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L1[00:00:15] <asie> tterrag: the problem
with adding world/pos parameters to caps is that caps are supposed
to be universal
L2[00:00:22] <asie> if you do that they are
no longer universal
L3[00:00:38] <LexManos> I never thought this
day would come, but asie seems to actually fucking get it.
L4[00:00:50] <LexManos> doing anything
positional in a cap is stupid
L5[00:00:58] <tterrag> I must have missed
it. was it said before I joined the conversation?
L6[00:01:02] <asie> well you seem very kind
to me
L7[00:01:31] <tterrag> either way, you've
explained your desing principles, and I accept them.
L8[00:01:48] <LexManos> infinite tanks, item
sinks, item suppliers, redstone controls, basically anything a TE
can do that you can think of being 'passive' or 'creative'
L9[00:02:31] <asie> also, TEs as long as
they don't tick are cheaper than people think
L10[00:02:43] <LexManos> Non ticking TEs
are just memory
L11[00:02:52] <tterrag> ok. those would
work yeah. but they seem pretty niche
L12[00:02:59] <LexManos> they may be
niche
L13[00:03:03] <LexManos> but thats the best
you're gunna get
L14[00:03:09] <LexManos> if you want
anything more use a fucking TE
L15[00:03:16] <Sandra> so as long as you
don't have non-ticking TEs on stone, you'll be alright?
L16[00:03:17] <tterrag> asie: it's better
in 1.8+ I guess. in 1.7 with canUpdate() it was a bit odd
L17[00:03:28] <tterrag> but now that
tickable and non-tickable are fully separated they are rather
cheap
L18[00:03:28] <LexManos> Nonticking TEs on
stone would be just fine
L19[00:03:43] <LexManos> quintoubple your
memory usage but fine none the less
L20[00:03:44] <asie> well GT uses
nonticking TEs on all ores, in 1.7
L21[00:03:50] <asie> and it doesn't cause
perf issues
L22[00:04:30] <LexManos> How many fields
are there in a TE?
L23[00:05:10] <asie> World, BlockPos,
boolean, int, Block
L24[00:05:23] <tterrag> and those are
mostly just references and shouldn't take much memory
L25[00:05:25] <asie> so three
pointers
L26[00:05:31] <asie> and a boolean and an
init
L27[00:05:33] <asie> int*
L28[00:05:39] <tterrag> so a few bytes
:P
L29[00:06:00] <asie> also being stored in
one List and one Map
L30[00:06:03] <LexManos> world, pos? So 9
bytes for the object, 9 + 3*4 for Block pos, 4*4 for the other
fields so ~47 bytes per te?
L31[00:06:23] <asie> also the overhead of
them being in a list and a map, where the map stores a pointer to
(hopefully the same) blockpos
L32[00:06:29] <LexManos> +~10 for being
referenced int he maps
L33[00:06:38] <asie> i'd say ~20
L34[00:06:44] <asie> as there's both a map
and a list, and most users are 64-bit
L35[00:06:56] <asie> so ~70 bytes per TE
total?
L36[00:06:57] <LexManos> High estimate for
a purely data TE, ~60 bytes
L37[00:07:06] <LexManos> err 70 ya
L38[00:07:23] <LexManos> lets see, a chunk
is 16x16x16x16
L39[00:07:46] <asie> a chunk full of TEs
would use 4.5MB more
L40[00:07:51] <asie> over a chunk without
any TEs
L41[00:07:53] <LexManos> 4MB/chunk for
tes
L42[00:08:19] <LexManos> times that by lets
see whats the max view distance? 21x21?
L43[00:08:19] <asie> i mean, i consider
capabilities on blocks and on items completely unnecessary. the
biggest usecase would be plants and most packs do them as TEs
anyway - AgriCraft
L44[00:08:37] <asie> (items, not
itemstacks)
L45[00:08:39] <LexManos> 1.8GB, so it adds
up
L46[00:08:41] <tterrag> [and it completely
breaks stuff since IGrowable doesn't get world context]
L47[00:08:46] <LexManos> but this is WORST
case scenario
L48[00:08:52] <tterrag> or - was that
changed
L49[00:08:54] <asie> tterrag: did anyone
ever imply vanilla APIs are good?
L50[00:08:56] <LexManos> ~50% of the world
is air, so thats .9GB
L51[00:08:56] <tterrag> oh right, no
L52[00:09:00] <tterrag> it's IPlantable
that's the issue
L53[00:09:04] <tterrag> since you can't
give the TE any data
L54[00:09:04] ⇦
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L55[00:09:16] <LexManos> ~80% of the
remaining is tone, so lets just say ~150MB
L56[00:09:16] <asie> IInventory is horrible
so we have IItemHandler
L57[00:09:28] <tterrag> IInventory evolved
into IMojangTileEntity
L58[00:09:37] <tterrag> it used to be
alright...but yeah
L59[00:09:43] <asie> i'm sure if you
pitched a plant capability it could be considered easily
L60[00:09:54] <Sandra> items is definitely
unneccessary.
L61[00:10:01] <Sandra> items can't exist
w/o itemstack.
L62[00:10:06] <Sandra> noone said they
could.
L63[00:11:21] <LexManos> anyways what was
the point? Oh ya TEs are not evil and overcomplicating shit because
you want to be a twat and dont understand how programming,
minecraft, memory, the JVM, works. And arguing with me after ive
made it clear many times.
L64[00:11:25] <Sandra> quintouple memory
usage is not fine and never has been fine, but w/e.
L65[00:11:26] <LexManos> Fucking
annoinying
L66[00:11:36] <tterrag> (I haven't argued
at all since you explained yourself)
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L68[00:11:59] <Sandra> I haven't either, I
was just honestly unaware that TEs were cheap now.
L69[00:12:02] <LexManos> Sandra, Worse case
scenario.
L70[00:12:08] <Sandra> that's it.
L72[00:12:13] <LexManos> And the solution
to it, allocate more ram.
L73[00:12:39] <Sandra> that is hardly a
solution when you already allocate all your ram.
L74[00:12:47] <LexManos> then get more
ram
L75[00:12:51] <LexManos> I hear you can
download it
L76[00:13:01] <asie> that PR is
important
L77[00:13:12] <tterrag> I know. that's what
I said :D
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L81[00:14:28] <Drullkus> Lex: Someone needs
to release a mod that downloads more ram automatically when it gets
a java heapspace error
L82[00:14:38] <Flamegoat> ^ Lol
L83[00:14:39] <Drullkus> /joke
L84[00:14:49] <Drullkus> :D
L85[00:15:08] <tterrag> now that they've
been around for a while, I think github reactions were a very good
idea
L86[00:15:21] <tterrag> I have 13 thumbs up
on that PR. if there was still only comments I bet I'd have 0
:P
L87[00:15:47] <Drullkus> tterrag: look
again
L88[00:16:06] <Flamegoat> Clicking buttons
is measurably easier for lazy people than typing
"Yup".
L89[00:16:29] <tterrag> exactly. but still
only someone actually invested would do it. and even if some people
just do it to troll I think the vast majority mean what they react
with
L90[00:16:58] <Flamegoat> Yea
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L92[00:17:19] <Sandra> typing Yup also
provides anxiety because it pushes important things down the
page
L94[00:17:23] <Sandra> so...
L96[00:18:15] <LexManos> humm looks like
mojang did indeed fuck that up
L97[00:18:39] <tterrag> yeah. if you have
the scrollback we talked about it quite ab it
L98[00:19:11] <LexManos> Also should really
go in and change the onDataPacket
L99[00:19:15] <LexManos> to just use that,
but whatever
L100[00:19:28] <tterrag> LatvianModder:
just read your ping in scrollback. yes, I fixed the screenshot
links :P
L101[00:21:09] <tterrag> lex: perhaps.
would just have to construct a "fake" packet
L102[00:21:13] <tterrag> could do that if
you want
L103[00:21:17] <tterrag> oh...nvm
L104[00:21:18] <tterrag> :D
L105[00:22:03] <mezz> hallelujah for
merging that just as I was about to pull my hair out doing
networking
L106[00:22:15] <Drullkus> Networking is
fun /s
L107[00:22:43] <mezz> networking is more
fun when I don't have to rewrite it
L108[00:23:25] <Drullkus> Well, I do have
to say Morse via bees sounds fun
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L114[00:40:28] <fry> what a nice
discussion to wake up to :P
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L117[00:44:38] <Girafi> Goodmorning Fry
o/
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L132[01:43:37] *
capitalthree passes out freer kotlins
L133[01:47:54] <Drullkus> fry: Good
evening from CA, USA~
L134[01:48:51] <Saturn812> morning
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L136[01:59:53] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160526 mappings to Forge Maven.
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L138[01:59:56] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160526-1.9.4.zip
(mappings = "snapshot_20160526" in build.gradle).
L139[02:00:07] <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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L141[02:05:44] <[Master]Jason> .list
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L157[02:44:59] <gigaherz|work> Meh
L158[02:45:18] <gigaherz|work> I wanted to
remote to my desktop and check some things, but I left my desktop
off this morning ;_;
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L161[02:47:35] <LexManos> psh no remote
wake? noob!
L162[02:48:16] <gigaherz|work> yeah
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L165[02:50:31] <illy> I have a remote wake
up its when I get the remote thrown at me for sleeping on the
couch
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L194[04:59:11] <LatvianModder> luacs1998:
You on?
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L205[05:38:28] <LexManos> mojang's server
die for anyone else?
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L207[05:48:06] <PaleoCrafter> if it did,
it's all back now :D
L208[05:48:50] <justJanne> ^
L209[05:48:51] <justJanne> same here
L211[05:49:43] <LexManos> what ip it
resolve to for you?
L212[05:49:49] <LexManos>
libraries.minecraft.net
L213[05:50:02] <PaleoCrafter>
54.230.45.32
L214[05:50:16] <LexManos>
52.84.1.230
L215[05:50:25] <LexManos> maybe they are
fucking with the dns
L216[05:50:33] <fry> 54.192.99.43
L217[05:50:54] <fry> cloudfront
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L219[05:51:06] <gigaherz|work> Name:
libraries.minecraft.net // Address: 54.192.62.254
L220[05:51:08] <LexManos> ya both of those
i connect to fine
L221[05:51:34] <LexManos> guess its just
routing me to the bad node
L222[05:51:47] <Kodos> I'm getting
52.84.26.232
L223[05:52:29] <gigaherz|work> The one you
pasted pings just fine for me, lex
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L229[06:00:54] <MaelstromPhx> anyone know
why sending a packet would throw a nullpointer exception? The
message is registered and none of the input values are
null...
L230[06:01:06] <gigaherz|work> pastebin
full log please
L231[06:01:50] <Ordinastie_> NPEs are the
easiest error to debug :s
L233[06:03:22] <TechnicianLP> is it
registered for the correct side?
L234[06:03:22] <Ordinastie_> ok, it's a
bit trickier when it's deep into the packet stuff, I'll confess
that
L235[06:03:25] <Ordinastie_> show
code
L236[06:03:50] <MaelstromPhx> yeah the
client is the recieving side
L239[06:06:12] <Ordinastie_> really? you
send NBT via packet ? :/
L240[06:06:48] <MaelstromPhx> well i need
to sync the capability information between server and client
L241[06:07:04] <Ordinastie_> how do you
send the packet ?
L242[06:07:06] <MaelstromPhx> and i
already had the seriealization
L244[06:07:47] <TechnicianLP> is the
skills.deserialize a static method? if not ive found your npe
L245[06:08:23] <MaelstromPhx> its not.
should it be?
L246[06:08:43] <TechnicianLP> well it not
initielized when recieved so it will be null
L247[06:09:28] <TechnicianLP> public
SkillsPacket(Skills skills){
L248[06:09:28] <TechnicianLP> this.skills
= skills;
L249[06:09:28] <TechnicianLP> }
L250[06:09:29] <Ordinastie_> that's true,
but it doesn't look like that's what NPE
L251[06:09:40] <PaleoCrafter> yeah, it
throws on send already
L252[06:09:40] <MaelstromPhx> ah so if i
initialize the skills with some default values it should
work?
L253[06:12:07] <MaelstromPhx> still throws
the same error. guess i would have run into that error later tho
thanks
L254[06:13:12] <PaleoCrafter> breakpoint
on the erroring line and see what is null :P
L255[06:13:19] <PaleoCrafter> there's a
lot on that line that can be
L256[06:13:37] <TechnicianLP> how do you
send the massage?
L257[06:13:48] <PaleoCrafter> ah,
actually
L258[06:13:57] <Ordinastie_> breakpoint on
NPE instead, that line will be called a shitton of times
L259[06:14:11] <simon816> MaelstromPhx,
call registerMessage for both Side.CLIENT and Side.SERVER?
L260[06:14:14] <PaleoCrafter> or leave the
breakpoint disabled until another one was hit :P
L261[06:14:21] <PaleoCrafter> and I think
I know why this is an issue
L262[06:14:38] <PaleoCrafter> you're
calling your sync stuff from the NBT deserialization
L263[06:14:38] <TechnicianLP> @simon nope
that would be wrong you only have to register it at receiving
side
L264[06:14:41] ⇦
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L265[06:15:06] <PaleoCrafter> and the cap
is attached to a player, so if the player data is read, the player
object isn't ready for network stuff yet etc.
L266[06:15:24] <MaelstromPhx> well
currently its registered in common
L267[06:15:51] <TechnicianLP> thats
correct
L268[06:15:56] <MaelstromPhx> ok
cool
L269[06:16:25] <MaelstromPhx> also
PaleoCrafter its a different serialization. one is for the skills
class and the other is for the capability
L270[06:16:59] <MaelstromPhx> the
capability calls the serialization and then syncs the data to the
client
L271[06:17:25] <PaleoCrafter> that's
exactly what I said? :P
L272[06:17:37] <PaleoCrafter> doesn't
matter how your stuff is laid out in code, you're syncing on NBT
read
L273[06:17:39] <PaleoCrafter> which is bad
:P
L274[06:18:08] <simon816> yeah, sync on
tick, not serialization
L276[06:19:32] <MaelstromPhx> wouldnt
syncinc every tick be unecessary tho?
L277[06:20:40] <simon816> Doesn't have to
be every tick. if you only need to do it once do what PaleoCrafter
does ^
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L279[06:22:33] <TechnicianLP> when the
player joins (and when something changes with the capability (to
prevent desyncs))
L280[06:22:43] <MaelstromPhx> ok makes
sense
L281[06:22:59] ***
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L282[06:23:00] <MaelstromPhx> dont know
why i was syncing it on deserealization XD
L283[06:25:06] <Ordinastie_> really
PaleoCrafter ?
L284[06:25:07] <Ordinastie_> java ?
L285[06:25:24] <PaleoCrafter> Only because
I'm working on it with ollieread :P
L286[06:25:28] <Ordinastie_> hehe
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L289[06:28:31] <MaelstromPhx> awesome it
works now
L290[06:28:32] <MaelstromPhx> thanks
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L300[06:46:29] <MaelstromPhx> do i need to
do something special to get a capability to keep its value? after i
set the value with the packet it doesn't persist after calling the
capability again
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L309[07:03:58] <sham1> C++ templates are
so weird
L310[07:07:15]
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L311[07:07:30] <gigaherz|work> they are
templates ;P
L312[07:07:52] <gigaherz|work> most of
their weirdness comes from the fact that the compiler has to be
able to isntantiate a specialization at compile time
L313[07:07:54] <gigaherz|work> or it won't
link later
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L315[07:08:26] <sham1> Like let's think
about the c++ tuple
L316[07:09:18] <sham1>
std::get<1>(tuple)
L317[07:09:29] <sham1> The hell is that
number doing there
L318[07:10:40] <gigaherz|work> C++
templates allow other parameters than "typenames"
L319[07:10:56] <gigaherz|work> you can
have a template where an array length is declared through template
parameters
L320[07:10:58] <gigaherz|work> such
as
L321[07:11:17] <gigaherz|work>
template<int length> class Array { int storage[length];
};
L322[07:11:37] <gigaherz|work> if you then
reference
L323[07:11:42] <gigaherz|work>
Array<1> stuff;
L324[07:12:00] <gigaherz|work> the
compiler would specialize a version of the array template, with
length 1
L325[07:12:03] <sham1> I know that the
templates are known for metaprogramming, but this is crazy
L326[07:12:31] ***
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L327[07:12:55] <gigaherz|work> in this
case
L328[07:13:05] <gigaherz|work>
std::get<N> gets the Nth element in the tuple
L329[07:13:19] <gigaherz|work> this is
probably implemented through variadic templates
L330[07:13:22] <PaleoCrafter> Scalaz is
doing that as well, sham1 :P
L331[07:13:33] <sham1> but that is
scala
L332[07:13:36] <gigaherz|work>
std::get<1> will discard the first tuple element
L333[07:13:47] <sham1> I have come to
expect weird syntax in scala
L334[07:13:49] <gigaherz|work> and then
recurse into std::get<0> which would be explicitly
specialized to return the parameter
L335[07:13:50] <Sandra> that is
silly.
L336[07:13:52] <Sandra> why.
L337[07:14:02] <PaleoCrafter> well, it
isn't actually literal numbers, but they encode numbers in
types
L338[07:14:07] <PaleoCrafter> or maybe it
was shapeless, I can't remember
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L340[07:14:31] <gigaherz|work> in C++,
those are just template arguments -- they don't mean anything at
runtime
L341[07:15:13] <gigaherz|work> all the
templates are resolved when they are referenced (at compile time),
so that the linker can find the symbols
L342[07:15:28] <sham1> oh great
L343[07:15:30]
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L344[07:15:39] <sham1> even more layers of
name mangling
L346[07:16:05] <gigaherz|work> so
essentially, std::get<1>(tuple) simply compiles into
std"$%·"%&get"%&"%&1"%&"(value)
{ return value.item1; }
L347[07:16:17] <gigaherz|work> (the
mangling is just made up ;P)
L348[07:16:24] <sham1> I can see
that
L349[07:16:36] <sham1> I could actually
understand half of it
L350[07:17:18] <sham1> Also, a base trait
for natural numbers
L351[07:17:33] <luacs1998> LatvianModder,
here now what
L352[07:18:13] <sham1> Anyway, I had an
exam about electricity
L353[07:18:20] <sham1> In physics
L354[07:18:44] <sham1> And while it didn't
go as badly as I suspected, it didn't really go well
L355[07:21:08] <gigaherz|work> pff
electronics is easy: electrons move -> stuff happens
L356[07:21:18] <gigaherz|work> now
computing what EXACTLY is happening, that's annoying.
L357[07:21:34] <gigaherz|work> capacitor
charge/discharge equations gave me nightmares
L358[07:21:48] <gigaherz|work> break
voltage for zeners diodes
L359[07:22:02] <gigaherz|work>
zener*
L360[07:22:34]
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L361[07:22:42] <sham1> Not even
eletronics
L362[07:22:47] <sham1> But
electricity
L363[07:23:09] <gigaherz|work> well in
physics
L364[07:23:14] <gigaherz|work> we studied
the electric phenomena
L365[07:23:38] <TechnicianLP> wasnt that
somehing like U=R/I?
L366[07:23:40] <gigaherz|work> then in
electronics, we studied how to apply those concepts to circuits,
and how to compute the circuits
L367[07:23:49] <gigaherz|work>
TechnicianLP: U=R*I
L368[07:23:55] <TechnicianLP> almost
L369[07:24:12] <gigaherz|work> === I=U/R
=== R = U/I
L370[07:24:35] <PaleoCrafter> Just think
of Switzerland :P
L371[07:24:49] <gigaherz|work> which leads
to power=U*I=R*I^2
L372[07:25:09] <sham1> Bloody electrons
and their interactions with homogeneous electric fields
L373[07:25:10] <gigaherz|work> can't
remember what letter was used for that XD
L374[07:25:23] <sham1> power is P
L375[07:25:31] <gigaherz|work> ahh
electric fields and such ... so much fun (not)
L376[07:25:48] <PaleoCrafter> I actually
found them quite fun :P
L377[07:26:10] <TechnicianLP> i hated thos
circuits with a condensator and a spool ....
L378[07:26:42] <gigaherz|work>
inductive-capacitive-resistive
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L380[07:27:28] <gigaherz|work> capacitor +
inductance in one circuit makes for a nice passive bandpass, which
is how radio tuners work
L381[07:27:28] <gigaherz|work> ;P
L382[07:28:05] <gigaherz|work> in AM, you
have a voltage-controlled resistance, while in FM, you have a
voltage-controlled capacitor
L383[07:28:45] <gigaherz|work> (slightly
changes the tuning frequency, leading to frequency changes)
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L386[07:39:33] <MaelstromPhx> anyone here
use intellij?
L387[07:39:36] <Necr0> is there an easy
way to rerender a block when there is a rendering property changed
that is independent from block updates?
L388[07:39:42] <gigaherz|work> plenty of
us do
L389[07:40:30] <MaelstromPhx> im trying to
set it up but am having some issues
L390[07:40:49] <MaelstromPhx> like not
having a gradle jdk configuration
L391[07:42:40] <Shalmezad> MaelstromPhx,
if I remember (had to do it a couple weeks ago): Make sure
JAVA_HOME is set, then there was something about adding the jdk to
the list of known sdks
L392[07:46:11] <gigaherz|work> no need for
JAVA_HOME
L393[07:46:15] <gigaherz|work> you can
just add the JDK from idea
L394[07:46:23] <gigaherz|work> file ->
project structure
L395[07:46:48] <gigaherz|work> after you
added it, you won't have to edit that unless you update the jdk and
remove the old
L396[07:46:59] <gigaherz|work> then you
can import and run the tasks and such
L397[07:49:07] <MaelstromPhx> ok so i have
the project with the run tasks and stuff
L398[07:49:21] <MaelstromPhx> but when i
run the client it cant find gradle start
L399[07:50:27] *** V
is now known as Vigaro
L400[07:50:58] <PaleoCrafter> choose the
<project>_main module in the run config
L401[07:55:57] <MaelstromPhx> works now
thanks :D
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L409[08:14:43] <Cypher121> huh, another
curse shitstorm, is it?
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L425[09:06:15] <Temportalist> Hmmm.
TileEntity seems to be saving and reading server side fine, but on
world load, its readNBT method gets null stuff
L426[09:06:56] <Temportalist> As in, the
data that I need to read is never written client side, so it never
reads it.
L427[09:07:41] <PaleoCrafter> client side
ain't writing to NBT :P
L428[09:07:47] <Temportalist> obv
L429[09:07:54] <Temportalist> not sure why
it wouldnt though
L430[09:08:04] <PaleoCrafter> it simply
doesn't :P
L431[09:08:11] <PaleoCrafter> because the
client doesn't need the data
L432[09:08:13] <Temportalist> I though as
long as you called markDirty and override the packet functions,
they auto synced
L433[09:08:19] <Temportalist> but the
client does need the data haha
L434[09:08:30] <PaleoCrafter> so you
override getUpdateTag etc?
L435[09:08:43] <Temportalist>
getUpdatePacket and onDAtaPacket
L436[09:09:22] <gigaherz|work> override
also getUpdateTag
L437[09:09:42] <gigaherz|work> so it calls
writeToNBT instead of writeInternal
L438[09:09:50] <gigaherz|work> otherwise
it won't send data on chunk transfer
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L441[09:10:14] <Temportalist> gotcha
L442[09:10:21] <Temportalist> in
progress
L443[09:11:04] <Temportalist> that did
it
L444[09:11:05] <Temportalist> thanks
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L450[09:17:31] <TechnicianLP> do i still
have to remove the tilentity manual? seen that i a lot of places
but it doesnt seem like i have to do it ....
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L452[09:18:02] <gigaherz|work> you never
have to "remove the tile entity"
L453[09:18:19] <gigaherz|work> the only
reason a TE would stay around is if you cache the reference
elsewhere
L454[09:18:21] <PaleoCrafter> unless you
override breakBlock and don't want some super behaviour to occur
:P
L455[09:18:33] <gigaherz|work> or you mess
with the shouldRefresh/breakBlock
L456[09:18:49] <gigaherz|work> time to
leave work!
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L464[09:29:13] <flux> hello
L465[09:29:38] <flux> Sorry for the lame
question, but whats the method to call for setting a texture for an
item, ".setTextureName" doesnt seem to exist?
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L471[09:31:42] <AKTheKnight> The wiki
mcjty is doing is actually really helpful
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L474[09:34:43] <Temportalist> AKTheKnight:
?
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L477[09:35:00] <AKTheKnight> The one thor
linked to
L478[09:35:26] <Temportalist> I see
L479[09:35:30] <Temportalist> this looks
really neat
L480[09:36:18] <AKTheKnight> (I am 100%
not biased about it :P)
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L484[09:46:12] <flux> So I'm using the
model Closer class but the texture still isn't loading, is it
because i've put it in the init method?
L485[09:46:40] <flux> ModelLoader
class*
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L488[09:48:09] <thor12022> as opposed to a
preInit method?
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L492[09:49:20] <flux> Should it be in a
preinit method?
L493[09:49:26] <PaleoCrafter> haha
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L499[09:53:49] <tterrag> I'm partial to
snakes
L500[09:58:39] <Temportalist> tterrag:
yas!
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L508[10:06:47] <sham1> Snake?
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L511[10:08:35] <thor12022> Snakes on a
typesetting engine. SnakeTex?
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L525[10:23:12] <tterrag> amadornes: I've
been noticing much more twitter-wiki people lately as well...
L526[10:23:34] <tterrag> is this just a
new thing people do?
L527[10:25:32] ***
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L528[10:26:53] <AKTheKnight> I just use
the wonderful irc wiki. I feel like I'm always being judged
though
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L530[10:28:32] <Shalmezad> AKTheKnight:
Even if you were being judged, does it matter? We're all random
people on an internet chat room
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L533[10:29:04] <AKTheKnight> Yeah I know.
I still get a bit self concious though. But I'm not too
worried
L534[10:29:06] ***
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L535[10:29:24] <tterrag> no, that's why
this channel exists
L536[10:29:35] <tterrag> twitter is a
horrible place to ask questions
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L539[10:30:20] <AKTheKnight> Ohh yeah. I
avoid asking questions on twitter. People aren't there to help
others mod. "that's why this channel exists"
L540[10:32:06] <Shalmezad> Besides, better
to ask than struggle. Found that out the hard way way too many
times.
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L554[10:57:04] <gigaherz> I hate that
running setupForge requires having git on the SSYTEM path
L555[10:57:15] <gigaherz> I don't WANT to
have git in the path ;_;
L556[10:58:00] <gigaherz> so yeah I'll
continue copying git.exe from program files into the forge folder,
as I did last time XD
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L560[11:04:18] <ThomasRules> When forge
comes out for 1.10 (I appreciate that that's a long time away as
its only had 1 snapshot) could someone make a mod that force
disables auto-jump? It would break many mods' items
L561[11:04:36] <killjoy> I'm sure they'll
add a config
L562[11:05:50]
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L563[11:05:56] <gigaherz> ThomasRules: I'm
sure someone will do that
L564[11:05:59] <gigaherz> but I don't
believe it should be done
L565[11:06:12] <gigaherz> the auto-jump
feature isn't meant for pc players
L566[11:06:23] <capitalthree> why would
anyone not want git in the system path o_o
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L568[11:06:37] <gigaherz> capitalthree: it
has caused me issues in thep ast
L569[11:06:43] <flux> when you render an
item, which method do you call from the preinit on the client
proxy?
L570[11:06:45] <gigaherz> same as having
java in the path and such
L571[11:06:51] <gigaherz> generally
speaking
L572[11:06:58] <gigaherz> I strongly
prefer not to add apps to the PATH
L573[11:07:04] <gigaherz> and just have
specific environments for them
L574[11:07:07] <gigaherz> such as
"git bash"
L575[11:07:19] <capitalthree> gigaherz:
this is mind bending. I take it you're on windows?
L576[11:07:24] <gigaherz> yep
L577[11:07:28] <capitalthree> I thought
even on windows, java puts itself in the path
L578[11:07:29] <gigaherz> and note
L579[11:07:33] <gigaherz> I don't just
mean in the path
L580[11:07:34] <killjoy> it does
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L582[11:07:41] <Shalmezad> Yeah, otherwise
I'd immediately suggest symlinking instead of copy-pasting the
executable
L583[11:07:44] <gigaherz> it has to be in
the system settings
L584[11:07:45] <killjoy>
C:\ProgramData\Oracle\Java
L585[11:07:47] <gigaherz> globally
L586[11:07:48] <gigaherz> doing
L587[11:07:50] <gigaherz> set PATH=x
L588[11:07:56] <gigaherz> gradlew
setupForge
L589[11:07:58] <gigaherz> does NOT
work
L590[11:07:59] <killjoy> there's
symlnks
L591[11:08:12] <capitalthree> I guess it
is messier on windows where the path ends up being really
long
L592[11:08:21] <capitalthree> on linux,
you actually just put binaries where binaries go xD
L593[11:08:25] <Shalmezad> Wait....
windows has symlinks?
L594[11:08:30] <gigaherz> since
Vista
L595[11:08:32] <capitalthree> actually
yes
L596[11:08:36] <capitalthree> but there's
no gui for it afaik
L597[11:08:38] <killjoy> because
everything doesn't go in /bin/
L598[11:08:40] <capitalthree> it's mklink
or something
L599[11:08:43] <killjoy> or /usr/bin
L600[11:08:45] <gigaherz> vista's NTFS got
support for hardlinks and symlinks
L601[11:08:46] <gigaherz> before
vista
L602[11:08:50] <gigaherz> there were
"junction points"
L603[11:08:58] <gigaherz> which were
directory-only redirections
L604[11:09:06] <TechnicianLP> can someone
please axplain what Tilentity.restrictNBTCopy() is used for? i cant
seem to access the issue at mojangs bugtracker...
L605[11:09:08] <killjoy> it requires admin
cmd
L606[11:09:10] <gigaherz> and could only
redirect to another ntfs folder
L607[11:09:11] <capitalthree> junction
points are mount points
L608[11:09:17] <gigaherz> not
exactly
L609[11:09:18] <capitalthree> or remount
points
L610[11:09:31] <gigaherz> you can mount a
folder instead of a filesystem root
L611[11:09:38] <capitalthree> I know, it's
like a linux bind mount
L612[11:09:44] <gigaherz> I mean you can
junction*
L613[11:09:53] <gigaherz> the technical
name is "reparse points"
L614[11:10:02] <gigaherz> because they
cause the name parsing routines to start over
L615[11:10:34] <capitalthree> that's kinda
how microsoft wants you to think about it
L616[11:10:39] <capitalthree> but it's
totally the same as a linux bind mount :P
L617[11:10:44] <gigaherz> no that's how NT
does it ;P
L618[11:10:48] <gigaherz> literally
L619[11:10:49] <gigaherz> ;P
L620[11:10:59] <gigaherz> linux "bind
mounts" are equivalent, yes
L621[11:11:08] <gigaherz> but the posix
implementation doesn't look anything like NT ;P
L622[11:11:11] <flux> can someone help me
with item rendering real quick?
L623[11:11:15] <capitalthree> it's a
dramatic oversimplification of how NT does it
L624[11:11:16] <gigaherz> flux: jsut
ask
L625[11:11:21] <gigaherz> we are offtopic,
your question has precedence
L626[11:11:23] <capitalthree> to just say
"it starts over the name parsing"
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L628[11:12:09] <flux> i've got the model
loader in a class for my item, but when i call it from my client
proxy in the preinit section, it crashes on launch
L629[11:12:43] <capitalthree> awesome,
then you must have a stack trace for us
L630[11:13:32] <flux> lemme just get it to
pastebin real quick
L631[11:13:40] <capitalthree> cool
L632[11:13:59] <TechnicianLP> what is the
TileEntity.restrictNBTCopy() used for? It does not seem to get
called ... and i cant access the issue specified in the
javadoc
L633[11:13:59] <capitalthree> cuz no
offense but it's just guesswork if we try to help before seeing it
^_^
L636[11:14:40] <gigaherz> TechnicianLP:
it's used to limit the ability of people to use ctrl-middleclick
and obtain the block with NBT contents
L637[11:14:47] <gigaherz> it's used for
things like command blocks
L638[11:14:48] <blood|work> timings too
good
L639[11:14:52] <gigaherz> were being able
to clone the contents
L640[11:15:07] <gigaherz> would allow
creative mode users to mess with the server
L641[11:15:12] <blood|work> i really
should get this into Forge at some point
L642[11:15:14] <capitalthree> flux: so the
exception seems to be in your client proxy's superclass
L643[11:15:19] <capitalthree> not directly
from the client proxy
L644[11:15:28] <capitalthree> can I see
CommonProxy.java?
L645[11:16:13] <flux> one sec, i might
have had left over code from there, i removed it and i got a new
error, want that too?
L646[11:16:49] <capitalthree> if you're
having trouble figuring out the new error, sure. pastebin first the
error and then the code
L647[11:16:59] <capitalthree> well do it
in either order but I need to read the error first :P
L649[11:18:49] <TechnicianLP> looks like
ModItems.java:21 can we have that class?
L650[11:18:52] <capitalthree> that looks
like the same error :P
L651[11:19:00] <capitalthree> er wait
nevermind
L652[11:19:03] <capitalthree> I see the
difference
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L655[11:19:41] <capitalthree> ahhh that's
your code too, ok
L656[11:19:58] <capitalthree> so it's
simple, firstItem is null
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L659[11:20:33] <capitalthree> can I ask
why ModItems has a void init instead of doing that in the
constructor?
L660[11:20:49] <capitalthree> it looks
like your problem is you forgot ModItems.init but if you make it do
it in the constructor you won't have to worry about that
L661[11:21:02] <flux> I'm not sure , it's
just how i've done it, if you can show me a better way i'm all for
learning something new
L662[11:21:16] <capitalthree> oh wait it's
static
L663[11:21:19] <capitalthree> silly
me
L664[11:21:28] <capitalthree> I'm getting
too used to kotlin where static isn't allowed :P
L665[11:21:55] <flux> What is it because
im initialising wrong at the start of the class , i've given it
titalcase when declaring it?
L666[11:22:12] ***
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L667[11:22:21] <flux> wait nvm , java is
the other way wrong
L668[11:22:23] <flux> ignore me
L669[11:22:23] <capitalthree> flux: ok I
have 3 questions. 1) is ModItems.init called every run, 2) exactly
once, and 3) does it matter when
L670[11:22:32] <capitalthree> if
yes/yes/no, then you should change init to a static initializer
block
L672[11:22:53] <TechnicianLP> flux can we
have the commonproxy?
L673[11:23:20] <capitalthree> a static
initializer block will run when the class is loaded
L675[11:23:23] <flux> its just a shell
atm
L676[11:23:38] <capitalthree> also if you
don't have a reason not to, I'd make firstItem final
L677[11:24:03] <TechnicianLP> youll have
to call the moditems.init in your commonproxy ... (and probably
register the item)
L679[11:24:43] <flux> the item is
registered in its class constructor, the item exists in game, but
the code i added to make it render is crashing the game
L680[11:24:45] <capitalthree> try changing
it to this
L681[11:25:11] <capitalthree> also there's
really no reason to use @SideOnly here
L682[11:26:43] <flux> @capitalthree the
update makes the client run but my texture isn't loading.
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L685[11:27:14] <capitalthree> @SideOnly is
to remove it from the loaded bytecode when on the wrong side, but
it does nothing for compiletime safety, so it's only really useful
if 1) loading the bytecode at all would cause a crash because it
references other SideOnly stuff, or 2) a mistaken call on the wrong
side would cause harder-to-deduce errors
L686[11:27:47] <capitalthree> flux: I know
nothing about texture loading, I just know fixing null pointer
exceptions :P
L687[11:27:56] <capitalthree> we'd have to
see what firstItem.initModel() does
L688[11:28:03] <capitalthree> and you
probably need someone who knows more about this than me
L689[11:28:39] <capitalthree> (I've been a
minecraft modder for like a month but a java developer for over a
decade)
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L692[11:29:41] <flux> well I need to find
someone who knows about item rendering then
L693[11:30:15] <diesieben07> what is your
issue exactly?
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L695[11:30:43] <flux> It's just not
rendering atm, but I have the method being called that is meant to
set the custom Model location
L696[11:30:57] <flux> But when the game
loads the item still has the forge placeholder texture, so clearly
im making a mistake somewhere
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L698[11:31:28] <diesieben07> ok how does
your code look now?
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L701[11:32:04] <flux> I have my main
class, the proxy classes, a modItems class, and a class for a
specific item(that im trying to get a texture for)
L702[11:32:24] <diesieben07> did you
change it to what you have postred above?
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L704[11:32:36] <flux> yeah
L705[11:32:46] <flux> Do you want to see
my firstItem.java?
L706[11:32:53] <diesieben07> Yes
please.
L708[11:34:27] <diesieben07> ok there
should be an error in the log where it tells you why the model
failed
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L710[11:36:41] <flux> so i got a location
exception, so Im not pointing to the file correctly I assume
L711[11:36:55] <diesieben07> post the full
log please
L713[11:37:29] <diesieben07> does this
file exist: energysystems:models/item/firstitem.json ?
L714[11:38:07] <flux> it was a capital I,
Sighhh
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L719[11:41:00] <flux> oh its the same
error apparently
L720[11:41:02] <diesieben07> yep
L721[11:41:04] <flux> but the json file
exists
L722[11:41:30] <diesieben07> if you're on
windows and rename something Item to item it won't do
anything
L723[11:41:34] <diesieben07> you have to
renam eit to something else first
L724[11:41:52] <diesieben07> and i gotta
run now so good luck :D
L725[11:42:09] <ThomasRules> refactor it
in the ide
L726[11:42:15] <flux> alright, thank you
for help tho man, greatly appreciated
L727[11:43:14] <flux> it's refactored but
still can't find it apparently?
L728[11:44:09] ***
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L729[11:44:32] <flux>
"src\main\resources\assets\EnergySystems\models\item" is
where my json file is located, is that correct?
L730[11:45:39] ***
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L731[11:47:44] <flux> Anyone here who
could help?
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L733[11:50:36] <flux> woo I did it
L734[11:50:51] <MaelstromPhx> is there any
way to get the block from a block break/harvestdrops event?
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L738[11:57:27] <flux> alright so my block
class has an error, can someone help me out?
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L741[12:02:56] <infinitefoxes_> flux: just
paste your error in here and someone will help you
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L744[12:03:56] <flux> item isnt appearing
in game
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L752[12:19:21] <AKTheKnight>
infinitefoxes_: You get world and pos, so
world.getBlockstate?
L753[12:20:20] <infinitefoxes_> ping flux,
not me :p
L754[12:21:33] <AKTheKnight> Oops sorry.
Wrong person :/
L755[12:21:51] <AKTheKnight> He left
anyway, was meant to ve fore Maelstrom
L756[12:22:08] ***
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L765[12:39:01] <flux> how do you get a gui
onto a block?
L766[12:39:33] <masa> flux: your
registration should be more like: GameRegistry.register(new
ItemBlock(block).setRegistryName(block.getRegistryName()));
L767[12:40:04] <masa> oh wait
L768[12:40:24] <flux> for what now
masa?
L769[12:40:25] <masa> nvm I guess that is
another variant of register()
L770[12:41:07] <flux> Do you know how to
make gui interfaces by chance?
L771[12:41:11] <masa> yes
L772[12:41:23] <flux> May you enlighten
me?
L773[12:41:34] <flux> I assume its a block
property but im not sure
L774[12:41:42] <masa> if you ned inventory
slots in that gui, then you need a Container and a GuiContainer for
it
L775[12:41:58] <masa> block properties
have nothing to do with it
L776[12:42:29] <flux> alright then, where
do I initiate the container and gui container? Is it in the block
class for afterwards
L777[12:42:30] <flux> or*
L778[12:43:01] <masa> ok so first of all,
you need an IGuiHandler, that you register
L779[12:43:22] <Wuppy> now... how many
kilograms will 2500 stickers be :P
L780[12:43:25] <masa> and in that
IGuiHandler you return a container on the server side and a
GuiContainer on the client side
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L785[12:46:00] <masa> and then you can
look in the inventory.container and gui.client packages in that
repo for some container and gui stuff
L786[12:46:04] <flux> alright thank you
man i'll look through it
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L789[12:47:37] <AKTheKnight> Wuppy: Care
to explain more?
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L791[12:48:25] <Wuppy> well, I purchased
2500 stickers
L792[12:48:33] <Wuppy> and I'm wondering
how heavy they will be :P
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L794[12:49:30] <Wuppy> especially because
I'll have to transfer them on my bike
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L800[12:58:49] <AKTheKnight> Ahh fair
enough. I have no idea :P
L801[12:59:17] <Wuppy> it's going to be
fun though, putting stickers all over our school and surrounding
area xD
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L803[13:02:47] <theFlaxbeard> How
expensive is it to check for a few blocks in a specific position
every tick?
L804[13:02:56] <Wuppy> three fiddy
L805[13:03:03] <theFlaxbeard>
performance-wise lol
L806[13:03:34] <Wuppy> do you really need
it every tick?
L807[13:03:54] <Wuppy> because checking
blocks isn't extremely expensive
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L810[13:04:21] <Wuppy> but it isn't
something you should do unless necessary
L811[13:04:39] <theFlaxbeard> So I'm
adding a "pump" type block to enable aqueducts, and it
"traces" tail ends of water source blocks on the input
end to find the source block
L812[13:04:50] <theFlaxbeard> I could run
it every few ticks and cache the result I guess
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L814[13:05:12] <theFlaxbeard> or just
cache the end blockpos and re-run the trace only if that end
blockpos is no longer holding a source block
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L816[13:07:09] <theFlaxbeard> That would
make it have some weird behavior in certain situations but I guess
it's preferable to running a check every tick :P
L817[13:08:58] ***
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L818[13:17:31] <masa> checking a few
blocks shouldn't be a problem, as long as you don't check them from
an unloaded chunk
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L830[13:47:22] <Temportalist> !gm
func_70107_b 1.8.9
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L834[13:57:30] <flux> this gui is giving
me a headache
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L836[13:59:07] <Temportalist> !gm
func_177230_c 1.8.9
L837[13:59:27] <Temportalist> !gm
func_180651_a 1.8.9
L838[14:00:26] <Temportalist> !gm
func_176195_g 1.8.9
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L845[14:16:24] <alekso56> is there a
server crash event? .v.
L846[14:18:06] <Brokkoli> xD
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L848[14:20:38] <alekso56> it'd be nice if
i could cancel it o3o
L849[14:20:57] <gigaherz> yo ucan't
"cancel" a crash
L850[14:21:06] <gigaherz> by the time it
happens, it's too late to cancel
L851[14:21:22] <alekso56> or get the list
of players online when it crashes.
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L853[14:21:41] <Ivorius> 'its those guy's
fault, blame them'
L854[14:25:18] <TechnicianLP> canceling a
crash would be epic thou
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L856[14:27:21] <Ordinastie_> to be fair,
in many place the game doesn't really have to full crash itself,
skipping a tick would just be enough
L857[14:28:08] <gigaherz> yeah
L858[14:28:43] <Cypher121> !gm
func_99999_d
L859[14:28:53] <Ordinastie_> and if it
wasn't for bleeding states, every rendering crash would be
recoverable
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L861[14:28:58] <gigaherz> but the way
exceptions work, by the time the exception is caught, it's too late
to go back -- at best you can just try to recover some sort of
cnsistency
L862[14:29:03] <thor12022> I guess you
could ASM a try-catch everything around the work tick. . . but. . .
ichk
L863[14:29:03] <TechnicianLP> i think
tickthreading fixes some of that (at least in 1.4.7)
L864[14:29:24] <gigaherz> thor12022: don't
even suggest that ;p
L865[14:29:46] <alekso56> oh yeh bby more
asm
L866[14:29:52] *
alekso56 dies
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L868[14:29:59] <thor12022> the idea is
simultaneously enticing and revolting
L869[14:30:23] <TechnicianLP> ok so using
a tesr to place an item onto my block lead to a cloud of cobble in
the air
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L872[14:30:51] <Cypher121> Ordinastie_,
maybe it's just my opinion, but I prefer crashes to any
recovery
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L874[14:31:15] <alekso56> 400 player forge
server > crash :v
L875[14:31:21] <Cypher121> recoverable =
somewhere in the log and maybe after few years you'll get a
report
L876[14:31:55] <Cypher121> crash = 90%
chance to get a report and minimal fix delay
L877[14:32:22] <Cypher121> the more
inconvenient bug is the faster it'll be fixed
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L879[14:33:52] <Ordinastie_> Cypher121,
that really depends
L880[14:34:29] <Ordinastie_> see, my gui
opening are always caugth if they fails for some reason, displaying
a message in the chat
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L883[14:34:44] <Ordinastie_> I could let
it crash the game completely, but really, there is not point in
that
L884[14:35:26] <Cypher121> speaking of
crashes, I got a report titled "gmae crash", in which
someone tried to install 1.8 mod on 1.7, after which dragonapi and
rotarycraft crashed without any involvement of mod in
question
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L886[14:35:32] <Cypher121> how the actual
fuck?
L887[14:35:37] ⇦
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L888[14:37:52] <thor12022> Some people are
a special kind of stupid
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L891[14:38:48] <TechnicianLP> Rei ka does
weird things sometimes...
L892[14:39:06] <Cypher121> I absolutely
love how not a single fucking line says it's related to us. it's a
potion id conflict and we have 0 potion effects registered, if not
less
L893[14:39:40] <TechnicianLP> but the
crash is pointing to you or did the user just report to a random
mod?
L894[14:39:44] <Cypher121> actually, it's
probably a 1.7.10 version, but the issue was reported to a new
repository, so I'll give him that
L896[14:39:53] <Cypher121> just read the
stack
L897[14:40:10] <Cypher121> and find the
word "magneticraft"
L898[14:40:16] <Cypher121> spoiler: you
won't
L899[14:40:31] <thor12022> I like how it
says at the time that io's not a mod bug, and don't report it
L900[14:40:42] <Temportalist> Hahaha
L901[14:40:47] <thor12022> *at the
top
L903[14:41:32] <Ordinastie_> just answer
by quoting the relevant part of the log
L904[14:41:43] <gigaherz> Hopefully I'm
not the only one who sees an use for this ;P
L905[14:41:56] <Temportalist> ?
L906[14:42:23] <gigaherz> the PR is
unrelated to the current topic
L907[14:42:33] <gigaherz> just something I
wanted to implement yesterday, but wasn't supported
L908[14:42:43] <Temportalist> Oooo fancy.
Sending itemstack info over chat!
L909[14:42:58] <gigaherz> among other
potential uses.
L910[14:43:06] <Temportalist> Right
L911[14:43:14] <gigaherz> but the PR is
just providing the underlying support for it
L912[14:43:30] <gigaherz> it doesn't
actually add an useful text component for itemstacks
L913[14:43:34] <TechnicianLP> didnt
tinkers already do something like that?
L914[14:43:39] <gigaherz> possibly
L915[14:43:47] <gigaherz> but if it relies
on ASMing code
L916[14:43:50] <gigaherz> this is
better.
L917[14:43:57] <PaleoCrafter> Vanilla
supports sending item info, I think :P
L918[14:44:00] <Cypher121> ok, I think
that's the best comment I can do for it
L919[14:44:04] <gigaherz> not that I could
find
L920[14:44:22] <Cypher121> gigaherz, why
does it use `else if (...) {}`?
L921[14:44:33] <Cypher121> why not just
else { hook }?
L922[14:44:41] <PaleoCrafter> there
definitely is HoverEvent.Action.SHOW_ITEM
L923[14:44:54] <gigaherz> Cypher121:
because it was the best way I could find to keep it one line
L924[14:45:00] <PaleoCrafter> used by
ItemStack.getTextComponent
L925[14:45:36] <gigaherz> Hmmmmm
L926[14:45:39] <gigaherz> that's a
thing?
L927[14:45:57] <PaleoCrafter> it is
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L930[14:46:26] <Cypher121> you could just
do else { itextcomponent = ... } for same result, though
L931[14:46:28] <PaleoCrafter> and for some
reason it's translating on the server, but that's another thing
Xd
L932[14:46:39] <gigaherz>
Cypher121:there's already an else case
L933[14:46:50] <Cypher121> ah
L934[14:46:53] <Cypher121> I see now
L935[14:47:09] <Cypher121> kind of hard to
tell with the line wrapping over on github
L936[14:47:22] <gigaherz> PaleoCrafter:
heh, well the best alternative I could think of
L937[14:47:42] <gigaherz> was to use a
TextComponentTranslation(item.getUnlocalizedName(stack))
L938[14:49:48] <tterrag> PaleoCrafter: all
itemstacks translate on the server
L939[14:49:51] <tterrag> it's a bug
imo
L940[14:49:52] <PaleoCrafter> I know
L942[14:50:09] <gigaherz> hmmmm does it
really translate on the server?
L943[14:50:37] <gigaherz> oh it does
L944[14:50:44] <tterrag> yes, vanilla uses
ItemStack#getChatComponent on the server
L945[14:50:44] <gigaherz> it uses
TextComponentString(getDisplayName())
L946[14:50:45] <gigaherz> instead of
L947[14:50:49] <tterrag> exactly
L948[14:50:53] <tterrag> it's a
/bug/
L949[14:50:56] <gigaherz>
TextComponentTranslation(getUnlocalizedName())
L950[14:51:10] <gigaherz> easy to fix, too
;P
L951[14:51:16] <tterrag> it means that
/give will only ever be in english
L952[14:51:28] <tterrag> gigaherz: a
surface fix maybe
L953[14:51:33] <gigaherz> ?
L954[14:51:36] <tterrag> but there are
other places vanilla server translates
L955[14:51:41] <gigaherz> oh
L956[14:51:47] <tterrag> we need to remove
the ability to server translate completely
L957[14:51:48] <tterrag> imo
L958[14:51:54] <tterrag> it's only used
for the server console
L959[14:51:57] <gigaherz> well it's
deprecated, that's a start XD
L960[14:51:59] <tterrag> so it should be
compartmentalized to that
L961[14:52:17] <gigaherz> 1.9.4 slaps you
for using the "common" I18n
L962[14:52:30] <tterrag> which is dumb
imo
L963[14:52:33] <PaleoCrafter> imo the
server can just as well display the registry names
L964[14:52:38] <PaleoCrafter> might be
more informative anyway
L965[14:53:08] <tterrag> PaleoCrafter: I
agree, but then there would need to be side context in
getChatComponent
L966[14:53:16] <tterrag> since it would
have to decide registry name vs unloc name
L967[14:53:22] <tterrag> (bad idea)
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L969[14:53:48] <PaleoCrafter> yeah, it'd
have to be handled differently altogether
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L974[14:55:28] <tterrag> I still plan to
do a PR to fix the mess :P
L976[14:55:52] <gigaherz> that's a start
;P
L977[14:55:58] <gigaherz> (well, the same
changes applied to the vanilla method ;P)
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L983[15:00:28] <gigaherz> that's
broken
L984[15:00:31] <gigaherz> forgot MC is
retarded
L985[15:00:46] <gigaherz> that returns
"item.shovelIron"
L986[15:00:48] <gigaherz> without
.name
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L988[15:01:24] <tterrag> :D
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L998[15:12:15] <Necr0> was onItemUseFirst
changed to be client-side only?
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L1000[15:14:46] <Necr0> because it only
seems to be called client-side
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L1005[15:30:09] <masa> no it is server
side too, but only if you return the right value on the client so
that it reaches the server
L1006[15:30:14] <masa> unless it has
changed
L1007[15:30:25] <masa> or I remember
wrong how it works
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L1010[15:32:54] <Necr0> oh ok yeah it
returned fail on the client-side.. thanks >.<
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L1013[15:39:51] <Temportalist> So no
passing FakePlayer to ForgeHooks.onBlockBreakEvent, huh?
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L1016[15:43:21] <tterrag> why not?
L1017[15:43:39] <Temportalist> connection
is null
L1019[15:44:11] <Temportalist> it assumes
it isnt
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L1021[15:44:20] <tterrag> pretty sure
that was patched ages ago
L1022[15:44:22] <tterrag> are you on
1.7?
L1023[15:44:29] <Temportalist> 1.9.4
forgehooks
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L1025[15:44:36] <tterrag> hm
L1026[15:44:39] <tterrag> well just make
it not null then :P
L1027[15:45:09] <tterrag> that's probably
a forge bug though
L1028[15:45:11] <tterrag> worth a
PR
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L1030[15:45:16] <Temportalist>
probably
L1031[15:45:52] <Temportalist> probably
do that now
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L1033[15:47:43] <Temportalist> tterrag:
do you know when it might have been patched?
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L1035[15:48:31] <tterrag> I guess it
wasn't
L1036[15:48:33] <tterrag> if you are in
1.9.4
L1037[15:50:46] <Temportalist> would you
suggest any more than just connection != null checks?
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L1044[15:59:16] <HassanS6000> How would I
go about preventing a person from being able to remove items from
an InventoryBasic?
L1045[15:59:20] <tterrag> Temportalist:
make it method based
L1046[15:59:27] <tterrag> direct field
accesses are always dangerous
L1047[15:59:57] <gigaherz> HassanS6000:
InventoryBasic is IInventory, you should be using the
capability-based ones
L1048[16:00:10] <HassanS6000> gigaherz:
how
L1049[16:00:24] <gigaherz> where is that
inventorybasic?
L1050[16:00:31] <gigaherz> where do you
use it now?
L1051[16:01:54] <Temportalist> tterrag:
there is no getter
L1052[16:03:28] <Temportalist> gigaherz:
wait, no using IInventory anymore?
L1053[16:04:11] <HassanS6000> gigaherz: I
just make one and then open it using
player.displayGUIChest();
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L1058[16:07:05] <tterrag> Temportalist:
that's my point...
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L1062[16:08:25] <HassanS6000> Gigabit101:
What should I use instead of InventoryBasic?
L1063[16:08:28] <HassanS6000>
*gigaherz
L1064[16:08:37] <Flenix> Ok, so weird
question, not quite sure how to phrase this. Basically, I want a
lot of items from my mods to be able to rarely generate in chests -
there's about 150 different items but I only want one to generate,
and even then should be relatively rare. From what I can see in
chestgenhooks, I have to register my item with it and it'll then
just have a chance to generate that item in a chest (with no checks
for other stuff). Is there a way
L1065[16:08:37] <Flenix> instead that
maybe when it's generating the chest, it just has a chance instead
to call a method in which I return the itemstack to be used?
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L1070[16:12:39] <Temportalist> tterrag:
are you suggesting that sendPacket should be called, instead, by a
function inside of the respected player classes?
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L1073[16:14:57] <tterrag> yes. you know,
so functionality can be overriden?
L1074[16:15:29] <TechnicianLP> it thought
one could make a fake playerconnection
L1075[16:15:50] *
Temportalist shrugs
L1076[16:17:03] <TechnicianLP> dis i miss
something?
L1077[16:17:07] <TechnicianLP> did
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L1079[16:19:20] <Temportalist> my pig
chops trees ^_^
L1080[16:19:33] <Biochemic> lol whut?
:D
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L1083[16:20:51] <Temportalist> Biochemic:
^
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L1085[16:21:11] <Biochemic> Temportalist:
Yo?
L1086[16:21:21] <Biochemic> iam
Watching
L1087[16:23:17] <Biochemic> haha nice
:DDDD
L1088[16:23:56] <HassanS6000> Hey
gigaherz are you back? Still wondering what you meant
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L1097[16:42:29] <gudenau> Hey.
L1098[16:42:56] <gudenau> So,
enchantments do not use IDs now?
L1099[16:43:09] <gigaherz> so far as you
are concerned, nope
L1100[16:43:24] <gigaherz> the ids are
still there, just managed by the registry system
L1101[16:43:26] <Necr0> wouldn't it be
smarter if on a block update the block would be rerendered after
the tile entity updated so properties that depend on the tile
entity would be refreshed to?
L1102[16:43:41] <gudenau> So, do I need
to generate ids now or not?
L1103[16:44:02] <gigaherz> nope
L1104[16:44:08] <gigaherz> you just
do
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L1106[16:44:17] <gigaherz> ench = new
EnchantmentWhatever(...);
L1107[16:44:23] <gigaherz>
GameRegistry.register(ench);
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L1109[16:54:33] <Necr0> just started
updating my inventories. what is meant by fields?
L1110[16:54:51] <gudenau> Uhm,
StatCollector?
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L1112[16:55:05] <PaleoCrafter> gudenau,
I18n, but use the client-side one ;)
L1113[16:55:30] <gudenau>
net.minecraft.util.text.translation.I18n?
L1114[16:55:32] <gigaherz> Necr0: if you
are developing for 1.8+, you should remove every IInventory
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L1116[16:55:42] <gigaherz> and use the
forge-provided IItemHandler capability instead
L1117[16:55:57] <PaleoCrafter> gudenau,
the one in net.minecraft.client.resources or something
L1118[16:56:15] <gigaherz> one of them
has I18n.format
L1120[16:56:24] <gigaherz> the other has
I18n.translateToLocal
L1121[16:56:31] <gigaherz> the one with
translateToLocal is the BAD one
L1122[16:56:35] <gigaherz> use the one
which has .format
L1123[16:56:35] <gigaherz> ;P
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L1125[16:56:47] <gudenau> How do I use
that then?
L1126[16:57:07] <gigaherz>
I18n.format("translation.key")
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L1128[16:57:26] <gigaherz> or if you want
to use format parameters (%s and such on the translation
text)
L1129[16:57:29] <gudenau> So it is the
same as translateToLocal?
L1130[16:57:39] <gigaherz> you can do
I18n.format("key with parameters", arg1, arg2)
L1131[16:57:43] <gudenau> Just with
printf?
L1132[16:57:45] <gigaherz> it's the same
as translateToLocalFormatted
L1133[16:57:47] <gigaherz> yup
L1134[16:57:54] <gudenau> Neat/
L1135[16:59:05] <gudenau> All the
getters, sheesh.
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L1137[17:00:18] <Necr0> is there no sided
item handler?
L1138[17:00:41] <PaleoCrafter>
capabilities are inherently sided
L1139[17:00:47] <PaleoCrafter> read that
whole rtd article :P
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L1141[17:02:07] <gudenau> Uhm,
DrawBlockHighlightEvent has no current item? Guess I will fetch the
stacks myself.
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L1144[17:05:39] <gigaherz> Necr0: the
idea is that if you need a subset for one side, you return a thin
wrapper that only exposes the subset
L1145[17:05:59] <gigaherz> rather than
the clunky method using an array of slots in ISidedInventory
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L1149[17:09:17] <gudenau> Oooh, I just
resized an idea window by acident with the keyboard, neat!
L1150[17:09:55] <TechnicianLP> any ideas
how to make items in a tesr rotate (preferably without the use of
an entityItem)
L1151[17:10:08] <gudenau>
GlStateManager.rotate?
L1152[17:10:17] <TechnicianLP> it just
wiggles right now ...
L1153[17:10:27] <gudenau> What are you
doing?
L1154[17:10:56] <Necr0> oh i get it.
neat. so I suppose things like energy systems etc. are also meant
to be rewritten to use the capability system right?
L1155[17:11:52] <gudenau> Is
ItemStack.setItem another stupid use of @Deprecated?
L1157[17:12:08] <gudenau> TechnicianLP,
what are you using to rotate the thing?
L1158[17:12:28] <TechnicianLP> had to get
rif od the debug part O.o
L1159[17:12:48] <gudenau> You do know it
is degrees and not radians, right?
L1160[17:13:14] <TechnicianLP> thats
basicly how it is done in entityitem
L1161[17:18:47]
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L1164[17:19:08] ***
PaleoCrafter is now known as PaleOff
L1165[17:21:50] <GunnerWolf> How can I
change a block's texture based on NBT data in the TileEntity? IE
having different "tiers" of a machine with different
textures?
L1166[17:21:59]
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L1168[17:23:04] <TechnicianLP> hav a
property for it in your block and change it on getactualstate
L1169[17:24:14] <gigaherz> GunnerWolf:
1.8+ I suppose?
L1170[17:24:21] <GunnerWolf> ah okay,
then have variants based on that property?
L1171[17:24:23] <GunnerWolf> Yeah,
1.9
L1172[17:24:29]
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L1173[17:24:32] <gigaherz> you have two
choices
L1174[17:24:37] <gigaherz> if the
textures are known, which seems to be the case
L1175[17:24:42] <gigaherz> just have a
property for it
L1176[17:24:46] <gigaherz> and return it
from getActualState
L1177[17:25:10] <gigaherz> if you needed
dynamic texturing, then you'd have to make use of smart models and
extended block states
L1178[17:25:23] <gigaherz> we'll explain
the latter if you need it ;P
L1179[17:27:30] <GunnerWolf> Oh also,
I've read a few times that the vanilla furnace handles its states
poorly, would it be better for me to re-write my block (which
currently extends BlockFurnace) to avoid inheriting those
issues?
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L1182[17:29:08]
MineBot sets mode: +v on Actuarius
L1183[17:29:28]
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L1188[17:32:36] <gudenau> Neat. someone
with a voice joined.
L1189[17:32:41]
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(~Wasweb@2E6B3FFE.catv.pool.telekom.hu)
L1190[17:33:02]
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L1191[17:33:03] <TechnicianLP>
voice?
L1192[17:33:10]
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L1195[17:33:33] <Ordinastie_> that's a
bot
L1196[17:33:56]
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(Remote host closed the connection)
L1197[17:37:02] <gudenau> Actuarius is a
bot?
L1198[17:38:52] <Ordinastie_> yes
L1199[17:39:01] <gudenau> Shows that I
know.
L1200[17:39:04] <gudenau> what*
L1201[17:40:34] <wiresegal> what exactly
is actarius
L1202[17:40:41] <gudenau> A bot.
L1203[17:40:45] <wiresegal> I know it's
often a voicepiece for willie
L1204[17:40:54] <wiresegal> and can
control the github repo
L1205[17:40:58] <wiresegal> but i know
nothing else :P
L1206[17:44:33] <gudenau> Bah, so much
refractoring!
L1207[17:44:50] <gudenau> Last class to
"quick fix" before I can launch though!
L1208[17:45:19] <wiresegal> yey
L1209[17:45:21]
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L1210[17:46:22] <tterrag> $ help
L1211[17:46:22] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1212[17:46:31]
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L1214[17:46:41] <gudenau> Untill Idea
decides to show me more errors. .-.
L1215[17:46:44] <gigaherz> okay I give
up
L1216[17:46:56] <gigaherz> this router
seems unable to hold a connection while it's idle, today
L1217[17:46:58]
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L1218[17:47:08] <gigaherz> either that or
espernet is horribly unstable
L1219[17:47:08] <Biochemic> this is
strange..
L1220[17:47:50] <Biochemic> espernet is
stable since no other has problems currently ^^
L1221[17:48:16] <gigaherz> yeah must be
my router
L1222[17:48:22] <gigaherz> well my
"other" router
L1223[17:48:42] <gigaherz> had to replace
the proper good one because for some reason, it was unable to
achieve 300mbps, even connected directly to it
L1224[17:49:04] <gudenau> GG
L1225[17:49:13] <Biochemic> and the
configs were not the problem?
L1226[17:49:14] <gudenau> I am limited to
10/100 at the moment.
L1227[17:49:25] <gudenau> Makes me sad, I
have a gigabit connection.
L1228[17:49:54] <gigaherz> heh, how
so?
L1229[17:49:57] <Biochemic> yeah i have
16k and can't even complain xD
L1230[17:49:59] <gigaherz> I was limited
by my powerline adapters
L1231[17:50:04] <gigaherz> so I bought
some AV1200
L1232[17:50:12] <gudenau> I am limited by
my cable box. :-P
L1233[17:50:19] <gigaherz> speeds went
up, from 60-80mbps, to 100-120
L1234[17:50:27] <gigaherz> definitely
disappointing.
L1235[17:50:41] <Biochemic> true
L1236[17:50:45] <gudenau>
PC->Switch->Cablebox->Cablebox->Switch->Modem
L1237[17:50:46] <gigaherz> my flatmate
gets nearly 300mbps from the other side of the flat -- and he's
further away from the router!
L1238[17:51:14] <gigaherz> so I ordered
some cat6 UTP from amazon
L1239[17:51:20] <gudenau> I want to get
the owner to run a cable. .-.
L1240[17:51:24] <gigaherz> along with
some ethernet thingies (male and female)
L1241[17:51:31] <Biochemic> yupp
L1242[17:51:33] <gudenau> The RJ-45
jacks?
L1243[17:51:36] <gigaherz> yeh
L1244[17:51:49] <gigaherz> and I'll get
proper ethernet directly from the router to my room
L1245[17:51:58] <gigaherz> fuck those
powerline adapters
L1246[17:52:08] <gudenau> Screw my
coax.
L1247[17:52:23] <gudenau> I only use this
cable box for internet, never TV!
L1248[17:52:36] <gigaherz> I'll jsut run
the cable, if the owner doesn't like it, he can remove it aftrer I
leave ;p
L1249[17:52:41] <GunnerWolf> Pfft it's
2016, who watches TV anymore
L1250[17:52:48]
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L1251[17:52:57] <gigaherz> a surprising
amount of people.
L1252[17:53:05] <gudenau> I do, but not
in this room.
L1253[17:53:24] <gigaherz> I'll repurpose
the tubes that carry the phone and antenna cables
L1254[17:53:44] <gigaherz> well, add to
them
L1255[17:53:51] <gigaherz> since I won't
be removing the antenna -- I need it for the TV ;P
L1256[17:53:54] <gudenau> AND TITLE
SCREEN!
L1257[17:54:29] <gudenau> Heh.
L1258[17:54:36] <gudenau> Some of my
blocks look funny.
L1259[17:55:06]
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L1260[17:55:15] <GunnerWolf> Ok so is it
a good idea to store the tileentity instance in a variable in the
block class so I can access it for checking the NBT data, or should
I just get the tileentity by position in getActualState?
L1261[17:55:22] <gudenau> But they seem
to work!
L1262[17:55:24] <TehNut> I don't watch
TV, but I watch TV shows
L1263[17:55:34] <gudenau> Fetch it.
L1264[17:55:43] <TehNut> Get the TE when
you need it
L1265[17:56:09] <TehNut> Don't store
specific data in blocks since it's global
L1266[17:56:15] <wiresegal> ^
L1267[17:56:28] <TehNut> There is only
one instance of your block
L1269[17:57:10] <GunnerWolf> ah okay,
thanks. So I'd do that with worldIn.getTileEntity(pos) right?
L1270[17:57:16] <TehNut> yup
L1271[17:57:16] <gudenau> Yep.
L1272[17:57:18] <wiresegal> that looks
like it's an opaque block, gud
L1273[17:57:34] <gudenau> There is not
supposed to be anything in the middle, and it blocks
rendering.
L1274[17:57:37] <gudenau> So, yeah.
L1275[17:57:48] <gudenau> BUT IT
RUNS
L1276[17:57:52] <TechnicianLP> did you
assign a transparent texture?
L1277[17:58:00] <gudenau> I did.
L1278[17:58:06] <gudenau> 100%
transparent.
L1279[17:58:13] <gudenau> Worked in
1.8.
L1280[17:58:13] <TechnicianLP> remove
that transparency is replaced with white
L1281[17:58:39] <GunnerWolf> So can I
safely expect getTileEntity to return the TE I want, or should I be
checking the return value to make sure it's the right kind of
TE?
L1282[17:58:46] <wiresegal> it's not the
transparency, the block needs to be not-opaque
L1283[17:58:53] <gudenau> Should check
it, just in case.
L1284[18:00:07] <gudenau> What is this
IBlockProprities about?
L1285[18:00:15]
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L1286[18:01:05] <wiresegal> i don't
know?
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L1288[18:01:36] <gudenau> Guess I will
have to play with it then.
L1289[18:02:39] <gudenau> It seems to
just be an interface used by IBlockState?
L1290[18:03:14] <thecodewarrior> Is there
any way I'm not seeing that you can make an arbitrary block emit a
redstone signal?
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L1292[18:08:20] <thecodewarrior> No? If
so that's unfortunate.
L1293[18:08:56] <gudenau> You could throw
an expection and find what gets called with redstone updates and
step though the stack trace.
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L1295[18:09:59] <gudenau> I have 73
classes and less than 20 blocks and items. Fun.
L1296[18:10:14] <gudenau> 194KB of Java
sources, without documentation.
L1297[18:10:18]
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L1299[18:11:07] <thecodewarrior> I've
looked at the redstone power code and didn't see anything. I was
just wondering if there was something that wasn't apparent.
L1300[18:11:09] <gudenau> Time to launch
1.9.4 and dump the assets!
L1301[18:11:14] ***
kirby|gone is now known as mrkirby153
L1302[18:11:35] <gudenau> You could make
a PR or somthing I guess.
L1303[18:11:44] <wiresegal> make it a
capability :D
L1304[18:11:44] <gudenau> Or make CPW
hate you.
L1305[18:12:18]
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L1306[18:12:40] <gudenau> OOOH
L1307[18:12:52] <gudenau> NO MORE
TRANSFORMATIONS FOR NORMAL ITEMS!
L1308[18:13:00] <Temportalist> \o/
L1309[18:14:31] <thecodewarrior> I don't
know how exactly I would make it work. I was thinking an event, but
that's clunky. In effect I want my entity to cause the block it's
on (or any other block) to have a redstone signal. I don't
understand capabilities very well either.
L1310[18:15:00] <thecodewarrior> There
was a PR in forge but apparently it wasn't done right so it would
have all kinds of desyncs on the client.
L1311[18:15:07] <gudenau> I really hope
to see what you do with that, sounds very interesting and
powerfull!
L1312[18:15:56] <thecodewarrior> Is there
a tutorial on how to set up and PR for forge?
L1313[18:16:20] <gudenau> Not that I know
of, isn't it standard Github stuff though?
L1314[18:16:21] <Temportalist> Anyone
have any requests for AI on golem-like entities?
L1315[18:16:23] ***
V is now known as Vigaro
L1317[18:16:56] <gudenau> They should
leave trails of iron blocks and hold snow-balls!
L1318[18:17:24] <thecodewarrior> I know
how to PR, just not how to set up a forge dev environment or what
the formatting standards are.
L1319[18:17:42] <gudenau> Ok, this is
going to bug me.
L1320[18:18:07] <gudenau> I wonder how
broken my Item that uses a model is.
L1321[18:18:21] <gudenau> Also, how do I
set the username in Idea?
L1322[18:18:57] <wiresegal> gudenau: what
do you mean about transofmrations
L1323[18:19:13] <gudenau> I have no idea
it seems, since my item is still wrong.
L1324[18:19:17] <wiresegal> lol
L1325[18:19:26] <wiresegal> because
transforms are important...
L1326[18:20:57] <gudenau> So, username in
Idea, how do I do that?
L1327[18:23:16]
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L1328[18:23:24] <Necr0> thecodewarrior
fork and clone to local, >gradle setupDevWorkspace, for
minecraft source patches edit in project/Forge, generate the
patches with >gradle genPatches
L1329[18:24:14] <thecodewarrior> Cool. I
found the contributing guidelines too. :)
L1330[18:25:21] <gudenau> You need to use
Chinease right?
L1331[18:25:54] <Necr0> Oh .. yeah .. I
just read them.. I need to add an example to my PR.
L1332[18:26:33] <gudenau> This has got to
be the most fun command: /kill @e[type=!Player]
L1333[18:27:23] <wiresegal> yep
L1334[18:28:12] <Necr0> It always bugged
me that you need to use the ! after the =
L1335[18:28:19] <gudenau> Same
here.
L1336[18:28:22]
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L1337[18:28:34] <gudenau> Simple mod to
make I suppose.
L1338[18:28:53] <gudenau> Just a little
buit of String and regex magic right?
L1339[18:29:31] <gudenau> So, if I cancel
my player's left click, it still breaks the block on the client.
How do I stop this?
L1340[18:31:38]
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L1341[18:37:07] <GunnerWolf> Is it
possible to have multiple layers to a block's texture?
L1342[18:38:20]
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L1343[18:38:28] <gudenau> I am bad at
making things look nice.
L1344[18:39:57]
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L1346[18:42:47] <Necr0> will spawning an
entity automatically cause an extended property sync?
L1347[18:43:16]
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L1348[18:43:21] ***
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L1349[18:43:54] <GerbShert> How can I
make a mod so that it is only required on servers?
L1350[18:45:38]
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L1351[18:46:31] <thecodewarrior> in the
@mod annotation theres something like
"acceptableRemoteVersions", set that to
"*"
L1352[18:47:02] <gudenau> clientRequired
= false or somthing
L1353[18:47:26] <gudenau> Hey mezz, jei
has a spawing overlay right?
L1354[18:48:43] <GerbShert> Thank
you!
L1355[18:49:28] <gudenau> I need to make
a mod to mess with LWJGL a tad.
L1356[18:50:00] <thecodewarrior> No. you
would want LightLevelOverlay IIRC.
L1357[18:50:32] <gudenau> What? My two
things where not related!
L1358[18:50:58] <gudenau> There are a
couple of small things about how LWJGL is configured that bothers
me
L1359[18:52:32]
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L1361[18:57:12] <mezz> gudenau, it does
not a spawning overlay
L1362[18:57:22] <gudenau> Daww.
L1363[18:57:30] <mezz> there are at least
5 mods that add it though
L1364[18:57:42] <mezz> MoreOverlays is
good
L1365[18:57:45] <gudenau> Yeah, but I do
not want to add that to my dev for this. :-P
L1366[18:57:56] <mezz> drop it in your
/mods/ folder
L1367[18:57:58] <gudenau> I'll just
eyeball this.
L1368[18:58:29] <mezz> suit
yourself...
L1369[18:58:54] <Necr0> do i need to add
the capabilities on the attach event? if so, why?
L1370[18:59:31] <gudenau> Looks like I
still have a grasp on lighting levels, everything is not spawnable
based on f3. Nice.
L1371[19:03:25] <gudenau> You know how to
set the username in Idea by chance?
L1372[19:05:24]
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L1373[19:05:36] <Temportalist>
--username?
L1374[19:05:50] <Temportalist> its harder
to do if using gradle task
L1375[19:06:28] <gudenau> Launch params
in Idea though?
L1376[19:06:33]
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L1379[19:07:30] <gudenau> FOUND IT!
L1380[19:13:45] <gudenau> Ok, so what do
I need to do to make a transparent texture transparent in the
world? It is transparent in my inventory, but white in the
world.
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L1382[19:15:01] <tterrag> change the
layer to cutout
L1383[19:15:36] <gudenau> ?
L1384[19:17:24] <thecodewarrior>
Block.getWorldLayer or something.
L1385[19:17:31] <thecodewarrior>
getRenderLayer?
L1386[19:17:54] <gudenau> Found it,
thanks.
L1387[19:19:55] <gudenau> Now to do the
lighting.
L1388[19:21:46] <gudenau> Fixed!
L1389[19:22:17]
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L1390[19:24:18] <gudenau> Now to do the
inventory and in hand thing for the block, renders at the wrong
angles at the moment.
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L1397[19:37:02] <gudenau> Interesting, my
wrench does not work on the server.
L1398[19:38:58] <GunnerWolf> phew,
finally finished making 24 textures, now to write the model json to
use them
L1399[19:39:07] <gudenau> Have fun!
L1400[19:39:52] <GunnerWolf> Need to take
a look at Furnace's json to figure out how to format it
L1401[19:44:28] <GunnerWolf> oh that's
really simple
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L1410[20:15:58] <GunnerWolf> In a
blockstates json, is it valid to define the model based on one
property, and the y rotation based on another property, like this:
http://pastebin.com/1XfTdFBx
L1411[20:19:25] <TehNut> When using the
Forge format, I believe so
L1412[20:19:34] <TehNut> Not in the
vanilla format though
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L1414[20:22:52] <masa> that isn't the
right syntax for the forge format, but the idea, yes
L1415[20:23:21] <TehNut> Well it's not
even set to use the Forge format
L1416[20:23:30] <TehNut> so that doesn't
even come into play yet :P
L1417[20:23:35] <GunnerWolf> Hmm okay,
how would I use the forge format? Where can I find info or
documentation on it?
L1420[20:26:15] <GunnerWolf> Ah, thanks
guys
L1421[20:27:41] <GunnerWolf> Oh so does
forge's format remove the need for separate model json files? Damn
that's gunna save a lot of time
L1422[20:31:57] <masa> yes, but that
comes with the drawback that then resourcepack authors don't have
that much flexibility
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L1430[21:01:16] <TehNut> masa: But
really, how many people are going to take full advantage of the
model system for mod resource packs?
L1431[21:01:39] <TehNut> Both users and
resorcerers
L1432[21:04:21] <thecodewarrior> I'm
working on a forge PR that would allow you to make any block emit a
redstone signal. I'm thinking two events, GetWeakPowerEvent, and
GetStrongPowerEvent. Both of which would have the following: World,
BlockPos, and EnumFacing. It would be like the FOV event where
there's the default value and you can adjust the new value in your
event handler.
L1433[21:06:01] <thecodewarrior> Any
notes? It's my first forge PR, so I'm not entirely sure.
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L1437[21:12:59] <Ratys> Updated forge to
latest from 1.9-12.16.1.1887, attaching capabilities now throws
InstantiationException. Wat do?
L1438[21:13:33] <TehNut> Post log
L1439[21:13:37] <TehNut> And code
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L1442[21:18:11] <TehNut> Your default
impl is an internal class right?
L1443[21:18:38] <Ratys> Yup
L1444[21:18:42] <TehNut> Make it
static
L1445[21:19:26] <Ratys> ... won't that
make it singleton? I need the cap's behavior on several
things
L1446[21:20:53] <thecodewarrior> public
static class Thing {} < that will make it so you don't have to
get the class from an instance, you can do
"SomeThing.InternalClass" instead of
"someThingInstance.InternalClass"
L1447[21:21:04] <TehNut> How else is an
external class supposed to reference it..?
L1448[21:21:56] <Ratys> Oh, I think I see
the problem... How come that worked before then?
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L1450[21:26:49] <Ratys> Okay, separated
out the default impl, seems to work now. Thanks!
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L1452[21:33:54] <GunnerWolf> Is there an
easy way to write an enum value to NBT? I'd assume there's a
cleaner method than simply writing the value's name as a
string
L1453[21:34:56] <thecodewarrior>
enumValue.ordinal()
L1454[21:35:13] <thecodewarrior> then
EnumClass.values[intReadFromNBT]
L1455[21:35:24] <thecodewarrior> Should I
make the event handler in StateImplementation? If I do that it'll
mean it's closer to guaranteed usage, but also that if someone
makes their own IBlockState implementation it might not work.
L1456[21:41:42] <GunnerWolf> wow that's
like a basic java thing how did I not know about that
L1457[21:41:53] <Ratys> I have my event
handlers talk with implementations strictly through
interfaces
L1458[21:43:02] <Ratys> So wouldn't
matter where the handler is, because all it does is just forward
events to the impl via special methods
L1459[21:43:24] <thecodewarrior> I mean
I'm adding an event to forge.
L1460[21:43:45] <Ratys> Ohh. Yeah, I'm no
help there
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L1463[21:54:54] <GunnerWolf> Okay, so
evidentally I did something wrong when writing to NBT in my te,
because I'm getting "TileEntity is missing a mapping"
errors every time the world tries to save. All I'm doing in
writeToNBT and readFromNBT is calling super (my te inherits
TileEntityFurnace), then writing/reading my enum
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L1465[21:57:52] <tterrag> GunnerWolf: did
you register your TE?
L1466[21:58:32] <GunnerWolf> oh wow, I'm
an idiot. I was so caught up on getting the block renderring
working I totally forgot I had to register the TE. Thanks :P
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L1471[22:09:18] <GunnerWolf> wait why
does BlockFurnace have all it's update code wrapped in
if(!this.worldObj.isRemote)? Surely that'd mean furnaces would only
work in multiplayer...
L1472[22:11:09] <Zidane> GunnerWolf, SP
uses same mechanics
L1473[22:11:18] <Zidane> If !isRemote
means its a server world
L1474[22:11:24] <Zidane> Has nothing to
do with Multiplayer
L1475[22:11:32] <GunnerWolf> oh right
yeah server is still emulated in singleplayer
L1476[22:11:35] <Zidane> mhm
L1477[22:12:17] <GunnerWolf> okay, so the
update method in a tileentity will run both on the client and
server, if I run the game in debug, and put a break point in there,
will it break on both threads, or only the client?
L1478[22:14:31] <Zidane> Both threads if
you are running SP
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L1482[22:26:52] <williewillus> re:
above
L1483[22:28:51] <williewillus> !gm
func_175643_b
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L1485[22:39:12] <DebugsPeople> what's the
point of reobfuscation?
L1486[22:39:33] <DebugsPeople> loopholes
in the eula or smth?
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L1488[22:41:30] <tterrag> what?
L1489[22:42:48] <McJty> DebugsPeople, to
make your mod work in a non-dev environment where Minecraft is
obfuscated
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L1491[22:46:17] <williewillus> i think
you're asking why mojang obfuscates their code
L1492[22:46:59] <williewillus> afaik it's
just to show that they "took effort" to protect their IP
in the case someone steals the code verbatim
L1493[22:47:05] <williewillus> idk if
that's actually valid but ?shrug
L1494[22:47:31] <williewillus> with
runtime deobf and srg names now it's barely any extra effort on the
modder's part
L1495[22:47:46] <Digitalsabre> Would it
be beneficial to have some sort of structure that helps determine
chunk decoration priority? Like, are there enough times when two
different mods conflict on chunk decoration?
L1496[22:53:02] <williewillus> what do
you mean by "conflict"?
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L1499[22:53:44] <williewillus> if say I
crank up botania flower gen to max, and it covers the chunk, then
other mods' flowers simply can't find a grass block to generate on,
is that a "conflict"? it's hard to define
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L1502[23:02:59] <Nosirrom> if uncovered
grass blocks are a resource then it's basically one mod taking up
all of a resource.
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L1505[23:15:33] <williewillus> i don't
think it's a conflict
L1506[23:15:45] <williewillus> it's
simply "a mod having excessive worldgen"
L1507[23:15:58] <williewillus> there is
no direct conflict between the code of the two is what I'm
saying
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L1513[23:33:55] <thecodewarrior> The
redstone event works! from my initial testing of course.
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L1521[23:58:49] <Cypher121> are custom
sounds working for 1.9.4? I remember something about them being
broken