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L36[01:18:33] <tterrag> fry: PR for
RenderFogEvent to have a type, ala RenderBlockOverlayEvent, for
water fog, lava fog, etc
L37[01:18:43] <tterrag> would it be
accepted? :P
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L78[01:50:25] <tterrag> fry: seems I missed
FogDensity event...though it is weird there are both
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L86[01:55:42] <Subaraki> what's the
difference between global world data and per-world data ?
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L88[01:57:06] <tterrag> uhh in what
context?
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L90[01:57:41] <tterrag> thechief5456:
DISCONNECT
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L93[01:59:45] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161005 mappings to Forge Maven.
L94[01:59:48] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161005-1.10.2.zip
(mappings = "snapshot_20161005" in build.gradle).
L95[01:59:59] <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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L99[02:03:14] <Subaraki> tterrag,
worldsavedata
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L101[02:03:20] <tterrag> that's
deprecated
L102[02:03:23] <tterrag> thechief5456:
plz
L103[02:03:38] <Subaraki> what do you mean
that is deprecated ?
L104[02:04:18] <Subaraki> the forge docs
state that " The global data is obtained from
World#getMapStorage(), while the per-world map is obtained from
World#getPerWorldStorage(). "
L105[02:04:21] <tterrag> errr I thought
world capabilities were at thing
L106[02:04:23] <Subaraki> I thought it was
usable
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L108[02:04:29] <tterrag> I was thinking of
IEEP
L109[02:04:31] <tterrag> nevermind
me
L110[02:04:38] <Subaraki> ah okay x)
L111[02:04:39] <tterrag> yes, one is
global, one is per-dimension
L112[02:04:49] <Subaraki> aah, so i'll
need gloval. thanks tterag o/
L113[02:04:51] <tterrag> or rather, one is
per SAVE, one is per WORLD
L114[02:05:01] <tterrag> np
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L123[02:12:45] <SquareWheel> When
extending an overriding a particle, the color I give it seems to
interpolate with the original particle's color. So I don't have
complete control over it.
L124[02:12:50] <SquareWheel> Any idea why
that might be?
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L127[02:13:25] <Subaraki> SquareWheel,
because you color over it
L128[02:13:27] <Subaraki> not recolor
it
L129[02:13:32] <SquareWheel> Ohh
L130[02:13:38] <Subaraki> unless the
particle's base texture is a grey scale
L131[02:13:49] <tterrag> which most are,
but not all
L132[02:13:54] <Subaraki> ^
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L134[02:14:03] <Subaraki> redstone is a
nice example if greyscale
L135[02:14:07] <SquareWheel> So
ParticleSplash would have a blue texture somewhere?
L136[02:14:21] <Subaraki> i believe so
yes
L137[02:14:22] <tterrag> guess so
L138[02:14:33] <Subaraki> if you can't
recolor it, it's forcibly not greyscaled x)
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L140[02:14:51] <Subaraki> dafuq is wrong
with thechief5456 ?
L141[02:15:01] <Subaraki> can someone ban
him for like half an hour or so ? ._.
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L144[02:15:43] <TehNut> there was a guy
who would join and then immediately time out
L146[02:15:49] <TehNut> it went on for 3
straight days
L147[02:15:52] <tterrag> SquareWheel:
^^
L148[02:16:04] <tterrag> Subaraki: I've
already mentioned he's doing this in #dragonweyr, they haven't done
anything yet
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L151[02:17:05] <Subaraki> oh my :s
L152[02:17:09] <Subaraki> wait, is the
villager face a particle ?
L153[02:17:37] <tterrag> seems so
L154[02:17:40] <tterrag> not sure what
it's used for
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L157[02:19:05] <SquareWheel> Think it's
the final particle in the second row.
L158[02:19:52] <tterrag> it's probably the
entire second row, if it's animated it goes through the sheet as
frames
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L160[02:20:03] <tterrag> the entire first
row is reddust
L161[02:20:29] <tterrag> solution: make
your own particle texture
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L170[02:27:36] <SquareWheel> Thanks for
the suggestion.
L171[02:27:52] <SquareWheel> Not sure it's
worth adding a new texture just to get a lighter green like I want,
but might do so.
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L179[02:31:24] <SquareWheel> Just going to
hide join/part messages...
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L200[02:47:50] ***
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L258[03:36:20] <Subaraki> omfg that spam
.... x_x
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L261[03:38:22] <Subaraki> i came here to
know how to save data from a worddata handler
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L263[03:38:38] <Subaraki> the worldevent
save doesn'th have an nbt tag available to save too
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L265[03:39:59] <barteks2x> Has anyone ever
seen lava lake generator replace leaves blocks with stone?
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L267[03:40:31] <Subaraki> ._. wth
barteks2x
L268[03:40:37] <Subaraki> no. why ?
xD
L269[03:41:01] <Subaraki> maybe so they
don't catch fire ?
L270[03:41:11] <barteks2x> I've seen it in
cubic chunks, but not in vanilla
L271[03:41:23] <barteks2x> And it seems
like a natural consequence of WorldGenLakes code
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L273[03:41:52] <barteks2x> it replaces
nearby solid blocks with stone
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L275[03:42:23] <barteks2x> So It's now
"why it happens" but "why it doesn't happen in
vanilla"
L276[03:43:24] <barteks2x> seems like it
does happen in vanilla. I found it on minecraftforum
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L278[03:44:00] <Subaraki> lol
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L292[03:52:30] <Subaraki> wait, is there
no need to manually call the read / write nbt from worldsavadata
handlers ?
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L346[04:38:25] <Subaraki> if i use
NetworkHandler.NETWORK.sendToAll, am i supposed to check
!world.isRemote ?
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L417[05:36:44] <PolarizedIons>
thechief5456 could you try not join-quit every minute for four
hours?
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L420[05:38:01] ***
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L437[05:50:16] <ShadCanard> o/
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L442[05:52:52] <ShadCanard> Subaraki >
Are you there buddy ?
L443[05:53:13] <Subaraki> yes
L444[05:53:24] <Subaraki> how about you
ShadCanard, are you here ? x)
L445[05:53:31] <ShadCanard> .. x)
L446[05:53:58] <ShadCanard> Can I see your
Pet Buddy's code ? (I'm making a kinda same thing with my 2
entities)
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L449[05:54:44] ***
thechief5456 was kicked by fry (thechief5456))
L450[05:54:56] <ShadCanard> nvm, found
your github :)
L451[05:55:32] <Subaraki> uhm
L452[05:55:35] <Subaraki> you're welcome
x)
L453[05:55:39] <Subaraki> what are you
trying to achieve ?
L454[05:55:45] <Subaraki> spawn a pet on
player login ?
L455[05:55:45] ⇦
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L456[05:55:57] <ShadCanard> You probably
know who is Boblennon and theFantasio974
L457[05:55:59] <Subaraki> fry, oh god
thank you !!
L458[05:56:08] <Subaraki> nope.
L459[05:56:13] <Subaraki> but i do know
bob lennon
L460[05:56:23] <ShadCanard> Okay
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L462[05:56:38] <Subaraki> AH FFS
L463[05:56:57] <SquareWheel> Dang, I
thought it was safe to turn join/parts back on.
L464[05:57:03] <ShadCanard> Hm, that's
enough to understand
L465[05:57:39] <ShadCanard> They make
videos together
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L467[05:58:06] <ShadCanard> And I'm the
official modder. And I'm trying to do a little Boblennon that
follow you around
L468[05:58:18] <Subaraki> ah.
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L470[05:58:40] <Subaraki> well, you better
try to figure out how to put player textures from a gameprofile on
an entity
L471[05:58:42] <ShadCanard> And for now,
he's not following at all x)
L472[05:58:46] <Subaraki> or you could
tell him to download my mod :)
L473[05:58:55] <Subaraki> ShadCanard,
check the wolf code for that
L474[05:59:02] <Subaraki> might be better
then just mine xD
L475[05:59:02] <ShadCanard> That's what I
made
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L479[06:00:06] ***
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L480[06:01:25] <ShadCanard> I think he'll
no longer spam :D
L481[06:01:30] <ShadCanard> thx fry
L482[06:01:45] ⇦
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L483[06:02:29] <Subaraki> thanks fry
L484[06:14:58] <SquareWheel> My
hero!
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L492[06:56:00] ***
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L503[07:32:11] <ShadCanard> How can I get
a skin for a given username ?
L505[07:34:51] <ShadCanard> wait, it
worked, but it's funky x)
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L507[07:35:27] ***
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L508[07:35:32] ***
romibi2 is now known as romibi
L510[07:37:04] <SquareWheel> Hey, quick
question. As I understand it, Items are singletons. As such
creating a private field would apply to all ItemStacks of that
item. So then is NBT the best way to store individual changes
between these itemstacks instead?
L511[07:38:04] <PaleoCrafter> depending on
the data you want to store, either go for NBT or meta/damage
L512[07:38:12] <PaleoCrafter> they aren't
singletons, btw, but flyweights :
L513[07:38:14] <PaleoCrafter> :P
L514[07:39:33] <SquareWheel> That's a new
one for me
L515[07:39:42] <SquareWheel> Looks like
mutability is the biggest difference.
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L521[07:50:57] <gigaherz> SquareWheel: I
think a good approach for it is
L522[07:51:13] <gigaherz> if you have
damageable items, then use the meta for the damage
L523[07:51:25] <gigaherz> if you have
subtypes but not damage, then use meta for subtypes
L524[07:51:35] <gigaherz> if you have
complex data, use NBT
L525[07:51:44] <gigaherz> and if you need
to attach "logic" to the stacks, then use
capabilities
L526[07:51:47]
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L527[07:52:44] <SquareWheel> Are subtypes
the same as multiparts, in the vanilla JSON system?
L528[07:52:50] <gigaherz> no
L529[07:52:55] <gigaherz> I mean literally
subtypes
L530[07:52:56] <gigaherz> as in
L531[07:53:03] <gigaherz> one item with
tiers
L532[07:53:17] <gigaherz> or different mod
tools that are all the same item "id" but different meta
values
L533[07:53:17] <SquareWheel> Ah
L534[07:53:23] <gigaherz> like the dyes in
vanilla
L535[07:53:41] <gigaherz> where 15 is
bonemeal
L536[07:53:41] <SquareWheel> I actually
used NBT for my subtypes.
L537[07:53:50] <gigaherz> that's ok
too
L538[07:54:02] ⇦
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L539[07:54:14] <gigaherz> but using NBT
for subtypes means you have to use an ItemMeshDefinition or
ItemOverrides
L540[07:54:25] <gigaherz> while using meta
for subtypes can be done using setCustomMRL
L541[07:54:31] <SquareWheel> True
L542[07:54:38] <SquareWheel> I needed the
complexity though, I think.
L543[07:54:43] <gigaherz> could be
L544[07:54:51] <gigaherz> I use NBT for
subtypes in my magic mod
L545[07:55:10] <SquareWheel> I'm now
thinking about adding separate translation data when
"using" the tool, so I'm adding a new variant for
that.
L546[07:55:13] <gigaherz> I have one Item
for the gemstones
L547[07:55:21] <gigaherz> with both
subtypes for gemstones
L548[07:55:23] <SquareWheel> NBT just
seemed a bit "permanent" for a little thing.
L549[07:55:24] <gigaherz> and quality
class
L550[07:55:34] <SquareWheel> Gotchya
L551[07:57:16] <SquareWheel> This actually
leads me back to having to detect the item use finish, which was a
can of worms. I might just coopt the potion system again.
L552[07:58:18] <SquareWheel> Apply
fast-expiring potion on use, in renderer check if item is in hand
and potion is applied.
L553[07:58:51] <SquareWheel> Kinda hacky,
but onItemUseFinish was troublesome.
L554[08:00:47] ⇦
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L557[08:03:36] <Guest91125> .
L558[08:04:02] <Guest91125> testing irc
clinet, are you guys receiving me?
L559[08:04:09] <SquareWheel> Roger,
Roger
L560[08:04:20] <Guest91125> horay!
L561[08:04:28]
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L565[08:07:27] <SquareWheel> I see that
setHasSubtypes() is actually a thing.
L566[08:08:29] <gigaherz> \o/
L567[08:08:37] <gigaherz> finally managed
the "Pure" achievement in Clustertruck
L568[08:08:45] ***
Mine|dreamland is now known as minecreatr
L569[08:09:21] <gigaherz> now the only
achievement remaining is "Leader Of The Pack" which
requires me to beat a friend :/
L570[08:10:03] <SquareWheel> If I know
achievement hunters, I'd bet there's a thread on the Steam
discussion for people looking to meet up / challenge each
other.
L571[08:11:15] <gigaherz> sure but I'm
satisfied ;P
L572[08:12:55] <SquareWheel> Is
Minecraft.getMinecraft().thePlayer safe to use? The player isn't
passed into this method.
L573[08:15:05] <gigaherz> only if the
method is client-only
L574[08:15:16] <gigaherz> or you know that
you are on the client (world.isRemote is true)
L575[08:15:23] <gigaherz> however
L576[08:15:38] <SquareWheel> Lucky break,
as I'm in the client proxy.
L577[08:15:38] <gigaherz> referencing
Minecraft.getMinecraft directly in a method that exists on the
server will still fail
L578[08:15:56] <gigaherz> so you'd want to
do that on the client proxy regardless
L579[08:15:56] <gigaherz> ;P
L580[08:21:11]
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L582[08:29:10] <gigaherz> wat
L583[08:29:42] <gigaherz> where's the
hashing?
L584[08:29:42] <gigaherz> ;P
L585[08:30:31] <gigaherz> oh I see
L586[08:30:37] <gigaherz>
nameUUIDFromBytes
L587[08:30:45] <gigaherz> creates a type-3
UUID from the given "name"
L588[08:30:52] <gigaherz> it's not a
random uuid, but a hashed one
L589[08:31:07] <LatvianModder> I do it for
500 times
L590[08:31:13] <LatvianModder> so im
pretty sure its unbreakable
L591[08:32:10] <gigaherz> using a hash
function over and over with the input taken from the prvious
iteration is not necessarily a better hash
L592[08:32:32] <SquareWheel> Increases
computational difficult - which is good - but not inherently more
secure.
L593[08:32:38] <SquareWheel>
difficulty*
L594[08:32:39] <LatvianModder> I wanna see
you try get the password back :P
L595[08:32:42] <gigaherz> depending on the
hashing method used
L596[08:32:46] <gigaherz> it may even be
LESS random
L597[08:33:01] <SquareWheel> Yeah, if you
reduce entropy
L598[08:33:12] <gigaherz> "slow hash
functions" don't just feed their output into the input
L599[08:33:21] <gigaherz> they run a
specific subset of their operations more times
L600[08:33:31] <LatvianModder> I thought
about it too. But then I remembered I use this to test my login app
and I'd probably use SHA5 or whatever that was called
L601[08:33:38] <LatvianModder> SHA-1? dun
remember
L602[08:33:52] <gigaherz> even SHA-1 is
broken, shouldn't be used anymore
L603[08:34:13] <LatvianModder> oh? whats
the best hashing method that doesn take 1 minute to do it? :P
L604[08:34:21] <gigaherz> SHA2
(SHA-256/512) or newer
L605[08:34:22] <LatvianModder> probably
using .hashCode() actually lol
L606[08:34:30] <SquareWheel> Depends on
needs. SHA-256, bcrypt?
L607[08:35:05] <LatvianModder>
<String> password.hashCode() & 15. So that every 16th
password works!
L608[08:35:10] <gigaherz> LatvianModder:
sha2/3 shouldn't take a minute
L609[08:35:16] <gigaherz> ;P
L610[08:35:20] <gigaherz> it's relatively
quick
L611[08:35:21] <LatvianModder> Im talking
about milliseconds :P
L612[08:35:33] <SquareWheel> rot13 is the
future.
L613[08:35:40] <gigaherz> if you want
FAST, then just use a checksum and be done with it
L614[08:35:52] <gigaherz> it won't be
cryptographically secure
L615[08:35:54] <gigaherz> but it will be
fast
L616[08:35:54] <gigaherz> ;P
L617[08:36:15] ***
amadornes[OFF] is now known as amadornes
L618[08:36:18] <gigaherz> if you want
cryptographically secure
L619[08:36:21] <LatvianModder> I want to
store username:password
L620[08:36:25] <gigaherz> use SHA2 or
newer
L621[08:36:36] <LatvianModder> so SHA2 it
is. Is it built in java?
L622[08:38:20] <LatvianModder> looks like
it is MessageDigest sha256 =
MessageDigest.getInstance("SHA-256");
L623[08:42:19] ***
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L625[08:46:36] <Guest91125> so for 1.10+
thermal expansion is dead?
L626[08:48:54]
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L627[08:48:55] <Ivorius> woot
L628[08:48:59] <Ivorius> Curseforge
redesign
L629[08:49:45] <Ivorius> Looks good but
I'm surprised they don't work on the curse page instead, that one's
in far greater need of improvements
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L636[09:06:09] <ShadCanard>
onBlockActivated is a serverside method only ?
L637[09:06:33] <ShadCanard> serverside
only method*
L638[09:09:18] <AnrDaemon> SHA1 isn't
broken per se, IIRC. But its "computational difficulty"
is considered weak by modern standards and it is no longer
recommended for new applications.
L639[09:13:22] <gigaherz> yeah but it
takes longer to say ;P
L640[09:13:41] <Lord_Ralex> sha1 is old is
shorter ;)
L641[09:15:24] <AnrDaemon> Yes, dumb
misinformation is always shorter to say.
L642[09:15:34] ***
tterrag|ZZZzzz is now known as tterrag
L643[09:16:49] <gigaherz> AnrDaemon: it's
not really misinformation, though
L644[09:17:07] <gigaherz> the effective
number of bits of entrpy is way smaller than they hoped for
L645[09:17:17] <gigaherz> which makes it
worse than other hashing algorithms
L646[09:17:22] <gigaherz> so to me, that
does mean it's broken
L647[09:17:32] <gigaherz> just not fully
and utterly defeated as is the case of SHA-0
L648[09:17:36] <gigaherz> (or MD5)
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L654[09:21:54] <M4thG33k> There's no
default/standard interface for wrenches as a part of forge,
correct?
L655[09:22:12] <gigaherz> correct
L656[09:22:24] <gigaherz> well
L657[09:22:29] <gigaherz> there's a
generl-purpose tool system
L658[09:22:36] <gigaherz> but no one uses
it for wrenches so far as I know
L659[09:22:42] <gigaherz> you could
do
L660[09:22:43] <SquareWheel> Seems like
there might be potential there in the capabilities system?
L661[09:22:51] <gigaherz>
item.setHarvestLevel("wrench",1)
L662[09:23:09] <gigaherz> and then in
blocks say that they require "wrench" tool for
harvesting
L663[09:23:19] <gigaherz> although
wrenches aren't quite like axes and picks
L664[09:23:31] <gigaherz> I did have an
ITweakable capability
L665[09:23:40] <M4thG33k> Yeah, I just
wanted to make sure I wasn't breaking some standard by writing my
own
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L668[09:23:52] <gigaherz> but so far as I
know
L669[09:23:54] <gigaherz> no one ever used
it
L670[09:24:06] <gigaherz> in my
capability
L671[09:24:11] <gigaherz> the BLOCK is the
one accepting wrenches
L672[09:24:15] <Koward_> !help
L673[09:24:19] <gigaherz> and it is purely
up to the wrench to call those methods
L674[09:25:07] <Koward_> !help *
L675[09:26:12] <Koward_> What's the MCPBot
command to get obfuscated name from deobfuscated again ?
L676[09:27:07] <gigaherz> uh
L677[09:27:47] <gigaherz> !gm
setUnlocalizedName
L678[09:27:53] <gigaherz> that works just
fine
L679[09:29:07] <Koward_> The
opposite.
L680[09:29:16] <Koward_> I already have
the deofbuscated.
L681[09:29:32] <Koward_> !gm
func_189652_ae
L682[09:29:38] <Koward_> Oh it works
too
L683[09:29:43] <Koward_> Fine then
L684[09:30:07] <Koward_> !gm
func_189654_d
L685[09:30:12] <gigaherz> uh
L686[09:30:15] <gigaherz> that is the
obfuscated name
L687[09:30:17] <gigaherz> well
L688[09:30:19] <gigaherz> the srg
name
L689[09:30:45] <gigaherz> obsufacated
would be "c", srg would be "func_77655_b", and
the pretty name "setUnlocalizedName"
L690[09:30:54] ⇦
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L691[09:30:59] <gigaherz> but what you say
is the primary use for the bot
L692[09:31:44] <Koward_> I wanted srg
=> pretty. Most people use pretty => srg, no ? To use
reflection for example
L693[09:32:14] <gigaherz> maybe
L694[09:32:15] <Koward_> !gm
func_189992_e
L695[09:32:44] <Koward_> !gm
func_189992_e
L696[09:32:53] <gigaherz> if you ahve a
lot to query
L697[09:32:55] <gigaherz> do it in a
PM
L698[09:32:57] <gigaherz> or in
#mcpbot
L699[09:32:58] <gigaherz> or in DCC
L700[09:33:08] ⇦
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L701[09:33:59] <Koward_> !gf
field_189963_J
L702[09:34:34] <Koward_> !gm
func_189694_a
L703[09:35:13] <Koward_> !gm
func_189771_df
L704[09:36:08] <Koward_> !gm
func_189973_a
L705[09:37:13] <Koward_> !gm
func_189992_e
L706[09:38:16] <Koward_> !gm
func_190135_a
L707[09:39:42] <Subaraki> how do i make my
worldsavehandler save it's nbt ?
L708[09:39:55] <gigaherz> you mean
WorldSavedData?
L709[09:39:57] <Subaraki> i've put
breakpoints in there, but it is not bee ntriggered
L710[09:39:59] <Subaraki> yeah that
L711[09:40:04] <gigaherz> you have to call
markDirty on it whenever the data changes
L712[09:40:15] <Subaraki> on the
worldsavedata ?
L713[09:40:17] <gigaherz> if you never
call markDirty, mc thinks there's no changes
L714[09:40:18] <gigaherz> yes
L715[09:40:22] ⇦
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L716[09:40:26] <Subaraki> okay, i'll try
that one, thanks !
L717[09:40:35] <Subaraki> and to make it
load ?
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L719[09:40:42] <Subaraki> when i restart
the world
L720[09:41:35] <gigaherz> you have to
reference it
L721[09:42:11] <gigaherz> a function like
this
L723[09:42:14] <gigaherz> that will get
your instance
L724[09:42:16] <gigaherz> for the given
world
L725[09:42:24] <gigaherz> if you use
getMapStorage
L726[09:42:26] <gigaherz> it will be
global
L727[09:42:35] <gigaherz> but
getPerWorldStorage, it will be per-dimension
L728[09:43:04] <Subaraki> that i knew.
forge documents said so as well :)
L729[09:43:21] <Subaraki> so the getter
for the WorldSaveData will load the data itself ?
L730[09:43:28] <Subaraki> if there was any
saved previously ?
L731[09:44:02] <gigaherz> guess who wrote
those docs ;P
L732[09:44:07] <gigaherz> yes
L733[09:45:15] ***
Abrar|gone is now known as AbrarSyed
L734[09:45:18] <Subaraki> you did ?
:o
L735[09:45:35] <gigaherz> yup, and the
capabilities one
L736[09:45:43] <gigaherz> and the IEEP
one
L737[09:45:48] *
Subaraki pats gigaherz on the head
L738[09:45:49] <gigaherz> (with a few
tweaks by others)
L739[09:45:52] <Subaraki> thanks ^w^
L740[09:45:59] <Subaraki> isn't IEEP
outdated ?
L741[09:46:17] <gigaherz> it was removed
like, 2 weeks after I wrote the docs
L742[09:46:17] <gigaherz> ;P
L743[09:46:25] <Subaraki> arf
L744[09:46:27] <Subaraki> poor you
L745[09:47:12] <Subaraki> tip, you should
add the .markdirty to the docs gigaherz ;)
L746[09:47:17] <Subaraki> i was wondering
how i needed to save it
L747[09:47:44] <gigaherz> is it not
there?
L748[09:48:08] <gigaherz> markDirty: This
method is not overridden by the implementation. Instead, it must be
called after changing the data, to notify Minecraft that there are
changes that need to be written. If not called, the existing data
will be kept instead, and writeToNBT will not get called.
L749[09:48:27] <Subaraki> *rereads the
doc*
L750[09:48:41] <Subaraki> ah ...
L751[09:49:02] <Subaraki> i skipped that
part because it was a small section and i know how read and write
work
L752[09:49:05] <Subaraki> my derp
x_x
L753[09:49:17] <Subaraki> it seemed so
straightforward xD
L754[09:49:24] *** V
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L757[10:02:53] <Ordinastie> !gm
func_178981_a
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L764[10:07:48] <Subaraki> gigaherz, Halp
!
L765[10:07:49] <Subaraki>
java.lang.RuntimeException: Failed to instantiate class
subaraki.telepads.handler.WorldDataHandler
L766[10:08:11] <Subaraki> WorldDataHandler
instance =
(WorldDataHandler)storage.getOrLoadData(WorldDataHandler.class,
TELEPADS_WORLD_SAVE_DATA);
L767[10:08:16] <Subaraki> i'm not supposed
to cast it am i
L768[10:08:19] <Ordinastie> doesn't it
tell you why ?
L769[10:08:30] <gigaherz> you are missing
the right constructors
L770[10:08:41]
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L771[10:09:23] <gigaherz> I forgot to
describe how the constructors are needed ;P
L772[10:09:34] <Subaraki> yes idneed
xD
L773[10:09:42] <Subaraki> i just wiped the
'public ExampleWorldSavedData(String s) {
L774[10:09:42] <Subaraki> super(s);
L775[10:09:42] <Subaraki> }'
L776[10:09:50] <Subaraki> and went for
super(declared key)
L777[10:09:57] <gigaherz> yeah
L778[10:09:59] <gigaherz> you need both
;P
L779[10:10:00] <Subaraki> sorry for the
paste ._.
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L785[10:35:11] ***
Vigaro is now known as V
L786[10:37:51] <gr8pefish> Do you just
name a texture file .mcmeta to get it to appear as your logo in the
'mods' window via the main screen?
L787[10:39:03] <tterrag> no? .mcmeta is a
texture metadata extension
L788[10:39:12] <tterrag> The logo path is
defined in the mcmod.info
L789[10:39:51]
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L790[10:40:02] <Koward_> What is the
replacement for World.getBiomeGenForCoords() ?
L791[10:40:11] <gr8pefish> err yeah sorry
textureName.png.mcmeta, then definte the path, thanks, got it
L792[10:40:22] ⇦
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L793[10:40:26] <tterrag> Not sure the
mcmeta file is necessary
L794[10:40:43] <tterrag> !gm
getBiomeGenForCoords
L795[10:41:03] <tterrag> !gm
getBiomeGenForCoords 1.7.10
L796[10:41:13] <Koward_> !gm
getBiomeGenForCoords
L797[10:41:19] <Koward_> !gm
getBiomeGenForCoords 1.7.10
L798[10:41:22] <tterrag> !gm 72807
L799[10:41:24] <Subaraki> when loading the
world the player is null ?
L800[10:41:33] <tterrag> Not sure
Koward_
L801[10:41:42] <Koward_> !gm 72807
L802[10:41:44] <tterrag> Subaraki: of
course
L803[10:41:58] <Koward_> !gm
getBiomeGenForCoords 1.10.2
L804[10:42:03] <Koward_> !gm
getBiomeGenForCoords 1.10.1
L805[10:42:07] <Subaraki> so no packet
syncing on world load then ?
L806[10:42:08] <Koward_> !gm
getBiomeGenForCoords 1.8.9
L807[10:42:20] <Subaraki> WorldDataHandler
wdh =
WorldDataHandler.get(Telepads.proxy.getClientPlayer().worldObj);
L808[10:42:32] <tterrag> Subaraki: what
packet? when are you sending it?
L809[10:42:40] <Subaraki> when the world
is loading
L810[10:42:50] <Subaraki> that's how i get
the wdh in the packet
L811[10:42:53] <tterrag> When is that.
what event
L812[10:42:54] <Subaraki> i send it to the
client
L813[10:42:59] <Subaraki>
worldsave.load
L814[10:43:23] <tterrag> That should be
OK. You aren't accessing the player from the network thread are
you?
L815[10:43:23] <Subaraki> i call the
WorldDataHandler instance
L816[10:43:42] <Subaraki> nah, it's
supposed to send it to client only from the server
L817[10:43:55] <Subaraki> might not be the
case
L818[10:44:01] <tterrag> Not what I asked.
what does your packet handler look like?
L820[10:45:20] <Subaraki> it looks like
that ^
L821[10:45:36] ⇦
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L822[10:45:56] <tterrag> no
L823[10:46:03] <tterrag> The handler for
that specific packet
L824[10:46:27]
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L826[10:47:04] <Koward>
getBiomeGenForCoords(BlockPos) has been removed really recently, I
just don't see how to get biome gen another way
L827[10:47:29] <Koward> !gm
getBiomeGenForCoords
L828[10:47:35] <Koward> !gm
getBiomeGenForCoords 1.8.9
L829[10:47:38] <tterrag> So yes
L830[10:47:42] <Subaraki>
world.getprovider.geybiome.genertor ?
L831[10:47:45] <tterrag> You are doing it
on the network thread
L832[10:47:45]
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L833[10:47:49] <Subaraki> idk :s just
guessing
L834[10:47:50] <Subaraki> why ?
L835[10:47:54] <Subaraki> how ?
L836[10:47:55] <Subaraki> hu ?
L837[10:48:03] <tterrag> Because handlers
are executed on the network thread
L838[10:48:33] <Subaraki> then how do i
not ?
L839[10:48:40] <Subaraki> this sounds like
it doesnt make any sens to me
L840[10:48:47] <Subaraki> i send a packet
to the client
L841[10:48:53] <Subaraki> it's registered
for the client side
L842[10:48:58] <Subaraki> the client
should recieve it
L844[10:49:24] <tterrag> Please read
through that
L845[10:49:44] <tterrag> especially the
warning box
L846[10:50:15] <raoulvdberge> Is it
possible that forge servers are down?
L848[10:50:25] <Subaraki> well
L849[10:50:28] <Subaraki> if yo uwant to
know
L850[10:50:44] <Subaraki> the proxy call
returns in client proxy a minecraft.getmiencraft.theplayer
L851[10:50:51] <Subaraki> so that
shouldn't be a problem, right ?
L852[10:52:27] <tterrag> It is a problem
because you are not in the client thread
L853[10:52:33] <tterrag> Again please read
what I linked
L854[10:53:53] <McJty> Especially the
orange box. Really important
L855[10:55:51] *
TechnicianLP goes fixing his gui packets O.o
L856[10:56:30] ⇦
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L857[10:57:37] <Subaraki> so i neet to
call Minecraft.getMinecraft.addScheduledTask to my packet ..
?
L858[10:57:40]
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L859[10:57:42] <Subaraki> is that it ?
it's kinda vague
L860[10:58:11] <McJty> Yes, for client
side
L861[10:58:17] <McJty> On serverside there
is another incantation
L862[10:58:23] <Subaraki> what runnable do
i add there ... ?
L863[10:58:34] <Subaraki> a new class with
the packet stuff in it ?
L864[10:58:39] <Subaraki> that is a
runnable ?
L865[10:58:40] <McJty>
FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask()
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L868[10:58:46] <Subaraki> oh no wait, i
can localiy instantiate that
L869[10:58:49] <McJty> Subaraki, I
basically use a lambda: () -> handle(msg)
L870[10:58:53] <gr8pefish> I'm using a
lambda
L871[10:59:27] <PaleoCrafter> that assumes
you use J8/retrolambda, just to be clear :P
L872[10:59:37] <McJty> J8 will be
fine
L873[10:59:41] <gr8pefish> ^
L874[10:59:47] <Subaraki> ll whut () ->
{ xD
L875[10:59:48] <McJty> J8 is pretty much a
requirement now in modern minecraft
L877[11:01:31] <PaleoCrafter> 1) it really
isn't, you can do just fine with retrolambda or other JVM languages
that support higher level functions 2) I clarified because not
everybody is aware of lambdas and Java 8, not because it's a bad
thing or something :P
L878[11:01:34] <Subaraki> j8 has some
funky stuff i still dont understand like the MyClass::New and now
the () -> {};
L879[11:01:56] <PaleoCrafter> think of the
latter as an anonymous function
L880[11:02:02] <gr8pefish> Lambda is just
an anonymous func
L881[11:02:16] <PaleoCrafter> and the
former as a reference to some function, basically calling the
function with an anonymous one
L882[11:02:32] <PaleoCrafter>
SomeClass::new just is a reference to a class's constructor
L883[11:03:26] <McJty> gr8pefish, actually
it isn't
L884[11:03:32] <McJty> J8 has special
support for lambda's
L885[11:03:40] <McJty> They are more
optimally implemented then anonymous classes were
L886[11:03:48] <PaleoCrafter> it is an
anonymous function semantically :P
L887[11:03:49] <McJty> i.e. no separate
class file for example
L888[11:03:52] <McJty> yes that's
true
L889[11:04:07] <gr8pefish> True,
technically it isn't correct, but in terms of usability, that's how
you can think of them
L890[11:04:17] <tterrag> capturing lambdas
are basically anon classes
L891[11:04:27] <tterrag> noncapturing are
entirely different (and much cheaper)
L892[11:05:01] ***
amadornes is now known as amadornes[Streaming]
L893[11:06:02] <barteks2x> Is there some
non-hack way to provide custom nether generator for custom world
type?
L894[11:08:52] <fry> a := x | a a | \x.a;
a[x] -> a[y] (renaming); (\x.a) b -> a[x:=b], if b isn't free
inside a;
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L897[11:13:00] <PaleoCrafter> in the
meantime, my classmates still find "lambda" funny when
they say it in physics class
L898[11:14:50] <Koward> Come on, it's at
least in the top 5 of funniest words of all time.
L900[11:16:25] <PaleoCrafter> comes right
after brobdingnagian but beats gabbleblotchits?
L901[11:16:26] <Subaraki> is that only
needed for client sided packets ?
L902[11:16:33] <Subaraki> or something
similar needed for server?
L903[11:16:37] <Subaraki> as i understood,
yes
L904[11:16:43]
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L905[11:16:52] <PaleoCrafter> duh, fry,
lambda is Greek :P
L906[11:17:17] <gigaherz> [18:04]
(tterrag): capturing lambdas are basically anon classes
L907[11:17:23] <gigaherz> I have been
wondering
L908[11:17:28] <gigaherz> what constitutes
a capturing lambda?
L909[11:17:31] <fry> I'll probably agree
that it's in top 5 funniest greek letters :D
L910[11:17:40]
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L911[11:17:56] <gigaherz> because when I
used lambdas in java
L912[11:18:02] <gigaherz> I have always
had to use final on the variables
L913[11:18:13] <gigaherz> which
technically gets compiled into method parameters
L914[11:18:33] <gigaherz> so not sure if
there's some compiler flag to enable capturing or I just missed the
situation
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L917[11:19:17] <gigaherz> fry: i know what
a closure is
L919[11:19:32] <gigaherz> and I know how
it works in C#, i'm just unsure how j8 lambdas can be
"capturing"
L920[11:19:57] <fry> if lambda uses a
variable that's not a passed argument, but instead comes from
surrounding lexical scope - it needs a closure
L921[11:20:00] <tterrag> gigaherz, a
capturing lambda is a lambda that captures :p
L922[11:20:06] <tterrag> not sure how
better to explain it
L923[11:20:11] <tterrag> if you use a
local variable inside your lambda, it captures it
L924[11:20:22] <gigaherz> yes
L925[11:20:23] <tterrag> () -> foo();
is noncapturing
L926[11:20:24] <gigaherz> but if it's
final
L927[11:20:27] <gigaherz> it's a method
parameter
L928[11:20:30] <gigaherz> it doesn't need
a class for it
L929[11:20:37] <fry> it does
L930[11:20:49] <fry> it's not about
whether it's final or not
L931[11:21:04] <fry> it's about whether it
comes from the definition site or from the call site
L932[11:22:21] <fry> class Test {
Function<whatever> a() { int x = 3; return () -> x; }; int
b() { Function<whatever> f = a(); return f(); } }
L933[11:22:41] <fry> x doesn't exist
anymore after a returns
L934[11:22:56] <fry> so, it must be stored
inside the return value of a
L935[11:23:02] <fry> which is what a
closure is :D
L936[11:23:21] <gigaherz> I see... so it
has nothing to do with the capturingness, just if it requires a
closure or not
L937[11:23:46] <fry> if you had instead
a() { return (int x) -> x + 1; };, it would be
non-capturing
L938[11:23:56] <fry> and would be compiled
as a private static method
L939[11:24:32] <fry> if you use a field -
you can still compile to an instance method
L940[11:25:35] <fry> when something is not
final you get silly things that don't usually make sense
semantically, so they are treated specially
L941[11:25:46] <fry> but in the case where
everything is final it's fairly simple :D
L942[11:26:04] <gigaherz> so based on the
link PaleoCrafter pasted
L943[11:26:07] <PaleoCrafter> and that,
kids, is why you should aim for immutability :P
L944[11:26:09] <gigaherz> java stil
lgenerates static methods for them
L945[11:26:21] <fry> for
"them"?
L946[11:26:24] <gigaherz> just wraps the
method around an anonymous class
L947[11:26:28] <gigaherz> for the
lambdas
L948[11:28:35] <fry> there's some
invokedynamic and factory magic happening
L949[11:28:57] <fry> but yes, the
"source" of the lambda still compiles to a method
there
L950[11:30:51]
⇨ Joins: Noppes
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L951[11:30:59] <fry> "Metafactory
variants" section tells a bit about what's created for each
type
L952[11:36:45] <M4thG33k> Is there a way
to have the bounding box for a block depend on its TE data?
L953[11:38:00] <gigaherz> M4thG33k:
yes
L954[11:38:37] <gigaherz> getBoundingBox
has world&pos
L955[11:38:41] <gigaherz> so you can just
use them to get the TE
L956[11:39:14] <M4thG33k> Got it. I
totally forgot the purpose of IBlockAccess...derp
L957[11:41:44] ***
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L959[11:43:38] <Noc7is> Is there an event
called when a block is destroyed from fire? BlockEvent.BreakEvent
doesnt seem to be called for that and I'm not seeing any other
events after a little bit of searching.
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L961[11:45:33] <gigaherz> Noc7is: I think
there was some PR attempt a while ago
L962[11:45:38] <gigaherz> but I don't
think it was accepted
L963[11:45:48] <Noc7is> Dang
L964[11:46:33] <barteks2x> I'm helping a
friend making a mod, he currenty has
"Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(...)"
in his code, Is it wrong (1.10)? (I guess it is, because I don't
see it done that way anywhere)
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L966[11:47:42] <M4thG33k> Now, is there a
way to have non-rectangular bounding boxes? I've seen other mods do
it, but I'm not sure how "hacky" it is...
L968[11:48:31] <gigaherz> M4thG33k: you
cna have more than one box
L969[11:48:40] <gigaherz> but they will
all be axis-aligned rectangles
L970[11:48:44] <gigaherz> well,
boxes
L971[11:48:55] <gigaherz> gr8pefish:
depends on the PR
L972[11:49:11] <M4thG33k> I've tried doing
that, but I end up with the smallest box that contains all the
smaller ones - not their actual union
L973[11:49:42] <gigaherz> uh?
L974[11:49:45] <gr8pefish> It looks
acceptable, and addresses an open issue, so not sure why it is
still open over a week later.
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L976[11:51:16] <Subaraki> wait
L977[11:51:25] <Subaraki> if i want to
send data to the client, from the server
L978[11:51:30] <Subaraki> what side do i
register my packet on
L979[11:51:37] <gigaherz> when you
register a packet
L980[11:51:41] <gigaherz> you tell the
side that receives it
L981[11:51:45] <gigaherz> so if you send
it TO the client
L982[11:51:49] <gigaherz> then use CLIENT
as the side
L983[11:51:55] <Subaraki> yeah, that's
what i did
L984[11:52:03] <Subaraki> why on earth is
my data not getting passed trough ?
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L986[11:52:08] <Subaraki> *looks some
more*
L987[11:52:18] <tterrag> gr8pefish: bad
timing
L988[11:52:27] <tterrag> minecon/twitchcon
means lex is away
L989[11:52:46] <Noc7is> Shouldnt that be a
good thing?
L990[11:52:47] <gr8pefish> Ah, that makes
more sense, thanks
L991[11:54:01]
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L992[11:56:02] <M4thG33k> @gigaherz, I'm
not seeing how to have multiple boxes be a part of the bounding
box; every time I try to add another one (by union of the two AABB
I want), I end up with one giant AABB that is just large enough to
contain both of the smaller ones
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L995[11:56:39] <gigaherz> M4thG33k:
addCollisionBoxToList
L996[11:56:43] <gigaherz> you cna add more
than one
L997[11:56:57] <M4thG33k> gotcha
L998[11:56:57] <gigaherz> merging boxes
won't work
L999[11:58:08] <tterrag> Keep in mind
that's only collision
L1000[11:58:13] <tterrag> Not
selection
L1001[11:58:39] <M4thG33k> So how would I
manage the selection box, then?
L1002[11:58:58] <tterrag> You want
multiple selection boxed fo
L1003[11:59:02] <tterrag> err phone
pls
L1004[11:59:11] <tterrag> multiple to
render at once?
L1005[11:59:37] <M4thG33k> correct. I
have a few disjoint parts to the block
L1006[12:00:14] <gigaherz> that is
something I have never figured out myself ;P
L1007[12:00:53] <LatvianModder> You could
use the event
L1008[12:01:18] <LatvianModder> But if
you have mutiple parts (like enderchests) you gotta do raytracing
and whatnot
L1009[12:01:38] <LatvianModder> I did
that in 1.7.10 mods and it wasnt quite pretty
L1010[12:01:47] <M4thG33k> What's the
event name?
L1011[12:01:51]
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L1012[12:01:53] <tterrag> event is only
way
L1013[12:02:06] <tterrag>
DrawBlockHighlightEvent iirc
L1014[12:02:15] <M4thG33k> Thanks!
L1015[12:02:46] <Noc7is> Is there any
event *at all* called when a block is set in the world? I looked
over the code, but I don't see one being called. Did i perhaps miss
something?
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L1018[12:03:27] <Noc7is> Because as I see
it so far, its impossible to tell if fire broke a block.
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L1020[12:03:48] <Noc7is> Without extreme
measures anyways
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L1022[12:04:19] <tterrag>
BlockEvent.Place
L1023[12:04:24] <tterrag> no?
L1024[12:04:37] <tterrag> or Break
L1025[12:04:48] <Noc7is> Tried both,
neither get called when fire breaks a block
L1026[12:05:01] <tterrag> No of course
not
L1027[12:05:11] <tterrag> That would be
way too high volume
L1028[12:05:27] <tterrag> That is, an
event for every setBlockState call
L1029[12:05:50] <tterrag> If you need an
event for specifically something burning, make a PR if it doesn't
exist
L1031[12:06:57] <Subaraki> what it should
do : when sync client is called, not give an emtpy list ... ?
L1032[12:07:52] <gigaherz> Subaraki: you
can't just send to the client straight away
L1033[12:08:15] <Subaraki> what do you
mean ?
L1034[12:08:22] <Subaraki> i need to send
it fater the load event ?
L1035[12:08:27] <Subaraki> like on player
load event or so ? :)
L1036[12:08:36] <gigaherz> I mean
L1037[12:08:43] <gigaherz> if you do
that, it will send when a dimension loads
L1038[12:08:50] <gigaherz> but players
will probably join afterward
L1039[12:09:21] <gigaherz> but yeah
nevermind
L1040[12:09:48] <gigaherz> how do you
encode the packet?
L1041[12:09:49]
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L1042[12:10:05] <Subaraki> like : send to
client ?
L1043[12:10:11] <Subaraki> with the
scheduled task
L1044[12:10:32] <gigaherz> nono
L1045[12:10:38] <gigaherz> my answer had
nothing to do with what you asked
L1046[12:10:38] <gigaherz> XD
L1047[12:10:56] <Subaraki> you mean how i
send the list ? x)
L1048[12:10:59] <gigaherz> i'd like to
see your packet code
L1050[12:12:10] <gigaherz> and fromBytes
has size 0?
L1051[12:12:55]
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L1052[12:14:07] <gigaherz> your approach
is a bit weird, though
L1053[12:14:09] <PitchBright> weird
question... maybe you guys have some idea what's going on with
something I'm experiencing...
L1054[12:14:31] <Subaraki> yeah, because
the list that is passed is empty
L1055[12:14:40] <Subaraki> what do you
mean weid ?xD
L1056[12:14:41] <gigaherz> that means you
cleared it
L1057[12:14:47] <gigaherz> in between the
time you construct the packet
L1058[12:14:51] <gigaherz> and the time
the packet is actually sent
L1059[12:14:51] <PitchBright> I've used a
mod to do a find and replace on torches... I replaced torches that
were placed around the world, with air blocks...
L1060[12:14:54] <Subaraki> that's not
possible
L1061[12:14:54] <gigaherz> (it's not
immediate)
L1062[12:14:58]
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L1063[12:15:06] <PitchBright> weird thing
is... the torches are gone, but the lighting glow remains.
L1064[12:15:09] <Subaraki> i go from
loading the data in world save to sending the packet
L1065[12:15:15] <PitchBright> I have no
idea why. Any thoughts?
L1066[12:15:22] <gigaherz> yes but
packets are sent on a separate thread
L1067[12:15:25] <tterrag> PitchBright:
how are you replacing
L1068[12:15:28] <Noc7is> You have to do a
block update.
L1069[12:15:33] <Subaraki> ^
L1070[12:15:51] <Subaraki> well fack. so
i have to wait for the list to actually not be empty ?
L1071[12:15:56] <Subaraki> like load it
after world load ?
L1072[12:16:03] <PitchBright> I'm using a
mod called Custom Ore Gen to do the replace.
L1073[12:16:10] <gigaherz> and by weird I
mean, you have the thingies stored in the WorldSavedData, and you
send info when the dimension loads
L1074[12:16:20] <gigaherz> but wouldn't
that mean people only receive the data when the dimension
loads?
L1075[12:16:36] <PitchBright> I can go
and place another torch down, where the glow is, then break that
torch, and the glow disappears... but when I restart the server, it
returns.
L1076[12:16:58] <gigaherz> so you can't
"use" those telepads until after each dimension has at
least loaded once
L1077[12:17:01] <gigaherz> it seems
weird
L1078[12:17:06] <PitchBright> I also see
this type of behaviour when lightning strikes a tree... the glow
from the fire, will be left behind, long after the fire is
out.
L1079[12:17:27] <tterrag> The mod is
probably intentionally not doing block updates
L1080[12:17:36] <tterrag> Because its
meant for worldgen
L1081[12:17:47] <PitchBright> hm, that
does make sense for the torch thing
L1082[12:18:35] <Subaraki> yeah well
that's the point
L1083[12:18:46] <Subaraki> and it's not
per dimension saved btw
L1084[12:19:03] <gigaherz> PitchBright:
lighting updates are done separately
L1085[12:19:08] <gigaherz> to avoid
unnecessary computation
L1086[12:19:14]
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seconds)
L1087[12:19:32] <Subaraki> the data i
have is supposed to be in sync with the data players have. they
place down a block ,they save their r elevant data (telepadentry)
and it gets also send to the world data that saves the list
L1088[12:19:49] <PitchBright> i'm
assuming the torch light issue, is the same thing as what i'm
seeing with the lightning strike - fire issue...
L1089[12:19:52] <gigaherz> so
WorldSavedData is global?
L1090[12:19:55] <Subaraki> yeah
L1091[12:20:03] <gigaherz> then you are
doing it even wronger
L1092[12:20:03] <gigaherz> ;P
L1093[12:20:07] <Subaraki> ? ._.
L1094[12:20:09] <gigaherz> well
L1095[12:20:11] <gigaherz> think about
it
L1096[12:20:13] <gigaherz> the server
loads
L1097[12:20:17] <gigaherz> and then
afterward
L1098[12:20:19] <gigaherz> a player
connects
L1099[12:20:28] <Subaraki> yeah
L1100[12:20:29] <gigaherz> the overworld
dimension will always be loaded
L1101[12:20:38] <gigaherz> so you don't
have to send the data when the dimension loads
L1102[12:20:42] <gigaherz> just when
players join the server
L1103[12:20:48]
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L1104[12:20:49] <Subaraki> sweet :)
L1105[12:20:51] <gigaherz> or even
L1106[12:20:53] <Subaraki> so
onPlayerLogin ?
L1107[12:20:56] <gigaherz> only when
players want to enumerate
L1108[12:20:58] <Subaraki> or
playerjoinsrver event ?
L1109[12:20:59]
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L1110[12:21:04] <gigaherz> you could do
it on demand ;P
L1111[12:21:09] <Subaraki> when the
player what ,._.
L1112[12:21:15] <gigaherz> I mean
L1113[12:21:21] <gigaherz> at some point
you have to show a list of targets?
L1114[12:21:31] <Subaraki> yeah, i open a
gui at a certain point
L1115[12:21:34] <gigaherz> yeah so
L1116[12:21:36] <gigaherz> when you open
the gui
L1117[12:21:39] <gigaherz> you could send
the list then
L1118[12:21:46] <Subaraki> good
point
L1119[12:21:54] <Subaraki> i'll try that
:)
L1120[12:21:54] <gigaherz> you don't even
have to store it in the client ;P
L1121[12:22:04] <Subaraki> i do
actually
L1122[12:22:14] <Subaraki> some of the
info needs to be retrieved in the gui for fancy rendering
L1123[12:22:24] <Subaraki> like red words
when the telepad entry is powered of etc
L1124[12:22:24] <gigaherz> yo ucna store
it in the GUI
L1125[12:22:28] <gigaherz> and only while
the gui is open ;P
L1126[12:22:39] <gigaherz> i mean you
don't have to cache it for later
L1127[12:22:43] <Subaraki> i do
actually
L1128[12:22:52] <Subaraki> unless i
understand you badly :P
L1129[12:23:15] <gigaherz> do you need
the data when the GUI isn't open?
L1130[12:23:21] <Subaraki> client side
?
L1131[12:23:25] <gigaherz> yes
L1132[12:23:27] <Subaraki> *thinks*
L1133[12:23:34] <Subaraki> probably not
no
L1134[12:23:42] <Subaraki> not as far as
i can remember
L1135[12:23:55] <gigaherz> then you can
make it so that the code that opens the gui
L1136[12:23:57] <gigaherz> also sends the
data
L1137[12:24:04] <gigaherz> and this code
only needs to run while the gui is open
L1138[12:24:09] <gigaherz> in the
Container or whatever
L1139[12:24:12] <Subaraki> so you're
telling me to add the list to the gui right ?
L1140[12:24:22] <Subaraki> the gui is
client side only oddly enough
L1141[12:24:23] <gigaherz> I'm saying
that
L1142[12:24:28] <gigaherz> if you only
need it in the gui
L1143[12:24:31] <gigaherz> you only have
to store it there
L1144[12:24:34] <gigaherz> however
L1145[12:24:40] <gigaherz> there is one
reson to keep it elsewhere:
L1146[12:24:45] <gigaherz> the next time
you open the gui
L1147[12:24:51] <gigaherz> it will show
the "old" data first
L1148[12:24:59] <gigaherz> and then
update the list when it is received from the server
L1149[12:25:12] <gigaherz> this can be
nicer to avoid having a blank GUI if the server is laggy
L1150[12:25:25] <Subaraki> i'll just
start with syncing the client when i open the gui x)
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L1153[12:26:00] <TankCR> Good
morning/afternoon/evening all!
L1154[12:26:57] <gigaherz> Good
{currentPhaseOfDay} to you
L1155[12:26:59] <gigaherz> ;P
L1156[12:29:14] <TankCR> lol
L1157[12:29:57] <ShadCanard> Sooo.
L1158[12:30:14] <ShadCanard> Since 1.5,
the client is a server, right ?
L1159[12:30:27] <ShadCanard> I mean, when
you play a SP, it's a local server
L1160[12:31:03] <gigaherz> there's two
threads running
L1161[12:31:08] <gigaherz> the main
thread has the client logic
L1162[12:31:14] <gigaherz> and then
thre's the integrated server thread
L1163[12:31:23] <gigaherz> (well and
rendering, and network)
L1164[12:31:27] <gigaherz> but yes
L1165[12:31:34] <gigaherz> the client is
both client and server
L1166[12:31:40] <ShadCanard> So if
something is working on SP, it's working in remote MP ?
L1167[12:31:41] <barteks2x> (it's
axctually since 1.3 btw)
L1168[12:31:45] <gigaherz> no
L1169[12:31:55] <gigaherz> because it's
easy to do it wrong
L1170[12:32:07] <gigaherz> and use things
that are only on the client jar
L1171[12:32:10] <gigaherz> but not on the
server jar
L1172[12:32:21] <gigaherz> so if you make
use of anything from the client in server code
L1173[12:32:25] <gigaherz> when you try
to load that mod on a server
L1174[12:32:27] <gigaherz> it will
crash
L1175[12:32:42] <ShadCanard> Yes, like
rendering cannot be made on server
L1176[12:32:48] <ShadCanard> because
nonsense
L1177[12:32:49] <gigaherz> exactly
L1178[12:32:59] <gigaherz> and similarly,
anything that is marked @SideOnly(CLIENT)
L1179[12:33:06] <gigaherz> does not exist
on a server
L1180[12:33:18] <gigaherz> not just that
it's not used, it does not *exist* in the jar
L1181[12:34:28] <TankCR> anyone else have
a surface pro?
L1182[12:34:54] <ShadCanard> So I've got
an issue
L1184[12:44:16] <ShadCanard> Hmm, I've
got a problem, like when I'm using "onBlockAdded()" in
SinglePlayer, it spawns an entity. But when I do it in a remote
server, it doesn't do anything, or it spawn a floating mob
L1185[12:44:40] <tterrag> You're doing
stuff clientside then
L1186[12:44:42] <tterrag> Don't do
that
L1187[12:45:12] <ShadCanard> And how to
not ?
L1188[12:45:18] <gigaherz> cck
world.isRemote
L1189[12:45:23] <ShadCanard> Done
L1190[12:45:25] <gigaherz> check*
L1191[12:45:28] <gigaherz> iuf it's true,
it's a client
L1192[12:45:35] <gigaherz> if it's false,
it's the server
L1193[12:45:44] <ShadCanard> Always
starting with if(world.isRemote)
L1194[12:45:51] <tterrag> That's
backwards
L1195[12:45:57] <gigaherz> that sounds
backwards
L1196[12:45:57] <ShadCanard>
!world.isRemote*
L1197[12:46:06] <tterrag> post code
then
L1199[12:47:23]
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L1200[12:53:13] <tterrag> Not the best
with entities
L1201[12:53:33] <tterrag> But I'm not
sure setPosition works on the server
L1202[12:53:41]
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L1203[12:54:40] ***
AbrarSyed is now known as Abrar|gone
L1204[12:57:15] <ShadCanard> How should I
do ?
L1205[12:58:37] <diesieben07> you can try
setLocationAndAngles, that's what mob eggs use
L1206[12:59:22] <M4thG33k> What replaced
MovingObjectPosition?
L1207[12:59:39] <diesieben07>
RayTraceResult
L1208[12:59:43] <M4thG33k> Thanks!
L1209[13:03:50]
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L1213[13:04:33] <ShadCanard> Found out
the problem, I was setting boundingbox on the entity regardless of
the side
L1215[13:06:43] <McJty> It renders red
outlines for blocks
L1216[13:06:54] <McJty> But sometimes,
depending on view angle the red outline turns black
L1217[13:07:00] <McJty> I already disable
most stuff
L1218[13:07:05] <McJty> But apparently
there is something that I forgot
L1219[13:07:08] <McJty> Any clues?
L1220[13:08:30] <McJty> actually. I may
have solved it
L1221[13:08:37] <McJty> Rubber duck
debugging :-)
L1222[13:09:13] <heldplayer> Just make
sure you enable whatever you disable again
L1223[13:09:26] <McJty> Normally not
needed with the state manager
L1224[13:09:30] <McJty> But yes in
general it is safer
L1225[13:10:29] <diesieben07> the state
manager removes redundant native calls to the Gl11, etc.
classes
L1226[13:10:41] <diesieben07> it does not
help you when someone disables something and someone else expects
it to be enabled down the line
L1227[13:11:06] <McJty> I know from
practice that you should not make too many such assumptions
:-)
L1228[13:11:14] <McJty> Best to set
everything you need
L1229[13:11:26] <diesieben07> of course
you shouldn't and this is why the direct mode sucks, but mojang
does so in a lot of places :D
L1230[13:11:53] <gigaherz> it's really
poorly used, though
L1231[13:11:56] <McJty> Anyway, this is
in RenderWorldLastEvent. Not much happening after this
L1232[13:11:59] <gigaherz> the idea with
state managers
L1233[13:12:06] <gigaherz> is that you
set *all* the states at the beginning
L1234[13:12:16] <gigaherz> and the
manager avoids re-setting unnecessarily
L1235[13:12:26] <gigaherz> but that's meh
to use
L1236[13:12:38] <gigaherz> it's much more
effective when you have state objects
L1237[13:12:40] <gigaherz> so like
L1238[13:12:46] <McJty> It would be nice
if there were a number of 'preset' states that you can easily
switch too.
L1239[13:12:55] <diesieben07> a
predefined state and you can just do state.apply();
L1240[13:12:59] <diesieben07> and that
sets all the stuff.
L1241[13:12:59] <McJty> yes
L1242[13:13:03] <McJty> That would be
ideal
L1243[13:13:12] <gigaherz> myRenderState
= new RenderState(); myRenderState.blendFunction(...); ...
L1244[13:13:19] <gigaherz> then at the
beginning of your code you do
L1245[13:13:22] <gigaherz>
myRenderState.apply()
L1246[13:13:30] <diesieben07> yeah
L1247[13:13:32] <gigaherz> but yeah
L1248[13:13:34] <gigaherz> Mojang.
L1249[13:13:37] <gigaherz> half-ass
everything
L1250[13:13:38] <gigaherz> ;P
L1251[13:13:52] <McJty> And then the
pushAttr/PopAttr in GLStateManager was a really bad idea
L1252[13:13:58] <McJty> It is tempting to
call that and except things to be ok
L1253[13:14:00] <PaleoCrafter> the real
problem with the state manager is that it doesn't keep shit in sync
xD
L1254[13:14:01] <gigaherz> it's
misleading
L1255[13:14:03] <McJty> But it actually
breaks stuff
L1256[13:14:12] <gigaherz> the idea of
pushAttr
L1257[13:14:15] <gigaherz> is to
"break out"
L1258[13:14:15] <McJty> Because it can
change GL settings without the corresponding state being
updated
L1259[13:14:20] <gigaherz> into
non-glstatemanager code
L1260[13:14:29] <gigaherz> and then
popAttr right before returning to the glstatemanager
L1261[13:14:45] <McJty> Well for that it
doesn't do enough. It only pushes a few states (two or so)
L1262[13:15:13] <gigaherz> yeah because
mojang didn't need more
L1263[13:15:14] <gigaherz> ;P
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L1272[13:48:26] <Jackblue> Hello there
:)
L1273[13:49:26] <Jackblue> I have a
question about anvil specification, Forge can support 4096 Block
IDs, but inside the .mca file there is only a byte array for
block
L1274[13:49:59] <gigaherz> forge tweaks a
bit the format
L1275[13:50:05] <gigaherz> that's why if
you open a forge world in vanilla
L1276[13:50:22] <gigaherz> some mod items
will end up as vanilla blocks
L1277[13:50:28] <gigaherz> (their IDs
will end up %256)
L1278[13:51:03] <TechnicianLP> thats why
my blocks turned into endrods when i removed them xD
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L1280[13:51:14] <Jackblue> hmm, I see and
the string ID is used to know if it's a vanilla block or not
?
L1281[13:51:18] <gigaherz> although
L1282[13:51:26] <gigaherz> Wait
L1283[13:53:43] <gigaherz> Jackblue: I
had a bit of a brainfart there
L1284[13:54:23] <gigaherz> in mc 1.2, the
Anvil file format was introduced
L1285[13:54:33] <gigaherz> which modified
the chunk storage for region files
L1286[13:54:42] <gigaherz> quoting the
wiki
L1287[13:54:49] <gigaherz> "The
maximum Block ID has been increased to 4096 (was 256) by adding a 4
bit data layer (similar to how meta data is stored). The rest of
Minecraft's code is not currently prepared to take advantage of
this, however."
L1288[13:55:03] <gigaherz> so the file
format already includes the ability for 12bit IDs
L1289[13:55:46] <gigaherz>
apparently
L1290[13:55:49] <gigaherz> there's two
data layers
L1291[13:55:54] <gigaherz> the normal ID
layer, and an "Add" layer
L1292[13:55:58] <gigaherz> which has the
extra bits
L1293[13:56:43] <gigaherz> see
BlockStateContainer#getDataForNBT
L1294[13:57:20] <heldplayer> McJty: That
kind of mentality is why we've had so many problems with rendering
being funky in the past when you combined mods
L1295[13:57:38] <barteks2x> is there any
possibility of tile entity NBT sizes in a 16x16x16 block area
exceeding 1MB?
L1296[13:57:41] <heldplayer> You're not
the only one using RenderWorldLastEvent
L1297[13:58:03] <gigaherz> barteks2x: I
have no idea what the limitations are
L1298[13:58:18] <barteks2x> That's the
limitation of cubic chunks that doesn't exist in vanillla
L1299[13:58:23] <barteks2x> custom
packets are max 1MB
L1300[13:58:52] <barteks2x> and I would
like to know some real world numbers on modded worlds
L1301[13:59:13] <barteks2x> to know if I
need to somehow workaround it or it's a non-issue
L1302[14:00:02] <Deamon> if you were
trying you could exceed that pretty easily I'd imagine
L1303[14:00:28] <barteks2x> a lot of
storage blocks with named items would probably do that
L1304[14:00:39] <Deamon> mhmm
L1305[14:00:42] <barteks2x> but does it
ever really happen?
L1306[14:01:53] <barteks2x> I would need
to add some packet size monitoring into some real modpack to find
out
L1307[14:03:29] <Jackblue> gigaherz,
thanks for your complete explanation :)
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L1309[14:06:35] <quadraxis> vanilla chunk
packets are limited to 2MB anyway I think
L1310[14:07:20] <gigaherz> really 1MB or
2MB doesn't matter
L1311[14:07:24] <gigaherz> those are
GIANT packets
L1312[14:07:27] <gigaherz> either
way
L1313[14:08:18]
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L1314[14:08:50] <barteks2x> I don't think
vanilla packets are limited
L1315[14:08:58] <barteks2x> and if they
are - this limit is definitely not 1MB
L1316[14:09:12] <quadraxis> looking at
SPacketChunkData
L1317[14:09:14] <barteks2x> Only the
custom packets have 1MB limit
L1318[14:09:42] <barteks2x> oh
L1319[14:09:47] <barteks2x> they are
limited to 2MB
L1320[14:09:54] <barteks2x> so I have
nothing to worry about
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L1322[14:10:07] <barteks2x> things would
explode much earlier in vanilla
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L1324[14:11:29] <quadraxis> you
effectively have 8x space allowance
L1325[14:12:11] <barteks2x> actually,
tile entity data isn't limited by that if you look closely
L1326[14:12:17] <barteks2x> only block
data
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L1328[14:12:48] <barteks2x> tile entity
data is written separately
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L1330[14:13:56] <barteks2x> so the
possible problem is still there
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L1336[14:19:46] <barteks2x> I'm going to
just ignore the possibility until someone complains (after the mod
is released)
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L1350[14:47:22] <Xilef11> would
chunkloading be a viable way to pregenerate the world? is there a
better way?
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L1357[15:06:51] <barteks2x> Xilef11, that
would probably be still better than the hack I found before that
does it by restarting server over and over again with different
spawnpoint, and there is a mod that already pregenerates chunks by
loading them
L1358[15:08:55] <Xilef11> what's that
mod? sounds like what I want to write :p all I found was a command
block "script"
L1359[15:09:14] <Xilef11> that teleports
the player around
L1361[15:10:13] <barteks2x> google
doesn't seem to see it
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L1364[15:12:14] <Xilef11> that looks
nice. guess I'll just use that mod instead of writing one
L1365[15:19:26]
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L1366[15:23:40] <gigaherz> I saw a way to
pregenerate worlds
L1367[15:23:44] <gigaherz> by using just
commandblocks
L1368[15:23:52] <tterrag> it just
teleported you around
L1369[15:23:58] <gigaherz> yup
L1370[15:24:03] <tterrag> not exactly
pregenning, just abusing player position :P
L1371[15:24:30] <gigaherz> it relied on
the server slowing down while generating the chunks, and just had a
timer teleporting you a bit at a time
L1372[15:24:36] <gigaherz> so yes
L1373[15:24:46] <gigaherz> chunkloading
is a valid way to pregenerate
L1374[15:24:46] <gigaherz> ;P
L1375[15:25:07]
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L1376[15:29:11] <barteks2x> I thought
there is something wrong with chunkloading as pregeneration because
when I wrote my own mod for it in 1.7 everything on a server
started slowing down as more chunks have been generates and went
back to normal after server restart, I've never figured out
why
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L1380[15:35:44] <gigaherz> barteks2x:
maybe there was some sort of bug causing the chunks not to unload
properly?
L1381[15:36:13] <barteks2x> I was
periodically waiting for unload queue to become empty
L1382[15:36:29] <barteks2x> and memory
usage didn't increase
L1383[15:36:40] <barteks2x> but after 1
hours generating a few chunks took >50ms
L1384[15:36:53] <barteks2x> no reason to
rey to figure it out now
L1385[15:36:56] <barteks2x> it was a long
time ago
L1386[15:39:18]
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L1387[15:43:07]
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L1393[16:18:39] <Chaos_Therum> sorry for
speed and typos I'm currently teaching myself to touch type
L1394[16:19:20] <heldplayer> Honestly as
long as it's clear enough what you want to say almost everybody can
understand it, they just need to be willing ;)
L1395[16:19:40] <Chaos_Therum> Just
wanted to let y'all know
L1396[16:21:18] <Chaos_Therum> it sucks
going from typing at 30 wpm while huntin a pecking then going to 10
when actually learning to type properly
L1397[16:21:56] <heldplayer> The error
seems to be from Flat Colored Blocks, though it could be something
else causing it. Does it still happen when you remove that mod or
when you only use that mod?
L1398[16:22:14] <Chaos_Therum> i'll try
removing that
L1399[16:23:12] <Chaos_Therum> could you
tell me where you found that. I'd like to become self
sufficient.
L1400[16:24:38] <barteks2x> I see it at
line 40 in the pastebin
L1401[16:24:39] <heldplayer> There's a
stack trace from line 34 to 57, which shows what Minecraft was
doing when it crashed
L1402[16:25:06] ***
mumfrey is now known as Mumfrey
L1403[16:25:16] <heldplayer> At line 40
it mentions a part of FCB's code in the trace
L1404[16:25:59] <Chaos_Therum> well still
crashing now it's saying that it's random things hrm that's a mod i
can't live without
L1405[16:26:04] <heldplayer> Going
through the rest of the trace, there aren't any other mods involved
in the trace, so FCB is the likely culprit
L1406[16:26:17] <heldplayer> Ok, so a
different mod is doing it then
L1407[16:26:52] <heldplayer> What does
the mod "Resource Loader" do?
L1408[16:27:10] <Chaos_Therum> not sure
i'm using a modpack as a base
L1409[16:28:27] <Chaos_Therum> apparently
it loads resources outside of the resource pack system
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L1411[16:29:24] <heldplayer> It might be
one of the mods listed from line 4 to 27, as they may be modifying
some code, did you add any other mods to the pack other than
FCB?
L1412[16:29:37] <Chaos_Therum> quite a
few
L1413[16:30:04] <Chaos_Therum> i did
notice the authors username in the stack trace
L1414[16:30:34] <heldplayer> Got a list
of them? If so check if any of the files you added is mentioned in
the list of coremods
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L1416[16:31:19] <Chaos_Therum> i dont
remember adding any coremods
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L1418[16:33:33] <heldplayer> Well IC² is
a coremod for example, even though you wouldn't think it would
be
L1419[16:35:40] <Chaos_Therum> hrm well
i'm checking right now i'm grabbing a fresh install
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L1426[16:53:03] <Chaos_Therum> hrm so
checked them and disabled a few and didn't help gonna disable
randomthings and see what errors then
L1427[16:53:58] <Lumien> So you removed
flat colored blocks ?
L1428[16:54:02] <Lumien> What error did
you get then?
L1429[16:54:03] <Chaos_Therum> yeah
L1430[16:54:18] <Chaos_Therum> a
randomthings related error
L1431[16:54:28] <Chaos_Therum> i can send
a log
L1432[16:54:35] <Lumien> please :)
L1433[16:54:38]
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L1434[16:54:54] <Chaos_Therum> and i just
realized who i'm talking to lol
L1435[16:54:55]
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L1436[16:55:14] <Lumien> ^^
L1437[16:55:53] <Chaos_Therum> it's like
you showed up as soon as i mentioned your mod haha
L1438[16:56:23] <Lumien> It's like i got
pinged by it :P
L1439[16:57:12] <Chaos_Therum> well i
need to re enable it and then I can send you an error
L1440[16:58:41] <Chaos_Therum> takes for
freakin ever to load this thing. Just so you know it still crashed
with your mod disabled
L1441[16:58:55] <Chaos_Therum> also chunk
animator is awesome
L1442[16:59:05] <Lumien> Thanks :D
L1443[16:59:39] <Chaos_Therum> takes like
3 minutes just to get to a crash
L1444[17:00:34] <Lumien> Please tell me
it doesn't mention ModelCubeAll
L1445[17:01:02] <Chaos_Therum> it does
:(
L1447[17:01:59] <Lumien> You are the
fourth person to report that
L1448[17:02:11] <Chaos_Therum> so it's a
regression
L1449[17:02:20] <Lumien> No, same
version
L1450[17:02:22] <Lumien> The great thing
is 2 of them fixed it by updating another mod
L1451[17:02:27] <Lumien> But not the same
one :D
L1452[17:02:29] <Chaos_Therum> hrm
weird
L1453[17:02:34] <Chaos_Therum> what mods
btw
L1454[17:03:02] <Chaos_Therum> because
i'm crashing even without it enabled
L1455[17:03:06] <Lumien> Ex Nihilo Omnia
& Blood Baubles
L1456[17:03:19] <Chaos_Therum> I have
neither
L1457[17:04:37] <Chaos_Therum> any idea
what it could be to maybe point me in the right direction in
disabling mods
L1458[17:05:26] <Chaos_Therum> like what
type of mods to look at
L1459[17:05:54] <Lumien> I think it's
just load order dependent
L1460[17:06:38] <Chaos_Therum> really
never had to worry too much about load order since early beta
L1461[17:07:50] <Chaos_Therum> well it
made it much farther this time
L1462[17:08:24]
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L1463[17:08:48] <Chaos_Therum> man
something is playing havock not ticon is crashing it
L1464[17:11:26]
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L1466[17:11:48] <Chaos_Therum> it might
have been a tinkers addon causing the trouble
L1467[17:12:44] <Chaos_Therum> well got
it to load finall
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L1480[17:51:30] <TankCR> is there a way
to enable verbose logging on a client, my son can't connect to our
server, I have wiped all his mods and copied them back again,
redownloaded forge, and wiped his user info on the server, but
everytime he connects it takes forever says he connected, then it
disconnects him with no warning or error
L1481[17:52:11] <diesieben07> no error on
either server or client?
L1482[17:52:16] <TankCR> nope
L1483[17:52:40] <diesieben07> please post
fml-client-latest.log (on pastebin or something) and also
fml-server-latest.log from the server.
L1484[17:52:46] <TankCR> he gets a java
io saying that the server forceably disconnected him, but no error
is logged on the server
L1485[17:53:27] <TankCR> going to dig
into the server log real quick
L1486[17:53:37] <diesieben07> where is
the server hosted?
L1487[17:53:49] <TankCR>
bisecthosting
L1488[17:54:21] <diesieben07> ok so not
on your home connection.
L1489[17:54:28] <diesieben07> i'll wait
for the logs.
L1490[17:55:51] <TankCR> ugh, I thought I
shut off this stupid mekanism voice server thing
L1491[17:55:59] <TankCR> not the issue
but it annoys me
L1493[17:57:36] <TankCR> server latest
log
L1494[17:58:03] <diesieben07> the fml
one, yes?
L1495[17:58:09] <TankCR> yes
L1496[17:58:23] <diesieben07> uhhh that
is not the right thing...
L1497[17:58:31] <Ordinastie> was gonna
say that :p
L1498[17:58:32] <diesieben07> it starts
somewhere in the middle and stops in the middle of shit as
well.
L1499[17:58:48] <TankCR> oops, sorry, was
trying to not overwhelm you, one sec
L1500[17:59:17] <IoP> there vis no need
to save bytes when uploading logs...
L1501[17:59:48] <TankCR> this is a large
log
L1502[18:00:00] <diesieben07> most
are.
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L1506[18:00:53] <TankCR> pastebin is
cutting me off, one sec
L1507[18:00:57] <IoP> "please,
describe your log with your own words"
L1508[18:01:09] <diesieben07>
gist.github.com works too
L1509[18:01:20] <TankCR> thats where I
was headed ;)
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L1512[18:03:05] <TankCR> shoot my
tracelog app just crashed on me, one sec
L1513[18:03:10] <Chaos_Therum> So what
are some of the bigger 1.10 packs
L1514[18:03:45] <TehNut> The biggest
right now is probably All the Mods
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L1516[18:03:55] <TehNut> FTB Infinity
1.10 is coming soon(tm)
L1517[18:03:58] ***
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L1518[18:04:02] <Chaos_Therum> mkay well
that's the one i already have
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L1521[18:04:39] <Chaos_Therum> I hope
agricraft is updated soon he said he would be updating soon
L1522[18:04:50] <TehNut> Agricraft is
like 90% done
L1523[18:04:59] <TehNut> It's barely
playable
L1525[18:05:10] <TankCR> finally
L1526[18:05:12] <TehNut> (I tried)
L1527[18:05:30] <Chaos_Therum> cool
soonTM
L1528[18:05:41] <TehNut> that log got cut
off, too :P
L1529[18:06:04] <Chaos_Therum> just
upload the txt with dropbox
L1530[18:06:17] <Chaos_Therum> or
mega
L1531[18:06:38]
⇦ Quits: aidancbrady
(~aidancbra@res400d-128-61-102-197.res.gatech.edu) (Quit:
aidancbrady)
L1532[18:06:58] <diesieben07> uhhh
no...
L1533[18:07:01] <diesieben07> please
don't do that.
L1535[18:07:27]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net)
L1536[18:07:51] <Chaos_Therum> really?
why?
L1537[18:07:59] <diesieben07> because i
don't want to download stuff?
L1539[18:08:06] <Ordinastie> hum, aren't
mods for 1.10.2 be also compatible with 1.9.4 ? or is it only the
other way around ?
L1540[18:08:17] <TehNut> Other way
L1541[18:08:20] <TankCR> the initial gist
view is truncated
L1542[18:08:26] <Chaos_Therum> really
cool
L1543[18:09:01] <gigaherz> Ordinastie:
1.10.2 literally has a piece of code that does like
L1544[18:09:29] <gigaherz> if
versions.equals("[1.9.4,1.9.4]") versions =
"[1.9.4,1.10.2"
L1545[18:09:51] <diesieben07> really not
sure why it does this shit all the time "Gathering id map for
writing to world save TankIt10"
L1546[18:09:52] <Ordinastie> I though it
went both ways :s
L1547[18:09:57] <gigaherz> for a
1.10.2-compiled mod to work on 1.10.2
L1548[18:10:00] <gigaherz> you have to
make it explicit
L1549[18:10:05] <Chaos_Therum> so 1.9.4
mods are competely compatible that's a step forward
L1550[18:10:10] <gigaherz> since 1.9.4
does NOt have a "if 1.10.2" check ;p
L1551[18:10:15] <gigaherz> Chaos_Therum:
no not completely
L1552[18:10:17] <TehNut> Not all
mods
L1553[18:10:17] <gigaherz> 99%
compatible
L1554[18:10:27] <gigaherz> there's a few
things that did change
L1555[18:10:35] <gigaherz> and a few mods
do hit it
L1557[18:10:41] <gigaherz> but the vast
majority of them don't
L1558[18:10:41] <Ordinastie>
XoGKwsW0VA4DkX_PSpjbrDaLTGKLU_x3C8LVIzlBY8kzRPaX1hYCclT6oEDQxXA8pffrGUjhwpnSIXe2WS9UbqtKjpdM7QrBLiGh53o9dij0__y3ar9Ht1C0gKMaSLaWgEi0QCv5-DXCPTNNx4u6QLYGzirOoyATh8Tn3t3YiuSy2nqL2s2i10BRJiT_z8uWPx6dDNDD4DyrT2A4pzYT3OmtEIOQ86GUE6EehoHG1HcV7TzEa9=w760-h153-no
L1559[18:10:43] <Chaos_Therum> but in
general they do
L1560[18:10:49] <Ordinastie> wow, that's
some link ><
L1561[18:10:51] <TehNut> In general,
yes
L1562[18:10:59] <gigaherz> yes, if you
find a 1.9.4 mod
L1563[18:11:00] <TehNut> BloodMagic
worked on 1.10.2 without issue
L1564[18:11:02] <gigaherz> chances are it
will work
L1565[18:11:13] <gigaherz> and if it
doesn't, it probably is a 5 minute fix
L1567[18:11:19] <Chaos_Therum> that's
pretty cool
L1568[18:11:22] <TehNut> We actually
still compile for 1.9.4 (dunno why)
L1569[18:12:00] <Ordinastie> I switch to
1.10.2, and told someone he could update because I thought the
versions string *hack* was both ways
L1570[18:12:03] <gigaherz> Chaos_Therum:
it's mostly because the internal changes between 1.9.4 and 1.10.2
are minimal
L1571[18:12:07] <Chaos_Therum> 1 step
closer to mods never dying if this can continue
L1572[18:12:17] <Chaos_Therum> o well
nvm
L1573[18:12:22] <gigaherz> however
L1574[18:12:28] <TehNut> Ordinastie: You
need to add acceptableMinecraftVersions="[1.9.4,1.10.2]"
to your @Mod
L1575[18:12:31] <gigaherz> forge does
help make the mods require minimal changes
L1576[18:13:09] <TehNut> Or something
like that. I don't have the maven version syntax 100%
memorized
L1577[18:13:17] <TehNut> Might be a )
instead of a ]
L1578[18:13:24]
⇦ Quits: RichardG (~richardg8@201.37.252.198) (Ping timeout:
384 seconds)
L1579[18:13:27] <gigaherz> ) means
excluside
L1580[18:13:30] <gigaherz>
exclusive*
L1581[18:13:30] <TehNut> right
L1582[18:13:33] <gigaherz> ]means
inclusive
L1583[18:13:33] <gigaherz> so
L1584[18:13:35] <TehNut> So yeah, ]
L1585[18:13:39] <TankCR> diesieben07: I'm
about to yank Mekanism, it looks like its that last thing thats
doing anything before he gets kicked
L1586[18:13:46] <gigaherz>
"[1.9.4,1.11.0)"
L1587[18:13:52] <gigaherz>
"[1.9.4,1.10.2]"
L1588[18:13:58] <gigaherz> both are
effectively the same
L1589[18:14:08] <diesieben07> no they
aren't.
L1590[18:14:16] <diesieben07> if there is
a 1.10.3 the first one catches it
L1591[18:14:18] <diesieben07> the 2nd one
doesnt
L1592[18:14:23] <gigaherz> they are
because the chances of 1.10.x being released are very low
L1593[18:14:23] <gigaherz> ;P
L1594[18:14:28] <diesieben07> :D
L1595[18:15:26] <quadraxis>
"[1.9.4,)"
L1596[18:15:32] <TankCR> diesieben07: I
am not actually seeing in this log where it disconnects him
L1597[18:16:10] <diesieben07> quadraxis,
that is a horrible idea.
L1598[18:16:40] <diesieben07> neither do
I and that is the weird thing.
L1599[18:17:30] <TankCR> let me grab the
client log, which one should I look at?
L1600[18:17:38] <diesieben07>
fml-client-latest.log
L1601[18:17:40] <Chaos_Therum> so are
there any HQM skyblock style packs based around projecte
L1602[18:17:57] <gigaherz> yes-ish
L1603[18:18:04] <gigaherz> there's that
one with the void city
L1604[18:18:06] <gigaherz> can't remember
the name
L1605[18:18:53] <Chaos_Therum> i was
playing some classic ftb and was wondering if there was something
more modern similar to it
L1606[18:20:43] <gigaherz> here
L1608[18:20:45]
⇦ Quits: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
(Quit: I'm gone)
L1609[18:21:00] <gigaherz> that's the one
HQM I know built around projecte
L1610[18:21:51] <Chaos_Therum> cool
thanks
L1612[18:25:58]
⇨ Joins: fdz (~fdz@207.174.251.52)
L1613[18:26:19] <fdz> hi, does anyone
know if the 1.10 "unstable" modpack has a downloadable
server
L1614[18:26:24] <fdz> or is only single
player supported
L1615[18:26:44] <fdz> the launcher
doesent allow any button to do so, but i was wondering if there
still existed one somewhere
L1616[18:27:09] <Chaos_Therum> you could
do a lan server then forward it
L1617[18:27:26] <fdz> thats not what im
asking
L1618[18:27:28] <fdz> thank you very
much
L1619[18:27:30] <fdz> siari
L1621[18:27:39] <fdz> but*
L1622[18:27:42] <Chaos_Therum> just
giving an option
L1623[18:28:03] <IoP> if you don't know
how to make it server you probably should not
L1624[18:28:06] <fdz> what happened to
pahimar btw?
L1625[18:28:16] <fdz> pahi out for
good?
L1626[18:28:23] <diesieben07> TankCR,
hrm. not sure... definitely a lot of errors wiht broken JEI
plugins...
L1627[18:28:41]
⇦ Quits: matthewprenger (sid27821@highgate.irccloud.com)
(Read error: Connection reset by peer)
L1628[18:29:32] <TankCR> should I pull
JEI for now?
L1629[18:29:37] <diesieben07> like
seriously do people not test their shit before release? like
omg...
L1630[18:30:04] <diesieben07> it's not
JEI's fault.
L1631[18:30:09] <diesieben07> It's the
plugins that are broken
L1632[18:30:56] <diesieben07> and i
really don't know if that's the issue that prevents the
login.
L1633[18:31:10] <diesieben07> can you
show me a screen of how it looks after the disconect? because there
is NO sign of tha tin th elog....
L1634[18:31:16] <TankCR> its odd my
client connects right up
L1635[18:31:59] <diesieben07> oh hrm
there is this "java.io.IOException: An existing connection was
forcibly closed by the remote host"
L1636[18:32:02] <diesieben07> missed that
before.
L1637[18:32:08] <TankCR> thats the error
he gets
L1638[18:32:08] <diesieben07> but there
is no sign of that on the server
L1639[18:34:12]
⇨ Joins: matthewprenger
(sid27821@highgate.irccloud.com)
L1640[18:36:02]
⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L1641[18:36:03] <diesieben07> TankCR, one
thing... the client exception is at 15:41
L1642[18:36:16] <diesieben07> there is
NOTHING regarding a connection even anywhere NEAR that time on the
server.
L1643[18:36:22] <diesieben07> are you
100% sure these logs match up?
L1644[18:36:28] <gigaherz> fdz: shouldn't
you be asking that on the ftb channel? ;P
L1645[18:37:16] <fdz> i didnt know there
was one, and if anything, no other channel could ever give the
support and love this channel does
L1646[18:37:22] <gigaherz> also making a
server from a modpack is simply getting the right forge installer,
running it, and then copying over the mods+config folders
L1647[18:37:25] <gigaherz> and removing
client-only mods
L1648[18:37:52] <gigaherz> however, if
there isn't a server, it may be that it doesn't work in multiplayer
well enough ;p
L1649[18:38:02] <fdz> i know which is
what im forced to do now to save time, before i asked for the sake
of simplicity
L1650[18:38:35] <gigaherz> that said, FTB
unstable doesn't have any of my mods so far as I know, which
saddens me ;P
L1651[18:38:52]
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L1652[18:39:11] <fdz> what mods do you
develop gig
L1653[18:39:33] <gigaherz> Enderthing,
Ender-Rift, Survivalist, Packing Tape, and Elements of Power
(WIP)
L1654[18:39:41] <fdz> well thats
why
L1655[18:39:46]
⇦ Quits: auenf (David@DC-24-199.bpb.bigpond.com) (Ping
timeout: 182 seconds)
L1656[18:39:59] <gigaherz> ?
L1657[18:40:04] <fdz> dont you see it,
its obvious your mods are too good for the pack ;)
L1658[18:40:15] <gigaherz> oh, they only
accept unstable mods?
L1659[18:40:18] <gigaherz> that'd explain
things
L1660[18:40:18] <gigaherz> ;P
L1661[18:40:30] <fdz> crap
L1662[18:40:38] <fdz> so i shouldnt
really, GAH
L1663[18:40:48] <fdz> I JUST WANNA PLAY A
MODPACK WITH MY FRIEND
L1664[18:41:01]
⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L1665[18:41:03] <fdz> 1.7.10
just-doesent-work (magical error nobody can fix)
L1666[18:41:06] <gigaherz> there's plenty
on the curse launcher
L1667[18:41:06] <gigaherz> ;P
L1668[18:41:08] <fdz> 1.10 is still too
infant
L1669[18:41:19] <fdz> no. not the curse
laucnher
L1670[18:41:21] <fdz> nooooooo D:
L1671[18:41:27] <gigaherz> why? it's
quite nice
L1672[18:42:00] <fdz> "sign up
here" sing up there, oh server side feature, oh! lets make it
look like steam+origin+uplay
L1673[18:42:06] <fdz> YO i want something
simple that just works
L1674[18:42:09] <fdz> not fking
discord
L1675[18:42:15] <fdz> okay? teamspeak
worked and was good
L1676[18:42:24] <fdz> aint nobody need
jesus to come down here and code for us
L1677[18:42:25] <gigaherz> but discord is
so much better ;P
L1678[18:42:29] <fdz> get out.
L1679[18:42:34] <TehNut> Discord is
simple and works...
L1680[18:42:37] <gigaherz> (I don't
really use neither ;P)
L1681[18:42:44] <fdz> TehNut, dont you
get into this cat fight
L1682[18:42:48] <TehNut> And is
undeniably better than Teamespeak
L1683[18:42:51] <gigaherz> but
really
L1684[18:42:57] <TehNut> I have used both
extensively
L1685[18:42:58] <gigaherz> I don't have
anyone on the curse "friends" list
L1686[18:43:01] <gigaherz> I don't use
the social features there
L1687[18:43:08] <gigaherz> it's just a
way to install mc packs and wow addons
L1688[18:43:16] <gigaherz> the rest i
ignore completely
L1689[18:43:17] <TehNut> ^ You can
completely ignore the social system
L1690[18:43:19] <barteks2x> I don't use
it mainly because last time I tried there was no linux
version
L1691[18:43:30] <fdz> oh TehNut i had a
question for you, whats the program you use to upload pastebin and
images to ur server
L1692[18:43:44] <TehNut> There's a Linux
version now (dev builds)
L1693[18:43:54] <TehNut> And there was
always the web app anyways
L1694[18:43:56] <TehNut> ShareX
L1695[18:44:04] <TehNut> FTP
uploading
L1696[18:44:04] <fdz> Thats what it
was!!!!
L1697[18:44:17] <gigaherz> curseforge
needs a "packs this mod is included in" list
L1698[18:44:25] <gigaherz> I'd love to be
able to see who uses my mods ;P
L1700[18:44:40] <fdz> 1.10 unstable is
commiting suicide on launch
L1701[18:44:42] <fdz> as expected
L1702[18:44:59] <gigaherz> how about
"All the mods" from the curse launcher? ;P
L1703[18:45:09] <fdz> let me try curse
launcher
L1704[18:45:12] <fdz> if i dont like
it
L1705[18:45:17] <fdz> dont ever mention
it to me again
L1706[18:45:21] <gigaherz> XD
L1707[18:45:23] <TehNut> Oh like
Discord?
L1708[18:45:30] <fdz> TEH
L1709[18:45:31] <fdz> NO.
L1710[18:45:32] <barteks2x> I meant curse
launcher... I just hit enter too late
L1711[18:45:33] <gigaherz> really my
suggestion is, switch to the mc tab as soon as it opens
L1712[18:45:33] <gigaherz> XD
L1713[18:45:35] <TehNut> oh
L1714[18:46:34] <fdz> who else isnt
spending as much time coding and would possible want to join a dank
modded server which plans to stick around
L1715[18:46:40]
⇨ Joins: AstralSorcerer
(~AstralSor@50-202-223-81-static.hfc.comcastbusiness.net)
L1716[18:47:07] <fdz> if interested send
me one of those fancy doo-hicky messenge things
L1717[18:47:17] <TehNut> My playtime has
dropped to about 0mpm
L1718[18:47:41] <fdz> seriously what
happened to pahi
L1719[18:48:07] <fdz> did he die? i mean
that would be extremely rude of me to say but everyones acting like
it
L1720[18:48:45] <TehNut> He's always on
Twitter, what are you talking about
L1721[18:48:51] <gigaherz> so my comptuer
started randomly pausing for a fraction of a second
L1722[18:48:54] <gigaherz> every hour or
so
L1723[18:48:56] <gigaherz> :/
L1724[18:48:57] <fdz>
not-in-this-channel-anymore
L1725[18:49:13] <gigaherz> it wasn't
happening until my flatmate managedto "fix" it in
his
L1726[18:49:18] <fdz> pahi isnt*^
L1727[18:49:40] <fdz> whats your computer
specs gigaherz
L1728[18:49:47] <gigaherz> OS:
Unsupported Windows 10.0 (Build #14393) CPU: Intel Core
i7-6700K, 4.01 GHz, 0 KB Video: NVIDIA GeForce GTX
1070 (2560x1440x32bpp 59Hz) Sound: Speakers (Realtek High
Definiti Memory: Used: 10218/32708MB Uptime: 5d 1h 38m 40s HD
Space: Free: 1621.89 GB/4245.90 GB Connection: Intel(R) Ethernet
Connection (2) I219-V @ 1000.0 Mbps (Rec: 1584.79MB
L1729[18:49:47] <gigaherz> Sent:
2852.99MB)
L1730[18:50:03]
⇦ Quits: AstralSorcerer
(~AstralSor@50-202-223-81-static.hfc.comcastbusiness.net) (Ping
timeout: 186 seconds)
L1731[18:50:14] <fdz> liquid cooled
cpu?
L1732[18:50:17] <gigaherz> nah
L1733[18:50:20] <fdz> overclocked?
L1734[18:50:22] <gigaherz> nah
L1735[18:50:25] <fdz> stock cooler on
cpu?
L1736[18:50:28] <gigaherz> nah
L1737[18:50:30] <fdz> good
L1738[18:50:35] <fdz> ram amount?
L1739[18:50:38] <fdz> type*
L1740[18:50:39] <gigaherz> NH-U14S
L1741[18:50:40] <fdz> and amount
L1742[18:50:47] <gigaherz> DDR4,
32gb
L1743[18:50:47] <barteks2x> it says
32GB
L1744[18:50:48] <gigaherz> it's up
there
L1745[18:50:49] <gigaherz> ;P
L1746[18:50:57] <fdz> Oh a
competitor
L1747[18:50:59] <fdz> speed?
L1748[18:51:05] <gigaherz> 2400
L1750[18:51:14] <fdz> 3200
L1751[18:51:57] <gigaherz> spent 1500eur
on the whole thing -- I kept the GPU, SSDs and HDDs from the
previous machine
L1752[18:52:01] <fdz>
what-in-the-world
L1753[18:52:09] <fdz> Curse this
launcher!
L1754[18:52:15] <gigaherz> XD
L1755[18:52:30] <Chaos_Therum> so any
reason minecraft would be using 84% of my midrange cpu
L1756[18:52:41] <gigaherz> shift-F3
L1757[18:52:48] <gigaherz> the debug
screen should show what it's busy with
L1758[18:52:52] <barteks2x> depends on
how many cores there are
L1759[18:52:54] <fdz> it tries to be
modern, and succeeds at looking sexy! but give me SOME WAYS TO
CONFIG IT TO HOW I WANT IT
L1760[18:53:22] <gigaherz> fdz: it has
dark mode, what else do you need?!
L1761[18:53:23] <gigaherz> ;P
L1762[18:53:29] <fdz> let me get this
strait
L1763[18:54:03] <Chaos_Therum> well i
have a 3.2 ghz 4 core cpu
L1764[18:54:05] <fdz> the only modpack
for 1.10 out right now, has the word "unstable" in its
title, and has almost no mods from 1.7.10(yes ik its devs
fault)
L1765[18:54:10] <barteks2x> curselauncher
windows only... still...
L1766[18:54:16] <fdz> HOL-ON WHAT
L1768[18:54:27] <gigaherz> the only pack
FROM FTB, yes
L1769[18:54:29] <Chaos_Therum> fbz
allthemods exists
L1770[18:54:35] <gigaherz> but there's
plenty of non-ftb packs
L1771[18:54:50] <gigaherz> including the
one I suggested "All the mods", which is 1.10.2
L1772[18:54:55] <gigaherz> but also won't
have many of the "classic" 1.7.10 mods
L1773[18:54:59] <fdz> NO CURSE, Bad
curse! Fking snooping on my network packets or around my system TO
FIND OUT IM LOGGED INTO STEAM AND SUGGESTS TO INTERGRATE IT
L1774[18:54:59] <gigaherz> because they
aren't ported ;P
L1775[18:55:15] <fdz> Uninstalling, this
is horrendous
L1776[18:56:10] <howtonotwin> o_O
L1777[18:56:12] <Chaos_Therum> fdz it's
probably just using a steam api to tell
L1778[18:56:28] ***
Vigaro is now known as V
L1780[18:56:30] <fdz> It shouldnt do it
by default, It freaking shouldnt!
L1781[18:56:37] <gigaherz> you can use
this took to download packs from curse
L1782[18:56:40] <barteks2x> that's why it
asks
L1783[18:56:56] <TehNut> Or you know,
it's just looking to see if Steam is running
L1784[18:57:05] <TehNut> oh sorry
L1785[18:57:09] <TehNut> DAE h8
cruse?
L1786[18:57:16] ***
V is now known as Vigaro
L1787[18:57:17] <fdz> and then sees
"Username" is logged in
L1788[18:57:40] <fdz> I dont want this
CIA malware on my system
L1789[18:57:42] <fdz> no :I
L1790[18:57:46] <TehNut> lol
L1791[18:57:46] <TehNut> k
L1792[18:57:48] <gigaherz> what
L1793[18:57:51] <gigaherz> the issue here
isn't curse
L1794[18:57:54] <gigaherz> it's just
using steam's api
L1795[18:58:03] <gigaherz> if anything,
you should be complaining that steam allows apps to know you are
online
L1796[18:58:07] <gigaherz> not that curse
checks
L1797[18:58:22] <fdz> it is all the
issue, even though i aknowledge its not its fault, it appeared on
curse, so for my simple mind, its curses fault.
L1798[18:58:56] <TehNut> I mean, if you
were to bitch about the Battle.NET integration, I'd understand
(since it brute forces it's way in). But not the Steam
integration
L1799[18:58:58] <gigaherz> that's why we
are redirecting part of the blame
L1800[18:59:03] <gigaherz> so that it
doesn't all fall in curse
L1801[18:59:20] <TehNut> But tbf, one of
it's main features is support for a Battle.NET game so...
L1802[18:59:35] <gigaherz> the new wow
support is nice enough
L1803[18:59:38] <fdz> who uses
battle.net..
L1804[18:59:46] <gigaherz> smoother than
the old curse program
L1805[18:59:51] <gigaherz> fdz: people
like me who play WoW
L1806[18:59:52] <gigaherz> ;p
L1807[18:59:59] <gigaherz> I'm enjoying
Legion quite a lot
L1808[19:00:01] <TehNut> Everybody who
plays WoW and Overwatch and Starcraft and Hearthstone?
L1809[19:00:16] <fdz> oh right, yea i
have to concider theres a universe of people who exist out side my
life
L1810[19:00:53] <fdz> 1.10 allTheMods, is
it stable in multiplayer
L1811[19:01:01] <fdz> is it stable at
all
L1812[19:01:35] <TehNut> Yes
L1813[19:01:39] <TehNut> And updated
frequently
L1814[19:01:45] <fdz> there is no curse
downloade for "allTheMods" first 4 google results lead to
404 pages
L1815[19:01:47] <fdz> and thats not
good
L1816[19:01:53] <TehNut> It is one of the
2 most popular 1.10 packs
L1817[19:01:53] <TehNut> what
L1819[19:02:03] <TehNut> Go to the Curse
page and use the downloader you were linked above
L1820[19:02:04] <gigaherz> The project is
in moderation
L1821[19:02:05] <gigaherz> :/
L1822[19:02:11] <TehNut> wat
L1823[19:02:14] <fdz> Do they really
wanna have me on ssh every other day updating the damn pack
L1824[19:02:29] <fdz> The project is in
moderation
L1825[19:02:29] <fdz> <gigaherz> :/
what does it mean
L1826[19:02:31] <gigaherz> something
happened to it
L1827[19:02:33] <gigaherz> no idea
L1828[19:02:35] <gigaherz> :/
L1829[19:02:44] <fdz> okay
L1831[19:02:52] <fdz> i tried to keep my
cool
L1832[19:03:03] <gigaherz> you can still
install it
L1833[19:03:04] <gigaherz> from the
launcher
L1834[19:03:07] <gigaherz> but since you
hate it
L1835[19:03:09] <gigaherz> :/
L1836[19:03:32] <barteks2x> is ftb
launcher still a thing or replaced by curse now?
L1837[19:03:38] <gigaherz> still a
thing
L1838[19:03:43] <fdz> but ima log off
before i blow up on you all, nothing-has-worked this evening and
everything seems like a thaumcraft puzzle, nobody has the problem,
but everyone can solve it
L1839[19:03:49]
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L1840[19:04:12] <gigaherz>
deprecated
L1841[19:04:13]
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L1842[19:04:14] <gigaherz> but still a
thing
L1844[19:04:25] <gigaherz> the
"Download now" button points to thecurse launcher
L1845[19:04:30] <gigaherz> but the links
below for Legacy X
L1846[19:04:35] <gigaherz> are to the FTB
launcher
L1847[19:04:52] <barteks2x> so it should
be possible to download from ftb launcher?
L1848[19:05:08] <gigaherz> "All the
mods" isn't an FTB pack
L1849[19:05:20] <barteks2x> oh, right, im
stupid
L1850[19:05:24] <gigaherz> it's 3rdparty,
published through curseforge
L1851[19:05:47] <barteks2x> and is there
really no other way to download it than curse?
L1852[19:06:45] <gigaherz> well
L1854[19:06:59] <gigaherz> this python
program downloads all the mods involvedi na modpack
L1855[19:07:07] <gigaherz> but you haveto
create your own multimc/vanilla launcher instance
L1857[19:09:49] <gigaherz> oh nice
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L1870[19:47:57] <fdz> *cricket
chirps*
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L1872[19:56:45] <iPixeli> Random question
out of the blue, but has anyone looked into letting forge choose
the version of mod that runs? Example: You could have a mod jar
contain versions or support for multiple minecraft versions.
Similar to Spigot developers method of loading different classes
that interact with version specific code (they refer to it as
NMS)
L1873[19:57:27] <iPixeli> I know this is
currently possible for mods to do on their own, but having
something on forge's end would be neat
L1874[19:57:31] <gigaherz> if you have a
folder with the version number inside mods\
L1875[19:57:37] <gigaherz> it will load
only if it's that version number
L1876[19:57:43] <TehNut> ^
L1877[19:57:47] <gigaherz> so like,
mods\1.7.10\ vs mods\1.10.2\
L1878[19:57:56] <iPixeli> Hm, I remember
the client not starting for me
L1879[19:58:09] <iPixeli> Oh! A folder
inside the mods folder. Oh. AWESOME~
L1880[19:58:12] <AbrarSyed> how to know
which one to load
L1881[20:00:05] <iPixeli> hmmm.....
Include 'mod mover mod' within a jar... let it listen on load and
automatically sort mods?
L1882[20:00:33] <iPixeli> Well, I suppose
it wouldn't matter as most users just delete it from their mods
folder anyway
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L1884[20:00:57] <AbrarSyed> was gonna
say.. this sounds like the job of a launcher
L1885[20:01:03] <iPixeli> I'm just
looking to see if its possible to have 1 jar file for multiple
versions
L1886[20:01:13] <Ordinastie> but what's
the point ?
L1887[20:01:14] <gigaherz> I guess fml
could scan the jars and ignore mods with invalid mc versions if
there's another alternative with the same MODID, and accepted
version
L1888[20:01:16] <AbrarSyed> handling
which mods to have installed, managing dependencies, and version
conflicts
L1889[20:01:24] <gigaherz> but that'd be
horribly messy
L1890[20:01:29] <gigaherz> for something
no one truly needs
L1891[20:01:33] <AbrarSyed> the main
problem that I see, is hwo does FML/forge know that you dont want
both installed?
L1892[20:01:41] <iPixeli> gigaherz that
was my thinking too
L1893[20:01:41] <gigaherz> xpceially
since you can configure separate folders in the launcher
profiles
L1894[20:01:47] <gigaherz>
specially*
L1895[20:01:55] <iPixeli> I'd just want
one 'installed'
L1896[20:02:11] <AbrarSyed> sounds like
something to tell the curse or multimc guys
L1897[20:02:21] <Lord_Ralex> with how
mods are anyways, should just keep it separated
L1898[20:02:29] <AbrarSyed> be part of
quickmod or some othe rmod metadata spec
L1899[20:02:34] <iPixeli> It could look
at the version and then not load if its invalid.
L1900[20:02:46] <iPixeli> I doubt it lets
more than one mod with the same modid load anyway
L1901[20:04:11] <iPixeli> While most mods
wouldn't really be ideal to support multiple versions in one jar,
I'm mostly thinking about gender and a few other nonreleased
ones
L1902[20:04:43] <iPixeli> Thanks for the
info about the folder gigaherz, had no idea!
L1903[20:04:57] *
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L1930[21:00:54] <LexManos>
<iPixeli> hmmm..... Include 'mod mover mod' within a jar...
let it listen on load and automatically sort mods?
L1931[21:00:55] <LexManos> What?
L1932[21:01:58] <iPixeli> A mod that
loads, and then moves mods to the version folder
L1933[21:02:04] <iPixeli> because
eh
L1934[21:02:09] <LexManos> no dont
fucking do that
L1935[21:02:14] <iPixeli> i wont xD
L1936[21:02:46] <LexManos> If you want a
mod to work across MC versions then hide any of your interactions
behind a proxy/interface
L1937[21:02:54] <LexManos> with the
implementation being version specific
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L1939[21:03:04] <iPixeli> Yup thats what
I plan to do
L1940[21:03:32] <iPixeli> It would be
cool if it were in forge, although it could be complicated for the
larger mods
L1941[21:05:22] <LexManos> its not going
to be in forge
L1942[21:05:41] <LexManos> The best we
can do is keeping the srg names as stable as possible
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