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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
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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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{}}
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
L248[06:09:12]
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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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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 :)
L295[08:30:45]
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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
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
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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
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
L437[09:49:33] <ScottehBoeh> man ;-;
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
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
L456[09:54:04] ***
tterrag|ZZZzzz is now known as tterrag
L457[09:54:19]
⇨ Joins: Samario
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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
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]
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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?
L498[10:07:12] ***
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L499[10:07:43] ⇦
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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
L535[10:27:30]
⇨ Joins: Abastro (~Abastro@112.166.128.227)
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?
L542[10:29:11]
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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
L559[10:35:15] ⇦
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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?
L562[10:35:47] ***
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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
L572[10:40:42] ⇦
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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?
L596[10:44:28] ⇦
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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
L615[10:49:24]
⇨ Joins: nekosune
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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 ?
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
L643[11:03:06] ⇦
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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:
L657[11:10:36] ⇦
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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
L664[11:11:55]
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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 :/
L672[11:12:37]
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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 ->
??!?!?
L676[11:14:09]
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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
L686[11:25:37] <plp> and you can't use
stuff like GuiConfigEntries.CycleValueEntry
L687[11:26:01] <plp> or
GuiConfigEntries.BooleanEntry
L688[11:26:48] *** V
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L690[11:27:55] <plp> fails there
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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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L764[13:16:05] ***
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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
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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
L903[15:28:23] ***
x3n0ph0b3 is now known as MercuriusXeno
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
L1003[16:20:36] ***
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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
L1013[16:42:58]
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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
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
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 ?
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
L1100[16:56:21]
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L1101[16:56:32] <howtonotwin> isn't the
problem just a CME when an entity dies?
L1102[16:56:50] ***
MrKickkiller is now known as MrKick|Away
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
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?
L1190[17:19:52] ***
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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
L1196[17:29:31]
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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)
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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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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DrullAFKus is now known as Drullkus
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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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)
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
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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?