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L1[00:01:56] <barteks2x> after he said that,
I simply gave up
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L9[00:27:42] <barteks2x> does anyone know
what I need to do to make my dev environment work offline?
L10[00:31:44] <McJty> barteks2x,
nothing
L11[00:31:49] <McJty> It just works for me
at least
L12[00:32:04] <barteks2x> will gradle it
just work if I have no internet access?
L13[00:32:09] <barteks2x> *remove
"it"
L14[00:32:09] <McJty> Ah no
L15[00:32:18] <McJty> For gradle you need
internet to download the dependencies
L16[00:32:22] <McJty> But after that you
should be fine
L17[00:32:35] <barteks2x> let's see if it
compiles if I disable wifi...
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L20[00:36:19] <barteks2x> it seems to work,
but it gives a lot of UnknowsHostExceptions at the beginning. They
are gone after enabling "offline work" in setting
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L25[00:37:25] <barteks2x> last time I tried
gradlew build offline it didn't work
L26[00:45:14] <kenzierocks> gradle
--offline
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L45[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160618 mappings to Forge Maven.
L46[02:00:01] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160618-1.9.4.zip
(mappings = "snapshot_20160618" in build.gradle).
L47[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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L105[05:10:19] <Cypher121> oh boy
L106[05:10:29] <Cypher121> JSlider
implements SwingConstants
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L108[05:11:10] <mindforger> hey there i
need general help with world generation problems in 1.7.10, anybody
can recommend a tactic besides JMC to find the culprit of laggy
world gen ?
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L110[05:12:59] <mindforger> i mean that
question mod-wise because i threw together a bunch and now want to
evaluate who is hogging on my chunks without the process of
removing one by one
L111[05:16:48] <ghz|afk> the only thing I
can think of would be to plug a java profiler to it, and generate a
whole bunch of chunks
L112[05:17:02] <ghz|afk> and see which
functions are taking longer than expected
L113[05:17:20] <ghz|afk> maybe someone
else with more worldgen experience knows a better method
though
L114[05:17:55] <mindforger> JMC is Java
Mission Control, this is the profiler or is there any other ?
L115[05:19:30] <mindforger> like i said
the "hot spots" are vanilla calls referring to world gen
stuff, i did not find any other "mayor" tasks ... first i
found project red world to be all over the world gen and removed
with significant boost but now i am somewhat stuck :(
L116[05:20:25] <mindforger> mosty
annoyingly is the way it generates, it's stuck for a good while and
then it looks like the world gen is exploding into my networkcard
with chunk updates
L117[05:20:54] <mindforger> actually this
behaviour reminds me i forgot to disable fastcraft
L118[05:22:19] <ghz|afk> sure there's
plenty, but they won't really do anything different in
practice
L119[05:22:39] <ghz|afk> also it's not
about hot spots
L120[05:22:45] <ghz|afk> you'd have to see
who calls those vanilla methods
L121[05:22:45] <mindforger> oh okay?
L122[05:23:06] <ghz|afk> as in
L123[05:23:16] <mindforger> the
"heavy" calls always come from the root of the main
task
L124[05:23:33] *
ghz|afk launches dev env
L125[05:24:06] <mindforger> i'll make a
quick 3min flkight record
L126[05:24:30] <ghz|afk> you may see a lot
of calls to WorldGenMinable#generate
L127[05:24:42] <ghz|afk> but those calls
would be from different mods
L128[05:24:50] <mindforger> uh okay
L129[05:25:08] <ghz|afk> and similarly for
other stuff
L130[05:25:15] <ghz|afk> really I don't
have much experience with worldgen
L131[05:25:22] <ghz|afk> so I don't know
how the terrain or such work
L132[05:25:46] <ghz|afk> also I haven't
really touched it in 1.7.10, all my experience is 1.8+
L133[05:28:10] <mindforger> so, finished
the record
L134[05:28:21] <mindforger> actually it is
now working quiet well
L135[05:28:40] <mindforger> i have the
hunch fastcraft is doing some priority stuff to the world gen
L136[05:29:15] <mindforger> it always a
nothing loading situation that instantly transitions to what are
you waiting for, go on
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L138[05:29:49] <mindforger> oh there was a
GC running at this one big lag i had
L139[05:30:12] <mindforger> looks like
fastcraft is out of my list and i can return on adding mods until
it breaks again
L140[05:30:46] <ghz|afk> fastcraft is
known to break more than it fixes
L141[05:30:47] <mindforger> ghz|afk thank
you very much for listening to my issue, you helped me finding the
right track :D
L142[05:30:58] <ghz|afk> for people who
don't really have such a sub-par computerthat they just simply
can't play without it
L143[05:31:09] <ghz|afk> same for
optifine
L144[05:31:19] <mindforger> wellm it sure
does improve world gen at the cost of ticklag i pressume
L145[05:31:53] <mindforger> if fastcraft
just had a config to control it's features
L146[05:32:16] <mindforger> *facepalm*
there IS an inio
L147[05:32:51] <mindforger> but nothing
usaefull
L148[05:33:09] <mindforger> well, now to
add in back pneumaticraft (without oil fields)
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L176[07:10:49] <LatvianModder>
Disconsented: I think I figured out how to get a fixed size table
and im suprised I didnt think of it earlier - instead of printing
all players, just send top 10 :P
L177[07:11:07] <Disconsented> That
works
L178[07:11:23] <LatvianModder> because
generating a png image is just nightmare
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L180[07:12:25] <PaleoCrafter> nah, not
really :P
L181[07:13:20] <LatvianModder> it is if
you have to make a table :P
L182[07:13:30] <PaleoCrafter> nah
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L185[07:17:51] <mindforger> ghz|afk if you
still there, i figured out it indeed was a combination of
pneumaticraft oil gen and AE2s comparr meteor thingy causing the
next highest significant load on my worldgen right after
liquidupodtes in some sort of loop involving COFH stuff
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L187[07:19:11] <mindforger> disabling oil
helped and COFH tweaks seems also to work quiet well in
combination, but still, there seems to clog up sometimes creating a
timeout without significant CPU load and not even tick skip
messages
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L198[07:43:32] <TechnicianLP> is there a
way to overwrite resources of other mds that are not in the asets
folder? (something similiar to the mcmods.info)
L199[07:44:53] ***
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L200[07:48:02] <sham1> Just like any other
resource pack
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L202[07:50:57] <TechnicianLP> so
resourcepacks can change mcmod files?
L203[07:51:18] <sham1> It can override the
assets
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L205[07:51:58] <TechnicianLP> i meant
something that is not in the assets ... something like in the
rootdir of a mod (eg. some other jarfile)
L206[07:52:10] <sham1> What are you trying
to do
L207[07:53:02] <TechnicianLP> having a jar
distributed in my mod jar, but im worried something can overwrite
it
L208[07:53:28] <sham1> Why are you worried
about that
L209[07:53:31] <iTitus> If it uses the
same fully qualified it can overwrite that I guess
L210[07:53:41] <iTitus> fully qualifid
names that is
L211[08:01:12] <TechnicianLP> so that
means if something is named the same i can be overwritten... ok
thanks for the info ;)
L212[08:01:49] <iTitus> That is what
Mojang did with their server blacklist
L213[08:02:05] <iTitus> They overwrote a
class of their library
L214[08:04:23] ⇦
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L217[08:11:46] <Necr0> is
onNeighborBlockChange client side only?
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L220[08:13:57] <sham1> no
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L229[08:17:30] <sham1> that's because you
return on the server side silly
L230[08:17:51] <ghz|afk> Necr0:
"remote" is the client
L231[08:17:56] <ghz|afk> remember: the
main logic is in the server
L232[08:18:00] <Necr0> oh yeah, mixed it
up. sorry
L233[08:18:01] <ghz|afk> so
"local" things are things on the server
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L235[08:18:38] <sham1> If you take the
negation out
L236[08:18:55] <sham1> You'll be able to
change stuff only on server
L237[08:18:57] ***
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L238[08:20:31] <Necr0> i know, it's just
haven't modded in the last to weeks and mixed it up now. works like
a charm now.
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L242[08:23:59] <Necr0> needed the
onNeighbourBlockChange for redstone controls.
L243[08:24:37] <sham1> nice
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L245[08:25:14] <Necr0> it's for providing
sets of items specified in the filter
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L248[08:35:45] <heldplayer> Looks nifty
Necr0!
L249[08:36:14] <Necr0> heldplayer:
thanks!
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L264[09:32:28] <OrionOnline> Hmm. I have a
problem with my TileEntities. When a player joins the world a
Description packet is created and send to the client. But when it
arrives the instance of the TE in which it should be written on the
Client side does not exists?
L265[09:33:19] <OrionOnline> Did the
behaviour of initial syncing change between 1.7.10 and 1.9? With
other words do i have to create the TileEntitiy when the first
Desc.Packet arrives on the Client?
L267[09:35:32] <ghz|afk> no you NEVER have
to create a TE yourself
L268[09:35:32] <masa> you mean 1.9 or
1.9.4?
L269[09:36:50] <OrionOnline> masa
1.9
L270[09:36:58] <ghz|afk> however
L271[09:37:04] <ghz|afk> what are you
doing in the description packet?
L272[09:37:08] <ghz|afk> onDataPacket
should just do like
L273[09:37:14] <ghz|afk>
readFromNBT(packet data)
L274[09:37:21] <ghz|afk> you are NOT
supposed to access the world yet
L275[09:38:17] <OrionOnline> ghz|afk, I
need a TE to call readFromNBT
L276[09:38:28] <OrionOnline> Or do you
mean deser from the ByteBuf
L277[09:39:06] <ghz|afk> ??
L278[09:39:09] <ghz|afk> when you use
description packets
L279[09:39:15] <ghz|afk> you get a call to
onDataPacket, of the TE itself
L280[09:40:08] <ghz|afk> wait
bytebuf
L281[09:40:13] <ghz|afk> you said
description packet
L282[09:40:17] <OrionOnline> Found
it...
L283[09:40:20] <ghz|afk> those are
normally SPacketUpdateTileEntity
L284[09:40:27] <ghz|afk> which results in
onDataPacket
L285[09:40:40] <ghz|afk> if you use custom
packets, that'd be a whole different story
L286[09:41:12] <OrionOnline> Custom
packets
L287[09:41:46] <ghz|afk> yeah those won't
reach onDataPacket, so can't help with that
L288[09:41:46] <ghz|afk> ;P
L289[09:42:05] <ghz|afk> you should use
SPacketUpdateTileEntity with getDescriptionPacket
L290[09:42:12] <ghz|afk> or send the
custom packets separately
L291[09:43:13] <OrionOnline> Yeah
L292[09:43:24] <OrionOnline> The custom
packet aarrives on a different thread
L293[09:43:35] <OrionOnline> And i forgot
to wrap the Runnable call around it
L294[09:43:37] <ghz|afk> you have to
schedule it
L295[09:43:39] <ghz|afk> ;P
L296[09:43:52] <OrionOnline> Yep have more
then 10 packets
L297[09:44:02] <OrionOnline> And forget it
by the one that matters the most....
L298[09:49:08] <OrionOnline> Attempt
number 2 now with wrapping!
L299[09:49:16] ⇦
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L300[09:50:36] <OrionOnline> Yeay that
fixed it
L301[09:50:41] <OrionOnline> Wow what a
derp am I
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L311[10:32:52] <Lordmau5> o/
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L326[11:32:06] <Intektor> I need some
textures for my mod, and I found a russian server where they have
exactly these textures I need with their server resource pack, how
can I download this resource pack?
L327[11:32:39] <diesieben07> well, you
probably should ask them first of all.
L328[11:33:02] <Intektor> yeah yeah, I
will change them anyway
L329[11:33:07] <Intektor> they are only
good templates
L330[11:33:15] ***
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L331[11:33:16] <Zaggy1024> then why bother
downloading them? just make placeholders
L332[11:33:37] <Intektor> ?
L333[11:33:46] <Zaggy1024> could be an
outline, if you're going to replace them later it won't
matter
L334[11:34:10] <Zaggy1024> unless you mean
you're going to modify the textures they have, in which case you
probably still need their permission
L335[11:34:17] <diesieben07> server RPs
are stored in .minecraft/server-resource-packs
L336[11:34:38] <Intektor> I already found
this folder, but there is a file in it called legacy
L337[11:34:55] <Intektor> ah ok
L338[11:36:04] <Intektor> all these
russian sites steal my mods anyway :D But yeah, I will change the
textures
L339[11:36:21] <Intektor> I hate russian
sites, they are the worst in mods stealing
L340[11:36:22] <diesieben07> racist
bastard :P
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L342[11:36:55] <Intektor> my girlfriend is
russian :P
L343[11:37:34] <diesieben07> yes, but just
because a russian site steals your mod does not mean you can steal
the textures from a russian server :D
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L358[12:12:37] <Digitalsabre> Is Forge
Multipart automagically grabbed by Forge?
L359[12:15:13] <McJty> Digitalsabre, if
you mean in 1.7.10. Then no. Forge multipart has nothing to do with
forge
L360[12:15:19] ***
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L361[12:15:22] <McJty> If you mean 1.9.4
then also no
L362[12:15:35] <McJty> Because multipart
is not part of forge yet. But that's planned
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L365[12:17:16] <Ivorius> If you mean 1.8
then no too
L366[12:17:22] <Ivorius> Also 1.6 and
1.5
L367[12:17:26] <Ivorius> :P
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L369[12:19:11] <MinecraftWero> hello
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L372[12:20:18] <Digitalsabre> So, for all
Forge where $version == $version...
L373[12:20:32] <Digitalsabre> -.-;
L374[12:20:50] <McJty> In summary. At this
moment multipart has never been part of forge or related to
forge
L375[12:20:57] <McJty> But in 1.9.4 that
will hopefully change soon
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L377[12:22:45] <MinecraftWero> how would i
do a multitexture block, i mean i'm looking at acacia_log.json file
and at the bottom it has a line that says acacia_bark but i can't
seem to find whats that
L378[12:23:43] ***
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L379[12:30:00] <williewillus>
MinecraftWero: that's the blocktate json. acacia_bark is a separate
model json file
L380[12:31:00] <MinecraftWero> ohh i found
it thanks
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L393[12:51:51] <williewillus> someone good
with concurrency - refreshBakedModels is called by thread A and
sets baseModel but thread B is now in getQuads line 68 and tries to
read baekdBlockMOdels when thread A has not finished
refreshBakedModels yet.. how should i guard that?
L395[12:52:27] <williewillus> (and yes the
loading has to be lazy because not all models to steal will be
available when this one is baked
L396[12:52:32] <williewillus> maybe I
should use a Cache
L397[12:52:53] ***
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L398[12:55:26] <sham1> Well if some of the
models are used often, then it might be best to use a cache
L399[12:56:33] ***
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L400[12:56:49] <shadowfacts> Would calling
EntityPlayer#getPosition return the feet position or the head
position?
L401[12:56:52] <williewillus> yeah that's
the best choice no need to reinvent lazy-loading when I can just
use a loadingcache :P
L402[12:57:12] <williewillus> there is no
player.getPosition()? 0.o
L403[12:57:24] <williewillus> but their
posY is at their feet yes
L404[12:57:27] <shadowfacts>
Entity#getPosition on an EntityPlayer
L405[12:57:29] <shadowfacts> ok
L406[12:57:35] ***
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L407[12:57:43] <williewillus> oh but
L408[12:57:49] <williewillus>
entity.getPosition adds 0.5 to posY for some reason
L409[12:58:08] <williewillus> and
entityplayersp adds 0.5 to x and z as well
L410[12:58:10] <williewillus> 0.o
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L415[13:05:23] <masa> yeah, I was bitching
about that a little while ago too :D
L416[13:05:51] <masa> I can't use it
because they do weird crap
L417[13:07:01] <williewillus> uh wat
L418[13:07:18] <williewillus> why is this
an error: LoadingCache<String, IBakedModel> bakedBlockModels
= CacheBuilder.newBuilder().build(new Loader(true));
L419[13:07:26] <williewillus> where Loader
extends CacheLoader<String, IBakedModel>
L420[13:07:33] <sham1> What is the
error
L421[13:07:48] <williewillus> heh
nvm
L422[13:07:56] <williewillus> had the old
field still there
L423[13:10:30] <Delenas> So.. fun
question. How would I go about creating a recipe that needs a
server-side check run to determine output?
L424[13:11:03] <diesieben07> Delenas,
implement IRecipe?
L425[13:11:44] ⇦
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L426[13:12:20] <Delenas> And in matches
for the client?
L427[13:12:53] <diesieben07> you have to
sync all the information that is needed so that the client can know
if it matches or not.
L428[13:14:19] <Delenas> So, say I have an
item to check against a registry. I'd need to sync the registry
check before checking the recipe?
L429[13:15:12] <diesieben07> I'd just sync
the registry on login
L430[13:15:51] <Delenas> Even if it's
potentially massive?
L431[13:16:01] <williewillus> !xy
L432[13:16:10] <Delenas> That seems
counter-intuitive for having a server handle all data..
L433[13:16:20] <diesieben07> define
massive.
L434[13:16:54] <Delenas> As in, a
potential to have hundreds of registry names and rangesets for
valid metadata.
L435[13:17:14] <Delenas> Basically a
mutable oredictionary. Kinda.
L436[13:18:16] <williewillus>
"massive" "mutable" and
"Oredictionary" all in close proximity
L437[13:18:21] <williewillus> sounds like
a recipe for disaster :P
L438[13:18:44] <Delenas> Well. By 'like an
oredictionary' I mean it's a set of valid blocktypes for these
recipes.
L439[13:19:09] <Delenas> I don't know how
big the lists could get. That's why I'm avoiding syncing it.
L440[13:19:51] ***
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L441[13:19:57] <diesieben07> well, you
won't get around syning it
L442[13:20:21] <diesieben07> but keep in
mind that "list of blcoktypes" is just a short[]
L443[13:20:48] <diesieben07> so you need 2
bytes per block
L444[13:21:13] <diesieben07> if oyu have
ALL the possible blocks in that list, you have like 65K
L445[13:21:17] <diesieben07> which is not
THAT bad
L446[13:21:26] <Delenas> I need a list of
integers of valid metadata too.
L447[13:21:44] <diesieben07> short is
blcokID + metadata
L448[13:21:47] <williewillus> ^
L449[13:21:49] <diesieben07> 12 bits block
4 bits meta
L450[13:22:01] <williewillus> if you truly
mean "block" then theres only 0-15 for meta values
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L452[13:23:05] <Delenas> Until 1.??
removes the limit.
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L454[13:23:35] <williewillus> that isn't
now
L455[13:23:37] <williewillus> for
one
L456[13:23:38] <ghz|afk> out of curiosity,
what is it for?
L457[13:23:39] <ghz|afk> ;P
L458[13:23:43] <williewillus> yeah
L459[13:23:45] <williewillus> xy
L460[13:23:51] <williewillus> we've been
talking around the point the whole time
L461[13:24:19] <ghz|afk> it feels like if
you have to store all the possible combinations explicitly, you may
be doing it wrong
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L469[13:38:43] <Delenas> ghz, It's a bed
frame recipe. Making it so "3 wood planks of X type"
makes a frame with X wood type.
L470[13:39:04] <ghz|afk> o_O
L471[13:39:13] <ghz|afk> cna't you just
use ore dictionary?
L472[13:39:28] <Delenas> Not if I want it
to be modifiable ingame, which I did.
L473[13:39:33] <ghz|afk> match the recipe
if the 3 planks are the same item type AND they are
"planksWood"=
L474[13:39:47] <ghz|afk> wat?
L475[13:39:58] <ghz|afk> what do you mean
modifiable?
L476[13:40:39] <Delenas> Meaning someone
types a command looking at a block, and suddenly, you can now use
an additional block as a frame material.
L477[13:41:26] <ghz|afk> seems like
complicating things -- I'd just allow any planks as material
;p
L478[13:41:33] <masa> why the hell would
it have to be done in-game at run-time?
L479[13:41:34] <Delenas> We used to.
L480[13:41:56] <masa> you could make the
command add them to a config which takes effect on the next
start
L481[13:42:06] <Delenas> Then we ran into
issues (cough XU colored planks) with certain planks causing
issues. So we made it so there's a whitelist.
L482[13:44:20] <ghz|afk> if you really
want to have an explicit whitelist, then I'd just send it on
logon
L483[13:44:37] <ghz|afk> if it someday
gets so long that it causes issues
L484[13:44:42] <ghz|afk> you'll have a
chance to fix it later
L485[13:46:03] ⇦
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L486[13:50:31]
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L487[13:51:36] <Abastro> Is it possible
that class is not being loaded on minecraft when it works for dev
env?
L488[13:52:51] ⇦
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L490[13:53:44] <ghz|afk> Abastro: it would
just be ignored
L491[13:53:51] <ghz|afk> if a class can't
load
L492[13:53:57] <ghz|afk> FML crashes,
doesn't continue
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L494[13:55:27] <Abastro> Can
constructionevent of child mod sent before parent mod?
L495[13:55:41] <Abastro> It seems
impossible for me..
L496[13:56:30]
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L497[13:57:48] <Intektor> Where can I find
resource creators?
L498[13:58:18]
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L500[13:59:44] <ghz|afk> Intektor:
forums?
L501[14:00:16] <diesieben07> Abastro,
child and parent = "before:XXX"?
L502[14:00:21] <Abastro> Ofc
L503[14:00:24] <Abastro> No
L504[14:00:25] <Abastro> Ni
L505[14:01:05] <diesieben07> wat.
L506[14:01:06] <Abastro> Hm, i have
required-after:XX on the child mod. Would it be the problem?
L507[14:01:13] <diesieben07> no that
should work
L508[14:01:21] <diesieben07> why do you
care abotu construction event? :D
L509[14:01:23] ***
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L510[14:01:38] <Abastro> Because something
strange is happening :(
L511[14:01:43] <ghz|afk> Abastro:
required-after means your mod will be called AFTER the other
one
L512[14:01:48] <ghz|afk> if you want your
mod to be called BEFORE the other one
L513[14:01:52] <ghz|afk> you'll need
required-before
L514[14:01:52] <abab9579> Yes. I
know.
L515[14:01:57] <diesieben07> it's not even
passed to your mod
L516[14:02:12] <diesieben07> define
"something strange".
L517[14:02:22] <diesieben07> ghz|afk, he
is right, the child mod wants to run after the parent mod.
L518[14:02:23] <abab9579> I know, so I
used required-after:XXX for the dependency
L519[14:02:38] <diesieben07> oh you are
the same person? :D
L520[14:02:38] <abab9579> Maybe some logs
would be helpful.
L521[14:02:52] <ghz|afk> diesieben07:
hmf
L522[14:02:52] <ghz|afk> [20:55]
(Abastro): Can constructionevent of child mod sent before parent
mod?
L523[14:02:54] <ghz|afk> this confused
me
L524[14:02:55] <ghz|afk> XD
L525[14:03:04] <ghz|afk> I thought he was
asking how to make it call before rather than after
L526[14:03:05] <diesieben07> don't you hmf
at me :P
L527[14:03:30] <abab9579> Can
ConstructionEvent of child mod sent before parent mod? It seems it
does.
L529[14:05:10] <abab9579> (+ Yes, abab9579
= Abastro)
L530[14:05:52] <diesieben07> Photoptics is
running before StellarAPI and trying to use it's code.
L531[14:06:16] <abab9579> Wow
L532[14:06:40]
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L533[14:06:57] <abab9579> I have
dependencies="required-after:StellarAPI@[0.1.3.7,
0.1.4.0)"
L534[14:06:59] <ghz|afk> abab9579: if you
ahve required-after, it shouldn't
L535[14:07:00] <abab9579> In @Mod
file.
L536[14:07:18] <diesieben07> yeah that ...
should make it run after.
L537[14:08:44] <abab9579> So... Am I
correct that this crash shouldn't be here, isn't it?
L538[14:10:04] <diesieben07> well
Photoptics should be running after StellarAPI
L539[14:10:16] <diesieben07> so the crash
is just a symptom of a different problem
L540[14:11:21] <diesieben07> can you show
the two @Mod declarations, just to be sure.
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L542[14:11:38] <abab9579> Stellar API and
Photoptics?
L543[14:11:41] <diesieben07> yeah
L544[14:11:53] <abab9579>
@Mod(modid=Photoptics.modid, version=Photoptics.version,
L545[14:11:54] <abab9579>
dependencies="required-after:StellarAPI@[0.1.3.7,
0.1.4.0)",
guiFactory="abr.mod.photoptics.config.POConfigGuiFactory")
L546[14:12:03] <abab9579> (If it was too
long, sorry for that)
L547[14:12:29] <abab9579> Ah and
L548[14:12:30] <abab9579> public static
final String modid = "Photoptics";
L549[14:12:39] <abab9579> public static
final String version = "@VERSION@";
L550[14:12:53] <diesieben07> and
stellarapi?
L551[14:13:37] <abab9579>
@Mod(modid=StellarAPI.modid, version=StellarAPI.version,
guiFactory="stellarapi.feature.config.StellarAPIConfigGuiFactory")
L552[14:13:49] <abab9579> public static
final String modid = "StellarAPI";
L553[14:13:54] <abab9579> public static
final String version = "@VERSION@";
L555[14:14:29] <diesieben07> i can just
ban him myself ;) but ok
L556[14:14:58] ⇦
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L557[14:15:14] <diesieben07> abab9579,
that should make it work indeed, although that @VERISON@ thing
might be screwing with it if you are in dev
L558[14:16:13] <sham1> That thread
doe
L559[14:16:51] <diesieben07> it's far from
the word
L560[14:16:53] <diesieben07> *worst
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L565[14:17:39] <sham1> I know
L566[14:17:43] <sham1> But still
L567[14:18:01] <Abastro> So it works indev
because of the @VERSION@?
L568[14:18:02] <Abastro> Or..
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L572[14:20:00] <diesieben07> oh it works
in dev?
L573[14:20:04] <Abastro> Yes
L574[14:20:20] <Abastro> Only not on
deobfuscated normal minecraft environment
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L577[14:20:39] <diesieben07> and you are
100% sure the versions there are correct? meaning you have the
dependencies= in there?
L578[14:20:41] <Abastro> Also I saw
something: modid
L579[14:20:41] <Abastro> Photoptics
version 0.1.1.8b dependencies ,required-after:StellarAPI@[0.1.3.7,
0.1.4.0)
L580[14:20:52] <Abastro> This is from
Photoptics.class
L581[14:21:52] <Abastro> Ah I found some
candidate: Is versioning like v0.1.3.7b will not work?
L582[14:21:58] <ghz|afk> Abastro, if you
remove the @[...], does it work then?
L583[14:22:53] ***
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L585[14:23:00] <LexManos> hes poisting
again this will be fun...
L586[14:23:30] <ghz|afk> Abastro: I'm
wondering if it's only working in dev because it HAPPENS to load
before
L587[14:23:32] <Abastro> ghz|afk, how
should I remove @[...]? I couldn't understand;
L588[14:23:49] <ghz|afk> Abastro: in the
Photoptics mod, remove the @... from the dependencies and
recompile
L589[14:23:51] <Abastro>
dependencies=?
L590[14:23:52] <Abastro> Okay
L591[14:24:51] <Abastro> Yes it
works.
L592[14:26:37] <ghz|afk> and StellarAPI
shows the right version in the .class file?
L593[14:26:50] <Abastro> That might be the
problem!
L594[14:27:02] <ghz|afk> no it
shouldn't
L595[14:27:12] <ghz|afk> because
required-after would make the mod refuse to load
L596[14:27:19] <ghz|afk> if the version
isn't inside the range
L597[14:27:21] <ghz|afk> but at this
point
L598[14:27:23] <Abastro> Hm.. no
modid
L599[14:27:23] <Abastro> StellarAPI
version 0.1.3.7b
L600[14:27:55] <ghz|afk> I wonder how the
range logic handles that "b"
L601[14:28:08] <Abastro> I wonder that
too.
L602[14:28:18] <Abastro> I'd try without
the 'b'.
L603[14:29:30] <diesieben07> working on
data fixers... cannot make IFixType a forge registry entry because
it's an interface, gah
L604[14:29:49] <diesieben07> tempted to
just throw the vanilla stuff away almost.
L605[14:31:11] <williewillus> is the
registry entry not an interface as well?
L606[14:31:41] ***
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L607[14:31:54] <ghz|afk> diesieben07: too
bad you can't have default implementations on the interface
;p
L608[14:32:01] <diesieben07> yes, but then
I'd have to patch all the anonymous implementations in
vanilla
L609[14:32:08] <diesieben07> oh be quiet
ghz:(
L610[14:32:28] <Abastro> java 8..?
L611[14:32:34] <ghz|afk> yep
L612[14:32:34] <diesieben07> no java 8 for
forge (yet)
L613[14:32:38] <ghz|afk> forge uses the
same java version as mc
L614[14:32:44] <ghz|afk> so far as mojang
builds mc with java6
L615[14:32:47] <ghz|afk> forge will remain
java6
L616[14:32:59] <ghz|afk> it's
annoying
L617[14:33:00] <Abastro> Still java
6?
L618[14:33:04] <ghz|afk> yup.
L619[14:33:09] <ghz|afk> they use j8 on
the launcher
L620[14:33:09] <williewillus> bother
mojang about that :P
L621[14:33:11] <ghz|afk> but the bytecode
is v6
L622[14:33:12] <Abastro> How could that be
possible.
L623[14:33:18] *
ghz|afk shrugs
L624[14:33:24] <williewillus> Abastro:
there are enterprises that still use java 4-5
L625[14:33:34] <williewillus> anything is
possible :P
L626[14:33:35] <diesieben07> lol java
4
L627[14:33:38] <Abastro> Wow
L628[14:33:40] <ghz|afk> last time someone
asked mojang "why java6" or "why opengl
1.1"
L629[14:33:42] <ghz|afk> and they
answered
L630[14:33:51] <ghz|afk> the answer was
like "over 5% of our users still use the old one"
L631[14:33:59] <diesieben07> well THATS
BECAUSE YOU ALLOW IT.
L632[14:33:59] <diesieben07> :D
L633[14:34:01] <sham1> Mojang pls
L634[14:34:03] <williewillus> 5% of all mc
players is a lot
L635[14:34:06] <Abastro> Mojang;
L636[14:34:11] <diesieben07>
anyways.
L637[14:34:11] <ghz|afk> no idea if the
number is lower now
L638[14:34:17] <diesieben07> suggestions
for my issue?
L639[14:34:35] <ghz|afk> diesieben07:
can't you make it a class?
L640[14:34:36] <sham1> Mojang should tell
the people to update their Java versions
L641[14:34:46] <diesieben07> then i again
have to patch all the implementatinos in vanilla
L642[14:34:48] <LexManos> lame he didnt
start to argue back
L643[14:34:55] <williewillus> sham1: you
know exactly how well that will go
L644[14:34:56] <LexManos> guess he got the
point that he was being fucking retarded
L645[14:34:56] <sham1> Aww
L646[14:34:59] <williewillus> aka: it
won't go
L647[14:35:34] <sham1> And aside from user
stupidity, why would that be
L648[14:35:34] <diesieben07> well, at
least forge does noow
L649[14:35:43] <williewillus> that's my
point
L650[14:35:48] <diesieben07> and people
already asked how to turn it off :(
L651[14:35:52] <williewillus> you don't
tell users to do anything :P
L652[14:36:14] <ghz|afk> diesieben07: ah
the interface is vanilla?
L653[14:36:21] <diesieben07> yes of course
:D
L654[14:36:22] <sham1> Seriously, how hard
can it be to use a fucking installer
L655[14:36:36] <ghz|afk> diesieben07: how
many implementations are there?
L656[14:36:46] ***
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L658[14:36:48] <diesieben07> 16.
L659[14:36:51] <williewillus> ouch
L660[14:36:58] <LexManos> sham, just
shutup MC will stay on J6 until they get a solution for J8
L661[14:37:04] <LexManos> And Forge will
stay on what MC uses
L662[14:37:12] <LexManos> Remember people
are MORONS
L663[14:37:22] <sham1> Yes boss
L664[14:37:24] <LexManos> Clicking a
SINGLE button is to complicated for the average user.
L665[14:37:27] <williewillus> also Java 8
doesn't support XP anymore
L666[14:37:31] <diesieben07> haha XP
L667[14:37:33] <williewillus> and I'm
willing to bet a giant proportion still use that
L668[14:37:37] <williewillus>
(relative)
L669[14:37:38] <sham1> Muh XP
L670[14:37:41] <ghz|afk> sadly.
L671[14:37:59] <ghz|afk> wait diesieben07
-- I can only see one IFixType
L672[14:38:00] <TechnicianLP>
DefaultArtifactVersion has an interestig constructr:
L673[14:38:02] <williewillus> i think 8u25
dropped XP or something
L674[14:38:02] <TechnicianLP> public
DefaultArtifactVersion(String string, boolean unbounded)
L675[14:38:02] <TechnicianLP> {
L676[14:38:02] <TechnicianLP> this.label =
string;
L677[14:38:02] <TechnicianLP>
this.unbounded = true;
L678[14:38:02] <TechnicianLP> }
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L680[14:38:12] <TechnicianLP> whoops
L681[14:38:12] <diesieben07> I am talking
about IFixableData
L682[14:38:13] <sham1> Please use a
pastebin for code
L683[14:38:16] <diesieben07> which are the
actual fixers
L684[14:38:27] <Abastro> Hm.. Can I
continue on my issue?
L686[14:38:38] <TechnicianLP> i did not
know irc did that
L687[14:38:42] <diesieben07> plus a bigger
issue which is still not solved: how do we make sure that we don't
have to iterate ALL fixers for everything...
L688[14:38:52] <Abastro> Removing 'b' and
removing coremods is still not working.
L689[14:38:52] <diesieben07> vanilla
doesnt need to do it because they just have a version number they
check
L690[14:38:56] <ghz|afk> i'd patch.
L691[14:38:59] <ghz|afk> XD
L692[14:39:07] <diesieben07> hm?
L693[14:39:11] <ghz|afk> the 16
implementations
L694[14:39:14] <williewillus> or just hook
in our own system
L695[14:39:17] <diesieben07> well, say we
do that
L696[14:39:26] <diesieben07> both of those
don't solve the above issue.
L697[14:39:32] <williewillus> what
issue?
L698[14:39:38] <diesieben07>
diesieben07> plus a bigger issue which is still not solved: how
do we make sure that we don't have to iterate ALL fixers for
everything...
L699[14:39:38] <diesieben07>
<diesieben07> vanilla doesnt need to do it because they just
have a version number they check
L700[14:39:46] <ghz|afk> I have no idea
how the fixers work
L701[14:40:05] <diesieben07> if (version
in save < game version) { run fixers }
L702[14:40:11] <ghz|afk> OH
L703[14:40:18] <ghz|afk> hmmm
L704[14:40:23] <ghz|afk> mc iterates
through each recipe when you craft
L705[14:40:25] <diesieben07> but with mods
there is not a single version
L706[14:40:31] <diesieben07> crafting
happens once...
L707[14:40:36] <diesieben07> this would be
for EVERY itemstack
L708[14:40:40] <diesieben07> EVERY Te,
etc.
L709[14:40:46] <TechnicianLP> aba is your
iconfighandler restricted to a side?
L710[14:40:48] <diesieben07> when loaded
from disk
L711[14:40:58] <Abastro> Ofc it
isn't.
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L713[14:41:26] <Abastro> I'd post my git
repositories:
L714[14:41:31] <williewillus> have a
single "Forge Data Fixer" registered to vanilla with a
giant fix version so it always runs from vanilla. That itself
delegates to mod-provided fixers which can say "run me if my
mod version is x/y/z"
L716[14:41:36] <williewillus> that's my
rough idea
L717[14:41:40] <ghz|afk> diesieben07:
hmmm
L719[14:41:45] <ghz|afk> the idea of
making it a registry
L720[14:41:49] <williewillus> if you
disable early you shouldn't need to iterate everything
L721[14:41:50] <ghz|afk> is for mods to
provide upgrade fixes?
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L723[14:41:59] <ghz|afk> if so
L724[14:42:11] <ghz|afk> the mod fixes
should include a modid
L725[14:42:11] <diesieben07> williewillus,
how does that help? that just moves the problem somewhere
else.
L726[14:42:18] <diesieben07> because now
you have to iterate in the forge fixer
L727[14:42:37] <williewillus> if you
disable early you don't
L728[14:42:46] <diesieben07> how would you
disable early?
L729[14:42:54] <williewillus> wait but
that doesn't solve the problem of saving the fixed version to
disk
L730[14:42:55] <williewillus> nvm
L731[14:43:34] <diesieben07> yea
L732[14:43:56] <diesieben07> personally i
liked the idea of "one fix version per mod" best, but lex
said to use the "store fixers that have run" idea
L733[14:44:05] <diesieben07> which i have
no idea how to implement properly :D
L734[14:44:16] <williewillus> ?shrug
L735[14:44:36] <LexManos> level.dat holds
'Fixes': ['modid:name'], Chunk holds 'FixesRun':
0b000000000000000000000000000000, it's just a bit flag for
level.dat fixes.
L736[14:44:38] <LexManos> What so
hard?
L737[14:44:52] <TechnicianLP> aba you
should add a dependencies String in you @mod
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L739[14:45:07] <LexManos> Hell, doesnt
need to be a bit flag, but just a list of shit thats run
L740[14:45:08] <diesieben07> not hard. my
problem with that is that we have to run through all the fixers to
check if they have run...
L741[14:45:20] <LexManos> Thats not
bard
L742[14:45:24] <LexManos> its just a
single loop
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L744[14:45:33] <diesieben07> for every
single itemstack, etc...?
L745[14:45:33] <Abastro> TechnicalLP, I
already have it.
L746[14:45:35] <williewillus> performance
impact of running that for everything everywhere for
alfixers?
L747[14:45:46] <LexManos> No, for the
chunk
L748[14:45:50] <ghz|afk> diesieben07:
rather than do the check for every itemstack
L749[14:45:53] <ghz|afk> loop them once on
load
L750[14:46:03] <diesieben07> but the fixer
still has to run for the stacks,etc.
L751[14:46:03] <Abastro> If it was, I
won't get it here to ask for solution.
L752[14:46:10] <ghz|afk> and then
afterward, you skip eahc fixes if it has been marked as "up to
date"
L753[14:46:18] <williewillus> you can't do
that
L754[14:46:18] <ghz|afk> fixer*
L755[14:46:19] <diesieben07> skip means
you still ahev to check :D
L756[14:46:23] <ghz|afk> no?
L757[14:46:28] <williewillus> because not
all stacks are loaded when you run a world (unloaded chunks)
L758[14:46:31] <ghz|afk> you put them on a
temporary list
L759[14:46:35] <LexManos> There is no
reason to do it any lower thent eh chunk level
L760[14:46:41] <LexManos> as the chunk is
saved as a batch
L761[14:47:09] <diesieben07> i'm just
gonna do our own system, outside of vanilla's IFixableData
L762[14:47:40] <TechnicianLP> i dont know
then ... where are you trying to run it? in your ide or
compiled?
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L764[14:47:55] <diesieben07> and see if i
can do that "which fixes ave run" approach
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L766[14:48:16] <diesieben07> lex any idea
abotu the registry stuff? woudl it be ok to patch all 16 vanilla
fixers so we can make IFixableData a registy entry?
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L768[14:48:32] <LexManos> Maybe, we'll
see
L769[14:48:53] <LexManos> Should be a
registry tho yes, or just some form of list
L770[14:50:06] <diesieben07> will do a
non-fml registry type thing then
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L775[14:52:14] <Abastro> Would @API be
causing this issue?
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L778[14:53:52] <sham1> Oh great, he
replied to the thread
L779[14:54:27] <williewillus> sham1:
who?
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L781[14:55:35] <sham1> The guy with the
whole capabilit flaw thread.
L782[14:56:01] <williewillus> where is
this? :P
L783[14:56:19] <williewillus> (I wanna see
lol)
L786[14:57:23] <sham1> This thread
L787[14:58:02] <sham1> Welp, the reply is
not too retarded so it might be all better now
L788[14:58:44] <williewillus> I just
skimmed over the first few messages
L789[14:59:00] <diesieben07> TL;DR: Not
everyone is *completely* retarded.
L790[14:59:08]
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L791[14:59:23] <LexManos> Protip: To be
garenteed to piss me off "I'll just reflect into forge
shit"
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L793[14:59:48] <LexManos> We expose an
interface that is designed to do that you need to do.
L794[15:00:02] <LexManos> Breaking our
shit is bad because it causes NOTHING but a headake on my end
because i have to support your shit.
L795[15:00:25] <williewillus> it also
breaks other modders' stuff more often than not :P
L796[15:00:34] <LexManos> Its LITERALLY
saying "I will force you to do more work because I have no
gone through the effort to understand shit and I obviously know
more then you do!"
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L800[15:06:17] <williewillus> !gm
updateContainingBlockInfo
L801[15:10:01] <diesieben07> can't make
fixers FML registry things anyways, because bootstrapping... FML
registries are loaded from level.dat, which needs fixers to be run,
which requires FML registries, which...
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L803[15:10:26] <diesieben07> although i
could make the FML stuff load before the fixer
L804[15:10:32] <sham1> Oh no, DIesieben is
under a stack overflow
L805[15:10:36] <diesieben07> :D
L806[15:11:36] <diesieben07> nope, cant do
that
L807[15:11:37] <sham1> That's some weird
mutua recursion stuff right there that you have to resolve
L808[15:11:47] <diesieben07> :D
L809[15:13:20] <williewillus> oh
great
L810[15:13:40] <williewillus> husks are
going to screw with the zombie villager registry integration
:P
L812[15:13:48] <williewillus> since
there's no villager equiavelent
L813[15:14:06] <sham1> Husks?
L814[15:14:20] <KnightMiner> From what I
saw, husks are treated like a zombie villager in the NBT
L815[15:14:50] <KnightMiner> Villagers are
defined by the zombie type tag, and husks are the last value
L816[15:15:15] <KnightMiner> sham1: Husks
are a variant of zombies added in 1.10, they spawn in warm biomes
and apply hunger when they hit you
L817[15:15:27] <williewillus> yes in
vanilla zombies use an int to determine the villager type
L818[15:15:36] <williewillus> and husk is
a "villager type" #6
L819[15:15:46] <williewillus> but there's
not actually a villager for it :P
L820[15:16:12] <KnightMiner> And adding
husk villagers in Forge is out of the question
L821[15:16:30] <williewillus> its not a
big issue
L822[15:16:34] <williewillus> just
requires a specialcase
L823[15:16:42] <sham1> They don't burn in
the Sun
L824[15:16:46] <sham1> Oh great
L825[15:16:59] <KnightMiner> Should I
mention strays?
L826[15:17:04] <williewillus> lol
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L828[15:18:27] <sham1> Strays at least
should burn
L829[15:18:35] <sham1> BURN BABY
BURN
L830[15:18:37] <KnightMiner> Yep, they
do
L831[15:18:45] <KnightMiner> A little warm
for them in the sunlight
L832[15:19:15] <sham1> But I would hate
the person who would make skeletons that do not die at
daylight
L833[15:19:25] <sham1> Beause Skeletons
are the worst enemies
L834[15:19:32] <KnightMiner> Skeleton with
a hat
L835[15:20:01] <sham1> Because skeletons
have so much accuracy and fire rate
L836[15:20:43] <sham1> I'm including a
reflection spell into my magic mode solely so I don't have to worry
about the bloody things
L837[15:20:51] <williewillus> shields?
:P
L838[15:20:57] <sham1> Tacky
L839[15:20:57] <KnightMiner> Or tinkers
battle sign
L840[15:21:21] <sham1> Reflection spell
that makes the arrows home at their shooters
L841[15:21:32] <KnightMiner> Battle sign
bounces projectiles
L842[15:21:43] <sham1> Well, good for the
battle sign
L843[15:21:45] <KnightMiner> Not quite
homing, but still
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L845[15:22:35] <sham1> Also, mana enfused
arrows that also have homing properties against any EntityLiving
you might be looking at
L846[15:22:44] <sham1> When shooting
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L848[15:22:56] <sham1> Those will be fun
at PvP, I can see it already
L849[15:22:59] <KnightMiner> That sounds
very useful
L850[15:23:04] <KnightMiner> Hopefully
expensive
L851[15:23:14] <sham1> Prolly
L852[15:23:37] <sham1> I prolly make them
the mid-tier tech in my magic mod
L853[15:23:49] <sham1> A tech mod using
mana
L854[15:24:36] <sham1> Stuff like
transporting the mana via polarizing pipes
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L860[15:30:26] <sham1> TIL Liskov
substitution principle
L861[15:31:17] <williewillus> it gets
broken quite often though
L862[15:32:44] <electrolitic21> Would this
be an appropriate place to ask questions about forge, however
stupid they may seem?
L863[15:32:48] <williewillus> yes
L864[15:33:14] <electrolitic21> What in
the world is a ResourceLocation, and what does it do?
L865[15:33:29] <williewillus> it's a
general class taht identifies the path of some resource
L866[15:33:32] <williewillus> lots of
systems use it
L867[15:33:40] <electrolitic21> Is it used
to find the texture? The name?
L868[15:33:42] <williewillus> it consist
of a "resource domain" and a "resource
path"
L869[15:33:48] <williewillus> yes textures
is one of the things its used for
L870[15:33:54] <williewillus> the
"resource domain" is usually a mod id
L871[15:34:02] <williewillus> so for
example potions
L872[15:34:08] <williewillus>
"minecraft:speed" is a ResourceLocation
L873[15:34:13] <electrolitic21> Ah
L874[15:34:25] <williewillus> that
identifies the speed potion effect. the domain is Minecraft, the
"path" is speed
L875[15:34:59] <williewillus> blocks and
items have resourcelocations for their registry names too, e.g.
"minecraft:tnt" identifies the block tnt provided by the
domain "minecraft"
L876[15:35:05] <williewillus> but yeah
they're used for many different systems
L877[15:35:34] <electrolitic21> Alright,
thank you.
L878[15:39:03] <sham1> Yeah,
ResourceLocations are very useful indeed
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L886[15:51:29] <LatvianModder> Though
their constructor is.. *ahem*.. interesting
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L903[16:17:18] <capitalthree> hmm his ask
is kinda ridiculous but the "translate sigterm to /stop"
idea is good
L904[16:17:26] <capitalthree> but I agree
with williewillus, that's for mojang to do
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L910[16:24:31] <williewillus> blargh
L911[16:24:38] <diesieben07> yep.
L912[16:24:45] <diesieben07> bit twiddling
is fun
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L914[16:24:54] <LatvianModder> we are on?
is this Forge code?
L915[16:25:02] <williewillus> yes
L916[16:25:05] <diesieben07> yes that is
for forge code
L917[16:25:09] <LatvianModder> Oh, then
yeah, too bad
L918[16:25:17] <williewillus> nothing
helpful in Guava/Commons? :P
L919[16:25:20] <diesieben07> nope
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L921[16:25:28] <diesieben07> java 7 has
toByteArray / valueOf(byte[])
L922[16:25:31] <diesieben07> same with
long
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L925[16:26:50] <LatvianModder> wait, where
is that toByteArray / valueOf? I dont see that in Long...
L926[16:27:01] <diesieben07> Bitset
L927[16:27:14] <LatvianModder> ah
L928[16:27:26] <diesieben07> i meant it
also has toLongArray
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L935[16:38:00] <electrolitic21> Can the
ResourceLocation only take a png or can it take a jpeg as
well?
L936[16:38:22] <TehNut> Textures can only
be PNG
L937[16:38:33] <electrolitic21>
Thanks
L938[16:38:46] <Ordinastie_> the
resourceLocation can take anything, but the game will only load
PNG
L939[16:38:53] <TehNut> ^
L940[16:38:59] <TehNut> ResourceLocation
!= Image
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L945[16:42:38] <ghz|afk> you can load any
resource you want, though -- I load .xml files for my
guidebook
L946[16:43:09] <ghz|afk> it just won't
work for the purpose of using it as a texture, so it would be a bit
pointless ;p
L947[16:43:29] <LatvianModder>
ResourceLocation basically isnt describing the file. It's just
location. It's closer to String than anything else
L948[16:43:34] <Ordinastie_> you could
make a loader for other image format too
L949[16:43:58] <LatvianModder> Thats super
easy in fact
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L951[16:44:51] <Ordinastie_> someone wants
to make a PSD loader ? :p
L952[16:44:55] <LatvianModder> Also.. I
dont think images have to be only png
L953[16:45:00] <LatvianModder> block /
item textures, probably
L954[16:45:06] <LatvianModder> but I think
guis can have whatever
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L956[16:45:16] <LatvianModder> PSD / PDN
would be so cool
L957[16:45:44] <LatvianModder> layered
rendering with setLayerEnabled(name, flag) etc.. that would be cool
:D
L958[16:45:55] <TehNut> Hrm, what would be
the best way to render a ghost block?
L959[16:45:55] <LatvianModder> +
animations
L960[16:46:02] <LatvianModder> You
dont
L961[16:46:13] <LatvianModder> render type
= no render
L962[16:46:19] <LatvianModder> check
BlockBarrier
L963[16:46:30] <TehNut> What? No I mean a
"fake" block. Clientside only
L964[16:46:31] <sham1> I think he means
something else
L965[16:46:33] <LatvianModder> If by ghost
block you mean invisible / air
L966[16:46:40] <LatvianModder> Oh
L967[16:46:46] <sham1> pls
L968[16:46:47] <Ordinastie_>
RenderWorldLastEvent
L969[16:47:04] <TehNut> I'm using that.
How would I actually render it?
L970[16:47:18] <sham1> That can work for
instance if you want to do something akin to the botania
thing
L971[16:47:23] <LatvianModder> Probably
can look at RenderFallingBlock
L972[16:47:30] <sham1> You render the
block model
L973[16:47:33] <LatvianModder> or whatever
was the name for that class
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L980[16:59:22] <diesieben07> got a first
... "thing" done on the datafixers, gonna link a commit
soon so you guys can shit on my code.
L981[17:01:23] <sham1> My body is
ready
L982[17:02:07] <diesieben07> well, this
was anticlimatic... genPatches is taking it's sweet ass time as
usual
L983[17:04:09] <diesieben07> and it
finished and didn't pick up my patch :(
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L986[17:17:36] <LexManos> you did
something wrong, also the first run after setup will be alow
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L989[17:17:44] <LexManos> slow, the rest
will be fast
L990[17:18:43] <diesieben07> do i need to
re-run setup if i switch branches?
L991[17:19:02] <LexManos> yes...
L992[17:19:10] <LexManos> if shit
changed
L993[17:19:10] <diesieben07> that's what i
thought, too
L994[17:19:13] <diesieben07> so it has to
be slow :D
L995[17:19:17] <diesieben07> cause i
switched branches
L996[17:19:40] <diesieben07> also i am on
a laptop, so yah
L997[17:19:52] <LatvianModder> is having a
unique branch name for PRs a requirement or just something people
do?
L998[17:19:55] <Drullkus> Don't worry,
downloading more ram will help with that
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L1000[17:19:58] <Drullkus> /s
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L1002[17:20:22] <williewillus> is there a
method in world that raytraces respecting entities? i.e. I give it
a vec and it returns all entities whose BB's intersect with the
vec
L1003[17:20:56] <LatvianModder> check
what Minecraft left/rightclick does
L1004[17:21:09] <LatvianModder> just
adapt it to serverside
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L1007[17:23:47] <diesieben07> wtf. -_-
still didn't work, something is wrong
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L1029[18:01:23] <diesieben07> gah, found
a flaw in my design...
L1030[18:01:25] <diesieben07> so...
tomorrow
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L1049[18:29:07] <linuxuser9000> any
nodejs pros in here
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L1076[19:16:58] <harmony> can someone
help me, my gradle startup time takes up 90% of the whole
build
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L1103[22:04:02] <capitalthree> lol
"please" in kick messages xD
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L1105[22:09:53] <Tazz> holy shit
L1106[22:09:56] <Tazz> I got static calls
working
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L1127[23:08:39] <Ferdz_TheWeeb> If I set
a weight to my BlockStates so that the rendered model is
randomized, will it save what model it's displaying, and show the
same model to all players? Also, will it keep the same model after
I reload the world?
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またね)
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L1135[23:50:35] ***
mrkirby153 is now known as kirby|gone
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