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L1[00:12:36] ⇨
Joins: npe|office
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L2[00:15:49] <killjoy> angles are
hard.
L3[00:15:55] ⇨
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L4[00:16:02] <killjoy> first, java's math
tan does rads
L5[00:16:10] <killjoy> then lwjgl does it in
degrees
L6[00:16:17] <killjoy> so I have to remember
to convert them
L7[00:18:11] <abab9579> Thats basics of
geometry
L8[00:18:16] <killjoy> yeah.
L9[00:18:22] <killjoy> but
documentation.
L10[00:18:56] <killjoy> It dawned on me
that java was probably dealing in rads. And I knew for a fact that
lwjgl uses degrees
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L12[00:19:52] <tterrag> because GL uses
degrees :P
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L36[01:08:38] <Abastro> They might think
that rad/deg is too basic to mention.
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L38[01:10:57] <Abastro> killjoy, if i was
too late but double angle = Math.tan(player.motionY / dist); is
nonsense.
L39[01:11:18] <Abastro> Should be atan or
atan2
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L47[01:20:34] <Wuppy> wow that Microsoft E3
presentation was sick
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L53[01:39:02] <LordSaad> is there a general
onBlockBreak in the Block class? theres only
onBlockDestroyedbyPlayer and byExplosion. I just need an event for
general block destruction
L54[01:42:49] <LordSaad> also is there a
block break method in the block class that runs BEFORE it deletes
the tile entity?
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L61[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160614 mappings to Forge Maven.
L62[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160614-1.9.4.zip
(mappings = "snapshot_20160614" in build.gradle).
L63[02:00:12] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L76[02:30:07] <Cypher121> lel
L77[02:30:32] <Cypher121> lost it at
"I like C++ better than Java"
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L81[02:38:45] <sham1> Wy would you lose
yourself there
L82[02:39:05] <gigaherz|work> I like C++
more than Java too, and C# more than both
L83[02:39:18] <sham1> Well you are a
microsoft fanboyism
L84[02:39:30] <gigaherz|work> no I'm not a
concept
L85[02:39:45] <sham1> Sure you are
L86[02:39:54] <sham1> Not only that, you
are abstract
L87[02:40:19] <gigaherz|work>
NooooOOOOOoo
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L89[02:41:10] <gigaherz|work> also, I don't
have the ability to be a fanboy -- I don't feel things strongly
enough for that
L90[02:41:23] <gigaherz|work> I do have
preferences, just not mindless obsession
L91[02:41:58] <sham1> Good
L92[02:43:36] <Cypher121> sham1: "I
like it more" just doesn't sound like a good excuse to rewrite
renderer in a language different from the game itself
L93[02:43:53] <sham1> C++ is faster
L94[02:43:58] <sham1> That is a better
reason
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L96[02:44:56] <sham1> But I don't get the
line "Java treats you like a child"
L97[02:44:58] <sham1> Where
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L99[02:45:59] <sham1> Because you cannot
manually use pointers?
L100[02:46:04] <gigaherz|work> C++ is
*slightly* faster
L101[02:46:39] <gigaherz|work> high-level
langauges do suck at certain tasks and code patterns
L102[02:46:43] <gigaherz|work> but then
again so does C++
L103[02:46:51] <Cypher121> I guess no
direct memory and access restrictions are considered childish
now
L104[02:47:12] <gigaherz|work> some people
consider anything with garbage collection for "noobs and
losers"
L105[02:47:23] <gigaherz|work> I know a
certain dude
L106[02:47:28] <gigaherz|work> who thinks
OOP is for losers
L107[02:47:45] <Cypher121> yeah, they're
right. *real* programmers don't leave memory leaks
L108[02:47:45] <gigaherz|work> real coders
use low-level languages with manual resource management
L109[02:47:53] <sham1> That guy who thinks
that garbage collector is for noobs and losers has obviously not
usen Haskell
L110[02:47:55] <gigaherz|work> and anyone
who can't take the effort of doing things right shoudl be banned
from programming
L111[02:48:08] <gigaherz|work> sham1: that
would break his mind
L112[02:48:11] <sham1> Ya
L113[02:48:18] <gigaherz|work> I'm not
sure he's able to comprehend a functional programming
language
L114[02:48:26] <gigaherz|work> in his
mind
L115[02:48:30] <Cypher121> yeah, if OOP is
"for losers", functional programming is pretty likely
beyond him
L116[02:48:37] <gigaherz|work> the further
away a langauge is from how the CPU runs the code
L117[02:48:40] <gigaherz|work> the worse
the langauge is
L118[02:48:52] <gigaherz|work> real
programmers use languages that allow inline assembler
L119[02:49:27] <gigaherz|work> he also
dislikes any device that doesn't let him copy an executable and run
it as-is
L120[02:49:48] <gigaherz|work> he hates
any Windows version newer than XP
L121[02:49:54] <gigaherz|work> I consider
him a computer amish
L122[02:50:00] <Cypher121> hard to be him,
I guess
L123[02:50:05] <gigaherz|work> his brain
is stuck on 1999/2000
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L125[02:50:24] <sham1> He should write his
own OS
L126[02:50:36] <Cypher121> yet another
one?
L127[02:50:38] <sham1> Then he could
execute as much arbitrary code as he wants
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L129[02:53:09] <sham1> All he would have
to worry about is the hardware itself
L130[02:54:32] <gigaherz|work> he
did
L131[02:54:35] <gigaherz|work> or
well
L132[02:54:36] <gigaherz|work> he started
one
L133[02:54:58] <gigaherz|work> he's also
sometimes trying to help people fix things in ReactOS
L134[02:56:30] <gigaherz|work> (he rarely
codes stuff himself -- he codes in freebasic)
L135[02:56:45] <Cypher121> many people
seem to be really insecure about languages they don't know, coming
up with any bullshit reason to say that it's worthless and
shouldn't be used
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L137[02:58:35] <Cypher121> not saying
that's the case with him, but it's just something I'm seeing more
and more every day
L138[02:58:54] <sham1> I only do that kind
of thing with JavaScript
L139[02:59:53] <Cypher121> I try to catch
myself when I start doing that
L140[02:59:53] <sham1> Because I feel that
no one should be forced to torture themselves with it
L141[03:00:10] <sham1> Although I can see
the appeal
L142[03:00:35] <Cypher121> as for
javascript, it's everywhere and it's kinda late to change that,
regardless of what you think of the language
L143[03:00:53] <sham1> I await for the
arrival of WebASM
L144[03:01:06] <sham1> So I can start
writing dynamic websites in whatever language I feel like
L145[03:01:19] <Cypher121> yeah, but all
the code already written isn't really going anywhere
L146[03:01:20] <sham1> Without using a
language-to-javascript translator
L147[03:02:04] <Cypher121> same with C:
like it or not, that language was established so long ago,
replacing it would be more destructive than both world wars
combined
L148[03:02:28] <sham1> I like C
though
L149[03:02:34] <sham1> I don't personally
use it, but I like it
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L162[04:00:00] <OrionOnline> Good
Morning
L163[04:01:00] <OrionOnline> I have a
question regarding middle clicking at blocks. How can i make sure
that when a player middle click on one of my block to get an
ItemStack, that ItemStack has a specific set of NBT Data?
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L166[04:15:29] <barteks2x> "Exception
in thread "Client Shutdown Thread" " --> and now
I have nothing in log because all loggers are disabled when JVM
shutdown hook is running...
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L168[04:17:05] <sham1> Now to use the
debugger
L169[04:18:58] <OrionOnline> sham1, do you
know where middleclicks (from for example the CreativeMode) are
being handled?
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L171[04:19:22] <sham1> Not really no
L172[04:19:50] <OrionOnline> DAmn
L174[04:20:05] <sham1> Meh
L175[04:20:17] <sham1> My terminal has
even less of an emoji support than my firefox
L176[04:23:35] <OrionOnline> :P
L177[04:23:44] <LatvianModder> oh what
the... its so weird to see an emoji in irc...
L178[04:24:24] *
gigaherz|work slaps sham1
L179[04:24:58]
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L180[04:25:18] <raoulvdberge> Is there a
method like Slot#putStack, but where I am able to return a
remainder stack?
L181[04:25:28] <sham1> No, don't slap
me
L182[04:25:51] <kashike> ?
L183[04:26:07] <gigaherz|work>
raoulvdberge: Slot is for gui
L184[04:26:10] <sham1> ? indeed
L185[04:26:11] <gigaherz|work> there's no
"remainder"
L186[04:26:18] <gigaherz|work> you either
take a stack, or assign a stack
L187[04:26:36] <gigaherz|work> it doesn't
consider whatever was there before
L188[04:26:38] <sham1> Well, Slot is for
the container
L189[04:26:42] <sham1> Which is used by
the GUI
L190[04:26:53] <gigaherz|work> hence: Slot
is for gui purposes.
L191[04:27:06] <raoulvdberge> The server
uses slots too, right?
L192[04:27:16] <OrionOnline> Yeah but only
for the Container
L193[04:27:25] <raoulvdberge> yes
L194[04:27:53] <OrionOnline> The handling
of the ItemStacks is done by the Inventory / IItemHandler
L195[04:28:00] <gigaherz|work> partially
by the Container
L196[04:28:04] <gigaherz|work> for
shift-click purposes
L197[04:28:05] <OrionOnline> true
L198[04:28:13] <gigaherz|work> there's the
mergeStacks helper in there
L199[04:28:22] <OrionOnline> But you could
argue that Shift-Click is more or less a Client Side only
process
L200[04:28:27] <gigaherz|work> yeah
L201[04:28:38] <gigaherz|work>
raoulvdberge: why don't you explain why you think you need it
L202[04:28:42] <raoulvdberge>
Actually
L203[04:28:43] <gigaherz|work> and we'll
be able to tell you why you don't ;P
L204[04:29:03] <raoulvdberge> So
containers / slots handle the result of IItemHandler?
L205[04:29:06] <raoulvdberge> Since that
can return a remainder
L206[04:29:06] <OrionOnline> ^ Correct
approach
L207[04:29:12] <gigaherz|work> no
L208[04:29:18] <OrionOnline> no
L209[04:29:18] <gigaherz|work> they use
IItemHandlerModifiable
L210[04:29:24] <gigaherz|work> they use
getStackInSlot/setStackInSlot
L211[04:29:27] <gigaherz|work> put*
L212[04:29:57] <gigaherz|work> or whatever
the names were
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L214[04:31:44] <OrionOnline> And that
returns the remaining ItemStack
L215[04:32:51] <raoulvdberge> No, it
doesn't
L216[04:32:52] <raoulvdberge> void
setStackInSlot(int slot, ItemStack stack);
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L218[04:33:37] <OrionOnline> right,
question is, is that one called or insertItem from the IItemHandler
itself
L219[04:33:57] <raoulvdberge>
((IItemHandlerModifiable)
this.getItemHandler()).setStackInSlot(index, stack);
L220[04:34:02] <OrionOnline> Hmm
L221[04:34:06] <raoulvdberge> in
SlotItemHandler#putStack
L222[04:34:12] <OrionOnline> Then i think
you are out of luck....
L223[04:34:21] <raoulvdberge> yup
L224[04:35:11] <OrionOnline> You will
propably have to create your own slot
L225[04:35:26] <OrionOnline> and call
insertItem instead of the setStackInslot ont
L226[04:36:12] <raoulvdberge> that won't
solve my remainder issue though
L227[04:36:18] <raoulvdberge> since
putStack returns void
L228[04:36:58] <OrionOnline> why would you
even want the remainder?
L229[04:44:11] <sham1> Woot, I am able to
parse URLs
L230[04:44:27] <sham1> Very primitive
parsing, but it works
L231[04:45:52]
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L232[04:48:34] <barteks2x> Why I always
have problems noone else has. 3GB allocated to java,
hexchat+terminal+minecraft+idea running, almost 6.5GB ram
used
L233[04:48:49] <sham1> Probably IDEA
L234[04:49:08] <barteks2x> idea claims to
have 750MB allocated
L235[04:49:18] <barteks2x> *725
L236[04:49:49] <barteks2x> I had to close
chrome because I was runnig out of memory again
L237[04:51:32] <sham1> That's the
problem
L238[04:51:41] <sham1> Chrome does use a
lot of RAM
L239[04:51:48] <sham1> Especially with a
lot of extentions
L240[04:53:39] <sham1> And chrome can be a
bitch to close down because of the "One process per tab"
thing
L241[04:53:43] <sham1> At least on
Windows
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L250[05:18:56] <Orion> Is there a way to
override the behaviour of ForgeHooks.onPickBlock for a specific
Block?
L251[05:30:35] <Orion> Found it
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L255[05:43:40] <masa> raoulvdberge: why do
you need it exactly? I do have that in my mod though... :p
L256[05:43:57] <masa> just to help with
some of the Container clicking stuff
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L264[06:10:29] <Keridos> diesieben07:
thanks for the help yesterday, after cleaning up my lights the bug
suddenly stopped occuring
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L269[06:42:37] <Orion> Anybody having an
example of an IItemHandler on a Custom TE out? I am looking to
convert my IInventory TE's to IItemHandler
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L273[06:46:55] <LatvianModder> it has a
lot of my methods from TileLM but ignore those
L274[06:47:48] <LatvianModder> if you want
to have a gui for it, its pretty much the same as regular chest,
except use SlotItemHandler instead of Slot
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L279[07:36:52] <Keridos> i have a weird
issue here on 1.9.4, my mod depends on JEI, but for some reason
when outside of my dev environment I get a classdefnotfound error
when trying to call something that needs a class from JEI although
it is in the instance
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L283[07:52:39] <tterrag> Keridos: looks
like you are loading that class when jei is not present
L284[07:57:00] <Keridos> its present
L285[07:57:17] <Keridos> this only happens
when JEI is installed
L286[07:57:22] <Keridos> that is the weird
thing
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L292[08:15:27] <Keridos> this still is
weird, changed my build.gradle exaclt as mezz mentioned on his
github
L293[08:15:32] <Keridos> still it
fails
L294[08:15:38] <Keridos> seems to be some
issue with ATs
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L297[08:21:24] <Keridos> tterrag: shouldnt
all mod jars be loaded into the classpath?
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L299[08:23:35] <tterrag> yes?
L300[08:23:50] <gigaherz|work> everything
in mods/ is
L301[08:23:54] <Keridos> weird is that I
have JEI and my mod in the mods/ folder
L302[08:24:10] <gigaherz|work> even
no-@Mod jars
L303[08:24:17] <Keridos> it works fine in
my dev env, but in an obfuscated environment it seems to not
work
L305[08:24:57] <Keridos> you can see that
JEI is actually being loaded and the class that is not found is
present in its jar
L306[08:25:00] <Keridos> i checked
that
L307[08:45:47] <Cazzar> Probably different
classloaders
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L317[09:39:16] <Keridos> Cazzar: any idea
how i can fix that?
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L352[11:11:46] <Wuppy> ermergerd I am so
hype for tomorrow
L353[11:11:54] <Wuppy> cd project red is
coming by for 2 guest lectures :O
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L373[11:43:13] <kenzierocks> all of the
models should be "lotsofgenerators:blocks/..."
L374[11:43:19] <kenzierocks> or
block/
L375[11:43:23] <kenzierocks> whatever the
folder is
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L380[12:16:52] <masa> hm, why does
Mirror#mirror() do EAST <-> WET in LEFT_RIGHT, but
Template.transformedBlockPos() does z = -z in the LEFT_RIGHT
case
L381[12:17:59] <masa> also I guess the
LEFT_RIGHT is actual mojang naming because the enum has the string
name for it as mirror_left_right
L382[12:18:27] <masa> but left_right is so
arbitrary name imo, because it would depend on the mirror axis,
which doesn't exist in their code
L383[12:18:45] <kenzierocks> all enum
constants are mojang names
L384[12:18:45] <masa> so it should rather
be something like mirror_z
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L386[12:18:59] <masa> okay
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L405[13:01:30] <infinitefoxes_>
Minecraft's mob spawning system seems quite inefficient
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L411[13:06:01] <LexDesktop> A lot of
things in MC are inefficient.
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L413[13:09:02] <infinitefoxes_> would it
not be worthwhile to make a PR to Forge with the fix?
L414[13:09:13] <infinitefoxes_> for
modpacks the difference is much more drastic
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L417[13:11:24] <Ferdz_TheWeeb> Is there a
way using BlockStates to have a model have a random offset on the
x/y axis without coding anything? A bit like flowers
L418[13:12:50] <infinitefoxes_>
Ferdz_TheWeeb: there's Block#getOffsetType which is what
BlockFlowers uses
L419[13:12:56] <infinitefoxes_> pretty
sure there isn't a way to do it entirely with JSON models
L420[13:13:25] <Ferdz_TheWeeb> Then do you
know what are the "from" and "to" in model
files used for?
L421[13:13:59] <fry> size
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L424[13:14:50] <Ferdz_TheWeeb> Yeah that's
what I'm looking at
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L430[13:35:07] <heldplayer>
infinitefoxes_: You forget to mention that the first is over a span
of 8 minutes, the second is over 2 minutes
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L432[13:35:38] <heldplayer> Though I don't
doubt you could improve it, at least give something we can use to
compare properly :p
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L434[13:35:41] <blood|wrk> infinitefoxes_:
this is WHY you use a custom mob spawner
L435[13:35:50] <blood|wrk> especially if
running forge
L436[13:36:02] <blood|wrk> no point in
tweaking MC's
L437[13:36:18] <blood|wrk>
JustAnotherSpawner, CMS
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L440[13:39:00] <Delenas> o/ I have a block
update issue. A message is being received on the client to update
the blockstate, but the block isn't actually updating its renderer.
How would I schedule that update?
L441[13:39:37] <diesieben07> why are you
sending a custom packet to udpate a blockstate!?
L442[13:39:59] <Delenas> Well. It's to
update a tile, which updates getActualState.
L443[13:40:09] <Delenas> Not the ACTUAL
blockstate meta.
L444[13:40:12] <diesieben07> so you are
not updating the blockstate, you are updating the TE
L445[13:40:26] <Delenas> Right.
L446[13:40:35] <diesieben07> i think the
method is notifyBlockUpdate now
L447[13:40:46] <diesieben07> it used to be
markBlcokForUpdate, call that on the client
L448[13:41:44] <Delenas>
notifyBlockOfStateChange?
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L450[13:42:57] <diesieben07>
notifyBlockUpdate
L451[13:43:15] <Delenas> ..how would I get
the old and new states, then?
L452[13:43:22] <Delenas> It's
overwritten.
L453[13:44:31] <diesieben07> vanilla just
passes the same state for btoh
L454[13:45:02] <Delenas> Ah, well. That
did it. Thank you.
L455[13:45:22] <gigaherz> \o/ got my
Xperia Z5 Compact
L456[13:45:48] <diesieben07> nice
L457[13:46:48] <diesieben07> still rocking
the z1 compact but the sony phones are really nice
L458[13:46:57]
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L459[13:50:41] <Delenas> Also, @fry- the
new blockstate version. Will we be able to specify compound keys?
Like.. variants { "bool1=true,bool2=true": { STUFF } } to
map what happens when both of those conditions are met?
L460[13:51:38] <fry> hopefully
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L462[13:53:07] <Delenas> Awesome.
Vanilla's version is too.. wordy?
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L469[14:04:23] <Wuppy> I so very much
cannot wait for planet coaster
L470[14:08:23] <tterrag> what you don't
want to pay $75 for alpha access? :P
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L474[14:15:20] <infinitefoxes_> blood: I
think you're mis-reading the time scale on those graphs
L475[14:15:36] <infinitefoxes_> they're
both a 1 minute period with me turning my mob spawner on/off
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L477[14:16:59] <infinitefoxes_> oh, my bad
wrong ping
L478[14:17:01] <infinitefoxes_>
heldplayer: ^
L479[14:17:39] <heldplayer> Oh yes indeed,
I'm a big derp
L480[14:18:03] <heldplayer> Sorry, misread
the "30s" as meaning that it was 0 minutes and 30 seconds
:p
L481[14:18:20] <infinitefoxes_> yeah the
graph is a bit weird, no worries
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L484[14:19:32] <synthetica> I'm probably
just stupid. I might be way over-thinking my code here. I can't for
the life of me figure out how to get an instance of a specific tile
entity. Does anyone know anything?
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L486[14:20:38] <Ordinastie_>
world.getTileEntity?
L487[14:20:54] <synthetica> That... would
do it. Thanks.
L488[14:21:01] <synthetica> Will test it
now.
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L496[14:39:53] <linuxuser9000> so i was
thinking about the trading mod I want to make, specifically about
whether or not I could implement a trading system without
currency.
L497[14:40:29] <linuxuser9000> was also
thinking it might be feasible to use an in-game item as currency.
for example, logs
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L499[14:42:14] <sham1> You could make your
own currency item
L500[14:42:23] <synthetica> Logs are too
cheap.
L501[14:43:03] <synthetica> Make an item
without a crafting recipe so it can't be made by players. Then,
have the players sell their items to get your currency.
L502[14:43:05] <PaleoCrafter> and if you
wanted a real economy you wouldn't want people to be able to grow
their money in their backyards :P
L503[14:43:14] <synthetica> ^
L504[14:43:44] <Ordinastie_> trading does
not necessarily means money
L505[14:43:52] <Ordinastie_> why do you
want to have a currency
L506[14:44:03] <Ordinastie_> why not
simple let the users chose what they want to trade
L507[14:44:48] <synthetica> That works
too.
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L510[14:48:12] <linuxuser9000>
Ordinastie_: that's why I was trying to consider a currency-less
economy
L511[14:48:29] <linuxuser9000> in said
currency-less economy, players would still want something everyone
values. like logs!
L512[14:48:38] <linuxuser9000> so for
example someone might sell a diamond for 50 logs
L513[14:48:45] <sham1> Logs literally grow
everywhere
L514[14:48:51] <PaleoCrafter> making it a
de facto currency :P
L515[14:48:54] <linuxuser9000> omg... i
just remembered from back when i used to play EVE: there's BUY
ORDERS
L516[14:49:14] <Ordinastie_> PaleoCrafter,
what would be the currency ?
L517[14:49:16] <linuxuser9000> not only
can you post stuff to the market in EVE online for prices, you can
also put up buy-orders
L518[14:49:18] <PaleoCrafter> logs
L519[14:49:18] <Ordinastie_> the logs
?
L520[14:49:20] <PaleoCrafter> yeah
L521[14:49:23] <PaleoCrafter> you don't
get it for the sake of building/burning/whatever but for the sake
of buying something
L522[14:49:24] <Ordinastie_> what not the
diamond ?
L523[14:49:24] <linuxuser9000> i think
logs are a great currency
L524[14:49:52] <linuxuser9000> yes, they
grow everywhere. yes, players can go and chop trees down. that will
get old though, and it still takes time - real effort
L525[14:50:14] <linuxuser9000> yes, a
player could go chop 100 logs and trade them for someone's
hard-earned diamond. but what if it took that player less effort to
get the diamond than to chop 100 logs?
L526[14:50:29] <linuxuser9000> the player
selling the diamond would simply price the diamond
appropriately
L527[14:50:44] <Ordinastie_> why are you
even talking about the contents of the trades, they're not up to
you
L528[14:51:13] <linuxuser9000> if we're
just talking a bartering system then that's different from what i
want to make
L529[14:51:22] <Ordinastie_> whether it's
a diamond for logs, or redstone for quartz blocks, just let the
players simply put what they want to trade in
L530[14:51:29] <linuxuser9000> i want to
make a market mod with lists of what's on the market, for what
price
L531[14:51:56] <Ordinastie_> why does the
price as to be a specific item ?
L532[14:52:08] <linuxuser9000>
Ordinastie_: you're thinking more of a 1 on 1 trading mod, not a
market mod. im thinking of a market mod where there's a made-up
'market' which can be browsed through chat commands
L533[14:52:08] <PaleoCrafter> if you
*want* a currency, introduce a custom item or make it completely
virtual :P
L534[14:52:46] <Ordinastie_>
linuxuser9000, that doesn't require a limitation on the type of
item to trade
L535[14:52:47] <linuxuser9000> the problem
with completely virtual currency is that idk how to both give out
the first few 'dollars', and also how to stop inflation from
happening
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L538[14:53:09] <PaleoCrafter> also, if you
introduced a custom item, why do a cumbersome chat UI? :P
L539[14:53:23] <linuxuser9000> I'm not
introducing a custom item
L540[14:53:48] <linuxuser9000>
Ordinastie_: so you're suggesting that a player puts up a diamond
and says "I'll only take 2 iron blocks for this"?
L541[14:54:01] <linuxuser9000> that's a
really inflexible system if you ask me. if im interpreting you
correctly
L542[14:54:03] <Ordinastie_> why not
?
L543[14:54:17] <Ordinastie_> how is that
inflexible ?
L544[14:54:44] <linuxuser9000> that's more
of a one on one trading system, like the kind in World of Warcraft
or something where two inventories open @ the same time and people
place stuff in to each. that's bartering, but i could be wrong as i
never took an economics class
L545[14:54:57] <PaleoCrafter> it is
L546[14:55:11] <PaleoCrafter> for a
market, you really wouldn't want that kind of trade, I'd say
L547[14:55:21] <Ordinastie_> I don't see
why not
L548[14:55:40] <linuxuser9000> That's why
I was toying of the idea of using Logs as currency. Logs have value
in themselves, and can be obtained in a controlled way already
(chopping trees)
L549[14:56:46] <PaleoCrafter> if you
wanted 2 iron ingots for a diamond, Ordinastie_, you'd probably ask
someone directly for it and wouldn't put it up on some list
L550[14:56:55] <linuxuser9000> for a split
second I toyed with the idea of giving each new player 100 magical
virtual currency units, and then that's it - no other way to
generate more currency, so the currency hopefully would flow around
the 'market'. but then i realized a player could just use friends'
accounts to log in and become artifically rich
L551[14:57:03] <sham1> In a post-scarcity
world, literally nothing has value
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L553[14:57:22] <linuxuser9000> sham1:
what?
L554[14:57:35] <linuxuser9000> sham1: I'm
thinking in terms of vanilla minecraft, not heavily modded
minecraft
L555[14:57:36] <Ordinastie_> PaleoCrafter,
yes, but you as a modder, just provide the means, you shouldn't
really care about how it's used
L556[14:57:57] <sham1> linuxuser9000:
vanilla is post-scarcity because you have infinite resources in the
world
L557[14:58:00] <PaleoCrafter> but it's a
different kind of mod :P
L558[14:58:14] <linuxuser9000> sham1:
infinite resources DOESN'T mean that a player CURRENTLY HAS
infinite resources
L559[14:58:30] <linuxuser9000> it takes
time and effort to go and gather those resources even if there's an
infinite amount
L560[14:58:39] <Ordinastie_> considering
tree farm can be automated...
L561[14:58:39] <sham1> They can just say
I.O.U. this amount of stuff
L562[14:58:43] <PaleoCrafter> a currency
is much more helpful for what they want to achieve: it acts as
intermediate means to "convert" from one product to
another
L564[14:58:54] <linuxuser9000>
Ordinastie_: automating a tree farm on vanilla isn't feasible
iirc
L565[14:58:58] <sham1> That's the entire
idea behind money
L566[14:59:03] <PaleoCrafter> yah xD
L567[14:59:42] <PaleoCrafter> but logs
really are the worst choice for currency, imo xD
L568[14:59:46] <linuxuser9000> Why?
L569[15:00:02] <linuxuser9000> AFAIK
there's no auto-log farm
L570[15:00:14] <linuxuser9000> and if
there is it takes mods or insane grinder setups and won't work
24/7
L571[15:00:42] <PaleoCrafter> 1) It's
still way too easy to multiply 2) It has a practical use, something
you don't really want from a currency
L572[15:00:44] <sham1> How do you ensure
that there is not
L573[15:00:54] <linuxuser9000> I liked the
idea that it has practical use
L574[15:01:11] <linuxuser9000> It gives
the 'currency' (logs) actual value
L575[15:01:15] <linuxuser9000> like gold
coins
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L577[15:01:37] <sham1> Gold coins are
valuable because they are shiny and scarce
L578[15:01:37] <linuxuser9000> sham1: on
vanilla, it's either impossible or nearly impossible to make an
automated tree farm
L579[15:01:42] <sham1>
Semi-automated
L580[15:02:01] <sham1> And chopping down a
tree is not the most time consuming task in vanilla
L581[15:02:05] <sham1> Especially when in
a farm
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L583[15:02:47] <Ordinastie_> and then a
mod like treecapitator is added and your currency becomes
shit
L584[15:02:50] <linuxuser9000> Well, I
assume it wouldn't be 1 log for 1 diamond... but ok, you guys have
given me enough info to consider implementing currency instead. the
problem with currency is that it also has its slew of problems,
like inflation, and the amount that's circulating a market
L585[15:03:18] <sham1> Inflation and
economics in general is something your players have to deal
with
L586[15:03:21] <linuxuser9000> Though i
suppose any currency can suffer inflation
L587[15:03:48] <Ordinastie_> and you need
a balanced way to create money too
L588[15:04:01] <PaleoCrafter> inflation is
properly way easier too "generate" when you have logs as
currency :P
L589[15:04:05] <PaleoCrafter>
*probably
L590[15:04:26] <linuxuser9000> Earlier I
considered giving each new account '100 magic monopoly dollars',
but then reconsidered when I realized people could just use all
their freinds' accounts to get more money
L591[15:04:56] <sham1> Effort vs
reward
L592[15:05:03] <sham1> I don't think many
would do that to be honest
L593[15:05:20] <linuxuser9000> well back
when i played on a certain server, i had like 7 accounts i'd log
into each day for rewards
L594[15:05:26] <linuxuser9000> so i know
some people would
L595[15:05:33] <Digitalsabre> So, I read
about a mod that puts specific flowers on the surface above ores,
but I can't remember what it's called. Can anyone help me ID the
mod?
L596[15:06:29] <linuxuser9000> synthetica:
is your geo mod still crashing?
L597[15:07:04] <synthetica> I fixed the
crash. Still kind of stuck. Thanks for asking.
L598[15:07:20] <linuxuser9000> I just
cloned your repo - how do i run the mod?
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L600[15:07:34] <linuxuser9000> do I just
start an intellij project in the GeologoyMod folder and import the
build.gradel?
L601[15:08:15] <synthetica> You should be
able to open Intellij and import the build.gradle. Then,
setupDecompWorkspace and genIntellijRuns.
L602[15:08:36] <linuxuser9000> oh so i
need to copy over the gradlew file to do that
L603[15:08:44] <synthetica> Then you can
run the mod, but the code on the repo doesn't work.
L604[15:09:06] <synthetica> Yes, you need
the gradlew. I didn't add it because I have Gradle already
installed.
L605[15:10:06] <sham1> You should add
it
L606[15:10:14] <linuxuser9000> oh so i can
just apt-get install gradle
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L608[15:10:18] <synthetica> Yeah, I guess
so.
L609[15:10:28] <sham1> Well, yeah
L610[15:10:50] <synthetica> Depends on
your Ubuntu version, linuxuser9000. Sometimes, the Gradle version
is outdated, but yeah, try it.
L611[15:10:57] <sham1> Also, you using
Ubuntu?
L612[15:11:00] <sham1> Hmm
L613[15:11:05] <sham1> I don't know how to
feel about this
L614[15:11:10] <linuxuser9000> mint.
synthetica , do i imoprt existing project?
L615[15:11:18] <sham1> But yeah, sometimes
packages in Ubuntu are kind of old
L616[15:11:30] <sham1> And because Mint
uses Ubuntu's packages
L617[15:11:31] <sham1> Well
L618[15:11:46] <synthetica> You can
probably just click open and find the build.gradle.
L619[15:11:58] <synthetica> I think that
works.
L620[15:12:16] <linuxuser9000> when i try
that i get an error 'gradle location is not specified'
L621[15:12:26] <synthetica> Try
importing.
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BlayTheNinth: How to I set my IRCBridge bot's NickServ name?
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L637[15:39:12] <linuxuser9000> hurray i
finally got example mod working
L638[15:39:15] <linuxuser9000> bbl
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L646[15:59:53] <TechnicianLP> is it okay
to read a capability from nbt when it is requested? (or shoul i
keep an instance from it per tileentity? which i dont like
somehow)
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L649[16:00:35] <diesieben07> you keep an
instance of it per TE, that's how capabilities are designed
L650[16:00:40] <tterrag> there's no reason
to store anything in NBT in a TE
L651[16:00:43] <tterrag> ever
L652[16:00:50] <tterrag> except for
read/write methods
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L655[16:01:55] <Keridos> mezz, you
there?
L656[16:02:48] ***
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L657[16:03:12] <Keridos> hm, diesieben07
your tips were partially right, i cleaned up the class and suddenly
the bug from yesterday vanished
L658[16:03:30] <diesieben07> that TE NBT
thing right?
L659[16:03:34] <Keridos> yes
L660[16:03:38] <diesieben07> cool
L661[16:03:43] <Keridos> thanks for
that
L662[16:03:45]
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L663[16:04:08] <diesieben07> lol i didn't
do that much useful, but np
L664[16:04:48] <Keridos> now back to my
weird bug here, got JEI and load a class from it (interface) when
JEI is present, my mod starts fine without JEI, but as soon as JEI
is added it fails with this:
https://paste.ee/p/EQtbd
L665[16:05:12] <Keridos> i doublechecked,
the class is definitely there in the JEI jar
L666[16:05:25] <Keridos> i followed the
steps mezz has on his wiki for jei
L667[16:06:54] <diesieben07> can you link
your repo again?
L669[16:07:33] <Keridos> note its not yet
uploaded, the build gradle in my local repo is differed to be like
the jei github described
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L671[16:09:02] <Keridos> it works fine in
my dev env, but in an obfuscated environment it fails to load the
IItemBlacklist class from jei, though its present in the jar
L672[16:09:10] <TechnicianLP> theres cofh
for 1.8?
L673[16:09:12] <tterrag> same path?
L674[16:09:16] <tterrag> no
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L676[16:09:19] <Keridos> yes tterrag
L677[16:09:33] <diesieben07> ah i see why,
you might want to do after:JEI
L678[16:09:40] <diesieben07> because you
are accessing clases in construction
L679[16:09:45] <Keridos> diesieben07:
tried that, doesnt work either
L680[16:09:56] <tterrag> stop classloading
JEI during constrution
L681[16:09:58] <tterrag> period
L682[16:10:04] <Keridos> wait, maybe need
to modify my mcmod stuff
L683[16:10:05] <diesieben07> yeah that too
maybe
L684[16:10:06] <tterrag> that's naughty
:(
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L686[16:10:43] <Keridos> diesieben07:
tterrag i access it in init
L687[16:10:58] <Keridos> where am i
accessing them in construction?
L689[16:11:20] <Keridos> that does
that?
L690[16:11:21] <diesieben07> that's in
clinit even
L691[16:11:24] <diesieben07> not even
construction
L692[16:11:25] <Keridos> ok thanks gonna
try it
L693[16:13:24] <mezz> you should not
implement IItemBlacklist
L694[16:13:27]
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L696[16:14:17] <Keridos> mezz how would I
properly blacklist items them from inside my mod in java?
L697[16:14:53] <mezz> the only thing you
implement is IModPlugin with the @JEIPlugin annotation
L698[16:15:02] <mezz> see the many example
mods that use it
L699[16:15:35] <mezz> see
VanillaPlugin.java in JEI
L700[16:15:59] <mezz> you get the
blacklist in your register function, from
registry.getJeiHelpers.getItemBlacklist()
L701[16:16:45] *
diesieben07 mumbles something about API design
L702[16:16:54] <mezz> you do not need
@Optional because JEI is the only thing that calls your
plugin
L703[16:16:59] <diesieben07> if the
interface is not supposed to be implemted, make it so it cannot be
implemented :D
L704[16:17:10] <mezz> no diesieben07
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L706[16:17:35] <mezz> how would that make
sense or be enforced?
L707[16:18:10] <diesieben07> well, you
said you are not supposed to implement it, so there is the
"make sense" part
L708[16:18:27] <mezz> you only implement
one interface in JEI, which you can see from the example mods
L709[16:18:46] <mezz> interfaces are used
to keep implementation private
L710[16:18:52] <diesieben07> i know.
L711[16:19:05] <mezz> then I don't
understand what you're getting at
L712[16:19:22] <tterrag> in this case idk
about that. what is the reason for separating IItemBlacklist? if
you don't expect custom implementations
L713[16:19:33] <diesieben07> what i am
getting at is if something is not supposed to be done, why is it
possible
L714[16:19:39] <mezz> because it's
java?
L715[16:19:53] <mezz> implementing the
interface doesn't make sense, how would it be used?
L716[16:19:58] <mezz> there is nowhere to
plug it in
L717[16:20:14] <diesieben07> well then the
Keridos did a derp.
L718[16:20:27] <Keridos> i am sure i
derped there
L719[16:21:10] <Keridos> mezz: the
annotation does everything so I do not need to call anything from
anywhere in my mod, right?
L720[16:21:18] <mezz> yes
L721[16:21:29] <mezz> I create the
instance of your plugin by finding the annotated class
L722[16:21:35] <mezz> so if JEI is
missing, it will not be called
L723[16:21:37] <Keridos> ok then thanks
you 3 for your help
L724[16:21:42] <mezz> that way you don't
have to worry about option or anything
L725[16:21:45] <mezz> no problem
L726[16:21:49] <tterrag> I still don't see
what the point of it being an interface at all is
L727[16:21:58] <mezz> tterrag, so
implementation is hidden
L728[16:22:02] <tterrag> what?
L729[16:22:13] <tterrag>
"hidden" meaning what?
L730[16:22:17] <mezz> you get an
interface
L731[16:22:21] <mezz> how it works it not
your concern
L732[16:22:34] <diesieben07> could do the
same with a class which is all abstract
L733[16:22:43] <tterrag> how does that
solve anything diesieben07
L734[16:22:44] <diesieben07> then you
could make it non-extendable except by you
L735[16:22:50] <mezz> I guess
L736[16:22:51] <tterrag> what? how?
L737[16:22:57] <diesieben07> package
private constructor
L738[16:23:00] <tterrag> I suppose
L739[16:23:15] <tterrag> that still seems
unnecessary. what is the point of "hiding
implementation"? it's not like the code is secret
L740[16:23:27] <mezz> putting code in your
API is bad design
L741[16:23:39] <diesieben07> it means that
nobody can access the code
L742[16:23:42] <tterrag> can you actually
tell me why other than "it is" ?
L743[16:23:45] <diesieben07> if that were
the case, the code would be part of the API
L744[16:23:49] <diesieben07> meaning you
could never change it
L745[16:23:55] <mezz> I can change the
code however I want without changing the API
L746[16:23:58] <tterrag> idk about
that
L747[16:24:19] <tterrag> plenty of the
java standard API is full implementations and they change inner
workings all the time
L748[16:24:26] <tterrag> as long as the
method behaves the same externally
L749[16:24:40] <mezz> java stuff is
extendable
L750[16:24:43] <Keridos> i found it pretty
funny that it took my mods users almost a week to tell me that my
mod crashes with JEI installed on 1.8.9 and 1.9.4
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L755[16:36:00] <LexDesktop>
infinitefoxes_, as you've provided exactly zero details i cant say
if its worth anything or not.
L756[16:36:06] <LexDesktop> and a custom
mob spawner isnt the answer
L757[16:36:22] <LexDesktop> the answer is
to not do stupid shit
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L759[16:38:13] <masa> hmm, the player
update and position code is rather confusing...
L760[16:39:05] <masa> not sure what would
be the best place to teleport a player
L761[16:39:47] <masa> doing it from
onENtityCollidedWithBlock of from a PlayerTickHandler doesn't work
on a server or gives moved wrongly errors or other crap
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L763[16:41:45] <masa> and even vanilla has
horrible riding entity sync issues in 1.9.x so it seems that those
parts of the code are a real mess anyway
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L771[17:03:40] <Keridos> meh windows file
case insensivity does shit when programming MC mods
L772[17:03:52] <Keridos> java is case
sensetive in reading jars
L773[17:04:04] <Keridos> just noticed that
most of my item textures did not load when in a jar
L774[17:04:18] <Keridos> i really need to
get my linux up running and put windows in a damn vm
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L777[17:05:25] <diesieben07> ... or make
everything lowercase
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L787[17:23:54] <Keridos> yeah
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L789[17:24:33] <Keridos> still had the
item.getRegistryName() in my register method in the client proxy,
just added toLowerCase() to it
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L791[17:28:18] <diesieben07> just make it
lowercase in the first place...?
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L794[17:31:48] <Keridos> i do not feel
like changing all my registry names in a small version bump is a
good idea ;-)
L795[17:31:57] <diesieben07> :D
L796[17:32:07] <diesieben07> name your
files properly then :P
L797[17:32:17] <diesieben07> because
ResourceLocation does not have a toLowerCase anyways ;)
L798[17:33:01] <Keridos> oh you know,
renaming files to a different capitalization on windows with git is
horrible
L799[17:33:05] <Keridos> it bugs
everywhere
L800[17:33:33] <Keridos> like it literally
is too stupid, even if you successfully rename it on the remote
repository
L801[17:33:47] <Keridos> i still had do
delete my entire local repo and reclone it
L802[17:34:01] <Keridos> else windows
would everytime f'ck it up
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L804[17:34:23] <Keridos> it just works out
of the box on ext4 under linux
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L809[17:40:53] <mikebald> you can set git
to ignore case; I do that normally
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L815[17:49:02] <lKinx> where are the
default sound files located?
L816[17:51:33] <diesieben07> you mean in
the actual game?
L817[17:51:55] <diesieben07> or in
dev?
L818[17:51:59] <lKinx> I'm mainly looking
for sounds.json. I can't seem to find it in dev
L819[17:52:36] <Keridos> wtf, my
onBlockActivated is activated twice on the server
L820[17:52:39] <Keridos> that is
weird
L821[17:53:01] <lKinx> keridos, you
probably already did this, but did you do a sided check?
L822[17:53:01] <Keridos> is it called once
per hand?
L823[17:53:10] <barteks2x> It's the first
time I have merge with no conflicts, both branches compile but
there is a compile error after the merge
L824[17:53:11] <lKinx> perhaps
L825[17:53:13] <Keridos> lKinx: yes, its
both at server
L826[17:53:33] <barteks2x> what is a good
way to handle something like this?
L827[17:53:46] <lKinx> depends on the
error
L828[17:54:05] <barteks2x> after the merge
the code is overriding method that no longer exists
L829[17:54:21] <lKinx> hmm
L830[17:54:29] <lKinx> have you tried
using a newer forge?
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L832[17:54:43] <barteks2x> this is
*because* I updated forge in oneof the branches
L833[17:54:55] <lKinx> perhaps that update
isn't stable yet
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L835[17:55:37] <barteks2x> It's just my
code doing bad things that normally shouldn't be done. I'm asking
how to handle it using git. Rebase the merge commit? Add another
commit that fixes itt?
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L837[17:56:01] <Keridos> diesieben07: does
onBLockActivated get called for each hand in 1.9.4?
L838[17:56:03] <lKinx> oh I see
L839[17:56:11] <diesieben07> uh idk
L840[17:56:25] <Keridos> like my block
here gets that method called twice per click
L841[17:58:03] <diesieben07> lKinx, assets
are not named their actual name
L842[17:58:15] <diesieben07> check out
what DefaultResourcePack does
L843[17:58:26] <lKinx> Keridos: my
onBlockActivated only fires once
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L845[17:58:51] <Keridos> lKinx: apparently
when you return false it does fire twice
L846[17:59:06] <Keridos> i had a return
false on the client
L847[17:59:43] <lKinx> interesting
L848[18:01:12] <Keridos> that seems to
work in 1.8.9 but in 1.9.4 it does weird things
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L861[18:32:38] <Prospector> Is there any
way at all to have multiple texture layers on blocks like you can
on items?
L862[18:36:03] <Prospector> Er..with
jsons
L863[18:36:48] <Prospector> As in not with
a TESR or something like that
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L867[18:41:37] <tterrag> can't you just
have two overlapping boxes?
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L872[18:45:50] <barteks2x> Why everyone
wants to make Minecraft worldgen multithreaded... even cuchaz
wanted to do that for cubic chunks.
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L874[18:50:20] <diesieben07> because there
are basically no single-core CPUs out there anymore
L875[18:50:33] <diesieben07> and you can
only fully take advantage of a multi-core CPU if you have multiple
threads
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L877[18:51:21] <Ordinastie_> and you can
only fully fuck up your sofwares if you have multiple threads
:p
L878[18:51:26] <kenzierocks> ^
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L880[18:51:38] <diesieben07> lol
L881[18:51:40] <kenzierocks>
multithreading doesn't always make something faster as well
L882[18:51:48] <kenzierocks> it can...but
not always
L883[18:52:00] <diesieben07> of
course
L884[18:52:01] <kenzierocks> worldgen
could happen, but then modders + multithreading
L885[18:52:16] <diesieben07> but worldgen
is a divide and conquer type problem
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L891[19:06:02] <barteks2x> in minecraft
it's ... dofferent
L892[19:06:27] <barteks2x> even just
making lighting + multithreading work would be near
impossible
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L894[19:06:59] <kashike> craftbukkit forks
had async lightning in 1.7.10
L895[19:07:02] <kashike> or
something
L896[19:07:24] <barteks2x> hell no, I
don't want to touch it. I have enough problems with lighting
L897[19:07:33] <kashike> lol
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L899[19:09:06] <barteks2x> and considering
that a major bottleneck for worldgen is lighting and
getChunkFromChunk/BlockCoords (the second would need to be
synchronized, and the first depends on the second) - I don't see
how multithreaded worldgen could be much faster
L901[19:09:27] <barteks2x> (at least in
cubic chunks it's the case, but in vanilla it seems similar)
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L903[19:12:08] <flappy> barteks2x: it's
not like you have to design for multithreading for your thing to
work like a properly multithreaded one or something
L904[19:13:04] <barteks2x> If I don't make
it multithreaded, there is a chance of getting other mods to be
more-or-less compatible. With multithreading - nope.
L905[19:14:06] <Prospector> tterrag, if
there's two overlapping boxes won't they have z-fighting
issues?
L906[19:14:30] <barteks2x> And I know that
things would break if I did that - I already have a piee of debug
code that accesses chun list from ChunkProvider to display it on
screen from separate thread. And it throws CME every few
seconds
L907[19:14:36] <tterrag> not if they are
exactly the same size Prospector
L908[19:16:04] <barteks2x> I've seen a
project that does that for Spigot (fully multithreaded worldgen)
but lighting didn't really work with that
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L912[19:19:11] <flappy> barteks2x: said
project'd probably explode with forge mods
L914[19:20:28] <kashike> oh dear, not that
again
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L916[19:21:17] <barteks2x> (I'm not going
to touch anythign related to it, I'm just suprised that it's
anythig even close to working0
L919[19:25:46] <kashike> more
L920[19:26:51] <kenzierocks> killjoy:
atan2 plz
L921[19:26:58] <kenzierocks> instead of
tan
L922[19:27:41] <kenzierocks> wait
L923[19:27:46] <kenzierocks> what
L924[19:27:55] <kenzierocks> nvm
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L927[19:28:26] <kenzierocks> wait killjoy
why are you using tan
L928[19:28:29] <kenzierocks> not
arctan
L929[19:28:40] <kenzierocks> to compute an
angle
L930[19:28:43] <killjoy> it's what I
learned my junior year of high school.
L931[19:28:51] <kenzierocks> tan(theta)
-> ratio
L932[19:28:55] <kenzierocks> not
tan(ration) -> theta
L933[19:28:58] <killjoy> tangent opposite
/ adjacent
L934[19:29:02] <kenzierocks> right
L935[19:29:06] <kenzierocks> tan =
O/A
L936[19:29:12] <kenzierocks> not tan(O/A)
= theta
L937[19:29:56] <barteks2x> as I said, I'm
not going to touch multithreading in a mod that already changes so
many things. Even if it's possible. It will make updating the mod
even harder.
L938[19:29:56] <killjoy> wel..
L939[19:30:21] <kashike> barteks2x: I
know, just thought you might find it interesting
L941[19:30:43] <kenzierocks> is
"player.motionY / dist" an angle
L942[19:30:54] <barteks2x> it is, I may
use some ideas from these patches if it will be needed
L943[19:30:55] <killjoy> That makes
everything a lot smoother, too
L944[19:31:13] <killjoy> dist is motionX
and motionZ
L945[19:31:18] <killjoy> a vector
really
L946[19:31:25] <killjoy> combined
L947[19:31:39] <killjoy> basically my
horizontal movement on a 2d plane
L948[19:31:40] <kenzierocks> magnitude of
the vector
L949[19:31:50] <killjoy> yes
L950[19:32:01] <kenzierocks>
"player.motionY / dist" is still not an angle in that
case
L951[19:32:01] <kenzierocks> :P
L952[19:32:08] <killjoy> yes, I know
L953[19:32:09] <kenzierocks> use
atan2
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L956[19:32:36] <killjoy> It's really hard
to draw out a 3d plane
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L960[19:33:14] <Horfius> Because 3d planes
don't exist? (A plane in 3d space can, however, but a plane is a
flat 2d object)
L961[19:33:32] <killjoy> I'm aware
L962[19:33:36] <Horfius> :P
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L965[19:37:00] <Horfius> The weird wing
rotation thing?
L966[19:37:05] <killjoy> no.
L967[19:37:12] <kashike> neat looking
world
L968[19:37:21] <killjoy> I'm rotating
towards the direction I'm going
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L978[20:00:00] <killjoy> Is there a way to
tell if I'm travelling backwards from the renderer?
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L991[20:23:14] <Ferdz_TheWeeb> How can I
set the bounding box size of a block in 1.9? getBoundingBox and
such are now deprecated
L992[20:24:01] <kenzierocks> just internal
deprecation, you can use it still
L993[20:24:53] <Ferdz_TheWeeb> I'd rather
update to the new way of doing things, is there no
alternative?
L994[20:25:08] <williewillus> that's the
way you do it
L995[20:25:13] <williewillus> those are
mojang's internal annotations
L996[20:26:05] <kenzierocks> i mean, you
could /try/ doing it per-block-state, but i feel like that would
break
L997[20:26:44] <Ferdz_TheWeeb> But how
does Mojang do it then? Do they go through blockstates?
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L1001[20:29:53] <williewillus> you don't
know what they mean when they put deprec on it
L1002[20:29:56] <williewillus> it's for
their internal usage
L1003[20:29:59] <williewillus> for now
just use it
L1004[20:30:12] <Ferdz_TheWeeb> Alright,
thanks :)
L1005[20:33:03] <Ferdz_TheWeeb> Well,
actually Block#setBlockBounds doesn't exist anymore, is there a way
I can set the block bounds without actually creating a block class
for each block?
L1006[20:33:53] <kenzierocks> don't think
so
L1007[20:34:23] <tterrag> make one in
your own block
L1008[20:34:52] <Ferdz_TheWeeb> Eh, I'm
just going to code the equivalent of setBlockBounds
L1009[20:35:00] <tterrag> that's what I
just said
L1010[20:35:58] <Ferdz_TheWeeb> Yeah
sorry, message didn't appear until I sent mine :P
L1011[20:36:08] <Ferdz_TheWeeb>
potatonet
L1012[20:36:33] <williewillus> don't do
it the old way just have a private static final AxisAlignedBB AABB
= whatever
L1013[20:36:36] <williewillus> and return
that
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L1015[20:36:50] <williewillus> idk how
notch even thought the old way was a good idea :P
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L1018[20:39:32] <Ferdz_TheWeeb> Because
using the old way, the bounding box could dynamically change
according to the state I guess
L1019[20:39:38] <williewillus> it still
can
L1020[20:39:46] <williewillus> the old
way is just super thread-unsafe
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L1022[20:40:15] <Ferdz_TheWeeb> I'm all
about simplicity of codeà
L1023[20:40:27] <williewillus>
correctness first
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L1027[20:48:19] <killjoy> are client
entities not sent motions?
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L1032[20:54:42] <killjoy> Yup, motions
seems to be server only.
L1033[20:54:59] <killjoy> I've made due
using pos - prevPos
L1034[20:58:53] <killjoy> what do the
Entity#chasingPos fields do?
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L1040[21:01:08] <KnightMiner> Assuming it
is related to one of the things mentioned in 1.8, entities can use
it to determine where they are targeting
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L1047[21:02:38] <killjoy> Anyway, I had
to change my code a bit so it works for other players'
renderers.
L1048[21:02:45] <killjoy> aparently
motionX isn't updated on the client.
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L1086[23:02:40] <rebecca> Has anyone been
playing with moving frame type mods with the new (=> 1.9.4)
version? (like Remain in Motion or Funky Locomotion) ??
L1087[23:03:18] <barteks2x> Is it a
feature or a bug that the amount of spawned entities in a chunk
depends on max block height in chunk?
L1088[23:04:27] <barteks2x> if it's a
fewture - then I essentially need a different idea for how it
should work
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L1093[23:07:02] <barteks2x> ir actually,
I probably misinterpreted the code
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L1095[23:07:28] <Delenas> So, I've been
fighting with the Minecraft sleep code for hours now trying to
preserve tile data. Whenever someone sleeps, the tile info is wiped
and I cannot figure out why. x.x
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L1100[23:09:08] <Delenas> I'm thinking it
has something to do with the getUpdateTag changes, but.. I don't
know the system well enough.
L1101[23:10:08] <barteks2x> mob spawning
code is weird. No matter what way I do it, it will be wrong. if I
keep it as is, then it will depend even more on render distance. If
I "fix" it - it will be different than vanilla
L1102[23:12:22] <Delenas> This is the
last bug I need to fix before a release. It's driving me nuts.
x.x
L1103[23:12:47]
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L1104[23:13:57] <rebecca> Delenas: short
drive?
L1105[23:14:13] <rebecca> ;)
L1106[23:15:37] <Delenas> ?
L1107[23:17:17] <Delenas> AT this point
I'm wondering why Mojang is keeping this asinine sleep code. Why
not include a hashmap of UUID -> BlockPos and check that to see
if a player is sleeping, and where? Why shove that in a bed?
Bluh.
L1108[23:18:42] <Delenas> The only thing
a bed should care about is if there's a player in it. That check
can loop through a "sleeping" map, not through /every
friggin player/ to check if /anyone/ is sleeping and their position
is the same.
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L1110[23:26:02] <rebecca> Delenas: sorry,
just joking about being nuts. that does sound like a frustrating
problem
L1111[23:27:06] <Delenas> It's just..
they're doing this kind of thing in a way that's so absurdly
inefficient. Then people wonder why the game is horribly
optimized.
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