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L23[01:26:07] <AndersBillLind> I tried to use the serch box on http://mcforge.readthedocs.io/en/latest/, putting the search term "registerExtendedProperties" gave me zero hits
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L28[01:31:42] <Unh0ly_Tigg> ugh, the wonders of getting disconnected between login and channel joining...
L29[01:33:12] <gerhard> Huge thanks to RANKSHANK, williewillus, gigaherz, and diesieben07 for helping me with this earlier! https://gyazo.com/23920e6182ce0f78521191d0b839432b
L30[01:33:13] <AndersBillLind> I can search on IExtendedEntityProperties, but I get no search hit, although there is a page with the caption "Migrating from IExtendedEntityProperties"
L31[01:34:25] <AndersBillLind> Well, one of the headlines
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L38[01:59:32] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160716 mappings to Forge Maven.
L39[01:59:36] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160716-1.10.2.zip (mappings = "snapshot_20160716" in build.gradle).
L40[01:59:46] <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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L79[04:33:34] <SparkVGX> can I override player entity methods?
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L81[04:34:09] <gigaherz> not really
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L83[04:34:31] <gigaherz> you can't tell mc to instantiate your player classes rather than the normal ones
L84[04:34:47] <gigaherz> what do you need to do that can't be done through the existing hooks?
L85[04:36:57] <SparkVGX> In the story my mod is based off of, the characters can change the direction of gravity affecting them. I want to start by reversing gravity and rolling the camera sideways by 180'
L86[04:37:22] <SparkVGX> so essentially they would 'fall' and land on the ceiling
L87[04:39:19] <gigaherz> hmm I'm not sure that can be achieved without vanilla edits
L88[04:39:45] <gigaherz> hmmm
L89[04:39:51] <gigaherz> for the gravity part
L90[04:40:00] <gigaherz> you could apply a reverse gravity manually
L91[04:40:02] <gigaherz> as in
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L93[04:40:31] <gigaherz> if it accelerates at 1 block/t^2
L94[04:40:37] <gigaherz> yo ucan apply a -2
L95[04:40:44] <gigaherz> to make it -1
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L97[04:40:59] <gigaherz> you could do that on the player tick event
L98[04:51:22] <SparkVGX> im having trouble finding the value to reverse
L99[04:52:52] <gigaherz> sorry can't help with that
L100[04:53:11] <SparkVGX> That's okay :) Thank you anyway
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L120[05:45:59] <Shambling> ok so abyssalcraft adds demon mobs... I created a new world and with a spawn weight of 1 a demon cow spawned in my new world and proceeded to murder me. lol
L121[05:46:13] <Shambling> does 0 disable demon animals? :P
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L123[05:48:15] <Shambling> ah I see a different config I'll use. Spawn as hostile mob method, they'll just spawn like monsters. So at least I'll get a days setup before getting murdered by chickens
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L129[06:10:37] <SparkVGX> I was being stupid, I can literally just apply a constant upward motionY to the player to send them upwards. I can't override the player entity's get look function though to use my version of it for flipping them upside down
L130[06:11:04] <gigaherz> yeah "flipping upside down" will be quite hard to achieve
L131[06:11:12] <gigaherz> specially the camera ;P
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L133[06:14:05] <SparkVGX> that's what I'm meaning. It has to be possible, because the 1.7.10 star miner mod did something similar. But s/he was able to somehow override the original function with his own code of player instanceof gravitizedEntity
L134[06:15:48] <SparkVGX> They extended from EntityLivingBase
L135[06:16:07] <gigaherz> there's coremods
L136[06:16:17] <gigaherz> which can apply code changes to vanilla classes
L137[06:16:24] <gigaherz> but they are ugly and bad
L138[06:16:32] <gigaherz> so this channel does not help making them
L139[06:17:02] <gigaherz> if some existing mod "does it", then chances are it's using a coremod to modify vanilla code
L140[06:17:16] <gigaherz> ideally
L141[06:17:24] <gigaherz> you'd see what core changes are truly needed
L142[06:17:40] <gigaherz> if there's something you cna't achieve through reflection and existing hooks
L143[06:17:55] <gigaherz> and then propose the new hook/feature to be included in forge
L144[06:18:04] <gigaherz> by creating a pull request showing that it does work
L145[06:18:15] <gigaherz> and defending your reasoning on why it's good to have it
L146[06:18:58] <gigaherz> (convincing Lex is needed because each new patch, no matter how small it is, gives them extra work when doing version upgrades)
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L149[06:27:26] <SparkVGX> What is an indicator of a core mod? I'm trying to figure out if star miner is one. If it is, I'll just drop this rotating camera thing, because I don't want to waste more time on this
L150[06:27:54] <SparkVGX> I suppose having a package called 'core' isn't exactly a good sign
L151[06:29:07] <gigaherz> it may be unrelated
L152[06:29:17] <gigaherz> a coremod will have a special kind of class in it
L153[06:29:26] <gigaherz> I don't really know the details
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L155[06:32:00] <SparkVGX> http://puu.sh/q3yCH/260cef3364.png
L156[06:33:03] <SparkVGX> Feels like I know so little lol
L157[06:33:50] <Ordinastie_> coremods will have an entry in the manifest
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L159[06:34:39] <Dimitriye98> Is it possible to add an additional render pass to the game?
L160[06:35:45] <gigaherz> by render passs you mean like "opaque" and "transparent"?
L161[06:35:52] <Dimitriye98> Basically
L162[06:36:01] <Dimitriye98> Yeah
L163[06:36:12] <Dimitriye98> Though a bit more involved
L164[06:36:22] <gigaherz> it would be possible to draw more into the world
L165[06:36:30] <Dimitriye98> I want to render a second view frustum with a stencil buffer
L166[06:36:30] <gigaherz> such as by using RenderWorldLastEvent
L167[06:36:37] <Dimitriye98> Basically, render through a portal
L168[06:36:37] <gigaherz> aha
L169[06:37:14] <Dimitriye98> Would that use RenderWorldLastEvent?
L170[06:37:22] <gigaherz> it woudl be one way
L171[06:37:43] <gigaherz> but you may want to speak with diesieben07
L172[06:37:46] <gigaherz> he made cameracraft
L173[06:37:56] <gigaherz> so he knows how to render other bits of the world into the screen
L174[06:37:57] <gigaherz> ;P
L175[06:38:21] <Dimitriye98> And presumably, how to use the stencil buffer as well, if he was rendering to specific part of the screen
L176[06:38:22] <gigaherz> or you could speak with whoever was making the portal gun mod
L177[06:38:27] <gigaherz> they managedto show the other side of the portal
L178[06:38:40] <gigaherz> well dunno if they used stencil
L179[06:38:42] <gigaherz> or render-to-texture
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L181[06:39:03] <Dimitriye98> :/ And unfortunately, CameraCraft is not open source
L182[06:39:25] <gigaherz> wat
L183[06:39:26] <gigaherz> https://github.com/diesieben07/CameraCraft3
L184[06:39:29] <Dimitriye98> Ah, yeah, probably render to texture, stencil buffer would be overkill for that
L185[06:39:31] <Dimitriye98> Oh?
L186[06:39:36] <Dimitriye98> Huh, wasn't on the forum thread
L187[06:39:52] <gigaherz> although not sure how much code he has
L188[06:39:58] <gigaherz> without pushing there
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L191[06:41:18] <Dimitriye98> But yeah, he appears to be using render to texture.
L192[06:41:20] <Dimitriye98> Thanks
L193[06:42:16] <Dimitriye98> H-uh...
L194[06:42:33] <Dimitriye98> https://github.com/diesieben07/CameraCraft3/blob/master/src/main/java/de/take_weiland/mods/cameracraft/client/render/RenderScreen.java
L195[06:42:39] <CsokiCraft> How can I create a multi-line value in en_US.lang?
L196[06:42:53] <Dimitriye98> That commented out section, lines 115-121, seems like it should break the code
L197[06:43:23] <gigaherz> CsokiCraft: I don't think so
L198[06:43:29] <gigaherz> but I could be wrong
L199[06:43:39] <gigaherz> I don't think you can*
L200[06:43:48] <gigaherz> maybe typing \n
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L204[06:47:04] <SparkVGX> <Ordinastie_> would you be able to tell me where I could find the manifest? I'm sorry if this is a silly question, but what I understand of manifests doesn't seem to apply here
L205[06:47:36] <Ordinastie_> the manifest is created when the jar is built
L206[06:47:57] <Ordinastie_> show the project build.gradle
L207[06:48:19] <SparkVGX> http://puu.sh/q3zcz/95414d29db.png
L208[06:48:25] <SparkVGX> found it
L209[06:48:59] <CsokiCraft> In which class is translateToLocal() now?
L210[06:49:27] <Ordinastie_> I18n
L211[06:49:33] <Ordinastie_> the client one
L212[06:50:50] <SparkVGX> Thank you Ordinastie_. Does this mean that it is definitely the dreaded core mod?
L213[06:52:07] <Dimitriye98> God, some of minecraft's code is insanely tightly coupled
L214[06:52:32] <Ordinastie_> SparkVGX, yes it is
L215[06:53:36] <CsokiCraft> I18n.format()?
L216[06:53:57] <SparkVGX> Thank you <Ordinastie_> and <gigaherz>. You both just saved me another days worth of wasted time haha.
L217[06:54:08] <SparkVGX> I'm off for the night. Good luck all! o/
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L222[06:57:10] <Dimitriye98> Oh, oh how wonderful. It looks like I may be stuck reimplementing a bunch of render code, since the renderer appears to be dependent on being attached to a specific entity for position and world.
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L227[07:09:59] <Dimitriye98> So, Minecraft doesn't create its display with a stencil buffer :/
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L239[07:38:41] <gigaherz> [13:54] (CsokiCraft): I18n.format()?
L240[07:38:41] <gigaherz> yes
L241[07:38:53] <gigaherz> the other I18n has translateToLocal, but it's deprecated, for good reason
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L248[07:53:47] <Mimiru> in 1.9+ do all TEs share the same TESR? Or am I doing something wrong? http://michi.pc-logix.com/2016-07-16_07-42-12.mp4 This worked in 1.7 and 1.8 but has broken in 1.9 and 1.10
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L250[07:55:08] <Ordinastie_> you're doing something wrong
L251[07:55:15] <Ordinastie_> your timer is share most likely
L252[07:56:08] <Mimiru> Well it shares the screen text too, which should be pulled from the TE it's rendering
L253[07:56:40] <Ordinastie_> well you're doing it wrong then
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L256[07:57:43] <gigaherz> Mimiru: uh
L257[07:57:47] <Ordinastie_> show code
L258[07:57:50] <gigaherz> all the TEs do sharethe same TESR instance
L259[07:57:56] <gigaherz> you can't store data in it
L260[07:58:08] <gigaherz> all TEs of the same class, that is
L261[07:58:57] <gigaherz> however, that doesn't remove the fact that if it worked on 1.7 and 1.8, but not in 1.9, you must be doing something wrong regardless
L262[07:58:58] <gigaherz> ;P
L263[07:59:20] <gigaherz> because there has always been only one TESR instance for each TE clas
L264[07:59:22] <gigaherz> s
L265[08:00:54] *** willieaway is now known as williewillus
L266[08:01:21] * Mimiru sighs
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L268[08:01:29] <Mimiru> I know if I post this I'll get yelled at for stupidity.
L269[08:01:35] <Mimiru> So.. meh
L270[08:01:57] <williewillus> so don't do it :D
L271[08:02:04] <Ordinastie_> if you know for a fact that it's stupid, why not fix it ?
L272[08:02:10] <williewillus> ^
L273[08:02:16] <williewillus> or just post it anyway
L274[08:02:18] <williewillus> :P
L275[08:02:33] <Mimiru> If I knew how to fix it, it wouldn't be in this state.
L276[08:02:41] <Mimiru> http://pastebin.com/uLipwa5X
L277[08:03:07] <Cazzar> First thought
L278[08:03:13] <Cazzar> Line 18 and then line 24
L279[08:03:20] <Cazzar> What's missing in code style? :P
L280[08:03:54] <Mimiru> I've got to get ready for work, I'll be a few minutes
L281[08:04:03] <Ordinastie_> post TE too
L282[08:04:03] <williewillus> those four fields at the top
L283[08:04:04] <Mimiru> also 18 and 24 was me messing with stuff recently
L284[08:04:07] <williewillus> those don't go in the tesr
L285[08:04:10] <williewillus> pull it out of the te
L286[08:04:47] <Mimiru> Store the ticks since render in the TE?
L287[08:04:52] <Mimiru> makes sense I guess..
L288[08:04:55] <Mimiru> anyway afk a few
L289[08:04:58] <gigaherz> yep
L290[08:05:02] <gigaherz> NEVER store data in a tesr.
L291[08:05:09] <gigaherz> unless it's global data shared by all
L292[08:05:11] <Cazzar> think of TESR as a singleton
L293[08:05:20] <williewillus> also seeing null String fields makes me sad panda but that's a personal pref :P
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L296[08:05:52] <williewillus> if a type has a good fundamental "empty" value I like to use it as much as possible like collections, strings, any sort of seq, etc. instead of null :P
L297[08:05:53] <gigaherz> williewillus: Strings.isNullOrEmpty ;P
L298[08:05:59] <Ordinastie_> <gigaherz> NEVER store data in a tesr. <= never store PERSISTANT data
L299[08:06:22] <williewillus> persistent across invocations of the tesr at least which is whats happening
L300[08:06:31] <Ordinastie_> yes, that's what I mean
L301[08:06:39] <williewillus> some of botania's tesrs have static override flags to force stuff
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L303[08:06:56] <Cazzar> TBH reading the code of the code for this TESR tells me the issue
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L305[08:07:18] <Cazzar> Since, the one thing that isn't commonly shared is the colour, and that's the only thing that is read from the TE
L306[08:07:34] <Ordinastie_> not really
L307[08:07:35] <Ordinastie_> radio.getScreenText()
L308[08:07:43] <Cazzar> And the text is as well
L309[08:08:05] <Cazzar> I was just about to correct myself Ordinastie_
L310[08:08:07] <Ordinastie_> apparently, the text is supposed to be different, which I sincerly doubt
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L312[08:08:21] <Ordinastie_> hence I why I asked for the TE
L313[08:08:26] <Mimiru> Yes, text is different per radio
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L315[08:08:30] <Ordinastie_> Cazzar, well, NOT FAST ENOUGH! :p
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L317[08:08:38] <Mimiru> well, can be.
L318[08:08:52] <Cazzar> well, Ordinastie_ I was having my graphics drivers update.
L319[08:08:59] <Ordinastie_> excuses, excuses
L320[08:09:32] <Cazzar> http://upload.cazzar.net/u/1468674601
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L322[08:09:40] <Ordinastie_> but I don't see you do any changes to you block when you place them, so, not sure how you expect the texts to be different
L323[08:09:51] <Ordinastie_> unless you rand, or change it based on pos
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L325[08:09:59] <Mimiru> theres a GUI, and OC/CC interaction
L326[08:10:14] <Mimiru> both let you change the text
L327[08:10:22] <Ordinastie_> yes, but you don't change them in your video
L328[08:10:26] <Cazzar> Implying, that it's default soo
L329[08:10:45] <Mimiru> I didn't think it was important?
L330[08:11:28] <Ordinastie_> so you made a video to show what doesn't work, but didn't think it was important to show what doesn't work? ><
L331[08:11:29] <williewillus> https://i.gyazo.com/5a470a46808d4eb159795e0923741c66.png
L332[08:12:00] <Mimiru> *changing* the text works fine... my issue was the speeding up and the flickering between text strings :/
L333[08:12:14] <Ordinastie_> eww, you really code with blank caracters displayed? ><
L334[08:12:17] <Cazzar> Mimiru: that's because you store the speed in the TESR.
L335[08:12:25] <Ordinastie_> ^
L336[08:12:39] <Mimiru> Yeah I got that now
L337[08:12:39] <Cazzar> Or well, ticks
L338[08:12:46] <Cazzar> And you can tell that from
L339[08:12:50] <williewillus> Ordinastie_: i usually dont have them on just havent turned them off :P
L340[08:13:08] <Cazzar> a) The speed is proportional to the amount of rendered blocks
L341[08:13:09] <Ordinastie_> use world.getTotalElapsedTicks() or something similar
L342[08:13:35] <Cazzar> b) color/text stays with the TE fine, and isn't global
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L344[08:14:27] <Mimiru> This is why I assumed the TESR was shared
L345[08:14:29] <gigaherz> there's a function for obtaining a pseudo-random offset based on x,y,z
L346[08:14:33] <gigaherz> thne you could do like
L347[08:15:12] <gigaherz> (world.getTotalWorldTime()+randomOffset(te.x,te.y,te.z)+partialTicks)*speed
L348[08:15:23] <williewillus> tesr have been shared for a long time but its possible how they are batched/rendered has changed in 1.8/9
L349[08:15:24] <Ordinastie_> wut?
L350[08:15:36] <williewillus> Ordinastie_: to make it vary between different TE's
L351[08:15:36] <gigaherz> for avoiding storing a "progress"
L352[08:16:20] <gigaherz> here:
L353[08:16:25] <gigaherz> Mimiru: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderEssentializer.java#L29,L31
L354[08:16:33] <gigaherz> thisi s what I do to make each of my TEs have a different animation progress
L355[08:16:38] <gigaherz> so that they don't look like they move in sync
L356[08:17:00] <gigaherz> I use "% 360" because my animation is an angle ;P
L357[08:17:07] <gigaherz> (I work in degrees)
L358[08:17:25] <CsokiCraft> How to get the loaded world's directory in ServerStartingEvent and ServerStoppingEvent handler?
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L361[08:19:40] <williewillus> CsokiCraft: you have the server object and I think theres methods there to get the file
L362[08:22:22] <CsokiCraft> MinecraftServer.getDataDirectory()? And what about ServerStoppingEvent? There's no getServer() in it.
L363[08:23:24] <williewillus> you can just get the server obj the normal way
L364[08:23:32] <williewillus> FMLCommonHandler.instance().getMinecraftServerInstance()
L365[08:27:16] <CsokiCraft> And MinecraftServer.getDataDirectory() will return the active save's directory? (like ".minecraft/saves/world/" on SP)
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L370[08:30:44] <Mimiru> Thanks guys I'm not storing anything in the TESR anymore, after work I get to figure out why my scrolling text is flickering now
L371[08:31:07] <Mimiru> That wasn't a sarcastic thanks either... I re read the message and it sorta sounded like that
L372[08:31:08] <Mimiru> :/
L373[08:31:50] <Ordinastie_> don't increment your tick count in your TESR either, it will be called more than once per tick per te too
L374[08:32:16] <Mimiru> Oh.. haha right
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L377[08:34:42] <Mimiru> Eh, even moving it to the TE still flickers, and I'm running latish I'll figure it out later
L378[08:34:47] <Mimiru> Thanks again!
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L397[09:57:08] <diesieben07> are you fucking kidding me people... http://i.imgur.com/iGS4KPf.png
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L399[10:02:33] <Ordinastie_> ahahahah
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L402[10:03:35] <diesieben07> i just removed the marquee, i am not removing all those color tags
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L405[10:04:16] <Ordinastie_> oh god, who in hell enable marquee tags? -_-
L406[10:04:45] <diesieben07> idk this forum software is from like 2007 or something
L407[10:04:47] <Ordinastie_> easy to remove the colors too, just copy/paste the formatted text
L408[10:04:58] <diesieben07> meh too much effort.
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L410[10:06:38] <ManBearCat> Hello everyone.
L411[10:07:54] <ManBearCat> A bit slow today?
L412[10:08:23] <diesieben07> Not slow at all, just a bit silly if the whole chat answers "HIIIIIII!"
L413[10:08:24] <diesieben07> :P
L414[10:08:30] <diesieben07> although maybe a bit slow.
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L417[10:09:47] <ManBearCat> I'm new to using IRC and all. I'm not really sure how to go about asking for help. Is this the correct place to ask for assistance with [Server thread/WARN]: Can't keep up
L418[10:10:24] <diesieben07> that means yoru server is overloaded ;)
L419[10:10:34] <diesieben07> which can be caused by ... all kinds of things.
L420[10:10:55] <ManBearCat> Is there a timings report service similar to spigot?
L421[10:11:16] <ManBearCat> I have a feeling its the backup that is causing it. I'm not too sure how to go about it is all.
L422[10:11:29] <diesieben07> there is a /forge tps command you can use
L423[10:11:36] <diesieben07> not sure how detailed that is
L424[10:12:45] <diesieben07> ah that just lists the tps per world
L425[10:13:00] <diesieben07> i don't know spigot so not sure what you are looking for exactly.
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L428[10:15:28] <gigaherz> google indicates it's basically the same
L429[10:15:28] <gigaherz> https://proxy.spigotmc.org/039e251a5af155cb3286dde3148075539f567721?url=http%3A%2F%2Fi.imgur.com%2FV918hPv.png
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L432[10:17:45] <ManBearCat> Gigaherz thank you for taking the time to google it for me.
L433[10:18:55] <ManBearCat> My inquery is if there is something similar to this https://timings.spigotmc.org/?url=19636940 but for forge
L434[10:19:19] <gigaherz> not integrated
L435[10:19:26] <gigaherz> maybe there's some sort of profiler mod
L436[10:19:44] <gigaherz> otherwise, you could try to use an actual java profiler
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L438[10:22:45] <ManBearCat> I'll give "yourkit" a try and see how it turns out. Thank you for your input.
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L440[10:34:09] <williewillus> is warmroast still a thing?
L441[10:34:20] <kashike> yes
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L443[10:34:38] <williewillus> yeah that or opis if its been ported or visualvm or yourkit
L444[10:34:46] <williewillus> I found a cool JIT profiler yesterday too but its kinda niche use
L445[10:34:56] <williewillus> https://github.com/AdoptOpenJDK/jitwatch
L446[10:36:41] <diesieben07> willie if that thing does what i think it does i love you for pointing me to it :D
L447[10:36:56] <williewillus> i havent triedit yet but it looks cool
L448[10:37:04] <williewillus> probably kills performance but still :P
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L450[10:37:25] <diesieben07> lol
L451[10:46:00] <ManBearCat> Thanks williewillus looking into it now.
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L476[11:42:20] <z0ttel> is hooking into the vanilla profiler something worth doing to get an impression of the performance of my code?
L477[11:43:06] <z0ttel> (e.g. world.theProfiler.startSection("Z0Structures");)
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L481[11:48:46] <williewillus> that can be used but it only gives you general info
L482[11:48:52] <williewillus> and not sure how performant it is
L483[11:49:53] <ManBearCat> I've still been failing this whole time trying to use profilers to gauge the stress on the server..
L484[11:50:34] <gigaherz> does java have something like the .net Stopwatch?
L485[11:50:48] <gigaherz> it uses high-precision counters
L486[11:50:54] <gigaherz> yo ucan do like
L487[11:50:59] <gigaherz> stopwatch.start()
L488[11:51:00] <gigaherz> code
L489[11:51:04] <gigaherz> stopwatch.stop()
L490[11:51:16] <gigaherz> stopwatch.getelapsed()
L491[11:51:34] <gigaherz> it's quite useful for tracking performance data
L492[11:51:35] <diesieben07> guava has Stopwatch
L493[11:51:35] <williewillus> no you just subtract the time manually :P
L494[11:51:38] <williewillus> or that
L495[11:51:49] <diesieben07> and guava is like... JDK extended :D
L496[11:51:51] <gigaherz> yeah but I mean, does it use high-precision counters for it?
L497[11:52:06] <williewillus> what does that even mean though
L498[11:52:07] <williewillus> :P
L499[11:52:17] <gigaherz> in windows
L500[11:52:19] <diesieben07> it uses System.nanoTime
L501[11:52:21] <gigaherz> QueryPerformanceCounter
L502[11:52:27] <diesieben07> which is as high-precision as you can get.
L503[11:52:27] <gigaherz> aha
L504[11:52:33] <diesieben07> in java anyways.
L505[11:52:56] * gigaherz nods
L506[11:52:58] <gigaherz> yeah
L507[11:53:05] <gigaherz> looks like it's the closest equivalent
L508[11:53:16] <Ordinastie_> I think we can all agree that if nanoTime is no precise enough, you don't have a performance issue
L509[11:53:30] <gigaherz> yup
L510[11:53:39] <diesieben07> gigaherz, nanoTime is implemented using QueryPerformanceCounter on windows
L511[11:53:40] <gigaherz> QueryPerformanceCounter is basically RDTSC on the cpu
L512[11:53:44] <diesieben07> https://blogs.oracle.com/dholmes/entry/inside_the_hotspot_vm_clocks
L513[11:53:54] <gigaherz> which often counts the bus cycles
L514[11:53:55] <gigaherz> ;P
L515[11:54:02] <gigaherz> or even cpu cycles
L516[11:54:11] <diesieben07> the problem with all this timing stuff is...
L517[11:54:12] <gigaherz> so it doens't get more precise than that
L518[11:54:20] <diesieben07> people rely on it for inter-thread "happens-before" stuff
L519[11:54:36] <diesieben07> so if threadB sees a higher currentTimeMillis "it must have all the values, right?"
L520[11:54:46] <gigaherz> hmm you shouldn't rely on those values being consistent between concurrent threads :/
L521[11:54:51] <diesieben07> of course not.
L522[11:54:56] <diesieben07> so they have to introduce that overhead or libraries start to fail
L523[11:55:10] <diesieben07> cliff click mentioned that in a talk somewhere
L524[11:55:14] <diesieben07> https://www.youtube.com/watch?v=uL2D3qzHtqY
L525[11:58:45] <gigaherz> ewh.
L526[12:00:04] <gigaherz> anyhow I mentioend Stopwatch because it's what I'm using to measure the performance of certain parts of my code on my thingy
L527[12:00:20] <gigaherz> whihc btw
L528[12:01:11] <gigaherz> I had an idea for having "infitely"-expanding terrain without the precision loss that causes mc to start "stuttering" when you get so far from the origin
L529[12:01:17] <gigaherz> and I started implementing it
L530[12:01:51] <gigaherz> in essence: "struct EntityPosition { Vector3i base; Vector3f offset; }"
L531[12:02:26] <gigaherz> every so often (such as whenever the player changes chunk), the position is re-normalized to the coordinates of the chunk
L532[12:02:57] <gigaherz> so that the offset will never be so big that the precision loss is visually noticeable
L533[12:02:59] <gigaherz> however
L534[12:03:05] <gigaherz> the issue I didn't consider when I started
L535[12:03:12] <gigaherz> is that this requires re-rendering the meshes
L536[12:03:43] <gigaherz> to account for the "translated coordinates"
L537[12:03:56] <gigaherz> but thanks to the rubberduck effect
L538[12:04:01] <gigaherz> I just had an idea to fix that ;P
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L540[12:04:54] <gigaherz> if I have all the mesh vertices in local coordinates rather than global coordinates, I just need to position the mesh by computing its distance from the player XD
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L542[12:07:11] <OrionOnline> Is there anyone in chat that has experience with the OBJModel system in 1.10??
L543[12:07:19] <gigaherz> depends
L544[12:07:24] <FusionLord> ^
L545[12:07:39] <FusionLord> what are you looking for?
L546[12:08:56] <OrionOnline> I want to hide some parts of the model
L547[12:09:11] <OrionOnline> For example the fuel when there is none in the tileentitiy
L548[12:09:18] <OrionOnline> In 1.8 i used the OBJState to do taht
L549[12:09:32] <Javaschreiber> You can use blockstates for that.
L550[12:09:38] <OrionOnline> But that seems to have been changed to something with the AnimationProperty
L551[12:09:41] <OrionOnline> Javaschreiber, I know
L552[12:10:00] <gigaherz> I think there's some customdata thing to specify a visibility list?
L553[12:10:17] <OrionOnline> gigaherz, that is only blockstate dependent
L554[12:10:22] <OrionOnline> As the fuel is just an example
L555[12:10:30] <gigaherz> so?
L556[12:10:34] <OrionOnline> Some parts need to get hidded based on the surrounding blocks
L557[12:10:44] <gigaherz> how many combinations would you have?
L558[12:11:01] <OrionOnline> Ehm let me pull up my calculator
L559[12:11:03] <gigaherz> you can use getActualState to provide a set of properties that match the context and TE
L560[12:11:06] <Javaschreiber> You could render the static stuff using regular methods and then anger everybody by using TEs for the dynamic stuff.
L561[12:11:17] <gigaherz> but if there's more than a hundred or so...
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L563[12:11:33] <OrionOnline> 2^30 roughly
L564[12:11:39] <gigaherz> that is crazy XD
L565[12:11:43] <Javaschreiber> Then TE's.
L566[12:11:48] <OrionOnline> their are 30 parts that can be hidden or not
L567[12:11:50] <gigaherz> and yeah, you can't do that with just blockstate properties
L568[12:11:55] <OrionOnline> I know
L569[12:12:01] <Javaschreiber> gigaherz you can.
L570[12:12:08] <gigaherz> Javaschreiber: not with blockstate properties
L571[12:12:11] <Javaschreiber> submodels.
L572[12:12:14] <OrionOnline> I worked it out with our rendering lord fry
L573[12:12:15] <gigaherz> no
L574[12:12:18] <Javaschreiber> no?
L575[12:12:21] <gigaherz> blockstate variants are computed all at init
L576[12:12:31] <gigaherz> you *can't* have 2^30 blockstate combinations
L577[12:12:32] <OrionOnline> Before i just set the visibleState of each OBJGroup in the OBJState
L578[12:12:34] <gigaherz> it just doesn't fit in ram
L579[12:12:36] <Javaschreiber> That's too bad.
L580[12:12:40] <Javaschreiber> More RAM!
L581[12:12:42] <gigaherz> and even if it does
L582[12:12:50] <gigaherz> it would take hours to boot mc
L583[12:12:55] <OrionOnline> Creating it dynamically
L584[12:13:02] <Javaschreiber> Doesn't it already
L585[12:13:05] <OrionOnline> But now it uses a different system
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L587[12:13:14] <OrionOnline> Which is why i am here
L588[12:13:14] <gigaherz> stop being silly... oh he left
L589[12:13:25] <OrionOnline> lol .... good old javaschreiber
L590[12:13:37] <gigaherz> anyhow
L591[12:13:41] <gigaherz> back to the thing in question
L592[12:13:45] <gigaherz> I never used the OBJState thing
L593[12:13:48] <gigaherz> so I don't know how it works
L594[12:13:50] <gigaherz> or worked
L595[12:13:55] <OrionOnline> I just wanted to know what the deal is with the animationproperty
L596[12:14:00] <gigaherz> the only situation where I have "parts" on a model
L597[12:14:06] <gigaherz> I use submodels to combine separate .obj files
L598[12:14:11] <OrionOnline> and how i can (if i can) set the visibility on parts that way
L599[12:14:14] <gigaherz> and the only situation where I need animation
L600[12:14:22] <gigaherz> I load the multiple .obj models and draw them on TESR
L601[12:14:26] <gigaherz> so sorry, can't help with that
L602[12:14:26] <gigaherz> ;P
L603[12:14:36] <OrionOnline> Nah no problem gigaherz
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L608[12:26:09] <theFlaxbeard> williewillus: Am I missing something, or does ArmorProperties.applyArmor not take into account armor toughness at all?
L609[12:26:28] <williewillus> does it account for armor POINTS or armor TOUGHNESS? theyre distinct
L610[12:26:46] <williewillus> i didnt look at it I just made the report based on your word haha
L611[12:27:06] <theFlaxbeard> Doesn't take into account toughness
L612[12:27:10] <theFlaxbeard> this is a seprarate issue
L613[12:27:16] <theFlaxbeard> but another flaw in the method
L614[12:27:24] <gigaherz> applyArmorCalculations, on EntityLivingBase, does
L615[12:27:30] <theFlaxbeard> Which is never called for a player
L616[12:27:44] <williewillus> jus tPR the fixes
L617[12:27:46] <theFlaxbeard> The player call to applyArmorCalculations is redirected to ArmorProperties.applyArmor by forge
L618[12:27:53] <theFlaxbeard> Yeah that's what I'm planning on doing
L619[12:28:02] <gigaherz> oh I see
L620[12:28:05] <gigaherz> seems like a forge bug
L621[12:28:08] <gigaherz> fix it and PR ;P
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L627[12:34:03] <masa> which of the dozens of block methods indicates a non-full block?
L628[12:34:17] <CsokiCraft> How do I override a vanilla TileEntity?
L629[12:34:24] <masa> or actually I might rather want to see of the face of a block is non-full
L630[12:35:06] <theFlaxbeard> I'm not sure the best way to integrate armor toughness with ISpecialArmor, since right now it creates an ArmorProperties for vanilla armor. The issue is that ArmorProperties' calculation for damage reduction doesn't use a tougness attribute.
L631[12:35:10] <theFlaxbeard> CsokiCraft: What do you mean?
L632[12:35:22] <williewillus> masa: many xP
L633[12:35:24] <williewillus> they all overlap
L634[12:35:42] <williewillus> theFlaxbeard: is ISpecialArmor not based upon the vanilla formulas?
L635[12:35:52] <williewillus> just copy it from the vanilla formulas if so
L636[12:36:44] <masa> hm, seems that the javadocs are wrong too on at least some of these?
L637[12:36:52] <williewillus> i updated them a while ago
L638[12:36:56] <williewillus> it mightve changed lol
L639[12:37:10] <williewillus> all of them are used for a different assortment of game logic, rendering, or pathing
L640[12:37:34] <masa> for example isFullyOpaque() in BlockStairs is return satte.getValue(HALF) == BlockStairs.EnumHalf.TOP;
L641[12:37:52] <CsokiCraft> <theFlaxbeard> I mean, for example I want to create a <TileEntityCustomFurnace extends TileEntityFurnace> and I want all furnaces have that as their TE
L642[12:38:04] <masa> and the javadoc says Checks if an IBlockState represents a block that is opaque and a full cube.
L643[12:38:14] <williewillus> thats what it does in the baseblock class
L644[12:38:17] <theFlaxbeard> You'd have to use an event handler to catch the block being placed and replace the TE, I'd think
L645[12:38:18] <williewillus> also dont think i made that comment xD
L646[12:38:19] <masa> which to me says stuff like cobblestone
L647[12:38:31] <theFlaxbeard> I'm not entirely sure where the calculations come from in ArmorProperties.applyArmor actually, they're not at all like what goes on in vanilla as far as I can tell
L648[12:38:40] <masa> when did you update them? I'm currently in 1.9.4 with mappings 2016-06-23
L649[12:38:47] <theFlaxbeard> CombatRules.getDamageAfterAbsorb is what vanilla uses and it's 3 lines
L650[12:38:52] <williewillus> masa: during 1.8.0
L651[12:38:54] <williewillus> :P
L652[12:38:59] <masa> oh
L653[12:39:14] <williewillus> isFullyOpaque seems to be the casual vanilla player's definition of a "solid" block
L654[12:40:09] <williewillus> can sustain things redstone dust and flowers and levers, can pass redstone signals through, etc.
L655[12:40:14] <williewillus> actually not that last one
L656[12:40:24] <williewillus> but yeah its a mess
L657[12:40:57] <masa> hmm, doesSideBlockRendering might be what I want
L658[12:41:54] <masa> basically I want to see if there is a block above another block, which isn't a "full cube" so that the block belowe can be seen at least somewhat
L659[12:42:49] <masa> seems to be a forge added method too, haha
L660[12:43:18] <masa> okay or maybe isSideSolid
L661[12:43:27] <masa> damn tehse things... :D
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L663[12:44:49] <williewillus> are you running into the issue where you have a non full block model and the block below is gettign culled?
L664[12:45:01] <williewillus> i think thats isOpaqueCube
L665[12:46:50] <masa> this is not for rendering, but for a block swapper item logic, similar to the equal trade wand focus
L666[12:47:21] <masa> so I want to swap the blocks on a plane if they are not fully obstructed on the "front face"
L667[12:47:55] <williewillus> check the bounding box?
L668[12:47:58] <williewillus> idk
L669[12:48:02] <masa> I thnk thaumcraft used something like not opaque for it, because I remember Wyld or someone using the wand for minig ores by swapping them for glass
L670[12:50:16] <theFlaxbeard> I'm not entirely sure what the best course of action would be for fixing ArmorProperties, it would need a rewrite to say the least. WayOfTime made an issue back in April regarding it and it looks like he has an open, unmerged PR.
L671[12:50:17] <theFlaxbeard> https://github.com/MinecraftForge/MinecraftForge/issues/2720
L672[12:50:35] <williewillus> bump it
L673[12:52:14] <theFlaxbeard> On the other hand, his PR also doesn't deal with the ARMOR or ARMOR_TOUGHNESS attributes, nor does his code reference toughness at all as far as I can tell
L674[12:52:19] <theFlaxbeard> so it's an incomplete fix
L675[12:52:50] <williewillus> comment on it and bring that up
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L677[13:02:17] <IoP> Are forge's javadocs being hosted at any site?
L678[13:03:57] <gigaherz> I don't think anyone's generating forge javadocs -- just the comments
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L688[13:34:11] <IoP> but I found usable javadoc from source code!
L689[13:34:48] <IoP> Are version ranges documented somewhere?
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L691[13:36:47] <williewillus> IoP see the VersionRange class
L692[13:37:57] <IoP> it's not really user friendly to give that as reference for pack builders. (honestly I personally believe that pack builders shoud be able to read basic java but)
L693[13:38:29] <williewillus> what do you mean by version ranges
L694[13:38:32] <diesieben07> [] means including () means excluding
L695[13:38:32] <williewillus> first of all
L696[13:38:36] <williewillus> and yeah its just that
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L698[13:38:46] <IoP> https://github.com/MinecraftForge/FML/blob/master/src/main/java/net/minecraftforge/fml/common/versioning/VersionRange.java#L102 is nice but meh
L699[13:38:48] <williewillus> standard mathematical notation + missing number means unbounded
L700[13:38:51] <diesieben07> [1.0,2.0) means 1.0 up to anything below 2.0
L701[13:39:17] <diesieben07> [1.0,1.3] means 1.0 and 1.3 and anything in between
L702[13:39:22] <IoP> standard mathmatical notation + average 8 years old pack builder = fail
L703[13:39:31] <diesieben07> also note that things are compared right to left
L704[13:39:39] <diesieben07> 1.0.3 is considered higher than 1.0
L705[13:39:46] <kashike> IoP: stop looking at that repo, FML was merged into the main Forge repo
L706[13:39:49] <diesieben07> you need the same amount of numbers in both things otherwise things go haywirse
L707[13:39:51] <diesieben07> *wire
L708[13:40:13] <IoP> kashike: stupid google gave that first. :P
L709[13:40:27] <IoP> but good reminder
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L711[13:42:28] <IoP> Do you? I thought that class was created tu support variable width version numbers with pre and rc tags.
L712[13:43:15] <diesieben07> yes i remember there was an issue where someone crashed because of this
L713[13:43:26] <IoP> (can't write today. too much food => no blood in brains)
L714[13:44:19] <IoP> interesting. Especialli because those classes are from maven(?) project which probably did shitloads of tests for defferent version schemes
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L716[13:47:03] <diesieben07> yes they are modified versions of the maven code
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L750[15:37:46] <mort> dealing with inventories in minecraft is... not beautiful.
L751[15:37:53] <williewillus> depends
L752[15:37:59] <williewillus> are you using caps?
L753[15:38:07] <mort> caps?
L754[15:38:15] <williewillus> well then that explains it ;p
L755[15:38:21] <williewillus> forge added a separate inventory interface
L756[15:38:23] <mort> I'm just trying to use IInventory
L757[15:38:26] <mort> oh
L758[15:38:39] <williewillus> exposed using the capability system in 1.8+
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L761[15:39:59] <mort> so, how do I get started with it?
L762[15:40:23] <williewillus> i wrote a general starter on the cap system itself but what are you needing to do with inventories? helps to get a bit specific
L763[15:41:05] <mort> basically just put an ItemStack into an inventory if it's not full
L764[15:41:11] <mort> should be pretty basic
L765[15:41:31] <mort> almost got done implementing it with IInventory before talking here
L766[15:41:46] <williewillus> wait so are you implementing your own inv or using someone else's inv?
L767[15:42:34] <mort> well both, but I have already implemented my own inventory, and already have the ItemStack in question
L768[15:42:53] <mort> so atm I just have an ItemStack and want to put it into another inventory
L769[15:42:59] <williewillus> yeah the cap system provides you with most of the stuff already done
L770[15:43:16] <williewillus> doing all that would probably be 10ish liens with caps so here you go to get started https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L771[15:44:55] <williewillus> it goes through a lot of making your own capability but you don't need to do that the inventory one was already made by forge
L772[15:45:12] <williewillus> its just good to know the bts so read it if you want otherwise skip to "Making things have a capability"
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L774[15:48:53] <lbpfan950> hello
L775[15:48:56] <lbpfan950> is this chat dewd?
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L777[15:49:26] <mort> I'll start just trying to read the immediately relevant parts, ignoring the general capabilities stuff
L778[15:49:33] <mort> but then later come back and read the rest
L779[15:49:35] <mort> hey lbpfan950
L780[15:49:43] <williewillus> lbpfan950: yes
L781[15:49:45] <williewillus> we are all dead
L782[15:49:57] <TehNut> nah this chat gril
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L784[15:51:41] <lbpfan950> ok
L785[15:51:45] <lbpfan950> i have a crash report
L786[15:52:07] <lbpfan950> http://paste.ubuntu.com/19677461/
L787[15:52:23] <Ordinastie_> report to flansmod
L788[15:52:34] <lbpfan950> irc channel?
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L790[15:52:44] <Ordinastie_> no idea
L791[15:52:56] <lbpfan950> how do you know?
L792[15:53:14] <Ordinastie_> how do I know it's flansmod ?
L793[15:53:20] <lbpfan950> yes
L794[15:53:29] <lbpfan950> i imagined it was my recent drivers update
L795[15:53:39] <lbpfan950> i am having issues with my package manager affter all?
L796[15:53:41] <Ordinastie_> line 7
L797[15:53:43] <Ordinastie_> java.lang.ClassCastException: com.flansmod.common.guns.EntityAAGun cannot be cast to net.minecraft.entity.EntityLivingBase
L798[15:54:17] <lbpfan950> can you translate it to english
L799[15:54:31] <TehNut> com.FLANSMOD.commons.blah
L800[15:54:32] <Ordinastie_> Flansmod messed up
L801[15:54:36] <diesieben07> its not flansmods fault
L802[15:54:43] <Ordinastie_> it's not ?
L803[15:54:46] <diesieben07> you have entity id configuration mismatches between client and server
L804[15:54:58] <Ordinastie_> my bad then
L805[15:55:01] <lbpfan950> I KNOW
L806[15:55:05] <diesieben07> but you should yell at flansmod for using global entity IDs.
L807[15:55:10] <lbpfan950> ARIGATOU GOZAIMASU
L808[15:55:16] <williewillus> global ids
L809[15:55:20] <diesieben07> wat.
L810[15:55:22] <williewillus> why do people still try to use those
L811[15:55:22] <IoP> also couldron
L812[15:55:29] <lbpfan950> ;-;
L813[15:55:31] <diesieben07> also 1.7.10 .-..
L814[15:55:33] <williewillus> didnt we take that out
L815[15:55:33] <lbpfan950> im using kcauldron
L816[15:55:33] <williewillus> oh
L817[15:55:35] <williewillus> lol
L818[15:56:09] <lbpfan950> seriously thoguh
L819[15:56:10] <z0ttel> stuff you don't expect: unbreakable and having blast resistance being two different things o.o
L820[15:56:12] <lbpfan950> arigatou
L821[15:56:21] <linuxdaemon> if the issue isn't replicable without cauldron, it's cauldron's fault
L822[15:56:29] <linuxdaemon> imo
L823[15:56:31] <diesieben07> this is not cauldrons fault
L824[15:56:36] <lbpfan950> its client side though
L825[15:56:38] <lbpfan950> the server is fine
L826[15:56:41] <linuxdaemon> ah
L827[15:56:43] <diesieben07> this is the configs not matching server/client.
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L829[15:57:38] <lbpfan950> thanx
L830[15:58:00] <lbpfan950> is it talking about flan's mod IDs?
L831[15:58:09] <lbpfan950> *entities
L832[15:58:13] <lbpfan950> or generally
L833[15:58:13] <diesieben07> yes.
L834[15:58:30] <diesieben07> the client gets told by the server "hey please spawn entity with ID <something>"
L835[15:58:39] <diesieben07> and the client thinks that ID is an entity from flansmod
L836[15:58:47] <lbpfan950> ah
L837[15:58:49] <diesieben07> which cannot be since only living entities can be spawned via this method and the flansmod entity is not living
L838[15:58:57] <lbpfan950> wait
L839[15:58:59] <lbpfan950> ...
L840[15:59:04] <diesieben07> so there is a config issue between client and server
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L842[15:59:13] <diesieben07> they don't agree on which entity has which id.
L843[15:59:46] <lbpfan950> that logic doesnt work
L844[16:00:21] <linuxdaemon> it does, you need to sync the configs between your client and server
L845[16:00:45] <lbpfan950> hmmm
L846[16:00:52] <lbpfan950> ender io is being stupid
L847[16:00:57] <diesieben07> no, what you NEED to do is stop using 1.7.10.
L848[16:01:01] <williewillus> lol
L849[16:01:02] <lbpfan950> that helped
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L851[16:01:08] <diesieben07> it would, if you actualyl did it.
L852[16:01:13] <diesieben07> but you won't..
L853[16:01:22] <lbpfan950> 1.7.10 is awesome
L854[16:01:25] <diesieben07> No its not.
L855[16:01:27] <williewillus> registering using globals got removed in 1.8 right?
L856[16:01:32] <lbpfan950> that fixed the issue
L857[16:01:32] <SparkVGX> goodmorning/evening
L858[16:01:39] <diesieben07> its not removed but deprecated.
L859[16:01:47] <williewillus> about time to remove them though 0.o
L860[16:01:48] <diesieben07> actually it is removed.
L861[16:01:49] <lbpfan950> what is a global?
L862[16:01:57] <williewillus> an old way of doing entity stuff
L863[16:02:00] <diesieben07> global entitys ad IDs taht are shared between ALL mods
L864[16:02:08] <diesieben07> there are only 255 of them and they are ... horrible in many ways
L865[16:02:13] <diesieben07> as you can observe right here
L866[16:02:13] <williewillus> which means conflicts galore
L867[16:02:25] <williewillus> and the "new" way that replaced them has been in fml for years now :P
L868[16:02:25] <diesieben07> this issue would NOT happen if flan's would not be using global IDs.
L869[16:03:40] <lbpfan950> i would still cras hthough
L870[16:03:44] <lbpfan950> i would still crash hthough
L871[16:03:59] <lbpfan950> because the desynced configs were enderio
L872[16:04:27] <lbpfan950> so i would have inevtiablly connect to this irc channel and still report a pastebin in an alternate timeline in which global ids were not used
L873[16:04:35] <williewillus> no...
L874[16:04:47] <lbpfan950> if there are global ids are there local ids?
L875[16:04:50] <williewillus> its very possible that using the globals screws other mods up
L876[16:04:52] <williewillus> yes
L877[16:04:56] <williewillus> that's how it's supposed to be done
L878[16:04:59] <williewillus> since like 2012
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L881[16:07:25] <lbpfan950> im not interested in updating to 1.8
L882[16:07:30] <lbpfan950> can you please convince me
L883[16:07:35] <williewillus> no
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L885[16:07:44] <linuxdaemon> don't go 1.8, go 1.10.2 :p
L886[16:07:49] <diesieben07> ^
L887[16:08:04] <linuxdaemon> that's where all the cool stuff is
L888[16:08:15] <lbpfan950> ?
L889[16:08:30] <williewillus> i don't even bother "convincing" people now
L890[16:08:33] <williewillus> it'll die eventually
L891[16:08:38] <williewillus> i pretend it doesnt exist
L892[16:08:41] <williewillus> and port stuff :P
L893[16:08:52] <SparkVGX> ^ the hero this chat needs
L894[16:09:12] <diesieben07> but the hero that some people don't want :D
L895[16:09:19] <SparkVGX> ^ also true!
L896[16:09:23] <linuxdaemon> lol
L897[16:09:28] <williewillus> lol
L898[16:09:32] <linuxdaemon> they have to wake up and smell the modding
L899[16:09:43] <diesieben07> what does it smell like? Sweaty programmers?
L900[16:09:52] <lbpfan950> are the majority of mods availible for 1.8 now?
L901[16:10:05] <diesieben07> who cares about 1.8?
L902[16:10:20] <lbpfan950> last time i was in the community, mods updating took a long itme
L903[16:10:21] <williewillus> hey of the 5 ports all but 1 of them were well received ;p
L904[16:10:26] <lbpfan950> *time
L905[16:10:34] <SparkVGX> which one wasn't well received?
L906[16:10:36] <diesieben07> but you using 1.7.10 will not make it go any faster.
L907[16:10:39] <lbpfan950> does that fact still hold truth?
L908[16:10:53] <linuxdaemon> 1.7-1.8 look a long time, 1.8-1.9+ was fastwr
L909[16:10:55] <linuxdaemon> faster*
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L911[16:11:08] <diesieben07> 1.9-1.10 was just "mods just work"
L912[16:11:16] <SparkVGX> ^
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L914[16:11:28] <williewillus> I'm on team for PE, lets not mention the IC2C one, Aura Cascade has been successfully given back to pix, Botania is going, TF is going (but I'm not done yet and idk if I shouldve since its ARR)
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L916[16:11:32] <williewillus> SparkVGX: ic2c :P
L917[16:11:45] <SparkVGX> haha aww buddy.
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L920[16:12:01] <lbpfan950> arigatou gozaimasu
L921[16:12:01] <williewillus> it was honestly a waste of time
L922[16:12:11] <lbpfan950> thank you for ur halp
L923[16:12:13] <lbpfan950> bai
L924[16:12:15] <SparkVGX> bai
L925[16:12:35] <diesieben07> bay.
L926[16:12:36] <williewillus> botania taught me a lot more about 1.8+ ic2c was just a grind then I got trashed on by the author for it
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L928[16:12:57] * z0ttel just started modding and after having had a look at stuff before 10.2 is just really simple and clean
L929[16:13:06] <TehNut> to be fair the author trashes on pretty much everybody
L930[16:13:18] <SparkVGX> chose a good time to come in z0ttel
L931[16:13:18] <z0ttel> interdimensional travel sucked for two hours or so tho
L932[16:14:16] <williewillus> TehNut: he tried to revive the zomg 6EiB of json argument on reddit
L933[16:14:24] <williewillus> or something to that tune
L934[16:14:48] <SparkVGX> Do we have the ability to rotate the player camera without being a core mod? I don't want to replace vanilla code.
L935[16:14:58] <williewillus> then trashed me for not being able to finish making ic2c's cables in the model system when I just stopped because it wasn't worth it :P
L936[16:15:10] <williewillus> SparkVGX: i remember there being a pr for it so I think theres a way
L937[16:16:21] <SparkVGX> I can make it rotate the same way a player moves it with the mouse, but i can't flip it upside down, so far as I can tell. I'm wanting to work with gravity and make players walk on the ceiling :D
L938[16:17:56] <williewillus> oh one of the vanilla shaders flips the screen
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L941[16:19:53] <z0ttel> hehe, but can you do inverse fall damage?
L942[16:20:16] <z0ttel> looked as if vanilla wasn't up for it
L943[16:20:18] <diesieben07> "XYZ landed on their head."
L944[16:20:49] <z0ttel> I thought about having spring-loaded traps ala orcs must die
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L947[16:21:35] <williewillus> justreplicate all the fall code but going the other way easy ;)
L948[16:22:03] <Shambling> what did the c stand for in ic2c?
L949[16:22:11] <williewillus> classic
L950[16:22:11] <z0ttel> classic?
L951[16:22:23] <Shambling> the pre 1.6.4 version?
L952[16:22:35] <SparkVGX> I was almost hoping there wasn't a possible way to do it :P But thank you williewillus. I'll look into vanilla shaders when I get back. I haven't used them before.
L953[16:22:38] <z0ttel> williewillus: but it's in the entity/playerMPwhateverentity moveEntity handler, you'd have to adapt that -.-
L954[16:22:41] <Shambling> I remember there being a version I played with and didn't mind, it was before it got super grindy, but still had exploding machines
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L956[16:23:30] <z0ttel> something along the lines of "moving down and hit a surface below => onFall(..."
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L959[16:24:07] <Shambling> think the only machine I used was the quarry though. Didn't really start using mods again until 1.7.10 and ender-io
L960[16:28:27] <Shambling> williewillus how long have you been modding? did you go by any other names previously? I swear I see you everywhere now though
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L962[16:29:25] <williewillus> Shambling: I started modding in 2014, first with ASM (please don't do that lmao), then I joined ProjectE, then I started porting stuff to 1.8+, most well known of which is botania
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L964[16:30:24] <DarkS__> know how to save a Capability attached to a player?
L965[16:31:48] <williewillus> DarkS__: if you make your ICapabilityProvider implement INBTSerializable then it gets saved for you
L966[16:32:05] <DarkS__> ok thanks
L967[16:32:08] <williewillus> provided you override the read/writeNBT methods and implement those appropriately
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L969[16:32:38] MineBot sets mode: +v on mezz_
L970[16:32:41] <Shambling> hrmm well I can't reply with /tell for some reason. so, cool
L971[16:33:29] <Shambling> I take it ASM isn't short for old C style assembly if I read this website correctly
L972[16:34:14] <williewillus> editing the bytecode of the class as its loading
L973[16:34:26] <williewillus> super hacky dont use :P
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L976[16:34:44] <Shambling> yeah I wouldn't want to unless I was editing something that forge didn't allow
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L978[16:36:03] <Shambling> though looking at it, I wonder if its a way to fix some of the janky school programs I need to deal with on a daily bases
L979[16:36:17] <gigaherz> ASM is a library for bytecode manipulation
L980[16:36:37] <gigaherz> it just happens to be most useful for editing code during load
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L982[16:38:06] <Shambling> hrmmm ok so no, it wouldn't be helpful. still looking for ways to actually get at the remote calls of some of our ancient java 3 hp printers
L983[16:38:33] <Shambling> I seem to remember 'not having enough time to care' last time one of them had a crash, and I just did a "did you reboot it" fix
L984[16:39:15] <Shambling> wish there was a java sandbox for older versions, so I could just access ancient code instead of java throwign a hissy fit and blocking it
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L986[16:42:41] <gigaherz> Shambling: install old java on a VM?
L987[16:42:49] <gigaherz> like, I have win98se on vmware
L988[16:42:49] <gigaherz> ;P
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L990[16:43:20] <Shambling> like I said, I ran out of "I care" time.
L991[16:43:24] <Shambling> wonder why I can't /tell people
L992[16:43:28] <Shambling> worked like 5 days ago
L993[16:43:55] <Shambling> I do have a physical copy of win98 around somewhere at the school though. Sounds like a fun project when we're done wire
L994[16:44:34] <gigaherz> hmm
L995[16:44:37] <gigaherz> you mean here on irc?
L996[16:44:37] <Shambling> oh wait, its msg not /tell
L997[16:44:38] <Shambling> lol
L998[16:44:42] <gigaherz> never seen /tell
L999[16:44:46] <gigaherz> seen /query and /msg
L1000[16:44:50] <Shambling> I played too much asheron's call in the 90's :P
L1001[16:44:53] <gigaherz> where /query also opens a window
L1002[16:44:58] <gigaherz> while /msg just sends the message
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L1004[16:47:06] <DarkS_> for some reason IStorage.writeNBT/readNBT isnt beeing called
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L1006[16:47:49] <diesieben07> DarkS_, that is to be called by YOU.
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L1008[16:47:59] <DarkS_> where?
L1009[16:48:10] <williewillus> DarkS_: why are you calling that?
L1010[16:48:10] <diesieben07> if you expose capability X, you must call the IStorage for X
L1011[16:48:17] <williewillus> wat
L1012[16:48:22] <diesieben07> you must call it in the ICapabilityProvider
L1013[16:48:26] <williewillus> oh
L1014[16:48:31] <williewillus> you don't have to use the storage for taht but sure
L1015[16:48:32] <diesieben07> be it a TileEntity, etc. or an attached one
L1016[16:48:49] <diesieben07> it would be the textbook way that also works with capabilities that are not yours
L1017[16:48:51] <DarkS_> ok, so I have a class that implements IStorage, it has write and read NBT but they are never called
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L1019[16:48:58] <diesieben07> yes. YOU MUST CALL THEM.
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L1021[16:49:03] <diesieben07> <diesieben07> you must call it in the ICapabilityProvider
L1022[16:49:08] <gigaherz> DarkS_: who uses your capability?
L1023[16:49:17] <DarkS_> entity
L1024[16:49:24] <gigaherz> so that entity
L1025[16:49:31] <gigaherz> does it attach using ICapabilityProvider
L1026[16:49:38] <gigaherz> or you have it directly in your code for the entity?
L1027[16:50:02] <DarkS_> ICapabilityProvider
L1028[16:50:25] <williewillus> change ICapabilityProvider -> ICapabilitySerializable and implement the methods
L1029[16:50:25] <williewillus> done
L1030[16:50:38] <DarkS_> lol ok
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L1033[16:51:33] <electrolitic> Dang it. Not too long ago, I made a new git account (I didn't like my old one) and whenever I try to push anything, I get an access denied because it's from my old account. I know this is a little off topic, but any suggestions?
L1034[16:51:52] <williewillus> you need to give yourself access
L1035[16:52:00] <williewillus> cant just push to anoher user's repos can we :P
L1036[16:52:15] <williewillus> login to the old repo go to settings -> collaborators and add your new account
L1037[16:52:27] <DarkS_> or change the owner
L1038[16:52:27] <heldplayer> Or migrate your repos
L1039[16:52:29] <electrolitic> I want to push to my own, but my remote git has my old accoutn set.
L1040[16:52:40] <heldplayer> Update your git configurating then
L1041[16:52:44] <williewillus> or yeah transfer ownership to your new acct
L1042[16:54:07] <electrolitic> There's only one gitconfig file that I fixed. Maybe I'm just missing something :/
L1043[16:54:30] <electrolitic> The access is being denied TO my old account.
L1044[16:54:50] <z0ttel> meh, no proper tail recursion in java -.-
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L1046[16:57:31] <williewillus> i forgot the argument against that
L1047[16:57:36] <williewillus> well not really against
L1048[16:57:40] <williewillus> but things to be aware of
L1049[16:57:43] <DarkS_> I think I'm missing something but my Capability isnt calling read/writeNBT
L1050[16:57:51] <williewillus> which read/writeNBT
L1051[16:57:59] <williewillus> the ones on ICapabilitySerializable should be called
L1052[16:58:03] <DarkS_> nope
L1053[16:58:05] <williewillus> post code
L1054[16:58:29] <DarkS_> code or imgur img?
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L1056[16:59:03] <DarkS_> public class EnergyData implements ICapabilitySerializable<NBTTagCompound>, IEnergyData, Capability.IStorage<IEnergyData>
L1057[16:59:03] <DarkS_> {
L1058[16:59:03] <DarkS_> private int energy = 0, maxEnergy = 25000;
L1059[16:59:03] <DarkS_> public EnergyData()
L1060[16:59:03] <DarkS_> {
L1061[16:59:04] <DarkS_> }
L1062[16:59:06] <DarkS_> @Override
L1063[16:59:06] <williewillus> oh no
L1064[16:59:08] <williewillus> lol
L1065[16:59:08] <DarkS_> public int getEnergy()
L1066[16:59:10] <DarkS_> {
L1067[16:59:12] <DarkS_> return energy;
L1068[16:59:13] <williewillus> DarkS_: please log out :P
L1069[16:59:14] <DarkS_> }
L1070[16:59:16] <DarkS_> @Override
L1071[16:59:18] <DarkS_> public void setEnergy(int energy)
L1072[16:59:20] <DarkS_> {
L1073[16:59:26] <DarkS_> this.energy = MathHelper.clamp_int(energy, 0, getMaxEnergy());
L1074[16:59:28] <DarkS_> }
L1075[16:59:30] <DarkS_> @Override
L1076[16:59:34] <DarkS_> public int getMaxEnergy()
L1077[16:59:36] <DarkS_> {
L1078[16:59:38] <DarkS_> return maxEnergy;
L1079[16:59:40] <DarkS_> }
L1080[16:59:42] <DarkS_> @Override
L1081[16:59:44] <DarkS_> public void setMaxEnergy(int energy)
L1082[16:59:45] ⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L1083[16:59:46] <DarkS_> {
L1084[16:59:47] <williewillus> why do people think it makes sense to do this >_<
L1085[16:59:48] <DarkS_> maxEnergy = energy;
L1086[16:59:50] <DarkS_> }
L1087[16:59:52] <DarkS_> @Override
L1088[16:59:56] <DarkS_> public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing)
L1089[16:59:58] <gigaherz> williewillus: you presume they *think* before doing it
L1090[16:59:58] <DarkS_> {
L1091[17:00:00] <DarkS_> return capability == ENERGY_CAPABILITY;
L1092[17:00:02] <DarkS_> }
L1093[17:00:04] <DarkS_> @Override
L1094[17:00:06] <DarkS_> public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing)
L1095[17:00:08] <DarkS_> {
L1096[17:00:12] <DarkS_> if (capability == ENERGY_CAPABILITY)
L1097[17:00:14] <DarkS_> return (T) this;
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L1100[17:01:09] <DarkS_> sorry...:(
L1101[17:01:44] <williewillus> thats why we pastebin :P
L1102[17:01:54] <DarkS_> yeeeeah kinda forgot that xD
L1103[17:02:09] <williewillus> haha we should have a "days since someone attempts to post a billion lines of code" counter
L1104[17:02:17] <RANKSHANK> wrong time to log in? wrong time to log in. ;D
L1105[17:02:38] <DarkS_> http://pastebin.com/0xPEJYZB theeeeere
L1106[17:03:08] <diesieben07> don't implement IStorage on the provider...
L1107[17:03:09] <williewillus> why is your istorage the same as your cap impl
L1108[17:03:11] <williewillus> don't do taht
L1109[17:03:13] <williewillus> :P
L1110[17:03:18] <DarkS_> ok ok
L1111[17:03:19] <williewillus> the istorage should be standalone
L1112[17:03:39] <diesieben07> plus....
L1113[17:03:40] <williewillus> see the last two methods - the data you want to serialize is in the `instance` passed to you
L1114[17:03:42] <williewillus> not the fields
L1115[17:03:51] <diesieben07> there should be NO data storage in the ICapabilityProvider.
L1116[17:04:05] <diesieben07> don't have your capability and the provider be the same object...
L1117[17:04:06] <williewillus> ^
L1118[17:04:14] <williewillus> split it out :D
L1119[17:05:13] <RANKSHANK> I like that song
L1120[17:05:35] <DarkS_> now I have to search that song
L1121[17:06:41] <DarkS_> ok so its not calling
L1122[17:06:55] <diesieben07> what is not calling?
L1123[17:07:14] <DarkS_> read/writeNBT in ICapabilitySeralizable
L1124[17:07:38] <diesieben07> ICapabilitySerializable does not have those methods.
L1125[17:07:44] <diesieben07> it has serializeNBT and deserializeNBT
L1126[17:07:52] <DarkS_> serialize/deserialize :P
L1127[17:08:05] <williewillus> have you read my cap gist? :P
L1128[17:08:20] <DarkS_> yes
L1129[17:09:08] <williewillus> post new code then if you've changed it
L1130[17:09:47] <DarkS_> oh no, now its beeing called
L1131[17:09:50] <DarkS_> but only on server
L1132[17:09:53] <DarkS_> is it ok?
L1133[17:09:55] <williewillus> yeah
L1134[17:09:59] <williewillus> saving onlyt happens on server
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L1136[17:10:02] <DarkS_> ok cool
L1137[17:10:12] <DarkS_> thanks! :D
L1138[17:10:18] <DarkS_> :*
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L1156[18:13:13] * z0ttel is pretty close to just writing a cheap equal-trade knock-off for structure_void fill
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L1171[18:57:24] <Shambling> so has any programmed a proper step assist replacement for the jump up from 1.10? :|
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L1191[20:04:31] <Ferdz_TheWeeb> !gm func_71410_x
L1192[20:05:43] <Ferdz_TheWeeb> !gm func_71410_x
L1193[20:05:53] <Ferdz_TheWeeb> !gm func_149727_a
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L1196[20:08:55] <z0ttel> transferPlayerToDimension appears to be doing something to the player coordinates outside of what the teleporter does -.-
L1197[20:10:04] <z0ttel> mh - probably mangling through long or int at some point
L1198[20:11:22] <Ferdz_TheWeeb> Might seem like a noob question, but how do I get a world by it's string name server-side?
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L1200[20:11:59] <Ferdz_TheWeeb> !gm func_71276_C
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L1202[20:13:29] <Ferdz_TheWeeb> Somehow, I don't have anything called MinecraftServer
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L1204[20:14:03] <z0ttel> are you aware of package imports?
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L1206[20:16:27] <Ferdz_TheWeeb> Yes, I'm actually having a complex setup and it implies bukkit, I got MinecraftServer now
L1207[20:20:00] <Ferdz_TheWeeb> !gm getPlayerList
L1208[20:20:22] <Ferdz_TheWeeb> !gm getPlayerList 1.7.10
L1209[20:21:00] <Ferdz_TheWeeb> Any clue what the string parameter in ConfigurationManage.getPlayerList means?
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L1218[20:47:32] MineBot sets mode: +o on LexDesktop
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L1221[20:53:17] <theFlaxbeard> Any nice way to get the holder of a capability?
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L1233[21:31:50] <KnightMiner> Does dividing by 0 not cause a crash if its a float? That seems to be the only way to explain a certain piece of code not doing safety checks but working
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L1243[21:48:56] <capitalthree> KnightMiner: nope, because "not a number" is actually an ieee-codified floating point value
L1244[21:49:15] <capitalthree> oh and Infinity, no joke
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L1246[21:49:50] <KnightMiner> So "not a number" is a valid number?
L1247[21:50:01] <KnightMiner> Okay, I'm down with that :)
L1248[21:50:05] <capitalthree> well... depends what you define as valid, and a number
L1249[21:50:17] <capitalthree> but it's a legal value for the float type and not an exception
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L1251[21:50:34] <KnightMiner> Does it actually produce NaN or infinity in that case?
L1252[21:50:44] <KnightMiner> Logically, 0 can go into 1 infinite times
L1253[21:50:46] <capitalthree> 0/0 = nan
L1254[21:50:51] <capitalthree> 1/0 = infinity
L1255[21:50:57] <capitalthree> I think
L1256[21:51:19] <KnightMiner> And how does NaN compare? Is it less than 0 specifically?
L1257[21:51:47] <capitalthree> https://docs.oracle.com/javase/7/docs/api/java/lang/Float.html
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L1259[21:52:42] <capitalthree> not sure if you can do more than or less than comparisons with those values at all
L1260[21:52:47] <capitalthree> I would hope that's exception
L1261[21:53:17] <capitalthree> Float.NEGATIVE_INFINITY ftw
L1262[21:53:54] <KnightMiner> From the looks of it, it is the same as an actual number, Float.intBitsToFloat(0x7fc00000)
L1263[21:54:25] <KnightMiner> Well, assuming valid bits...
L1264[21:54:55] <capitalthree> only in the sense that float is a 4 byte primitive type so *all* possible values must map to a 4 byte number
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L1270[21:59:58] <KnightMiner> Ah, found what I needed. All comparisons with NaN return false, so that works
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L1273[22:04:54] <dimix70> Hello guys, sorry to bother you all this late but a friend of mine is running into some problems starting his server, can anyone take a quick look? http://pastebin.com/C8L5vq0N
L1274[22:10:24] <capitalthree> dimix70: upgrade java
L1275[22:10:42] <dimix70> already did that
L1276[22:10:50] <capitalthree> then uninstall the old one
L1277[22:10:58] <capitalthree> and/or run the newer java version correctly
L1278[22:11:00] <dimix70> It runs on windows, not on centOS
L1279[22:11:09] <capitalthree> "unsupported major/minor version" is code for "unsupported jvm bytecode version"
L1280[22:11:14] <capitalthree> there's no other explanation
L1281[22:11:39] <dimix70> ok thanks, I'll tell him to do that
L1282[22:11:46] <dimix70> *gives virtual cookie*
L1283[22:11:47] <capitalthree> good luck!
L1284[22:11:51] * capitalthree noms :D
L1285[22:18:45] <SparkVGX> o/
L1286[22:26:08] <dimix70> \o
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L1288[22:35:28] <Darkevilmac> I saw that I18n is deprecated, what would be the alternative I can use?
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L1291[22:39:32] <SparkVGX> keep using it
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L1294[22:44:28] <SparkVGX> There isn't an event for checking the weather, so far as I can tell.
L1295[22:45:03] <SparkVGX> or on weather change anyway
L1296[22:46:23] <Darkevilmac> SparkVGX, not sure what you mean about weather, I'm more concerned about getting language file entries.
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L1298[22:47:44] <SparkVGX> Oh, I'm just wanting to do certain behaviour when there is a thunderstorm in game. Are you having trouble with your .lang file?
L1299[22:49:05] <SparkVGX> I18n isn't deprecated so far as I know and I'm on the latest forge
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L1301[22:51:45] <SparkVGX> d'oh. The world object has a simple "isThundering()" method. Not quite as nice to need to check that all the time, but should work nicely anyway.
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