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L7[00:08:48] <minecreatr> yay, I can finally
rejoin
L8[00:15:04] <HassanS6000> !gm
setBlockBoundsBasedOnState 1.8.9
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L27[01:17:00] <killjoy> That FiraCode font
was updated a few days ago
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L42[01:59:54] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160903 mappings to Forge Maven.
L43[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160903-1.10.2.zip
(mappings = "snapshot_20160903" in build.gradle).
L44[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[02:24:44] <LexLap> sup bitches
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L56[02:33:50] *
ghz|afk yawns
L57[02:33:51] <ghz|afk> morning
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L59[02:35:06] <MalkContent> fucker
L60[02:35:16] <MalkContent> just reading
yawn made me yawn again
L61[02:35:22] <MalkContent> too early
L62[02:35:48] <MalkContent> anywho,
morning
L63[02:36:23] <gigaherz> XD
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L112[05:55:44] <JoltEffect> moring guys,
wonder if you could point me in the right direction please. I am
wanting to create a smelting receipe for an item(subitem) however
the getSubItems seems to be client side only and only called when
you enter the world. which is after my smelting receipe is
initalised, just wondering how I would overcome this please?
L113[05:56:40] <PaleoCrafter> getSubItems
has nothing to do with recipes, JoltEffect, that's just about the
creative tab
L114[05:57:14] <JoltEffect> arrrr ok
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L116[05:59:47] <JoltEffect> mmm back to
the drawing board then, I was obviously going down the wrong path
:)
L117[05:59:55] <JoltEffect> ty
L118[06:01:10] <PaleoCrafter> all you need
is pass an ItemStack with metadata to GameRegistry.addSmelting
:P
L119[06:05:06] <JoltEffect> yeah i was
using the getsubitems to create the subitem metea data :P
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L152[08:42:29] <illy> ive been writing too
much scala I keep im writing "def" when writing a
method...
L153[08:43:30] <PaleoCrafter> I know that
feeling, illy
L154[08:44:11] <PaleoCrafter> sometimes,
when I momentarily forget what I wanted to do, I just typing
"def" no matter what language I'm using xD
L155[08:44:18] <illy> heh
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L161[08:55:08] <illy> PaleoCrafter: In my
CS class in college I kept using printf instead of cout my teacher
wasnt happy with me...
L162[08:55:22] <PaleoCrafter> lol
L163[08:58:04] <illy> well the source file
was named hello.cc the double c means c++ right?
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L186[10:48:36] <Ferdz_TheWeeb> Is there a
way to tell that a certain transform should be applied to a certain
submodel in blockstates jsons?
L187[10:49:51] <Ferdz_TheWeeb> This is
what I have so far,
http://pastebin.com/HjPzS7Hf but the
transform at line 10 isn't applied to the model I would want it
to
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L199[11:49:10] <TechnicianLP> !gm
updateEntity
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L204[11:59:57] <gigaherz> Ferdz_TheWeeb: I
don't think you can apply things to a submodel
L205[12:00:01] <gigaherz> you have to
replace the entire submodel
L206[12:00:09] <gigaherz> so you can't
mix&match submodel properties
L207[12:00:11] <gigaherz> it's all or
nothing
L208[12:00:36] <Ferdz_TheWeeb> Hmmm
L209[12:00:43] <Ferdz_TheWeeb> You can
have a transform tag inside a submodel
L210[12:00:49] <gigaherz> yes
L211[12:00:54] <gigaherz> but if you have
another property with submodel
L212[12:00:56] <gigaherz> it will replace
all
L213[12:02:42] <gigaherz> gota go
later
L214[12:02:43] <Ferdz_TheWeeb> Can I apply
a transform that will modify both root and submodels?
L215[12:02:55] <Ferdz_TheWeeb> Alright,
thanks anyways
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L233[13:07:06] <TechnicianLP> !gm
updateEntities
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L243[13:36:41] <Katrix> Having some
problems with getting textures to show up, anyone mind helping me?
It should just be to call
ModelLoader.setCustomModelResourceLocation, place the blockstates
in assets/<modid>/blockstates , the models in
assets/<modid>/models/item and the textures in
assets/<modid>/textures/items right?
L244[13:37:23] <Katrix> If I remove any of
the files there it complains about missing them, but even when all
the files are there, it doesn't look like it's using the blockstate
at all
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L246[13:41:18] <Ferdz_TheWeeb> Katrix, can
you show us the blockstate?
L248[13:46:56] <Katrix> Everything in here
really
L249[13:47:20] <Katrix> Blocks themselves
work, but items doesn't
L250[13:47:35] <Katrix> Items without
blocks also doesn't work
L251[13:49:44] <Katrix> The weird thing is
that it loads the models fine. It even complains about the textures
being the wrong resolution. It doesn't use them is all.
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L253[13:51:31] <Ferdz_TheWeeb> Hmmm can't
tell what's wrong
L254[13:51:37] <Hanii> Is there any way to
get a unique seed for a biome in the world? Or something I can use
to generate one with? Like the centre block coörds or
something?
L255[13:52:16] <Hanii> Well, not
necessarily unique, I suppose.
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L262[14:04:46] <Hanii> Is there a way to
get the centre block of a biome in the world? I searched, and a
thread said to look at the source for Twilight Forest, although I’m
not sure where in there to look.
L263[14:06:13] <Ordinastie_> center of a
biome ?
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L265[14:10:45] <Hanii> The centre x/z
coörd of a biome in the world.
L266[14:12:16] <Ordinastie_> you say that
like biomes have a predefined shape or something
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L268[14:14:40] <Hanii> Again, when I
searched for this, one answer said to look at the source for
twilight forest. Although I have no idea where to look in the
source for that.
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L270[14:15:21] <Hanii> Given there was the
suggestion that TF used that for establishing locations for
structures, that was the conclusion I arrived at.
L271[14:15:52] <Hanii> I’m still quite new
to doing anything with biomes.
L272[14:16:04] <Ordinastie_> why not use
the seed of the world ?
L273[14:18:11] <Hanii> Because, let’s say
I’m wanting to add something to worldgen that’s randomised per
biome in the world. I could hash together just the world seed and
the biome ID to use as a seed, but then it’ll be the same for every
biome in the world of that biome type.
L274[14:18:42] <Ordinastie_> I didn't
really mean remaking a random from that seed
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L276[14:18:49] <Ordinastie_> I mean use
the same random object
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L278[14:19:21] <Hanii> Because then it
would be different from generation to generation for the same seed,
depending on which area was generated first.
L279[14:19:58] <Ordinastie_> see how other
structures use it
L280[14:20:31] <Hanii> <_< I don’t
know any other mods that randomise things per biome in the
world.
L281[14:21:13] <P3pp3rF1y> what about
vanilla desert and jungle temples?
L282[14:21:13] <Ordinastie_> vanilla does
it, right ?
L283[14:21:37] <Hanii> No? Not as far as I
know?
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L286[14:23:43] <Ordinastie_> !gm
func_72788_a
L287[14:24:34] <Ordinastie_> you're
adding/removing from the list while it's iterating over it
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L290[14:27:33] <MalkContent> talking to me
ordi?
L291[14:27:38] <Ordinastie_> yes
L292[14:27:45] <MalkContent> not my doing
:D
L293[14:28:16] <Ordinastie_> that's still
what happens
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L295[14:28:39] <MalkContent> yea
L296[14:28:45] <MalkContent> can you make
out culprits?
L297[14:29:15] <Ordinastie_> no
L298[14:29:32] <Ordinastie_> it's not
possible from the crash alone
L299[14:29:35] <Ordinastie_> nor with the
log
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L305[14:45:05] <MalkContent> mm
L306[14:45:11] <MalkContent> guessed as
much
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L327[15:37:55] <bilde2910> What would you
people think about the ability to send Java objects directly from
clients to servers and vice versa without having to manually
encode/decode them as binary data?
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L332[15:45:34] <Ordinastie_> bilde2910,
don't think that's even possible
L333[15:45:34] <PaleoCrafter> bilde2910,
you mean a serialisation framework? :P
L334[15:45:44] <bilde2910> Yes a
serialization framework
L335[15:45:47] <Ordinastie_> or that
L336[15:46:08] <PaleoCrafter> I think most
major mods end up implementing one of their own at some point
L337[15:46:22] <bilde2910> Exactly
L338[15:46:36] <bilde2910> Everyone
reinvents the wheel, why? :)
L339[15:46:51] <PaleoCrafter> mostly NIH,
I think :P
L340[15:47:08] <bilde2910> NIH?
L341[15:47:14] <PaleoCrafter> Not invented
here
L342[15:47:36] <sham1> It's a
"syndrome"
L344[15:48:25] <sham1> That basically
means that "if I didn't make it, it's crap, therefore I need
to make my own one with blackjack and hookers"
L345[15:48:59] <PaleoCrafter> an essential
problem of the modding community is (mostly due to technically
reasons, I suppose) is that unless something is in Forge, everybody
ends up inventing it themselves
L346[15:49:17] <PaleoCrafter> because
dependency management basically isn't a thing without external
applications
L347[15:49:29] <sham1>
s/modding/programming/ and s/Forge/standard library/
L348[15:50:17] <PaleoCrafter> eh, the Java
ecosystem is well known for its large dependency trees :P
L349[15:50:36] <bilde2910> yeah that's
true
L350[15:50:39] <gigaherz> problem, IMO, is
the lack of a runtime dependency downloader
L351[15:50:53] <gigaherz> if forge had a
way to fetch dependencies from maven
L352[15:50:54] <PaleoCrafter> that and
that nobody would want to download a huge mod
L353[15:50:58] <sham1> Well, there's
always Javascript if one wants to bitch about dependencies
L354[15:51:00] <gigaherz> I'd have no
issues adding dependencies to my mod
L355[15:51:04] <sham1> Fucking
leftpad
L356[15:51:31] <gigaherz> shading libs is
NOT the right solution -- even if it's sometimes necessary
L357[15:51:35] <Ordinastie_> gigaherz, so
you'd use MalisisCore? :p
L358[15:51:40] <gigaherz> Ordinastie_:
possibly
L359[15:51:45] <Ordinastie_> \o/
L360[15:51:53] <sham1> I'd use it, but 1)
hacks and 2) NIH
L361[15:51:54] <gigaherz> if it has stuff
in it that I would like
L362[15:52:41] <bilde2910> I got a little
surprised when I realized I had written 116 lines of code to simply
serialize and deserialize a single class, when it could have been
done in maybe 5 or 6 lines with a good generic implementation
backing it
L363[15:53:12] <sham1> Well,
generalizability is a good thing
L364[15:54:06] <sham1> Although, you could
have done (and this is NOT recommended) made your class
Serializable and then serialized your object into a byte array
stream and put that byte array into your NBT
L365[15:54:11] <sham1> Again, not
recommended
L366[15:54:19] <PaleoCrafter> if such a
thing was to be PRed to Forge, it'd have to be heavily
optimised
L367[15:54:25] <gigaherz> uhh if the point
is turning a clas to NBT
L369[15:54:37] <gigaherz> I already wrote
a generic lib for that
L370[15:54:37] <gigaherz> ;P
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L372[15:54:51] <gigaherz> but I decided it
wasn't worth using
L373[15:54:59] <sham1> But NIH
L374[15:56:39] <sham1> Oh, it seems that
the forge logo has been changed
L375[15:56:43] <sham1> thank
goodness
L376[15:57:16] <PaleoCrafter> huh,
where?
L377[15:57:18] <Ordinastie_> that was
quick
L378[15:57:21] <gigaherz> already?
L379[15:57:23] <Ordinastie_> on
files.
L380[15:57:25] <gigaherz> link?
L381[15:57:31] <PaleoCrafter> xD
L383[15:57:33] <gigaherz> I wanna see wht
won
L384[15:57:35] <sham1> Look at the
logo
L385[15:57:35] <PaleoCrafter> that is
pretty darn old
L386[15:57:40] <sham1> Oh
L387[15:57:44] <PaleoCrafter> I made that
back in the day :P
L388[15:57:47] <sham1> Well, I didn't
notice
L389[15:57:50] <gigaherz> oh random anvil
and hammer
L390[15:57:51] <bilde2910> How exactly
does that work gigaherz? Do serializable classes implement
ICustomNBTSerializable?
L391[15:57:55] <PaleoCrafter> exactly,
gigaherz
L392[15:58:05] <sham1> Why didn't they
just use that logo
L393[15:58:07] <gigaherz> bilde2910: it
works through reflection
L394[15:58:09] <PaleoCrafter> I just
slapped something together because the existing one looked
horrid
L395[15:58:16] <gigaherz> but if the
reflection-based method won't work right
L396[15:58:19] <gigaherz> you can use the
interface
L397[15:58:30] <gigaherz> to provide a
custom implementation
L398[15:58:52] <LatvianModder> ew why is
the logo blurry and all
L399[15:58:58] <gigaherz> stop-gap
measure
L400[15:59:02] <gigaherz> there'¡s a
contest ongoing
L401[15:59:17] <PaleoCrafter> see above,
LatvianModder :P
L402[15:59:35] <PaleoCrafter> about that
contest, Lex hasn't created a forum post yet, has he?
L403[15:59:48] <gigaherz> oh
L404[15:59:49] <LatvianModder> Didnt you
create it?
L405[15:59:54] <gigaherz> well then
there's a contest planned ;P
L406[15:59:57] <PaleoCrafter> I did, he
hasn't put it up yet though
L407[16:00:08] <LatvianModder> hes at Pax
isnt he
L408[16:00:16] <PaleoCrafter> I think
so
L409[16:00:18] <gigaherz> ah that'd
explain why
L410[16:00:19] <sham1> What subforum that
kind of thing would even reside at
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L412[16:00:36] <sham1> Site news?
L413[16:00:41] <PaleoCrafter> I
guess
L414[16:00:53] <PaleoCrafter> that
"Non-forge" kinda irritates me xD
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L417[16:01:19] <LatvianModder> I have
never used Forums actually.. how is that thing different from
IRC/any chat or GitHub issues? :P
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L419[16:02:19] <sham1> Well, modder
support is extreme cesspool of people who don't understand what
they are doing and then some helpful people such as Diesieb telling
them to learn programming
L420[16:02:53] <gigaherz> LatvianModder:
forums are comment boards
L421[16:03:02] <LatvianModder> Well.. isnt
reddit too?
L422[16:03:05] <gigaherz> imagine reddit,
just less chaotic
L423[16:03:10] <sham1> Reddit is a
forum
L424[16:03:11] <sham1> Kinda
L425[16:03:21] <gigaherz> reddit is a
forum-turned-social-network
L426[16:03:24] <ThePsionic> sham1: "i
want to make a mod right now and i want it to contain everything.
also what is an ide"
L427[16:03:34] <LatvianModder> and 4chan
is even more chaotic forum? :P
L428[16:03:35] <gigaherz> the main
difference, is that reddit posts are a link to somewhere else
L429[16:03:35] <PaleoCrafter> forums are
less hierarchical in their discussions
L430[16:03:40] <gigaherz> while forums are
self-contained
L431[16:03:40] <sham1> "How do I make
.class into .java"
L432[16:03:47] <gigaherz> PaleoCrafter:
they can be
L433[16:03:48] <ThePsionic> "how do
computer"
L434[16:03:53] <gigaherz> most forums make
it optional and default-off
L435[16:03:57] <PaleoCrafter> well,
yeah
L436[16:04:07] <sham1> sourceCompatibility
= targetCompatibility = "1.6" // Need this here so
eclipse task generates correctly.
L437[16:04:12] <gigaherz> but they often
have hierarchital views as an option
L438[16:04:15] <sham1> Thank you Gradle
gods for including those
L439[16:04:42] <sham1> In the mdk
build.gradle
L440[16:05:09]
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L443[16:05:56] <sham1> I like the
layout
L444[16:06:08] ⇦
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L445[16:06:09] <LatvianModder> dude
wtf
L446[16:06:09] <gigaherz> that a mockup?
or functional?
L448[16:06:12] <sham1> But could there be
a night theme
L449[16:06:14] <PaleoCrafter> a
mockup
L450[16:06:25] <PaleoCrafter> Lex
requested one, too, sham1
L451[16:06:34] <sham1> thanks lex
L452[16:06:35] <ThePsionic> good thing: i
just remembered i have a catch-all email address
L453[16:06:45] <ThePsionic> infinite email
addressed huzzah
L454[16:06:51] <sham1> Having both a light
and a dark theme is a good thing
L455[16:07:03] <gigaherz> yeh when you
manage to setup everything in your OS to dark
L456[16:07:09] <PaleoCrafter> refresh,
LatvianModder
L457[16:07:12] <gigaherz> and then some
website slaps you in the face with bright backgrounds
L458[16:07:14] <ThePsionic> PaleoCrafter:
i am you, apparently
L459[16:07:27] <LatvianModder> NEVER!
*saves credentials*
L460[16:07:43] <ThePsionic> now i'm
LatvianModder
L461[16:07:45] <PaleoCrafter> refresh for
a WIP dark theme
L462[16:07:55] <LatvianModder> Ya now im
LatvianModder too. Weird bug
L463[16:07:56] <sham1> Well, light themes
are also useful when you work outside for instance
L464[16:07:57] <gigaherz> the theme looks
quite nice, btw
L465[16:08:07] <sham1> Also, the night
theme does not show text
L466[16:08:13] <PaleoCrafter> hm?
L467[16:08:14] <LatvianModder> I liked the
previous one better tho
L468[16:08:26] <LatvianModder> dark theme
is nice, but brown as bar color.. I dunno
L470[16:08:33] <PaleoCrafter> as I said,
WIP :P
L471[16:08:47] <PaleoCrafter> ah, yeah,
haven't changed the link colors yet, I think
L472[16:08:49]
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L474[16:08:54] <LatvianModder> half white,
half dark
L475[16:09:05] <sham1> Also,
"Interesting phenomenon with GL11.translateD()"
L476[16:09:07] <ThePsionic> sham1: tag
yourself i'm D:
L477[16:09:29] <sham1> I'd rather not
translate any D
L478[16:09:30] <PaleoCrafter> a real topic
from the forum, sham1 :P
L479[16:10:12] <sham1> Yay for floating
point errors
L480[16:10:18] <bilde2910> oh so they
confirmed the database breach in June! been waiting for that to
happen
L481[16:10:37] <bilde2910> as in,
announced in June. I'm definitely not up to date. Good to know
though
L482[16:11:03] <sham1> $ sudo apt
update
L483[16:11:15] <LatvianModder> If only
people could be trusted, we wouldnt need to hide stuff or have
passwords. Too bad that will NEVER happen
L484[16:11:38] <bilde2910> I send them an
email in May but never heard anything back. I wondered if they had
actually read it, but at least it's dealt with
L485[16:19:18] ⇦
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L488[16:25:40] <bilde2910> Hey gigaherz,
in your serializer, objects are serialized recursively,
right?
L489[16:25:58] <PaleoCrafter> still not
sure about the button and bar colours for the dark theme :/
L490[16:26:54] <bilde2910> PaleoCrafter,
just my opinion, but since the Forge logo is red, maybe the site
should follow a primarily red color palette?
L491[16:27:12] <PaleoCrafter> that logo
just is a placeholder :P
L492[16:27:15] <gigaherz> bilde2910:
yep
L493[16:28:32] <PaleoCrafter> hm,
actually, the colours from the light theme kind of work
L494[16:30:25] <sham1> One thing is not
like the other
L496[16:30:35] <PaleoCrafter> hm?
L497[16:30:46] <PaleoCrafter> the code
highlighting?
L498[16:30:49] <sham1> You got the poster
in that example post wrong
L499[16:30:52] <sham1> Gah
L500[16:30:55] <PaleoCrafter> lol
L501[16:31:20] <sham1> It's minor shit
like that what bother me the most
L502[16:31:32] <sham1> I dunno why
L503[16:31:39] <sham1> The site is good
looking
L504[16:32:07] <PaleoCrafter> I just
grabbed some members with different titles etc. from the forums
:P
L505[16:32:11] <sham1> :P
L506[16:32:16] <sham1> I could see
that
L507[16:33:11] ⇦
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L508[16:33:37] <sham1> Anyway, time to get
off from the computer so I may sleep
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L512[16:46:17] <MalkContent> is there
something like a tick monitor
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L514[16:47:07] <MalkContent> i get this
weird lag and then rubberbanding every couple seconds
L515[16:47:25] <MalkContent> i can move
freely, but the world reacts like that
L516[16:49:05] <PaleoCrafter> opis?
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L518[16:50:20] <bilde2910> gigaherz, what
happens if someone "private final Minecraft mc;" in a
serialized class? Or creates and tries to serialize a class that
contains an instance of itself?
L519[16:50:34] <codahq_> can anybody point
me to a code snippet or document that adds a custom item to chest
spawns in 1.9/1.10?
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L522[16:52:44] <codahq> perfect, ty
L523[16:52:55] <codahq> last time i did
this it was ChestGenHooks
L524[16:53:05] <gigaherz> bilde2910: well
then you get to have fun ;P
L525[16:53:06] <PaleoCrafter> yeah, loot
tables replaced that
L526[16:53:16] <codahq> i coudln't
remember what it was called
L527[16:54:13] <codahq> so i take it you
have a json for custom loot that has weights and stuff?
L528[16:54:28] <codahq> (under
custom_loot)
L529[16:55:52] <PaleoCrafter> I don't
actually know :P
L530[16:56:01] <codahq> no, nevermind.
lootLoad runs once at init or whatever. you add the lootentryitem
there.
L531[16:56:10] <codahq> easy enough
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L533[16:58:40] <bilde2910> gigaherz,
interesting. I'll need to work on my own serializer a bit more, and
I somehow didn't notice yours on google. Trying to cover all use
cases
L534[16:58:59] <gigaherz> I did mine for
fun
L535[16:59:02] <gigaherz> never intended
on people using it ;P
L536[16:59:16] <gigaherz> so it's missing
things like some sort of "@SerializerIgnore"
L537[16:59:30] <Ordinastie_> also, if you
intend to send stuff over network, don't use NBT
L538[16:59:45] <bilde2910> I did the
opposite approach, "@NBTSerialize", to specifically
include things :P
L539[16:59:49] <bilde2910> Also why is
that, Ordinastie_
L540[16:59:58] <Ordinastie_> too
heavy
L541[17:00:15] <bilde2910> heavy, as in
memory, size, ?
L542[17:00:21] <Ordinastie_> size
L543[17:00:24] <IoP>
"@SerializerIgnore" ~= transient
L544[17:00:39] <MalkContent> opis doesn't
seem to have versions past 1.7.10
L545[17:01:04] <williewillus> !gm
func_188616_a
L546[17:01:04] <bilde2910> IoP,
@Retention(RetentionPolicy.RUNTIME)?
L547[17:01:16] <bilde2910> I didn't think
they were that big in size, Ordinastie_
L548[17:01:29] <Ordinastie_> for each
field, you need to send the names
L549[17:01:37] <bilde2910> you would need
that when serializing anything
L550[17:02:30] <gigaherz> not really
L551[17:02:38] <gigaherz> if you have a
fixed encoding
L552[17:02:43] <gigaherz> you can
serialize with just a list of bytes
L553[17:02:54] <gigaherz> however, it's
not very flexible
L554[17:03:06] <gigaherz> NBT is
essentially a binary json
L555[17:03:23] <bilde2910> Well, yeah,
true. But it wouldn't really be too huge compared to everything
else that's transferred?
L556[17:03:31] <gigaherz> depends on how
often
L557[17:03:36] <gigaherz> but the point
is
L558[17:03:37] <bilde2910> true
L559[17:03:41] <gigaherz> a normal
IMessage encodes to ByteBuf
L560[17:03:49] <gigaherz> you write
exactly as many bytes as you think you need
L561[17:03:57] <bilde2910> of course
L562[17:03:59] <gigaherz> while a NBT
would be longer just for having longer field names
L563[17:04:58] <bilde2910> you could set
short field names though
L564[17:05:59] <bilde2910> what kind of
situation would require frequently sending that much data? I
haven't really written many networking mods yet :P
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L567[17:06:48] <gigaherz> well take for
example, viewing an inventory
L568[17:06:52] <gigaherz> every time an
itemstack changes
L569[17:06:56] <gigaherz> you have to send
the stack's data
L570[17:07:01] <gigaherz> so that the
clients know what's in there
L571[17:07:14] <gigaherz> if you have
multiple pipes adding and removing items
L572[17:07:20] <gigaherz> that'¡s quite a
lot of items being transferred
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L574[17:07:28] <gigaherz> or take one of
those fancy translucent pipes
L575[17:07:30] <gigaherz> that show the
items inside
L576[17:07:37] <gigaherz> every time an
item enters the pipe, it has to be sent
L577[17:07:43] <gigaherz> and every time
it exits the pipe, again
L578[17:07:52] <gigaherz> so you have a
lot of messages saying "I now have this item"
L579[17:07:57] <gigaherz> one pipe block?
nothing
L580[17:08:06] <gigaherz> but when oyu
have a whole automation system with a thousand pipes? yeah a
lot.
L581[17:08:21] <bilde2910> good
point
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L583[17:11:45] <bilde2910> I guess it
could be good for infrequent data transfers though, or saving some
kind of state to file
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L586[17:14:28] <gigaherz> yep for
persistance, sure, that's why it exists
L587[17:14:30] <gigaherz> (NBT)
L588[17:17:39] <bilde2910> this is just a
random, crazy thought/idea that may not work at all, but would it
be good if something like this was included in forge? with a
warning stating what it should not be used for?
L589[17:19:20] <bilde2910> also thanks for
your insight :)
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L598[18:08:27] <Katrix> Question, I have
lots of entities that look exactly the same. Is there any way I can
take advantage of this fact when rendering them?
L599[18:09:09] <PaleoCrafter> not without
some extra effort that's probably not worth it, Katrix
L600[18:09:50] <PaleoCrafter> you'd
basically have to render them completely separately etc., but you
could try PRing something like the FastTESR system for
entities
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L603[18:10:04] <PaleoCrafter> if you
really think it's necessary
L604[18:10:21] <Katrix> Oh ok. Reason is
that I do suspect that I do have enough (can easily get upwards 200
of them) to actually become a performance problem
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L606[18:11:17] <Katrix> If the was such a
system , would it handle simple animations and transformations too
then? Like each entity is rotated by yaw and pitch, but that's
it
L607[18:12:01] <PaleoCrafter> nope, you'd
have to manipulate the vertex data manually
L608[18:12:52] <PaleoCrafter> although, if
fry were to do this, he'd probably integrate it properly with the
animation system
L609[18:13:47] <Katrix> Hm, ok. I'll see
if there ever comes a day when something like this happens. Would
be really nice if it did, although I guess until then I just have
to be a bit careful about creating too many entities.
L610[18:14:13] <PaleoCrafter> just spawn
the maximum amount you'd expect and see what happens :P
L611[18:14:19] <PaleoCrafter> no need for
premature optimsation
L612[18:15:47] <Katrix> Tried that
already, altough I'm unsure if it was spawning them, or rendering
them that was the biggest bottleneck. Either way my FPS dropped to
something like 1-2
L613[18:16:17] <Katrix> I think that was
around 500 of them, something like that
L614[18:16:29] <RANKSHANK> what exactly
are these entities that so many were spawned?
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L616[18:17:19] <Katrix> Projectiles, they
are rather short lived(around 80 ticks), so it's not so much of a
big deal as long as not too many are spawned in a short amount of
time
L617[18:17:47] <Ordinastie_> is it some
sort of particle system ?
L618[18:17:59] <Katrix> I guess
maybe?
L619[18:18:18] <Katrix> Basically this in
3D
L621[18:20:07] <RANKSHANK> yegh that's a
metric butt ton of entities :P
L622[18:20:27] <Ordinastie_> you're making
a bullet hell ?
L623[18:20:42] <PaleoCrafter> do you need
collision data and everything for them, Katrix?
L624[18:20:58] <RANKSHANK> may be optimal
to have each "wave" an entity and use some math to
calculate the impact points and places to render
L625[18:21:13] <Katrix> I'm estimating
something around 160 entities created per second for that one (in
3D, less dense to make it easier for chubby minecraft
players)
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L627[18:21:39] <Katrix> I'd like something
like that, but the problem is that minecraft AFAIK only supports
boxed bounding boxes
L628[18:22:21] <Katrix> Also the fact that
I have no idea what each "wave" will look like. It could
be a stream as shown here, or it could be completely random.
L629[18:22:41] <Ordinastie_> don't think
minecraft is really fit for that
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L632[18:24:47] <Katrix> Yeah, sadly not.
If I had some sort of entity group system I would love to use that.
When it's really annoying is when I do know the shape of the path,
and can calculate it as a mathematical formula, but because
minecraft only supports square bounding boxes I'm forced to divide
what should be one big entity up into smaller pieces
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L698[22:07:06] <Ordinastie_> if you do
ASMData::getAll(annotationName) how do you know if the ASMData is
for a method or a class ?
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L713[23:13:59] <williewillus> taste the
lag
L714[23:14:04] <Tazz> hahaha
L715[23:19:11] <Ordinastie_> Tazz, shader
mod ?
L716[23:19:29] <Tazz> friend of mine is
writing a shader pack
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L718[23:33:24] <Ordinastie_> well, that's
something i never noticed before
L719[23:33:39] <Ordinastie_> when you pick
up an item, there is a small animation for the itemStack in the
hotbar
L720[23:36:30] <williewillus> lol
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