCommonHandler
L1634[22:10:33] <Matthew> hmm yeah. It's
just odd that the other server events have it. but meh
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L1641[22:22:08] <Delenas> Looked through
SplashProgress. How exactly do you register things..?
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L1658[23:13:08] <Gil> is there a way to
get the Item out of a Fluid?
L1659[23:19:41] <killjoy> Has anyone
joined a spigot 1.9.2 server using 1.9?
L1660[23:19:50] <killjoy> I don't
recommend it
L1661[23:20:05] <TehNut> Why?
L1662[23:20:21] <killjoy> your console
will constantly be spammed by warnings of invalid int ranges in the
entity ai stufff
L1663[23:20:30] <TehNut> Oh fun
L1665[23:21:02] <killjoy> Vanilla won't
let you join at all
L1666[23:21:20] <killjoy> and since that
spams your console, it takes a lot of resources
L1667[23:29:32]
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