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L12[00:43:35] <Gil> bah
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*
L18[00:44:45] <Gil> hmm?
L19[00:45:07] <Gil> I'm using that registry, it's working for my mod, but not for forestry
L20[00:45:40] <Gil> https://www.irccloud.com/pastebin/gRoDRdyY/
L21[00:45:48] <Gil> see?
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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?
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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
L32[00:48:39] <Gil> bah
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
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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?
L60[00:53:04] <Gil> https://github.com/GrowthcraftCE/Growthcraft-1.7
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
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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
L102[01:00:03] <Gil> lol
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] ⇨ Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
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
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L129[01:07:32] <Cypher121> Gil: http://help.eclipse.org/mars/index.jsp?topic=%2Forg.eclipse.jdt.doc.user%2Fconcepts%2Fcremdbug.htm ?
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.
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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
L182[01:34:18] <Cypher121> I'm trying to put together a library with a bunch of extension methods for kotlin mods. like this: https://github.com/Cypher121/MC-ExtLib/blob/master/src/main/kotlin/coffee/cypher/mcextlib/vectors/IntVectors.kt
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?
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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
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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
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L206[01:39:49] <Gil> oh wait yeah I do
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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
L210[01:42:50] <Cypher121> https://gist.github.com/bonii-xx/dcb1b6a9a1d13b69a1c9
L211[01:43:09] <killjoy1> maybe something a bit more user friendly?
L212[01:43:17] * Cypher121 shrugs
L213[01:43:38] <Ordinastie_> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
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
L218[01:44:34] <Gil> lol
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
L233[01:47:53] <Cypher121> http://stackoverflow.com/questions/1732348/regex-match-open-tags-except-xhtml-self-contained-tags/1732454#1732454
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
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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
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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
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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
L266[02:05:29] <Gil> k
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
L272[02:07:24] <mezz> hm
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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....
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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
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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] ⇨ Joins: VikeStep (~VikeStep@101.184.243.180)
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
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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?
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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?
L311[02:38:16] <ghz|lappy> no, but I successfully used this idea plugin in the past: https://dl.dropboxusercontent.com/u/743491/VisualVMLauncher.jar
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
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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
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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
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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
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L376[03:11:25] <ghz|lappy> heh
L377[03:30:32] <Cypher121> https://github.com/Cypher121/MC-ExtLib
L378[03:30:44] ⇨ Joins: glasspelican_ (~quassel@stanley.glasspelican.ca)
L379[03:30:45] <Cypher121> is anyone interested in this?
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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
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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*
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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
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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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L432[04:32:35] MineBot sets mode: +v on RichardG
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
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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] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 201 seconds)
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] ⇨ Joins: kimfy_ (~kimfy___@236.5.200.37.customer.cdi.no)
L453[05:16:11] ⇨ Joins: madcrazydrumma (~madcrazyd@host-89-241-237-241.as13285.net)
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*
L456[05:17:04] <madcrazydrumma> I've got this so far: http://pastebin.com/6C9XvZ5Q
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
L461[05:28:54] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/InventoryUtils.java#L977-L989
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?
L473[05:31:10] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/InventoryUtils.java#L309
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] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
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
L507[06:02:28] <fry> duh
L508[06:02:33] <fry> another one :P
L509[06:02:37] <masa> wth is whatsapp
L510[06:02:38] ⇦ Quits: Naiten (~Naiten@77.35.244.87) (Read error: Connection reset by peer)
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?
L514[06:02:56] <masa> ?
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
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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
L551[06:07:28] <masa> :p
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
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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
L575[06:10:46] <tterrag> http://codepen.io/cheryllium/pen/JXeaBp
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
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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
L611[06:46:57] <ghz|lappy> http://minecraft.curseforge.com/projects/enderthing/files
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
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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
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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
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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?
L671[07:07:09] <ghz|lappy> Jiraiyah was talking about https://bot.notenoughmods.com/
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
L689[07:41:04] <ghz|lappy> https://twitter.com/jeb_/status/727476558621872128
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
L703[07:50:27] <vox> huh
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
L712[07:51:34] <vox> http://minecraft.curseforge.com/projects/shield-rework
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
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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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L905[13:06:29] <Dark> https://www.youtube.com/watch?v=pTuyfQ5CR4Q
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L916[13:29:56] <Delenas> https://bitbucket.org/snippets/ostenvighx/L6eBk Are oak wood planks registered to meta 6, too? Bedcraft's code likes to think so..
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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.
L950[14:04:21] <Delenas> Well, that works better anyway. https://bitbucket.org/snippets/ostenvighx/5Ke56
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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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L974[14:42:04] <madcrazydrumma> http://www.minecraftforge.net/forum/index.php/topic,38673.0.html
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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L1020[14:53:05] <madcrazydrumma> diesieben07, http://pastebin.com/Kvk4kv6f
L1021[14:53:09] <madcrazydrumma> something like that?
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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
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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> ^^
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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.
L1044[15:03:54] <madcrazydrumma> https://gist.github.com/ryankshah/672e26a444f1a729153da4e18f85d903
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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!
L1057[15:07:41] <madcrazydrumma> diesieben07, https://gist.github.com/ryankshah/672e26a444f1a729153da4e18f85d903
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
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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
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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
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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] ⇨ Joins: Gil (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?
L1170[16:09:22] <Gil> I did it this way for now: https://github.com/GrowthcraftCE/Growthcraft-1.7/commit/f83b379ca1e8a9c79459a1a9699aaf070c43c10d
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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
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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
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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
L1200[16:21:15] <diesieben07> Gil, yes they are...? http://i.imgur.com/lluvs3q.png
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
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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
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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] *** Vigaro is now known as V
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
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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
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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
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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
L1259[16:50:56] <diesieben07> Ordinastie_, example: https://gist.github.com/diesieben07/d3a3478eb49a0c22fbd9dd1df46e09cc
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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!
L1272[16:56:58] <amadornes> https://github.com/amadornes/MCMultiPart
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
L1289[17:00:58] <vox> :D
L1290[17:01:10] <amadornes> I'll tell him next time I see him
L1291[17:01:13] <Ordinastie_> amadornes, am I missing something here ? https://github.com/amadornes/MCMultiPart/blob/1.9/src/main/java/mcmultipart/block/BlockCoverable.java#L194-L200
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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L1311[17:08:00] <smbarbour> I've received a crash report that is a tad outside of my expertise... https://gist.github.com/SvEgiiVEteR/f2847a2c431ac8b50a1c4fd8eca20ddc I suspect it is some mod that has fundamentally modified the crafting system in some way.
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
L1317[17:10:33] <smbarbour> https://github.com/MCUpdater/AutoPackager/blob/1.7.10/src/main/java/org/mcupdater/autopackager/TilePackager.java
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
L1322[17:11:41] <smbarbour> Yeah, that's what I told the user (more or less): https://github.com/MCUpdater/AutoPackager/issues/17 "Are you able to replicate this without every mod on Curse installed?"
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.
L1334[17:33:38] <smbarbour> See http://asm.ow2.org/
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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?
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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:
L1460[20:15:50] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L226-L227
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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:
L1467[20:18:47] <masa> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/client/ClientProxy.java#L44
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
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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
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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
L1494[20:40:42] <Vashmeed> http://pastebin.com/VnTPpPg7
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
L1497[20:41:26] <Matthew> Lex. brilliant https://gfycat.com/UnsungFelineEastsiberianlaika
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?
L1501[20:42:19] <Vashmeed> http://pastebin.com/hhyy3b0G thats my clientproxy class
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
L1505[20:44:56] <Vashmeed> http://pastebin.com/ZxuUChtp
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?
L1509[20:46:17] <Vashmeed> http://pastebin.com/0gJWgx64 my base items class
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
L1527[20:52:08] <masa> so for example I have this: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/setup/EnderUtilitiesItems.java
L1528[20:54:17] <masa> but now it's time for some sleep
L1529[20:54:21] <Dustine> sleep well
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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
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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.
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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
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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?
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L1567[21:25:05] <TehNut> yeah
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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
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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
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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.
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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
L1610[21:56:43] <Tazz> this came out gorgeously http://i.imgur.com/OPlKowc.png
L1611[21:56:54] <TehNut> Pretty
L1612[21:57:39] <Tazz> ikr
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L1614[22:00:33] <Matthew> Lex, any chance of this getting pulled? https://github.com/MinecraftForge/MinecraftForge/pull/2687
L1615[22:00:33] <Delenas> Is there any way to do something similar to that without looping meta?
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L1617[22:05:06] <Tazz> http://i.imgur.com/GKWn7Vk.png heres the piping for it TehNut
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
L1664[23:20:56] <killjoy> http://pastebin.com/kt5ChDKU
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
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L1668[23:32:01] <killjoy> Any ideas of what would cause this? https://gist.github.com/killjoy1221/5c01b10ac1ae8c8a79986df649106d31
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