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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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L126[02:13:09] <Subaraki> hehe http://9gag.com/gag/aQxj76w
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
L145[02:15:48] <tterrag> particle sheet http://i.imgur.com/MrWvUVE.png
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] *** tterrag is now known as tterrag|ZZZzzz
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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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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 ?
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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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L480[06:01:25] <ShadCanard> I think he'll no longer spam :D
L481[06:01:30] <ShadCanard> thx fry
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L483[06:02:29] <Subaraki> thanks fry
L484[06:14:58] <SquareWheel> My hero!
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L503[07:32:11] <ShadCanard> How can I get a skin for a given username ?
L504[07:33:15] <ShadCanard> tried this, but it's not working : http://pastebin.com/zYt0sY9S
L505[07:34:51] <ShadCanard> wait, it worked, but it's funky x)
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L509[07:35:40] <ShadCanard> http://imgur.com/a/SqCiH like this
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
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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
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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.
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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!
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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
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L581[08:27:46] <LatvianModder> This is how you create password hashers like a pro https://gist.github.com/LatvianModder/542540d0fc7184ac3c3dc899310628c1
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
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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");
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L625[08:46:36] <Guest91125> so for 1.10+ thermal expansion is dead?
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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
L630[08:49:58] <IoP> yup
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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)
L649[09:18:01] <AnrDaemon> https://blog.qualys.com/ssllabs/2014/09/09/sha1-deprecation-what-you-need-to-know
L650[09:18:46] <AnrDaemon> Also inevitable XKCD http://xkcd.com/882/
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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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L667[09:23:48] <gigaherz> https://github.com/gigaherz/CapabilityCore/tree/master/src/main/java/gigaherz/capabilities/api/tweakable
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"
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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
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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
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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
L722[09:42:11] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/InventoryManager.java#L35
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
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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
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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
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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
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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
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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?
L819[10:45:10] <Subaraki> http://pastebin.com/ZnYxg7wc
L820[10:45:20] <Subaraki> it looks like that ^
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L822[10:45:56] <tterrag> no
L823[10:46:03] <tterrag> The handler for that specific packet
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L825[10:46:42] <Subaraki> http://pastebin.com/wG3YGf1m
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
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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
L843[10:49:14] <tterrag> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/
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?
L847[10:50:16] <raoulvdberge> http://pastebin.com/hMhmyKYd
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
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L857[10:57:37] <Subaraki> so i neet to call Minecraft.getMinecraft.addScheduledTask to my packet .. ?
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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()
L866[10:58:40] <gr8pefish> https://github.com/gr8pefish/IronBackpacks/blob/master-1.10/src/main/java/gr8pefish/ironbackpacks/network/client/ClientEquippedPackMessage.java#L41
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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
L876[11:00:58] <Subaraki> like this then : http://pastebin.com/hUezN2YD
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)
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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.
L899[11:16:25] <fry> http://www.alphadictionary.com/articles/100_funniest_words.html
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
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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
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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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L916[11:19:00] <fry> gigaherz: https://en.wikipedia.org/wiki/Closure_(computer_programming)
L917[11:19:17] <gigaherz> fry: i know what a closure is
L918[11:19:28] <PaleoCrafter> http://cr.openjdk.java.net/~briangoetz/lambda/lambda-translation.html might shed some light on it
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
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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
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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...
L967[11:48:30] <gr8pefish> Anyone know how long it takes forge to merge PR's? I've been waiting on this one for a while: https://github.com/MinecraftForge/MinecraftForge/pull/3270
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
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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?
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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
L1030[12:06:44] <Subaraki> the problem : http://pastebin.com/5xHRqagG
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?
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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
L1049[12:11:25] <Subaraki> http://pastebin.com/BR8PUA3u
L1050[12:12:10] <gigaherz> and fromBytes has size 0?
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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)
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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
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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
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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 ?
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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
L1183[12:36:55] <LatvianModder> hey, Reika, congrats on 1M views.. damn.. thats.. a lot.. https://www.youtube.com/watch?v=_Jf04sM22DM
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
L1198[12:46:40] <ShadCanard> http://pastebin.com/1eHLtFKQ
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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
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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!
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L1213[13:04:33] <ShadCanard> Found out the problem, I was setting boundingbox on the entity regardless of the side
L1214[13:06:38] <McJty> So I have this code: https://bpaste.net/show/041f756055a4
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
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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
L1360[15:09:44] <barteks2x> https://github.com/gecgooden/chunkgen/ there is mcforum post for it but I'm too lazy to find it
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
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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
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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
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L1392[16:17:47] <Chaos_Therum> hey guys coul any of you check out my crash log I can't seem to figure out what's causing this crash. http://pastebin.com/NS5Cd9TR
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
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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 :)
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L1434[16:54:54] <Chaos_Therum> and i just realized who i'm talking to lol
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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 :(
L1446[17:01:29] <Chaos_Therum> here is the crash log http://pastebin.com/0iS1y6Fz
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
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L1463[17:08:48] <Chaos_Therum> man something is playing havock not ticon is crashing it
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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
L1492[17:57:31] <TankCR> diesieben07: http://pastebin.com/4HaQgng2
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)
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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
L1524[18:05:08] <TankCR> https://gist.github.com/tankcr/698758a021ba7ce04df3ef492c89e88c
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
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L1532[18:06:58] <diesieben07> uhhh no...
L1533[18:07:01] <diesieben07> please don't do that.
L1534[18:07:21] <TankCR> https://www.dropbox.com/s/s98nxcm1uxzuy56/fml-server-latest.log?dl=0
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L1536[18:07:51] <Chaos_Therum> really? why?
L1537[18:07:59] <diesieben07> because i don't want to download stuff?
L1538[18:08:02] <TankCR> try this https://gist.githubusercontent.com/tankcr/698758a021ba7ce04df3ef492c89e88c/raw/26dab37fb34994020ba365d18ef5d0d225b6f01a/fml-server-latest.log
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
L1556[18:10:41] <Ordinastie> because someone posted that : https://lh3.googleusercontent.com/poEMelUA78Hh90-x4zZyCzthcSvnl2Ca7uSUeHDCJUUrP4lzim61xVooFFKKpNWYNlEB9lc6pMSbyhFZLJ2PCvKAYJzlM3nhvZdvj0X1sHBuSJnr5SLzYmF2H3FdB9iA-eap6TnbtRWiA3GaUtrBjI08qc0Byv0BHy3-WSmgqY0RRlxrcR7-wPHP3b-RBvw117sejGz5LkmoZUcUpF_v4lbaOxHfqigN8fOWzphW1b3yMOeobZI0pryPBthDUxL8tN92AKOS3lT7Y-clbbjGwqgKLMEymcHhbyYrrYKydl8zCqM0lXjVNqxl5-bdnczl0LD013JhdLj4UAo3arajfD_hUqONuh01rY6YT6qCYnAOYHhHrwxN44C5WWD1Zs
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
L1566[18:11:16] <Ordinastie> see there instead : http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2076338-malisisdoors-1-10-2-5-1-2-02-10-2016?comment=3059
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
L1607[18:20:43] <gigaherz> https://forum.feed-the-beast.com/threads/1-7-10-void-world-hqm-map-270-quests-projecte-customnpcmod-second-place-of-jampackedii.85263/
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
L1611[18:23:04] <TankCR> diesieben07: https://gist.githubusercontent.com/tankcr/83ef8f8acd2e80cab5d9149f60a501b8/raw/7247a8697500d93860deb531fd0d6396f792f8b7/fml-client-latest.log
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
L1620[18:27:32] <fdz> :)
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
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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
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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
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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
L1699[18:44:35] <TehNut> barteks2x: https://redd.it/4bu7lm
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
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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
L1749[18:51:07] <fdz> :3
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
L1767[18:54:17] <fdz> No
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
L1779[18:56:30] <gigaherz> fdz: https://github.com/portablejim/curseDownloader/releases
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
L1818[19:02:00] <gigaherz> https://mods.curse.com/modpacks/minecraft/242462-all-the-mods
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
L1830[19:02:46] <fdz> so
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
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L1840[19:04:12] <gigaherz> deprecated
L1841[19:04:13] ⇨ Joins: ltp (~ltp@mobile-166-172-188-228.mycingular.net)
L1842[19:04:14] <gigaherz> but still a thing
L1843[19:04:19] <gigaherz> http://feed-the-beast.com/
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
L1853[19:06:51] <gigaherz> https://github.com/portablejim/curseDownloader/releases
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
L1856[19:08:12] <TehNut> Vaz also has a Curse Downloader https://github.com/Vazkii/CMPDL
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!
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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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