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L7[00:25:45] <Cypher121> !gf GuiScreen.mc
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L9[00:26:51] <Tazz> killjoy, most likely a reflection issue or ObfuscationReflection stuff
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L11[00:28:23] <Cypher121> the field looks public
L12[00:29:39] <Cypher121> and the call is made from mc to mc code, it seems
L13[00:30:12] <Cypher121> killjoy: any way to reproduce?
L14[00:30:23] <killjoy> I'm asking for someone
L15[00:30:35] <killjoy> He said it was whenever he tried to join a server
L16[00:30:41] <killjoy> works in obf, not dev
L17[00:30:51] <Cypher121> wat
L18[00:31:15] <Cypher121> if obf it shouldn't have a proper name, should it?
L19[00:31:21] <Cypher121> s/if/in
L20[00:31:22] <Tazz> anyone know of a way in 1.8.9 to add a custom renderer to an item similar to the map?
L21[00:31:29] <Tazz> or is that done through json stuff now?
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L23[00:33:03] <killjoy> I gave you the error he got in dev
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L26[00:35:44] <Cypher121> oh, got it backwards, thought it only crashes in obf
L27[00:36:13] <killjoy> Also, forge isn't installed
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L52[01:59:57] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160504 mappings to Forge Maven.
L53[02:00:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160504-1.9.zip (mappings = "snapshot_20160504" in build.gradle).
L54[02:00:11] <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/
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L62[02:18:07] <LexManos> https://twitter.com/LexManos/status/727759136415461377
L63[02:22:48] <Zolingoto> changelog is a bit less than readable..
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L65[02:24:00] <LexManos> Thats why I take the time to make the post
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L68[02:24:11] <LexManos> changelogs are auto-generated from commit logs
L69[02:24:37] <Zolingoto> fair enough.
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L71[02:26:48] <LexManos> The 1886 log is kinda wonkey because we swapped 1.9 to the master branch so it looks like we did all the work on the 1.9 branch in one commit.
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L111[05:08:25] <AndersBillLind> Do people here use the model creator by MrCrayFish?
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L120[05:57:35] <barteks2x> I have one and exactly the same issue with cubic chunks since I started writing it for mc 1.6.2: When gravel generates below y=0 world saving becomes very slow. And I still have no idea why...
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L123[05:58:04] <madcrazydrumma> What has ChestGenHooks changed to?
L124[05:59:53] <ghz|lappy> 1.9 has the whole loot tables thing
L125[06:00:04] <ghz|lappy> and I don't believe it's possible to inject new loot into loot tables yet
L126[06:00:28] <madcrazydrumma> Ahh alright fair enough then ^
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L129[06:01:22] <madcrazydrumma> Has world generation for ores changed at all?
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L131[06:01:34] <ghz|lappy> nope
L132[06:01:44] <ghz|lappy> my 1.8.9 ported to 1.9 as is
L133[06:02:17] <madcrazydrumma> example?
L134[06:02:40] <barteks2x> There is something I don't really understand abour most mods that add new ores: why a lot of them don't use vanilla WorldGenMinable?
L135[06:02:51] <ghz|lappy> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/gemstones/BlockGemstoneOre.java#L142
L136[06:03:10] <ghz|lappy> barteks2x: presumably because they want a different shape for the ore veins?
L137[06:03:20] <madcrazydrumma> ^
L138[06:03:24] <ghz|lappy> I do use it.
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L140[06:04:27] <barteks2x> As if most players cared what shape ore veins are...
L141[06:04:39] <madcrazydrumma> But some do
L142[06:04:44] * ghz|lappy shrugs
L143[06:04:53] <ghz|lappy> I have no idea, I just said the one thing I can think of
L144[06:05:33] <madcrazydrumma> In my gui, i have a list that is "scrollable" through the arrow keys. But I want the list to move up and hide others (and start in the middle), when i scroll through it.
L145[06:05:36] <madcrazydrumma> I cant do it so far: http://imgur.com/pPUF2ok
L146[06:05:43] <madcrazydrumma> gui: https://gist.github.com/ryankshah/2317ee5a6e1237b8418a8e7acdd61de7
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L148[06:18:01] <madcrazydrumma> anyone have an idea?
L149[06:18:23] <Ordinastie_> that's like basic programming
L150[06:28:00] <diesieben07> madcrazydrumma, not sure if i even understand your question.
L151[06:28:19] <ghz|lappy> he wants the arrow keys to change the "selected" element
L152[06:28:31] <ghz|lappy> and the rest of the gui to move along so that the selected one is at the middle (or a specified height
L153[06:29:36] <diesieben07> Oh.
L154[06:33:32] <diesieben07> just saw the screenshot of the java nagging thing on the main menu
L155[06:33:36] <diesieben07> that is fucking brilliant :D
L156[06:33:45] <ghz|lappy> hm?
L157[06:33:56] <diesieben07> http://www.minecraftforge.net/forum/index.php/topic,38686.0.html
L158[06:34:24] <diesieben07> "HEY! *poke with iron rod* UPDATE!"
L159[06:34:53] <ghz|lappy> oooh nice
L160[06:35:36] <ghz|lappy> "If any mods are detected to require Java 8, the game will display a graceful screen before exiting."
L161[06:35:41] <ghz|lappy> :3
L162[06:35:45] <ghz|lappy> that's awesome
L163[06:36:13] <Ordinastie_> even with coremods ?
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L166[06:43:52] <diesieben07> Ordinastie_, no, unless your base framework (loading plugin + mod container) is java 6 and then returns 52 for getClassVersion in the mod container
L167[06:44:10] <diesieben07> also wow, it changes the splash text to alternate between UPDATE and JAVA.:D
L168[06:44:35] <Ordinastie_> pretty much what I figured
L169[06:46:06] <barteks2x> And right now I started mc and splash screen is "Now java 6!" :D
L170[06:46:18] <diesieben07> hahaha
L171[06:46:24] <diesieben07> that time when they ditched java 5 o.O
L172[06:47:07] <barteks2x> Do people really still use java 6?
L173[06:47:11] <ghz|lappy> sadly.
L174[06:47:19] <madcrazydrumma> thats a shame
L175[06:47:26] <barteks2x> where do they even download it?
L176[06:47:26] <ghz|lappy> you know that "if it works, don't fix it" shit?
L177[06:47:29] <ghz|lappy> some people take it to heart
L178[06:47:40] <ghz|lappy> problem is: it's broken
L179[06:47:42] <ghz|lappy> but they don't realize
L180[06:48:02] <diesieben07> well hopefully this will help :D
L181[06:48:20] <ghz|lappy> well they'll see the invalid java version if they try to load any of my 1.9 mods ;P
L182[06:48:30] <diesieben07> :)
L183[06:48:37] <barteks2x> last time I needed to download java 6 I had to download it from some questionable website with software for win 98
L184[06:49:02] <ghz|lappy> nah
L185[06:49:09] <ghz|lappy> http://www.oracle.com/technetwork/java/javase/archive-139210.html
L186[06:49:14] <ghz|lappy> oracle has a version archive
L187[06:49:18] <diesieben07> you have to log in for that
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L189[06:49:32] <diesieben07> and they want your firstborn child as a token when you make an account
L190[06:49:38] <ghz|lappy> XD
L191[06:49:45] <barteks2x> leads to: https://login.oracle.com/mysso/signon.jsp
L192[06:49:52] <ghz|lappy> ofc
L193[06:49:59] <ghz|lappy> there's ENOUGH people with java6 as it is
L194[06:50:07] <diesieben07> i really just don't care :D
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L197[06:50:27] <diesieben07> i did make a "you be outedated" screen but i only tested it with java 7
L198[06:50:32] <Ordinastie_> the main issue was with mac, when it was shipped with java 6 and the path was hardcoded in the profile
L199[06:51:09] <diesieben07> yeah. "we're just gonna ship this and never update, it's gonna be fiiiiine."
L200[06:51:14] <diesieben07> f u apple.
L201[06:51:27] <Ordinastie_> no, I mean it was MC
L202[06:51:31] <diesieben07> wat
L203[06:51:51] <ghz|lappy> I thoguht mc used apple's provided java, and apple was simply "late" with the official support
L204[06:51:59] <ghz|lappy> like they do with opengl
L205[06:52:05] <Ordinastie_> did they ?
L206[06:52:06] <diesieben07> eh
L207[06:52:08] <Ordinastie_> maybe I don't know
L208[06:52:13] <ghz|lappy> dunno idon't have a mac
L209[06:52:16] <diesieben07> the fact taht apple has their own java is stupid enough
L210[06:52:29] <Ordinastie_> all I know is that it's was set in the profile, so even when the user updated they java, it was still using J6
L211[06:52:41] <diesieben07> because you could not REALLY update it
L212[06:52:50] <diesieben07> because the j6 was engraved in the system
L213[06:53:01] <diesieben07> you cannot remove it
L214[06:53:11] <Ordinastie_> you could still install J8
L215[06:53:23] <Ordinastie_> but unless you tell MC to use that one...
L216[06:53:24] <diesieben07> yes of course
L217[06:53:29] <diesieben07> but its like IE on windows
L218[06:53:43] <diesieben07> no matter how fancy your chrome installation is, every web-view in programs will still use IE.
L219[06:53:49] <ghz|lappy> ah I see
L220[06:53:56] <ghz|lappy> apparently there's a "java_hope" app
L221[06:53:59] <ghz|lappy> that returns the path to java
L222[06:54:09] <ghz|lappy> and unless you manually specify a custom JAVA_HOME path
L223[06:54:13] <ghz|lappy> it will always return the stock one
L224[06:54:18] <ghz|lappy> java_home*
L225[06:54:47] <ghz|lappy> hmmm
L226[06:55:00] <ghz|lappy> wait it's worse
L227[06:55:12] <ghz|lappy> "export JAVA_HOME=`/usr/libexec/java_home -v 1.6.0_65-b14-462`"
L228[06:55:46] <ghz|lappy> so any program that doesn't read JAVA_HOME manually, would still get the stock one?
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L230[06:56:04] * ghz|lappy shrugs
L231[06:56:08] <ghz|lappy> I don't even have a mac.
L232[06:56:31] <diesieben07> neither should any serious person :D
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L235[07:02:58] <barteks2x> Worldgen works. And it's reasonably fast. And everything is broken: http://imgur.com/DHvOQv8
L236[07:03:41] <ghz|lappy> did things not generate, or just not load?
L237[07:03:51] <Cypher121> don't worry, soon all macs will be forced to update to win10, because win10
L238[07:04:06] <diesieben07> hah
L239[07:04:15] <barteks2x> it did generate. It slowly decays this way
L240[07:04:30] <barteks2x> Resending the whole cube seems to be broken
L241[07:04:54] <ghz|lappy> heh
L242[07:05:25] <barteks2x> And populator causes a lot of block updates, so it frequently resends the whole cube. Which makes them disappear
L243[07:05:25] <ghz|lappy> not sending? not reciving? or not decoding?
L244[07:05:46] <ghz|lappy> hmm shouldn't those updates be done with the "don't update client" part
L245[07:05:47] <barteks2x> I have no idea. It sends them, client receives them, they disappear
L246[07:06:00] <ghz|lappy> and then send them all AFTER generation is done?
L247[07:06:18] <barteks2x> In ideal world - yes. But minecraft worldgen is weird
L248[07:06:22] <ghz|lappy> I thought that was the purpose of the setblockstate(..., 2)
L249[07:07:14] <ghz|lappy> ah no flag2 means "do send to client, but don't notify neighbours"
L250[07:07:37] ⇦ Quits: madcrazydrumma (~madcrazyd@host-2-97-20-54.as13285.net) (Quit: Leaving)
L251[07:08:13] <Cypher121> fuck canonical
L252[07:08:18] <barteks2x> technically if I did things right it wouldn't need to send them to client. But because population is shifted by 8 blocks - it needs to send them
L253[07:08:51] <ghz|lappy> shifted? o_O
L254[07:09:28] <barteks2x> when populating chunk at [x, z] this block range is populated: [x*16+8, z*16+8] to [(x+1)*16+8, (z+1)*16+8]
L255[07:10:07] <ghz|lappy> o_O
L256[07:10:18] <ghz|lappy> ....why?
L257[07:10:19] <ghz|lappy> XD
L258[07:10:35] <barteks2x> so that you don't need all 8 neighbor chunks to exist but only 3
L259[07:10:59] <ghz|lappy> OH
L260[07:12:17] <barteks2x> and if you use WorldGenMinable you don't need to care about it because it shifts by 8 automatically
L261[07:13:37] *** kroeser|away is now known as kroeser
L262[07:14:44] <Cypher121> spent half an hour trying to find what is wrong with my maven, only to find out that there was a cyclic dependency in gradle's 'maven-publish', which was fixed, but since I installed gradle from standard ubuntu repositories, it's 15 months outdated.
L263[07:17:06] <ghz|lappy> XD
L264[07:18:03] <Cypher121> http://fox.cypher.coffee:8081/#browse/browse/components:mc-repo
L265[07:18:04] <Cypher121> woo
L266[07:18:18] ⇨ Joins: Fye (~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
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L268[07:20:04] <p455w0rd> getting 503s from the site..
L269[07:22:36] <ghz|lappy> what part of the site?
L270[07:23:12] <p455w0rd> just forums..files is good
L271[07:23:38] <p455w0rd> i would have to assume they're on separate servers
L272[07:28:57] ⇦ Quits: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com) (Ping timeout: 201 seconds)
L273[07:30:22] <ghz|lappy> LexManos / LexMobile: sorry to bother, forums are dead (server error 503s), disregard if you are already aware
L274[07:30:33] ⇨ Joins: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
L275[07:32:35] *** cpw|out is now known as cpw
L276[07:34:52] <AndersBillLind> fanli
L277[07:34:55] <AndersBillLind> oops :)
L278[07:35:01] <p455w0rd> cpw to the rescue?
L279[07:35:22] <barteks2x> it works for me, just takes forever to load
L280[07:35:26] <AndersBillLind> Which model creator is the best to use?
L281[07:35:41] <p455w0rd> depends on version
L282[07:35:57] <AndersBillLind> Aha?
L283[07:36:01] <p455w0rd> for 1.8/1.9 i would guess crayfish
L284[07:36:07] <AndersBillLind> ok
L285[07:36:14] <p455w0rd> for 1.7..you have the world at yourfingertips
L286[07:36:17] <AndersBillLind> ok
L287[07:37:11] <p455w0rd> but good 1.7 ones are cubic pro and techne if you'r looking to do just block models
L288[07:38:37] <ghz|lappy> for 1.8+ use any model creator
L289[07:38:39] <ghz|lappy> and export as .obj
L290[07:38:52] <ghz|lappy> or if you want skeleton-based animations, use blender and export as .b3d
L291[07:39:48] <ghz|lappy> and by "any model creator", I mean like, blender, 3d studio, maya, ...
L292[07:42:21] <p455w0rd> i would that if you're just looking for basic .json models, crayfish's is good for this..takes care of UVs and all and is an easy learning curve (he has tutorial vids)
L293[07:43:24] <cpw> ?
L294[07:43:47] <cpw> working for me p455w0rd
L295[07:43:50] <p455w0rd> nvm =]..they're back
L296[07:45:00] <ghz|lappy> yeah they 503d for me too, earlier
L297[07:45:33] <p455w0rd> they were only down for maybe 20mins..seemed like as soon as giga mentions lex they came back up..coincidence?
L298[07:46:42] <cpw> no
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L300[07:46:53] <cpw> probably the docker container was rebooting or something stupid like that
L301[07:47:00] <ghz|lappy> maybe lex hit the reset button and went back to sleep ;P
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L303[07:50:18] <masa> huh what... the forge changelog mentions "Fixed Chests not opening correctly with semi-solid blocks on top."
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L306[07:50:30] <masa> but you still can't open a chest if there is a bottom slab on top of it
L307[07:51:17] <Intektor> do you guys know a libary for 1.9 that can render the world from different perspectives, e.g. from anther player or the spawn
L308[07:53:45] <baegmon> hi fam, to create multi-textured blocks, do I still extend block? Texture seems to work in the hand but no luck when I try place it down
L309[07:59:30] *** AEnterprise is now known as AEnterpriseAFK
L310[08:00:05] <p455w0rd> I recommend check FireBall's archived vids on Twitch or NealeGaming on YT for 1.9/1.9 block tuts
L311[08:00:38] <p455w0rd> s/1.9\/1.9/1.8\/1.9/
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L313[08:02:48] <baegmon> oh I did not realise neal made more tutorial videos, gonna go check it out :^)
L314[08:03:50] <p455w0rd> been a month or so since last one
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L317[08:09:44] <LatvianModder> To attach capability to my own items, I still need to use Forge event, right?
L318[08:09:58] <barteks2x> I got worlgen to finish spawn generation in <1minute by simply not updating skylight of block opacity didn't change.
L319[08:10:04] <williewillus> LatvianModder: no
L320[08:10:10] <williewillus> override initCapabilities
L321[08:10:12] <ghz|lappy> no, initCapabilities on item
L322[08:10:14] <williewillus> have i shown you my capability primer yet haha
L323[08:10:29] <ghz|lappy> itworks the same as the event, though
L324[08:10:41] <ghz|lappy> barteks2x: heh
L325[08:10:43] <ghz|lappy> that's nice
L326[08:11:15] <williewillus> is the vertical view distance just the same as the horizontal one?
L327[08:11:42] <barteks2x> it's supposed to be now, but I have a bug somewhere and it's half of it. And I want to eventually make separate slider for that
L328[08:12:17] <ghz|lappy> wouldn't be much point in making it different
L329[08:12:26] <ghz|lappy> since the camera's far plane is set to the same distance as the view range
L330[08:12:42] <barteks2x> I think it would make sense to make the different
L331[08:13:20] <ghz|lappy> yes, but since the client sets the far plane to the view range you specify on the options
L332[08:13:25] <barteks2x> With Y render distance being the same as horizontal distance, number of rendered cubes grows as n^3 with render distance. In vanilla it grows like n^2. For big render distance it makes huge difference
L333[08:13:26] <ghz|lappy> you just simply can't see any further
L334[08:13:48] <ghz|lappy> setting it to a SMALLER size woudl work
L335[08:13:59] <ghz|lappy> but in order to make it bigger, you'd have to make the client aware of that
L336[08:14:04] <ghz|lappy> so that you can compute a different far plane
L337[08:14:16] <ghz|lappy> and possibly change the way the fog works, too
L338[08:14:47] <barteks2x> For now I have different issues with fog than this
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L341[08:15:27] <barteks2x> There is a vanilla bug that if you have night vision potion and go below y=0, you can't see anything
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L343[08:17:13] <barteks2x> I tested what happens if you are very close to y=0 (like y=1e-10) and at one point everything becomes blue
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L345[08:18:26] MineBot sets mode: +v on RichardG
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L347[08:19:48] <Wuppy> how would I check if the forward vector of the player is poiting towards a certain object?
L348[08:20:08] <Ivorius> 'toward'?
L349[08:20:11] <Ivorius> As in, hittong?
L350[08:20:14] <Ivorius> *hitting
L351[08:20:17] <Wuppy> yea
L352[08:20:27] <Ivorius> Look at enderman being looked at code
L353[08:20:40] <Ivorius> There's raytracing functionality for blocks and entities
L354[08:21:39] <Wuppy> I can't use raytracing due to performance :V
L355[08:22:19] <ghz|lappy> why not
L356[08:22:37] <Wuppy> this isn't in Minecraft, this is for a virtual reality game I'm working on in Unity
L357[08:22:41] <Wuppy> and we can't have physics enabled
L358[08:22:48] <ghz|lappy> uhh
L359[08:22:52] <Wuppy> and considering raycast is physics, I can't raycast
L360[08:22:52] <ghz|lappy> then start by saying that
L361[08:22:55] <Wuppy> but I've figured it out
L362[08:22:56] <Wuppy> :P
L363[08:23:09] <ghz|lappy> well
L364[08:23:29] <ghz|lappy> whateve you do, will start by figuring out if the look "ray" intersects the bounding box of the object
L365[08:23:50] <Wuppy> there is no bouding box :)
L366[08:23:56] <ghz|lappy> ofc there is
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L368[08:24:26] <Wastl2> If you only want to know if you're pointing in the right direction, simply checking the dot product of the direction and difference of positions should suffice, shouldn't it?
L369[08:24:29] <Wuppy> I remove the collider on it
L370[08:24:45] <ghz|lappy> yes, but you'd need to set a threshold
L371[08:24:49] <Wuppy> this made it work: http://i.imgur.com/rfyzLc3.png
L372[08:24:58] <Wuppy> only problem is, if I look at exactly the opposite direction, it'll also work
L373[08:25:04] <ghz|lappy> in which case, it's a cone test
L374[08:25:11] <ghz|lappy> uh no
L375[08:25:19] <ghz|lappy> dot product shoudl be 1 if you are looking at the right direction
L376[08:25:27] <ghz|lappy> 0 if it's completely orthogonal
L377[08:25:30] <ghz|lappy> and -1 if it's completely opposite
L378[08:25:49] <ghz|lappy> so just something like
L379[08:25:52] <Wuppy> this code gives me the angle between the VR direction of the player and the direction it has to move to
L380[08:25:54] <Wastl2> Don't compute the angle, just take the dot product. :)
L381[08:26:06] <ghz|lappy> Vector3.Dot(look, object.position - player.position) > 0.95
L382[08:26:20] <Wastl2> Need to normalize the difference, though.
L383[08:26:25] <ghz|lappy> true
L384[08:26:35] <ghz|lappy> Vector3.Dot(look.Normalized, (object.position - player.position).Normalized) > 0.95
L385[08:27:09] <ghz|lappy> notethat the test will be less accurate the smaller/further away the object gets
L386[08:27:19] <Wuppy> yep but that's not a problem
L387[08:27:20] <ghz|lappy> hence why you'd want a bounding box/sphere
L388[08:27:25] <Wuppy> the look is already normalized
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L390[08:30:58] <Wuppy> ghz|lappy, when using that, I still get 1 when looking in exactly the opposite direction
L391[08:31:02] <Wuppy> how would I check for htat?
L392[08:31:05] <ghz|lappy> wat
L393[08:31:09] <ghz|lappy> it shoudl be -1
L394[08:31:54] <Wuppy> it's -1 when at 90 degrees
L395[08:32:11] <Wastl2> You're doing something wrong, then.
L396[08:32:15] <ghz|lappy> yep
L397[08:32:31] <Wuppy> what's wrong in here then? http://i.imgur.com/oWDs5mU.png
L398[08:32:33] <ghz|lappy> dot product is 1 when same direction, 0 when orthogonal, -.1 when opposite direction
L399[08:32:33] <Wuppy> because I dont see it
L400[08:32:57] <ghz|lappy> why do you multiply the rotations
L401[08:33:03] <ghz|lappy> instead of adding them?
L402[08:33:12] <ghz|lappy> wait nm
L403[08:33:17] <ghz|lappy> you are applying quaternions?
L404[08:33:35] <Wuppy> the camera rotation and local rotation are quaternions, yes
L405[08:33:49] <ghz|lappy> hmm do they work that way?
L406[08:34:07] <Wuppy> hmm?
L407[08:34:07] <ghz|lappy> I don't think I have ever used quaternions that way ;P
L408[08:34:15] <ghz|lappy> or used them directly, eitherway
L409[08:34:23] <ghz|lappy> I just use transform.TransformVector(x)
L410[08:35:52] <Wuppy> this is new to me as well
L411[08:36:33] <Intektor> do you guys know a libary for 1.9 that can render the world from different perspectives, e.g. from anther player or the spawn
L412[08:37:12] <ghz|lappy> smeone here was working on something like that, but I think it wasn't 1.9
L413[08:37:23] <Intektor> it was diesieben07 i guess
L414[08:37:32] <Ordinastie_> diesieben07, ^
L415[08:37:55] <Intektor> yeah, I asked him, but his stuff is programmed in 1.7.10, I can't really use that
L416[08:38:16] <williewillus> well its the same principles
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L419[08:40:19] <barteks2x> I wanted to fix worldgen ETA predition. After I saw this: http://pastebin.com/G6vnSKdT I don't really want to touch it..
L420[08:41:00] <Intektor> thats true, but I don't quite know, he was talking about asm code, I have no idea what this is, but I am afraid
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L422[08:42:36] <williewillus> he's doing cubic chunks
L423[08:44:27] <Intektor> do I have to change any of this code when updating to 1.9?
L424[08:44:44] <williewillus> what code?
L425[08:45:09] <Intektor> asm
L426[08:45:48] <ghz|lappy> 99.9% changes that you have to
L427[08:45:55] <ghz|lappy> asm code is extremely version-specific
L428[08:45:59] <ghz|lappy> that's why it's discouraged
L429[08:46:33] <Intektor> oh damn
L430[08:46:44] <barteks2x> So apparently I was really lucky with 1.9 update, most of it just worked (at least in dev environment) after 1.9 update
L431[08:48:40] *** amadornes[OFF] is now known as amadornes
L432[08:49:05] <baegmon> yo just wondering when you tame a horse, is there any event thats fired?
L433[08:49:31] <williewillus> not in that specific case
L434[08:50:46] <ghz|lappy> nope just assigns the value into the datawatcher/datamanager
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L437[08:52:48] <williewillus> 2791 -.-
L438[08:53:01] <baegmon> oh I see just found the class lol
L439[08:53:09] <williewillus> $ close 2818
L440[08:53:11] <Actuarius> Issue 2818 closed.
L441[08:53:17] <ghz|lappy> but the class would be the first thing to look for
L442[08:54:02] <ghz|lappy> double-shift -> "horse.java" -> "EntityHorse.java" -> ctrl-f "tame", enter, enter, ...
L443[08:54:17] <ghz|lappy> (assuming IDEA ;P)
L444[08:54:20] <williewillus> Hmm
L445[08:54:33] <williewillus> i might roll up all the various "typo" and "javadoc" pr's over the years into one
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L447[08:54:56] <baegmon> yea for some reason I could only find the horse textures from the source. had to refresh the project o.o
L448[08:55:04] <ghz|lappy> lol
L449[08:55:16] <baegmon> eclipse is straaaaange lol
L450[08:56:23] <ghz|lappy> switch to IDEA then ;P
L451[08:56:34] <ghz|lappy> it feels more predictable to me ;P
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L453[08:57:49] <baegmon> yea I use IDEA for android dev, I started from NEAL's tutorials and he used eclipse so I kinda stuck with it lol
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L458[09:02:32] <barteks2x> Worldgen ETA: 78 hours. eta preditcion is really broken.
L459[09:02:54] <ghz|lappy> XD
L460[09:03:18] <luacs1998> oh wtf wolverness really has nothing better to do
L461[09:04:30] <barteks2x> Why it's impossible to increase java heap size without restart...
L462[09:04:57] <luacs1998> something to do with the vm i guess
L463[09:04:59] <ghz|lappy> hm?
L464[09:05:05] <PaleoCrafter> barteks2x, don't tell me all the mod code looks like that Progress class (naming wise)
L465[09:05:16] <ghz|lappy> the heap limit is in the -Xmx arg
L466[09:05:23] <ghz|lappy> if you raise that, it should allow a bigger limit
L467[09:05:28] <barteks2x> no, it doesn't. Only Cuchaz's cod ethat I didn't touch yet does
L468[09:06:37] <sokratis12GR> Guys is it possible to change the item name in the json files ?
L469[09:07:03] <barteks2x> I realized I set too low -Xmx when it's already running :(
L470[09:07:32] <sokratis12GR> I mean to change the name using Strings
L471[09:07:42] <ghz|lappy> barteks2x: imagine it the other way around
L472[09:07:45] <ghz|lappy> you start a jvm
L473[09:07:49] <ghz|lappy> tell it to NOT go over 1gb
L474[09:07:51] <ghz|lappy> and then the app say
L475[09:07:52] <ghz|lappy> s
L476[09:07:53] ⇨ Joins: Brokkoli (~Brokkoli@p5B23C982.dip0.t-ipconnect.de)
L477[09:07:56] <ghz|lappy> "nope I need 2gb, fuck you!"
L478[09:08:05] <ghz|lappy> and grows the limit without asking
L479[09:08:10] <ghz|lappy> that's why it isn't allowed.
L480[09:08:30] <ghz|lappy> sokratis12GR: what?
L481[09:08:34] <barteks2x> that would be bad too. But as far as I know all C++ programs do essentiially this
L482[09:08:47] <ghz|lappy> yes, but C++ programs don't run in a "sandbox"
L483[09:08:50] <sokratis12GR> My bad .lang files
L484[09:09:11] <barteks2x> and increasing heap size is useful for debugging
L485[09:09:14] <ghz|lappy> sokratis12GR: but, the lang files DO change the item name
L486[09:09:14] <ghz|lappy> sortof
L487[09:09:16] <Intektor> you set all the names in the .lang files
L488[09:09:22] <ghz|lappy> you specify the unlocalized name in the code
L489[09:09:34] <ghz|lappy> and mc looks for the string in the lang file
L490[09:09:35] <sokratis12GR> For example item.CustomLeggings.name=Custom Leggings to be changed to an other name using Strings and Custom Configurations
L491[09:10:05] <sokratis12GR> item.CustomLeggings.name=Custom Leggings to like item.CustomLeggings.name= Ruby Leggings
L492[09:10:06] <Intektor> Oh I think I know what you
L493[09:10:07] <Intektor> mean
L494[09:10:13] <Intektor> I did the same with my lucky cases mod
L495[09:10:29] <ghz|lappy> if you mean have predicates for item names in lang files, no
L496[09:10:43] <ghz|lappy> you can replace lang strings using resource packs
L497[09:11:04] <sokratis12GR> config.getString(String name, String category, String defaultValue, String comment, String[] validValues, String langKey);
L498[09:11:10] <sokratis12GR> String langKey
L499[09:11:12] <ghz|lappy> or you can use custom unlocalized names in the config
L500[09:11:22] <ghz|lappy> that are then loaded from lang files by mc
L501[09:11:29] <Intektor> what exactly are you trying to do?
L502[09:12:07] <ghz|lappy> gotta go
L503[09:12:13] ⇦ Quits: ghz|lappy (~gigaherz@84.89.63.25) (Remote host closed the connection)
L504[09:12:19] <Intektor> giga
L505[09:12:25] <Intektor> no :((((((
L506[09:12:33] <sokratis12GR> to make people to be able to change the name of an item ingame and change the .lang file like people type "Ruby Leggings" ingame instead of "Custom Leggings"
L507[09:13:18] <PaleoCrafter> well, you can't really modify the actual lang files
L508[09:13:28] <sokratis12GR> well,
L509[09:13:37] <Intektor> Wait, are you trying to let the user add custom armor by the config?
L510[09:13:39] <PaleoCrafter> either just let them do it with an anvil or override getLocalizedName and return something from NBT or something there
L511[09:13:52] <sokratis12GR> yes
L512[09:13:56] <Intektor> getDisplayName
L513[09:14:06] <Intektor> works too i guess
L514[09:14:08] <PaleoCrafter> that's the one
L515[09:14:13] <PaleoCrafter> I think it's that, actually
L516[09:14:19] <sokratis12GR> well I will try
L517[09:14:34] <PaleoCrafter> haven't touched those methods in a while xD
L518[09:14:49] <sokratis12GR> PaleoCrafter: creating the en+US.lang file using Java and replacing some values will work ?
L519[09:15:01] <sokratis12GR> _*
L520[09:15:12] <PaleoCrafter> where would you save it? :P
L521[09:15:20] <sokratis12GR> true...
L522[09:15:39] <Intektor> paleo how do I make my entity move? I mean moveFlying and this tuff is not working, and just setting motion does only work on server, the client thinks the entity is stil therte
L523[09:15:44] <Intektor> it could work, yes
L524[09:15:55] <PaleoCrafter> uhm... like, any entity?
L525[09:15:57] <LatvianModder> gigaherz: you owned that capability energy api, right?
L526[09:16:05] <Intektor> no my own
L527[09:16:13] <PaleoCrafter> addVelocity? I dunno
L528[09:16:21] <Intektor> gigaherz left :(
L529[09:16:21] <sokratis12GR> is it possible to make the mod to check for the .lang files outside the mod file ?
L530[09:16:47] <Intektor> changing the .lang, would make every armor of that type be renamed
L531[09:16:51] <LatvianModder> yeah, but his 2nd user is still here, so he'll probably get that ping :P
L532[09:17:18] <Intektor> Why would anyone want to rename ruby armor to diamond armor, that makes no sense
L533[09:17:20] <PaleoCrafter> you haven't really explained the whole reason why that'd be necessary, sokratis12GR :P if it's done ingame, just store the stuff in NBT and return that from the appropriate method
L534[09:17:23] <sokratis12GR> Well I can make it so they can change only the custom armors name
L535[09:17:44] <Intektor> Just writer it into nbt, and catch it in getDisplayName
L536[09:17:55] <Intektor> Thats everything you need to know
L537[09:18:05] <sokratis12GR> nbt ? I have to look into that
L538[09:18:08] <sokratis12GR> ok thanks
L539[09:18:45] <Intektor> How can you get over 60k downloads without any knowledge of minecraft. I don't understand
L540[09:19:02] <sokratis12GR> No no
L541[09:19:21] <PaleoCrafter> you could of course look at what the anvil does
L542[09:19:29] <sokratis12GR> I haven't worked with nbt in a while :P
L543[09:19:30] <PaleoCrafter> but then the name will be in italics
L544[09:19:41] <Intektor> I don't want to be offensive, but you can write your mod with looking at armor youtube tutorials
L545[09:19:44] <sokratis12GR> PaleoCrafter: I can use my text formater ?
L546[09:19:53] <PaleoCrafter> wat
L547[09:20:08] <sokratis12GR> You can reset the italics ?
L548[09:20:35] <PaleoCrafter> you can, but then you'd just roll the whole thing as if you didn't imitate the anvil :P
L549[09:20:39] <PaleoCrafter> the anvil just sets an NBT tag
L550[09:21:07] <sokratis12GR> well yeah..
L551[09:21:11] <Intektor> Why can't you just do it the way I told you
L552[09:21:18] <sokratis12GR> I'm going to
L553[09:21:21] <Intektor> its really not that hard
L554[09:22:31] <Intektor> It can be so easy
L555[09:22:32] <Intektor> http://i.imgur.com/eP0fzRD.png
L556[09:22:33] <Lymia> NBT: A broken implementation of half of <insert dynamic language of choice>. :D
L557[09:23:03] * sokratis12GR is using NBT Tags all the time when he is command blocking
L558[09:23:40] <Intektor> You have really no idea what programing is :P
L559[09:24:07] <sokratis12GR> I do -.-
L560[09:27:07] <williewillus> !mh addLoadedEntities
L561[09:27:19] <PaleoCrafter> Lymia, not really?
L562[09:28:36] <Lymia> Yes really.
L563[09:30:42] <PaleoCrafter> I'd say it's just like a binary version of JSON :P
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L565[09:30:52] <Lymia> The way it's used in Minecraft, it seems like someone decided to stick Python/whatever style data structures into otherwise static code for no good reason.
L566[09:30:53] <Lymia> ;9
L567[09:30:55] <Lymia> :(*
L568[09:30:59] <Lymia> It's fine as a serialization format
L569[09:31:14] <PaleoCrafter> and it's used like that?
L570[09:31:43] <PaleoCrafter> except for ItemStacks maybe
L571[09:31:53] <Lymia> Last I wrote code for Minecraft, it's also used for any kind of additional data attached to block entities or items.
L572[09:32:11] <Lymia> And entities, I think, if the NBT-based hooks on mobs are any indication.
L573[09:32:20] <PaleoCrafter> well, that's for serialising them to NBT :P
L574[09:32:23] <PaleoCrafter> it's just manual :P
L575[09:32:36] *** gravityfox is now known as foxy
L576[09:32:43] <PaleoCrafter> ItemStacks are the only thing where you really deal with NBT at runtime
L577[09:33:10] <Lymia> There's a difference between serializing something to NBT (for disk storage) and using it as the in-memory representation. I remember having to work with NBT directly in inventory code before, anyway.
L578[09:33:25] <Lymia> But that might have been an inventory in an item. Didn't impress me much either way.
L579[09:34:20] <PaleoCrafter> it most definitely must have been an inventory in an item
L580[09:34:29] <Lymia> Better if block entities and entities don't do it, anyway.
L581[09:34:30] <Lymia> Though...
L582[09:34:45] <Lymia> I remember block entities not having their own instances for each block?
L583[09:34:57] <williewillus> wat
L584[09:35:02] <williewillus> that's the whole point of a TE
L585[09:35:08] <PaleoCrafter> 1) it's tile entity 2) yes they do ^
L586[09:35:26] <williewillus> Paleo: it's actually blockentity in notchcode iirc :P
L587[09:35:29] <PaleoCrafter> idc
L588[09:35:56] <PaleoCrafter> as if we're ever going to have access to that :P
L589[09:36:17] <PaleoCrafter> even if the wiki calls it block entity, it's a TE for me :P
L590[09:36:20] <barteks2x> I know Block is named Tile in their code, so it may be TileEntity
L591[09:36:24] *** kroeser|away is now known as kroeser
L592[09:36:43] <PaleoCrafter> how do you know? :P
L593[09:37:17] <williewillus> string constant somewhere? :P
L594[09:37:44] <Lymia> I last tried in 2013. I seem to have remembered wrong. It's just casting, opps.
L595[09:38:15] <barteks2x> wait, no, I remembered it incorrectly I thing. jeb poseted But link to pastebin with tree generation code on reddit somewhere
L596[09:38:51] <Lymia> I must be a bit mistaken then. :P
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L599[09:40:45] <barteks2x> here, I have link http://pastebin.com/XBLdGqXQ
L600[09:41:08] <barteks2x> Block is named Tile here
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L602[09:41:58] <Lymia> Naming things is always the hardest
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L604[09:43:11] * gigaherz is home
L605[09:43:25] <gigaherz> LatvianModder: assuming you mean CapabilityCore, yes
L606[09:43:44] <LatvianModder> Yeah. How many people are already using it?
L607[09:44:01] <gigaherz> not many, a handful tops
L608[09:44:16] <gigaherz> I know three people did try to use it
L609[09:44:19] <gigaherz> dunno if they still do
L610[09:44:22] <gigaherz> why?
L611[09:44:22] <LatvianModder> I think ill use that instead of RF
L612[09:44:27] <gigaherz> heh :)
L613[09:44:49] <LatvianModder> Is there a converter mod?
L614[09:44:59] <gigaherz> there's a compatibility layer
L615[09:45:02] <gigaherz> but it only works one way
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L618[09:45:31] <gigaherz> I can easily allow CapabilityCore blocks push power into RF machines
L619[09:45:44] <gigaherz> I have a WIP mod for that
L620[09:46:02] <gigaherz> I can also allow CapabilityCore machines to "pull" from RF containers
L621[09:46:08] <gigaherz> although that's much less common
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L623[09:46:11] <gigaherz> but what Ican't do
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L626[09:46:26] <gigaherz> is give CapabilityCore machines the IEnergy* interfaces in their TileEntities
L627[09:46:27] <LatvianModder> right, ok. Im not sure whether I should use my own energy system and add a converter from your mod or just use your mod only
L628[09:47:12] <gigaherz> it would be easiest to implement RF's IEnergyReceiver in your machines,and use the compatibility wrappers when you query other machines
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L630[09:47:45] <LatvianModder> Nah, I only need one machine that uses power anyway :P
L631[09:48:05] <AndersBillLind> Crayfish's model editor sets UV from 0 to 1 by default, would it be better if it was 0 to 16?
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L633[09:48:18] <LatvianModder> its supposed to be 0-16
L634[09:48:29] <AndersBillLind> Normally, you want that, yeah
L635[09:48:30] <gigaherz> AndersBillLind: for .obj models, it should be 0..1
L636[09:48:40] <gigaherz> for json models, 0..16
L637[09:48:49] <gigaherz> what does that app output?
L638[09:48:50] <AndersBillLind> But when you have imported a texture, you want 0..16, right?
L639[09:48:56] <LatvianModder> Oh yeah, btw I made my own model file generator :D
L640[09:48:56] <AndersBillLind> json
L641[09:49:09] <LatvianModder> its suuuuper WIP though and doesnt even have an interface
L642[09:49:12] <gigaherz> but the generated json file is wrong?
L643[09:49:43] <AndersBillLind> Well, thats another matter, what I think about now is the default value of UV in the gui, you always have to set it to end with 16 manually
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L645[09:50:13] <gigaherz> ohyou mean within the editor itself? no idea about that
L646[09:50:17] <AndersBillLind> ok
L647[09:50:29] <AndersBillLind> I consider changing the default to 16 and send a PR
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L649[09:53:16] <williewillus> is slotClick called when you have something in hand?
L650[09:53:18] *** gravityfox is now known as foxy
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L652[09:54:51] <williewillus> LatvianModder: you said you have an nbt editor in game for 1.9? can i haz? :P
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L655[09:56:17] <gigaherz> williewillus: yes
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L657[09:56:41] <gigaherz> mode value 0 (whatever the enum was) when you click normally
L658[09:56:41] <LatvianModder> williewillus: partially. I have nbt viewer for sure :P
L659[09:56:45] <gigaherz> and 1 when you shift-click
L660[09:57:05] <LatvianModder> I need to write a gui for that editor
L661[09:57:15] <barteks2x> I'm waiting for almost half hour already for world saving to finish...
L662[09:58:05] <LatvianModder> What?
L663[09:58:17] <LatvianModder> Like. Backup or what?
L664[09:58:41] <barteks2x> Spawn generation radius set to 30 cubes.
L665[09:58:41] <LatvianModder> Because it takes like 10 seconds max ;P
L666[09:59:16] <barteks2x> most of the time goes into copyScheduledTicks method
L667[10:00:53] <barteks2x> and this is what the method (and the method that calls it) looks like: http://pastebin.com/YjR3sQZR
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L669[10:02:16] <barteks2x> Last time I was trying to figure out why it happens - I thought I understand that. But then I didn't understand why it worked fine in vanilla
L670[10:02:51] <gigaherz> LatvianModder: remember, barteks2x is coding the cubic chunks system
L671[10:02:58] <gigaherz> nothign you know about vanilla applies here ;P
L672[10:03:15] <LatvianModder> a what? :D
L673[10:03:25] <gigaherz> cubic chunks
L674[10:03:33] <gigaherz> where theworld isn't just horizontally infinite
L675[10:03:35] <gigaherz> but also vertically
L676[10:03:37] <LatvianModder> arent they already cubic?
L677[10:03:40] <gigaherz> no
L678[10:03:42] <LatvianModder> oh
L679[10:03:42] <barteks2x> almost
L680[10:03:45] <gigaherz> they are 16x16x256
L681[10:03:52] <gigaherz> with no way to exctend up nor down
L682[10:04:01] <LatvianModder> well.. not really.. at least rendering is split into 16x16x16
L683[10:04:01] <barteks2x> vanilla uses quasi-cubicchunks syystem
L684[10:04:16] <barteks2x> which was inspired by Robinton's cubic chunks mod
L685[10:04:24] <gigaherz> well maybe -- no idea about rendering
L686[10:04:32] <barteks2x> rendering already uses cubic chunks
L687[10:04:34] <gigaherz> what I meant is simply that it has no way to extend above 256 or below 0
L688[10:05:01] <LatvianModder> ok, and why would you want to do that anyway? :P
L689[10:05:14] <barteks2x> infinite world height?
L690[10:05:34] <gigaherz> LatvianModder: truly realistic terrain with mountains that grow to 3000 blocks tall
L691[10:05:37] <gigaherz> and oceans to -2000?
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L693[10:05:44] <LatvianModder> oh god
L694[10:05:50] <LatvianModder> RIP in peace, server folder
L695[10:06:05] <gigaherz> being able to find nether-like terrain ifyou dig to -2000
L696[10:06:14] <gigaherz> or being able to find the aether at +5000
L697[10:06:16] <LatvianModder> that would be interesting
L698[10:06:20] <LatvianModder> AKA, Terraria
L699[10:06:25] <gigaherz> exactly
L700[10:06:38] <LatvianModder> but how'd you save it?
L701[10:06:39] <barteks2x> skylands are not really feasable because of the way skylight works
L702[10:06:40] <Temportalist> williewillus: gigaherz: so apparently none of my resources folder is being loaded...
L703[10:06:41] <gigaherz> it opens up a whole other dimension -- literally
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L705[10:06:51] <gigaherz> LatvianModder: he's using a special save format
L706[10:06:59] <gigaherz> but it would be just as easy to simply extend the current region data vertically
L707[10:07:00] <LatvianModder> is it fast?
L708[10:07:08] <gigaherz> instead of
L709[10:07:19] <gigaherz> region.x.z.whatever
L710[10:07:23] <gigaherz> region.x.y.z.whatever
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L712[10:07:39] <gigaherz> and you could simply store the data from 256..512 in the file wiht y=1
L713[10:07:44] <barteks2x> actually, I currenly use the mapdb format which doesn't have regions
L714[10:07:52] <gigaherz> and the data for -256..-1 in the file for -1
L715[10:07:58] <gigaherz> so really
L716[10:08:09] <gigaherz> there's no reason why it should be unreasonably slot
L717[10:08:15] <gigaherz> slow*
L718[10:08:20] <barteks2x> the reason is gravel generationn
L719[10:08:21] <gigaherz> in the WORST case
L720[10:08:26] <gigaherz> you'd generate two regions vertically
L721[10:08:31] <LatvianModder> I would actually much rather have a huge vertical world than huge horizontal world
L722[10:08:48] <gigaherz> which means worst case, storage-wise, with vanilla worldgen
L723[10:08:59] <gigaherz> you'd get an extra region file with no data in it (all air)
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L725[10:09:35] <gigaherz> barteks2x: gravel?
L726[10:09:37] <barteks2x> saving blocks isn't a problem. But for some reason I end up with millions of scheduled block ticks after worldgen
L727[10:09:43] <LatvianModder> I love capabilities. In fact, I, again went trough the regular states of my interest in things - 1) Wtf is that, I dont understand it 2) Ok, I can work with that 3) I fucking love it
L728[10:09:55] <gigaherz> bartman: ignore them?
L729[10:10:09] <barteks2x> all of them are for gravel update
L730[10:10:13] <LatvianModder> bort
L731[10:10:27] <gigaherz> hwodoes vanilla do it?
L732[10:10:36] <barteks2x> I have no idea why it works in vanilla
L733[10:10:44] <barteks2x> Vanilla saves then and it just works
L734[10:10:56] <barteks2x> and for cubic chunks - saving them takes forever
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L736[10:11:52] <barteks2x> for each cube I need to iterate over all of them and save only these for a specific cube. And this is what takes a lot of time - tens of thousands cubes, millions of scheduled ticks
L737[10:11:54] <Temportalist> gigaherz: do you have any ideas why the src/main/resources would not be loaded? cc diesieben07 ?
L738[10:12:17] <barteks2x> btw. it's still saving
L739[10:13:36] <gigaherz> Temportalist: not really
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L742[10:14:49] <barteks2x> for now I'm just going to workaround it by disabling gravel generation. And possibly sand generation
L743[10:15:19] <barteks2x> at least until I fix more important issues
L744[10:17:25] <masa> wait what?
L745[10:17:37] <masa> doesn't vanilal disable the block physics during generation?
L746[10:17:52] <masa> so you get floating gravel/sand/water
L747[10:18:05] <barteks2x> it does. My mod just calls vannilla worlgen directly now. So it should be the same
L748[10:18:24] <gigaherz> maybe you forgot to disable it from your side?
L749[10:18:30] <gigaherz> who calls vanilla worldgen? ;P
L750[10:18:50] <barteks2x> Vanilla should disable it, I literally call the whole vanilla worldgen
L751[10:18:57] <barteks2x> including the part that disables physics
L752[10:19:30] <barteks2x> specifically, ChunkProviderOverworld.populate
L753[10:21:12] <barteks2x> The most magic part is that Nether and The End will still use vanilla Chunks
L754[10:22:08] <barteks2x> until I start working on doing anything with other dimensions
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L756[10:27:30] <masa> do you do some custom generation? are you sure you don't call setBlockState() with bit 1 set anywhere?
L757[10:27:49] <masa> that would then start updating al lthe falling blocks etc
L758[10:29:15] <barteks2x> I just directly use vanilla worldgen code without touching it at all
L759[10:29:46] <barteks2x> I probably don't even use world.setBlockState in any code that actually runs
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L768[10:50:32] <barteks2x> I just don't understand why it works in vanilla.
L769[10:51:19] <barteks2x> vanilla after worldgen: <100 scheduled ticks. cubic chunks after worldgen: >100000 scheduled ticks
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L772[10:53:33] <Intektor> how do I move an entity? calling motionX = 1 in onEntityUpdate doesn't work
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L778[10:59:10] <Xilef11> I'm trying to add an item to a bag when its picked up, but it's not doing anything https://gist.github.com/Xilef11/77f997672b7c414ed9281b61ffd3090a#file-pickuphandler-java-L25
L779[11:00:31] <Temportalist> Xilef11: https://gist.github.com/Xilef11/77f997672b7c414ed9281b61ffd3090a#gistcomment-1768887
L780[11:00:54] <Xilef11> what about that?
L781[11:01:03] <Temportalist> what if the pouch is empty?
L782[11:01:07] <Temportalist> then the contents will be null
L783[11:01:13] <Temportalist> and *anything* should match
L784[11:01:25] <Temportalist> if the contents are non-null, then check the itemstack match
L785[11:01:31] <gigaherz> hmm wouldn't it be
L786[11:01:40] <gigaherz> a || (b && c)
L787[11:01:43] <Temportalist> therefore
L788[11:01:44] <Temportalist> if(contents==null || ItemStack.areItemsEqual(dust, contents)&&ItemStack.areItemStackTagsEqual(dust, contents)){
L789[11:01:44] <gigaherz> Imean with parens
L790[11:01:50] <gigaherz> I enver remember the precedence levels
L791[11:02:05] <Temportalist> gigaherz: you dont need the extra &&
L792[11:02:10] <gigaherz> but I believe ||and && are on the same level, so it would evaluate as "(a || b) && c"
L793[11:02:16] <Xilef11> I don't want to insert in the pouch if its empty
L794[11:02:19] <Temportalist> oh wait, didnty see the second &&
L795[11:02:35] <Temportalist> my bad
L796[11:02:39] <PaleoCrafter> and should have higher precedence
L797[11:02:50] <Xilef11> but I guess that !=null isn't necessary
L798[11:02:59] <PaleoCrafter> https://docs.oracle.com/javase/tutorial/java/nutsandbolts/operators.html yep, it does
L799[11:03:01] <PaleoCrafter> (at least in Java xD)
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L801[11:03:09] <PaleoCrafter> kinda makes sense since it's like multiplication
L802[11:03:54] <Temportalist> ugh, still having issues getting the resources folder to load -_-
L803[11:03:57] <gigaherz> hmmm
L804[11:04:04] <gigaherz> I assumed they were like "+" and "-"
L805[11:04:10] <gigaherz> or "*" and "/"
L806[11:04:18] <PaleoCrafter> nah, || is + and && is *
L807[11:04:25] <PaleoCrafter> so to speak
L808[11:04:29] <gigaherz> meh
L809[11:04:39] <gigaherz> yeah I know the logic
L810[11:05:03] <gigaherz> AND is like *: 1*0 = 0
L811[11:05:11] <gigaherz> while OR is like +: 1+1 > 0
L812[11:05:16] <PaleoCrafter> exactly
L813[11:05:33] <gigaherz> and XOR is (1+1)%2 == 0
L814[11:06:00] <gigaherz> I jsut didn't think they'd apply that comparison to the bitwise operators themselves
L815[11:06:00] <gigaherz> ;P
L816[11:06:15] <gigaherz> boolean*
L817[11:06:31] <PaleoCrafter> well, it still applies to & and | so :P
L818[11:07:37] <PaleoCrafter> in compsci class, we were actually were taught that the boolean operators are interchangeable with the bitwise ones... (they weren't introduced as bitwise at all)
L819[11:07:44] <gigaherz> hmmm
L820[11:07:49] <gigaherz> is there any langauge that has boolean xor?
L821[11:08:21] <PaleoCrafter> Java does, in a way :P
L822[11:08:45] <PaleoCrafter> since you *can* use the bitwise operators &, | and ^ with booleans just fine
L823[11:10:04] <Xilef11> strange... the picked up stack's size is always 0 https://gist.github.com/Xilef11/77f997672b7c414ed9281b61ffd3090a#file-pickuphandler-java-L16
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L827[11:16:32] <barteks2x> I "fixed" it by doing what vanilla does: not saving the world right after initial worldgen
L828[11:17:08] <barteks2x> if MInecraft saved world right after worldgen it would be that slow too
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L832[11:20:07] <sokratis12GR> Guys now in 1.9 there is a way to add custom sounds right ?
L833[11:20:24] <gigaherz> yes
L834[11:20:44] <sokratis12GR> hmm nice
L835[11:21:09] <Xilef11> ok, got it working... why is there an ItemPickupEvent and an EntityItemPickupEvent?
L836[11:21:37] <Kodos> Presumably one for player, and one for things like zombies respectively
L837[11:22:15] <Kodos> Just a complete guess though, so don't take my word for it
L838[11:23:18] <Xilef11> maybe (EntityItem... has player in its package name), and ItemPickupEvent appears to always have a stacksize of 0
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L845[11:30:29] <Intektor> http://i.imgur.com/Knb2JSQ.png how can the drone in onItemRightClick be null?
L846[11:30:33] <Intektor> if the UUID is not null
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L848[11:34:35] <Intektor> Ah, I know it
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L851[11:37:45] <Intektor> http://i.imgur.com/VU4MBMS.png minecraft instantly forgets, that I have written in to the nbt tag, but why?
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L853[11:39:05] <Temportalist> Intektor: set the tag of the stack to that edited tag
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L855[11:39:55] <Intektor> http://i.imgur.com/uDnu8rj.png
L856[11:40:08] <Temportalist> Ah
L857[11:40:45] <Intektor> This is so weird
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L859[11:42:40] <Intektor> I don't understand it
L860[11:42:56] <Intektor> Willie do you have any idea why this is happening? :/
L861[11:43:10] <masa> are you testing in creative mode?
L862[11:43:15] <Intektor> yes
L863[11:43:23] <masa> it will revert the item after you use it...
L864[11:43:39] <masa> I was head desking with a similar thing a while back
L865[11:43:40] <Intektor> lol
L866[11:43:52] <masa> you need to use an event is you want it to work in creative mode too
L867[11:44:20] <williewillus> wat
L868[11:44:25] <williewillus> what's happening?
L869[11:44:53] <masa> magic
L870[11:45:00] <williewillus> oh yea
L871[11:45:07] <williewillus> creative mode takes a completely different code path
L872[11:45:15] <williewillus> for some reason
L873[11:45:25] <Intektor> I will take a look at that
L874[11:45:43] <Intektor> http://i.imgur.com/IknDGnN.png What update frequency should I take, because this laggs badly
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L876[11:45:54] <masa> Xilef11: if I remember correctly, ItemPickupEvent fires after the player has picked up the items, and it can't be canceled, whereas EntityItemPickupEvent fires when EntityItem collides with a player and it CAN be canceled to prevent picking up the item
L877[11:46:53] <Temportalist> Why are there so many events, and in separate places too? Why not just have one space and do pre post stuff?
L878[11:47:01] <williewillus> history
L879[11:47:10] <williewillus> one's in FML
L880[11:47:17] <williewillus> which used to be separate from Forge
L881[11:47:17] <masa> Intektor: this is what I have https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/CommonProxy.java#L57-L59
L882[11:47:29] <Temportalist> williewillus: i think we should think about merging them at some point
L883[11:47:43] <williewillus> probably
L884[11:48:21] <masa> Intektor: and also if you don't also update on the client then it will always be choppy... not sure what you are doing though
L885[11:48:46] <Intektor> I am trying to control an entity with a remote
L886[11:48:53] <masa> but for example things like arrows and ender pearls also need to run the update method on the client side so they will move smoothly
L887[11:49:32] <masa> well pretty much any entity that moves
L888[11:49:54] <Intektor> Why do you have so many event handlers?
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L891[11:54:33] <masa> ?
L892[11:55:18] <masa> well funny thing the same event handler won't work for different things :p
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L895[11:57:23] <masa> *the same event
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L905[12:28:36] <barteks2x> Should I try to make my mod work in situation when someone killed minecraft process when it was saving the world?
L906[12:30:40] <williewillus> how would you handle that
L907[12:30:42] <williewillus> and probably not :P
L908[12:31:15] <barteks2x> most of the time it will work, but with vanilla worldgen it may crash after reloading the world if that happens
L909[12:32:40] <barteks2x> And by trying to make that work I mean never making save file inconsistent
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L911[12:33:40] <barteks2x> Mods of the work for it is done by MapDB, but with vanilla wordgen if, for example, cube at [x, 0, z] exists and cube at [x, 1, z] doesn't - it's invalid state
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L915[12:42:55] <barteks2x> I got that "impossible" NPE in FirstLightProcessor again...
L916[12:43:32] <barteks2x> As always, when breakpoint wasn't set
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L920[12:50:58] <barteks2x> And how can I possibly debug something I can't reproduce? Last time I saw this error a week ago
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L939[13:22:03] <Intektor> The datawatcher isnt working :/ http://i.imgur.com/XnYQqYO.png http://i.imgur.com/Wq4UILj.png
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L943[13:26:21] <SkySom> You are initializing those datawatchers, right?
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L945[13:27:42] <baegmon> is there anyway to remove a player from a horse? I've checked that the horse UUID and player UUID is different and tried to to EntityHorse.disMountEntity(player), EntityHorse.dismountRidingEntity(), EntityHorse.removePassengers() but does not seem to work
L946[13:30:26] <masa> are you doing it both on client and server?
L947[13:30:48] <baegmon> yep, should it be just client-side?
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L950[13:33:00] <masa> no, both afaik
L951[13:33:27] <masa> at least I've gotten weird glitches when you only mount an entity on one side
L952[13:36:34] <Intektor> I got it working
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L955[13:38:25] <vox> o/
L956[13:39:06] <Intektor> http://i.imgur.com/bwBqcKL.png sorry for this math question, but how can I make the motions to apply together, so I can move diagonal?
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L958[13:41:10] <Xilef11> What's the correct way to spawn particles from the server in 1.8.9?
L959[13:41:41] <Temportalist> diesieben07: gigaherz: what is the appropriate way to use custom OBJs for blocks in 1.9?
L960[13:42:11] <gigaherz> OBJLoader.INSTANCE.addDomain("yourmodid"); in client proxy preinit
L961[13:42:22] <gigaherz> then in your blockstates json file, ensure it's forge blockstates
L962[13:42:35] <gigaherz> and simply use "model":"whatever/model.obj"
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L965[13:44:33] <Temportalist> That worked
L966[13:44:42] <Temportalist> gigaherz: how is it implemented for items?
L967[13:44:43] <gigaherz> :)
L968[13:44:48] <gigaherz> exactly the same
L969[13:44:55] <gigaherz> you use a blockstates file, for the item
L970[13:45:24] <Temportalist> so what would the setCMRL look like?
L971[13:45:27] <gigaherz> example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicWand.json
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L973[13:46:01] <gigaherz> just use the resourcelocation of the blockstates file
L974[13:46:13] <gigaherz> unlike for blocks, items don't care what the blockstates filename is
L975[13:46:20] <gigaherz> and you can reuse the same file for multiple items
L976[13:46:26] <gigaherz> using variant strings to distinguish them
L977[13:46:34] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L265
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L981[13:49:39] <Nitrodev> hi all
L982[13:50:07] <gigaherz> o/
L983[13:51:05] <Nitrodev> and no i still haven't gotten around fixing the inv bug
L984[13:51:11] <Nitrodev> too lazy
L985[13:51:44] <Intektor> how is moveStrafing and moveForward calculated?
L986[13:51:57] <Nitrodev> strafing?
L987[13:52:04] <Nitrodev> is that sneak walking?
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L989[13:52:32] <Intektor> no
L990[13:53:01] <Nitrodev> then what is it?
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L993[13:54:25] <Intektor> I am asking you
L994[13:55:12] <SkySom> "Strafing is the technique of moving the player's character from side to side, rather than Forward"
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L999[13:56:29] <Nitrodev> huh
L1000[13:57:12] <Xilef11> so World.isDayTime() seems to be always true on the client. any way to get around that?
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L1003[13:58:45] <Zaggy2048> check the code that renders the sun to find out how the client keeps track :)
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L1011[14:00:46] <Xilef11> and where is the code that renders the sun?
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L1014[14:02:49] <Nitrodev> hi williewillus
L1015[14:02:51] <Wuppy> hey guys, check this out: https://goo.gl/kLpfKP
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L1017[14:03:06] <Nitrodev> wuppy nah i'm good
L1018[14:03:10] <gigaherz> Xilef11: ifyou search for "environment/sun" in the sources, you'll find that it's used in RenderGlobal
L1019[14:03:15] <LexManos> I love that song
L1020[14:03:19] <Wuppy> Nitrodev, I'll never spoiler GoT
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L1022[14:03:26] <gigaherz> which in turn is used in renderSky
L1023[14:03:28] <Nitrodev> it's rick rolling
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L1026[14:03:48] <Nitrodev> justa guess
L1027[14:03:50] <Wuppy> especially considering I haven't even watched the latest episode so I can;'t evne spoil it
L1028[14:03:51] <williewillus> hey
L1029[14:04:01] <Wuppy> hehe Lex, it's actually a good song, yeah :P
L1030[14:04:37] <barteks2x> Eighter my world.isAreaLoaded method is wrong, or some threading magic happens again
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L1033[14:09:12] <vox> Wuppy, nice ;P
L1034[14:10:03] <vox> I'm siiiiiiick and it sucks
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L1036[14:10:24] <vox> At least now that I'm feeling good enough to use my PC I can work on modding stuff
L1037[14:10:27] <vox> :P
L1038[14:11:04] <Nitrodev> lucky
L1039[14:11:16] <Nitrodev> i ahev abug that's both weird and seems non fixable
L1040[14:11:28] <Nitrodev> atleast as far as my coding skills go
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L1042[14:14:36] <Wuppy> heh, I just opened Unity when I wanted to game instead
L1043[14:14:39] <Wuppy> I'm not awake....
L1044[14:15:24] <Nitrodev> lo
L1045[14:15:26] <Nitrodev> l
L1046[14:15:39] <Nitrodev> also i'm starting to make games with unity too
L1047[14:15:58] <Nitrodev> been slow since i chose to do the scripts with C# for ome weird reason
L1048[14:16:02] <Wuppy> cool, Unity is awesome :)
L1049[14:16:02] <barteks2x> I thougt my impossible exception just became reproducible. Unfortunately, it was me adding early detection in wrong place :(
L1050[14:16:17] <Wuppy> Nitrodev, what other thing would you use than C#?
L1051[14:16:28] <Nitrodev> unity/javascript
L1052[14:16:31] <Wuppy> no
L1053[14:16:36] <Wuppy> please
L1054[14:16:37] <gigaherz> ewh no
L1055[14:16:39] <Nitrodev> ?
L1056[14:16:41] <vox> Man JS sucks in Unity
L1057[14:16:48] <Nitrodev> why?
L1058[14:16:50] <vox> esp for big projects, compile times just get too long
L1059[14:16:50] <Wuppy> javascript is disgusting
L1060[14:16:52] <gigaherz> although some stuff is shorter
L1061[14:16:53] <vox> Also that
L1062[14:17:01] <gigaherz> but Unityscript is just meh
L1063[14:17:05] <Nitrodev> it's harder for em to learn a new language than code with JS
L1064[14:17:10] <Nitrodev> me*
L1065[14:17:15] <gigaherz> it's not just js, though
L1066[14:17:21] <gigaherz> it's js-with-types, but not typescript
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L1068[14:17:29] <vox> You'll regret it if your project gets big enough
L1069[14:17:31] <Wuppy> C# is basically identical to Java
L1070[14:17:37] <Nitrodev> i've heard that
L1071[14:17:49] <gigaherz> not identical, it has some really big differences
L1072[14:17:49] <Ordinastie_> that's assuming he knows java
L1073[14:17:52] <vox> Except with more cool language features like LINQ and operator overloading
L1074[14:17:54] <gigaherz> but once you get to know it...
L1075[14:17:54] <Nitrodev> but it's the 'basically' i'm worried about
L1076[14:17:59] <Nitrodev> Ordinastie_, shut up already
L1077[14:18:07] <Wuppy> gigaherz, for normal programming, it's very similar
L1078[14:18:25] <gigaherz> it is
L1079[14:18:26] <gigaherz> but so is C
L1080[14:18:35] <gigaherz> ;P
L1081[14:18:36] <Nitrodev> the variable types are different
L1082[14:18:42] <gigaherz> nah
L1083[14:18:44] <gigaherz> it just has extra
L1084[14:18:47] <gigaherz> int === int
L1085[14:18:48] <Nitrodev> well that's not a big change but still
L1086[14:18:49] <gigaherz> long === long
L1087[14:18:52] <gigaherz> short === short
L1088[14:18:54] <Nitrodev> bool == boolean
L1089[14:19:00] <Nitrodev> bool is in C#
L1090[14:19:00] <Wuppy> of course there's subtle diferences, but I found the switch extremely easy
L1091[14:19:03] <gigaherz> but then it has uint, ushort, etc
L1092[14:19:10] <Nitrodev> what are thsoe?
L1093[14:19:15] <gigaherz> unsigned
L1094[14:19:17] <vox> Unsigned integers!
L1095[14:19:20] <gigaherz> you cna't go -1
L1096[14:19:20] <Wuppy> I recall that lists/arrays work differently as well
L1097[14:19:32] <Nitrodev> oh
L1098[14:19:33] <gigaherz> it will wrap up to uint.MaxValue-1
L1099[14:19:40] <gigaherz> eh
L1100[14:19:41] <gigaherz> it will wrap up to uint.MaxValue*
L1101[14:19:45] <Ordinastie_> I find the most difficult in coding in C#, is the editor ><
L1102[14:19:49] <Ordinastie_> too used to eclipse
L1103[14:19:54] <gigaherz> that'sthe best part for me
L1104[14:20:00] <gigaherz> I even set the keybinds in IDEa to be VS-style
L1105[14:20:00] <gigaherz> ;P
L1106[14:20:02] <vox> VS is amazing
L1107[14:20:22] <gigaherz> at least unity now supports VS properly
L1108[14:20:22] <gigaherz> coding with MonoDevelop was horrible.
L1109[14:20:24] <Nitrodev> oh so uint is basically JUST non negative
L1110[14:20:30] <gigaherz> yes
L1111[14:20:32] <vox> Yep
L1112[14:20:39] <gigaherz> the top bit is still part of the number
L1113[14:20:43] <gigaherz> instead of turning numbers negative
L1114[14:21:03] <vox> They're pretty useful for a lot of things
L1115[14:21:15] <williewillus> 2's complement is great
L1116[14:21:37] <gigaherz> it is, but then you do certain things
L1117[14:21:43] <gigaherz> and you have to use a long where an uint would fit
L1118[14:21:55] <gigaherz> and you doubled the data size for no reason other than the java designers being in denial
L1119[14:22:29] <gigaherz> worst case of that are bytes
L1120[14:22:38] <Nitrodev> then there's stack
L1121[14:22:39] <gigaherz> bytes being signed is so bad.
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L1123[14:22:44] <Nitrodev> which i don't think is in Java
L1124[14:22:48] <gigaherz> wat?
L1125[14:22:54] <Nitrodev> the stack var
L1126[14:22:57] <Nitrodev> in C#
L1127[14:22:58] <gigaherz> of course java has a stack
L1128[14:23:12] <Nitrodev> oh
L1129[14:23:13] <gigaherz> all local vars and function parameters go on the stack
L1130[14:23:16] <gigaherz> heck
L1131[14:23:25] <gigaherz> the JVM is a stack-based machine
L1132[14:23:31] <gigaherz> the .NET one too
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L1134[14:23:34] <Nitrodev> oh
L1135[14:23:35] <Nitrodev> eh
L1136[14:23:47] <gigaherz> ILOAD x
L1137[14:23:47] <vox> Oh man signed bytes are the worst imo
L1138[14:23:49] <gigaherz> ALOAD y
L1139[14:24:02] <gigaherz> MULT (whatever it was) -> takes the top two from stack, and leaves the result
L1140[14:24:02] <barteks2x> and chars are unsigned in java. Which is even more weird
L1141[14:24:39] <gigaherz> the .net VM is different, but it amounts to the same: you have load ops that put things on a virtual stack
L1142[14:24:46] <vox> Yep
L1143[14:24:47] <gigaherz> and operators that take things from the stack, and leave others
L1144[14:24:57] <Nitrodev> barteks2x, how does that work? negative characters?
L1145[14:25:07] <williewillus> lol giga I thought you said "bytes being aligned is so bad"
L1146[14:25:11] <williewillus> and I went wat
L1147[14:25:15] <barteks2x> the fact that they are numbers is weird by itself
L1148[14:25:50] <barteks2x> and char is essentually unsigned short in java
L1149[14:27:10] <williewillus> well the fact that many programmers don't know 2's complement and the caveats of un/signed tells me the java devs made a marginally good choice for beginners. still would be nice to have them though
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L1151[14:30:45] <barteks2x> For me the only place where I need unsigned values is also where I do bitwise operations, and java has unsigned bit shift.
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L1154[14:39:31] <vox> Is there a way to detect if another mod is installed, and only add specific items if it is?
L1155[14:40:26] <vox> So I can add TiCon integration only if the mod is there?
L1156[14:41:01] <sokratis12GR> Wiki Pack 2 (for 1.9) Hmm Interesting
L1157[14:41:09] <sokratis12GR> wrong chat sorry :P
L1158[14:41:20] <Xilef11> What's the correct way to spawn particles from the server in 1.8.9?
L1159[14:41:49] <Cypher121> vox: Loader.isModLoaded
L1160[14:41:54] <vox> Thanks
L1161[14:41:57] <Cypher121> I think that's still the way
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L1163[14:42:50] <Cypher121> also @Optional
L1164[14:43:27] <SkySom> @Optional only works for api interfaces
L1165[14:43:40] <SkySom> So yeah Loader.isModLoaded is more what they want.
L1166[14:43:45] <vox> boni: when you're around I'd like to talk to you
L1167[14:45:59] <tterrag> SkySom: what does that mean
L1168[14:46:05] <tterrag> @Optional can remove any method
L1169[14:46:11] <SkySom> Wait really?
L1170[14:46:37] <SkySom> Damn okay. For some reason I was told it went hand in hand with @API stuff.
L1171[14:47:04] <SkySom> That's better though guess it could cause more issues
L1172[14:48:06] <barteks2x> WTF? I can't pause execution in debug mode. It just does nothing, no reaction
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L1174[14:51:18] <Zaggy1024> Xilef11, custom particles?
L1175[14:51:23] <Xilef11> no
L1176[14:52:09] <Zaggy1024> then World.spawnParticle should work
L1177[14:52:46] <Xilef11> it doesn't
L1178[14:52:57] <Xilef11> do I need to cast to WorldServer or something?
L1179[14:53:02] <barteks2x> Minecraft uses 100% of 4 cores. How?
L1180[14:54:21] <killjoy> dynamic generation takes a lot of cpu
L1181[14:54:42] <barteks2x> but it's not multithreaded
L1182[14:55:02] <barteks2x> and the game is paused. And it froze
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L1184[14:55:36] * Temportalist shrugs
L1185[14:55:57] <Zaggy1024> Xilef11, no you shouldn't need to
L1186[14:55:58] <Zaggy1024> what are you calling exactly?
L1187[14:56:20] <Xilef11> world.spawnParticle(EnumParticleTypes.PORTAL, getPos().getX(), getPos().getY(), getPos().getZ(), 0.5F, 0.5, 0.5);
L1188[14:56:59] <barteks2x> the JVM itself froze...
L1189[14:57:30] <Temportalist> haha
L1190[14:58:20] <vox> Is there an easy way to upgrade forge in a MDK project?
L1191[14:58:40] <killjoy> change the minecraft version
L1192[14:58:50] <killjoy> so 1.9-<forgeversion>
L1193[14:58:57] <vox> Ah okay
L1194[14:59:03] <vox> So it'll autodownload the new one?
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L1196[14:59:23] <gigaherz> vox: when you rerun setupDecompWorkspace, yes
L1197[14:59:29] <vox> Awesome, thanks
L1198[14:59:31] <gigaherz> in IDEA, youcan do that directly from the gradle panel
L1199[14:59:42] <vox> Yep
L1200[14:59:53] *** williewillus is now known as willieaway
L1201[15:00:03] <killjoy> in eclipse, too
L1202[15:00:05] <gigaherz> you'll need to click the "refresh" icon in the gradle panel afterward, specially if you have changed the mappings too
L1203[15:00:12] <gigaherz> never seen a gradle panel in eclipse XD
L1204[15:00:18] <killjoy> yup
L1205[15:00:23] <killjoy> added in Mars
L1206[15:00:27] <killjoy> improved in Mars.2
L1207[15:04:04] <barteks2x> Apparently I have a world that makes JVM debugger stop responding
L1208[15:05:51] <vox> Huh
L1209[15:06:01] <gigaherz> \o/ ark update 240 is up
L1210[15:06:23] <vox> pfft who has time for games
L1211[15:06:51] <vox> Man setupDecompWorkspace is taking a *lot* longer than it has previously
L1212[15:06:59] <vox> Up to almost 5 mins now
L1213[15:07:04] <gigaherz> used to pre-1.8.9 speeds?
L1214[15:07:21] <vox> It only took like 3 total last time I did it for 1.9
L1215[15:07:25] <gigaherz> hmm
L1216[15:07:33] <vox> I've never done anything modding-related before 1.9
L1217[15:07:34] <gigaherz> it always takes roughly the same here
L1218[15:07:50] <killjoy> I've never done pre-1.7
L1219[15:07:52] <gigaherz> but then again, I don't "wait" for it
L1220[15:08:00] <killjoy> I also haven't done 1.7-pre
L1221[15:08:05] <vox> Yeah I'm watching a youtube video atm
L1222[15:08:11] <vox> That could be a contributing factor I guess
L1223[15:08:12] <gigaherz> it changed in 1.8.9, with the introduction of generics and such
L1224[15:08:18] <gigaherz> it just uses a lot more resources
L1225[15:09:04] <barteks2x> how the hell I ended up with 800 EntityWolf entities in one chunk?
L1226[15:09:19] <Gil> is there a way to have a soft dependency on a mod?
L1227[15:09:34] <Gil> the mod is optional, but if it's there, needs to be at least version X
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L1229[15:09:45] <barteks2x> I think my world loading/saving code may be duplicating entities...
L1230[15:09:46] <gigaherz> hmmm
L1231[15:09:52] <gigaherz> I don't think there's a
L1232[15:10:03] <gigaherz> hmm
L1233[15:10:04] <gigaherz> wait
L1234[15:10:04] <vox> Yo amadornes
L1235[15:10:06] <gigaherz> if you do
L1236[15:10:07] <Gil> barteks2x: I've seen that bug before
L1237[15:10:08] <vox> How're you
L1238[15:10:15] <amadornes> hey vox o/
L1239[15:10:19] <Gil> it's more prevalent in 1.5.2 IIRC
L1240[15:10:20] <gigaherz> "after:mod@[1.2,)"
L1241[15:10:28] <amadornes> I'm doing fine, what about you? :P
L1242[15:10:30] <gigaherz> no idea if that works
L1243[15:10:45] <vox> I'm sick, but at least I've got modding time now :P
L1244[15:10:50] <Gil> gigaherz: can you explain what you're trying to do with that?
L1245[15:10:55] <gigaherz> in your @Mod
L1246[15:10:58] <gigaherz> dependencies = "..."
L1247[15:11:05] <Gil> yeah, I know
L1248[15:11:06] <barteks2x> Gil, wait, was sthere simillar but in vanilla at some point?
L1249[15:11:09] <gigaherz> there's
L1250[15:11:12] <gigaherz> "before:x"
L1251[15:11:14] <gigaherz> "after:x"
L1252[15:11:17] <Gil> ah yes
L1253[15:11:20] <vox> amadornes: I decided the next step for my shield mod would be TiCon integration if it turns out to be feasible
L1254[15:11:21] <gigaherz> which let you specify order
L1255[15:11:23] <Gil> and those are soft
L1256[15:11:27] <gigaherz> then "required-before" "required-after"
L1257[15:11:30] <Gil> maybe they can be versioned
L1258[15:11:30] <gigaherz> which are strict requirements
L1259[15:11:33] <amadornes> oooh, nice vox
L1260[15:11:36] <Gil> thanks
L1261[15:11:39] <gigaherz> and I know required-x can be versioned
L1262[15:11:45] <gigaherz> but no idea about the non-strict ones
L1263[15:12:03] <amadornes> I'm currently focusing on merging MCMP into Forge and studying
L1264[15:12:04] <vox> Just waiting on boni to get online so I can talk to him about it, since I don't think there's an API
L1265[15:12:04] <gigaherz> if that doesn't work, you'll have to check if it's loaded
L1266[15:12:08] <gigaherz> and query the metadata manually
L1267[15:12:11] <vox> Nice :D
L1268[15:12:13] <amadornes> so I don't have that much time to work on other stuff
L1269[15:12:18] <vox> What're you studying for?>
L1270[15:12:33] <amadornes> Literature (Spanish)
L1271[15:12:52] <vox> fuuun :P
L1272[15:13:05] <amadornes> I hate having to memorize the names of authors and what they each made
L1273[15:13:12] <amadornes> but I guess I just have to do it...
L1274[15:13:15] <vox> I struggle with holding a conversation in Spanish, so I'm sure I'd suck at that
L1275[15:13:17] <Gil> thanks giga, big help
L1276[15:13:24] <amadornes> I'm soooo looking forward to going to university
L1277[15:13:31] <amadornes> no more subjects I don't care about :D
L1278[15:13:38] <amadornes> oh, spanish isn't a problem for me
L1279[15:13:42] <vox> Oh man you're taking AP Spanish Lit aren't you
L1280[15:13:45] <amadornes> mostly because I'm spanish :D
L1281[15:13:48] <vox> When's the test?
L1282[15:13:54] <vox> lol there you go
L1283[15:13:56] <amadornes> tomorrow :P
L1284[15:14:11] <vox> The only AP test I'm taking is World this year
L1285[15:14:16] <vox> I took AP CompSci last year
L1286[15:14:21] <amadornes> AP?
L1287[15:14:41] <killjoy> college level course in high school
L1288[15:14:48] <amadornes> oooh
L1289[15:14:49] <vox> Yep
L1290[15:14:51] <amadornes> I'd love to do those
L1291[15:15:01] <amadornes> but sadly that's not a thing here...
L1292[15:15:12] <vox> Ah, not a thing around you?
L1293[15:15:12] <boni> vox: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/library/TinkerRegistry.java
L1294[15:15:15] <boni> there you go
L1295[15:15:16] <boni> *off to bed*
L1296[15:15:22] <amadornes> ohai boni
L1297[15:15:23] <vox> One sec if you don't mind
L1298[15:15:34] <vox> Any good way to add new parts to the part builder?
L1299[15:15:39] <vox> Or is that in there?
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L1301[15:16:58] <vox> Oh nice, I see it. Thanks!
L1302[15:17:09] <Gil> I made an extension to ore recipes that accepts FluidStack arguments :D
L1303[15:17:34] <Gil> so you can say: this shapeless recipe needs 1000mB of water
L1304[15:17:36] <gigaherz> o_O
L1305[15:17:43] <gigaherz> wat
L1306[15:17:49] <gigaherz> how do you get that fluid in it?
L1307[15:17:50] <Gil> or this shaped recipe requires at least 300mB of honey in this slot
L1308[15:17:54] <gigaherz> does it check for item tanks?
L1309[15:18:00] <Gil> item containers
L1310[15:18:05] <gigaherz> interesting
L1311[15:18:09] <gigaherz> and nice idea
L1312[15:18:14] <Gil> so it automatically works with any mod added fluid containers of any size
L1313[15:18:28] <gigaherz> how does it handle non-partial containers?
L1314[15:18:31] <gigaherz> such as a bucket?
L1315[15:19:00] <Gil> well, if there's more liquid in the recipe than needed, it consumes that
L1316[15:19:12] <gigaherz> ewh
L1317[15:19:17] <vox> Go submit a PR to Forge that makes buckets partial
L1318[15:19:18] <vox> :P
L1319[15:19:27] <Gil> but if you put in too many buckets, it doesn't accept it
L1320[15:19:27] <Gil> so a 300mB recipe will consume a full bucket
L1321[15:19:29] <Gil> but it won't consume two
L1322[15:19:42] <Gil> lol vox
L1323[15:19:46] <vox> :P
L1324[15:19:46] <Gil> that'd be epic
L1325[15:19:51] <killjoy> Who decided that 100mB = 1B?
L1326[15:19:52] <Gil> and break all mods ever
L1327[15:19:57] <gigaherz> killjoy: 1000
L1328[15:19:58] <vox> killjoy: it's 1000
L1329[15:19:58] <killjoy> Shouldn't it be 1000mB?
L1330[15:20:01] <gigaherz> milliBuckets
L1331[15:20:08] <killjoy> k
L1332[15:20:09] <vox> It is :P
L1333[15:20:12] <Gil> killjoy: it IS 1000
L1334[15:20:18] <killjoy> I got it
L1335[15:20:24] <killjoy> 3 times is enough
L1336[15:20:26] <gigaherz> ;P
L1337[15:20:29] <vox> lol
L1338[15:21:20] <Gil> in any case, I like it
L1339[15:21:30] <Gil> 99% of fluid containers is 1000mB anyway
L1340[15:21:39] <gigaherz> portable tanks ;P
L1341[15:21:47] <Gil> ah yes
L1342[15:21:55] <Gil> you might want to be careful with those XD
L1343[15:21:56] <gigaherz> there's some with like 64B capacity
L1344[15:22:09] <Gil> oh wait
L1345[15:22:11] *** manmaed is now known as manmaed|AFK
L1346[15:22:12] <gigaherz> so I'd be really annoyed if it doesn't support taking aprtial amounts from containers that CAN take partialamounts
L1347[15:22:25] <Gil> is there a way to detect partial containers like that?
L1348[15:22:35] <Gil> do they use an interface?
L1349[15:22:37] <Gil> I could add that
L1350[15:23:00] <Gil> not sure how, but I'll at least put it on the todo
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L1352[15:23:16] <gigaherz> I have no idea if itemstacks can be partially processed
L1353[15:23:30] <gigaherz> hmm yes
L1354[15:23:31] <gigaherz> IFluidContainerItem
L1355[15:23:35] <gigaherz> fill and drain
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L1358[15:25:00] <Gil> I'm not quite sure where in an IRecipe I need to drain it though
L1359[15:25:08] <Gil> I always get fuzzy about that
L1360[15:25:46] <Gil> like what the actual point of crafting is
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L1362[15:27:28] <gigaherz> hmm if this is 1.8+
L1363[15:27:38] <Gil> it's not
L1364[15:27:39] <gigaherz> there's a getRemainingItems
L1365[15:27:41] <gigaherz> if not
L1366[15:27:44] <gigaherz> then you should be using 1.8+
L1367[15:27:47] <Gil> lol
L1368[15:28:08] <gigaherz> 1.9 RB was released today
L1369[15:28:10] <Gil> actually, that's fine, I'll add partial containers in 1.8+ then :)
L1370[15:28:15] <gigaherz> you areofficially 3 versions behind.
L1371[15:28:46] <Gil> I don't see many people trying to craft with tanks anyway
L1372[15:28:50] <gigaherz> and forge plans to go 1.9.3 as soon as 1.9.3 releases, with an RB for 1.9.3 a week after that
L1373[15:28:51] <Gil> it sounds cool though :D
L1374[15:28:53] <Gil> really cool
L1375[15:29:12] <Gil> not my mod gigaherz
L1376[15:29:16] <gigaherz> so within a couple weeks, you could be 4 versions behind ;P
L1377[15:29:20] <Gil> so not sure how the 1.8 goes
L1378[15:29:24] <gigaherz> heh
L1379[15:29:31] <Gil> I'm just helping out
L1380[15:29:38] <Gil> it had some horrible integration
L1381[15:29:51] <Gil> agnostic fluid recipes goes a long way to fix that
L1382[15:30:29] <Gil> but I'm not going to step up and update a full mod just because it'd be a good thing :p
L1383[15:30:38] <gigaherz> pff too bad ;P
L1384[15:31:01] <gigaherz> williewillus did: he updated botania and projectE to 1.8, then 1.8.9 then 1.9
L1385[15:31:15] <gigaherz> or at least 1.8.9
L1386[15:31:21] <gigaherz> can't remember if he did 1.8 before that
L1387[15:31:44] <Gil> so one of our users asked if a recipe could not consume water bottles
L1388[15:32:11] <Gil> it seems like empty water bottles are registered as containers, but water bottles don't have empty water bottles as a container item
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L1390[15:33:35] <gigaherz> then the conversion would be to "null"?
L1391[15:34:02] <gigaherz> they arep robably designed to be spent on use, like the cans in other mods
L1392[15:35:19] <Gil> hmmm
L1393[15:35:22] <Gil> yeah, probably
L1394[15:35:59] <Gil> we're going to make an optional config probably, that lets you make vanilla water bottles to return the bottle
L1395[15:36:05] <Gil> for users that want that behavior
L1396[15:36:47] <masa> how much use will there be at this point for new content in 1.7.10?
L1397[15:37:02] <masa> I mean how many people are going t ostill be making new packs and configs and stuff
L1398[15:37:29] <Gil> tons and tons
L1399[15:37:36] <gigaherz> sadly, quite a lot
L1400[15:37:48] <gigaherz> just like how there's still people messing with 1.6.4 and such
L1401[15:38:08] <Gil> there was a pack that only switched to 1.7.10 a few months ago on FTB IIRC
L1402[15:38:23] <Gil> so they won't be going 1.8+ any time soon
L1403[15:38:35] <Gil> why sadly gigaherz?
L1404[15:38:37] *** Gil was kicked by LexManos (Stop updating old shit))
L1405[15:38:49] ⇨ Joins: Gil (uid147942@id-147942.brockwell.irccloud.com)
L1406[15:39:09] <gigaherz> Gil: because of all the awesome new features being developed
L1407[15:39:13] <gigaherz> i'm not against the retro feel
L1408[15:39:32] <Gil> as an end user, I don't mind making packs of old stuff
L1409[15:39:41] <Gil> as a programmer, I like my mods up to date
L1410[15:39:59] <Gil> here's the thing though, as a contributor to a mod, I'm not sure :p
L1411[15:40:04] <LexManos> Making old packs is fine, making old mods is not.
L1412[15:40:27] <Gil> so you wouldn't contribute code to a mod, because it's not updated yet?
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L1414[15:40:44] <LexManos> yes
L1415[15:40:50] <Gil> I get that
L1416[15:40:56] *** willieaway is now known as williewillus
L1417[15:41:06] <LexManos> Updating old mods and pushing new features to them just legitimizes people using those old versions.
L1418[15:41:17] <LexManos> "Want this cool new feature? To bad, you have to update"
L1419[15:41:34] <Gil> btw, LexManos, I found an old IRC log a while back which had our first conversation where I told you about Forge :D
L1420[15:41:48] <Gil> nostalgia
L1421[15:41:50] <gigaherz> up until today, I was maintaining both 1.8.9 and 1.9 versions of my mods in parallel
L1422[15:41:54] <gigaherz> literally programming in one version
L1423[15:42:00] <gigaherz> and cherry-picking from the other branch
L1424[15:42:03] *** Gil was kicked by LexManos (dont ping me. Also I have no idea who you are so meh.))
L1425[15:42:29] ⇨ Joins: Gil (uid147942@id-147942.brockwell.irccloud.com)
L1426[15:42:35] <gigaherz> but since 1.9 is RB now, i'll probably "deprecate" the 1.8.9 branch
L1427[15:42:42] <gigaherz> keep it bugfix-only
L1428[15:42:50] <LexManos> That's acceptible, if you want to do more work for yourself and work on the latest versionS then fine.
L1429[15:43:05] <Gil> you don't remember me? awwww
L1430[15:43:10] <Gil> ah well, such is life :p
L1431[15:43:10] <Javaschreiber> I'm currently working on the VillagerRegistry, trying to make the trades a little easier to work with. Is it considered save to return an entire trade list for the modders to modify, or should it be kept away from them?
L1432[15:43:13] <williewillus> for PE since "Main dev" is tecchnically still on 1.7 (but no one does anything)
L1433[15:43:14] <LexManos> But holding back the new version in favor of the old version is, no questions about it, add retarded.
L1434[15:43:17] <williewillus> I just merge 1.7 into 1.8/9
L1435[15:43:32] <williewillus> but it's essentially on 1.9 no one else does anything on master anymore :P
L1436[15:43:40] <gigaherz> lol
L1437[15:43:42] <Gil> I was the one that introduced you to Eloraam, ages ago
L1438[15:43:46] <Gil> and I found that convo
L1439[15:43:50] <Gil> made me nostalgic :)
L1440[15:43:50] <LexManos> The modders shouldnt have the entire trade list.
L1441[15:43:56] <LexManos> they need to go through the add functions
L1442[15:44:02] <LexManos> ah, well hi.
L1443[15:44:17] <Javaschreiber> Lex, but what if they want to remove certain recipes?
L1444[15:44:19] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1445[15:44:27] <Gil> anyway, back to my fluid recipes
L1446[15:44:35] <Javaschreiber> *trades
L1447[15:44:43] <LexManos> removal is trickey as there isnt a unique system.
L1448[15:45:00] <LexManos> But meh they can have remove functions
L1449[15:45:10] <Javaschreiber> Thanks
L1450[15:45:55] <williewillus> oh yeah that reminds me
L1451[15:45:59] <williewillus> any progress on fluid caps?
L1452[15:46:15] <williewillus> that really should be in asap imo
L1453[15:47:05] <LexManos> But ya, Forge before I came along... literally nothing like what it is today ;)
L1454[15:47:29] <williewillus> lol
L1455[15:47:33] <gigaherz> I wasn't around back then
L1456[15:47:33] <Gil> true
L1457[15:47:45] <gigaherz> did a little bit of modding on 1.4.7
L1458[15:47:48] <Gil> Lex: you replaced me actually :p
L1459[15:47:54] <gigaherz> and just 1.4.7 compared to now...
L1460[15:47:54] <Gil> which is most probably a good thing
L1461[15:48:10] <LexManos> ? I dont remember your name being associated with the project.
L1462[15:48:11] <LexManos> but meh
L1463[15:48:20] <Gil> I was just doing stuff for Elo
L1464[15:48:34] <LexManos> Literally the only thing remaining from the old crew are comments and empty lines.
L1465[15:48:38] <williewillus> lol
L1466[15:48:39] <Gil> but I was working on it for only a day or so when you took over from me
L1467[15:49:09] <williewillus> there's traces of modloader stuff in FML still :P
L1468[15:49:11] <Gil> I think the first installer for Forge was mine and that was used for exactly one version
L1469[15:49:29] <Gil> so aside from a single .bat file for one version, nothing I did was ever in Forge :)
L1470[15:49:30] <williewillus> one of the FML classes still tests for classes extending BaseMod :P
L1471[15:49:39] <LexManos> <williewillus> there's traces of modloader stuff in FML still
L1472[15:49:42] <LexManos> No.. no there isn't.
L1473[15:49:57] <LexManos> There was never any ModLoader code in FML, that's the entire point.
L1474[15:50:04] <williewillus> I mean modloader compat stuff
L1475[15:50:20] <williewillus> implementation/compat/whatever you call it :P
L1476[15:50:24] <LexManos> ah well ya.. theres some dead code around
L1477[15:50:25] <Gil> lol, is there any mods still developing for ML?
L1478[15:50:27] <williewillus> no
L1479[15:50:35] <williewillus> it died after 1.6 and shouldve died a lot earlier
L1480[15:50:49] <Gil> risu is too stubborn
L1481[15:51:09] <Gil> I liked risu though, been years since I saw him
L1482[15:51:16] <gigaherz> not ml, thankfully, but there's other loaders, mostly LiteLoader, that are used by people
L1483[15:51:50] <williewillus> oh the class i was talking about is ASMModParser
L1484[15:52:04] <vox> How do I actually use APIs from other mods? I have this TiCon library code but I don't want to include it in my mod code
L1485[15:52:06] <williewillus> still has checks for "net.minecraft.src.BaseMod" haha
L1486[15:52:14] <vox> Also I need to make sure not to load it if TiCon isn't installed
L1487[15:52:19] <williewillus> vox: what kind of library code is this?
L1488[15:52:20] <Gil> vox: put it in the API folder
L1489[15:52:30] <vox> https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/library/TinkerRegistry.java
L1490[15:52:48] <Zaggy1024> lighting glitches galore http://i.imgur.com/PnL95FP.png
L1491[15:53:07] <gigaherz> vox: put all the code in a separate class
L1492[15:53:08] <vox> Also if I add TiCon integration I'm going to have to depend on Mantle, aren't I.... ugh
L1493[15:53:10] <gigaherz> that references it
L1494[15:53:13] <vox> Okay
L1495[15:53:24] <gigaherz> using Ticon as a library
L1496[15:53:27] <LexManos> anyways out, gunna start dinner I think...
L1497[15:53:29] <gigaherz> preferably maven if they have it
L1498[15:53:34] <gigaherz> then
L1499[15:53:34] <vox> Okay
L1500[15:53:46] <gigaherz> using Loader.isModloaded
L1501[15:53:51] <gigaherz> you use reflection to instantiate that class
L1502[15:53:58] <williewillus> Zaggy1024: why does the lava look extra cheesy
L1503[15:53:59] <gigaherz> which would expose a mod-agnostic interface
L1504[15:54:09] <gigaherz> so that you can reference it
L1505[15:54:10] <Zaggy1024> it's a different type of lava
L1506[15:54:15] <gigaherz> similar to like, the proxies
L1507[15:54:18] <williewillus> cheeselava
L1508[15:54:22] <vox> Aah cool
L1509[15:54:25] <vox> Okay, cool. I've never used Java's reflection before but I'll look into it more
L1510[15:54:36] <Zaggy1024> I don't think it's safe to eat though
L1511[15:54:36] <Gil> williewillus: maybe I should add a cheese liquid
L1512[15:54:39] <gigaherz> Class.fromName("full class name including package").newInstance()
L1513[15:54:43] <Gil> with a block representation
L1514[15:54:52] <Gil> so we can have lakes of molten cheese
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L1516[15:56:53] <vox> Where would I do these Loader.iML checks?
L1517[15:57:51] <sokratis12GR> why this array doesn't work properly ? https://paste.ee/p/fGqYG I mean it loads the other stuffs but regrets to load the int[]
L1518[15:57:53] <gigaherz> well, wherever you need these bindings to be initialized
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L1520[15:58:05] <gigaherz> maybe instantiate in preInit
L1521[15:58:36] <williewillus> sokratis12GR: how does it not work?
L1522[15:58:37] <gigaherz> and leave your "ITiConBindings" instance stored in a field somewhere, so that you can call it
L1523[15:59:19] <vox> Thanks, not a bad idea
L1524[15:59:32] <sokratis12GR> williewillus: whenever the player types an integer ingame or just left it as it was it doesn't show to have armor protection, no armor points are shown
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L1527[16:03:27] <tterrag> the real question is why you have a size 5 array and then start at index 1
L1528[16:03:53] <williewillus> lol
L1529[16:04:03] <williewillus> or just have five fields
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L1531[16:05:13] <vox> Does Loader.iML take the mod ID or the full name?
L1532[16:05:44] <sokratis12GR> tterrag: because whenever i set it to 4 crashes for some reason
L1533[16:05:54] <tterrag> -_______-
L1534[16:06:05] <sokratis12GR> wtf i'm so noob
L1535[16:06:06] <tterrag> stop making mods and go learn java, now
L1536[16:06:11] <sokratis12GR> sorry
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L1538[16:06:15] <sokratis12GR> it has to start with 0
L1539[16:06:15] <sokratis12GR> ...
L1540[16:06:33] <tterrag> yes, arrays are 0 indexed
L1541[16:06:40] <gigaherz> even VB6, which defaulted to 1
L1542[16:06:43] <tterrag> I don't say it to be mean, I say it to help you
L1543[16:06:45] <tterrag> go learn java.
L1544[16:06:49] <gigaherz> was often used with "Option Base 0" to make it 0 instead
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L1550[16:10:03] <gigaherz> we aren't joking when we keep telling people who try to mod without having proper knowledge of the basic concepts of programming
L1551[16:10:13] <gigaherz> would try to read a programming book
L1552[16:10:28] <gigaherz> and be like "ooooh, so THAT's why!" over and over
L1553[16:10:44] <unascribed> this is like the fifth time sokratis12GR has asked a really dumb question that would be solved by learning the language
L1554[16:10:52] <unascribed> and he's been told every single time to GO LEARN JAVA GOD DAMN IT
L1555[16:11:13] <williewillus> your comments arent helping
L1556[16:11:13] <williewillus> :P
L1557[16:11:16] <unascribed> It's a waste of your time, it's a waste of our time, and it makes everyone facepalm simultaneously
L1558[16:11:16] <gigaherz> and no, "I don't learn this way" isn't an excuse -- you are avoiding the whole "learning" part, and just memorizing some patterns
L1559[16:11:26] <Intektor> the worst thing is, he getting really many downloads without knowing anything
L1560[16:11:28] <b0bst3r> Anyone know of any server tools - things like tps/timings etc for 1.9?
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L1562[16:11:38] <gigaherz> b0bst3r: /forgetps
L1563[16:11:40] <williewillus> the builtin vanilla profiler
L1564[16:11:41] <gigaherz> b0bst3r: /forge tps
L1565[16:11:43] <gigaherz> it's builtin
L1566[16:11:49] <williewillus> /debug start|stop
L1567[16:11:51] <sokratis12GR> gigaherz: I did what you told me i bought a java book
L1568[16:11:52] <williewillus> for the vanilla one
L1569[16:11:56] <b0bst3r> oh nice thanks
L1570[16:11:57] <Gil> Intektor: he's got a mod?
L1571[16:11:58] <Gil> lol
L1572[16:12:01] <Intektor> yes
L1573[16:12:06] <Intektor> and it has 90k downloads
L1574[16:12:11] <Gil> link me
L1575[16:12:16] <Gil> is it dirt to diamonds?
L1576[16:12:18] <Intektor> a mod he probably created by using youtuibe tutorials
L1577[16:12:18] <williewillus> who does?
L1578[16:12:22] <Gil> or obsidian tools?
L1579[16:12:35] <vox> Lol http://ftb.gamepedia.com/Sokratis12GR
L1580[16:12:36] <Intektor> no he created many classes extending ItemArmor
L1581[16:12:44] <LexManos> you know, the index isnt even the issue
L1582[16:12:46] ⇨ Joins: Drullkus (~Dru11kus@2601:646:8301:8947:540e:9324:f3c0:9ad)
L1583[16:12:46] <Intektor> and gave them onArmortick potion effects
L1584[16:12:51] <LexManos> hes allocating one to many and thus is working fine.
L1585[16:12:51] <sokratis12GR> I didn't used any tutorials for the armors
L1586[16:12:53] <LexManos> But whatever
L1587[16:12:55] <vox> This mod: http://ftb.gamepedia.com/ArmorPlus
L1588[16:12:59] <Intektor> yes
L1589[16:13:13] <gigaherz> the idea is nice
L1590[16:13:16] <gigaherz> TiCon-like armor
L1591[16:13:27] <gigaherz> no wait
L1592[16:13:31] <gigaherz> that was Armoury?
L1593[16:13:34] <Gil> ArmorsPlus XD
L1594[16:13:35] <gigaherz> Armory?
L1595[16:13:35] <Intektor> So when I am working really hard on my mods, for many many days, and I am happy with 5k downloads, he has done nothing and gets 90k, I hate that fact
L1596[16:13:37] <Gil> too funny
L1597[16:13:49] <Gil> so obsidian tools mod basically
L1598[16:13:51] <gigaherz> yeah those aren't the flexible ones I was thinking of
L1599[16:13:51] <williewillus> Intektor: that's life
L1600[16:13:58] <williewillus> putting him down does no good
L1601[16:13:58] <Gil> take vanilla classes, copy paste them
L1602[16:13:59] <heldplayer> Lex: the problem he was having was it crashing when he set the size to 4, which is uh... pretty stupid
L1603[16:14:14] <vox> Here's the CurseForge link: http://minecraft.curseforge.com/projects/armorplus
L1604[16:14:14] <LexManos> oh ya noob
L1605[16:14:29] <vox> Yep, literally just vanilla code and some textures
L1606[16:14:32] <LexManos> http://www.traegergrills.com/recipes/pork/smoked-pork-tenderloins
L1607[16:14:36] <LexManos> Dinner topnight --^
L1608[16:14:40] <Intektor> even lex sais that :D
L1609[16:14:52] * heldplayer drools
L1610[16:14:53] * gigaherz drools
L1611[16:14:58] * unascribed ignites
L1612[16:15:07] <vox> https://github.com/sokratis12GR/ArmorPlus
L1613[16:15:08] <heldplayer> Not sure who was first
L1614[16:15:09] * williewillus drools on unascribed
L1615[16:15:10] * sham1 drools
L1616[16:15:17] * unascribed emits steam
L1617[16:15:17] <vox> That looks awesome
L1618[16:15:22] <sham1> I'm back btw
L1619[16:15:23] <Gil> most noob mods fall into 3 categories
L1620[16:15:24] <b0bst3r> Anyone else get stuck in their bed whilst sleeping?? pressing Leave Bed does nothing (forge 1887, MC 1.9)
L1621[16:15:27] <gigaherz> I cooked some pork yesterday, not smoked though
L1622[16:15:31] ⇦ Quits: Xilef11 (~xilef11@209.195.101.19) (Quit: Leaving)
L1623[16:15:36] <Gil> 1) dirt to diamonds: recipe mods that make the game easier
L1624[16:15:36] <williewillus> sham1: from?
L1625[16:15:40] <Trent> i had a tough time getting out of bed today.
L1626[16:15:55] <Gil> 2) obsidian tools: copy paste vanilla classes, retexture them
L1627[16:15:56] <b0bst3r> Only way to get out is to X Minecraft and reload
L1628[16:15:57] <sham1> From hibernation
L1629[16:16:06] <Gil> 3) a slightly altered tutorial mod
L1630[16:16:11] <williewillus> b0bst3r: does esc not work?
L1631[16:16:12] <Intektor> its 11pm, I really dont want to eat right now :D
L1632[16:16:21] <b0bst3r> nope
L1633[16:16:32] <williewillus> Gil: i don't see a problem with making small mods like that to start
L1634[16:16:36] <williewillus> the problem is copy pasting
L1635[16:16:44] <heldplayer> http://ftb.gamepedia.com/Diamond_Dimension
L1636[16:16:47] <Intektor> his mod is completly copy and pasting
L1637[16:16:48] <unascribed> I should make TheUltimateToolsCraftPlus Reloaded
L1638[16:16:50] <heldplayer> I just...
L1639[16:16:52] <heldplayer> Why
L1640[16:16:55] <Gil> williewillus: it's not a problem
L1641[16:16:56] <sham1> Copypasta can be pretty stronk at times
L1642[16:16:58] <Gil> I encourage it
L1643[16:17:05] <Gil> it's just funny as hell
L1644[16:17:34] <Intektor> If I knew, you can generate so many downloads with retexturing armors, Id be rich now :P
L1645[16:17:38] <gigaherz> Intektor: I wrote a mod with ender chests for 1.8.9/1.9 a week ago
L1646[16:17:41] <gigaherz> because someone suggested it here
L1647[16:17:46] <Intektor> I know
L1648[16:17:49] <Gil> of course, I reserve the right to laugh when he asks questions about basic programming stuff :p
L1649[16:17:49] <Intektor> Ive seen it
L1650[16:17:50] ⇨ Joins: Fye (~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L1651[16:17:51] <Intektor> prettzy nice
L1652[16:17:58] <gigaherz> it got more downloads in one week than half my mods together
L1653[16:18:05] ⇦ Quits: Fye (~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it) (Client Quit)
L1654[16:18:11] <Intektor> how many has it?
L1655[16:18:19] <heldplayer> About tree fiddy
L1656[16:18:22] <gigaherz> 2180 right now
L1657[16:18:27] <Intektor> well
L1658[16:18:31] <Gil> gigaherz: linky
L1659[16:18:32] <Intektor> sometimes you have to be lucky
L1660[16:18:42] <gigaherz> http://minecraft.curseforge.com/projects/enderthing
L1661[16:18:44] <Intektor> Lucky Cases got in 5 days 6k
L1662[16:18:48] <gigaherz> in comparison, Survivalist has 1300
L1663[16:18:56] <Gil> I had a mod that had 70k downloads in a week once, that was funny
L1664[16:19:15] <gigaherz> and Elements of Power has 1300
L1665[16:19:15] <Intektor> look at sokrates, he has got 90k with copy and pasting
L1666[16:19:36] <gigaherz> my biggest mod by far is this http://minecraft.curseforge.com/projects/ender-rift
L1667[16:19:39] <gigaherz> and it barely has 30k
L1668[16:20:02] <Gil> my biggest mod was Better Then Buildcraft, which I only maintained
L1669[16:20:06] <gigaherz> the difference? the other 4 mods were things I wanted
L1670[16:20:12] <Intektor> maybe you have to write mods, that are more functional, like that one Ive done: http://minecraft.curseforge.com/projects/grapple-hooks
L1671[16:20:16] <gigaherz> Enderthing filled a hole
L1672[16:20:21] <Intektor> thats true
L1673[16:20:39] <Intektor> it really helps, but wasn't there a mod which has done exactly the same before?
L1674[16:20:49] <unascribed> that's what he means by "filled a hole"
L1675[16:20:59] <unascribed> it replaced CB's EnderStorage which never got updated to 1.8+
L1676[16:21:16] <Intektor> so you can like color dye code your ender chests?
L1677[16:21:19] <gigaherz> yup
L1678[16:21:28] <Intektor> ah nice
L1679[16:21:46] <gigaherz> you can craft "keys" which let you access the color-coded contents from ANY ender chest
L1680[16:21:47] <Intektor> I am currently working on the dumbest mod ever :D
L1681[16:21:50] <Gil> I don't give a rat's ass about downloads though
L1682[16:21:55] <gigaherz> "locks" which fix a color codei nto a chest
L1683[16:21:59] <Gil> I make mods because I like making mods
L1684[16:22:10] <Gil> most of my mods aren't released in public
L1685[16:22:16] <Intektor> I am creating a drone mod, so you can shoot players with a remote controlled drone :D
L1686[16:22:24] <gigaherz> "security cards" which let you bind a private network inventory so it's automatable
L1687[16:22:39] <gigaherz> and packs (backpacks) for on-the-go access
L1688[16:22:51] <Intektor> I think this one has great potential to be very popular for modpack creators
L1689[16:23:05] <gigaherz> lol
L1690[16:23:14] ⇦ Quits: sokratis12GR (sokratis12@62.221.158.165) (Quit: Night all (2am, 7am school))
L1691[16:23:15] <Intektor> I mean yours, not mine :D
L1692[16:23:24] <gigaherz> heh
L1693[16:23:28] <Intektor> mine is bullshit
L1694[16:23:51] <Gil> I just wrote a couple thousands line of code for a pack
L1695[16:23:52] <gigaherz> also: SEO
L1696[16:23:55] <Dustine> beats my noob mod .u.
L1697[16:23:57] <Gil> a pack that I will play myself
L1698[16:23:58] <gigaherz> if you search for "ender chest" in curseforge
L1699[16:23:59] <Gil> for a week
L1700[16:23:59] <Intektor> I think sokrates will never join again now :(
L1701[16:24:00] <gigaherz> mine is #1 ;P
L1702[16:24:33] <Intektor> if you search for jetpack, mine is first too :)
L1703[16:25:05] <Intektor> a pretty easy mod, but at least it's not copy and paste
L1704[16:25:09] <gigaherz> is that the one where the wooden one explodes?
L1705[16:25:11] <Intektor> and people seem to be liking it
L1706[16:25:13] <Intektor> yes :D
L1707[16:25:21] <Gil> do you guys write mods just for yourself?
L1708[16:25:27] <gigaherz> sortof
L1709[16:25:27] <Gil> or am I the only one that does that?
L1710[16:25:32] <gigaherz> but not reallyu
L1711[16:25:34] <gigaherz> -u
L1712[16:25:35] <Dustine> i do, but i've only ever written one so
L1713[16:25:37] <Gil> like I'll make a small pack and write a few things for it
L1714[16:25:38] <gigaherz> I write ideas
L1715[16:25:38] ⇦ Quits: catchin (~catchin@dhcp-v027-175.mobile.uci.edu) (Quit: http://catchin.bandcamp.com)
L1716[16:25:41] <Intektor> I sometimes play with my schoolfriend
L1717[16:25:47] <Dustine> like, i don't see anyone ever using mine so i just keep them for myself
L1718[16:25:51] <gigaherz> some of them DO come from playing a pack and missing X
L1719[16:26:07] <MrSlick> Oh man, I really like these oracle java docs. They are so helpful for brushing up on java again.
L1720[16:26:08] <gigaherz> but others are things I think would be interesting
L1721[16:26:08] <Intektor> but I want to see people getting exploded by my wooden jetpack
L1722[16:26:11] <unascribed> all of my mods come from playing a pack and going "X would be cool"
L1723[16:26:12] <unascribed> :P
L1724[16:26:13] <Gil> it's just that when it comes to finishing and releasing a mod, that's boring
L1725[16:26:26] *** williewillus is now known as willieaway
L1726[16:26:27] <gigaherz> like my magic mod
L1727[16:26:28] <thor12022> most of the mods I've done I started for some modpack or other I was working on
L1728[16:26:36] <gigaherz> the original idea DID come to me while playing a pack
L1729[16:26:39] <Gil> also, say I do release a mod
L1730[16:26:45] <Gil> I don't care if you play it
L1731[16:26:48] <gigaherz> I was doing thaumcraft and ars magica
L1732[16:26:57] <Gil> so if you file a bug request, I'm going to be like "eh"
L1733[16:27:08] <gigaherz> and I thought "geh, too complicated, I want something where I can just simply take a staff ,and make things go boom"
L1734[16:27:13] <Intektor> gigaherz, what's your most downloaded mod right now?
L1735[16:27:16] <gigaherz> and Elements of Power was born
L1736[16:27:26] <gigaherz> Intektor: Ender-Rift, by far, double as much as Packing Tape
L1737[16:27:33] <Gil> I wrote a huge magic mod because Ars Magicka is so buggy and I wanted spells XD
L1738[16:28:00] <unascribed> I wrote a tiny magic mod because my modpack didn't have flight
L1739[16:28:12] <unascribed> and SimplyJetpacks is a massively imbalanced ridiculous thing
L1740[16:28:23] <Gil> I deliberately remove flight from my packs
L1741[16:28:27] <gigaherz> IMO the future of flight is powered elytra
L1742[16:28:31] <Intektor> you seem thats why I wrote Just Jetpacks
L1743[16:28:34] <Gil> flight is creative mod imo
L1744[16:28:35] <Intektor> mine is way better
L1745[16:28:41] <sham1> Is Powered Elytras a thing yet?
L1746[16:28:51] <gigaherz> sham1: not powered by themselves
L1747[16:28:52] <gigaherz> like
L1748[16:28:52] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2016-05-01-2019-19.mp4
L1749[16:29:08] <Gil> I want to play with Psi, but the mods I use aren't updated to 1.8+ yet
L1750[16:29:10] <gigaherz> or Blood Magic's Air Sigils
L1751[16:29:17] <Intektor> http://minecraft.curseforge.com/projects/just-jetpacks
L1752[16:29:20] <unascribed> or Psi's Add Motion trick
L1753[16:29:41] ⇦ Quits: bochen415 (~bochen415@46.101.38.101) (Quit: quit)
L1754[16:29:47] <gigaherz> or some mod that adds Jet Boots
L1755[16:29:47] <Gil> I love Witchery's broom
L1756[16:29:47] <gigaherz> ;P
L1757[16:29:51] <gigaherz> if anyone writes it
L1758[16:29:53] <Gil> because it's so fucking useless
L1759[16:29:55] <sham1> I'd just put jet engines to my Elytra and be done with it
L1760[16:29:59] ⇨ Joins: bochen415 (~bochen415@46.101.38.101)
L1761[16:30:03] <Intektor> JetBoots?
L1762[16:30:05] <gigaherz> but then that's just a jetpack ;P
L1763[16:30:06] <unascribed> I've been thinking of making a Jet Boots mod specifically designed for use with Backlytra / 1.9 Elytra
L1764[16:30:10] <Intektor> Ive done that
L1765[16:30:12] <Gil> like, learning to use the broom properly in Witchery is an achievement
L1766[16:30:15] <sham1> A glider jetpack
L1767[16:30:17] <Intektor> I've done double jump shoes
L1768[16:30:19] <Gil> mostly you just bump into things
L1769[16:30:20] <gigaherz> yeah so
L1770[16:30:24] <gigaherz> make it an actual glider jetpack
L1771[16:30:31] <gigaherz> that reuses the gliding capability of the elytra
L1772[16:30:46] * gigaherz looks at Intektor with putty eyes
L1773[16:30:50] <unascribed> putty?
L1774[16:30:58] <gigaherz> puppy*
L1775[16:31:05] <sham1> Putty is a nice thing
L1776[16:31:24] * Intektor asks himself, why gigaherz does that
L1777[16:31:41] <unascribed> jeeeet boots
L1778[16:32:10] <Intektor> well, take a look at this mod:http://minecraft.curseforge.com/projects/modifiable-armor-2-0?gameCategorySlug=mc-mods&projectID=243930
L1779[16:32:11] <unascribed> a helmet with a turbine in it that measures your speed would also be cool
L1780[16:32:44] <sham1> The airspeed velocity of an Elytra
L1781[16:33:01] <Intektor> gigaherz
L1782[16:33:05] <Intektor> I need your help
L1783[16:33:25] <gigaherz> hm?
L1784[16:34:08] <Intektor> wait a min
L1785[16:34:51] <Intektor> http://i.imgur.com/Dyt11PU.png http://i.imgur.com/CklNtkK.png you can't get the enchentment in a enchantmwent table
L1786[16:34:58] <Intektor> I tried at least 200 times
L1787[16:35:32] ⇦ Quits: synthetica (~synthetic@cpe-98-27-161-235.neo.res.rr.com) (Quit: Leaving)
L1788[16:35:40] <gigaherz> 1.9?
L1789[16:35:44] <Intektor> yes
L1790[16:35:50] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/scraping/EnchantmentScraping.java#L11
L1791[16:35:52] <gigaherz> I just do this
L1792[16:36:22] ⇦ Quits: alex_6611 (~alex_6611@p5493687B.dip0.t-ipconnect.de) (Ping timeout: 190 seconds)
L1793[16:37:28] <gigaherz> I don't see anything intrinsically different
L1794[16:37:36] <gigaherz> WAIT WAIT WAIT
L1795[16:37:42] <gigaherz> ARMOR_FEET
L1796[16:37:44] <gigaherz> slot.LEGS
L1797[16:38:06] <gigaherz> there's nothing that is feet armor, but goes on the legs
L1798[16:38:10] <gigaherz> XD
L1799[16:39:28] <gigaherz> hmm although
L1800[16:39:34] <gigaherz> that value is only checked in the creative tabs
L1801[16:39:43] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See ya.)
L1802[16:39:49] <gigaherz> ah no nm
L1803[16:39:54] <gigaherz> canEnchantItem also checks it
L1804[16:40:07] <gigaherz> yeah, Intektor, that's probably it.
L1805[16:40:11] <Intektor> what?
L1806[16:40:13] <Intektor> tell me
L1807[16:40:15] <Intektor> plsplsplsplspsl
L1808[16:40:16] ⇦ Quits: raoulvdberge (uid95673@id-95673.richmond.irccloud.com) (Quit: Connection closed for inactivity)
L1809[16:40:21] <gigaherz> [23:37] (gigaherz): ARMOR_FEET
L1810[16:40:21] <gigaherz> [23:37] (gigaherz): slot.LEGS
L1811[16:40:33] <Intektor> I completly copied what you died, just to check
L1812[16:41:15] <Intektor> did, not died :D
L1813[16:41:25] <gigaherz> EnumEnchantmentType#canEnchantItem checks the armor slot
L1814[16:42:20] <gigaherz> EntityEquipmentSlot.LEGS only works for ARMOR_LEGS or ALL or BRAKABLE
L1815[16:42:27] <gigaherz> or ARMOR
L1816[16:42:34] <gigaherz> but not ARMOR_FEET
L1817[16:42:37] <gigaherz> ;P
L1818[16:42:47] <Intektor> ah
L1819[16:42:55] <Intektor> but it is still not working :(
L1820[16:43:04] <gigaherz> then it may be a different issue
L1821[16:43:20] <Intektor> http://i.imgur.com/6H67wKR.png
L1822[16:43:24] <gigaherz> how many books are there in the enchanting table?
L1823[16:43:49] <Intektor> I can enchant at 30 lvl
L1824[16:44:16] <gigaherz> hmm
L1825[16:44:22] <gigaherz> you'll have to override getMaxEnchantability
L1826[16:44:33] <gigaherz> the default is min+5
L1827[16:44:38] <gigaherz> and min for lvl1 default is 1
L1828[16:44:44] <gigaherz> so it owuld only appear for level 1..6
L1829[16:44:56] <gigaherz> any enchant > lvl6 will never have yours
L1830[16:45:07] <Intektor> so I can set it to 0?
L1831[16:45:10] *** amadornes is now known as amadornes[OFF]
L1832[16:45:15] <gigaherz> if you want it appearing all the time, override getMaxEnchantability
L1833[16:45:33] <gigaherz> no, make it 30
L1834[16:45:37] <gigaherz> or 3000
L1835[16:45:42] <Intektor> ok
L1836[16:45:50] <Intektor> or Integer.MAX_VALUE
L1837[16:45:54] <gigaherz> yeh
L1838[16:46:08] <Intektor> 2^31-1
L1839[16:46:21] <gigaherz> anything that causes
L1840[16:46:22] ⇦ Quits: Brokkoli (~Brokkoli@p5B23C982.dip0.t-ipconnect.de) (Ping timeout: 190 seconds)
L1841[16:46:25] ⇦ Quits: MrSlick (~MrSlick@cpe-65-25-232-227.new.res.rr.com) (Ping timeout: 201 seconds)
L1842[16:46:28] <gigaherz> p_185291_0_ <= enchantment.getMaxEnchantability(i)
L1843[16:46:30] <gigaherz> to pass ;P
L1844[16:46:39] <Intektor> now its working :D
L1845[16:46:45] <Intektor> you're my hero
L1846[16:47:07] <gigaherz> heh
L1847[16:47:13] <Intektor> No I can release the bost mod ever
L1848[16:47:17] <Intektor> double jump
L1849[16:47:28] <gigaherz> you just caught me with a clear mind ;P
L1850[16:48:00] <Intektor> but why is yours working without overriding it?
L1851[16:48:10] <gigaherz> mine is max level 3
L1852[16:48:19] <gigaherz> like unbreaking
L1853[16:48:24] <Intektor> ah ok
L1854[16:48:29] <gigaherz> level 1 will appear 1..6
L1855[16:48:32] <gigaherz> level 2 10..15
L1856[16:48:42] <gigaherz> level 3 20..25
L1857[16:48:50] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.131.255) (Ping timeout: 198 seconds)
L1858[16:48:51] <gigaherz> eh
L1859[16:48:58] <gigaherz> 11..26* and 21..26*
L1860[16:49:16] <Intektor> ah ok
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L1862[16:51:15] ⇨ Joins: Brokkoli (~Brokkoli@p5b23c982.dip0.t-ipconnect.de)
L1863[16:51:19] <gigaherz> hmm I just looked
L1864[16:51:28] <gigaherz> EnchantmentDurability DOES override those methods
L1865[16:51:29] <gigaherz> XD
L1866[16:52:05] <Intektor> I think 40 is a pretty good number
L1867[16:53:02] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 198 seconds)
L1868[16:54:25] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.167.96) (Ping timeout: 201 seconds)
L1869[16:54:29] <Intektor> I am still laughing :D https://paste.ee/p/fGqYG
L1870[16:55:09] <gigaherz> XD
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L1874[17:01:28] <Temportalist> gigaherz: you around?
L1875[17:01:38] <Temportalist> I might need some blockstate assistance
L1876[17:01:44] <MrSlick> It's been a while since I played modded minecraft, is JEI the new NEI?
L1877[17:01:52] <Temportalist> MrSlick: for 1.9, yes
L1878[17:01:58] <Temportalist> 1.8 probably as well
L1879[17:02:04] <MrSlick> okie
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L1882[17:04:19] <Intektor> the next one will be named CloselyEnoughItems
L1883[17:05:04] <[NK]Ghost> BarelyEnoughItems ?
L1884[17:05:26] <Intektor> WayTooManyItems?
L1885[17:05:32] <[NK]Ghost> DearGodTooManyItems
L1886[17:05:51] <Intektor> WeNeedMoreItems
L1887[17:05:59] <[NK]Ghost> StopGivingMeItems
L1888[17:06:03] <Drullkus> StopItWithTheItems
L1889[17:06:08] <tterrag> SomewhatLessThanEnoughItems
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L1891[17:06:25] <Drullkus> EveryDamnItem
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L1893[17:06:31] <Intektor> CloselyMoreThanJustEnoughItems
L1894[17:06:37] <madcrazydrumma> Hey guys, I've made a model in MrCrayfish's model thing. Now, I've got a "lava" texture inside the middle of it, how do I make that animated
L1895[17:06:38] <Temportalist> CMTJEI
L1896[17:06:57] <Drullkus> madcrazydrumma: Just use an animated texture as normal
L1897[17:07:11] *** willieaway is now known as williewillus
L1898[17:07:11] <Intektor> Please let me be the won hwo creates CMTJEI for 1.10
L1899[17:07:11] <madcrazydrumma> Another question; how do I use it as normal?
L1900[17:07:30] <madcrazydrumma> "won hwo"
L1901[17:07:39] <Intektor> WhyYouAddSoManyItemsToMinecraft
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L1903[17:08:32] <Temportalist> WYASMITM
L1904[17:09:12] <Biochemic> <Prefix>Items<Suffix> :D
L1905[17:09:20] <thecodewarrior> I wonder, could you symlink your assets folder into a folder-based texture pack and not have to refresh in eclipse each time you change a texture? I don't see any reason why not.
L1906[17:09:33] <Temportalist> 0_0
L1907[17:09:48] <Temportalist> Just use IDEA :P
L1908[17:09:52] <Intektor> use intelliJ
L1909[17:09:54] <Intektor> :D:D:D:D:
L1910[17:09:58] <madcrazydrumma> Drullkus*
L1911[17:10:01] <thecodewarrior> But... I... Learning curve...
L1912[17:10:09] <gigaherz> [00:04] (Intektor): the next one will be named CloselyEnoughItems
L1913[17:10:10] <gigaherz> nonono
L1914[17:10:12] <Biochemic> symlinks should work
L1915[17:10:12] <gigaherz> you are all wrong
L1916[17:10:12] <Drullkus> ?
L1917[17:10:19] <gigaherz> the next one will be simply "Items."
L1918[17:10:29] <madcrazydrumma> How do I use an animated texture "as normal"
L1919[17:10:30] <Intektor> or Items-.-
L1920[17:10:39] <Intektor> (Items-.-)
L1921[17:10:40] <Drullkus> madcrazydrumma: There is nothing special you need to do
L1922[17:10:43] <gigaherz> madcrazydrumma: you do nothing special
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L1924[17:10:49] <gigaherz> just make the animated texture as you would for a resourcepack
L1925[17:10:50] <Biochemic> no. i am right: <Suffix> and <Prefix> are just null :P
L1926[17:10:51] <gigaherz> and poof, it works
L1927[17:10:59] <Drullkus> yep
L1928[17:11:12] <madcrazydrumma> Yeah, how would you do it for a resource pack? I'venever worked with one
L1929[17:11:22] <gigaherz> check the minecraft wiki
L1930[17:11:55] <williewillus> %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
L1931[17:11:55] <williewillus> % University/School Laboratory Report
L1932[17:11:55] <williewillus> % LaTeX Template
L1933[17:11:55] <williewillus> % Version 3.1 (25/3/14)
L1934[17:11:55] <williewillus> %
L1935[17:11:56] <williewillus> % This template has been downloaded from:
L1936[17:11:57] <williewillus> % http://www.LaTeXTemplates.com
L1937[17:11:59] <williewillus> %
L1938[17:12:01] <williewillus> % Original author:
L1939[17:12:01] <gigaherz> NOOOOO
L1940[17:12:03] <williewillus> % Linux and Unix Users Group at Virginia Tech Wiki
L1941[17:12:10] <madcrazydrumma> gigaherz, so i just add animated {} to the block file?
L1942[17:12:11] <Intektor> http://i.imgur.com/8MKc78t.png Once you came to the dark side of programing, you never want to go back
L1943[17:12:12] <Temportalist> williewillus: NNNNNNNNNNNNNIOOOOOOOOOOOOOOOOO
L1944[17:12:20] <Biochemic> just replace the assets folder with a symlink of your texture Pack?
L1945[17:12:27] <williewillus> why didn't the clipboard copy -.-
L1946[17:12:35] *** Vigaro is now known as V
L1947[17:12:45] <williewillus> http://minecraft.gamepedia.com/Resource_pack
L1948[17:13:07] <madcrazydrumma> or is all i have to do is put the .mcmeta with the icon image?
L1949[17:13:11] <madcrazydrumma> texture image*
L1950[17:13:19] <williewillus> check the page I just linked
L1951[17:13:25] <madcrazydrumma> I'm there
L1952[17:13:25] <williewillus> specifically 3.4.1 Animation
L1953[17:13:37] <gigaherz> madcrazydrumma: what kind of anti-logicm ade you even consider adding "animation{}" in your block file?
L1954[17:13:46] <gigaherz> made*
L1955[17:13:47] <Intektor> Intektor out http://www.trbimg.com/img-572743fb/turbine/ct-obama-mic-drop-video-20160502/650/650x366
L1956[17:14:12] <madcrazydrumma> programming + revision == brain dysfunction
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L1959[17:14:44] *** V is now known as Vigaro
L1960[17:14:52] <Drullkus> lol
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L1963[17:15:08] <thecodewarrior> Biochemic: Replace the texture pack's assets folder with a symlink to the mod's resources assets folder. That way it'll reload the texture pack each time without any trouble refreshing in eclipse.
L1964[17:15:21] <Temportalist> Drullkus: I am working on EsoTeriCraft
L1965[17:15:30] <Drullkus> Ah
L1966[17:15:49] <Biochemic> yes i meant that ^^
L1967[17:15:56] <Temportalist> We have spindles which put you to sleeps
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L1969[17:16:17] <Drullkus> lol
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L1973[17:17:34] <Temportalist> gigaherz: how do mark block for render update?
L1974[17:17:52] <williewillus> notifyblockupdate
L1975[17:17:55] <williewillus> with the proper flag
L1976[17:17:59] <thecodewarrior> 8
L1977[17:18:22] <thecodewarrior> the fourth bit signals a block render update, no idea what the others do
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L1979[17:18:35] <williewillus> i'm assuming same as setblockstate
L1980[17:18:39] <gigaherz> nothing.
L1981[17:18:41] <gigaherz> at all.
L1982[17:18:47] <gigaherz> they used the same flags as setBlockState
L1983[17:18:48] <williewillus> only 8 is checked
L1984[17:18:50] <gigaherz> but they aren't taken into account
L1985[17:18:52] <TehPotato> can someone help me with a constant modding crash report
L1986[17:18:57] <williewillus> post the log
L1987[17:18:59] <gigaherz> only 8 or no 8 matters
L1988[17:19:09] <gigaherz> and only in the client
L1989[17:19:10] <TehPotato> willies952002: http://pastebin.com/u0SC5Fwk
L1990[17:19:37] <willies952002> I'm guessing wrong person?
L1991[17:19:41] <williewillus> lol
L1992[17:19:54] <williewillus> TehPotato: did you accidentally download a dev build maybe?
L1993[17:20:00] <TehPotato> no
L1994[17:20:06] <gigaherz> you two have an annoyingly long common prefix
L1995[17:20:06] <gigaherz> XD
L1996[17:20:12] <TehPotato> im trying to mod with computercraft
L1997[17:20:24] <Temportalist> ohp, i was derping. wrong pos in setblockstate
L1998[17:20:56] <williewillus> ?shrug I never knew of another willie in the modding community haha
L1999[17:21:12] <Temportalist> TehPotato: wrong @SubscribeEvent?
L2000[17:21:30] <TehPotato> i think that maybe my computercraft is the wrong version
L2001[17:21:35] <gigaherz> TehPotato: 1.7.10 never deobfuscated mods for you
L2002[17:21:42] <gigaherz> either get a dev version, or deobfuscate manually
L2003[17:22:05] <williewillus> Temportalist: whatever made you thing of that :P
L2004[17:22:20] <Temportalist> scrolled down too far
L2005[17:22:31] <Temportalist> com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
L2006[17:22:42] <Temportalist> ignore me haha
L2007[17:23:36] <TehPotato> thanks
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L2009[17:27:59] *** MrKickkiller is now known as MrKick|Away
L2010[17:31:12] <vox> gigaherz: check this out: https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/TConstruct.java
L2011[17:31:20] <vox> Where the heck does TinkerIntegration come from?
L2012[17:31:50] <vox> I don't even see any reflection going on or anything, it just appears out of nowhere
L2013[17:31:53] <barteks2x> "[FML]: The world 295ae9d8 (New World) may have leaked: seen 15 times." What does that actually mean?
L2014[17:32:06] <Temportalist> vox: https://github.com/SlimeKnights/TinkersConstruct/tree/master/src/main/java/slimeknights/tconstruct
L2015[17:32:19] <Temportalist> classes in the same package dont need import statements
L2016[17:32:26] <williewillus> barteks2x: that message is usually over paranoid in 1.7
L2017[17:32:27] <vox> Ooh I didn't notice that
L2018[17:32:29] <vox> Thanks
L2019[17:32:31] <williewillus> but I've rarely seen it in 1.8+
L2020[17:32:33] <Temportalist> :D
L2021[17:32:35] <williewillus> so you might have a memory leak
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L2023[17:32:38] <barteks2x> I have that in 1.9
L2024[17:32:48] <barteks2x> but how does it even detect it?
L2025[17:32:51] <capitalthree> I wish forge would just move to operating on a non-obfuscated codebase at runtime :P
L2026[17:33:09] <Drullkus> Why?
L2027[17:33:16] <capitalthree> because obfuscation is stupid
L2028[17:33:16] <Drullkus> It's not hard to compile
L2029[17:33:29] <Drullkus> What prevents you from doing it?
L2030[17:33:41] <capitalthree> from doing what?
L2031[17:33:45] <Drullkus> No, er
L2032[17:33:54] <Drullkus> What is obfusication stopping you from doing
L2033[17:34:15] <capitalthree> usually the headache is testing a mod alongside other mods
L2034[17:34:27] <capitalthree> since the gradle runClient task runs unobfuscated
L2035[17:34:45] <Drullkus> What you can do is to put an obfuscated mod into the mods folder for runtime
L2036[17:34:46] <williewillus> barteks2x: dimensionmanager has a weak map of all worlds it has seen
L2037[17:34:56] <williewillus> it then takes the key set and subtracts the active worlds
L2038[17:35:03] <williewillus> and anything left over it counts as "leaked"
L2039[17:35:08] <capitalthree> Drullkus: not in 1.7.10 apparently. it works for newer ones?
L2040[17:35:10] <Drullkus> NEI does it for 1.7, and it works in 1.9 with JEI iirc
L2041[17:35:21] <williewillus> barteks2x: it might just be paranoia though https://github.com/MinecraftForge/MinecraftForge/issues/1874
L2042[17:35:22] <Drullkus> Or forge natively does it, no idea
L2043[17:35:33] <barteks2x> williewillus, what does it mean that it has "seen" a world?
L2044[17:35:48] <capitalthree> from personal experience I can tell you that forge doesn't do it for 1.7.10
L2045[17:35:53] <Drullkus> I know
L2046[17:35:56] <williewillus> there is a world in the dimension manager's weak map that is not part of the set of active worlds
L2047[17:35:58] <Drullkus> NEI does it in 1.7.10
L2048[17:36:13] <williewillus> seen is just the number of times dimensionmanager has checked and seen this world leaking
L2049[17:36:20] <capitalthree> ...that's irrelevant, since if the individual modder wants to support it, they can just release a dev jar
L2050[17:36:28] <capitalthree> the problem is mods that *don't* magically do what you're talking about
L2051[17:36:48] <barteks2x> For me it's still going to be magic
L2052[17:36:50] <MrSlick> how do I update forge in Idea?
L2053[17:36:52] <Drullkus> mezz: is it JEI that does the deobfusication on runtime for 1.9 or was it Forge itself?
L2054[17:36:58] <williewillus> forge itself
L2055[17:37:01] <Drullkus> Ah
L2056[17:37:04] <capitalthree> MrSlick: you update forge in build.gradle
L2057[17:37:08] <Drullkus> ty williewillus
L2058[17:37:23] <Drullkus> capitalthree: There's your answer
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L2060[17:37:40] <capitalthree> Drullkus: ok but if you're telling me nei does it for 1.7, obviously other mods don't
L2061[17:37:44] <barteks2x> all I want to know is if it's actual issue in my mod or it's false positive
L2062[17:37:52] <Drullkus> Just drop obfusicated mods into the mods folder for the unobfusicated client and you're good
L2063[17:37:56] <capitalthree> is there any *benefit* to forge environments being obfuscated?
L2064[17:37:57] <LexManos> TIL pork loins come in packs of 2, looks like we're having lots of meat for dinner...
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L2066[17:38:07] <capitalthree> yum
L2067[17:38:12] <Drullkus> Lex: Sounds fun
L2068[17:38:19] <LexManos> What are you guys trying to do?
L2069[17:38:23] <Drullkus> Celebrating the Forge Recommended Release?
L2070[17:38:37] <Drullkus> We're discussing the obfusicated mods in unobf enviro
L2071[17:38:46] <Drullkus> Namely, on runtime
L2072[17:38:50] <LexManos> just stick them in the mods folder and they will be loaded.
L2073[17:38:54] <Drullkus> Yep
L2074[17:38:58] <capitalthree> I'm wondering why there's support for an obfuscated runtime environment at all :P
L2075[17:39:06] <capitalthree> instead of forge mods just always being unobf
L2076[17:39:11] <LexManos> And no, just dinner. Playing with my smoker.
L2077[17:39:12] <gigaherz> mappings
L2078[17:39:24] <gigaherz> the names of methods change between mappigns versions
L2079[17:39:27] <gigaherz> and mappings versions are daily
L2080[17:39:35] <gigaherz> so mods are translated to srg names
L2081[17:39:40] <Drullkus> Yep
L2082[17:39:40] <pig> occasionally.
L2083[17:39:46] <gigaherz> "func_XXXX_a"
L2084[17:39:51] <gigaherz> this way everyone's happy
L2085[17:40:30] <gigaherz> indirectly, that's why it's so awesome that forge will deobf mods
L2086[17:40:33] <pig> what do you mean by obfuscated environment capitalthree
L2087[17:40:33] <capitalthree> func_XXXX_a does not make anyone happy
L2088[17:40:42] <gigaherz> (maven deps, or in the mods folder)
L2089[17:40:51] <gigaherz> because the old dev jars
L2090[17:40:53] <pig> i believe func_XXXXX_a makes a lot of people happy
L2091[17:40:56] <capitalthree> pig: I mean if forge can run minecraft in unobfuscated form for testing mods, why not just play the actual game like that
L2092[17:40:59] <capitalthree> and have all mods be unobfuscated
L2093[17:41:02] <gigaherz> would still contain names
L2094[17:41:06] <gigaherz> that my mappings may not have anymore
L2095[17:41:07] <gigaherz> or not yet
L2096[17:41:10] <pig> capitalthree: because mapping can be changed
L2097[17:41:17] <pig> func_XXXXX_a names do not change
L2098[17:41:24] <gigaherz> so it was sometimes impossible to debug certain combinations of dev jars
L2099[17:41:25] <theFlaxbeard> It's easier to put the burden of changing mappings on the devs than the end users
L2100[17:41:26] <capitalthree> so if the mappings change do people keep having to rewrite their mods?
L2101[17:41:31] <LexManos> oh was wondering who you guys were talking to, got him on ignore aparently cuz retard.
L2102[17:41:35] <gigaherz> no, capitalthree
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L2104[17:41:41] <theFlaxbeard> No, because the obfuscation process changes the mappings back to the func names
L2105[17:41:43] <Temportalist> Drullkus: I may need you to fix your textyre
L2106[17:41:53] <gigaherz> you just have to fixup a couple names every now and then, in your source code
L2107[17:41:57] <Drullkus> Lex: Ah, capitalthree has a streak? ok
L2108[17:41:59] <gigaherz> the compiled jars contain srg names only
L2109[17:42:21] <pig> func_78923_B could be getBoundingBox() in 1.6 or getEntityBoundingBox() in 1.8 in "unobf" form but in obf runtime it's always just func_78923_B
L2110[17:42:24] <capitalthree> lol. I'm a retard because I happened to mention once that partnering with malvertising isn't great
L2111[17:42:52] <LexManos> He being a retard again?
L2112[17:43:09] <pig> i don't think I should be biting my fist
L2113[17:43:12] <williewillus> i was wondering who you guys were talking to lol
L2114[17:43:16] <pig> oh wells back to studying
L2115[17:43:33] <Drullkus> Lex: Just being dense
L2116[17:43:46] <gigaherz> depends on what your opinion is on
L2117[17:43:46] <gigaherz> [00:38] (capitalthree): I'm wondering why there's support for an obfuscated runtime environment at all :P
L2118[17:43:46] <gigaherz> [00:39] (capitalthree): instead of forge mods just always being unobf
L2119[17:43:48] <pig> i'm curious if lex has me blocked
L2120[17:43:49] <gigaherz> we just answered ;P
L2121[17:44:07] <capitalthree> yeah gigaherz did give me a good reason at least :P
L2122[17:44:09] <capitalthree> thanks gigaherz
L2123[17:44:11] <theFlaxbeard> I remember like four years ago I got banned from #mcforge when I was just learning java and asked a stupid java question :P
L2124[17:44:12] <gigaherz> np
L2125[17:44:13] <LexManos> Forge mods ARE always unobfusicated
L2126[17:44:17] <LexManos> they are in SRG names
L2127[17:44:18] <theFlaxbeard> I deserved that ban
L2128[17:44:21] <pig> it's been that was since 1.4.5 right?
L2129[17:44:23] <pig> or was it beta
L2130[17:44:25] <LexManos> there are three versions of the code:
L2131[17:44:37] <pig> or was it 1.2?
L2132[17:44:44] <williewillus> 1.5
L2133[17:44:48] <williewillus> runtime deobf was a 1.5 thing
L2134[17:44:51] <pig> oh
L2135[17:44:54] <LexManos> Notch (a.a), SRG (Block.func_1234_a), and Mapped (Block.onChange)
L2136[17:44:57] <pig> so thaaaat's what 1.5 is known for
L2137[17:45:02] <capitalthree> ohhh ok
L2138[17:45:02] <LexManos> Notch changes every MC release
L2139[17:45:05] <capitalthree> thanks Lex, I didn't realize that
L2140[17:45:07] <LexManos> SRG changes NEVER
L2141[17:45:14] <LexManos> Mapped changes when people change them
L2142[17:45:17] <capitalthree> suddenly it makes sense
L2143[17:45:25] <capitalthree> I didn't realize notch and srg were different
L2144[17:45:45] <LexManos> You REALLY think mojang sends out 'func_1234_a' names?
L2145[17:45:48] <capitalthree> I guess he still can't hear me xD but someone can tell him thanks for me
L2146[17:46:00] <williewillus> pig: lol basically, on the modding side of things
L2147[17:46:02] <pig> lex how often do mcp stable mappings get updated?
L2148[17:46:15] <LexManos> whenever bspkrs wants it to
L2149[17:46:19] <gigaherz> pig: when bspkrs feels like it
L2150[17:46:23] <gigaherz> ;P
L2151[17:46:25] <pig> williewillus: well, I remember 1.4.7, 1.6.4 and 1.7.10 but I always forget waht 1.5 did
L2152[17:46:26] <Drullkus> heh
L2153[17:46:36] <pig> 1.3.5 was it and 1.2.7?
L2154[17:46:41] <williewillus> lol
L2155[17:46:45] <williewillus> 1.3.2 and 1.2.5
L2156[17:46:50] <pig> derp.
L2157[17:46:52] <pig> I'm old.
L2158[17:46:54] <pig> i forget things
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L2161[17:47:07] <pig> hmm okay I'll go bug him when I feel like stable needs an update. I use snapshot all the time anyways
L2162[17:47:08] <Drullkus> 1.3.2 isn't a version name I haven't heard in a long time
L2163[17:47:19] <barteks2x> Maybe I'm just stupid but even after explanation I still don't understand what does the "leaked world" message actually means and how Forge knows it
L2164[17:47:19] <Drullkus> That version was left in the dust completely lol
L2165[17:47:38] <pig> i have not seen a "leaked world" message for like... forever
L2166[17:47:58] <williewillus> 1.2 is double worlds, 1.3 SPMP merge (Apocalypse #1), 1.4 ?? 1.5 HD textures an animations, runtime deobf 1.6 resource system 1.7 ID zap, worldgen change 1.8 APOCALYPSE #2
L2167[17:47:59] <pig> Drullkus: it's the first MC that split server and client. many modders were reluctant to move to it cause major refactor
L2168[17:48:13] <williewillus> the first time the world ended for modders ;p
L2169[17:48:14] <pig> barteks2x: basically a mod is storing a world in the memory that shouldn't still be in memory
L2170[17:48:21] <Drullkus> Yes, I remember that... Thank god for that
L2171[17:48:29] <pig> williewillus: not for me, I did SMP already in 1.7.3 beta so I knew the ropes
L2172[17:48:35] <williewillus> hehe
L2173[17:48:35] <LexManos> barteks2x, It means that somewhere in your code has a hard reference to the world. And isn't nletting the JVM's garabage collector clean it up. We detect it by having a WEAR refernce to the world and checking after the GC run if it's still valid.
L2174[17:48:50] <LexManos> WEAK**
L2175[17:49:07] <pig> ^ programmer terms
L2176[17:49:08] <barteks2x> I just don't get how it works for world that it still loaded
L2177[17:49:11] <pig> my term was ELI5 terms
L2178[17:49:11] <gigaherz> note that this ref may be indirect
L2179[17:49:18] <gigaherz> someone may be keeping a reference to a TE
L2180[17:49:19] <LexManos> the world isnt still loaded
L2181[17:49:20] <LexManos> thats the thing
L2182[17:49:20] <gigaherz> which has a worldObj
L2183[17:49:23] <gigaherz> or stuff like that
L2184[17:49:44] <LexManos> Well, more specifically it's still loaded when it SHOULDNT be
L2185[17:49:48] <gigaherz> so you may not always easily realize HOW you are leaking it
L2186[17:49:51] <barteks2x> it can't be unloaded, because it's singleplayer with only one world
L2187[17:49:54] <pig> barteks2x: it happens if you're in SMP and you're the only player in say the overworld, and another dimension gets unloaded. like say a mystcraft world that has no one in it or somehting
L2188[17:49:59] <pig> singleplayer has 3 worlds
L2189[17:50:06] <gigaherz> each dimension is a World object
L2190[17:50:07] <pig> (without mods anyways)
L2191[17:50:07] <LexManos> Single player can load as many worlds as it wants...
L2192[17:50:18] <williewillus> well the nether and end unload in SP if youre not in them
L2193[17:50:21] <barteks2x> I didn't load/unload any dimennsions, I loaded only one world and didn't quit yet
L2194[17:50:23] <williewillus> and no chunkloaders ofc
L2195[17:50:25] <gigaherz> and oyu can have more than one dimension loaded at once
L2196[17:50:28] <barteks2x> and it still occasionaly shows up
L2197[17:50:31] <gigaherz> such as you being in the nether
L2198[17:50:35] <gigaherz> but having the spawn chunks active
L2199[17:50:37] <capitalthree> and if you, say, toss a piece of string into a nether portal, it rapidly loads and unloads the nether even if wasn't loaded
L2200[17:50:43] <LexManos> you're doing something that's causing the world to think it should be unloaded
L2201[17:50:44] <capitalthree> *if it wasn't loaded
L2202[17:50:46] <LexManos> nothing we can do there
L2203[17:50:46] <Drullkus> iirc the nether portals chunkload
L2204[17:50:49] <pig> barteks2x: a mod might be loading a world that's unloaded then storing a reference to it and never letting it unload
L2205[17:50:53] <capitalthree> Drullkus: whoah. really?
L2206[17:50:54] <Dark> https://apexminecrafthosting.com/minecraft-scholarship/
L2207[17:50:58] <williewillus> portals are weird
L2208[17:51:05] <Drullkus> I need to check
L2209[17:51:09] <gigaherz> that's how the iron farms work
L2210[17:51:10] <MrSlick> I changed the forge version in build.gradle and did ./gradlew setupDecompWorkspace but forge didn't upgrade. What did I do wrong?
L2211[17:51:11] <pig> capitalthree: how do you think pigmen go through the portal sometime?
L2212[17:51:18] <gigaherz> the other side of a portal lets entities tick
L2213[17:51:23] <williewillus> Dark: interesting
L2214[17:51:23] <barteks2x> my mod is the only mod there, I don't have any portals, and I n't touch any dimensions ogther than overworld
L2215[17:51:24] <capitalthree> pig: by going through while players are visiting the nether
L2216[17:51:25] <minecreatr> Dark, interesting
L2217[17:51:26] <gigaherz> for a few seconds after an entity goesthrough
L2218[17:51:33] <pig> capitalthree: lol no
L2219[17:51:35] <gigaherz> so the Iron Titan farm
L2220[17:51:42] <gigaherz> sends an item every few seconds to keep it active
L2221[17:51:42] <capitalthree> pig: I've never seen it happen when the portal was undisturbed but I'll take your word for it
L2222[17:52:07] <MoxieGrrl> capitalthree: I've seen it SO MANY TIMES.
L2223[17:52:10] <pig> well you do have to visit the nether at least once yeah
L2224[17:52:10] <gigaherz> to keep the overworld active, that is
L2225[17:52:19] <pig> hey MoxieGrrl
L2226[17:52:25] <MoxieGrrl> Hiya.
L2227[17:52:32] <williewillus> i used to see it in 1.7 a lot
L2228[17:52:42] <williewillus> but i dont think ive seen it once in 1.8+
L2229[17:53:11] <gigaherz> actually
L2230[17:53:18] <barteks2x> I probably do have some leaked chunks somewhere, but I don't see how it could possibly cause this message to appear without the world being unloaded
L2231[17:53:19] <gigaherz> don't nether portals spawn pigmen spontaneously?
L2232[17:53:35] <williewillus> only when theyre loaded
L2233[17:53:38] <gigaherz> without anything crossing over?
L2234[17:53:43] <williewillus> no
L2235[17:53:47] <pig> *shrug* have to look at the code
L2236[17:53:59] <williewillus> it's just a random possibility when the portal block receives a random tick
L2237[17:54:00] <williewillus> iirc
L2238[17:54:08] <Drullkus> What bothers me is that no one actually knows
L2239[17:54:10] <Drullkus> Not even google
L2240[17:54:16] <pig> Drullkus: we can find out
L2241[17:54:19] <Drullkus> Yeah
L2242[17:54:20] <gigaherz> When a Nether portal block in the Overworld receives a block tick, there is a small chance (1/2000 on Easy, 2/2000 on Normal, and 3/2000 on Hard) it will spawn a zombie pigman on the portal frame beneath it. If a zombie pigman spawned in this way does not leave the portal it spawns on, it will never be teleported to the Nether.
L2243[17:54:21] <pig> we're just too lazy to right now
L2244[17:54:24] <Drullkus> For once and for all-
L2245[17:54:31] <MrSlick> I changed the forge version in build.gradle and did ./gradlew setupDecompWorkspace but forge didn't upgrade. What did I do wrong?
L2246[17:54:32] <MoxieGrrl> The lazy is strong with this group.
L2247[17:54:35] <gigaherz> yeah
L2248[17:54:35] <Drullkus> heh
L2249[17:54:36] <williewillus> well it could walk out of the portal
L2250[17:54:38] <williewillus> and then back in
L2251[17:54:42] <gigaherz> the portal block spawns pigmen spontaneously
L2252[17:54:45] <pig> MrSlick: did you remember to save build.gradle?
L2253[17:54:50] <MrSlick> yes
L2254[17:54:54] <gigaherz> I recall some farms built on that effect
L2255[17:54:55] <williewillus> did you refresh the idea project?
L2256[17:54:59] <pig> ^
L2257[17:55:01] <MrSlick> yes
L2258[17:55:11] <pig> try starting over
L2259[17:55:15] <MrSlick> k
L2260[17:55:18] <pig> from opening build.gradle again
L2261[17:55:39] <williewillus> yeah those gold farms have been obsolated completely by the broken 1.8 zompig mechanics though :D
L2262[17:55:42] <gigaherz> MrSlick: the refresh icon on the GRADLE panel, not the one on the main toolbar?
L2263[17:55:43] <capitalthree> so what minecraft version is that? maybe I didn't see it because I still play 1.7.10
L2264[17:55:49] <barteks2x> the world leaked count is going up, now it's 105 and I'm literally just standing in one place
L2265[17:55:52] <williewillus> (always drop xp and raredrops when aggroed even if you don't even touch them)
L2266[17:56:09] <pig> barteks2x: you dun fucked up now
L2267[17:56:11] <MrSlick> gigaherz: Oh, no I did not press that.
L2268[17:56:20] <gigaherz> you always want the one from the gradle panel
L2269[17:56:21] <gigaherz> in facty
L2270[17:56:22] <MrSlick> Kinda didn't even know gradle had a panel tbh
L2271[17:56:23] <gigaherz> -y
L2272[17:56:29] <Drullkus> lol
L2273[17:56:29] <pig> gigaherz: hi
L2274[17:56:30] <gigaherz> you can run setupDecompWorkspace from there, too
L2275[17:56:34] <MrSlick> neat
L2276[17:56:55] <gigaherz> and if it crashes from out of memory, edit the gradle.proeprties and give it extra ram ;P
L2277[17:57:31] <MrSlick> thanks guys <3
L2278[17:57:40] <williewillus> i usually sDW from console lol
L2279[17:57:49] <gigaherz> I do everything from IDEA now
L2280[17:57:53] <gigaherz> I changed my process
L2281[17:57:57] <gigaherz> I usedto do
L2282[17:58:09] <gigaherz> sDecW from console, import into idea, genIntellijRuns from idea
L2283[17:58:12] <gigaherz> now I just simply do
L2284[17:58:23] <gigaherz> import into idea, sDecW, then genIntellijRuns all within idea
L2285[17:58:27] <pig> that sounds tedius
L2286[17:59:03] <Drullkus> pig: When you're using to making animation files, it sounds like a piece of cake
L2287[17:59:12] <Drullkus> you're used to making*
L2288[18:00:24] <barteks2x> the leaked count seems to increase only after saving world (Gathering id map for writing to world save...)
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L2293[18:06:09] <LexManos> The leaked count is how many times our detector has run and saw that the world leaked
L2294[18:06:13] <LexManos> not how many worlds are leaking
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L2296[18:08:10] <Temportalist> is there a block function fired whenever it is removed from the world?
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L2299[18:08:57] <Temportalist> breakBlock, right?
L2300[18:09:10] <pig> i miss the old onBlockRemoved
L2301[18:09:49] <barteks2x> I will just create heap dumo and see what is there...
L2302[18:09:55] <barteks2x> *heap dump
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L2306[18:29:14] <MrSlick> How am I suppose to properly handle making and registering items? I heard before that people don't like (modname)Items.java, is it true that is a bad thing?
L2307[18:29:27] <williewillus> not really
L2308[18:29:37] <williewillus> most people just have a ModItems.java
L2309[18:29:39] <williewillus> or similar
L2310[18:29:42] <barteks2x> VisualVM tells me that there is "JNI Global" reference to World class in EntityPig O_o
L2311[18:29:54] <MrSlick> I see
L2312[18:29:56] <williewillus> lol
L2313[18:30:18] <barteks2x> and this is the only GC root
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L2315[18:31:29] <barteks2x> apparently this is the problem: http://stackoverflow.com/a/30392364/2399236
L2316[18:32:01] <thecodewarrior> Completely random, but just in case anyone doesn't know about it, this thing is amazing! http://github.com/sk89q/warmroast
L2317[18:32:31] <gigaherz> the modpack search in the curse app is so useless
L2318[18:32:36] <gigaherz> no way to filter by mc version
L2319[18:32:38] <vox> So I see TiCon somehow is reflecting JEI stuff into it's code, including the annotation. Any ideas how this is working?
L2320[18:32:39] <vox> https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/plugin/jei/JEIPlugin.java
L2321[18:32:43] <barteks2x> so... I have memory leak caused by a breakpoint
L2322[18:32:58] <Temportalist> barteks2x: RIP :P
L2323[18:33:23] <Temportalist> Drullkus: https://gyazo.com/e50244308bafd1b41bfac40dadd1d5c1
L2324[18:33:32] <Drullkus> ?
L2325[18:33:38] <Temportalist> ?
L2326[18:33:40] <Drullkus> Oh, you told me you needed a texture redone
L2327[18:33:42] <gigaherz> vox: wat?
L2328[18:33:43] <Drullkus> What was that
L2329[18:33:59] <gigaherz> what do you mean "reflecting"?
L2330[18:34:01] <Temportalist> I fixed the texture, just needed to be flipped in the block state
L2331[18:34:07] <vox> I'm not sure what the right word is here
L2332[18:34:09] <Temportalist> Drullkus: that is the nexus thing
L2333[18:34:18] <vox> gigaherz: TiCon isn't including a jar of JEI or the API source at all, anywhere
L2334[18:34:19] <Drullkus> Ah nicr
L2335[18:34:23] <gigaherz> yes it is
L2336[18:34:23] <Drullkus> nice*
L2337[18:34:23] <gigaherz> https://github.com/SlimeKnights/TinkersConstruct/blob/master/build.gradle#L105
L2338[18:34:27] <gigaherz> through maven dependencies
L2339[18:34:28] <vox> OOOH
L2340[18:34:33] <vox> I'm dumb, thanks
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L2342[18:36:43] <Temportalist> Drullkus: can you make another model for me?
L2343[18:36:49] <gigaherz> meh
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L2345[18:37:00] <gigaherz> I'd love to stay around longer, but I gotta sleep
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L2347[18:37:06] <Drullkus> Temportalist: Oh? sure
L2348[18:37:11] <Drullkus> Not at this minute
L2349[18:38:44] <Temportalist> Drullkus: looking for a pillar model which would resemble a tesla coil (https://www.google.com/search?q=tesla+coil&espv=2&biw=1366&bih=643&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiZ47edy8HMAhULCcAKHRaABn0Q_AUIBygC#imgrc=_) but also be magics
L2350[18:38:53] <barteks2x> After restarting without debug mode and loading world, exitting, loading other world - memory leak is gone
L2351[18:39:00] <Temportalist> So still arcane in look and feel, but also tesla coil-y
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L2353[18:44:31] <Drullkus> Temportalist: Can do :P
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L2360[18:55:53] <vox> Any idea why this wouldn't work in IDEA?
L2361[18:55:54] <vox> https://gist.github.com/WardBenjamin/f12e5250eec6e197cc5d9ae4515435eb
L2362[18:56:38] <williewillus> what's "wouldn't work"?
L2363[18:56:46] <TehNut> Where's your dependencies block?
L2364[18:56:49] <williewillus> you need to include the actual library
L2365[18:56:49] <williewillus> ^
L2366[18:57:07] <williewillus> that's just saying "Gradle, there exists a web server at xx that is a maven"
L2367[18:57:08] <TehNut> https://github.com/mezz/JustEnoughItems/#developing-addons
L2368[18:57:49] <gr8pefish> For 1.9, does the offhand add a slot I would need to iterate over when checking (for {everySlot in player's inventory} ) or is it separate?
L2369[18:58:26] <williewillus> how are you doing the for everyslot in player's inventory
L2370[18:58:58] <gr8pefish> for (int i = 0; i < player.inventory.getSizeInventory(); i++)
L2371[18:59:08] <williewillus> that gets everything
L2372[18:59:15] <williewillus> though you should be using the cap version ;)
L2373[18:59:41] <gr8pefish> yeah true, could you tell me how to do so though?
L2374[18:59:50] <williewillus> see EntityPlayer.getCapability
L2375[18:59:58] <gr8pefish> will do
L2376[19:00:03] <williewillus> i think null side gets you a wrapper that gives everything
L2377[19:02:37] <vox> Thanks TehNut
L2378[19:02:43] <vox> I do have the dependency block too, one sec
L2379[19:03:05] <vox> deobfCompile "mezz.jei:jei_1.9:3.1.+"
L2380[19:03:16] <vox> It seemed to have picked it up now
L2381[19:03:22] <tterrag> don't use +
L2382[19:03:23] <vox> I... have no idea what I did
L2383[19:03:26] <vox> Okay
L2384[19:03:26] <tterrag> it's deprecated
L2385[19:03:30] <vox> Good to know, thanks
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L2389[19:05:10] <gr8pefish> williewillus, this look right? IItemHandler handler = player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null); And then just use the handler to get items in the slots
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L2391[19:05:24] <williewillus> yeah
L2392[19:05:30] <williewillus> IItemHandler really should be iterable
L2393[19:05:32] <williewillus> but oh well
L2394[19:05:42] <gr8pefish> sweet, ty
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L2396[19:05:45] <LordSkittles_> so, I am updating to 1.9, what is the equivalent for getClosestPlayer for tileEntities?
L2397[19:06:41] <vox> Okay, here's the error I'm getting:
L2398[19:06:48] <vox> Error:Could not GET 'https://libraries.minecraft.net/mezz/jei/jei_1.9/3.3.3/jei_1.9-3.3.3.pom'. Received status code 403 from server: Forbidden
L2399[19:07:00] <vox> For some reason it's not picking up the repositories block?
L2400[19:07:01] <tterrag> vox: here's a nice website on the topic http://blog.danlew.net/2015/09/09/dont-use-dynamic-versions-for-your-dependencies/
L2401[19:07:07] <gr8pefish> williewillus, was it you that made a google doc for updating to 1.8 that included a section on capabilities?
L2402[19:07:09] <tterrag> vox: post your whole script?
L2403[19:07:13] <vox> Okay
L2404[19:07:29] <williewillus> i made a gist
L2405[19:07:36] <williewillus> but the cap one was separate from the 1.8 one
L2406[19:07:48] <mezz> vox, 3.3.3 is not a valid version
L2407[19:07:52] <gr8pefish> do you have a link to that cap one?
L2408[19:08:14] <gr8pefish> just trying to fully understand it still is all
L2409[19:08:16] <mezz> see valid version numbers here, you want 3.3.3.197 http://minecraft.curseforge.com/projects/just-enough-items-jei/files
L2410[19:08:23] <vox> Ah I see
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L2412[19:08:31] <masa> why is that searching for it from libraries.minecraft.net?
L2413[19:08:36] <mezz> personally I use 3.3.3.+ but tterrag yells at me
L2414[19:08:45] <vox> Lol
L2415[19:08:46] <vox> https://gist.github.com/WardBenjamin/d9c04460c9d85dcc4cdde997f1d6d999
L2416[19:08:47] <tterrag> mezz: read the page I posted :P
L2417[19:08:58] <mezz> masa gradle checks ibraries.minecraft.net when it can't find it from the other mavens
L2418[19:09:08] <tterrag> actually it checks *all* mavens
L2419[19:09:10] <vox> Oh, because it's ForgeGradle
L2420[19:09:11] <vox> right
L2421[19:09:12] <tterrag> MC just happens to be last on the list
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L2423[19:09:18] <vox> Mezz, thanks that worked
L2424[19:09:24] <tterrag> and no, that's nothign to do with FG
L2425[19:09:25] <mezz> tterrag, the last number is the jei build number, it's not really significant
L2426[19:09:37] <vox> Oh really?
L2427[19:09:39] <mezz> but I understand
L2428[19:09:47] <tterrag> "Bugfix updates should be safe and absorbed as quickly as possible. In other words, if you're using 23.0.+, it should never break because the patch version should only update for bug fixes. There are two problems with this idea. First, you have to trust that the library is using versions to denote patches correctly. And second, you have to trust that the developer never writes a bug into a patch version. Two big ifs; not worth the risk."
L2429[19:10:07] <tterrag> I'm sure you've never accidentally done a build with a bug, right?
L2430[19:10:07] <mezz> I trust the library because I AM the library though
L2431[19:10:16] <vox> Man, I somehow killed Forge
L2432[19:10:17] <mezz> haha
L2433[19:10:22] <tterrag> rule 1: trust no one
L2434[19:10:24] <tterrag> :D
L2435[19:10:36] <mezz> https://pbs.twimg.com/media/Bp2f-f2CUAEHRZ2.jpg
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L2438[19:10:56] <tterrag> what even
L2439[19:11:10] <mezz> up your meme game tterrag , that's a classic
L2440[19:11:20] <vox> http://imgur.com/6hXlAs5
L2441[19:11:23] <vox> How did I even do this
L2442[19:11:32] <masa> oh btw, how much work will forestry need before a public release for 1.9? does it need some major refactoring or is there incomplete stuff or similar?
L2443[19:12:14] <mezz> I'm elbows deep into the rotting guts of forestry 1.9. been working on it like 6 hours a day for 2 days so far >_>. just tons of small changes add up
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L2445[19:12:26] <mezz> it's not compiling yet
L2446[19:12:38] <masa> how complete was the 1.8.9 version?
L2447[19:12:42] <vox> Uugh I have to run setupDecompWorkspace again, don't I. That's annoying
L2448[19:13:07] <mezz> 1.8.9 is working and mostly bug free but I want to add a lot more documentation and some other stuff before a public release
L2449[19:13:16] <masa> alright
L2450[19:13:18] <mezz> by that time, it should be 1.9 o'clock
L2451[19:13:26] <mezz> so I figure might as well just skip to 1.9
L2452[19:13:29] <tterrag> vox: only if you update forge
L2453[19:13:37] <masa> I'd love to help with the porting, but I'm not at all familiar with the codebase so it might not go well... :p
L2454[19:13:37] <tterrag> or clear the cache for some reason
L2455[19:13:57] <mezz> I appreciate it, thanks :)
L2456[19:14:06] <vox> I don't think I did either, but all of my libraries except for JEI disappeared :P
L2457[19:14:13] <LordSkittles_> Anyone know of a good way to get the closest player to a te from inside the te class?
L2458[19:14:26] <vox> mezz: any tips on how to reflect JEI in?
L2459[19:14:45] <mezz> how to.. what?
L2460[19:15:23] <mezz> LordSkittles_, World.getClosestPlayer
L2461[19:15:25] <masa> I also have metric shit tons of other stuff I _should_ be doing instead of modding but... in case I take a look at forestry at some point, is there something in particular I should know about the code/state of the code?
L2462[19:15:42] <LordSkittles_> mezz. doesn't exist anymore
L2463[19:15:42] <mezz> it's not working, don't look yet. do well on your finals :p
L2464[19:15:50] <mezz> LordSkittles_, oh, 1.9?
L2465[19:15:55] <LordSkittles_> Yeah
L2466[19:15:56] <masa> butbut... :p
L2467[19:15:58] <williewillus> did you really have that many compiles going from 1.8.9 to 1.9?
L2468[19:16:04] <williewillus> that's surprising
L2469[19:16:12] <williewillus> excluding dumb things like find replace
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L2472[19:16:19] <williewillus> that we can use migration mappings for :P
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L2474[19:16:34] <mezz> willie, lots of nonstandard rendering and item overlay colors and handedness etc etc
L2475[19:16:59] <mezz> LordSkittles_, maybe World.findNearestEntityWithinAABB
L2476[19:16:59] <tterrag> LordSkittles_: probably isn't a way that isn't O(n)
L2477[19:17:13] <tterrag> mezz: but what is the minimum range? he asked for *the* closest one :P
L2478[19:17:14] <williewillus> it has to scan the whole list
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L2481[19:17:53] <mezz> minecraft doesn't keep lists of entities by their classes? fuck me
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L2483[19:18:05] <tterrag> it keeps a list of players
L2484[19:18:11] <williewillus> well chunks do
L2485[19:18:12] <tterrag> iterate over that and find the closest by distSq
L2486[19:18:14] <tterrag> that's pretty cheap
L2487[19:18:17] <mezz> ah okay. probably good to write your own findPlayer thing then
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L2489[19:18:33] <tterrag> O(n) where n is player count in the world
L2490[19:18:37] <tterrag> should have specified :P
L2491[19:18:42] <tterrag> not ALL entities
L2492[19:18:43] <tterrag> that would be awful
L2493[19:19:00] <mezz> when n is < 128 please ignore people talking about O() notation lol
L2494[19:19:00] <williewillus> you could be clever and do some spiraling outward search by querying the Chunk obejcts directly
L2495[19:19:06] <williewillus> but yeah just scan the list
L2496[19:19:30] <masa> oh what happaned with that ClassInheritanceWhateverMap and the performance issues willie was profiling a little while ago?
L2497[19:19:47] <williewillus> still bad
L2498[19:19:55] <williewillus> don't call getENtitiesInAABB with big AABB's
L2499[19:20:02] <williewillus> often at least
L2500[19:20:12] <LordSkittles_> I can't work it out >.<
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L2502[19:20:29] <williewillus> which is amusing since CIMultimap should have increased performance
L2503[19:21:02] <masa> was the CIMap new in 1.9? how were they stored in 1.8, just a simple list?
L2504[19:21:03] <mezz> LordSkittles_, 1.9 totally has World.getClosestPlayer unless I lost my mind I'm looking at it
L2505[19:21:03] <tterrag> mezz: size of n is irrelevant. I was just saying there is no direct way to lookup "closest" anything :P
L2506[19:21:09] <williewillus> it was new in 1.8.9
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L2508[19:21:13] <williewillus> 1.8.0 did it the old way
L2509[19:21:17] <tterrag> if that method does it, it's still just an iteration
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L2511[19:21:24] <mezz> yep
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L2513[19:22:26] <LordSkittles_> mezz it has getClosestPlayerToEntity but doesn't allow tileEntities
L2514[19:22:53] <mezz> there's one that takes x, y, z
L2515[19:23:01] <Geforce> Hey, whenever I try to run gradlew setupDecompWorkspace with the new RB of Forge 1.9, I get this weird error, any tips? : http://pastebin.com/Qj8Gx1tC
L2516[19:23:24] <Zaggy1024> apparently 1.9 won't launch with JRE7 on my machine
L2517[19:23:28] <williewillus> well like i said you could try to be clever and take advantage of hwo things are stored in chunks and search outwards, but it probably isn't worth the effort
L2518[19:23:41] <Zaggy1024> I realized I had it set as the executable and when I launch 1.9 it doesn't run, but it works fine with the default executable
L2519[19:23:43] <Zaggy1024> kind weird
L2520[19:23:47] <LordSkittles_> mezz where? I'm going crazy looking for ti
L2521[19:24:05] <mezz> getClosestPlayerToEntity calls it
L2522[19:24:23] <tterrag> use your IDE pls
L2523[19:24:33] <LordSkittles_> LOL it's func_184137_a
L2524[19:24:39] <LordSkittles_> That's why I couldn't see it
L2525[19:24:41] <tterrag> !gm 184137
L2526[19:24:43] <mezz> update ur mappings nub :p
L2527[19:24:52] <tterrag> [MCPBot_Reborn] Last Change: 2016-03-19 05:16:29.593750-04:00 (bdew)
L2528[19:24:58] <tterrag> that's 2 months old
L2529[19:25:00] <tterrag> your fault :P
L2530[19:25:30] <LordSkittles_> mezz how does one update mappings
L2531[19:25:45] <masa> Geforce: did you try with --info to see more details? or maybe with --refresh-dependencies
L2532[19:25:47] <tterrag> it's one line in your buildscript
L2533[19:26:01] <tterrag> mappings = ...
L2534[19:26:04] <tterrag> !!latest 1.9
L2535[19:26:04] <MCPBot_Reborn> === Latest Mappings ===
L2536[19:26:05] <MCPBot_Reborn> MC Version Forge Gradle Channel
L2537[19:26:06] <MCPBot_Reborn> 1.9 snapshot_20160504
L2538[19:26:40] <mezz> where can I find the magical 1.8.9 to 1.9 intellij migration mappings for the mcp UPPERCASE stuff?
L2539[19:26:50] <mezz> I saw it before but didn't bookmark it
L2540[19:26:52] <Zaggy1024> huh, version check settings uses mods' IDs rather than their friendly names
L2541[19:27:22] <vox> mezz: they're linked in Willie's 1.9 migration thing
L2542[19:27:25] <mezz> thanks
L2543[19:27:26] <vox> one sec and I'll link it
L2544[19:27:38] <gr8pefish> I'm assuming the reason IExtendedEntityProperties doesn't exist in 1.9 is that it was scrapped for the capability system?
L2545[19:27:48] <williewillus> yes
L2546[19:27:57] <vox> https://gist.github.com/williewillus/e37edde85dc78d2e138c
L2547[19:28:01] <mezz> thanks
L2548[19:28:04] <vox> no problem
L2549[19:28:09] <williewillus> mezz: i think boni made those migration mappings before all the case changes
L2550[19:28:12] <williewillus> so :P
L2551[19:28:16] <williewillus> find-replace it is
L2552[19:28:19] <vox> lol that's annoying
L2553[19:28:25] <mezz> boo, that's the only ones I have issues with
L2554[19:28:30] <Geforce> masa, let me try running it with refresh-dependencies and see what happens...
L2555[19:28:41] <williewillus> plus the MM is only classes
L2556[19:28:43] <mezz> I just regexed the others in like 10 minutes, but all these items and blocks are getting to moe
L2557[19:28:44] <williewillus> not fields or methods
L2558[19:28:54] <mezz> getting to me*
L2559[19:28:59] <mezz> okay
L2560[19:29:47] <masa> can't you regex the items and blocks somewhat easily?
L2561[19:30:18] <williewillus> not if the specific modder you got the mod from didn't name their parameters properly and left them in mcp/srg form coughdammitvaz
L2562[19:30:25] <Matthew> tterrag ╡ MC just happens to be last on the list <-- not the reason why it is part of the stacktrace/error
L2563[19:30:30] <Matthew> minecrafts maven repo is shite
L2564[19:30:33] <williewillus> (speaking mostly about signature changes)
L2565[19:30:34] <tterrag> yes I know
L2566[19:30:34] <masa> since you know it will be \sItem.[a-z_]+ etc
L2567[19:30:35] <Matthew> and returns 403 instead of 44
L2568[19:30:37] <tterrag> it returns 403
L2569[19:30:40] <Matthew> *404
L2570[19:30:41] <mezz> regex isn't so great at making stuff uppercase... I should google it, maybe there's a super secret character to do it
L2571[19:31:07] <tterrag> regex isn't really good at "modifying" anything
L2572[19:31:12] <tterrag> it's for matching :P
L2573[19:31:15] <mezz> \U looks promising
L2574[19:31:33] <mezz> well sure, but most things with find-replace that support regex also have some kind of modifiers
L2575[19:32:07] <LordSkittles_> LOL mezz I updated my mappings and it still wasn't there
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L2578[19:32:33] <LordSkittles_> I'ma just write a wrapper function
L2579[19:32:37] <tterrag> then you did it wrong
L2580[19:32:42] <tterrag> I HOPE you reran setup
L2581[19:32:48] <mezz> LordSkittles_, ./gradlew setupdecompworkspace
L2582[19:33:08] <tterrag> sDecW
L2583[19:33:21] <masa> and then re-import/refresh whatever depending on your IDE
L2584[19:33:47] <masa> also good time to update forge itself t olatest version
L2585[19:33:55] <LordSkittles_> That's what I did mezz
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L2588[19:35:21] <mezz> ./gradlew idea
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L2590[19:35:42] <masa> uh afaik you shouldn't be doing that
L2591[19:35:50] <masa> only for eclipse
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L2593[19:36:06] <masa> but for idea just import the build script
L2594[19:38:25] <Zaggy1024> do lambdas not work with reobfuscation?
L2595[19:38:47] <gr8pefish> williewillus, this: https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d is beautiful and I love you for it
L2596[19:39:03] <williewillus> Zaggy1024: no
L2597[19:39:06] <Zaggy1024> I got an AbstractMethodError on an IBlockColors lambda
L2598[19:39:11] <Geforce> masa, tryed it with --info, it's saying "system is out of resources", even though I'm giving gradle 3GB..
L2599[19:39:12] <Zaggy1024> no they don't?
L2600[19:39:13] <Geforce> http://pastebin.com/MFnP3VbH
L2601[19:39:16] <williewillus> there's a ticket open in SpecialSource for it
L2602[19:39:18] <williewillus> they don't
L2603[19:39:19] <Zaggy1024> ah
L2604[19:39:27] <Zaggy1024> okay, I'll just keep using retrolambda then
L2605[19:39:32] <williewillus> you have to wrap it in another functional interface that extends the obf one
L2606[19:39:44] <Zaggy1024> meh
L2607[19:39:56] <Zaggy1024> retrolambda works so I'll just keep it
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L2610[19:43:20] <williewillus> $ labels add 2820 Bug
L2611[19:43:21] <Actuarius> Added labels [Bug] for issue 2820; new labels: [Bug].
L2612[19:43:58] <williewillus> $ labels add 2810 Feature
L2613[19:44:00] <Actuarius> Added labels [Feature] for issue 2810; new labels: [Feature].
L2614[19:44:19] <mezz> is github so dumb that the only way to let people add labels to their own issues is with an IRC bot? cmon github...
L2615[19:44:27] <tterrag> eh
L2616[19:44:35] <tterrag> letting anyone add labels to their issue would be very abusable
L2617[19:44:43] <mezz> actually now that I think about it yeah
L2618[19:44:46] <williewillus> what it needs is a "issue manager" permission rank
L2619[19:44:47] <williewillus> :P
L2620[19:44:48] <mezz> ever seen binnie's mods repo?
L2621[19:45:03] <williewillus> no, what about it?
L2622[19:45:06] <tterrag> yeah, the problem is that GH's permission levels are awful
L2623[19:45:08] <mezz> it's all people tagging their own issues as very important and assigning binnie
L2624[19:45:18] <mezz> https://bitbucket.org/binnie567/binnie-mods/issues
L2625[19:45:22] <williewillus> you can let public assign people?
L2626[19:45:25] <williewillus> 0.o
L2627[19:45:29] <williewillus> oh
L2628[19:45:49] <mezz> it made people think he was working on the code for a long time lol
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L2630[19:49:58] <Zaggy1024> willie, were you talking about https://github.com/md-5/SpecialSource/issues/36?
L2631[19:50:09] <Zaggy1024> from the comments on there it doesn't look hopeful :\
L2632[19:50:38] <Zaggy1024> if only because of lack of visible progress
L2633[19:51:24] <mezz> just ask for progress, they're some really smart guys
L2634[19:51:44] <Zaggy1024> heh, I'm not gonna be that guy, not unless they want me to :P
L2635[19:51:52] <Zaggy1024> they know of the issue already
L2636[19:51:54] <williewillus> yes that issue
L2637[19:52:17] <tterrag> ask Matthew, he's here :P
L2638[19:52:24] <Matthew> wat
L2639[19:52:26] <tterrag> md5 is as well
L2640[19:52:30] <tterrag> (not pinging though)
L2641[19:52:31] <mezz> most likely fell from their focus, there's lots of other stuff to work on and the issue was made months ago
L2642[19:52:36] <Matthew> ahh yeah that issue.
L2643[19:52:43] <williewillus> you can just wrap it in another functional interface
L2644[19:52:47] <williewillus> it's a bit dirty but it works
L2645[19:53:10] <Zaggy1024> tbh I'd rather just keep using retrolambda, I doubt there's much performance difference for my usage
L2646[19:53:14] <williewillus> https://github.com/williewillus/Botania/blob/MC19/src/main/java/vazkii/botania/client/core/handler/ModelHandler.java#L953-L966
L2647[19:53:14] <Matthew> I don't know all the posibly desc formats for invokeDynamic
L2648[19:53:55] <tterrag> formats?
L2649[19:54:19] <mezz> the workaround (don't use lamba) is easy, but this will keep catching people off-guard as more people use java 8
L2650[19:54:22] <Matthew> like the example on that issue, the desc is '()LTest$Foo;'
L2651[19:54:56] <tterrag> can it be anything different?
L2652[19:55:11] <Matthew> *shrug* md5 seems to think so
L2653[19:55:17] <Matthew> maybe Lex knows?
L2654[19:55:21] <Zaggy1024> mezz, that's a bad solution :P
L2655[19:55:35] <williewillus> the solution is to wrap it
L2656[19:55:36] <williewillus> like i linked
L2657[19:55:50] <williewillus> it forces your lambda to be bound to your interface
L2658[19:55:57] <williewillus> instead of the obf one
L2659[19:56:04] <Zaggy1024> I know
L2660[19:56:28] <Zaggy1024> I saw your solution, I don't really like it since it probably results in the same performance that retrolambda does
L2661[19:56:31] <Matthew> thats not a solution :P it's a workaround
L2662[19:57:02] <Zaggy1024> and retrolambda generates the anonymous classes directly from lambdas so there's no hackyness visible in my code :)
L2663[19:57:28] <Matthew> you do have the overhead of another class though.. but not a huge deal
L2664[19:57:36] <Zaggy1024> indeed
L2665[19:57:40] <williewillus> ?shrug works for now :P
L2666[19:57:49] <Matthew> most of the time lambdas get compiled to synthetic methods
L2667[19:57:50] <tterrag> Matthew: why would it ever be anything different from ()Lpath/to/Interface ?
L2668[19:57:56] <Zaggy1024> but either workaround probably uses about the same amount of memory no?
L2669[19:58:03] <Matthew> once again tterrag. *shrug*
L2670[19:58:11] <Matthew> I defer to people who know what they are talking about :P
L2671[19:58:14] <tterrag> is there any good example of when it's not?
L2672[19:58:30] <tterrag> I don't. I'd rather know why myself than just trust it's true
L2673[19:59:11] <Matthew> is there a lib/set of classes/anything that uses every language feature of java?
L2674[19:59:19] <Matthew> like a test one for stuff like this
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L2676[20:02:49] <mezz> would something like jtreg help? http://openjdk.java.net/jtreg/
L2677[20:03:19] <williewillus> jtreg is super ugly compared to junit, wish they'd just switch to that hah
L2678[20:03:26] <Zaggy1024> wait, the description is what determines what is put on the stack doesn't it?
L2679[20:03:31] <Zaggy1024> so it always has to be the interface?
L2680[20:03:55] <Zaggy1024> can't you just pull the interface from that as simple as everything after ()L?
L2681[20:04:07] <Zaggy1024> (ignoring parameters of course)
L2682[20:04:08] <tterrag> that's what I'm saying
L2683[20:04:13] <mezz> well when you have 10,000 regression tests going back to 1997 you tend not to switch your testing suite lol
L2684[20:04:24] <Zaggy1024> I don't see any case where it wouldn't be a fully qualified path
L2685[20:04:39] <Zaggy1024> it's always gonna be a class path
L2686[20:04:44] <tterrag> perhaps md_5 can shed some light
L2687[20:05:07] <LexManos> fuck ayll bitching about?
L2688[20:05:20] <tterrag> lambdas
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L2690[20:05:30] <tterrag> btw, is that just your general "hello"? :P
L2691[20:05:35] <mezz> lambdas and obfuscation processing
L2692[20:05:37] <Matthew> Lex: https://github.com/md-5/SpecialSource/issues/36
L2693[20:05:39] <tterrag> I've seen you enter the conversation with that about...10 times now
L2694[20:06:21] <LexManos> what does the resulting bytecode look like?
L2695[20:06:40] <md_5> horrible
L2696[20:07:14] <Zaggy1024> heh
L2697[20:07:29] <tterrag> this is what my plugin outputs http://pastebin.com/Vvt5n2L0
L2698[20:07:33] <Zaggy1024> but you only need to look at the return value of the description, don't you?
L2699[20:07:45] <tterrag> line 27
L2700[20:07:51] <tterrag> INVOKEDYNAMIC getName()LTest$Foo; [
L2701[20:08:06] <Matthew> but really the question is. what are the possibilities for the desc of invokedynanmic?
L2702[20:08:14] <Matthew> because the asm remapper can remap it correctly
L2703[20:08:53] <Zaggy1024> I'll try finding some random lambdas in my project and see if it has anything screwy
L2704[20:09:00] <Zaggy1024> the couple I've looked at so far have been as expected
L2705[20:09:35] <LexManos> That's not a valid invoke... it doesn't have a owner....
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L2708[20:10:19] <tterrag> is the owner not what's in the brackets?
L2709[20:10:34] <LexManos> it got cut off at the first bracket
L2710[20:11:27] <tterrag> I pasted the whole thing
L2711[20:11:34] <tterrag> http://pastebin.com/Vvt5n2L0
L2712[20:11:35] <williewillus> bad plugin?
L2713[20:11:45] <tterrag> no
L2714[20:11:47] <tterrag> it's multi-line
L2715[20:12:25] <Matthew> heres the javap output. https://gist.github.com/matthewprenger/1e1c7ea7adda37a51c0a4b4cb504e7d9 https://gist.github.com/matthewprenger/3f69e13dfb4d880f5af2cc4a62e528b9
L2716[20:13:16] <tterrag> same as mine :P
L2717[20:13:20] <tterrag> mine's just easier to read
L2718[20:14:24] <Zaggy1024> looks like the owner class is a parameter for the description if the lambda uses 'this'
L2719[20:14:43] <LexManos> wow.. that looks ugly as shit
L2720[20:14:56] <Zaggy1024> yup lol
L2721[20:15:13] <LexManos> Test.lambda$0()Ljava/lang/String;
L2722[20:15:18] <LexManos> whats class $0?
L2723[20:15:27] <williewillus> its a method I think
L2724[20:15:31] <tterrag> yeah
L2725[20:15:32] <LexManos> err no its a method
L2726[20:15:33] <williewillus> method is called lambda$0
L2727[20:15:34] <Matthew> yeah its a synthetic method
L2728[20:15:56] <tterrag> yeah just tested
L2729[20:16:03] <tterrag> defined f2 and it was lambda$1
L2730[20:16:49] <LexManos> ok so it's not actually called f2, its moved to a synthetic method.
L2731[20:17:02] <LexManos> what does it need to obf to?
L2732[20:17:18] <LexManos> Trying to figure out what the actual issue is...
L2733[20:17:29] <Matthew> MD: Test$Foo/getName ()Ljava/lang/String; Test$Foo/getFoo ()Ljava/lang/String;
L2734[20:17:47] <Matthew> ^ that srg line doesn't work. it partially remaps it
L2735[20:18:07] <tterrag> I'm assuming it remaps INVOKEDYNAMIC getName()LTest$Foo; to INVOKEDYNAMIC getFoo()LTest$Foo;
L2736[20:18:08] <tterrag> at least?
L2737[20:19:16] <Zaggy1024> isn't that all that needs to be remapped?
L2738[20:19:30] <LexManos> fuck it im bored
L2739[20:19:36] <LexManos> gunna compile it and look at it
L2740[20:19:44] <Zaggy1024> lol okay
L2741[20:19:52] <williewillus> how was your dinner? :P
L2742[20:22:29] <LexManos> Side note Fernflower does lambdas jsut fine http://puu.sh/oGCFa/9e4dc78fef.png
L2743[20:22:36] <LexManos> and it was fine.
L2744[20:22:41] <Matthew> Lex: https://gist.github.com/matthewprenger/124b82b7fccb3cc26fa7d4dbd8e17d93
L2745[20:22:46] <Matthew> thats the class after remapping with SS
L2746[20:22:51] <Zaggy1024> the description being implemented by the lambda looks like it needs to be pulled from the third parameter (Handle) in the Object[]
L2747[20:22:52] <Matthew> you can see traces of getFoo and getName
L2748[20:23:58] <theFlaxbeard> What do I need to change to fix the weird item rendering going from 1.8.9->1.9?
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L2750[20:24:05] <tterrag> Matthew: that's strange
L2751[20:24:08] <tterrag> it's failing to remap the sysout??
L2752[20:24:34] <theFlaxbeard> Ah nevermind, item/generated
L2753[20:24:41] <Matthew> tterrag, invokeinterface #45, 1 // InterfaceMethod Test$Foo.getFoo:()Ljava/lang/String;
L2754[20:24:43] <Matthew> is fine
L2755[20:24:51] <Matthew> invokedynamic #36, 0 // InvokeDynamic #0:getName:()LTest$Foo;
L2756[20:24:55] <Matthew> is not because invokedynamic
L2757[20:25:28] <tterrag> ah
L2758[20:25:29] <tterrag> weird
L2759[20:25:46] <tterrag> I was misreading
L2760[20:25:51] <tterrag> because javap is strange :P
L2761[20:26:00] <LexManos> interesting interesting
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L2765[20:34:18] <LexManos> Damn JBE doesnt support J8 :/
L2766[20:34:43] <Zaggy1024> is it even possible for the lambda's desc to not match the type passed to invokedynamic?
L2767[20:34:51] <LexManos> const [r36] = InvokeDynamic invokeStatic Method java/lang/invoke/LambdaMetafactory metafactory (Ljava/lang/invoke/MethodHandles$Lookup;Ljava/lang/String;Ljava/lang/invoke/MethodType;Ljava/lang/invoke/MethodType;Ljava/lang/invoke/MethodHandle;Ljava/lang/invoke/MethodType;)Ljava/lang/invoke/CallSite; MethodType ()Ljava/lang/String; MethodHandle invokeStatic Method Test lambda$main$0 ()Ljava/lang/String; MethodType ()Ljava/lang/String; : getName
L2768[20:34:51] <LexManos> ()LTest$Foo;
L2769[20:34:51] <LexManos> .
L2770[20:34:58] <LexManos> SoMEWHERE there is that function call
L2771[20:35:07] <Zaggy1024> yikes.
L2772[20:35:07] <LexManos> and it passes in the name of the function as a string
L2773[20:35:14] <LexManos> which is what would need to be remapped
L2774[20:35:34] <LexManos> Its not the invoke dynamic thats the issue I dont think
L2775[20:35:54] <Zaggy1024> from what I can see in ASM the name of the function in the interface, and then a Type instance at the end of the parameter array
L2776[20:36:06] <LexManos> that should be remapped just fine, it's the "getName" -> "lambda$main$0" that needs remapping
L2777[20:36:10] <Zaggy1024> and those together would be the function's description
L2778[20:36:44] <LexManos> gunna hit the head and then see about cloning SS and setting up a test.
L2779[20:36:57] <Matthew> well lex the code in this comment: https://github.com/md-5/SpecialSource/issues/36?#issuecomment-175296897 (+ a classreader/writer) can successfully remap the method
L2780[20:37:01] <LexManos> Side note: I have S2S updated for support on all this just need it tested...
L2781[20:37:39] <Matthew> md5 just wasn't sure how many ways you can parse the desc of mapInvokeDynamicMethodName
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L2784[20:39:57] <tterrag> Matthew: surely a partial fix is better than nothing
L2785[20:40:05] <tterrag> so far we have yet to find a case where the desc is different
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L2787[20:40:46] <LexManos> Side note: Anyone here good with python, sql, and web graphs and wants to make some money by helping forge?
L2788[20:41:00] <LexManos> no a partial fix is often WAY worse then nothing
L2789[20:41:20] <LexManos> Making things break in unknown ways is worse then having them break in predictable ways.
L2790[20:41:27] <Matthew> ohh interesting things comming to forge?
L2791[20:41:33] * Matthew knows nothing abuot python
L2792[20:41:34] <LexManos> Statistics
L2793[20:41:48] <LexManos> Need someone to write a pretty web page and aggrigate stats
L2794[20:42:03] <Matthew> stats of? launches, downloads, something else?
L2795[20:42:10] <illy> time to for me learn python :P
L2796[20:42:13] <LexManos> Java versions, MC versions, Number of mods, things like that.
L2797[20:42:27] <Matthew> ahh
L2798[20:42:32] <LexManos> It's a straight bounty work. $1K to whoever makes it functional.
L2799[20:42:32] <tterrag> lex yeah but we'd *know* it's incomplete, and in the mean time it would fix MOST lambdas
L2800[20:42:33] <kashike> so similar to mcstats
L2801[20:42:41] <LexManos> Ya
L2802[20:42:49] <Zaggy1024> sounds handy for watching the Java 8 users go up after the nag :)
L2803[20:43:20] <LexManos> We have a test mod on some FTB packs right now but before it gets official and starts collecting stats we NEED a 'here is the exact stats were getting and how we're using them'
L2804[20:43:31] <mezz> that sounds pretty cool
L2805[20:43:43] <LexManos> And i've been to busy to write it myself so im looking for someone who is willing to do it.
L2806[20:43:53] <LexManos> The bounty is just a incentive.
L2807[20:44:06] <kashike> why does it need to be python? :P
L2808[20:44:53] <LexManos> because I like python and that's what we have setup right now.
L2809[20:45:12] <LexManos> Really it could be any language as long as I know it, it's light weight, and can be run on linux
L2810[20:45:29] <illy> I think I could do it with java + play
L2811[20:45:38] <LexManos> java is really heavy for this
L2812[20:45:55] <LexManos> python gets compiled down to near native
L2813[20:46:12] <LexManos> {As near as a scripting language can be}
L2814[20:46:23] <mezz> I'm guessing you're going to be caching it often though...
L2815[20:46:41] <LexManos> It'll be a cron job run every 5 mins to process the last 5 mins of data.
L2816[20:46:58] <LexManos> and regenerate the html/web data
L2817[20:49:58] <LexManos> OHH RIGHT thats why I never worked on SS, it uses lambda and breaks eclipse.
L2818[20:50:04] <LexManos> err lombok
L2819[20:50:18] <tterrag> lombok works great for me in eclipse
L2820[20:50:19] <Matthew> hah. eclipse has a plugin doesn't it?
L2821[20:50:20] <tterrag> are you on mars?
L2822[20:50:26] <tterrag> also yes, the plugin is necessary
L2823[20:50:31] <Matthew> but eyah I dislike lombok
L2824[20:50:40] <kashike> lombok is horrible
L2825[20:50:49] <LexManos> lombok + gradle plugin == horrible firey death of eclipse
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L2827[20:51:02] <LexManos> and I use gradle far more then lombok because I dont like magic code generation
L2828[20:51:03] <tterrag> not with the actual gradle lombok plugin :P
L2829[20:51:14] <tterrag> https://github.com/franzbecker/gradle-lombok
L2830[20:51:21] <LexManos> for eclipse
L2831[20:51:23] <tterrag> you can use it to pop the install window etc
L2832[20:51:24] <LexManos> this isnt gradle
L2833[20:51:35] <tterrag> oh yeah, you use the gradle eclipse plugin?
L2834[20:51:36] <LexManos> his is a maven setup
L2835[20:51:40] <tterrag> right, I've heard of problems with that
L2836[20:51:46] <tterrag> tbh I didn't find it that useful anyways
L2837[20:52:03] <tterrag> I don't mind dropping to cmdline every once in a while
L2838[20:52:28] <LexManos> i use cmdline quite often but some of the intergrations like being able to refresh seps and shit is what I like
L2839[20:52:34] <tterrag> luna is a bit better for it though
L2840[20:52:39] <LexManos> point is, lombok + gradle == explosion, == I cant work on SS
L2841[20:52:41] <tterrag> lombok, that is
L2842[20:52:55] <tterrag> uninstall the plugin temporarily?
L2843[20:53:06] <tterrag> not ideal, but...
L2844[20:53:17] <LexManos> no, i'll just work with ASM myself and see what the class looks like
L2845[20:53:28] <tterrag> seems like more effort, but *shrug*
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L2849[21:04:04] <b0bst3r> well i've never seen a crash log quite like what just happened http://pastebin.com/bKPTVM3C
L2850[21:04:19] <b0bst3r> this new Forge stuff or java going on a bender?
L2851[21:05:55] <b0bst3r> and this DestroyJavaVM" Id=17 RUNNABLE scares me
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L2854[21:14:54] <LexManos> interesting, its just ERROR no context...
L2855[21:15:00] <LexManos> and it's coming from native code...
L2856[21:15:09] <LexManos> is it reproducable?
L2857[21:15:43] <b0bst3r> well not sure what caused it in the first place, looks like evilcraft world gen at a guess
L2858[21:18:09] <b0bst3r> trying to find the forge log where the crash was registered as there was a crash at that point which froze the whole server
L2859[21:20:23] <p455w0rd> what format are the fontrenderer colors? hex?
L2860[21:20:32] <b0bst3r> crap it didn't log it
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L2862[21:22:30] <b0bst3r> LexManos it did but unsure if this caused anything http://i.imgur.com/jTCjWpg.png I think this is probably why it hung and didn't exit
L2863[21:23:16] <LexManos> y u ping me?
L2864[21:24:42] <b0bst3r> sorry I thought you wanted to know about my crash
L2865[21:24:46] <LexManos> also thats odd, what did you censor, and those are explicitly allowed in the exit trapper so that wouldnt have anyhting to do with it
L2866[21:25:08] <b0bst3r> that's putty that's censored I grabbed the log so I can see what that says
L2867[21:25:25] <Matthew> yeah I get exit trapped exceptions somewhat often. I think the class list needs updating
L2868[21:25:49] <LexManos> it may, if things have changed
L2869[21:25:54] <LexManos> but the watchdog is on it
L2870[21:26:06] <Matthew> you could just whitelist net.minecraft no?
L2871[21:26:47] <LexManos> no
L2872[21:28:39] <Matthew> anyway. back to reading the jvm spec
L2873[21:29:14] <LexManos> does SS have tests like a gradle project?
L2874[21:29:40] <Matthew> doesn't look like it
L2875[21:29:46] <Matthew> and it uses maven bleh
L2876[21:30:10] <kashike> Matthew: the Bukkit community is anti-Gradle for some reason
L2877[21:30:50] <Matthew> when you pull out ForgeGradle, gradle is actually really fast (especially in recent buidlds)
L2878[21:31:09] <kashike> yup, but it's gradle
L2879[21:31:20] <kashike> some people's reason is "ewww groovy i love my xml"
L2880[21:34:05] <illy> I thought it was the I hate change crowed :P
L2881[21:35:20] <LexManos> FG is a cliusterfuck of black magic.
L2882[21:35:27] <LexManos> But thus is what we have to do in the MC world
L2883[21:35:41] <LexManos> xml is horrid
L2884[21:35:53] <LexManos> anyways need to figure out how to setup a test for SS then...
L2885[21:36:16] <Matthew> I can open someones build.gradle and gauge what is going on pretty quickly. reading a pom... not so much
L2886[21:36:27] <kashike> iirc, add junit/etc to dependencies, make src/test/java, etc
L2887[21:38:12] <LexManos> 6 lines of xml to add a dep ....
L2888[21:38:24] <killjoy> dependencies.compile "something"
L2889[21:39:07] <Matthew> 'gradle init' will convert it to a gradle project :P
L2890[21:39:13] <Matthew> even converts dependencies
L2891[21:40:23] <Matthew> hah! cd SpecialSource && gradle init && gradle build
L2892[21:40:28] <Matthew> successfutlly builds the jar
L2893[21:42:11] <LexManos> wait...
L2894[21:42:13] <LexManos> that works...
L2895[21:42:16] <LexManos> nice!
L2896[21:42:32] <LexManos> humm
L2897[21:42:55] <LexManos> I need to make some macros to alias javac7 to my j7 jdk and javac8 to my j8 sdk...
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L2900[21:50:57] <LexManos> Oh, found how to do it i now have java{version}
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L2910[22:28:41] <LexManos> Alright got SS debugging and unit testing setup. actually the remapper should be working just fine...
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L2912[22:31:43] <killjoy> Would fml complain if a @Mod class isn't public?
L2913[22:35:30] <LexManos> probably as it'd be a pain to init it
L2914[22:37:08] <killjoy> ok, just wondering for something I wanted to do
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L2919[22:45:47] <Delenas> Okay, so. Int ids still exist per world, and are changed on mod list changes, yes?
L2920[22:46:01] <killjoy> yes they still exist
L2921[22:46:04] <killjoy> no, you don't mess with them
L2922[22:46:22] <killjoy> forget they exist. Forge takes care of everything for you.
L2923[22:46:51] <Delenas> But caching a list of blocks :<
L2924[22:47:01] <killjoy> what?
L2925[22:47:59] <Delenas> Would it not be memory efficient to save a list of ints, and update it on mod changes, for crafting materials? This file would only be for a file cache of a block list.
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L2929[22:51:04] <Delenas> I'd rather not load a massive file full of resource names every time I boot this mod. X.x
L2930[22:51:17] <LexManos> if you serialize things
L2931[22:51:21] <LexManos> save registry names
L2932[22:52:05] <Delenas> How does that affect performance on load, though?
L2933[22:52:07] <LexManos> you can keep your own interal lookupo table if you're worries about file size, but it's not recomended
L2934[22:52:16] <LexManos> depends on what you're doing, you're being very vague
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L2936[22:52:44] <bspkrs> think of it this way... object references are basically a list of longs
L2937[22:53:05] <bspkrs> longs as memory addresses, but still longs
L2938[22:53:32] <bspkrs> and I'm too drunk to continue
L2939[22:54:14] <Delenas> I have a bed frame that can be created from a set of materials (wood), and that list is created from oredict. But to load the allowed materials, jsons in a config specify the registry names. I wanted to know the performance of loading string names.
L2940[22:54:44] <Delenas> How fast would, say, 300 material registry names load from a few files?
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L2942[22:56:47] <Delenas> If all I do is open a file, loop through the entries, and assign an oredict value if the entry is valid?
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L2947[23:01:28] <bspkrs> milliseconds, most likely
L2948[23:01:47] <bspkrs> unless you have a really fragmented drive that is also very full
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L2953[23:13:32] <Delenas> o/ McJty
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L2955[23:18:06] *** cpw is now known as cpw|out
L2956[23:20:23] <McJty> Hi
L2957[23:22:28] <mezz> yeah Delenas don't worry about the performance impact of that unless you actually notice a slowdown. Forestry does much slower things on startup with no real lag time
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L2959[23:24:31] <LexManos> md_5, and whoever else is interested: https://github.com/LexManos/SpecialSource/commit/ef5ac81fdd55e18a6357ed45c1b6303906906c07
L2960[23:25:37] <Delenas> Also. I am pleased that forge nags people for java 8. 6 needs to die in a fire by now.
L2961[23:27:04] <Firedingo> Agreed Delenas. I think that because Macs that are pre-setup come with Java 6 is why it hangs around although lack of updating is probably a factor too.
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L2963[23:33:40] <Delenas> Mojang needs to realize that their changes need to leave the older systems too. Some of this crap they use is ancient.
L2964[23:34:08] <Delenas> For security and optimization.
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L2968[23:35:13] <LexManos> ...
L2969[23:35:32] <mezz> Their userbase is young, they need to support laptops from the 1990s handed down to younger baby brothers
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L2973[23:39:52] <Delenas> Opengl 2.1 was released a decade ago. And they still cling to a ton of stuff from 1.
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L2976[23:40:47] <Delenas> But true. I suppose systems older than that still function half decently.
L2977[23:41:05] <bspkrs> I think you're all insane
L2978[23:43:38] <mezz> no argument there
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L2981[23:46:21] <tterrag> Delenas: using GL1 methods is not the problem. MC will never move away from legacy so those are not deprecated
L2982[23:46:32] <tterrag> lex: tested on openjdk compiled code?
L2983[23:46:38] <tterrag> my server uses openjdk, I can build something if you need
L2984[23:46:51] <Matthew> I just tested and I have openjdk
L2985[23:46:55] <tterrag> ah good
L2986[23:47:28] <Matthew> only oracle one I have installed is 6 and 9
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L2988[23:48:10] <tterrag> 9?
L2989[23:48:21] <tterrag> are there previews for 9 already?
L2990[23:48:25] <Matthew> yup
L2991[23:48:37] <Delenas> Matt is secretly from the future.
L2992[23:48:39] <Matthew> build 116 currently
L2993[23:49:04] <Matthew> the vanilla server can actually run on 9 if you turn off native-transport
L2994[23:49:35] <tterrag> native what now
L2995[23:49:39] <LexManos> in theory it shouldnt matter what the compiler is
L2996[23:49:47] <LexManos> as they should both target the same class
L2997[23:49:49] <LexManos> test as you will
L2998[23:50:12] <Matthew> server.properties use-native-transport
L2999[23:50:33] <Matthew> its a linux only thing that uses epoll (native something)
L3000[23:51:04] <Delenas> J6 should be gone. J7 is okayish, but is there any reason J8 can't be widespread?
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L3002[23:51:23] <tterrag> kiddies
L3003[23:51:23] <kashike> tterrag: http://netty.io/wiki/native-transports.html
L3004[23:51:26] <Matthew> heh MC doesn't even compile on 6 anymore
L3005[23:51:37] <Matthew> it targets 6, but has to use the 7+ compiler
L3006[23:52:14] <mezz> interesting, how does that work?
L3007[23:53:02] <Matthew> something with generics is screwed up on 6
L3008[23:54:49] <LexManos> !gf activeItemStack
L3009[23:55:31] <tterrag> mezz: quite a few features are just added syntax sugar
L3010[23:55:35] <tterrag> string switches, for example
L3011[23:55:44] <tterrag> compile just fine to j6. they are just not present in j6 compilers
L3012[23:56:46] <LexManos> a lot of java is syntax sugar
L3013[23:57:06] <tterrag> like, most of it :P
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