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L24[00:32:51] <xEviLSpaWnx> Anyone got a link for a 1.10.2 ore gen tutorial?
L25[00:33:00] <xEviLSpaWnx> I cant seem to find any :(
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L27[00:33:52] <LexManos> its the same as 1.9, 1.8, 1.7, 1.6, ...
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L31[00:35:58] <Lach_01298> is there any examples of a sided inventory using the item handler capability? because I can't find any
L32[00:36:23] <LexManos> Its exactly the same as a non-sided inventory.
L33[00:36:31] <LexManos> You just return different holders based on the side.
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L35[00:36:41] <LexManos> Or, you could look at the few dozen vanilla examples.
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L38[00:38:57] <Lach_01298> i've looked in tileFurnace and can't see how it connects it handlers to the slots
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L40[00:41:04] <RANKSHANK> what? so the bottom 20 or so lines make no sense at all?
L41[00:42:49] <Lach_01298> does the SidedInvWrapper set which slot each handler has?
L42[00:43:47] <RANKSHANK> ISidedInventory does?
L43[00:45:28] <Lach_01298> i thought the capability item handler was to replace ISidedInventory
L44[00:45:54] <LexManos> It is
L45[00:45:54] <RANKSHANK> ISidedInventory is a vanilla thing
L46[00:46:05] <RANKSHANK> so it gets wrapped to a more robust system
L47[00:46:18] <LexManos> YOUR things shouldnt implement ISided
L48[00:46:28] <LexManos> You should just use IItemHandlers
L49[00:46:30] <tankcr> I keep getting 403 Forbidden when gtrying to pull the WAILA repo, is there something I am missing?
L50[00:46:33] <LexManos> Its not a hard concept to get.
L51[00:48:57] <Lach_01298> ok so the sides should have different handlers. but is there anyway to have a slot included in more than one handler?
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L53[00:52:21] <tankcr> so if I can't get to the repo should I just download the mod and add the libraries to the lib folder?
L54[00:52:33] <RANKSHANK> If its your own implementation I don't see why not
L55[00:53:03] <LexManos> Same slot as in Sides == Bottom+Top or North = Top[0] + Custom ?
L56[00:53:48] <LexManos> Either way the answer is yes
L57[00:54:03] <LexManos> at the end of the day the backend is all up to you its just a interface
L58[00:54:44] <Lach_01298> fair enough
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L62[00:55:44] <tankcr> so then do I implement the lib folder directly under java?
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L64[00:56:24] <LexManos> You're most liekly defining the libary wrong
L65[00:56:33] <LexManos> or defining the repo wrong
L66[00:56:46] <LexManos> assuming you're referring to maven repo
L67[00:56:52] <tankcr> yes
L68[00:56:53] <LexManos> and 403ing from libraries.minecraft.net
L69[00:57:09] <tankcr> no http://mobiusstrip.eu/maven
L70[00:57:22] <tankcr> thats what throwing the 403
L71[00:57:23] <LexManos> what artifact?
L72[00:57:29] <tankcr> WAILA
L73[00:57:34] <LexManos> Full definition
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L75[00:57:41] <tankcr> mcp.mobius.waila:Waila:1.7.0-B3_1.9.4
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L77[00:58:23] <tankcr> the JEI repo seems just fine
L78[00:58:36] <LexManos> Are you developing for 1.7.10?
L79[00:58:53] <TehNut> the website seems to be down
L80[00:58:58] <LexManos> the website is fine
L81[00:59:34] <TehNut> It's "down" for me. Main page just says "Yo"
L82[00:59:43] <LexManos> Thats not down
L83[00:59:50] <LexManos> That is up, just not displaing anything
L84[00:59:55] <LexManos> Im able to grab that artifact just fine
L85[01:00:06] <LexManos> not all maven servers let you root around them
L86[01:00:12] <TehNut> This one used to
L87[01:00:23] <tankcr> hmm ok
L88[01:03:11] <Bottersnike> Lex, am I right in saying only you and trotter need buisness cards?
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L90[01:03:40] <tankcr> Maybe I am doing something wrong then? http://pastebin.com/nMxedqyq
L91[01:04:06] <LexManos> For now yes
L92[01:04:12] <Bottersnike> Okay
L93[01:04:29] <LexManos> why are you adding it to your buildscript deps?
L94[01:04:39] <Bottersnike> because they wern't rendering for you, I'm packaging PNGs so that you can see what they are meant to look like
L95[01:05:04] <tankcr> that was how it was done in the tutorial I was looking at
L96[01:05:33] <tankcr> should it be in a different section?
L97[01:05:33] <LexManos> your tutorial is wrong
L98[01:06:16] <tankcr> should it be in its own repo section?
L99[01:08:07] <LexManos> yes
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L102[01:09:00] <tankcr> can it just be named repositories{} or should it be something{repositories{}}
L103[01:09:49] <LexManos> http://lmgtfy.com/?q=gradle+dependency+repository
L104[01:10:43] <Bottersnike> :D Best site ever
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L107[01:13:00] * illy kinda wants to add lmgtfy to the bot
L108[01:13:30] * Bottersnike supports that idea
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L111[01:15:46] <illy> It's out of scope for the bot maybe for a general purpose irc bot
L112[01:16:23] <Bottersnike> Why would it be out of scope?
L113[01:17:48] <tankcr> stupid WAILA libraries still aren't loading in
L114[01:17:53] <illy> its a PR management bot that can be controlled via irc I don't want to bloat it with unnecessary features
L115[01:18:15] <Bottersnike> Ahh right
L116[01:18:31] <Bottersnike> You could write a seccond bot? No? :P
L117[01:18:57] <illy> once i get off my lazy ass and doo it :P
L118[01:19:12] <Bottersnike> What are the bots written in?
L119[01:20:04] <illy> Lex did you get my email I forgot to follow up on that
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L123[01:22:52] <Bottersnike> Coo, it does :P
L124[01:22:54] <Bottersnike> *cool
L125[01:23:24] <PitchBright> lol Bottersnike
L126[01:23:40] <PitchBright> i was joking about "my 12 year old niece"
L127[01:23:43] <Bottersnike> #LearningHowToIRC
L128[01:23:53] <Bottersnike> Rly?
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L133[01:46:40] <sham1> o/
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L135[01:49:17] <Botter|afk> o/
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L139[01:59:49] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160920 mappings to Forge Maven.
L140[01:59:52] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160920-1.10.2.zip (mappings = "snapshot_20160920" in build.gradle).
L141[02:00:03] <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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L195[05:04:08] <sham1> When will we be able to start telling people using 1.9.x to update
L196[05:04:44] <MalkContent> i thought that started 2 days after 1.10 came out
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L198[05:07:39] <sham1> Did it?
L199[05:07:53] <sham1> I don't see it in the forums then
L200[05:09:51] <MalkContent> it was the first virtually hassle free update in years, it's a nobrainer
L201[05:10:05] <MalkContent> "want support, update"
L202[05:11:43] <MalkContent> 'but muh mods are on one point nin...' "NO. they all work on 1.10, update your damn game"
L203[05:12:01] <Ivorius> Except mine
L204[05:12:04] <Ivorius> I had to update
L205[05:12:16] <MalkContent> how long'd that take?
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L207[05:12:25] <Ivorius> 10 minutes? :P
L208[05:12:43] <MalkContent> i guess i should have added an asterisk
L209[05:13:21] <MalkContent> *: if it does not, your mod author probably left the building, touch luck
L210[05:13:27] <MalkContent> tough*
L211[05:18:00] *** gAway2002 is now known as g
L212[05:18:17] <Ivorius> Whoever stops at 1.9 isn't worth being called a modder
L213[05:18:29] <Ivorius> Taking an update this easy is literally wonderland
L214[05:18:54] <g> Oh, most 1.9 mods work on 1.10?
L215[05:19:04] <g> I guess that explains why WAILA doesn't have an explicit 1.9 version then
L216[05:19:14] <g> er, 1.10
L217[05:19:47] <MalkContent> inb4 1.9 maniacs that don't accept the existence of icebears and doubledigit version numbers behind the dot
L218[05:23:18] <Ivorius> Ich möchte ein Eisbär sein
L219[05:23:20] <Ivorius> Im kalten Polar
L220[05:23:33] <MalkContent> :D
L221[05:23:34] <MalkContent> <3
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L247[06:08:30] <ScottehBoeh> Good day
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L257[06:51:42] <sham1> "Ice bears"
L258[06:51:55] <sham1> Oh is that what they call them nos
L259[06:51:58] <sham1> now*
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L261[07:01:08] <MalkContent> polar bears* :x
L262[07:04:31] <sham1> To be fair, in my language the word is "ice bear" if directly translated so...
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L267[07:38:34] <LatvianModder> g: almost 99% of 1.9.4 mods will work on 1.10 and 1.10.2
L268[07:38:45] <g> that sure is good news
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L271[07:39:41] <LatvianModder> I developed for 1.9.4 only for quite some time, but then 1.10 forge got some neat features and I moved to just 1.10.2
L272[07:42:12] <g> our modpack is 1.10.2 from the off, so it's pretty useful info
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L279[08:19:24] <ScottehBoeh> This is going well :) http://i.imgur.com/dbJGl05.png
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L284[08:26:01] <LatvianModder> that looks cool, what is that?
L285[08:26:24] <ScottehBoeh> Its a ww2 project me and Diesieben are working on
L286[08:26:27] <LatvianModder> hmmmm.. Get Premium Now.. Don't know about that one.. *cough*EULA*cough*
L287[08:26:35] <ScottehBoeh> Ah. Not to worry, all Cosmetic ofc ;)
L288[08:26:41] <LatvianModder> Then its fine
L289[08:26:53] <ScottehBoeh> I was quite scared posting that image incase it was seen as promotion (But of course, its not even out yet)
L290[08:27:03] <LatvianModder> you might want to work on fonts for those 3 buttons - bottom text is very blurry
L291[08:27:22] <ScottehBoeh> Ah very true :\ We're planning on just having it read the text from the same .json file as the images
L292[08:28:01] <LatvianModder> this will be like an RPG mod?
L293[08:28:04] <LatvianModder> a*
L294[08:30:31] <ScottehBoeh> TDM :)
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L296[08:31:00] <ScottehBoeh> It's inspiration is mostly Heroes and Generals with a slight mix of Forgotten Hope (The old ww2 battlefield 2 mod)
L297[08:31:33] <gigaherz|work> I wish mc was more rpg-like
L298[08:31:44] <gigaherz|work> the thing they chose for experience and levels is BS
L299[08:31:55] <gigaherz|work> I mean
L300[08:31:55] <LatvianModder> The interface is pretty cool
L301[08:32:20] <gigaherz|work> they could have called it "magic orbs" and "enchant points"
L302[08:32:23] <gigaherz|work> and I'd be ok with that
L303[08:32:29] <ScottehBoeh> I got so much concept art, its unbelievable
L304[08:32:34] <gigaherz|work> just... experience and levels? that has nothing to do with experience or leveling
L305[08:32:35] <ScottehBoeh> I got really upset when they added Experience to MC
L306[08:32:35] <gigaherz|work> ;P
L307[08:32:41] <LatvianModder> Those levels dont give you any satisfaction other than that awesome Ding sound every 5 levels, aight?
L308[08:32:52] <gigaherz|work> you use them for enchanting and repairing
L309[08:32:53] <ScottehBoeh> xD
L310[08:33:02] <gigaherz|work> which is un-level-like
L311[08:33:03] <gigaherz|work> ;P
L312[08:33:07] <gigaherz|work> really
L313[08:33:28] <LatvianModder> since I hadnt played any other game, I was very excited for levels
L314[08:33:28] <gigaherz|work> if they had called them "Magic orbs" and "Enchantment Points"
L315[08:33:32] <gigaherz|work> then we'd say
L316[08:33:46] <gigaherz|work> "Repairing costs 10 enchantment points" rather than "15 XP"
L317[08:33:48] <gigaherz|work> and it would make sense
L318[08:33:49] <gigaherz|work> XD
L319[08:33:57] <LatvianModder> not because of their function, but because the bar looked better and colorful orbs popped out of mobs when yo killed em
L320[08:34:06] <gigaherz|work> but XP is like...
L321[08:34:15] <gigaherz|work> you don't lose experience just because you use it
L322[08:34:21] <LatvianModder> actually I HAD played one game before, and that was RuneScape
L323[08:34:34] <gigaherz|work> so it feels stupidly silly that you "spend" experience on enchanting
L324[08:34:37] <LatvianModder> yeah.. its more money than experience in Minecraft
L325[08:34:38] <gigaherz|work> as if for some weird reason
L326[08:34:50] <gigaherz|work> you forget your experiences when you use the enchantment table
L327[08:35:02] <LatvianModder> lol
L328[08:35:06] <gigaherz|work> the only way that makes sense
L329[08:35:07] <LatvianModder> minecraft isnt the best at naming things
L330[08:35:20] <gigaherz|work> is like in some fantasy stories
L331[08:35:30] <gigaherz|work> where people literally put their experiences and memories into writing spells
L332[08:35:40] <gigaherz|work> and lose bits of themselves in the process
L333[08:36:05] <gigaherz|work> but they didn't even try to give it that kind of lore
L334[08:36:10] <gigaherz|work> so meh.
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L336[08:37:59] <gigaherz|work> ScottehBoeh: I was thinking a while ago
L337[08:38:09] <gigaherz|work> about making a "class mechanics" mod
L338[08:38:12] <gigaherz|work> it would have class tokens
L339[08:38:17] <gigaherz|work> equipable in the inventory
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L341[08:38:32] <gigaherz|work> that would remember your skill levels, unlocks, and when equipped
L342[08:38:37] <gigaherz|work> would change the game mechanics to fit the class
L343[08:38:57] <gigaherz|work> such as, an archer may have extra options for bows
L344[08:39:18] <gigaherz|work> and a mage would have access to spells
L345[08:40:19] <gigaherz|work> I never got around to implementing it because it would have needed too many hacks for my tastes ,p
L346[08:40:23] <gigaherz|work> ;P*
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L360[09:16:10] <ScottehBoeh> Things I hate about Skill Levels, especially in terms of Storage is finding the best way to secure a connection between Client and Server
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L362[09:17:35] <ScottehBoeh> (Unless, of course, you're just doing client-side.
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L365[09:24:42] <Otho> How does forge order which mod preinit will be called first?
L366[09:25:11] <gigaherz|work> it has a sorting function
L367[09:25:18] <gigaherz|work> it takes the jars as it finds them
L368[09:25:23] <gigaherz|work> and then applies before: and after: annotations
L369[09:25:40] <gigaherz|work> the mods that are undetermined don't have a predefined order
L370[09:27:28] <gigaherz|work> ScottehBoeh: "secure a connection"?
L371[09:27:39] <gigaherz|work> you can send packets back and forth as you wish
L372[09:27:54] <gigaherz|work> the server should be the one to always keep track of the data
L373[09:27:57] <ScottehBoeh> If you're having client information being sent to a Server (from the Client), its most definitely possible for the Client-side mod to be tampered with
L374[09:27:59] <gigaherz|work> and it would just notify the client of the changes
L375[09:28:19] <gigaherz|work> yes, you should *never* trust data from a client
L376[09:28:22] <ScottehBoeh> Someone can easily manipulate the packets, change the data requests
L377[09:28:34] <gigaherz|work> the idea is, the client sends a "I want to initiate this skill"
L378[09:28:45] <gigaherz|work> and the server will either accept this request and start the skill server-side
L379[09:28:49] <gigaherz|work> or reject it and cancel
L380[09:29:01] <ScottehBoeh> Yes.. That's exactly what I was talking about
L381[09:29:02] <gigaherz|work> the client CAN begin playing the animations for the skill
L382[09:29:17] <gigaherz|work> but in the end if someone modifies the mod
L383[09:29:25] <gigaherz|work> the worst that can happen is that they desync
L384[09:29:34] <gigaherz|work> since the server will have rejected the skill use
L385[09:29:41] <gigaherz|work> you can't prevent aimbots and such
L386[09:29:43] <gigaherz|work> that's unavoidable
L387[09:30:36] <ScottehBoeh> @Otho, there's many ways around this. Let me see if I can find the page relating to this (Such as having your mod load firsT)
L388[09:30:47] <Otho> gigaherz|work, Can I use those annotations? (before)
L389[09:31:08] <gigaherz|work> sure
L390[09:31:12] <gigaherz|work> in your @mod
L391[09:31:20] <gigaherz|work> dependencies="before:whatever,after:something"
L392[09:32:55] <Otho> oh... the thing is I have mod A and mod B... mod B must load after A because of dependencies, but I must execute A preinit function after B preinit
L393[09:33:21] <ScottehBoeh> You want A to run after B
L394[09:33:32] <ScottehBoeh> Wait, I worded that wrong
L395[09:34:00] <gigaherz|work> Otho: no you can't do that JUST FOR PREINIT
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L397[09:34:09] <gigaherz|work> if it's before:X it's before X on all the lifecycle events
L398[09:34:41] <ScottehBoeh> Can I ask, why you want to load the preInit stage before another mod?
L399[09:37:39] <gigaherz|work> my question is why you need it to be before:B
L400[09:37:48] <ScottehBoeh> xD
L401[09:39:55] <Otho> It worked... just using "before"
L402[09:40:06] <ScottehBoeh> Yippe
L403[09:44:51] <Wuppy> ThePsionic, good song you linked earlier :D
L404[09:45:00] <ThePsionic> Thank
L405[09:45:03] <ScottehBoeh> Link :o
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L407[09:45:09] <ThePsionic> Keeping you up to date with the latest Monstercat releases
L408[09:45:14] <ScottehBoeh> Oooh Monstercat
L409[09:45:25] <ThePsionic> https://www.youtube.com/watch?v=kwRGhAjwp7o ScottehBoeh
L410[09:45:37] <Wuppy> not a huge fan of monstercat overall
L411[09:45:43] <Wuppy> but that's a good track
L412[09:45:49] <ScottehBoeh> ever heard of Infected Mushroom?
L413[09:45:56] <ScottehBoeh> They do pretty epic tracks
L414[09:46:19] <ScottehBoeh> Hotdamn, ThePsionic this is good coding music
L415[09:46:27] <ThePsionic> ikr
L416[09:46:54] <Wuppy> this is better coding music ScottehBoeh https://www.youtube.com/watch?v=Zpp7oIvexGU
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L418[09:47:21] <ScottehBoeh> Ooh, dis is good
L419[09:47:38] <gigaherz|work> not bad, but heard better
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L422[09:47:52] <Wuppy> gigaherz|work, the song from psionic or me?
L423[09:47:56] <gigaherz|work> the link
L424[09:48:05] <gigaherz|work> oh I see you linked one after
L425[09:48:05] <Wuppy> there's 2
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L427[09:48:12] <gigaherz|work> yeah ThePsionic's
L428[09:48:14] <ScottehBoeh> https://www.youtube.com/watch?v=yJ4WVvsthHA Listen to this fam
L429[09:48:35] <ScottehBoeh> in like 15 seconds or so, really epic part. Reminds me of the old Unreal Tournament game
L430[09:48:41] <gigaherz|work> yours is too hardcore-y for my current mood
L431[09:48:52] <Wuppy> gigaherz|work, it's rather raw, yeah :P
L432[09:49:02] <ScottehBoeh> Sometimes I listen to Piano/Classical stuff.
L433[09:49:13] <ScottehBoeh> Depends on how STRESSFUL coding gets xD
L434[09:49:22] <Wuppy> not a huge fan of that ScottehBoeh, don't relaly like the singing
L435[09:49:28] <Wuppy> plus it's too slow
L436[09:49:32] <gigaherz|work> I'm more in the mood for something smoother and older, like https://www.youtube.com/watch?v=ESZXquW2jVs
L437[09:49:33] <ScottehBoeh> man ;-;
L438[09:49:34] <Wuppy> this is much better :D https://www.youtube.com/watch?v=koTZc4gSQgk
L439[09:49:50] <Wuppy> a song about Tequila :D
L440[09:50:04] <ScottehBoeh> #minecraftforgecodersmusic
L441[09:50:11] <Wuppy> gigaherz|work, how old is this song?
L442[09:50:19] <gigaherz|work> 15 years or so
L443[09:50:23] <gigaherz|work> 2000ish
L444[09:50:35] <Wuppy> thought something like that
L445[09:50:43] <Wuppy> I like how it links to Barbie Girl in there :p
L446[09:51:11] <gigaherz|work> where?
L447[09:51:20] <Wuppy> the similar videos thing on the right
L448[09:51:25] <Wuppy> also, added it to my playlist :LD
L449[09:51:29] <gigaherz|work> oh, I don't see barbie girl there
L450[09:51:38] <Wuppy> my spotify list is aweosme
L451[09:52:51] <gigaherz|work> they had some nice songs around that time
L452[09:52:53] <gigaherz|work> https://www.youtube.com/watch?v=h5tRWl4b_hI
L453[09:52:55] <Wuppy> gigaherz|work, your song is now amongst the likes of the vengaboys, hardwell, radical redemption, AC/DC etc.
L454[09:53:08] <Wuppy> what do you think of tequila?
L455[09:53:44] <Wuppy> the song, not the drink :P
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L458[09:54:20] <Wuppy> hmm I don't like the second one as much giga
L459[09:54:31] <gigaherz|work> it's ok
L460[09:54:33] <gigaherz|work> ;P
L461[09:54:42] <gigaherz|work> but it was more popular back in the day, I think
L462[09:55:12] <Wuppy> yeah, makes sense, it sounds like very typical 90s/00s popular music
L463[09:55:52] <gigaherz|work> the videoclip for this one is interesting
L464[09:55:53] <gigaherz|work> https://www.youtube.com/watch?v=nevDworPXaQ
L465[09:57:22] <Ordinastie> gigaherz|work, http://puu.sh/rhMTb.png :p
L466[09:57:34] <Wuppy> gigaherz|work, do you agree that this song is really quite similar? https://www.youtube.com/watch?v=z4CNQh-14xQ
L467[09:58:18] <Wuppy> and yeah, that's one weird damn video xD
L468[09:58:30] <Wuppy> gets really weird after 1:20
L469[09:58:41] <Bottersnike> I'm at the record eating part
L470[09:58:46] <Wuppy> yeap
L471[09:58:53] <Bottersnike> Table eating...
L472[09:59:00] <Wuppy> you're like 1 second ahead of me :P
L473[09:59:03] <Bottersnike> WTF am I watching!!!
L474[09:59:05] ⇨ Joins: Brokkoli (~Brokkoli@p5B23C6CF.dip0.t-ipconnect.de)
L475[09:59:31] <Bottersnike> Chairs...
L476[09:59:31] <Wuppy> Bottersnike, watch the video I just send, that video is way nicer :D
L477[09:59:48] <Bottersnike> Okay...
L478[09:59:56] <gigaherz|work> I did say it was interesting
L479[09:59:57] <gigaherz|work> ;P
L480[10:00:03] <Wuppy> you werent wrong
L481[10:00:20] <Wuppy> it's interesting that this song is so similar to that track from just 2 years ago though
L482[10:00:31] <Wuppy> the new one might be a bit faster, but similar
L483[10:00:37] <Bottersnike> Umm... What am I watching!?!
L484[10:00:55] <Wuppy> it's from Paul Elstak though, he was making the same music around the time of your video as well :P
L485[10:01:02] <Wuppy> Bottersnike, this is what we call Pussy Lounge!
L486[10:01:07] <Bottersnike> :P
L487[10:01:20] <Wuppy> no seriously, that's how the festivals this is recorded at is called
L488[10:01:27] <Bottersnike> I noticed
L489[10:01:33] <Bottersnike> It said on one of the signs
L490[10:02:06] <Wuppy> yip, and it's awesome
L491[10:02:14] <Wuppy> only downside, it's crazy overpriced so I've never been able to go
L492[10:02:27] <Wuppy> even though one Pussy Lounge takes place in my city :V
L493[10:02:48] <Bottersnike> :P
L494[10:03:28] <Bottersnike> Is there a way that I can programaticly change a config value and have it update the file and the GUI?
L495[10:03:34] <Wuppy> can't complain with the amount of parties I go to though :P
L496[10:03:41] <Bottersnike> I've got the keybind working but I can't get the config to set properly
L497[10:05:57] <Bottersnike> Anyone?
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L500[10:07:51] <RANKSHANK> you don't mean actively linked to the .cfg do you?
L501[10:08:00] <RANKSHANK> because that's a nightmare waiting to happen
L502[10:08:28] <Bottersnike> I have a config handler and a GUI for said config. What I want is for a keybind to be able to toggle one of my config values
L503[10:08:53] <RANKSHANK> ... isn't that just a bool being changed?
L504[10:09:07] <RANKSHANK> which would mean you'd just rewrite to the file and that's it
L505[10:09:25] <Bottersnike> Yeah, but when I do ConfigHandler.value = false; It doesn't edit the file or update the GUI when I next open it
L506[10:09:50] <RANKSHANK> you'd have to force the writing of the file
L507[10:09:59] <Bottersnike> How do I do that?
L508[10:10:12] <Bottersnike> And how do I forge the GUI to update as well?
L509[10:10:27] <RANKSHANK> =sounds like the gui is based of the cfg
L510[10:10:35] <Bottersnike> You think?
L511[10:10:49] <RANKSHANK> as opposed to the run time equivalent yes
L512[10:10:50] <Bottersnike> In that case, how do I forge a config write?
L513[10:11:18] <RANKSHANK> you write to the file? Are you using premade cfg handling?
L514[10:11:22] <Bottersnike> Yeah
L515[10:11:25] <RANKSHANK> ahh
L516[10:11:35] <RANKSHANK> well depends on if it has a way to force write
L517[10:11:57] <RANKSHANK> some only write to the file if it's missing/missing values on startup
L518[10:11:58] <Bottersnike> I'll look through the source and see if I can find a way. If not, I'll be back :P
L519[10:12:35] <RANKSHANK> it's doable regardless, but one way you'd have to manually parse through to edit the bit you need :P
L520[10:12:53] <Bottersnike> I've found configuration.save(); let's see if that does the trick
L521[10:17:55] <Bottersnike> It's not working :(
L522[10:22:46] <RANKSHANK> means you'll have to manually write to the file then :P
L523[10:23:24] <Bottersnike> Also, having changed the file in NPad++ the GUI didn't update
L524[10:23:50] <RANKSHANK> didn't update on game restart or at all?
L525[10:24:04] <RANKSHANK> the file isn't actively linked, it's read once and dumped
L526[10:24:21] <Bottersnike> I assume on a game restart it will update the GUI but I want the GUI to update without having to even relog
L527[10:24:45] <RANKSHANK> well then you have to do two things: update the file, refresh the GUI
L528[10:24:58] <Bottersnike> But how do I refresh the GUI!?
L529[10:24:59] <RANKSHANK> or have the GUI point to the runtime equivalence
L530[10:25:13] <RANKSHANK> rebuild it? I dunno what you're using
L531[10:25:25] <RANKSHANK> stuff like this isn't a set standard
L532[10:25:25] <gigaherz> HOME!
L533[10:25:31] <RANKSHANK> :D
L534[10:25:32] <Bottersnike> https://github.com/Bottersnike/StepAssistMod/tree/master/src/main/java/com/bottersnike/uphillstepassist
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L536[10:28:11] <RANKSHANK> Ahh okay
L537[10:28:32] <Bottersnike> You know the problem?
L538[10:28:36] <RANKSHANK> Well going out on a limb, I'd say load to refresh
L539[10:28:41] <RANKSHANK> save to set values
L540[10:28:58] <raoulvdberge> How can I get the ItemMeshDefinition of an Item?
L541[10:29:08] <Bottersnike> What do you mean by that?
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L543[10:29:20] <RANKSHANK> method names in the Configuration.class
L544[10:30:09] <Bottersnike> "save" doesn't work.
L545[10:30:41] <RANKSHANK> do you load afterwards?
L546[10:30:56] <Bottersnike> Well it's not even editing the file
L547[10:32:01] <gigaherz> that feel when you set an alarm becauseyou want to remember something when you get home
L548[10:32:05] <gigaherz> but forget what the something was
L549[10:32:07] <gigaherz> ¬¬
L550[10:32:44] <Bottersnike> neither save() nor load() are working
L551[10:33:46] <RANKSHANK> raoulvdberge maybe reflect into ModelLoade#:customMeshDefinitions
L552[10:34:01] <tterrag> why would you ever need to do that
L553[10:34:01] <raoulvdberge> RANKSHANK: that seems like a bad idea
L554[10:34:11] <tterrag> raoulvdberge: please explain your problem not your solution
L555[10:34:31] <raoulvdberge> tterrag: I want to replace an item model of mine with the item model of any external mod
L556[10:34:39] <raoulvdberge> (dynamically)
L557[10:34:49] <tterrag> so do that in the model?
L558[10:34:59] <raoulvdberge> so I was thinking about returning another MRL in the mesh definition
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L560[10:35:19] <RANKSHANK> Bottersnike I dunno then, I've only ever used homebrew configs where I've had control over the file handling methods :P
L561[10:35:32] <Bottersnike> Is there a configuration.setBoolean() because just setting the bool isn't working?
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L565[10:38:52] <RANKSHANK> Are you updating the map in the config when you update your runtime value?
L566[10:39:03] <Bottersnike> the map?
L567[10:39:14] <Bottersnike> I' mjst doing "ConfigurationHandler.stepAssistEnabled = false;"
L568[10:39:19] <Bottersnike> *I'm just
L569[10:39:32] <RANKSHANK> yeah and that does nothing to the config
L570[10:39:45] <Ivorius> Flamegoat: u dun goofd
L571[10:39:47] <Bottersnike> But there isn't a "setValue" function
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L573[10:41:40] <RANKSHANK> umm Propert::setValue()
L574[10:41:48] <RANKSHANK> there's quite a few to pick from
L575[10:41:56] <tterrag> why would you change the runtime value?
L576[10:42:02] <tterrag> the entire point is to load it from the config
L577[10:42:12] <Bottersnike> Because I'm using a key bind to toggle something that is also a config
L578[10:42:14] <RANKSHANK> *Property
L579[10:42:21] <tterrag> and why would you do that
L580[10:42:24] <tterrag> what's the point of the config
L581[10:42:37] <gigaherz> is the toggle supposed to be persistent?
L582[10:42:38] <Bottersnike> so that it is in the GUI config as well
L583[10:42:43] <Bottersnike> persistent?
L584[10:42:56] <gigaherz> as in, remain in the same toggle state after you close the game
L585[10:42:58] <Flamegoat> What?
L586[10:43:04] <Bottersnike> Yeah
L587[10:43:21] <raoulvdberge> Might be a stupid question, but there is no ItemStack argument in IBakedModel
L588[10:43:26] <raoulvdberge> How do I handle item models then?
L589[10:43:32] <gigaherz> raoulvdberge: getOverrides
L590[10:43:36] <gigaherz> mc will do
L591[10:43:46] <gigaherz> model.getOverrrides().handleItemState(stack,...)
L592[10:43:59] <gigaherz> so you need your IBakedModel to provide an implementation of ItemOverrideList
L593[10:44:07] <raoulvdberge> yep
L594[10:44:07] <Flamegoat> Why did I get tagged? Imma pull a Lex.
L595[10:44:25] <gigaherz> when did you get tagged?
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L597[10:44:32] <plp> interesting. it seems barely anyone uses the config gui classes
L598[10:44:45] <plp> or maybe just GuiConfigEntries.BooleanEntry in particular
L599[10:44:48] <gigaherz> plp: for me, it's in my todo list
L600[10:44:48] <Flamegoat> Ivorius: what
L601[10:44:49] <gigaherz> ;P
L602[10:45:06] <Bottersnike> Dat tag doe
L603[10:46:38] <Flamegoat> Ugh. Dun tag me if ya ain't got your problem in the tag. Ain't no one got time for that shit.
L604[10:46:57] <Flamegoat> ;) Lex enough?
L605[10:47:01] * Bottersnike loses his mouse on a differen monitor
L606[10:47:04] <plp> gigaherz: it's nice having a config you can change in-game
L607[10:47:44] <Ivorius> <PaleoCrafter> Ivorius, I'll blame that bug on Flamegoat
L608[10:48:00] <PaleoCrafter> I was making a joke q.q
L609[10:48:16] <Flamegoat> Lol. That was a while ago right?
L610[10:48:17] <plp> i'm surprised no one noticed the bug that's been in GuiConfigEntries.BooleanEntry since mc 1.7
L611[10:48:18] <Ivorius> We're german
L612[10:48:29] <Ivorius> There aree no jokes
L613[10:48:36] <plp> either that or i'm an idiot and it's not a bug
L614[10:48:56] <Flamegoat> There's plenty wrong with a lot of things right now. I can only do so much! qq
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L616[10:50:07] <PaleoCrafter> Flamegoat, remember my website prototype? It obviously isn't functional and I blamed Ivorius not being able to see his "messages" on you, because you're the forum guy xD
L617[10:50:35] <Flamegoat> Hahaha
L618[10:53:02] <gigaherz> plp: I'm not saying it isn't
L619[10:53:14] <gigaherz> it's just not the part of the mod I have fun writing
L620[10:53:15] <gigaherz> ;P
L621[10:53:58] <Subaraki> is it possible to link to a json file that is not in the mod's directory ?
L622[10:54:09] <gigaherz> "link"?
L623[10:54:16] <Ivorius> Hik
L624[10:54:18] <Ivorius> Shiak
L625[10:54:19] <Ivorius> Sorry
L626[10:54:20] <Subaraki> i'm making some kind of lib where a lot of common files are stored in, to prevent copying them
L627[10:54:32] <Subaraki> yeah, refer to, reference, link to
L628[10:54:37] <Subaraki> same same to me
L629[10:54:39] <tterrag> plp: what bug?
L630[10:54:42] <gigaherz> make that lib a @mod
L631[10:54:44] <gigaherz> add it as a dependency
L632[10:54:50] <gigaherz> and reference modidofthelib:whatever
L633[10:54:54] <tterrag> gigaherz: use my config stuff and you don't even need to mess with the GUI stuff. just works :P
L634[10:55:05] <gigaherz> custom config stuff?
L635[10:56:26] <plp> tterrag: hold on, i'm double checking it to make sure i'm not just an idiot haha
L636[10:58:07] <Subaraki> how do you depend more then one mod ?
L637[10:58:14] <tterrag> https://github.com/SleepyTrousers/EnderCore/tree/master/src/main/java/com/enderio/core/common/config
L638[10:58:20] <Subaraki> ["mod1","mod2"] ?
L639[10:58:22] <tterrag> Subaraki: required-after:mod1;required-after:mod2
L640[10:58:30] <Subaraki> k thanks :)
L641[10:59:38] <Subaraki> like wise ? dependencies = "required-after:rpginventory;required-after:subcommonlib"
L642[11:00:26] <tterrag> yep
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L644[11:08:44] <Bottersnike> Should I do gradlew clean every time before building a JER?
L645[11:08:46] <Bottersnike> *JAR
L646[11:08:50] <gigaherz> no
L647[11:08:57] <gigaherz> just gradlew build
L648[11:09:00] <Bottersnike> Okay. When shdould I use it?
L649[11:09:09] <gigaherz> when something gets corrupted
L650[11:09:15] <Bottersnike> Okay
L651[11:09:43] <tterrag> there's no harm in running clean
L652[11:09:50] <tterrag> but it's just a waste of time usually
L653[11:09:56] <Bottersnike> Okay
L654[11:10:10] <gigaherz> it just wipes the build/ folder contents
L655[11:10:26] * Bottersnike has such a bad laptop that an 11kb mod takes 30secs to build
L656[11:10:35] <gigaherz> there is one situation in which you may need it:
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L658[11:10:52] <gigaherz> if you have a maven dependency with useDepAts=true
L659[11:10:57] <Bottersnike> okay
L660[11:10:58] <gigaherz> and you update the mod or the mc version
L661[11:11:06] <Ordinastie> not even
L662[11:11:15] <gigaherz> then it may happen that the old Ats are still in the build folder
L663[11:11:52] <tterrag> clean isn't strictly required
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L665[11:11:56] <tterrag> you can just run setup twice
L666[11:12:05] <tterrag> FG is just stupid with its caching checks
L667[11:12:09] <tterrag> so the second try it works fine
L668[11:12:14] <gigaherz> hmm does it?
L669[11:12:17] <tterrag> yes
L670[11:12:18] <tterrag> always
L671[11:12:25] <gigaherz> maybe I never tried twice :/
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L673[11:13:38] <tterrag> it's not very intuitive
L674[11:13:52] <tterrag> but the problem is that FG validates its AT cache before it checks for new versions
L675[11:14:03] <tterrag> so it goes check cache -> update cache -> try to read cached file -> ??!?!?
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L677[11:14:13] <tterrag> second time around, cache is updated, so it works fine
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L682[11:23:38] <plp> got sidetracked
L683[11:24:14] <plp> anyway some GuiConfigEntries have private constructors
L684[11:24:32] <plp> so the reflection's failing
L685[11:24:42] <Bottersnike> Not forge related, but is http://www.ebay.co.uk/itm/Samsung-850-EVO-250GB-SSD-HDD-/162208883055?hash=item25c467216f:g:3B8AAOSwgZ1XvXFZ for real!?
L686[11:25:37] <plp> and you can't use stuff like GuiConfigEntries.CycleValueEntry
L687[11:26:01] <plp> or GuiConfigEntries.BooleanEntry
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L689[11:27:47] <plp> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/fml/client/config/GuiConfigEntries.java#L126-L127
L690[11:27:55] <plp> fails there
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L696[11:38:46] <masa> oh thank god they finally fixed that one game breaking bug! https://bugs.mojang.com/browse/MC-105071
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L698[11:39:50] <masa> it's not like I would rather have the minecarts etc not picking up entities fixed instead [/slight sarcasm]
L699[11:41:02] <plp> but of course, i should have triple checked and made reaaallly sure i'm not just an idiot
L700[11:41:44] <plp> didn't notice the block right below it that doesn't use reflection
L701[11:52:44] <tterrag> plp: also not sure why you'd need to use those classes
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L710[11:59:35] <plp> config properties allow you to set how they look in the gui
L711[11:59:41] <plp> property::setConfigEntryClass
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L713[12:00:13] <plp> i was using classes like NumberSliderEntry for most of my config options
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L715[12:00:36] <plp> so i stupidly assumed i had to do it for the typical entries as well like regular booleans
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L759[13:13:19] <Subaraki> if anyone finds toilethumor funny, I just wrote BlockPis instead of BlockPos on accident....
L760[13:13:26] <Subaraki> I lolled ...
L761[13:14:31] <PaleoCrafter> the actually funny (some would consider it sad) thing here, probably is that you didn't let your IDE autocomplete it for you :P
L762[13:14:45] <Ordinastie> yes, definitely sad
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L765[13:16:09] <gr8pefish> Hello everyone. Quick question, with regards to a 1.10 update. I want to check if two items are from the same mod or not. The old way I did this was through the GameRegistry and a unique identifier, the specific code is this: if (GameRegistry.findUniqueIdentifierFor(event.getItem().getEntityItem().getItem()).modId.equals(GameRegistry.findUniqueIdentifierFor(filterItem.getItem()).modId)). Any ideas on how to
L766[13:16:09] <gr8pefish> accomplish the same task in 1.10?
L767[13:16:25] <Subaraki> blockpos is so short to write, i typed blockpos and then did ctrl space, thinking it would have put it all uppercase, but it didnt
L768[13:16:40] <gigaherz> blame idea/eclipse
L769[13:16:44] <gigaherz> it would have worked in VS
L770[13:16:44] <gigaherz> ;P
L771[13:17:01] <PaleoCrafter> in IDEA, BP <ctrl-space> should suffice :P
L772[13:17:03] <Subaraki> gr8pefish, any good modder would add their mod id to the unlockalized name
L773[13:17:11] * PaleoCrafter slaps Subaraki
L774[13:17:37] <Subaraki> so you could check that and split on ' : '
L775[13:17:37] <Subaraki> just an idea
L776[13:17:37] * Subaraki recieves slap
L777[13:17:37] * Subaraki cries like a tiny baby
L778[13:17:37] <PaleoCrafter> never use unlocalised names for anything but localisation q.q
L779[13:17:37] <McJty> gr8pefish, block.getRegistryName(). Then compare the domains of that resource location
L780[13:17:37] <PaleoCrafter> ^
L781[13:17:37] <Ordinastie> eclipse ctrl+space works on both BP and blockpos
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L783[13:17:45] <gigaherz> Subaraki: uhh
L784[13:17:51] <gigaherz> good modders use the modid int he unloc, yes
L785[13:17:54] <gigaherz> but not with :
L786[13:17:54] <gigaherz> ;P
L787[13:18:02] <Subaraki> oh ?
L788[13:18:04] <gigaherz> modid.itemname
L789[13:18:06] <gigaherz> so that it's
L790[13:18:07] <Subaraki> im not good modder D:
L791[13:18:11] <gigaherz> item.modid.itemname.name
L792[13:18:12] <gigaherz> or
L793[13:18:18] <gigaherz> tile.modid.blockname.name
L794[13:18:21] <gigaherz> that's how it looks the best ;P
L795[13:18:29] <Subaraki> so modid: is for registry ?
L796[13:18:51] <gigaherz> modid:something is how a ResourceLocation looks like when turned into a string
L797[13:18:58] <PaleoCrafter> if you set your IDE to parse lang files as properties files, chances are it will complain about a lot of duplicates if you use a colon as separator between modid and actual name :P
L798[13:18:59] <gigaherz> the registry works with ResourceLocations
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L800[13:19:08] <gr8pefish> Perfect, thanks! And yeah the exact naming convention varies so much it's hard to check on just that.
L801[13:19:19] <PaleoCrafter> because in properties files, : is a key-value separator just like =
L802[13:19:46] <gigaherz> at my job
L803[13:19:56] <gigaherz> there's this server thing
L804[13:20:08] <gigaherz> and when showing the string representation (debugging only)
L805[13:20:09] <gigaherz> it will show
L806[13:20:11] <gigaherz> key:value
L807[13:20:12] <gigaherz> but
L808[13:20:16] <gigaherz> sometimes the keys have like
L809[13:20:24] <gigaherz> "componentname:othervalues"
L810[13:20:28] <gigaherz> which ends up as
L811[13:20:41] <gigaherz> componentname:othervalues:actual value of the key
L812[13:20:50] <gigaherz> can get confusing ;P
L813[13:21:42] <Subaraki> ooooh, so that's why my ide complains ._.
L814[13:21:46] <PaleoCrafter> :D
L815[13:21:52] <Subaraki> because of the ' : ' on the lang files ._.
L816[13:22:19] <PaleoCrafter> I actually have written an IDEA plugin with proper MC lang file support
L817[13:22:42] <Subaraki> on another not, what particles can i give direction without them having their own so it messes up their path ?
L818[13:22:46] <PaleoCrafter> should publish it at some point xD
L819[13:24:56] <gr8pefish> yeah you should definitely publish that
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L821[13:26:35] <PaleoCrafter> it has auto-completion for I18n.format, detection of mismatches between en_US and translations, detection for insufficient formatting parameters and a few more things xD
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L823[13:28:34] <PaleoCrafter> the nice thing about the auto-completion is that it also works for certain custom methods, like getItemName(String modid, String item) { return I18n.format("item." + modid + "." + item + ".name"); } (not that you should have such a method, was the easiest example to show it's power though)
L824[13:29:44] <gr8pefish> Sounds like it implies standardization with nifty features, so I'm all for it
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L827[13:30:40] <sham1> standardi[s|z]ation
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L830[13:41:19] <god_of_orion> Can liquids be ore Dictionaried in the same way as items?
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L832[13:44:42] <PaleoCrafter> nope, god_of_orion
L833[13:45:14] <god_of_orion> :(, the drawing board, she awaits
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L842[14:19:26] <Subaraki> why is my onDeath not gettign called in my entity class ? it has the @override annotation :/
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L848[14:25:34] <Subaraki> is it only getting called when killed by a player?
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L853[14:39:22] <g> Forge doesn't do anything to rcon, right? It's still UDP on all interfaces?
L854[14:40:06] <gigaherz> I don't believe forge patches anything that could be considered security-sensitive
L855[14:40:32] <gigaherz> xcept to backport the occasional fix from some newer version forge hasn't been implemented in
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L857[14:40:46] <gigaherz> such as the security fix from 1.8.2 or .3 that was included in forge 1.8
L858[14:40:55] <g> hmm okay
L859[14:41:10] <g> ah right, actually it's TCP anyway, isn't it
L860[14:41:16] <g> maybe I've been barking up the wrong tree here
L861[14:41:18] <gigaherz> no idea how rcon works
L862[14:41:27] <gigaherz> only that it's a giant potential security hole
L863[14:41:41] <gigaherz> (if it's turned on)
L864[14:41:47] <g> I'm writing a discord bot that makes use of it
L865[14:41:57] <g> our rcon isn't exposed outside of localhost though, ofc
L866[14:42:12] <gigaherz> good
L867[14:42:19] <gigaherz> no idea how the discord bots work
L868[14:42:25] <gigaherz> is it just a client, or do they have an api?
L869[14:42:30] <g> there's an entire api
L870[14:42:36] <g> it's the same as the client, with a few differences
L871[14:42:50] <g> https://discordapp.com/developers/docs/intro
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L883[15:15:25] <Subaraki> when is onDeath supposed to be called ??
L884[15:15:42] <Subaraki> it isn't called when i'm damaging the entity on tick in its own update method
L885[15:15:54] <Ordinastie> have you considered looking where it's called from?
L886[15:17:37] <Subaraki> yes !
L887[15:17:45] <Subaraki> well, maybe onUsingTick is only called on one side
L888[15:17:49] <Subaraki> in my item
L889[15:17:56] <Subaraki> i use an item to drain energy from mobs
L890[15:18:13] <Subaraki> tag the entity, and drain it when using the item by holding rightclick
L891[15:18:20] <Subaraki> it dies
L892[15:18:24] <Subaraki> so that's one thing that works
L893[15:18:46] <Subaraki> but isRemote prints out both true and false in there
L894[15:18:49] <Subaraki> so i'm confused
L895[15:23:54] <gigaherz> why is it confusing?
L896[15:24:09] <Subaraki> okay, found it. apperantly damageEntity doesn't call onDeath when they die from dealing damage that way ...
L897[15:24:14] <Subaraki> you have to use attackEntityFrom
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L901[15:28:16] <gigaherz> OMFG YES FINALLY
L902[15:28:22] <gigaherz> gamerule doWeatherCycle
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L904[15:28:26] <gigaherz> in the latest snapshot
L905[15:28:43] <Subaraki> ?
L906[15:28:45] <Subaraki> whut ?
L907[15:28:49] <gigaherz> mc 1.11 snapshot
L908[15:28:55] <gigaherz> they added a gamerule for weather
L909[15:29:14] <gigaherz> lol
L910[15:29:17] <gigaherz> maxEntityCramming
L911[15:29:18] <Subaraki> ooh
L912[15:29:24] <gigaherz> if you have more than that number of entities within a 1x1 space
L913[15:29:24] <Subaraki> so you can keep nice weather ?
L914[15:29:26] <Subaraki> forvever ? :D
L915[15:29:29] <gigaherz> they take suffocation damage
L916[15:29:31] <gigaherz> Subaraki: YES!!
L917[15:29:35] <Subaraki> :D
L918[15:29:41] <ThePsionic> Subaraki: or constant thunderstorms whichever you prefer
L919[15:29:49] <ThePsionic> tbh I like the sound of rain in Minecraft
L920[15:29:58] <Subaraki> rain makes my game lag ._.
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L922[15:30:03] <Subaraki> *plays on toaster*
L923[15:30:50] <Subaraki> what elese is new ?
L924[15:30:55] <gigaherz> it also makes youtube videos look like crap
L925[15:31:00] <Subaraki> i read it was focused mainly on survival
L926[15:31:01] <gigaherz> Subaraki: as I was saying
L927[15:31:06] <gigaherz> entity cramming rule
L928[15:31:12] <gigaherz> if too many entities in one place, they suffocate
L929[15:31:13] <Subaraki> yeah, heard about that too
L930[15:31:25] <gigaherz> oh and guardians that die on fire
L931[15:31:27] <gigaherz> drop cooked fish
L932[15:31:36] <gigaherz> the actual fun stuff
L933[15:31:38] <gigaherz> is coming on minecon
L934[15:31:40] <Subaraki> wonder why that was made ... entities push each other anyway
L935[15:31:45] <gigaherz> when they announce the actual 1.11 features they have been hiding
L936[15:31:50] <Subaraki> oh :/
L937[15:31:52] <Subaraki> sad face
L938[15:32:01] <gigaherz> Subaraki: because people would afk overnight
L939[15:32:07] <gigaherz> gather 1000 mobs in a 1x1 spot
L940[15:32:16] <Subaraki> aaah yeah
L941[15:32:16] <gigaherz> and then use harm potions to gather insane XP
L942[15:32:18] <Subaraki> wait
L943[15:32:30] <Subaraki> that means mob exp farms will be next to useless ? D:
L944[15:32:34] <gigaherz> no
L945[15:32:38] <gigaherz> you'll haveto make active farms
L946[15:32:47] <gigaherz> or the pigman farm in the nether
L947[15:32:57] <Subaraki> :/
L948[15:33:01] <Subaraki> still is ballz
L949[15:33:07] <Subaraki> i liked the compact versions
L950[15:33:11] <Subaraki> ah well
L951[15:33:15] <gigaherz> then do /gamerule maxEntityCramming 100000 ;P
L952[15:33:19] <Subaraki> xD
L953[15:33:20] <gigaherz> or well
L954[15:33:21] <Subaraki> true
L955[15:33:23] <gigaherz> then do /gamerule maxEntityCramming 0 ;P
L956[15:33:26] <gigaherz> which disables it
L957[15:33:52] <Subaraki> could be funny if that made everyone suffer constant suffocation xD
L958[15:33:59] <gigaherz> lol
L959[15:34:07] <Subaraki> hardcore survival : try to last longer then 20 seconds
L960[15:34:28] <gigaherz> oh also
L961[15:34:34] <gigaherz> the bug where squids spawn on lava
L962[15:34:37] <gigaherz> is fixed
L963[15:34:50] <gigaherz> and they increased the chat text length
L964[15:34:54] <gigaherz> 256 vs 100
L965[15:34:59] <Subaraki> oh nice :)
L966[15:35:05] <Subaraki> didnt know about the squid bug though
L967[15:35:11] <gigaherz> elytras now show up on mobs and armor stands
L968[15:35:38] <Subaraki> AAAUW GOD DANGIT. concurrent modification exception ... my list of tracked entities to drain is modified when one of the entities dies
L969[15:35:55] <Subaraki> crashes the game
L970[15:36:00] <Subaraki> now i need to fidn a solution for that :/
L971[15:36:02] <Subaraki> oh ?
L972[15:36:10] <Subaraki> what's the point of that ?
L973[15:36:11] <gigaherz> wat
L974[15:36:16] <Subaraki> who wants to give those to mobs anyway ._.
L975[15:36:30] <gigaherz> Subaraki: suppose you die
L976[15:36:34] <gigaherz> and a zombie picks it up
L977[15:36:36] <gigaherz> and equips it
L978[15:36:36] <Subaraki> ah yes
L979[15:36:41] <Subaraki> didnt think about that
L980[15:36:41] <gigaherz> now you know which
L981[15:36:42] <gigaherz> ;p
L982[15:37:02] <Subaraki> *steve running around killing all zomb zombs* WHERES MAH DANGED ELYTRA D: !!!!
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L1002[16:19:39] <Twisted_Code> Has anyone recently examined Pixelmon for malicious code? They've done it before (as many of you are likely aware), and while I want to include the mod on my server (I've considered pokecube... but it's just not the same), but naturally, I have my reservations given their history
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L1009[16:39:53] <g> Twisted_Code, people have requested it on the server I admin (which happens to be the mystic team server), and we've said no on principle
L1010[16:39:57] <g> but it's up to you
L1011[16:40:00] <g> the dev said he removed it
L1012[16:40:09] <g> it's up to whether you believe them or not
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L1016[16:44:54] <Subaraki> how do i get rid of concurrent modification exception ?
L1017[16:45:01] <Tazz> Subaraki, find the cause?
L1018[16:45:01] <Tazz> XD
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L1020[16:45:07] <Subaraki> i know the cause
L1021[16:45:08] <IoP> fixing the bug
L1022[16:45:16] <Subaraki> a dead entity gets removed from the list
L1023[16:45:17] <Tazz> Subaraki, your problem is now?
L1024[16:45:18] <Tazz> XD
L1025[16:45:35] <Subaraki> so after i damage the entity, i break out of the loop
L1026[16:45:49] <Subaraki> if the health <= 0 , because then he'll be dead
L1027[16:45:52] <Tazz> Subaraki, a concurrent modification exception happens when you write to a data structure (or read) while its being updated and pre-synchronized
L1028[16:46:08] <Subaraki> so even that isn't possible ? :/
L1029[16:46:09] <Twisted_Code> g: Yeah, hence my dilemma... maybe I'll take the chance and be sure to take frequent world backups. Then again, I could probably use this as motivation for learning Java & how to mod. I'm sure ?anything they can do I can do better?
L1030[16:46:20] <Tazz> Subaraki, you have to synchronize the read/write calls
L1031[16:46:26] <g> pokecube is much nicer either way imo
L1032[16:46:36] <Subaraki> you mean server client sync ?
L1033[16:46:37] <g> the mobs kinda take over the world but you can tweak teh spawns
L1034[16:46:39] <Tazz> Subaraki, no
L1035[16:46:42] <g> the*
L1036[16:46:46] <Tazz> like function call synchronization
L1037[16:46:47] <howtonotwin> thread synchronization
L1038[16:46:56] <howtonotwin> locks and that stuff
L1039[16:46:56] <Tazz> may I see your code Ill show you how to fix it
L1040[16:46:58] <Ordinastie> Tazz, wrong type of CME
L1041[16:47:03] <Tazz> Ordinastie, ?
L1042[16:47:07] <Subaraki> oh godd tazz, you'll die x_x
L1043[16:47:10] <Ordinastie> it's not threading
L1044[16:47:12] <Subaraki> but yeah, ill post the bits you need
L1045[16:47:25] <Tazz> Ordinastie, it doesnt need threading issues to be a CME
L1046[16:47:40] <Ordinastie> it's simply because MC removes an element from a list while he is looping though it
L1047[16:47:45] <Tazz> yes
L1048[16:47:49] <Tazz> that needs synchronization XD
L1049[16:47:52] <Twisted_Code> g Maybe I'll take a look, but I kind of like the idea of using this for self-motivation
L1050[16:48:01] <Tazz> what I was literally saying earlier
L1051[16:48:01] <g> Fair enough
L1052[16:48:05] <Tazz> <Tazz> Subaraki, a concurrent modification exception happens when you write to a data structure (or read) while its being updated and pre-synchronized
L1053[16:48:19] <Subaraki> http://pastebin.com/KhrmvndJ
L1054[16:48:21] <Ordinastie> there is no syncrhonization ivolved
L1055[16:48:27] <Tazz> Ordinastie, yes there is XD
L1056[16:48:30] <Tazz> locking and whatnot
L1057[16:48:31] <Tazz> yes
L1058[16:48:39] <Subaraki> here, do your magic ._.
L1059[16:48:57] <Twisted_Code> g: anyway, thanks for the input
L1060[16:49:02] <g> No problem
L1061[16:49:14] <Subaraki> its near midnight, ive upset my girl, and i'm tired : all of this because i'm stuck with this problem since 5 hours. if you can solve it, then you're my saviour
L1062[16:49:24] <Subaraki> and i shall call you tazz the savior from now on
L1063[16:49:38] <Tazz> Xd
L1064[16:49:40] <Twisted_Code> g: even if your initial input was redundant next to what I already knew XD
L1065[16:49:47] <Tazz> Subaraki, your in my channel you know this right? XD
L1066[16:49:50] <Tazz> (or were o_O)
L1067[16:50:00] <IoP> ummmor maybe even larger cause for the exception "This exception may be thrown by methods that have detected concurrent modification of an object when such modification is not permissible. "
L1068[16:50:27] <Subaraki> what was the channel ?
L1069[16:50:39] <Subaraki> why would i have left it D:
L1070[16:50:40] <Tazz> XD
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L1072[16:52:12] <Ordinastie> Subaraki, I assume minion.Harvest(); damages the entity ?
L1073[16:52:46] <Subaraki> http://pastebin.com/yND8ni13
L1074[16:52:49] <Subaraki> it needs tweaking, but yes
L1075[16:52:55] <Tazz> Subaraki, better yet I would literally wrap the structure your using in a class and make each read/write call directly synchronized
L1076[16:53:02] <Tazz> like reentrantlock plz
L1077[16:53:03] <Ordinastie> wtf?
L1078[16:53:05] <Ordinastie> no
L1079[16:53:13] <Ordinastie> just remove with the iterator
L1080[16:53:23] <Tazz> Ordinastie, that can still fuck things afaik
L1081[16:53:29] <Ordinastie> no
L1082[16:53:31] <Subaraki> oh ...
L1083[16:53:31] <Tazz> you need direct locking on the read/write calls
L1084[16:53:33] <Subaraki> i uh
L1085[16:53:37] <Subaraki> why didnt i think of that ? ._.
L1086[16:53:37] <howtonotwin> onDeath is called on both client and server
L1087[16:54:03] <Subaraki> check for the health while iterating, if < 0, remove from list and break
L1088[16:54:04] <Subaraki> duhuu
L1089[16:54:23] <Tazz> Subaraki, yeah do something like this
L1090[16:54:41] <howtonotwin> and onDeath is modifying a list, which breaks for statics
L1091[16:54:54] <barteks2x> How is this even possible... generating a single 16x16x16 cube takes 1.5 second, but most other generate in milliseconds
L1092[16:54:55] <quadraxis> could you take a copy of the original list and iterate over that
L1093[16:55:03] <Tazz> dont copy lists .><
L1094[16:55:26] <Tazz> Subaraki, just public final Lock lock = new ReentrantLock();
L1095[16:55:33] <Tazz> and then around calls of reading and writing
L1096[16:55:35] <Tazz> just do
L1097[16:55:45] <Ordinastie> like that will fix anything -_-
L1098[16:56:02] <Tazz> try{ lock.lock(); <read/write here> } finally{ lock.unlock(); }
L1099[16:56:06] <Tazz> Ordinastie, ffs
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L1101[16:56:32] <howtonotwin> isn't the problem just a CME when an entity dies?
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L1103[16:56:56] <howtonotwin> therefore don't actually remove from the list on both the client and server?
L1104[16:57:28] <howtonotwin> or am I being dumb
L1105[16:57:34] <Tazz> howtonotwin, no not necessarily its just when that list is being read while modified is whats causing it since the way that the paging happens with the lists internal data it breaks it
L1106[16:58:08] <Tazz> if you use locks to synchronize your read/write calls then it will be thread-safe and read/write safe
L1107[16:58:20] <Ordinastie> it's in the same thread -_-
L1108[16:58:22] <Tazz> which imo both are attributing to this
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L1110[16:58:46] <Tazz> besides locking is pretty much what the iterator does anyways XD
L1111[16:58:59] <gigaherz> uhh
L1112[16:59:07] <gigaherz> locking should be meaningless in the context of mc
L1113[16:59:14] <Tazz> gigaherz, not really XD
L1114[16:59:22] <Ordinastie> no, the iterator simply makes sure the size and expectedCount are consistent
L1115[16:59:24] <gigaherz> unless you have client + rendering
L1116[16:59:27] <howtonotwin> there are only ever 2 threads doing actual work though
L1117[16:59:27] <gigaherz> because
L1118[16:59:32] <gigaherz> if you have data shared between client and server
L1119[16:59:35] <gigaherz> you are doing it wrong.
L1120[16:59:36] <Ordinastie> and that the interal iterator pointer stays consisten too
L1121[16:59:41] <howtonotwin> and one of them shouldn't actually be doing work
L1122[16:59:47] <Tazz> gigaherz, no hes modifying a list while iterating it
L1123[16:59:48] <quadraxis> just build a list of entities to kill while you're iterating
L1124[16:59:54] <gigaherz> Tazz: that won't be fixed by locks
L1125[16:59:58] <Ordinastie> ^
L1126[16:59:58] <Tazz> yes it will XD
L1127[16:59:59] <quadraxis> then loop over that and kill them
L1128[17:00:01] <gigaherz> either the lock is reentrant, in which case it's useless
L1129[17:00:01] <Ordinastie> Tazz, no
L1130[17:00:02] <gigaherz> or it's not
L1131[17:00:03] <Tazz> I literally sovled this
L1132[17:00:05] <gigaherz> in which case it will deadlock
L1133[17:00:10] <gigaherz> neither of them are solutions
L1134[17:00:30] <Tazz> lol I solved this with my own code in a similar situation using a reentrant lock
L1135[17:00:40] <gigaherz> there's only two ways in which a list can be modified while it's iterating
L1136[17:00:43] <gigaherz> 1. another thread did it
L1137[17:00:47] <Tazz> its even a recommended solution on stack overflow ffs
L1138[17:00:54] <gigaherz> 2. a function the loop called did it
L1139[17:01:09] <gigaherz> what I'm saying is
L1140[17:01:12] <gigaherz> if it's #1
L1141[17:01:13] <Tazz> hes modifying it in the loop
L1142[17:01:23] <gigaherz> then it has to be rendering + client
L1143[17:01:28] <gigaherz> otherwise it's just broken
L1144[17:01:32] <gigaherz> and the CME is a symptom, not a cause
L1145[17:01:35] <gigaherz> if it's #2
L1146[17:01:37] <gigaherz> then the lock is useless
L1147[17:01:40] <gigaherz> and counter-productive
L1148[17:01:43] <quadraxis> spec says: if the list is structurally modified at any time after the iterator is created, in any way except through the iterator's own remove or add methods, the iterator will throw a ConcurrentModificationException
L1149[17:02:05] <Ordinastie> Tazz, please show me how lock would fix that CME : http://puu.sh/riebk.png
L1150[17:02:26] <gigaherz> enter lock -> iterate -> call function that modifies -> function tries to re-enter the lock
L1151[17:02:30] <gigaherz> this can be one of two sutations
L1152[17:02:36] <gigaherz> if non-reentrant, it will deadlock
L1153[17:02:42] <gigaherz> if reentrant, it will pass without locking
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L1155[17:02:49] <gigaherz> and CME will still happen.
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L1157[17:03:39] <gigaherz> the only correct solutions here would involve keeping a delay-remote queue
L1158[17:03:59] <gigaherz> or detecting that it's iterating, and then after exiting the call
L1159[17:04:06] <gigaherz> checking if isDead, iterator.remove()
L1160[17:04:25] <Ordinastie> gigaherz, iterator.remove() works while iterating, thats the point
L1161[17:04:29] <gigaherz> yes
L1162[17:04:39] <gigaherz> but hence my suggestion
L1163[17:04:43] <Tazz> I would have done it the Java7 NIO way
L1164[17:04:47] <gigaherz> either you keep a separate queue
L1165[17:04:50] <Ordinastie> the 2 solutions are 1) loop a copy of the list 2) use external iterator and call remove on it
L1166[17:05:13] <Ordinastie> Tazz, still waiting on your lock solution...
L1167[17:05:16] <gigaherz> yes but if I understand correctly, the issue is that the entity dies
L1168[17:05:19] <gigaherz> calls onDeath
L1169[17:05:22] <gigaherz> and onDeath removes from the list
L1170[17:05:26] <Tazz> Ordinastie, you win Im done arguing
L1171[17:05:29] <gigaherz> so in order to correct that behaviour
L1172[17:05:32] <gigaherz> you'd do like
L1173[17:05:47] <gigaherz> if(!isIterating) remove -- inside onDeath
L1174[17:05:58] <gigaherz> and if(isDead) remove -- in the loop
L1175[17:06:25] <gigaherz> or alternatively keep a separate queue of to-be-removed entities
L1176[17:06:37] <Tazz> gah this damn register allocator still turned out like 1100 lines of code >.<
L1177[17:06:41] <gigaherz> iterating over a copy of the list seems like the kludgiest scenario to me
L1178[17:06:49] <quadraxis> have onDeath add it to a seperate list
L1179[17:06:55] <gigaherz> unless the list implementation has copy-on-write clones
L1180[17:07:08] <quadraxis> and then after looping throuch the main list
L1181[17:07:11] <gigaherz> quadraxis: that's waht I meant by "to-be-removed queue"
L1182[17:07:25] <gigaherz> you ppl are only reading half of what I say ;p
L1183[17:07:33] <quadraxis> yeah i am concurring
L1184[17:07:50] <gigaherz> so your reading buffer was modified while reading
L1185[17:07:54] <gigaherz> and you don't have iterator checks ;P
L1186[17:10:18] <quadraxis> iterating over a copy is the easiest fix in terms of code tho
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L1188[17:15:42] <barteks2x> I added more profiler.startSection()/profiler.endSection()... and problem disappeared.
L1189[17:18:36] <tankcr> anyone using the WAILA repo?
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L1191[17:20:10] <barteks2x> WTF!? I was re-creating the same world over and over again to track down a performance issue... after adding more calls to vanilla profiler it totally disappeared
L1192[17:20:55] <barteks2x> It didn't work and I was confused, not it works and I'm even more confused
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L1195[17:28:03] <howtonotwin> heisenbugs normally beget mandelbugs :P
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L1197[17:29:58] <barteks2x> terrain generation is not multithreaded...
L1198[17:30:35] <barteks2x> It was taking 2 SECONDS to generate a single chunks, I added code to measure time and it went down to milliseconds
L1199[17:31:42] <howtonotwin> magic?
L1200[17:31:45] <barteks2x> and it's not GC. I have PrintGC on
L1201[17:31:46] <howtonotwin> magic
L1202[17:32:38] <barteks2x> now I can't get the issue back even after removing the code I added
L1203[17:32:40] <plathrop> gremlins
L1204[17:32:52] <barteks2x> so in the end I changed nothing and performance increased
L1205[17:33:04] <barteks2x> by x1000
L1206[17:33:06] <howtonotwin> branch prediction?
L1207[17:33:08] <plathrop> but seriously when that happens to me it is a sign I need to walk away from the code for a bit
L1208[17:33:09] <howtonotwin> lol idk
L1209[17:33:43] <barteks2x> there is no way branch misprediction causes 1000x worse performance, especially because I'm generating the same world over and over again
L1210[17:33:49] <MercuriusXeno> schroedingers chunk lag?
L1211[17:34:03] <barteks2x> the same seed, the same spawnpoint
L1212[17:34:04] <quadraxis> disk latency?
L1213[17:34:19] <howtonotwin> electron tunneling messing up your CPU?
L1214[17:34:39] <barteks2x> might be that... I noticed that chunk saving speed also improved. I blame my hybrid hdd
L1215[17:34:54] <barteks2x> (I meant disk latency)
L1216[17:34:58] <MercuriusXeno> (we figured)
L1217[17:35:46] <barteks2x> But if that's how slow it is with normal HDDs... I need to fix it anyway.
L1218[17:36:36] <quadraxis> possibly only for one chunk in a region
L1219[17:36:59] <barteks2x> it's the same chunk region over and over again. And there are no regions with my mod. Everything is stored in single mapdb
L1220[17:37:57] <barteks2x> I literally made one world, and now I'm always hitting re-create
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L1222[17:41:35] <barteks2x> Why my issues are always so weird
L1223[17:42:38] <howtonotwin> because you are rewriting the world?
L1224[17:42:41] <howtonotwin> literally?
L1225[17:43:07] <barteks2x> I'm sure notch didn't have such issues when writing minecraft
L1226[17:43:15] <howtonotwin> ofc
L1227[17:43:27] <howtonotwin> he wasn't hacking around in an existing codebase :P
L1228[17:43:50] <barteks2x> and robinton (previous author of cubic chunks, beta 1.7) also didn't
L1229[17:44:01] <barteks2x> and cuchaz didn't have such issues too
L1230[17:44:15] <barteks2x> I touch the code and issues appear
L1231[17:47:56] <barteks2x> if the cause is still the same but time decreased by x10, it looks like it's IO issue: Something's taking too long! 'root.levels.Copy of world.tick.chunkMap.playerCubeMapTick.generate.chunk[39,6,-8].generate.loadCube.cubeIOLoad' took aprox 113.832702 ms
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L1235[17:57:04] <barteks2x> I think I figure it out... but I'm not sure how to fix it
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L1238[17:58:22] <barteks2x> MapDB supports transactions. And I'm writing 250 cubes per transaction (commit every 250 cubes), and this is done concurrently. But it looks like I can't really get data while commit is executing, so get() will block until commit() is finished.
L1239[17:58:55] <barteks2x> and commit() usually takes 250ms (before it was taking 2seconds)
L1240[18:02:29] <gigaherz> I just published a new short story on my "blog": https://gigaherz.wordpress.com/2016/09/21/the-final-battle/
L1241[18:02:35] <gigaherz> (fantasy)
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L1244[18:08:22] <barteks2x> I will try to write less than 250 cubes before commit and see what it changes
L1245[18:11:53] <barteks2x> I really need to implement async chunk loading
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L1247[18:13:27] <howtonotwin> You have scala.concurrent.Future next to you :P
L1248[18:13:46] <howtonotwin> (jk don't it'll look ugly in Java)
L1249[18:13:59] <howtonotwin> (also don't because it might disappear)
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L1254[18:19:30] <barteks2x> And I can't make it work no matter what
L1255[18:19:44] <barteks2x> even if I decrease amount of cubes written before commit to 20, time to commit doesn't decrease
L1256[18:20:00] <barteks2x> And I need to use get() to check if cube is on disk
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L1263[18:54:06] <howtonotwin> oh wtf my violin's E string just snapped and a bit of it literally went into my thumb (skin-deep, I'm fine) -.-
L1264[18:54:15] <howtonotwin> not mc related, just venting >.<
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L1269[19:10:43] <barteks2x> just to confirm that I;m sane: if I was sending someone commands to type on linux box and I sent "cd ..", is it normal to expect that the other person executes it only once (assume he knows basic llinux commands)
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L1271[19:13:47] <tterrag> I mean, yes?
L1272[19:14:48] <barteks2x> Well.. someone who did differently blames me that I broke the server (recursive chown on /)
L1273[19:15:19] <tterrag> if you told them to run "cd .." and then ran "cd .. <enter> cd .." then they are a special kind of person
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L1275[19:15:40] <barteks2x> he did it "until it didn't allow him to do that anymore"
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L1277[19:15:55] <tterrag> yeah...not your fault
L1278[19:16:07] <tterrag> someone with that little base knowledge shouldnt' be anywhere near a production server's terminal
L1279[19:16:12] <tterrag> though maybe it is your fault in that respect :P
L1280[19:16:16] <tterrag> at least a little bit :D
L1281[19:16:26] <barteks2x> he wanted a minecraft server, he deals with it
L1282[19:16:30] <barteks2x> I only help him
L1283[19:17:43] <tterrag> his server his problem
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L1296[20:06:18] <tterrag> is this code worldgen safe, and if not, how can I make it be? https://github.com/Chisel-Team/Chisel/blob/1.9/dev/src/main/java/team/chisel/common/util/GenerationHandler.java#L63-L99
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L1300[20:11:54] <barteks2x> tterrag, as far as I know, x and z positions should be offset by +8
L1301[20:12:12] <tterrag> offset in what direction?
L1302[20:12:16] <barteks2x> +
L1303[20:12:22] <tterrag> how would that help?
L1304[20:12:58] <barteks2x> when minecraft populates chunk at [x, z] it actually populates [x*16+8, z*16+8] to [x*16+16+8, z*16+16+8]
L1305[20:13:11] <tterrag> hm
L1306[20:13:28] <tterrag> so if I access x*16 I'm outside my generation area
L1307[20:13:29] <barteks2x> otherwise when generating somethign at negative edge of chunk you may cause block updates and generate more chunks
L1308[20:14:15] <barteks2x> just don't generate anything at the outside edge of area [x*16, z*16] to {x*16+16+15, z*16+16+15]
L1309[20:14:23] <barteks2x> *remove word outside
L1310[20:14:31] <tterrag> the problem is, for each block in the chunk, I need to check a 3x1x3 box around it for lava
L1311[20:15:04] <barteks2x> you do whevever you need to do in area [x*16+8, z*16+8] to [x*16+16+8, z*16+16+8], and you can go max 8 blocks out in each direction
L1312[20:15:19] <barteks2x> look at how vanilla handles that
L1313[20:15:28] <barteks2x> there is always that offset somewhere
L1314[20:15:44] <barteks2x> for ore generation it's hideen in WorldGenMinable
L1315[20:15:53] <tterrag> yeah but what about the block AT x*16+16+8
L1316[20:16:07] <tterrag> I need to check the block at x*16+16+8+1
L1317[20:16:08] <barteks2x> it's ok, you can go max 8 blocks outside that area
L1318[20:16:13] <tterrag> ahh
L1319[20:16:14] <tterrag> ok
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L1321[20:16:24] <tterrag> so the problem is I'm rarely accessing +8 +9
L1322[20:16:28] <tterrag> which is outside
L1323[20:16:35] <tterrag> or rather -9
L1324[20:16:50] <barteks2x> what are you trying to do?
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L1326[20:18:06] <tterrag> http://i.imgur.com/48VIJx7.jpg
L1327[20:18:13] <barteks2x> You probably can rarely go outside as long as you are not in biome decorator, but this will cause recursive chunk generation
L1328[20:18:14] <tterrag> (that is with stone removed)
L1329[20:18:43] <tterrag> I'm getting random bug reports like this https://github.com/Chisel-Team/Chisel/issues/222
L1330[20:18:57] <barteks2x> so you don't really need to access anythign at -9, you just need to offset the whole generation code x+8 and z+8
L1331[20:19:13] <Drullkus> ...genius
L1332[20:19:29] <tterrag> right
L1333[20:19:31] <tterrag> doing that now
L1334[20:20:02] <tterrag> barteks2x: guess all I really need to do is change line 67 to:
L1335[20:20:03] <tterrag> BlockPos origin = new BlockPos(event.getChunkX() * 16 + 8, 0, event.getChunkZ() * 16 + 8);
L1336[20:20:12] <tterrag> right?
L1337[20:20:24] <tterrag> everything else is relative to that
L1338[20:20:26] <barteks2x> that report doesn't seem to have anything to do with that, that seems strabge
L1339[20:20:27] <tterrag> yay clean code :D
L1340[20:20:56] <tterrag> oh yeah that one is weird
L1341[20:21:00] <tterrag> uhh
L1342[20:21:16] <tterrag> https://github.com/Chisel-Team/Chisel/issues/213 <- like this one
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L1344[20:22:34] <barteks2x> cavern.world.ChunkProviderCavern.func_185931_b(ChunkProviderCavern.java:353) ~[ChunkProviderCavern.class:?] - that is from different mod
L1345[20:23:05] <barteks2x> but there is chisel too...
L1346[20:23:28] <tterrag> yeah, I think the mod is coincidental
L1347[20:23:36] <tterrag> or it has generation patterns that lend itself more to hitting the crash
L1348[20:23:40] <barteks2x> to me it looks like some liquid is flowing very far down
L1349[20:24:13] <barteks2x> and it's all recursive when populating
L1350[20:24:45] <tterrag> ok
L1351[20:24:51] <tterrag> made the change, no crashing
L1352[20:24:52] <tterrag> can
L1353[20:25:05] <tterrag> can't really test it myself, just gotta push the change and see if the crashes stop
L1354[20:25:08] <tterrag> since it's so sporadic :/
L1355[20:25:18] <barteks2x> why srg mcp remapper doesnt work when i need it...
L1356[20:25:23] <barteks2x> (browser plugin)
L1357[20:26:00] <kashike> it works like 50% of the time it seems :P
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L1359[20:28:10] <barteks2x> tterrag, that second one (with long stacktrace) may be actually caused by recursively generating chunks in some way, but the stacktrace is cut off in inportant moment
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L1377[21:08:43] <IoP> Is there any elegant way to load Tweaker and Mod from same jar?
L1378[21:12:08] <barteks2x> uh... minecraftforum won't accept my email/password combination
L1379[21:12:44] <barteks2x> it doesn't even tell me which one is wrong
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L1382[21:14:11] <barteks2x> minecraftforum says my account doesn't exist
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L1391[21:59:04] <RANKSHANK> Bait is a really weird looking word after you've look at it for a while
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L1393[22:02:09] <TehNut> Lore has recently stopped being a word to me
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L1395[22:04:18] <barteks2x> I may need to give up on using mapdb and write my own file format...
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L1399[22:20:20] <minecreatr> is there any way to make it so that a coremod will only load if a config option is set
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L1424[23:28:59] <barteks2x> That's strange, I ended up with 2 chunks at the same position
L1425[23:29:18] <tterrag> I can only imagine how that looks ingame
L1426[23:29:38] <barteks2x> it doesn't, data is inconsitiend and kit causes it to be not sent to client at all
L1427[23:30:26] <barteks2x> Now I need to figure out how it happens, it shouldn't happen
L1428[23:34:46] <barteks2x> world.isRemote is true when it's serverside or clientside?
L1429[23:35:38] <McJty> Clientside
L1430[23:35:41] <McJty> Because the world is remote then
L1431[23:35:48] <McJty> (very confusing variable IMHO)
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L1433[23:36:09] <barteks2x> I could apply similar reasoning to argue it's serverside
L1434[23:36:22] <McJty> That's why it is confusing
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L1440[23:53:26] <tterrag> not really
L1441[23:53:31] <tterrag> the server is the host
L1442[23:53:35] <tterrag> clients are remote to the server
L1443[23:53:39] <tterrag> this is normal terminology
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L1445[23:56:38] <barteks2x> it makes sense once you know it's client. When I try to figure it out from the name I never know...
L1446[23:59:19] <barteks2x> Is there a chance that I somehow unknowingly created a new object without calling its constructor?
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