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L9[00:25:59] <jrbudda> i used a triangle_fan
once
L10[00:26:02] <jrbudda> felt weird
L11[00:26:56] <tterrag> as have I. it has
limited uses but it's pretty good at those uses :P
L12[00:28:25] <jrbudda> it will draw the
hell out of a circle
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L34[01:43:00] <jrbudda> ok.. oddball
question. When installed does Forge's .library jar file contain the
full modified game, or is the vanilla jar referenced in the
version.json ?
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L38[01:46:36] <jrbudda> my question is
specific to 1.7.10 if that matters
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L42[01:59:54] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160628 mappings to Forge Maven.
L43[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160628-1.10.2.zip
(mappings = "snapshot_20160628" in build.gradle).
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L45[02:00:08] <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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L54[02:12:34] <robedpixel> whats the new
method for registering items in 1.9.4?
L55[02:15:21] <sham1>
GameRegisty.register(K object);
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L57[02:21:34] <robedpixel> onarmortick has
been deprecated for 1.9.4?
L58[02:22:30] <sham1> does it have a
deprecation annotation
L59[02:25:48] <robedpixel> no but i get a
"method does not override method from its
superclass"
L60[02:26:03] <robedpixel> when trying to
override onarmortick
L61[02:26:13] <sham1> ... that dles not
mean it is not deprecated
L62[02:26:31] <sham1> You just have to
change the signature
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L64[02:28:31] <robedpixel> the signatures
are correct though?
L65[02:28:54] <sham1> are they
L66[02:29:02] <sham1> Have you
checked
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L69[02:30:08] <robedpixel> oh wait
nvm
L70[02:30:19] <robedpixel> just needed to
remove static
L71[02:30:54] <robedpixel> now i just need
to know the new methods for two other functions
L72[02:31:10] <robedpixel> getting the id
of a potion and ModelResourceLocation
L73[02:31:11] <tterrag> use your IDE
please
L75[02:33:20] <Cazzar> or at least, use
javadocs
L76[02:33:26] <robedpixel> ok
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L126[05:18:01] <LatvianModder> lol
item.banner lang entries take like... 1/3 of the whole en_US.lang
file...
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L129[05:36:21] <kashike> gotta love
banners
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L131[05:49:30] <Lordmau5> someone gimme a
punch bag or something
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L133[05:51:48] <Sava_> Where can I search
for forge field details? Interested in String p_i46081_2_
L134[05:52:06] <Lordmau5> !gf
p_i46081_2_
L135[05:52:12] <Lordmau5> or what was the
command again?
L136[05:52:13] <Lordmau5> findf?
L137[05:52:17] <Lordmau5> yes findf.
L138[05:52:22] <Lordmau5> !findf
p_i46081_2_
L139[05:52:29] <Lordmau5> I tried.
L140[05:52:51] <Ordinastie_> !gp
p_i46081_2_
L141[05:53:13] <Lordmau5> method
parameter, oh
L142[05:53:18] <kashike> Lordmau5: see
!help
L143[05:53:19] <Lordmau5> so !find is
universal, that's nice
L144[05:53:20] <kashike> :P
L145[05:53:30] <Lordmau5> yea I PMed the
bot
L146[05:54:57] <Sava_> !gp
p_i46081_2_
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L148[05:57:31] <Sava_> Hmm, still can't
figure out why is a same string "inventry" passed to all
instances of ModelResourceLocation I can find
L149[06:00:18] <ghz|afk>
"inventory" is the default variant string for things in
item form
L150[06:00:28] <ghz|afk> thanks to forge,
you can use other strings
L151[06:00:34] <ghz|afk> and they will
load from the blockstate file
L152[06:00:41] <ghz|afk> (even for
items!)
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L154[06:12:57] <LatvianModder> Thanks to
that I dont have item models anymore. Gotta love blockstates
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L156[06:15:15] <ghz|afk> LatvianModder:
indirectly
L157[06:15:27] <ghz|afk> that also means
if you use the same blockstates file for more than one
"state"
L158[06:15:34] <ghz|afk> as in, subitems,
or different states on one item
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L160[06:15:42] <ghz|afk> a resource pack
can't replace one
L161[06:15:47] <ghz|afk> without replacing
the whole blockstates file
L162[06:16:06] <LatvianModder>
Resourcepacks Usually only replace textures, so its fine
L163[06:16:29] <LatvianModder> That also
means it will break when I add something, right?
L164[06:18:14] <ghz|afk> yup
L165[06:18:36] <ghz|afk> it's the price of
putting the models inside blockstate files
L166[06:18:41] <ghz|afk> rather than in
their own json files
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L176[07:01:40] <Coolway99> which is better
to use
L177[07:01:47] <Coolway99>
EntityPlayer#dimension
L178[07:01:53] <Coolway99> or
world.provider.dimension ?
L179[07:02:07] <Coolway99>
*dimensionID
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L181[07:12:16] <Backslash> Hey guys.
L182[07:12:46] <Backslash> Is there any
way to install forge on a client without the installer?
L183[07:13:43] <ghz|afk> possible, yes,
but not straightforward
L184[07:14:02] <Backslash> could you
explain it a little bit more?
L185[07:14:59] <ghz|afk> well you'd need
to add a new "version" in the mc versions
L186[07:15:26] <ghz|afk> I don't know the
details of what this implies
L187[07:15:27] <Backslash> That should be
no problem.
L189[07:15:35] <ghz|afk> if you want to
convert this code
L190[07:15:41] <ghz|afk> into a set of
human instructions to follow ;P
L191[07:17:17] <Backslash> I will take a
look, but i dont think that its going to help me.. :D
L192[07:17:29] <ghz|afk> well that is
exactly the code that does the installing ;P
L193[07:17:43] <ghz|afk> it creates the
version folders, writes the version's json file
L194[07:17:44] <Backslash> yeah buts its
java :D
L195[07:17:46] <ghz|afk> installs the
libraries
L196[07:18:12] <ghz|afk> that's what I
meant by "not straightforward"
L197[07:18:29] <ghz|afk> there's no
"just drop these files in these folders and done"
L198[07:18:44] <ghz|afk> why do you need
to run without the installer?
L199[07:18:48] <ghz|afk> it seems
counter-productive
L200[07:19:48] <Backslash> I'm trying to
create a small launcher in C#, already got it working to install
and launch minecraft with just giing the version number to the
launcher, but now i'm getting into problems with forge :/
L201[07:19:57] <Backslash> *giving
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L203[07:21:00] <Ordinastie_> if you know
C#, you shouldn't have any problem reading java
L204[07:21:15] <ghz|afk> well if you
already know C#, why is it... what Ordinastie_ said
L205[07:21:16] <ghz|afk> ;P
L206[07:21:30] <sham1> C# and Java are
pretty similar yeah
L207[07:21:51] <Backslash> I'm learning,
i'm not an expert in C#.. :P
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L209[07:22:30] <sham1> You need to see
sharp if you want to learn C#
L210[07:23:07] <Ordinastie_> here is a
door [ -], take it
L211[07:23:14] <sham1> Nah
L213[07:23:22] <Backslash> ? :D
L214[07:23:45] <sham1> A variation of that
indeed
L215[07:24:13] <ghz|afk> the joke would
work the other way around too
L216[07:24:20] <ghz|afk> "you'll need
glasses if you wnat to C#"
L217[07:24:29] <Backslash> :P
L218[07:24:48] <sham1> Although in reality
the languages have so much in common that a decent Java dev can do
something nice on C#
L219[07:25:36] <Ordinastie_> the hard part
imo, is lack of knowledge about the librairies
L220[07:25:40] <ghz|afk> and the other way
around
L221[07:25:54] <sham1> I thought that was
implied
L222[07:26:02] <ghz|afk> in both
cases
L223[07:26:03] <Backslash> That may be
true, but if you just started to learn, its not that easy to read a
source :P
L224[07:26:08] <ghz|afk> you spend a lot
of time doing things
L225[07:26:16] <sham1> But yeah, different
libraries might be a problem
L226[07:26:17] <ghz|afk> and a lot of time
going "d'oh!" because of the semantic differences
L227[07:26:23] <ghz|afk> such as the
meaning of "protected"
L228[07:26:28] <sham1> Different-ish
idioms
L229[07:26:35] <ghz|afk> which for some
stupid reason
L230[07:26:38] <ghz|afk> is public to the
package in java
L231[07:26:58] <Ordinastie_> hum,
no?
L232[07:27:02] <ghz|afk> yes it is.
L233[07:27:05] <sham1> Why they didn't do
the protected like in C++, I don't know
L235[07:27:23] <ghz|afk> see the table
;p
L236[07:27:39] <ghz|afk> private ->
class only
L237[07:27:41] <sham1> Because in C++,
protected only has the things show up to inheriting classes
L238[07:27:44] <kashike> protected is
package + subclasses
L239[07:27:47] <ghz|afk> no modifier ->
class and package
L240[07:27:49] ⇦
Quits: Abastro (~Abastro@175.223.17.6) (Ping timeout: 384
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L241[07:27:54] <ghz|afk> protected ->
clas,s package, and subclasses
L242[07:27:54] <kashike> no modifier =
package only
L243[07:27:56] <ghz|afk> public ->
all
L244[07:28:05] <Ordinastie_> right, yeah,
that's so stupid I forgot about it
L245[07:28:28] <Backslash> a simple
question about the forge installer turns into a full topic about
programming languages, i just love it :D
L246[07:29:14] <sham1> Welcome to
#minecraftforge, where we probably could pull any topic into the
Category of programming
L247[07:29:44] <Coolway99> your task:
program the entirety of forge in rocks
L248[07:31:26] <ghz|afk> it's technically
possible to simulate an electric circuit using pipes, gravity, and
water
L249[07:31:51] <Coolway99> which is
entirely why they compare the two
L251[07:32:03] <Coolway99> I was about to
post that XKCD, sham
L252[07:32:05] <Coolway99> >.>
L253[07:32:06] <abab9579> Only
approximately possible.
L254[07:32:33] <ghz|afk> abab9579: ofc,
you can't simulate things such as quantum tunneling ;P
L255[07:33:06] <ghz|afk> or electric
fields affecting the circuit
L256[07:33:24] <fry>
*Turing-Complete
L257[07:33:35] <abab9579> ghz, yes. I just
like to say approximation :P
L258[07:33:46] <ghz|afk> but the water
pressure is a good approximation for voltage, narrow pipes are a
good approximation of resistors, an elastic membrane is a good
approximation of a capacitor
L259[07:34:05] <sham1> One could stimulate
a modern computer with a pen and paper
L260[07:34:18] <sham1> Lots and lots of
paper is required
L261[07:34:23] <sham1> And probably a lot
of pens
L262[07:34:24] <Coolway99> one could
simulate the universe with a bunch of rocks
L263[07:35:16] <sham1> It is kind of
interesting how the turing machine became the basis of computer
science
L264[07:35:25] <sham1> As it is only
possible as a mathematical consept
L265[07:35:44] <ghz|afk> well it's
possible to build one
L266[07:35:52] <ghz|afk> you can
dynamically extend the tape as needed
L267[07:35:53] <sham1> One simply does not
"have enough tape" to be able to do any arbitrary
task
L268[07:35:56] <ghz|afk> by stitching new
sections to the ends
L269[07:35:57] <ghz|afk> ;p
L270[07:35:58] <Coolway99> Windows seems
to get a good idea if a program has crashed or not
L272[07:36:20] <fry> looks like quantum
mechanics is compuatable, which is nice
L273[07:36:23] <sham1> The fact that one
cannot have infinite memory in their computer
L274[07:36:33] <abab9579> Well, the time
when uncountable problem appears.
L275[07:36:44] <sham1> Is
uncountable
L276[07:36:46] <sham1> I guess
L277[07:37:39] <sham1> But I could use a
turing machine to stimulate Minecraft that stimulates a turing
machine
L278[07:37:48] <Coolway99> that simulates
minecraft
L279[07:37:51] <sham1> Yes
L280[07:38:01] <Coolway99> sadly, you
can't simulate forge XD
L281[07:38:12] <sham1> How so
L282[07:38:12] <ghz|afk> ofc you can
L283[07:38:17] <ghz|afk> look at
"Gamemode 4"
L284[07:38:23] <ghz|afk> it was mods,
using command blocks and sweat
L285[07:38:38] <ghz|afk> it produced
interesting mechanics, and lag
L286[07:38:41] <ghz|afk> lots and lots of
lag.
L287[07:38:41] <sham1> And probably few
armour stands
L288[07:38:47] <ghz|afk>
"few"
L289[07:39:50] <sham1> It is kind of weird
how people can mod MC in-game
L290[07:41:17] <fry> "The idea is
that the real universe exhibits relativistic phenomenon of which we
might take advantage for computational effect, and doing so might
take us beyond the Turing barrier. Hogarth and others have
described physical models, Malament-Hogarth spacetimes, in which
one observer has access to the results of an infinite computation
carried out by another in that world." :O
L291[07:44:22] <sham1> The biggest
question is about that. Can we solve the halting problem
L292[07:45:09] ⇦
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L293[07:46:14]
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L294[07:48:22] <ghz|afk> hmmm where would
be the right place to have some code that needs to run when a TE is
loaded into the world
L295[07:48:35] <ghz|afk> but after the
world can handle getting getTileEntity called?
L296[07:48:41] <ghz|afk> validate() and
onLoad seems to be too early
L297[07:49:40] ⇦
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L298[07:51:03] ⇦
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seconds)
L299[07:52:55] <sham1> Test and see
L300[07:54:23] <Coolway99> hey, what does
the profiler do?
L301[07:54:45] <sham1> It profiles
L302[07:55:21] <Coolway99> and that
means?
L303[07:55:37] <sham1> It profiles for
instance the performance
L304[07:55:49] <Coolway99> ah
L305[07:56:06] <Coolway99> well I used it
in my render code because I replaced the XP Bar and the XP Bar used
it
L306[07:57:10] <sham1> You prolly want
some breakpoints
L307[07:58:12] <ghz|afk> \o/ it
works!
L308[07:58:26] <ghz|afk> so I finished
coding a generic graph management "lib"
L309[07:58:39] <ghz|afk> designed for
managing TE networks
L310[07:59:29]
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L311[07:59:29]
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L312[08:00:22] <sham1> Should probably do
some routing algo for my pulling energy network thingamagig
L313[08:04:20] ⇦
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L315[08:08:03] ⇦
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L316[08:12:18] <ghz|afk> hmm actually no
I'm not done
L317[08:12:36] <ghz|afk> the current graph
can't handle unidirectional connections
L318[08:12:49]
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L319[08:12:54] <ghz|afk> and there's no
way to disconnect two nodes or connect two nodes that were
previously disconnected
L320[08:13:05] <sham1> DO IT
L321[08:13:47] <Lordmau5> energy network
API soon™?
L322[08:13:50] <Lordmau5> @ ghz|afk
L323[08:13:57]
⇨ Joins: covers1624
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L324[08:14:04] <Lordmau5> or rather,
Tile-network API
L325[08:14:27] <ghz|afk> yup
L326[08:14:28] <Lordmau5> or what do you
mean with "Graph management lib" :p?
L327[08:14:29] <ghz|afk> that's the
goal
L328[08:14:36] ***
TTFT|Away is now known as TTFTCUTS
L329[08:14:37] <ghz|afk> any tile
network
L330[08:14:42] <ghz|afk> it's
generic
L331[08:14:45] <ghz|afk> in fact
L332[08:14:51] <ghz|afk> it doesn't even
care if it's tiles or not
L333[08:15:03] <Lordmau5> lol
L334[08:15:04] <ghz|afk> any IGraphThing
can be part of a network
L335[08:15:21]
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L336[08:15:23] <Lordmau5> wait
L337[08:15:31] <Lordmau5> so it's not an
API to create / manage networks
L338[08:15:35] <Lordmau5> ...?
L339[08:16:54] <ghz|afk> it's a graph
library
L340[08:17:00] <ghz|afk> you add a thing
to a graph
L341[08:17:11] <ghz|afk> you tell it who
it has as neighbours
L342[08:17:16] <sham1> You can then use
the graph as a network
L343[08:17:19] <ghz|afk> and it will
automatically merge networks when they come together
L344[08:17:29] <ghz|afk> and split
networks when the bit that kept them together disappears
L345[08:17:41] <fry> what's the complexity
of split and merge operations?
L346[08:17:58] <ghz|afk> I have not
worried about that yet
L347[08:17:59] <ghz|afk> ;P
L348[08:18:00] <sham1> I hope O(n log
n)
L349[08:18:10] <Lordmau5> so it *is* a
network API
L350[08:18:13] <ghz|afk> what's the worst
it can be without purposefully doing it wrong?
L351[08:18:19] <Lordmau5> god damn people,
you are confusing me with the word Graph
L352[08:18:21]
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L354[08:18:30] <ghz|afk> Lordmau5: it's a
directed graph.
L355[08:18:33] <ghz|afk> it has
nodes
L356[08:18:34] <ghz|afk> and edtes
L357[08:18:36] <ghz|afk> edgeS*
L358[08:18:37] <fry> it's a useless API
even if it's O(N)
L360[08:18:48] <sham1> O(1) would be
nice
L361[08:18:48] <Lordmau5> that's what I
understood from "Graph"
L362[08:18:50] <ghz|afk> fry: I consider
that an implementation detail that I can improve later
L363[08:18:56] <Lordmau5> so it didn't
make sense to me
L364[08:19:10] <ghz|afk> not THAT kind of
graph
L366[08:19:13] <ghz|afk> THIS kind of
graph
L367[08:19:39] <Lordmau5> ah
L368[08:19:43] <Lordmau5> well yea, then
it makes sense lol
L369[08:21:00] <ghz|afk> fry: insertion
and removal are O(1)-ish, merging is O(n), splitting is O(n log
n)-ish?
L370[08:21:07] <fry> ghz|afk: without
taking the algorithm into account you run a very high risk of
making an API that'll guarantee only a slow implementation :P
L371[08:21:14] <ghz|afk> no
L372[08:21:18] <fry> yes :P
L373[08:21:22] <ghz|afk> this is just not
designed for a graph with a million nodes
L374[08:21:33] <ghz|afk> it's designed for
relatively small graphs as seen in a minecraft network
L375[08:21:44] <ghz|afk> so even if it was
O(n^2), it wouldn't really matter
L376[08:21:51] <fry> yes it would :P
L377[08:21:59] <fry> don't underestimate
players
L378[08:22:06] <sham1> I shall
L379[08:22:14] <ghz|afk> anyhow
L380[08:22:15] <Lordmau5> Oh god I almost
did something stupid
L381[08:22:17] <ghz|afk> I want it to work
first
L382[08:22:25] <ghz|afk> I'll worry about
efficiency later.
L383[08:22:28] <Lordmau5> almost clicked
the "buy winrar" button by accident
L384[08:22:29] <fry> you can do as well as
O(log^2(n)) for both split and merge
L385[08:22:47] <fry> with linear
memory
L386[08:22:55]
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L387[08:24:39] <ghz|afk> the merge is
really just
L388[08:24:42] <ghz|afk>
nodes.addAll
L389[08:24:45] <ghz|afk>
neighbours.addAll
L390[08:24:53] <ghz|afk> putAll*
L391[08:25:11] <ghz|afk> and then a loop
assigning the new graph to each node
L392[08:25:28] ⇦
Quits: AnrDaemon (~ZNC@darkdragon-nln.starlink.ru) (Quit:
q)
L393[08:26:32] <ghz|afk> so it can't
really get any faster than that without completely changing the
data structure ;P
L394[08:26:36] <ghz|afk> and that's
something I won't do
L395[08:26:43] <ghz|afk> no matter how
much you say it's bad
L397[08:27:12] <ghz|afk> the split is
where the optimizations can go
L398[08:27:23] <ghz|afk> since I basically
iterate through all the nodes
L399[08:27:29] <ghz|afk> and the ones I
haven't visited, are considered disjoint
L400[08:27:34] <sham1> O(n) alert
L401[08:27:39] <ghz|afk> no
L402[08:27:41]
⇨ Joins: AnrDaemon
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L403[08:27:42] <ghz|afk> worse
L404[08:27:50] <ghz|afk> I iterate through
each node, and THEN I check if I have seen it
L405[08:27:55] <ghz|afk> which means a
Set#contains
L406[08:27:59] <ghz|afk> so it's n * log
n
L407[08:28:08] <ghz|afk> or whatever
set#contains is
L408[08:28:18] <sham1> n*log n is
nice
L409[08:29:07] <ghz|afk> so
basically
L410[08:29:15] <ghz|afk> I don't *care*
about the complexity of merge and split
L411[08:29:23] <sham1> n * log n could
theoretically end up just n
L412[08:29:32] <sham1> Scales better than
O(N)
L413[08:29:42] <ghz|afk> I care that
looking for other neighbouts
L414[08:29:47] <ghz|afk> is quick
L415[08:29:51] <ghz|afk> neighbours*
L416[08:30:01] <ghz|afk> and checking the
entire list of nodesi n the graph is quick
L417[08:30:09] <ghz|afk> which is really
what matters here
L418[08:33:44] <Coolway99> it seems like
minecraft doesn't care if I accidently divide by zero
L419[08:33:49] <Coolway99> >.>
L420[08:34:11] <sham1> It should
L421[08:34:19] <Coolway99> I'm using
doubles
L422[08:34:26] <Coolway99> I think it
tries to set it to infinity
L423[08:34:28] <Coolway99> or NAN
L424[08:34:49] <Coolway99> which ends up
being greater than 1, so it sets it to 1
L425[08:35:32] <sham1> Well, apparently
IEEE standard mandates that any positive floating number divided by
zero is INFINITY
L426[08:35:42] <Coolway99> which is
greater than 1
L427[08:35:46] <Coolway99> therefore it
sets it to 1
L428[08:36:14] <abab9579> So that case
should be taken care of separately.
L429[08:36:15] <Coolway99> anyways, I
forgot to add a clause in my math
L430[08:36:25] <Coolway99> negative
levels, anyone?
L431[08:44:57] <KnightMiner> Is there any
way to run code after the block is added via world loading? My
block has a powered state, but I do not have enough metadata values
left to store it, and onBlockAdded + neighborChanged both don't run
when the world is loaded
L432[08:45:52] <Coolway99> events
L433[08:49:02] <KnightMiner> Is there one
specific for a block being loaded? The world load event would
require me to iterare through every block in the world to find
mine
L434[08:49:11] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection
reset by peer)
L435[09:04:01] <Baughn> ...why is
ArrayList:removeAll one of the major CPU sucks in minecraft?
Why?
L436[09:04:09] <Baughn> Are they
seriously--
L437[09:04:16] *
Baughn has a minor breakdown. MOJAAANG!
L438[09:05:58] <sham1> I think it is a
bottleneck because O(n)
L439[09:05:59] ***
amadornes[OFF] is now known as amadornes
L440[09:06:08] <sham1> And because
ArrayList is a nice data structure, it is spammed a lot
L441[09:06:24] <Baughn> Um, no. removeAll
is O(N^2(
L442[09:06:31] <sham1> Why would it
be
L443[09:06:39] <sham1> It iterates over
all the elements
L444[09:06:40] <sham1> That is n
L445[09:06:46] <sham1> And deletes
them
L446[09:06:56] <sham1> Which would
logically be contant time
L447[09:07:11] <Coolway99> wouldn't that
be 2n?
L448[09:07:15] <Baughn> That's
clear()
L449[09:07:33] <sham1> Coolway99: what is
n * 1
L450[09:07:37] <Baughn> removeall(x)
removes all elements in the ArrayList which compare equal to one of
the elements in collection x
L451[09:08:02] <Coolway99> oh wait, I
thought you're the one that said n^2
L452[09:09:02] <Baughn> Clear should be
O(1), or close enough..
L453[09:09:17] <sham1> It could set the
internal array to null
L454[09:09:33] <Coolway99> run minecraft
inside minecraft inside minecraft
L455[09:09:38] <Coolway99> make it
n^n
L456[09:09:38] <sham1> I see why removeAll
is O(n^2)
L457[09:09:52] <sham1> Becvause it takes a
collection with the items to be removed
L458[09:09:56] <sham1> Oh brilliant
L459[09:09:56] <Baughn> A naive
implementation of removeAll is a loop around remove, which makes it
O(n^2). It's possible that they're being more clever, but even
then, the best they'd get is O(N*M), and at a performance cost for
the (common) tiny case
L460[09:10:09] <Baughn> So it's probably
not that clever.
L461[09:10:20] <Baughn> removeAll exists
presumably only because it's in the collection spec.
L462[09:10:42] <Baughn> And when minecraft
is spending tons of CPU on it, that sort of implies they're doing
it wrong. :X
L463[09:11:13] <Baughn> Urgh~
L464[09:11:22] <sham1> Well if you give
removeAll the same collection you remove from, that should be O(1)
because Oracle could just do if (this == givenCollection)
this.clear();
L465[09:11:28] <Baughn> Kinda want to
patch it, but can't really.
L466[09:11:37] ⇦
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seconds)
L467[09:11:51] <Baughn> sham1: Special
case. Yes, they could do that, but it's clearly not what's
happening here.
L468[09:11:56] <sham1> Ya
L469[09:11:59] <Baughn> Wouldn't bet on
Oracle doing that check either
L470[09:12:18] <Baughn> ..ok, possibly
they have to, to avoid breakage
L471[09:12:28] <sham1> Nope
L472[09:12:58] <sham1> They don't cover
that edge case
L473[09:13:07] <Baughn> Undefined
behaviour?
L474[09:13:21] <Coolway99> why cover a
rare case when it would infact just slow it down more?
L475[09:13:48] <sham1> But it would be a
boolean comparition
L476[09:14:05] <sham1> It would do it if
is told to delete everything inside itself
L477[09:14:14] <sham1> like:
list.removeAll(list)
L478[09:14:37] *
Baughn checks the code.
L479[09:14:43] <sham1> It does not do
it
L480[09:15:08] <Baughn> It's either N*M or
N*N*M. Not sure what the performance of indexed remove is.
L481[09:15:25] <kenzierocks> the default
performance is dependent on the iterator
L482[09:15:36] <Baughn> I'm talking about
ArrayList specifically.
L483[09:15:38] <kenzierocks> and it
doesn't break if list.removeAll(list) is called
L484[09:15:45] <kenzierocks> ArrayList
might be different
L485[09:16:18] <Baughn> Anyway, mojang
uses ArrayList everywhere. And removeAll.
L486[09:16:35] <Baughn> Hence my state of
outrage.
L487[09:16:35] <kenzierocks> it does
multiple calls to c.contains, which could be very slow if you're
not using a Set...
L488[09:17:05] <Coolway99> if you have any
major code with multiple contributors over time
L489[09:17:09] <Coolway99> it's going to
be a mess
L490[09:17:31] <Baughn> Working on a
codebase like that is my day job. It's /not/ this sort of
mess.
L491[09:17:39] <Baughn> But, to be fair,
the Mojang devs weren't professional programmers.
L492[09:17:43] <kenzierocks> yea, we focus
on performance
L493[09:17:59] <Coolway99> 100 bugs in the
code, 100 bugs in the code
L494[09:18:03] <kenzierocks> i'm
technically not a professional programmer
L495[09:18:04] <Coolway99> take one down,
compile it around
L496[09:18:05] <Baughn> Anyway, I think
this should probably be a TreeSet.
L497[09:18:11] <Coolway99> 65,829 bugs in
the code
L498[09:18:23] *
Baughn wonders if it's actually possible to patch Minecraft like
that
L499[09:19:21] <kashike> you can do
anything really, you just can't at the same time if you don't want
to break anything else (mods, etc) that use it
L500[09:19:57] <Coolway99> and forge
probably won't accept it as a OR
L501[09:20:00] <Coolway99> *PR
L502[09:20:05] ⇦
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the connection)
L503[09:20:16] <Baughn> Yeah,
figured.
L504[09:20:23] <Baughn> Maybe it'll be
fixed upstream sometime.
L505[09:20:29] <Baughn> For all I know, it
already has been.
L506[09:20:43] <Coolway99> signs point to
"no"
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L509[09:26:20] <kenzierocks> i really
liked 1.9
L510[09:26:29] <kenzierocks> where every
block place triggered the copy of an array
L511[09:26:35] <kenzierocks> that was some
great code
L512[09:26:59] <Coolway99> that sounds
horrid
L514[09:28:47] <kenzierocks> check out
line 28
L515[09:29:32] <Coolway99> ew
L516[09:29:41] <sham1> Yay for immutable
arrays
L517[09:30:10] ***
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L518[09:36:00] <ghz|afk> funny thing about
forge
L519[09:36:09] <ghz|afk> in spanish, the
"j" sounds sortof like an english "h"
L520[09:36:20] <ghz|afk> so when something
goes wrong and crashes
L521[09:36:24] <ghz|afk> I see
"UCHIJAAAA"
L522[09:36:25] ***
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L523[09:36:33] <ghz|afk> which in my head,
sounds like "Uchiha", the naruto clan
L524[09:36:45] <diesieben07> immutable
arrays? where?
L525[09:36:58] <ghz|afk> s it's like
"Damn you, Uchihaaaaa!!!"
L526[09:37:20] <diesieben07> lol
L527[09:38:04] ***
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L537[09:49:16] <kashike> gigaherz: hehe, I
thought that before - minus Spanish part
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L548[10:04:43] <Chais> I suppose this is
the right place to ask questions regarding minecraft modding?
L549[10:04:48] <gigaherz> yup
L550[10:04:56] <gigaherz> at least so far
as the modding ocncerns forge ;P
L551[10:04:58] <gigaherz> concerns*
L552[10:05:31] <sham1> We donät do
jar-modding
L553[10:05:54] <Chais> k. trying to get
into modding. following jty's tutorial. currently stuck with the
tileentity. the block renders correctly when placed in the world,
but not when held or in the inv. I get no error messages
though...
L554[10:06:21] <sham1> Do you have an item
model
L555[10:06:58] <Chais> not expressed. as I
understood it should be created automatically, since I'm only using
a simple textured block
L556[10:07:23] <Chais> I think I'm
registering the block as an item though
L557[10:07:27] <sham1> What version
L558[10:07:34] <Chais> 1.9.4
L559[10:07:43] <sham1> Show your
code
L560[10:07:51] <Chais> sec
L561[10:07:56] <sham1> And your item model
JSON
L562[10:07:57] <sham1> And your blockstate
JSON
L563[10:08:14] <sham1> Your block needs a
specific model when inside the inventory
L564[10:08:37] <sham1> Thus you can have a
different block and item models
L565[10:09:08]
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L570[10:11:47] <Chais> I thoght the
GameRegistry.registerTileEntity() would take care of creating the
corresponding item model
L571[10:11:58] <Chais> ah no.
L572[10:12:08] <sham1> Why would that do
it
L573[10:12:18] <sham1> Look at the method
name
L574[10:12:20] <Chais> yea. wrong line. 43
in the class
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L576[10:13:08] <sham1> But no
L577[10:13:08] <sham1> You need to do
ModelLoader.setCustomModelResourceLocation
L578[10:13:23] <Chais> that's line
43
L579[10:13:28] <sham1> Is it
L580[10:14:05] <sham1> Did the tutorial
tell you to have that client-only thing in your block class
L581[10:14:21] <sham1> Because registering
the block model belongs to the client proxy
L582[10:14:55] <Chais> you mean that
initModel should be client only?
L583[10:15:20] <sham1> I clearly did say
client proxy
L584[10:15:29] <gigaherz> models make no
sense in the server
L585[10:15:37] <gigaherz> as the server
simply doesn't have any of the clases related to rendering
L587[10:15:48] <gigaherz> so the attempts
to work with models would crash with missing classes
L588[10:16:05] <gigaherz> by placing the
calls in a client proxy
L589[10:16:19] <gigaherz> you ensure that
those missing classes are never referenced when the mod loads on a
dedicated server
L590[10:16:47] <Chais> yes. just noticed I
forgot to actually call it in the mod's main class ._.'
L591[10:17:18] <sham1> Have fun
L592[10:17:18] <sham1> TL:DR, you should
not use @SideOnly with your own custom methods and classes
L593[10:17:18] <sham1> Only things that
override things that are also @SideOnly should be marked
@SideOnly
L594[10:18:12] <Chais> that's what jty
said too. but you see the code
L595[10:18:14] <sham1> Moreover, your
block class would just crash to begin with
L596[10:18:14] <sham1> In a dedicated
server
L597[10:18:14] <sham1> Because you try to
import a thing that does not exist at the server
L598[10:18:25] <sham1> Well Jty is wrong
then
L599[10:18:34] <sham1> Wait no
L600[10:18:36] <sham1> He's right
L601[10:18:49] <sham1> But first of all,
you should not use @SideOnly with your own methods
L602[10:19:05] <sham1> Also I see the
code, I see it crashing and burning
L603[10:19:25] <Chais> why?
L604[10:20:31] <sham1> Because you are
importing net.minecraftforge.client.model.ModelLoader in a class
that gets referenced at both the physical client and physical
server
L605[10:20:41] <sham1>
net.minecraftforge.client.model.ModelLoader does not EXIST at the
physical server
L606[10:20:50] <sham1> Therefore you will
get a ClassNotFoundException
L607[10:20:55] <sham1> And you will
crash
L608[10:22:25] <Chais> and how would I
avoid that? I'd need to split the class in server and client side
code, no?
L609[10:23:02] <sham1> Did you even read
the document I linked to you?
L610[10:23:20] <sham1> You need to use a
sided proxy and register the model at the client proxy
L611[10:23:51] <Chais> that's what
@SideOnly does, isn't it?
L612[10:23:58] <sham1> No
L613[10:24:11] <sham1> It stirps the
method out of the class at the side not specified
L614[10:24:22] <gigaherz> hmm anyone here
happens to know if I can make forgegradle include the stuff from
test/java/ into the debug environment?
L615[10:24:25] <sham1> The problem is that
it is still trying to load a client-only class
L616[10:24:38] <sham1> I'd ask at
#forgegradle
L617[10:24:44] <sham1> They know this
stuff way more :P
L618[10:25:10] <gigaherz> yeah
L619[10:26:36] <Chais> but if the method
is stripped for the server side shouldn't the import be removed too
then? since no other method requires it?
L620[10:26:55] <sham1> The classloader is
not that smart
L621[10:28:14] <Chais> so what do you
suggest then? the page you linked doesn't mention imports with a
single syllable
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L625[10:29:14] <sham1> Mon dieu
L626[10:29:27] <sham1> I've repeated it
countless times
L627[10:29:34] <sham1> Use a client
proxy
L628[10:29:37] <Chais> I do
L629[10:29:44] <sham1> Good
L630[10:29:45] <Chais> just not in the
block class
L631[10:29:45] <sham1> Show it
L632[10:29:50] <Chais> that would be
silly
L633[10:30:04] <sham1> THAT'S THE ENTIRE
POINT. TO SEPERATE THE BLOCK FROM DECLARING THE MODLES
L634[10:30:18] <sham1> Jesus
"tapdancing" Christ
L635[10:30:57] <Chais> no I mean I don't
define the client proxy in the block class. the block class only
defines its respective block
L637[10:31:44] <sham1> You reference your
block *FROM* your client proxy
L638[10:31:53] <sham1> You declare the
model there
L639[10:31:53] <sham1> You do it for all
the models
L640[10:31:55] <Chais> I know oO. chill
man
L641[10:32:03] <sham1> Do you?
L643[10:32:08] <sham1> Because you don't
seem to
L644[10:32:27] <sham1> Okay
L645[10:32:38] <sham1> Umn
L646[10:32:45] <sham1> @SidedProxy
requires two parametres
L647[10:32:48] <Chais> what the heck made
you think that first link was the entire code?
L648[10:32:55] <Chais> not anymore
L649[10:33:00] <sham1> Here
L650[10:33:10] <sham1> Let me show
you
L651[10:33:18] <sham1> I was not given
enough context
L652[10:33:36] <Chais> In Forge
11.15.0.1671 and up, you don't have to fill in the @SidedProxy
parameters anymore. When you leave the parameter the default value
(an empty String), it uses the nested Server- and ClientProxy
classes from the parent class. To use it, you have to make the
nested ServerProxy and ClientProxy class inside the class with the
@SidedProxy annotation.
L653[10:33:58] <sham1> Where is that
said
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L655[10:34:08] <Chais> jty's tut
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L657[10:34:27] <sham1> That just defeats
the entire purpose of the proxies
L658[10:34:32] <sham1> Because again
L659[10:34:46] <sham1> You import
client-only classes in your main mod class for the inner
classes
L660[10:35:15] <Chais> for actual
client/server separation, yes. for local play and development it's
absolutely sufficient
L661[10:35:16] <sham1> Which will
crash
L662[10:35:30] <sham1> You should be
thinking about the seperation since day fucking 1
L663[10:35:44] <Chais> it is day fucking
1
L664[10:35:58] <Chais> calm down
L665[10:36:03] <sham1> So think about
it
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L667[10:37:32] <sham1> Next time I see
McJty, I'll slap him and his tutorial
L668[10:38:14] <sham1> There are just
things that should not be told to new modders
L669[10:38:16] <Chais> he has it in there.
just says it's not required. meaning the code will compile without
it
L670[10:38:25] <sham1> It will
compile
L671[10:38:32] <sham1> Will it run, that's
another question
L672[10:38:39] <Chais> locally,
absolutely
L673[10:38:39] <sham1> On client, it
will
L674[10:38:48] <sham1> On a dedicated
server, not so much
L675[10:42:26] <Chais> but proper
client/server separation on its own is a rather big topic. dumping
that on new modders in addition to everything MC does may be a bit
much
L676[10:42:56] <sham1> One literally
creates one extra class if they want to have a CommonProxy as their
server side
L677[10:43:07] <sham1> Well, two
L678[10:43:16] <sham1> But one of them can
be an interface
L679[10:44:02] <sham1> There is a reason
why people are assumed that they know how to code before they jump
in
L680[10:44:18] <sham1> So they know what
to do when they are told to jump, you know
L681[10:44:24] <Coolway99> I know how to
code
L682[10:44:32] <Coolway99> but I'm rather
new to modding
L683[10:44:36] <Chais> yes. but knowing
java and knowing client/server infrstructure are two different
things
L684[10:44:46] <Coolway99> and this
client-server separation has gotten my head into a spin multiple
times
L685[10:44:51] <Chais>
*infrastructure
L687[10:45:11] <sham1> Client-server
seperation is about having certain things at their own classes, so
that they don't leak
L688[10:45:19] <sham1> And create lots of
pain and destruction
L689[10:45:25] <Coolway99> I've tried my
best and my code still doesn't run on the server XD
L690[10:45:35] <Coolway99> though I
haven't been trying
L691[10:45:37] <Coolway99> >.>
L692[10:49:03] <Coolway99> so I'm happeh,
my system works
L693[10:49:13] <Coolway99> and it makes
leveling up actually rather painful
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L697[10:51:01] <Coolway99> yay
Math.pow
L698[10:51:16] <Chais> .pow is fun
L699[10:51:40] <Coolway99> I separated the
concept of EXP = Levels
L700[10:52:05] <Coolway99> you can level
up the normal way up to level 5, but after that you have to use a
transformer block
L701[10:52:13] <Coolway99> and this block
has efficiency
L702[10:52:37] <Coolway99> double eff =
Math.pow(0.95, level);
L703[10:53:06] <Coolway99> right away at
level 5 that turns into 75%-ish efficiency
L704[10:53:23] <Coolway99> and the higher
it goes, the worse it gets XD
L705[10:53:34] <Chais> err... yay?
L706[10:54:26] <Coolway99>
((level*exp)*eff)/new_level
L707[10:54:32] <Coolway99> = new EXP
L708[10:54:53] <Chais> it should actually
top out at some point, no?
L709[10:55:11] <Coolway99> ... nah
L710[10:55:27] <Coolway99> power has a
price
L711[10:55:46] <Coolway99> quite
litterally, since I'm treating levels as voltage and EXP as
current
L712[10:55:53] <Coolway99> therefore,
Level * EXP = power
L713[10:56:26] <Coolway99> hrrm...
L714[10:56:31] <Chais> so dying makes your
machines run slower?
L715[10:56:33] <Coolway99> perhaps I
should lessen the curve a bit, actually
L716[10:56:54] <Coolway99> at level 30 the
efficiency is 21.5%
L717[10:57:28] <Chais> and keep in mind
that exp levels don't rise linearly either
L718[10:57:33] <Coolway99> I know
L719[10:57:38] <Coolway99> I changed them
to be on a cubic curve
L720[10:57:38] <abab9579>
..power=sum{exp_per_level}!=level*exp
L721[10:58:05] <Coolway99> I'm not using
exp per level
L722[10:58:10] <Coolway99> I'm actually
just using power directly
L723[10:58:15] <Coolway99> EXP doesn't
exist anymore in my system
L724[10:58:42] <Coolway99> dying resets
you to 1 power and removes 5 levels
L725[10:59:11] <Coolway99> bleh, what
should I do
L726[10:59:25] <Coolway99> Math.pow(0.95,
level/5) or level/3 ?
L727[10:59:36] <Coolway99> level/3 at
level 30 is 50% eff
L728[10:59:41] <Coolway99> level/5 at
level 30 is 75% eff
L729[11:00:13] <Coolway99> actually, 60%
eff and 74% eff respectively >.>
L730[11:00:30] <Coolway99> level/2 is 50%
eff
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L732[11:01:39] <Coolway99> you're not
supposed to go to insanely-high levels in my mod, so that's why
level 30 can hold like 200k EXP
L733[11:01:55] <abab9579> Well pow(0.95,
level/x)=pow (pow (0.95,1/x),level)
L734[11:02:17] <Coolway99> yes, I'm well
aware of how mathematics work
L735[11:02:42] <Coolway99> it's also == to
pow(root(0.95, x), level)
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L738[11:04:23] <Coolway99> actually, it
seems level 30 can store 1 million EXP :/
L739[11:04:27] <Coolway99> hrm
L740[11:04:34] <Coolway99> no idea where I
went wrong there
L741[11:05:35] <Coolway99> ohwait, that's
power
L742[11:05:42] <Coolway99> 1 million
power, 37.1 k EXP
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L757[11:57:58] <BlueMonster>
PlayerEvent.HarvestCheck doesnt seem to be firing for all blocks...
is it just me or is it a bug?
L758[11:59:18] <PaleoCrafter> Hm, does a
PR changing "degrees Kelvin" to "Kelvin" in the
fluid stuff classify as typo PR?
L759[12:02:51] <diesieben07> BlueMonster,
its not fired if the material does not require a tool.
L761[12:07:33] <BlueMonster> oohhhh
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L764[12:13:07] <diesieben07> Xilef11,
doesn't seem like it, it's hardcoded to 0.125
L765[12:14:01] <Xilef11> that's what I
thought :( I kinda hoped there was a way to override that with GL
calls or something
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L768[12:19:38] <Chais> sham1: I take it
the clientSide and serverSide parameters take class paths?
L769[12:19:50] <sham1> Yeah
L770[12:19:57] <sham1> Fully qualified
class paths
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L772[12:20:02] <sham1> So packages and
then the ClassName
L773[12:20:07] <Chais> mkay
L774[12:21:58] <Chais> huh... a nested
class is referenced with a . like everything else, isn't it?
L775[12:22:16] <diesieben07> $
L776[12:22:26] <diesieben07>
MyClass$NestedClass
L777[12:22:28] <Chais> ah. why the heck
wouldn't google tell this
L778[12:22:37] <gigaherz> unless you use
reflection
L779[12:22:40] <gigaherz> in reflection,
it's a "."
L780[12:22:47]
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L781[12:22:48]
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L782[12:22:50] <diesieben07> really?
L783[12:22:51] <gigaherz> that's why
.getName and .getCanonicalname are different
L784[12:22:54] <diesieben07> i dont think
so giga
L785[12:23:01] <gigaherz> I could remember
wrongly
L786[12:23:13] <Chais> I even specifically
searched for $, because I saw it flashing through the log. my
google-fu failed me
L787[12:23:15] <diesieben07> but yes thats
the difference with name / canonical name
L788[12:23:41]
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L789[12:25:00] ***
MrKick|Away is now known as MrKickkiller
L790[12:28:03] <Chais> yup, that did it.
thx
L791[12:28:14] <sham1> Do the models work
now?
L792[12:28:49]
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L793[12:29:20] <Xilef11> what's the
resourcelocation for the missing texture?
L794[12:29:49] <sham1> I think it is
minecraft:missing_block_texture
L795[12:29:58] <sham1> Not sure
L796[12:30:27] <Ordinastie_> missing_no
iirc
L797[12:30:41] <sham1> Hah
L798[12:31:10] <Chais> yup. that worked as
soon as I actually started calling ModBlocks.initModels() had
forgotten that
L799[12:32:12]
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L800[12:32:19] <thecodewarrior> Is there a
guide/tutorial somewhere on how to set up a library mod?
L801[12:32:40] <sham1> What do you mean
with a "library" mod
L802[12:32:54] <gigaherz> an api mod is
just a normal mod
L803[12:32:58] <thecodewarrior> A mod like
CoFHLib or whatnot.
L804[12:33:00] <gigaherz> but rather than
have blocks and such
L805[12:33:05] <gigaherz> it just has
classes that others can use
L806[12:33:08] <thecodewarrior>
Specifically in Eclipse and IDEA
L807[12:33:09] <gigaherz> a library (not
mod)
L808[12:33:14] <gigaherz> is just a jar
with packages
L809[12:33:16] <gigaherz> but without
@Mod
L810[12:33:24] <gigaherz> so you choose
;p
L811[12:33:42] <thecodewarrior> I know how
to in source. Just how to do parallel development on both.
L812[12:33:54] <sham1> Like anything
else
L813[12:34:07] <gigaherz> so the question
really is
L814[12:34:12] <gigaherz> "how to I
develop two mods at once?"
L815[12:34:13] <gigaherz> ;P
L816[12:34:20] <thecodewarrior> yep.
:)
L817[12:34:20] <sham1> Damn it XY
questions
L818[12:34:24] <gigaherz> for which I have
no answer ;P
L819[12:37:01] <diesieben07>
thecodewarrior, push the lib to local maven, depend on it in the
other mod
L820[12:48:59] <masa> was the question
specifically how to set up multiple mdos in eclipse for
example?
L821[12:49:22] <masa> or something else
about the library mod development
L822[12:50:08] <thecodewarrior>
Specifically multiple mods. I should just be able to refer to the
other project somehow in eclipse, correct?
L823[12:50:08]
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L824[12:50:42] <masa> if the library mod
is a dependency/in the classpath of the other, I would think
so?
L825[12:50:45] ***
Coolway99 is now known as Cway|Away
L826[12:51:24] <masa> it just so happens
that I wrote my personal eclipse mod environment setup as a guide
for someone else yesterday
L827[12:51:36] <masa> so I'll pm a link to
you too...
L828[12:52:03] ⇦
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L829[12:54:46] <gigaherz> geh
L830[12:54:56] <gigaherz> what was it to
get the block the player is looking at?
L831[12:55:32] <gigaherz>
objectMouseOver.
L832[12:58:10] <Necr0> where should i put
the autojump distance in the PR? since it's client-side only having
in the PlayerInteractionManager would be stupid. would having it on
EntityPlayerSP itself be fine?
L833[13:00:46] ***
Cway|Away is now known as Coolway99
L834[13:01:12] <sham1> I don't understand
why they made it client-only at any rate
L835[13:01:58] <Coolway99> well, if you're
faking the player pressing "jump"
L836[13:02:17] <sham1> You could just do
that at the server side though'
L837[13:02:39] <Coolway99> err... yes and
no
L838[13:02:45] <sham1> Why not
L839[13:02:46] <Coolway99> the server
isn't perfect
L840[13:03:01] <sham1> But it has more
information about the state of the world than the client does
L841[13:03:21] <Coolway99> all the client
needs to know (for mojang's implementation) is if there's a
block
L842[13:03:36] <sham1> And mods usually
like to modify stuff at the server side anyway
L843[13:03:48] <Necr0> also lag could
really mess with this feature.
L844[13:03:50] <sham1> Having to send a
packet when your mod wants to do something with the autojump
L845[13:03:55] <sham1> How so
L846[13:04:10] <sham1> It matters more
when it is at the client
L847[13:04:53] <sham1> The server knows
when the player is walking/sprinting forward
L848[13:05:12] <Necr0> but the players
movement is ahead of the server
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L850[13:05:22] <Necr0> on the client side
i mean
L851[13:06:24] <sham1> The server should
be the one to decide if you move forwards or not. The client should
just take inputs and render your view
L852[13:06:30] <sham1> That's how it
should be anyway
L853[13:06:51] <sham1> Besides
L854[13:06:53] <Coolway99> well, I'm sure
you know that if you've ever lagged out on a server
L855[13:06:59] <Coolway99> you can
"move" while the server is still lagging
L856[13:07:04] <ezterry> if the client
didn't assume, and get corrections, walking in peaceful would be
painful with 300ms network delay
L857[13:07:08] <Coolway99> then the lag
stops and you snap into place
L858[13:07:17] <sham1> Yeah
L859[13:07:26] <sham1> The server has the
ultimate authority about your positions
L860[13:07:34] <Coolway99> if the client
didn't predict though
L861[13:07:47] <Coolway99> you would
stutter ahead like the old DOS FPS games
L862[13:07:55] <sham1> BS
L863[13:08:31] <Coolway99> because trying
to talk forward, would have the client go "hey server, the
player pressed W"
L864[13:08:35] <Coolway99> *walk
L865[13:08:57] <sham1> And?
L866[13:09:08] <sham1> It does that
anyway
L867[13:09:12] <Coolway99> then the server
would go "move forward X blocks"
L868[13:09:26] <Coolway99> what if there's
lag?
L869[13:09:27] <sham1> I'd have it rather
be "Add this velocity"
L870[13:09:42] <Coolway99> not everybody
has perfect internet
L871[13:09:50] <sham1> Well I havew
L872[13:09:54] <Coolway99> and what if the
server has TPS lag?
L873[13:09:58]
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L874[13:10:04] <sham1> And I should not be
handicapped by people not having perfect internet
L875[13:10:04] <Coolway99> if the server
has TPS lag, get out the barf bags
L876[13:10:19] <sham1> Jokes aside
L877[13:10:41] <sham1> The whole scheme of
sending user input to the server does work
L878[13:10:47] <Coolway99> hell, massive
massive servers like mineplex would be unplayable
L879[13:10:56] <Coolway99> because of the
sheer amount of lag
L880[13:11:20] <Coolway99> because, in
that world
L881[13:11:25] <Coolway99> the moment you
have lag, you sit there like a duck
L882[13:11:49] <Coolway99> of course, you
do that server side as well already, but client side it's not so
obvious you're lagging
L883[13:11:50] <sham1> But is having the
autojump at the client really wise
L884[13:11:54] <Coolway99> especially if
it's ~ .5 second lag
L885[13:12:01] <sham1> Because, it will
lag as well
L886[13:12:24] <Coolway99> sure, the
server trusts the client enough
L887[13:12:26] <sham1> Plus one has to
send packets to the client to be able to use the autojump for
anything
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L889[13:12:29] <Coolway99> that's why
things like flying mods exist
L890[13:13:09] <sham1> A mod cannot
directly manipulate a thing that is at the client side
L891[13:13:19] <sham1> Like for instance
from an item or whatever
L892[13:13:21] <sham1> Tick event
L893[13:13:33] <Coolway99> yes and no, the
mod would be running on both sides
L894[13:13:44] <Coolway99> unless it's a
server-side mod, like bukkit
L895[13:13:45] <sham1> Well I don't trust
the client
L896[13:13:56] <sham1> So I don't want to
do anything I don't have to do at the client
L897[13:13:59] <Coolway99> if you don't
trust the client, and run everything server side, that's fine
L898[13:14:09] <Coolway99> it's your own
issues that you have to overcome, then
L899[13:14:27] <sham1> Not even an
issue
L900[13:14:33] <sham1> Just some
anti-cheating measures
L901[13:14:51] <Coolway99> I meant that
you have your own issues caused by that that you would need to
overcome
L902[13:15:04] <Coolway99> like, you have
to manage syncing and stuff
L903[13:15:10] <sham1> Yes
L904[13:15:15] <sham1> Indeed I do
L905[13:16:06] <sham1> I just feel like it
is something that should be done at the server
L906[13:16:24] <sham1> But, there probably
is enough justifications that it really does not matter what I
think about the matter
L907[13:16:38] <sham1> I just don't like
it. That's all
L908[13:17:05] <sham1> Not that I would
even use it, as it seems extremely unreliable. Rather would have
gotten a step-assist
L909[13:17:09] <Coolway99> there's
justification either way
L910[13:17:16] <Coolway99> really, it
comes down to what you want to do
L911[13:18:07] ⇦
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L912[13:21:07]
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L913[13:22:39] <sham1> Like, if Mojang
thought that step-assist with bare bone Steve would have been too
broken, they could have made it a rare enchant or something
L915[13:23:43] ⇦
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L916[13:25:54] <Coolway99> the goal with
auto-jump was to help players new to the game
L917[13:26:25] <Coolway99> also,
maaaaath
L919[13:27:57]
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L922[13:34:16] <gigaherz> hmm does java
streams have something like stream.except(this other stream)?
L923[13:34:47] <gigaherz> meh nevermind,
it wouldn't even work
L924[13:35:43] <Chais> Was
ITickable.tick() named ITickable.update() in 1.7?
L925[13:35:44] <sham1> Why didn't Oracle
make lambdas work well with exceptions
L926[13:35:45] <sham1> Just why
L927[13:35:49] <gigaherz> no
L928[13:35:59] <gigaherz> there was no
ITickable in 1.7
L929[13:36:04] <Chais> 1.8?
L930[13:36:07] <fry> because exceptions
are stupid :P
L931[13:36:09] <gigaherz> 1.8 was
IUpdatePlayerListBox
L932[13:36:20] <sham1> Would not say that
fry
L933[13:36:39] <sham1> They help with
stuff like file system access
L934[13:36:43] ⇦
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L935[13:37:09] <gigaherz> sham1: some
people dislike exaceptions because by the time you get the catch,
it's too late to try to correct the issue and continue
L936[13:37:10] <fry> exceptions should be
part of the type system
L937[13:37:15] <Chais> perhaps what he
means is they shouldn't be used to regularly control the program
flow, yet frequently are
L938[13:37:34] <gigaherz>
exceptions*
L939[13:37:41] <sham1> Well, with stuff
like "File not found", they are nice
L940[13:37:52] <sham1> Because you don't
just crash and burn, you can try alternative things
L941[13:38:00] <gigaherz> sure
L942[13:38:04] <gigaherz> but in some
way
L943[13:38:11] <gigaherz> file access
would be best with status results
L944[13:38:27] <sham1> Either Error
FileHandler
L945[13:38:31] <sham1> Something like
that
L946[13:38:35] <sham1> for opening
files
L947[13:38:44] <gigaherz> but at the same
time
L948[13:38:57] <gigaherz> using status
results for all error situations
L949[13:39:00] <gigaherz> ends up with
very ugly code
L950[13:39:11] <sham1> something something
golang something
L951[13:39:14] <gigaherz> so it would need
syntactic support
L952[13:39:17] <gigaherz> like
L953[13:40:12] <gigaherz> nah I can't come
up with any syntax for this that would make sense
L954[13:40:12] <gigaherz> XD
L955[13:40:34] <sham1> Some sort of
pattern matching to be able to branch between having a good and a
bad value
L956[13:40:44] <gigaherz> well ideally
you'd have like
L957[13:41:23] <gigaherz> contents =
path.getStream() <and in case of> ReadError { something
something };
L958[13:43:23] <sham1> Well, You could
have something like the Either type
L959[13:43:35]
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L960[13:44:40] <gigaherz> hmmm
L961[13:44:43] <gigaherz> how does that
work?
L962[13:45:12] <sham1> Something like
(really pseudocode): either (const "Some error") (id) $
openPath path "rw" >>= {- insert your manipulation
and reading here -}
L963[13:45:14] <gigaherz> I can imagine
something that does like:
L964[13:45:17] <sham1> Like
L965[13:45:26] <gigaherz> stream =
path.getStream().or((error) => { ... })
L966[13:45:33] <sham1> That could
work
L967[13:45:34] ⇦
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L968[13:45:40] <gigaherz> with
"or" returning the value if success
L969[13:45:45] <gigaherz> and running the
lambda if not
L970[13:45:48] <sham1> Yeh
L971[13:45:52] <gigaherz> and returning
whatever the lambda returns
L972[13:46:18]
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L973[13:46:23] <sham1> The lambda would
have the type of :: Error -> Stream
L974[13:46:31] <gigaherz> and some sort of
alternative .getStream().get() that throws, as an alternative
L975[13:46:36] <sham1> Probably something
like an empty stream
L976[13:46:54] <sham1> Empty stream in
case of an error
L977[13:47:06] <sham1> An actual stream if
everything goes correctly
L978[13:47:37] <sham1> Well that
getStream() sounds like it could return
Optional<Stream>
L979[13:47:50] ⇦
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L980[13:48:37] <sham1> But then it could
not give you the error
L981[13:49:00] *
gigaherz hits head against wall
L982[13:49:04] <gigaherz> my graph library
is broken
L983[13:49:13] <gigaherz> it leaves
neighbours on the list
L984[13:49:17] <gigaherz> that don't exist
anymore
L985[13:50:57] <sham1> Well, Rust handels
IO errors in a very nice manner
L986[13:51:26] <AKTheKnight> Giga, you
have twitter?
L987[13:53:54] <Chais> I can't just
System.out.println from within a TileEntity, can I?
L988[13:54:02] <gigaherz> yes
AKTheKnight
L989[13:54:03] <sham1> Why couldn't
you
L990[13:54:17] ⇦
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L992[13:54:19] <gigaherz> that's me
L993[13:54:20] <gigaherz> ;P
L994[13:54:34] <gigaherz> Chais: forge
redirects System.out to the log
L995[13:54:36] <Chais> I mean I can, it
compiles, but I didn't see anything in the log, which leads me to
believe that it's not enough
L996[13:54:53] <Chais> ok oO. in that case
my TileEntity doesn't seem to tick...
L997[13:55:07] <gigaherz> put a
breakpoint?
L998[13:55:08] <Chais> and yes, it
implements ITickable
L999[13:55:09] <gigaherz> also
L1000[13:55:17] <gigaherz> ah nm
then
L1001[13:55:19] <sham1> Chais: show
code
L1002[13:55:29] <sham1> Also, I just
followed you giga
L1003[13:55:42] <gigaherz> \o/
L1005[13:55:59]
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L1006[13:56:18] <Chais> gigaherz: I'm not
running it in the IDE, so I can't break, can I?
L1007[13:56:32] <sham1> WHY YOU NO
L1008[13:56:46] <gigaherz> wat o_O
L1009[13:56:48] <Chais> because Idea
won't compile the stuff
L1010[13:56:55] <sham1> What?
L1011[13:56:55] <gigaherz> thne you
didn't import it right
L1012[13:57:05] <sham1> Also, I see no
System.out.println here4
L1013[13:57:06] <Chais> gradle does just
fine, no idea how to tell Idea
L1014[13:57:16] <gigaherz> open idea
-> open the build.gradle file
L1015[13:57:19] <Chais> sham1: I removed
it already :D was at the beginning of tick()
L1016[13:57:19] <gigaherz> import as
default wrapper
L1017[13:57:25] <gigaherz> open the
gradle panel
L1018[13:57:31] <sham1> Also
L1019[13:57:32] <gigaherz> wait until the
gradle panel is populated
L1020[13:57:38] <sham1> it should be
!worldObj.isRemote
L1021[13:57:40] <sham1> Most likely
L1022[13:57:40] <gigaherz> run
setupDecompWorkspace from it -- if you didn't od it
L1023[13:57:42] <gigaherz> and then
L1024[13:57:46] <gigaherz> run the
genIntellijRuns task
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L1026[13:57:47] <sham1> As you want to do
that kind of stuff at the server
L1027[13:57:55] <gigaherz> then press the
blue refresh icon in the gradle panel
L1028[13:57:57] <gigaherz> and with
that
L1029[13:57:58] <sham1> Client is the
remote
L1030[13:57:59] <gigaherz> you should be
set
L1031[13:58:11] <gigaherz> you should
have "Minecraft client" and "minecraft server"
in the run targets list
L1032[13:58:18] <gigaherz> then
afterward
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L1034[13:58:23] <gigaherz> every time you
need to update forge/mappings
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L1036[13:58:29] <gigaherz> just re-run
the setupDecompWorkspace task
L1037[13:58:33] <gigaherz> and click the
blue icon again
L1038[13:58:39] ***
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L1040[13:59:53] <DoodleFungus> Just out
of curiosity, is there a reason Forge doesn't cache stitched
textures to save startup time?
L1041[14:01:21] <gigaherz> caching the
results of stitching?
L1042[14:01:24] <gigaherz> that'd be
dangerous
L1043[14:01:29] <gigaherz> as it is
L1044[14:01:35] <gigaherz> forge has to
stitch *twice*
L1045[14:01:38] <gigaherz> due to bugged
mods
L1046[14:01:50] <gigaherz> so caching
would just simply not work
L1047[14:01:56] <gigaherz> but even if it
was a viable solution
L1048[14:02:00] <gigaherz> things like
mod settings changes
L1049[14:02:13] <gigaherz> may change
which textures are loaded
L1050[14:02:19] <gigaherz> although I
suppose that could be stored as part of the cache
L1051[14:02:31] <gigaherz> well, as you
know, forge accepts pull request -- if they make sense
L1052[14:02:42] <DoodleFungus> Good
point. I thought you could just invalidate that on present mods,
but yeah. Settings.
L1053[14:02:46] <Chais> gigaherz:
thx.
L1054[14:02:47] <gigaherz> if you can
provide a working cache implementation that is robust against
unexpected texture list changes
L1055[14:03:02] <DoodleFungus> I'll try
and find time for a PR (or just a mod for starters).
L1056[14:03:03] <gigaherz> it would be
awesome ;p
L1057[14:05:00] <DoodleFungus> I've found
that texture stitching takes a LOT of time on my low-end Mac, so
yeah. It would be awesome.
L1058[14:07:28] <gigaherz> yeah texture
stitching is the #1 cause of load times
L1059[14:07:41] <gigaherz> the main
reason forge takes longer to load is that due to some very broken
mods
L1060[14:07:46] <gigaherz> it has to run
the stitching twice
L1061[14:07:47] <gigaherz> as I
said
L1062[14:09:21] <LexManos> The frist run
should take almost no time.
L1063[14:09:32] <LexManos> As we skip it
and make everything missing texture
L1064[14:09:51] <LexManos> which at the
end of the day is just 2 loops over the registered textures.
L1065[14:10:22] <gigaherz> oh I didn't
know that
L1066[14:10:55] <Chais> lol... set a
breakpoint, broke the block in question and idea hung up...
L1067[14:11:04] <gigaherz> wat XD
L1068[14:11:26]
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L1070[14:11:34] <Chais> seems to have
taken my DE with it... don't have a cursor any more...
L1071[14:11:38]
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L1072[14:11:57] <Chais> I can switch
between running programs, but not start new ones...
L1073[14:12:59]
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L1074[14:14:27] <Chais> ok it didn't
completely hang. could resume execution
L1075[14:14:45] <Chais> but the
breakpoint in tick() is never reacher...
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L1077[14:15:50] <Chais> *reached
L1078[14:16:47] <Chais> sham1: and no, I
want stuff to happen only client side in that case. that blocks
counts nearby entities. no need to bother the server with
that
L1079[14:16:59] <sham1> Umn
L1080[14:17:09] <sham1> You can do that
with the server
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L1082[14:17:20] <sham1> In fact, it is
recommended you do that
L1083[14:17:38] <Chais> another thing to
get towards jty then ^^
L1084[14:18:57] <Chais> sham1: also I
want to change the appearence of the block accordingly, so I really
wanna do it client-side in this case
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L1086[14:19:43] <sham1> Set the
blockstate at the server
L1087[14:19:49] <sham1> It will be synced
to the client
L1088[14:19:57] <sham1> And it will
change the model accordingly
L1089[14:20:01] <Chais> several times a
second?
L1090[14:20:31] <sham1> Yes
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L1092[14:21:36] <Chais> but right now
setting !worldObj.isRemote wouldn't change anything. tick() is
never called
L1093[14:22:06] <sham1> Care to show your
new block code
L1094[14:22:09] <sham1> I need to check a
thing
L1095[14:22:17] <Chais> didn't change
it
L1096[14:22:44] <sham1> I lost the
link
L1098[14:23:03] <sham1> Stop pinging
me
L1099[14:23:05] <sham1> Please
L1100[14:23:06] <Chais> sry
L1101[14:23:11] <Chais> bad habit
L1102[14:23:18] <sham1> Umn
L1103[14:23:22] <sham1> I asked the block
code
L1104[14:23:26] <Chais> used to more
active channels
L1105[14:23:28] <sham1> Not the
TileEntity
L1106[14:23:29] <Chais> oh sry
L1108[14:24:21] <sham1> You never
actually tell Minecraft that you have a tileentity
L1109[14:24:37] <sham1> You have to
override public boolean hasTileEntity
L1110[14:24:54] <sham1> At the block
class
L1111[14:25:01] <sham1> The one with
IBlockAccess and IBlockState
L1112[14:26:27] <Chais> and just return
true?
L1113[14:26:39] <sham1> yes
L1114[14:27:03]
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L1115[14:27:15] <Chais> I only have one
with IBlockState
L1116[14:27:24] <Chais> no
IBlockAccess
L1117[14:27:27] <sham1> Well, use the one
that is not deprecated
L1118[14:29:51] <Chais> and actually,
doesn't registerTileEntity give that away?
L1119[14:29:59] <sham1> No
L1120[14:30:21] <Chais> kinda misleading
name then
L1121[14:30:31] <gigaherz> registration
is so that it can be serialized to disk
L1122[14:30:31] <sham1> Stop assuming
intelligent things about the codebase
L1123[14:30:34] <gigaherz> for saving
purposes
L1124[14:30:42] <gigaherz> it has nothing
to do with who and when uses it
L1125[14:30:47] <Chais> ah ok
L1126[14:31:29] <Chais> well in that case
I guess I have to actually return the respective TileEntity
somehow?
L1127[14:32:40] <sham1> Well, you return
your tileentity in the createTileEntity
L1128[14:33:01] <Chais> I create it. I
return it in getActualState
L1129[14:33:10] <gigaherz> wat
L1130[14:33:27] <gigaherz> the TileEntity
is created by createTileEntity
L1131[14:33:31] <gigaherz> and then
stored in the world grid
L1132[14:33:42] <gigaherz> you can obtain
it later using world.getTileEntity(pos)
L1133[14:33:49] <Chais>
createNewTileEntity. cerateTileEntity isn't overridden
L1134[14:33:59] <Chais> *create
L1135[14:34:00] <gigaherz>
createNewTileEntity is part of ITileEntityProvider
L1136[14:34:02] <gigaherz> you shouldn't
use that
L1137[14:34:16] <gigaherz> it has been
deprecated since 1.7 or so
L1138[14:34:31] <Chais> I have no idea
what I *should* do. right now I'm doing what the tut tells me
to
L1139[14:34:39] <gigaherz> and we are
talling you the tut is wrong ;P
L1140[14:34:58] <Chais> so my block
shouldn'
L1141[14:35:12] <Chais> shouldn't
implement ITileEntityProvider either?
L1142[14:35:21] <sham1> I need to slap
McJty whenever I see him
L1143[14:35:22] <sham1> NO
L1144[14:35:25] <sham1> It's
deprecated
L1145[14:35:27] ***
linuxdaemon is now known as opinion
L1146[14:35:51] <Chais> is there any
documentation?
L1147[14:35:56] <sham1> You need to use
the Blockstate sensitive versions provided by the Block class
L1148[14:36:04] <sham1> That's a good
point
L1149[14:36:05] ***
opinion is now known as linuxdaemon
L1150[14:36:20] <sham1> I don't think
there is a rtfm for doing tile entities
L1151[14:36:46] <gigaherz> yeah
L1152[14:36:50] <gigaherz> but it's so
simple it's not worth it
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L1154[14:36:59] <gigaherz> just override
hasTileEntity and createTileEntity
L1155[14:37:03] <Chais> easy to say if
you're used to it
L1156[14:37:10] <gigaherz> and avoid
ITileEntityProvider and the overrides that are deprecated
L1157[14:37:21] <sham1> Unless it is
getStateFromMeta
L1158[14:37:33] <Chais> no. no meta
L1159[14:37:36] <gigaherz> that's not
related to tileentities
L1160[14:37:36] <gigaherz> ;P
L1161[14:37:41] <sham1> Indeed
L1162[14:37:45] <sham1> But for any block
stuff
L1163[14:37:50] <sham1> And why "no
meta"
L1164[14:38:01] <sham1> It is for when
you have to save a permutation to the disk
L1165[14:38:14] <sham1> There still is
metadata for a while
L1166[14:38:16] <Chais> because this
block doesn't need meta. it doesn't need to persist anything
L1167[14:38:18] <sham1> Until they can
remove it
L1168[14:38:31] <sham1> Chais: that was
for future reference
L1169[14:39:14] <Chais> I mean just a
stub for creating your own blocks would be really helpful. because
right now I can only guess which methods I need to override and
which not
L1170[14:39:32] <Chais> and which
interfaces a block should implement
L1171[14:39:35] <sham1> We don't provide
code to just copy and paste
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L1174[14:39:59] <Chais> but you don't
provide documentation either. which only leaves guesswork, which
leads to mistakes
L1175[14:40:15] <sham1> That's because we
expect people to read the javadocs
L1176[14:40:28] <Chais> there barely is
any
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L1178[14:41:12] <sham1> There's
enough
L1179[14:41:22] <sham1> For people who
understand how programming works
L1180[14:41:22] <Chais> none that exceed
the basic signature of methods
L1181[14:41:28] <sham1> Umn
L1182[14:41:33] <gigaherz> Chais: the
documentation is created by the community
L1183[14:41:41] <gigaherz> we are all
equally guilty of not contributing enough
L1184[14:42:27] <gigaherz> after I
learned how to use TEs, I didn't write any docs, and neither did
sham1, and probably neither will you
L1185[14:42:34] <gigaherz> so docs will
remain in written ;P
L1186[14:42:50] <sham1> Wait
L1187[14:42:54] <sham1> How did that not
ping me
L1188[14:43:00] *
gigaherz shrugs
L1189[14:43:07] <gigaherz> maybe it read
it as "sham1,"?
L1190[14:44:32] <Chais> I wouldn't even
know where to find any documentation
L1191[14:44:45] <Chais> the forge doc
barely covers the very basics
L1192[14:48:51] <sham1> That could be
it
L1193[14:49:02] <sham1> Although if it
is, then damn it irssi
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L1195[14:50:16] <Chais> weechat ^^
L1196[14:50:40] <sham1> Nah
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L1200[14:58:20] <Chais> so which
interface would a TE block need to implement?
L1201[14:58:43] <Chais> since it's
apparently not ITileEntityProvider (not marked as deprecated for me
btw)
L1202[14:59:54] <gigaherz> none.
L1203[15:00:05] <gigaherz> just override
Block's hasTileEntity and createTileEntity
L1204[15:02:47] <sham1> Ah
L1205[15:02:55] <Chais> my TE's tick()
function still isn't called
L1206[15:03:06] <sham1> Now I was able to
find the sources made by setupDecompWorkspace
L1207[15:03:13] <sham1> Show new block
code
L1208[15:03:35] <sham1> You obviously
have to replace the block to create the tileentity
L1209[15:03:48] <Chais> did
L1210[15:04:09] <diesieben07> wait,
tick() method?
L1211[15:04:18] <Chais> yup
L1212[15:04:19] <diesieben07> you
implemented the wrong ITickable.
L1213[15:04:32] <sham1> Oh yeah
L1214[15:04:34] <sham1> Damn it
L1215[15:04:44] <Chais> how many are
there oO
L1216[15:04:48] <diesieben07> 2
L1217[15:05:24] <Chais> that explains
this
L1218[15:06:14] <Chais> yeah, jty's
github shows the correct import. could've checked that
L1219[15:06:41] <diesieben07> or you
could have been suspicious about the one you used being
@SideONly
L1220[15:08:11] <Chais> it wasn't
L1221[15:08:43] <diesieben07> yeah it
is.
L1222[15:09:49] <Chais> where?
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L1225[15:11:33] <Chais> well, that's not
visible on child classes
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L1227[15:22:03] <Necr0> I still don't
know where to put the auto-jump distance for my PR. I put it in the
EntityPlayerSP instance for now. Should I put it somewhere else or
is it fine that way?
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L1239[15:39:44] <Cypher121> I have an
itemblock with additional conditions for block placement in
onItemUse. if those are not met, should I return PASS or
FAIL?
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L1241[15:40:43] <Cypher121> ItemBed
returns FAIL, should I keep it that way?
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L1248[15:54:24] <gigaherz> Cypher121:
FAIL means you accept the event
L1249[15:54:29] <gigaherz> and it
shouldn't continue with the next hand
L1250[15:54:34] <gigaherz> PASS means you
don't want it
L1251[15:54:38] <gigaherz> so it can
activate the next hand
L1252[15:54:39] <gigaherz> IIRC
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L1262[16:27:01] <gigaherz>
isGlobalRenderer ensures that the TESR is always considered
L1263[16:27:57] <gigaherz> non-global
TESRs are subject to extra logic
L1264[16:28:27] <gigaherz> you still have
to increase the AABB
L1265[16:29:22] <gigaherz> I think the
isGlobalRenderer may only work on the vertical axis
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L1268[16:34:38] <Xilef11> what AABB? I
did increase the TE's getMaxRenderDistanceSquared() value, but the
TESR still stops drawing when the block is out of the direct
view
L1269[16:38:22] <iso2013> Can someone
update TerrainControl 1.7.10 to 1.10 pleeease? I'm willing to
pay
L1270[16:40:12] <gigaherz> Xilef11:
getRenderBoundingBox?
L1271[16:40:36] <gigaherz> return
INFINITE_EXTENT_AABB
L1272[16:40:38] <gigaherz> or something
adequate
L1273[16:41:06] <gigaherz> iso2013:
willieaway said yesterday he was looking for something simple to
update -- how complex is that mod? ;P
L1274[16:41:21] <iso2013> nightmare
fuel
L1275[16:41:29] <iso2013> otherwise i'd
update it :P
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L1279[16:43:51] <Xilef11> thanks
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L1288[16:59:41] <Lymia> wtf.
L1289[16:59:57] <Lymia> This Terraria mod
loader has flags to hide resources and code from their extractor in
the mod file format.
L1290[17:00:08] <Lymia> Because people
who mod a game totally can't bypass such a thing trivially.
L1291[17:01:33] <theFlaxbeard> I keep
running out of memory in my dev environment, and I'm not sure if
its because of my mod. What's the best way to diagnose a potential
memory leak?
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L1294[17:09:23] <diesieben07>
theFlaxbeard, a profiler
L1295[17:10:13]
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L1296[17:10:19] <theFlaxbeard> Any
specific one you recommend?
L1297[17:10:21]
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L1299[17:10:57] <diesieben07> only used
VisualVM, it comes with your JDK
L1300[17:11:45] <gigaherz> I have a
visualvm "launcher" plugin for idea installed
L1301[17:12:03] <diesieben07> yep
L1302[17:12:41] <gigaherz> oh hey
L1304[17:12:44] <gigaherz> there's a new
version
L1305[17:13:51]
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L1316[17:42:20] <gigaherz> GAH!
L1317[17:42:20] <gigaherz> [00:41:53]
[Netty Server IO #1/WARN]: Catched unhandled exception : [class
gigaherz.graph.api.test.TileNetworkTest]
java.lang.NullPointerException
L1318[17:42:22] <gigaherz> WHERE?!
L1319[17:42:26] <gigaherz> print a
stacktrace dammit!
L1320[17:42:46] <Tazz> haha
L1321[17:42:49] <diesieben07> also
catched? seriously? :D
L1322[17:42:59] <Tazz> ikr
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L1324[17:43:31] <Tazz> at least its not a
constant propagator that does nothing but remove constant
instructions from the flow graph >.<
L1325[17:43:48] <diesieben07> i dont even
have "Catched" anywhere in the forge workspace except
somewhere in ASM
L1326[17:44:28] <gigaherz> I think it's
through WAILA
L1327[17:44:36] <gigaherz> [00:41:53]
[Netty Server IO #1/WARN]:
gigaherz.graph.api.test.WailaProviders$NetworkTestProvider.getNBTData:69
L1328[17:44:36] <gigaherz> [00:41:53]
[Netty Server IO #1/WARN]:
mcp.mobius.waila.network.Message0x01TERequest.channelRead0:133
L1329[17:44:36] <gigaherz> [00:41:53]
[Netty Server IO #1/WARN]: Catched unhandled exception : [class
gigaherz.graph.api.test.TileNetworkTest]
java.lang.NullPointerException
L1330[17:44:51] <diesieben07> damn wall-e
:D
L1331[17:45:04] <Tazz> wall-e? wtf
L1332[17:45:05] <Tazz> XD
L1333[17:45:15] <diesieben07> etho called
it that for a while :D
L1334[17:45:23] <Tazz> oh haha
L1335[17:45:26] <Tazz> love etho
haha
L1336[17:45:30] <gigaherz> which means it
must be "network.getNetworkHandler()"
L1337[17:45:40] <gigaherz> but that makes
0 sense
L1338[17:45:42] <diesieben07> you cannot
NOT love etho
L1339[17:45:45] <gigaherz> since it's
just return
L1340[17:45:49] <Tazz> diesieben07,
ikr
L1341[17:45:55] <diesieben07> he is the
cutest
L1342[17:45:56] <Tazz> hes genious and
funny
L1343[17:46:56] <Tazz> I love his crash
landing series haha
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L1350[18:19:57] <MalkContent> i recently
played crashlanding which was quite cool
L1351[18:20:16] <MalkContent> are there
any more maps like that? i don't know the term i'd google for
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L1353[18:20:47] <MalkContent> and i know
there's these skyblock thingies, but those aren't really up my
alley
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L1355[18:23:10] <gigaherz> MalkContent:
Regrowth?
L1356[18:23:17] <gigaherz> on the FTB
launcher
L1357[18:23:22] <gigaherz> it's magick-y,
HQM-based
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L1359[18:23:46] <gigaherz> or blastoff if
you want more techy
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L1361[18:24:18] <gigaherz> or
"journey to the core" if you want extra difficulty
L1362[18:24:37] <MalkContent> thank, imma
look at those :)
L1363[18:24:48] <theFlaxbeard>
diesieben07: Got the profiler working, I'm using the sampler but I
can't seem to find anything too specific other than what data types
are using the most memory
L1364[18:24:58] <gigaherz> or Void World
which is more sci-fi
L1365[18:25:01] <theFlaxbeard> Is there a
way to get more specific data?
L1366[18:25:24] <gigaherz> theFlaxbeard:
are you looking for memory leaks
L1367[18:25:26] <gigaherz> or cpu
issues?
L1368[18:25:49] <theFlaxbeard> Memory
leak
L1369[18:25:53] <theFlaxbeard>
potential
L1370[18:25:57] *
gigaherz nods
L1371[18:26:03] <Horfius> VisualVM?
L1372[18:26:06] <gigaherz> yeah can't
help with that, never done leak tracking ;P
L1373[18:26:12] <theFlaxbeard> Yeah,
through the eclipse launcher plugin
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L1375[18:30:05] <diesieben07>
theFlaxbeard, what do you want to know? :D
L1376[18:30:22] <theFlaxbeard> How I can
use the sampler to more precisely figure out if/where the memleak
is coming from
L1377[18:30:30] <theFlaxbeard> right now
all I can see is which data types are consuming the most
memory
L1378[18:31:15] <diesieben07> yes. let me
try to remmeber the buttons here
L1379[18:31:52] <theFlaxbeard> I can
specify packages to profile but only for the CPU profiling
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L1381[18:34:24] <theFlaxbeard> Erm - it
does turn out I only assigned 1GB of memory to my debug
configuration, that could be part of the issue :P
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L1383[18:37:15] <diesieben07> huh i
cannot find how to do this
L1385[18:41:27] <diesieben07>
IGraphThing? Seriously? :D
L1386[18:42:00] <gigaherz> sure ;p
L1387[18:42:35] <gigaherz> I could have
easily called it "IGraphContainer" or something, but I
was calling them "things" before I made the
interface
L1388[18:42:37] <gigaherz> so it sortof
stuck ;P
L1389[18:42:59] <diesieben07> lol
L1390[18:43:02] <diesieben07> Node?
L1391[18:43:07] <gigaherz> ?
L1392[18:43:14] <diesieben07> it's a
node.
L1393[18:43:20] <gigaherz> no
L1394[18:43:23] <gigaherz> Node is an
object in there
L1395[18:43:43] <diesieben07> what is the
difference between node and IGraphThing
L1396[18:43:58] <gigaherz> well in
hindsight, I'm not sure
L1397[18:44:07] <gigaherz> the original
idea was that you could do TileEntity implements IGraphThing
L1398[18:44:17] <gigaherz> and the Node
would be the internal data needed by the Graph
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L1400[18:44:44] <diesieben07> i get that.
but i don't see why that needs to be an interface
L1401[18:44:55] <diesieben07> can't it
just be Graph<T> and Node<T>?
L1402[18:45:10] <gigaherz> yes it could
;P
L1403[18:45:21] <gigaherz> and well
L1404[18:45:28] <gigaherz> the point was
to be able to store the Graph in it
L1405[18:45:29] <gigaherz> XD
L1406[18:45:38] <diesieben07> aha
L1407[18:45:41] <gigaherz> so I can check
if it was already in another graph
L1408[18:45:53] <gigaherz> but yes, I
could generify
L1409[18:46:15] <gigaherz> Graph<T
implements IGraphThing>
L1410[18:46:25] <diesieben07> lol
L1411[18:46:27] <gigaherz> XD
L1412[18:46:49] <gigaherz> (well extends
because java.=
L1413[18:46:51] <gigaherz> )*
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L1415[18:48:03] <gigaherz> ah no I can't
generify
L1416[18:48:10] <gigaherz> not that
easily, at least
L1417[18:48:15] <gigaherz> due to
mergeWith(other graph)
L1418[18:48:26] <gigaherz> I'd have to
also keep the class if I want to make that type-safe
L1419[18:49:46] <diesieben07> uhhh aha
:D
L1420[18:49:56] <diesieben07> haven't
looked at it much :P
L1421[18:50:01] <gigaherz> np
L1422[18:50:18] <gigaherz> those kinds of
questions help reduce the BS in a design ;p
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L1425[19:00:43] <unascribed> gigaherz, am
now
L1426[19:01:40] <gigaherz> hmm so
L1427[19:01:51] <gigaherz> what owuld be
a better name than IGraphThing?
L1428[19:01:52] <gigaherz> ;P
L1429[19:02:08] <gigaherz>
GraphHolder?
L1430[19:02:13] <unascribed>
IGraphElement?
L1431[19:02:24] <unascribed> oh
L1432[19:02:26] <unascribed>
IGraphHolder
L1433[19:02:28] <gigaherz> IGraphNode may
also work
L1434[19:02:28] <diesieben07>
IThingThatIsInAGraphAndStartsWithAnUnecessaryI
L1435[19:02:30] <unascribed> I hadn't
looked at the API yet
L1436[19:02:41] <TehNut>
IGraphStuff
L1437[19:02:43] <unascribed> it starts
with an I because legacy naming
L1438[19:02:51] <unascribed> oh, it is a
graph element
L1439[19:02:54] <unascribed>
IGraphElement :L
L1440[19:02:54] <gigaherz> it starts with
an I because I like the convention
L1441[19:03:02] <diesieben07> we are in
2016, legacy can suck my you know what
L1442[19:03:08] <unascribed> "The
thing is not of this graph."
L1443[19:03:09] <TehNut> toe?
L1444[19:03:13] <BaronNox> mmh how do I
detect key presses when a gui is open in 1.9.4?
L1445[19:03:13] <gigaherz> but I don't
mind removing it
L1446[19:03:14] <gigaherz> ,p
L1447[19:03:23] <BaronNox>
KeyInputEvent?
L1448[19:03:25] <gigaherz> BaronNox: if
it's a GuiScreen or such, there's an event for it
L1449[19:03:30] <gigaherz> a method in
the gui itself
L1450[19:03:56] <BaronNox> Oh nice,
didn’t see it :D
L1451[19:04:05] <diesieben07>
GuiScreenEvent.KeyboardInputEvent
L1452[19:05:10] <gigaherz> that ^ if it's
not your own GUI ;P
L1453[19:05:18] <gigaherz> keyTyped if
it's your own
L1454[19:06:11] <gigaherz> hmf somehow
GraphElement doesn't feel right to me
L1455[19:06:12] <BaronNox> Does it work
with scroll wheel up/down too?
L1456[19:06:28] <gigaherz> that's
handleMouseInput
L1459[19:07:16] <BaronNox> Thank you very
much giga
L1460[19:07:25] <gigaherz> in windows, a
standard mouse wheel is 120 units per tick, but the mouse wheel can
be high-precision, in which case the value may be smaller
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L1462[19:07:40] <diesieben07> that is OS
specific? really? :D
L1463[19:07:46] <gigaherz> in linux
L1464[19:07:47]
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L1465[19:07:50] <gigaherz> mouse wheel is
2 buttons
L1466[19:07:53] <pixlepix> Are mods from
/libs now auto loaded by forge? I'm setting a deobf jar to
'provided', but still getting duplicate mod errors
L1467[19:07:59] <diesieben07> buttons?
wat
L1468[19:07:59] <gigaherz> there's no
"high precision" handling at all
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L1470[19:08:03] <gigaherz> no axis or
anything
L1471[19:08:11] <gigaherz> just a mouse
event with "wheel_up" and "wheel_down" or
similar
L1472[19:08:19] <diesieben07> pixlepix,
they always were. libs/ is put on the classpath
L1473[19:08:22] <iso2013> :o i made
hexchat have the minecraft font
L1474[19:08:26] <diesieben07> oh god
:D
L1475[19:08:27] <gigaherz> lol
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L1478[19:08:56] <pixlepix> @diesieben07 I
thought /libs used to just be added by FG? I remember doing this
before, at least
L1479[19:09:05] <diesieben07> uh, yeah it
is added by FG
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L1481[19:10:02] <pixlepix> I mean, it
used to be that libs/*.jar were added individually as
libaries
L1482[19:10:02] <gigaherz> fuck it,
GraphObject
L1483[19:10:04] <gigaherz> and without
the I ;P
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L1485[19:10:14] <diesieben07> <3
L1486[19:10:25] <pixlepix> Anyway, whats
the cleanest option to use a different jar during runtime
L1487[19:10:26] <diesieben07> pixlepix,
yes, isn't that what you are experiencing?
L1488[19:10:28] <gigaherz> semver
dictates that this should be 2.0, but fuck that too
L1489[19:10:28] <gigaherz> XD
L1490[19:10:44] <iso2013> ew i have to
run HexChat at size 12 or size 6 otherwise it looks hideous
L1491[19:10:49] <pixlepix> @diesieben07 I
tried to modify the libaries manually from Intellij, but it's still
getting loaded in both places
L1492[19:10:55] <TehNut> that is why you
never submit 1.0 until you publicly post your code :p
L1493[19:10:58] <diesieben07> both
places?
L1494[19:11:02] <diesieben07> i am
confuzzled
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L1496[19:11:36] <pixlepix> I have a deobf
jar in /libs, and a normal one in /run/mods
L1497[19:11:45] <diesieben07> oh god why?
you only need one.
L1498[19:11:48] <pixlepix> I want to use
the deobf jar during compile time and the standard one during
runtime
L1499[19:11:54] <pixlepix> The deobf jar
breaks on my mappings
L1500[19:12:01] <TehNut> why are you even
using a deobf jar
L1501[19:12:11] <pixlepix> OH! FUCK
FORGEGRADLE
L1502[19:12:14] <pixlepix> Figured it
out
L1503[19:12:24] <pixlepix> FG was
including the library twice for some unknown reason
L1504[19:13:28] <pixlepix> @TehNut
Because the API wasn't enough for my needs, and it's standard
practice to use a deobf of baubles?
L1505[19:14:01] <TehNut> There is no need
for deobf jars as of 1.8.8
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L1507[19:15:26] <pixlepix> Really? I
pulled this from some other people
L1508[19:15:48] <pixlepix> Have been gone
for a *really* long time, but how does that work?
L1509[19:16:03] <diesieben07> you use
deobfCompile 'fooBar' instead of compile
L1510[19:16:11] <diesieben07> and FG
deobfuscates the thing
L1511[19:16:38] <gigaherz> it requires
using gradle dependencies, though
L1512[19:16:43] <gigaherz> can't just do
it on a random lib
L1513[19:16:49] <TehNut> deobfProvided is
also there IIRC
L1514[19:16:54] <gigaherz> oh?
L1515[19:17:03] <gigaherz> first time I
hear about that
L1517[19:17:31] <pixlepix> How does FG
tell your IDE about that?
L1518[19:18:00] <diesieben07> just like
it does with any other dependency
L1519[19:18:03] <diesieben07> has nothing
to do with FG
L1520[19:18:09] <diesieben07> it's purely
gradle functionality
L1521[19:18:38] <pixlepix> But won't your
IDE consider that an error?
L1522[19:18:51] <diesieben07> what?
L1523[19:18:55] <TehNut> wut
L1524[19:18:57] <gigaherz> pixlepix: I
thin kthe way it works is
L1525[19:19:01] <gigaherz> rather than
take the dep directly
L1526[19:19:04] <gigaherz> FG takes the
jar
L1527[19:19:08] <gigaherz> deobfuscates
it
L1528[19:19:16] <gigaherz> and then tell
gradle "this is the actual dependency you want"
L1529[19:19:19] <gigaherz> from the
gradle cache
L1531[19:19:47] <diesieben07> it's
darker
L1532[19:19:55] <elan_oots> dang it it's
not just me
L1533[19:20:00] <pixlepix> Okay, thats
pretty sweet
L1534[19:20:10] <elan_oots> What are
possible reasons for that?
L1535[19:20:16] <diesieben07> MC
version?
L1536[19:20:26] <elan_oots> 1.9.4
L1537[19:20:38] <elan_oots> The texture
has the same stone colors as the other ores
L1538[19:21:01] <pixlepix> On another
note, what's a good resource in 1.8/1.9 jsons that doesn't assume
the reader is 12?
L1539[19:21:02] <diesieben07> any kinda
of ... special rendering?
L1540[19:21:15] <TehNut> mod source
code
L1541[19:21:30] <elan_oots> Nope it's
just a normal block
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L1546[19:23:50] <gigaherz> there
L1547[19:23:53] <gigaherz> v1.1.0 release
done
L1548[19:24:37] <gigaherz> what the, why
the F does the cleanup insist on removing the package from a
STRING
L1549[19:24:52] <gigaherz>
FMLInterModComms.sendMessage("Waila",
"register",
"WailaProviders.callbackRegister");
L1550[19:24:55] <gigaherz> it's meant to
be
L1551[19:24:55] <gigaherz>
FMLInterModComms.sendMessage("Waila",
"register",
"gigaherz.graph.api.WailaProviders.callbackRegister");
L1552[19:25:03] <diesieben07>
cleanup?
L1553[19:25:22] <gigaherz> either
"Reformat Code" or the "Rename"
refactoring
L1554[19:25:31] <pixlepix> @diesieben07
What about complex items?
L1555[19:26:14] <gigaherz> same thing to
my proxy annotation
L1556[19:26:15] <gigaherz> it became
clientSide= "ClientProxy"
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L1560[19:26:25] <diesieben07> define
complex.
L1561[19:26:25] <diesieben07> gigaherz,
make sure to not tick the "non-code occurances"
thingy
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L1565[19:27:37] <pixlepix> I'm looking at
an item spread across multiple files for multiple textures
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L1567[19:29:55] <pixlepix> Oh, wait,
nevermind
L1568[19:30:00] <pixlepix> Just a weird
non-json thing
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L1571[19:31:10] <diesieben07> the jsons
are really pretty straightforward. ModelResourceLocation specfies
resource domain, path and variant
L1572[19:31:21] <diesieben07> resource
domain and path go to a blockstate json which then has the variant
inside it
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L1577[19:31:37] <diesieben07> and for hte
variant it specifies how that variant shoudl behave, i.e. whcih
model to use, how to rotate it, etc.
L1578[19:31:37] <pixlepix> Literally the
person whose code I'm looking at, so that should be helpful,
thanks
L1579[19:32:10] <diesieben07> for items
there is a shortcut if you set the variant to "inventory"
it will first look for a simple model in models/item instead of
going for the blockstate file directly
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L1586[19:58:50] <gigaherz> night
ppl
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L1588[19:59:06] <ghz|afk> tomorrow I'll
actually try to use that lib for my own stuff ;P
L1589[20:00:24] <BaronNox> gn8
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L1594[20:09:01] <BaronNox> How can I get
a NullPointerException on a List when iteration through it with a
for/each loop?!
L1595[20:09:12] <BaronNox>
iterating*
L1596[20:09:15] <Unh0ly_Tigg> Granted not
everything has been put in yet, I'm just going to drop this
here.
L1598[20:11:18] <TehNut> BaronNox: is the
list null?
L1599[20:11:41] <BaronNox> nope, it
worked fine with 2 entries but on 3 it complains about
nullpointer
L1600[20:11:56] <TehNut> Is the value of
3 null?
L1601[20:11:56] <kashike> null item in
list?
L1602[20:11:59] <BaronNox> using for/each
loop so this shouldn’t actually happen ever
L1603[20:12:02] <BaronNox> nope
L1604[20:12:09] <BaronNox> OHHH
L1605[20:12:11] <BaronNox> OMG
L1606[20:12:22] <BaronNox> naming
failing
L1607[20:12:49] <BaronNox> entry3 had the
same var name as entry2
L1608[20:13:01] <BaronNox> I feel stupid
now
L1609[20:17:00] <BaronNox> somehow that 2
looked like a 3 for me. Maybe shouldn’t code at 3:14am
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L1615[20:42:22] <elan_oots> If I change
the inventory in a tile entity do I have to do anything special to
get the GUI updated on the client?
L1616[20:44:40] <williewillus> sync the
inventory
L1617[20:44:54] <elan_oots> How can I do
that?
L1618[20:44:58] <williewillus> packets
:P
L1619[20:45:04] <tterrag> uhhh it should
do that automatically
L1620[20:45:10] <tterrag>
detectAndSendChanges compares every tick
L1621[20:45:17] <tterrag> I've never had
to do anything manually for that
L1622[20:45:18] <williewillus> well while
it's open
L1623[20:45:23] <williewillus> I'm not
sure what your scenario is :P
L1624[20:45:30] <elan_oots> Just a
typical machine
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L1626[20:45:37] <williewillus> then yeah
it should be synced for you
L1627[20:45:40] <elan_oots> Cool
L1628[20:45:42] <williewillus> provided
you setup your containers right
L1629[20:45:46] <elan_oots> What about a
field like a progress bar?
L1630[20:45:56] <tterrag> there is a
vanilla way to do that
L1631[20:45:59] <tterrag> but it's
strange
L1632[20:46:10] <tterrag> you can look at
how the furnace does it
L1633[20:46:10] <williewillus> it's
limited to a short if you don't use a custom packet :P
L1634[20:46:11] <elan_oots> getField and
setField?
L1635[20:46:14] <williewillus> yes
L1636[20:46:16] <williewillus> wait
L1637[20:46:17] <tterrag> no
L1638[20:46:19] <williewillus> no not
that one
L1639[20:46:20] <tterrag>
updateProgressBar
L1640[20:46:22] <elan_oots> Ahh
L1641[20:46:23] <elan_oots> Ok
L1642[20:46:25] <tterrag> in teh
container
L1643[20:46:38] <elan_oots> I'll look at
the furnace
L1644[20:46:40] <williewillus> I needed
the full int range for that so I send custom packets with the full
int
L1645[20:46:48] <williewillus> no idea
why it uses shorts (notchcode :P)
L1646[20:48:04] <elan_oots> well I don't
need 65536 values so I think I'm good
L1647[20:48:08] <elan_oots> I'll check
how furnace does it
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L1650[20:50:10] <elan_oots> Ok so
sendProgressBarUpdate uses the getField and setField methods
L1651[20:50:51] <williewillus> yes but
you don't have to do it that way
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L1660[20:59:07] <elan_oots> What is an
IContainerListener?
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L1662[20:59:45] <Tazz> wtsf
L1663[20:59:50] <williewillus> exactly
that, something that listenms to updates from a container
L1664[20:59:53] <williewillus> usually a
player
L1665[20:59:56] <elan_oots> Ok
L1666[21:00:01] <Tazz> Ive been working
on this constant propagator for like 2-3 days and all it needed was
a line change >.,
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L1668[21:03:04] <elan_oots> Also is it
possible to convert a CombinedInvWrapper to an IInventory?
L1669[21:03:08] <williewillus> no
L1670[21:03:13] <williewillus> they are
completely different systems
L1671[21:03:18] <williewillus> you
shouldn't be using IInventory
L1672[21:03:21] <elan_oots> Ok
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L1675[21:14:31] <Tazz> williewillus,
wanna see a cool algorithm?
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L1684[21:43:07] <BaronNox> omg i forgot
like all those sideonly calls so far :C
L1685[21:47:57] <elan_oots> Ok so I have
a block that has a BlockState that has a boolean that it gets from
its TileEntity
L1686[21:48:02] <elan_oots> And in the F3
menu that works fine
L1687[21:48:10] <elan_oots> But it
doesn't ever change the blockstate it renders
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L1692[21:56:20] <Andres_> I have a
question, how do I know which mods are inactive on my load
order?
L1693[21:56:43] <Andres_> e.g. 270 mods
loaded, 266 mods active
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L1696[21:57:28] <MiningMark48> Question:
What is 1.9.4's version of Stat Collector?
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L1700[21:59:27] <Andres> Anyone?
No?
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L1702[21:59:51] <BaronNox> Andres: They
should be greyed out iirc. They are most likely sub-mods like MFR’s
recipes for Thermal Expansion and such
L1703[22:00:28] <Andres> Greyed out where
exactly? The mod list?
L1704[22:00:32] <BaronNox> yep
L1705[22:00:37] <Andres> Oooooh.
L1706[22:01:06] <Andres> Ok so if say,
MFR has a compattibility thingy for a mod I don't have, it will
list it as a disabled mod?
L1707[22:01:17] <BaronNox> indeed it
will
L1708[22:01:46] <Andres> That is very
much appreciated- thank you.
L1709[22:01:51] <BaronNox> no
problem
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L1713[22:03:58] <BaronNox> MiningMark48
tl;dr: net.minecraft.util.text.translation.I18n is the new
StatCollector
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L1716[22:04:42] <MiningMark48> ok
thanks
L1717[22:04:49] <BaronNox> np
L1718[22:05:28] <BaronNox> elan_oots can
u link src?
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L1721[22:11:32] <Ferdz_TheWeeb> Is there
some sort of event I can listen to for when the player closes an
inventory?
L1722[22:12:01] <Ferdz_TheWeeb> When he
closes a GUI actually, not necessarilly an inventory
L1723[22:13:01] <BaronNox> Your own or
another modder’s/vanilla?
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L1727[22:14:49] <Ferdz_TheWeeb> It's a
vanilla gui (the book) and I want it when it closes, or even better
when he signs it, not open kashike
L1728[22:15:30] <BaronNox> You can cancel
GuiOpenEvent
L1729[22:15:36] <BaronNox> So it wont
open
L1730[22:15:42] <Ferdz_TheWeeb> I don't
want to cancel the open event
L1731[22:16:18] <Ferdz_TheWeeb> I made it
so the player can place the book and quill, and edit it, but when
he signs it, I want to catch that even to handle that
L1732[22:18:10] <BaronNox> mmh as far as
I can see there are 2 ways
L1733[22:18:18] <Ferdz_TheWeeb>
Yeah?
L1734[22:18:24] <BaronNox> according to
larsgerrits:
L1735[22:18:25] <BaronNox> You can use
the GuiOpenEvent, in which the GuiScreen object is null when
closing a gui.
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L1737[22:19:02] <BaronNox> According to
KeeperofMee: You can also use currentScreen in any class ->
Minecraft.getMinecraft().currentScreen
L1738[22:19:32] <Ferdz_TheWeeb> Won't
Minecraft.getMinecraft() return null on server-side?
L1739[22:19:43] <BaronNox> it will return
null if no gui is open
L1740[22:19:47] <BaronNox> iirc
L1741[22:20:22] <BaronNox> one of those 2
ways should do what u want
L1743[22:20:38] <BaronNox> here is a
forum link of some1 asking the same question so it might help
u
L1744[22:20:57] <BaronNox> at least it
worked for him
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L1746[22:21:20] <Ferdz_TheWeeb> Yeah
looks like it
L1747[22:21:56] <Ferdz_TheWeeb> I'm going
to look into that and see if I can get the information I need from
that event to create a written book
L1748[22:22:09] <Unh0ly_Tigg>
technically, calling Minecraft.getMinecraft() would causing a class
not found exception serverside, since the Minecraft class is client
side only
L1749[22:22:25] <Unh0ly_Tigg> so long as
you're talking about the physical client and server.
L1750[22:22:50] <Ferdz_TheWeeb> Yep
that's what I was thinking
L1751[22:23:18] <Ferdz_TheWeeb> I'll try
the event later tonight, see what info Container holds
L1752[22:23:23] <Unh0ly_Tigg> anything
that has a @SideOnly annotation on it will only appear on the side
declared in the annotation.
L1754[22:26:34] <BaronNox> Die7:
„Moreover: @SideOnly is not made to be used by mods.“
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L1756[22:29:16] <Unh0ly_Tigg> welp, looks
like I'm going to either have to wait a bit longer for forge based
multipart support, wait for alpha mcmp builds for 1.10 in case that
happens, or make my own multipart system, and replace it once forge
based multipart support is added...
L1757[22:29:19] <Tazz> oh how I love how
inptr_t is getting fucked with right now >.<
L1758[22:30:34] <BaronNox> hasn’t forge
recently added its mulripart system? I remeber Lex did his last
revisions on it a few weeks ago
L1760[22:31:21] <BaronNox> Ohh
FeelsBadMan
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L1762[22:32:14] <Unh0ly_Tigg> and I have
to wait for this, because I don't currently have anything to code
against...
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L1764[22:33:53] <BaronNox> Might still
take a bit then. Not sure how high the priority is for multipart
when 1.10 is on the way
L1765[22:34:28] <Unh0ly_Tigg> hopefully
not a whole lot needs to change for the multipart system for it to
work in 1.10.
L1766[22:34:45] <Unh0ly_Tigg> since a
fair number of 1.9.4 mods work out of the box in 1.10
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L1768[22:37:02] <BaronNox> Yeah. Would be
nice to have such a powerful system up and running.
L1769[22:37:48] <Tazz> haha I have
seriously broke Eschelle XD
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L1776[22:45:35] <BaronNox> Where should
the logic for handling which items are valid for which slot
go?
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L1778[22:46:33] <BaronNox> I currently
handle it inside TileEntity#update()
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L1781[22:49:01] <BaronNox> Could do it in
a class extending ItemStackHandler and modify insertItem() to only
accept certain items?
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L1786[22:52:18] <elan_oots> I have an
issue with blockstates, the wrong BlockState is being
rendered
L1787[22:52:27] <elan_oots> The right one
shows up in the F3 menu but it isn't rendered
L1788[22:54:21] <BaronNox> Can you link
the source? Pretty hard to say what’s wrong without it.
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L1791[22:55:35] <elan_oots> This is the
TileEntity
L1793[22:55:52] <elan_oots> This is the
block
L1794[22:56:06] <elan_oots> The model
doesn't change when the Active property changes
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L1796[22:58:48] <Tazz> rofl are your
programs overflowing their stack? increase the default stack
size....nothing could ever go wrong with that rofl
L1797[22:59:28] <elan_oots> what?
L1798[23:00:08] <Tazz> oh Im just being a
dumbass because I borked a project pretty bad somehow XD
L1799[23:00:57] <Tazz> keeps overflowing
the stack because somehow it was a good idea to use intptr_t and
uintptr_t interchangeably rofl
L1800[23:01:37] <BaronNox> Couldn’t find
a rendering solution :( But you shouldn’t modify the stack this
way: handlerOutput.getStackInSlot(0).stackSize++; (from javadoc:
IMPORTANT: This ItemStack MUST NOT be modified. This method is not
for altering an inventories contents. Any implementers who are able
to detect modification through this method should throw an
exception.)
L1801[23:02:03] <elan_oots> oh
L1802[23:02:12] <elan_oots> what should I
do to add an item then?
L1803[23:02:31] <BaronNox> I made my own
methods for that. Not sure what is the recommended way though
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L1806[23:04:36] <BaronNox> oh found some
old debug messages \o/
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L1819[23:41:32] <Unh0ly_Tigg> and build
2001 of forge is for 1.10.2! \o/
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L1822[23:51:21] <Unh0ly_Tigg> Lex,
version 12.18.0.2001 is for 1.10.2, but is under the 1.10.0 branch.
You aware of this oddity (prior to now)?
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