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L1[00:00:30] <TaigaCait> if it turns out to not be possible, I can just have them use simple tags
L2[00:00:46] <TaigaCait> which I'll replace to acchieve the desired outcome
L3[00:01:22] <Jdembo|Giraffe> is 5.2 mg per dollar okay deal for 200 mg?
L4[00:01:30] <Jdembo|Giraffe> thats the wrong channel...
L5[00:01:44] <tterrag> TaigaCait: heh, here's JDA's code for stripping them https://github.com/DV8FromTheWorld/JDA/blob/master/src/main/java/net/dv8tion/jda/entities/impl/MessageImpl.java#L416-L494
L6[00:01:48] <tterrag> perhaps could be useful to you :P
L7[00:04:16] <TaigaCait> interesting.
L8[00:04:25] <TaigaCait> nice thing is, I'm using JDA
L9[00:04:26] <tterrag> I assume you are using JDA (or something similar) for this
L10[00:04:29] <tterrag> heh, figured
L11[00:04:31] <tterrag> it's a good one
L12[00:04:36] <TaigaCait> yeah.
L13[00:04:44] <TaigaCait> there's two others, but one of them isn't feature complete
L14[00:04:54] <TaigaCait> and it's doubtful it will ever be feature complete
L15[00:04:58] <tterrag> javacord and discord4j, yeah
L16[00:05:07] <tterrag> JDA works well, has about everything you could need, and the dev is active
L17[00:05:10] <tterrag> can't ask for much more
L18[00:05:13] <TaigaCait> yep
L19[00:05:28] <tterrag> https://discord.gg/discord-api if you aren't there :P
L20[00:05:32] <TaigaCait> but yeah, I *should* be able to use this, I think
L21[00:05:33] <tterrag> server for all discord APIs
L22[00:05:49] <TaigaCait> yeah, I actually had to go there right from the start when I was first making a discord bot separate from minecraft
L23[00:06:08] <tterrag> join the club
L24[00:06:10] <TaigaCait> took me a while to get the hang of the method organization
L25[00:07:09] <TaigaCait> well, at the very least
L26[00:07:23] <TaigaCait> this should speed up the process of locating and marking the tags
L27[00:07:39] <TaigaCait> now it's just up to me to create the system to keep track of active tags
L28[00:08:14] <TaigaCait> so that instead of having an unformatted colorless message at the end of an italicised section, it reapplies the active formats and appropriate chat color
L29[00:08:29] <tterrag> yeah that's a pita
L30[00:08:43] <TaigaCait> it is going to be some kind of fresh hell if discord ever implements chat colors
L31[00:08:58] <TaigaCait> at least with IRC, I still only have 16 colors
L32[00:09:11] <TaigaCait> discord would probably do RGB hex or something
L33[00:09:32] <Hex> I believe it.
L34[00:09:42] <TaigaCait> (although IRC colors and minecraft colors are totally out of order from each other)
L35[00:09:57] <Hex> IRC colors aren't even standard though, I'm pretty sure.
L36[00:10:06] <TaigaCait> well
L37[00:10:07] <TaigaCait> I dunno
L38[00:10:17] <tterrag> standard enough that they have a channel flag for stripping them
L39[00:10:20] <TaigaCait> I'm trusting mIRC on this one, so it could be wonky
L40[00:10:23] <tterrag> (which this channel has activated, so don't bother :P)
L41[00:10:34] <Hex> I'm aware.
L42[00:10:43] <TaigaCait> I think that's just the fact that they use a specific formatting character to announce colors, tter
L43[00:11:08] <TaigaCait> it is the same set of colors, interestingly enough
L44[00:11:11] <TaigaCait> or rather close, anyhow
L45[00:11:19] *** TTFTCUTS is now known as TTFT|Away
L46[00:11:26] <TaigaCait> perhaps the person in charge of developing minecraft chat colors was an IRC user
L47[00:11:48] <TaigaCait> and they simply didn't bother to implement the background color feature as well
L48[00:11:52] <tterrag> almost certainly
L49[00:11:58] <tterrag> well not much use for that
L50[00:12:04] <TaigaCait> it's neat, though
L51[00:12:18] <tterrag> neat on a solid background where text can blend in :P
L52[00:12:20] <TaigaCait> some people use it to make pixel art
L53[00:12:43] <tterrag> ?dogespam
L54[00:12:47] <tterrag> miss shocky :P
L55[00:13:15] <TaigaCait> they'll use a non-standard whitespace character and then just set k:0,<color> to make the pixel colors or whatever
L56[00:13:16] <tterrag> http://i.imgur.com/o8hvL7C.png
L57[00:13:39] <TaigaCait> huh.
L58[00:13:44] <TaigaCait> you've actually crashed my chrome.
L59[00:14:12] <TaigaCait> but yeah
L60[00:14:38] <TaigaCait> as opposed to ASCII art, the background color based art is more in line with painting cells in an excel spreadsheet
L61[00:14:45] <tterrag> with...an image link?
L62[00:14:56] <TaigaCait> unlikely that it was the image link itself that caused it
L63[00:15:16] <TaigaCait> but the point stands, I opened your imgur link and my chrome complained about it, then died when I clicked "send feedback"
L64[00:15:18] <TaigaCait> which is funny to me
L65[00:15:49] <TaigaCait> because there's no dialogue to send feedback about how it failed to send feedback
L66[00:16:08] <TaigaCait> which would create a recursive loop, worst case scenario
L67[00:16:33] <TaigaCait> ...you know
L68[00:16:43] <TaigaCait> the entirety of minecraft's chat formatting
L69[00:16:52] <TaigaCait> is functionally very similar to IRC
L70[00:18:34] <TaigaCait> but then they didn't want to bother with a toggled formatting setup
L71[00:18:49] <TaigaCait> it's almost like they never expected anyone but them to make use of the formatting system
L72[00:19:03] <TaigaCait> oh wait
L73[00:19:28] <TaigaCait> somehow, that's probably exactly what they expected
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L75[00:20:48] <tterrag> yep
L76[00:20:56] <tterrag> a lot of MC code is "this will never be seen by anyone"
L77[00:21:12] <TaigaCait> considering they've made it effectively impossible for any client to use the formatting character
L78[00:21:14] <tterrag> they are improving it slowly, but some things can't be fixed, like formatting, because you either A) need to maintain expensive backwards compat or 2) break everything
L79[00:21:25] <tterrag> A, 2
L80[00:21:27] <tterrag> nice counting me
L81[00:21:29] <tterrag> time for bed...
L82[00:21:43] <TaigaCait> and then went so far as to make servers kick clients that circumvented this prevention
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L84[00:24:31] <TaigaCait> I'm hoping they give up on backwards compatibility when it comes to most things. maybe have an intermediate version with conversion code, but for something like this, backwards compatibility is insane.
L85[00:25:00] <TaigaCait> although I somehow feel like they're going to cling to their formatting codes until the bitter end
L86[00:25:45] <TaigaCait> despite the fact that we've had plugins and mods and whatnot and so forth to let us use them for dozens and dozens of versions
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L103[01:27:35] MineBot sets mode: +v on Actuarius
L104[01:28:23] <ShadCanard> Hmm, can I use FluidTank to make a fluid storage into my item ?
L105[01:28:50] <Subaraki> no idea
L106[01:28:59] <ShadCanard> (also, o/)
L107[01:29:00] <Subaraki> how do buckets work ?
L108[01:29:02] <Subaraki> o/
L109[01:29:11] <ShadCanard> Buckets doesn't implement IFluidHandler at all
L110[01:29:19] <Subaraki> don't *
L111[01:29:24] <ShadCanard> don't*
L112[01:29:27] <ShadCanard> excuse my french :D
L113[01:29:28] <Subaraki> :P
L114[01:29:42] <Subaraki> you should check a tutorial on buckets
L115[01:29:47] <ShadCanard> (actually english, but.. yeah)
L116[01:29:49] <Subaraki> unless you're not making a bucket.
L117[01:29:57] <Subaraki> what are you trying to achieve ?
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L119[01:30:03] <ShadCanard> I'm making a fluid can :)
L120[01:30:13] <Subaraki> aaah
L121[01:30:22] <Subaraki> so i guess it's kinda the same as a bucket ? P:
L122[01:30:42] <ShadCanard> Hmmm, not really
L123[01:31:23] <ShadCanard> Here's the whole idea
L124[01:31:51] <ShadCanard> I'm making a ****kind**** of loadable bucket
L125[01:32:09] <ShadCanard> You can load it with tanks, cans, anything that stores fluids from any mod
L126[01:32:59] <ShadCanard> And the way to do this is to check if the item have a fluid cap
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L128[01:33:36] <ShadCanard> (at least that's what I'm thinking, may be wrong)
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L130[01:38:03] <ShadCanard> but buckets have no fluid caps, so I can't use them
L131[01:39:58] <ShadCanard> Yeah, the bucket stores the block form of a liquid, so it's not an internal tank
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L133[01:59:44] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161007 mappings to Forge Maven.
L134[01:59:48] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161007-1.10.2.zip (mappings = "snapshot_20161007" in build.gradle).
L135[01:59:58] <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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L140[02:07:40] <Ordinastie> what the actual fuck ?
L141[02:07:52] <Ordinastie> W10 updated without even asking me
L142[02:07:58] <Ordinastie> and it took literally hours
L143[02:08:20] <Ordinastie> and they even tried to make edge the default browser...
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L146[02:12:32] <Subaraki> o.o
L147[02:13:23] <Subaraki> ShadCanard, buckets have a default cap somewhere implemented by forge though
L148[02:13:32] <Subaraki> you can also set yours as you would like
L149[02:13:40] <Subaraki> click water, set contents to like water : 5000
L150[02:13:47] <Subaraki> never used fluids though.
L151[02:13:50] <Subaraki> i'm just saying something
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L153[02:19:29] <ShadCanard> Subaraki > found out, there's a Bucket wrapper
L154[02:19:37] <Subaraki> ah, nice :o
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L159[02:42:41] <Subaraki> so, despite the fact that my onBlockPlaced is getting called and executed, my tile entity isn't recieving the data i set when it is placed
L160[02:42:53] <Subaraki> i use stack nbt to set some data
L161[02:42:55] <Subaraki> here's the code
L162[02:43:19] <Subaraki> http://pastebin.com/J13DN5N5
L163[02:43:34] <Ordinastie> that's not how TEs work
L164[02:43:36] <Subaraki> the setArrow/feet color works fine when using dye's on the block (interact)
L165[02:43:45] <Subaraki> ?
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L167[02:43:57] <Subaraki> oh fuck
L168[02:43:58] <Subaraki> lol
L169[02:44:00] <Subaraki> thanks
L170[02:44:10] <Subaraki> never noticed the 'new tileentity' on top <_<
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L172[02:48:08] <Subaraki> takes me 5 hours to find that out ...
L173[02:48:16] <Subaraki> dafuq is wrong with me x_x
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L175[02:49:23] <Ordinastie> how are you even debugging if you didn't notice it wasn't the same object for 5 hours? :s
L176[02:50:04] <Subaraki> well, i did notice that stuff got set but never got trough
L177[02:50:10] <Subaraki> so i tried debugging the updates
L178[02:50:14] <Subaraki> the renderer
L179[02:50:16] <Subaraki> the nbt
L180[02:50:18] <Subaraki> ...
L181[02:50:33] <Subaraki> i need to learn to read trough toroughly ...
L182[02:50:51] <Ordinastie> I'd say you have a serious methodology problem
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L189[03:11:41] <ShadCanard> The getDrops method from Block returns what to be spawned when I call removedByPlayer, right ?
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L191[03:18:39] <Ordinastie> oh ? @EventBusSubscriber
L192[03:18:47] <Ordinastie> didn't know that was a thing
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L194[03:23:51] <Subaraki> so
L195[03:24:06] <Subaraki> i have this integer in my gui screen
L196[03:24:13] <Subaraki> and when i press a button it goes up
L197[03:24:26] <Subaraki> and whenever it is set to 0, it automaticly jumps to 1
L198[03:24:48] <Subaraki> if i count from -5 to 9, and it goes from -1 to 0 by pressing the button
L199[03:24:58] <Subaraki> it does another addition and jumps directly to 1
L200[03:25:01] <Subaraki> god knows why
L201[03:25:02] <Subaraki> ...
L202[03:25:13] <Ordinastie> what ?
L203[03:25:17] <Subaraki> ikr
L204[03:25:19] <Subaraki> hard to explain
L205[03:25:31] <Subaraki> i thought something was off with my math
L206[03:25:36] <Subaraki> but after printing out the integer
L207[03:25:45] <Ordinastie> I have no clue what you explained
L208[03:25:50] <Subaraki> when it reaches 0, it automaticly reprints a 1 after that
L209[03:26:04] <Subaraki> gui screen, press button, integer++
L210[03:26:05] <Subaraki> right ?
L211[03:26:25] <Subaraki> reach 0 and it jumps to 1
L212[03:26:26] <Ordinastie> show code
L213[03:26:30] <Subaraki> basicly, 0 doesnt exist
L214[03:26:56] <Subaraki> http://pastebin.com/GtUYfBnG
L215[03:27:01] <Subaraki> there's nothing to show really
L216[03:27:41] <Ordinastie> put a breakpoint and debug step by step
L217[03:27:47] <Subaraki> tried to
L218[03:27:47] <Ordinastie> sysout is NOT debugging
L219[03:27:57] <Subaraki> still dont know why when recahing 0 it recalls the method
L220[03:28:01] <Subaraki> i used breakpoints already
L221[03:28:26] <Ordinastie> so you reach the breakpoint twice ?
L222[03:28:52] <Subaraki> yeah
L223[03:28:54] <Subaraki> oddly enough
L224[03:29:06] <Ordinastie> then the answer is in the callstack
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L226[03:29:28] <Subaraki> callstack ?
L227[03:30:04] <Ordinastie> when you reach a breakpoint you have hierarchy of methods you're currently in
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L229[03:33:11] <Subaraki> mouse interaction gets called twice ?
L230[03:33:42] <Ordinastie> I don't know maybe
L231[03:34:10] <Subaraki> no i mean, it gets called twice
L232[03:34:17] <Subaraki> i'd say it's my mouse that's gettong old
L233[03:34:32] <Subaraki> but to click twice everytime it recahes zero is out of the question
L234[03:34:52] <Subaraki> i know i redaw the buttons after clicking that button, but it empties everything before
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L237[03:45:15] <Subaraki> drawButtonsOnScreen();
L238[03:45:15] <Subaraki> causes a re press somehow
L239[03:45:19] <Subaraki> but only once
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L241[03:45:43] <Subaraki> http://pastebin.com/GSccDkXk
L242[03:45:50] <Subaraki> for those who mind ^
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L244[03:47:19] <Subaraki> i think i need to set mouse click to false or so before or after redrawing the buttons
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L246[03:49:44] <Ordinastie> why do you even redraw the buttons??
L247[03:53:17] <Subaraki> because i draw only 15 entries
L248[03:53:34] <Subaraki> if you happen to have mroe then 15, as was the case before, your screen might get clustered
L249[03:53:43] <Subaraki> so i decided to (try and) make a page system
L250[03:54:02] <Subaraki> apart from the current world entries page, you also have dimension entry pages
L251[03:54:04] <Ordinastie> can you show what your gui is supposed to look like ?
L252[03:54:19] <Subaraki> http://i.imgur.com/QYNcGAs.png
L253[03:55:39] <Subaraki> (and like this with a dimension upgrade) http://i.imgur.com/2GuwETt.png
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L255[03:56:35] <Subaraki> i'd expect it to do the skip everytime i redraw, but it only happens when returning to the first page (0)
L256[03:56:40] <Ordinastie> that doesn't explain why you redraw all the buttons
L257[03:59:21] <Subaraki> the picture ?
L258[03:59:36] <Subaraki> http://i.imgur.com/OfoteXw.png
L259[04:00:01] <Subaraki> i happen to have more then 15 telepads, so you can "scroll down" or go to the next page, hence, it redraws the buttons
L260[04:00:25] <Subaraki> pick 15 entries + 15*page_scroll_index
L261[04:00:37] <Subaraki> redraw the buttons so i dont draw over them ?
L262[04:00:48] <Subaraki> idk, what would you suggest ?
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L264[04:01:23] <Subaraki> i dont redraw all of them really. just a selection of 15
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L268[04:13:15] <luacs1998> https://www.youtube.com/watch?v=e2MNYIa411k
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L287[04:53:33] <Corosus> aha, i knew it, looks like in 1.10.2, even regular zombies do the call for help thing that pig zombies do, its just less obvious cause theyre already trying to eat you
L288[04:54:03] <Corosus> kept being confused as to why zombies on the other side of glass or wall would come after me after i killed a zombie on the side i was on
L289[04:54:33] <Corosus> just saw a horde of zombies all go for a skeleton that shot 1 of the zombies, i knew something had changed upon seeing that...
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L291[05:01:52] <ShadCanard> Hmmm
L292[05:03:28] ⇦ Quits: ThePsionic (~ThePsioni@95.85.40.140) (Ping timeout: 183 seconds)
L293[05:03:30] <ShadCanard> I'm currently making a tank. I made an TE with a FluidTank in it holding the fluids. How can I hold the fluid inside the Itemstack's NBT ?
L294[05:03:35] <ShadCanard> Fluidtank*
L295[05:03:59] <ShadCanard> (To make it portable)
L296[05:05:54] *** Kolatra|away is now known as Kolatra
L297[05:08:30] <Subaraki> copy the amount of liquid and the liquid name into the nbt so you can recreate it afterwards ShadCanard ?
L298[05:10:13] <ShadCanard> Won't it change because of oredict if I store the unlocalizedname ?
L299[05:10:59] <Ordinastie> use the cap
L300[05:11:36] <ShadCanard> how to ?
L301[05:12:18] <ShadCanard> I mean, do I have to write in the itemstack nbt the cap nbt ?
L302[05:15:25] <Subaraki> that sentence is hard to udnerstand
L303[05:15:27] <Subaraki> but yes
L304[05:15:37] <Subaraki> you write the capability's nbt to the stack's nbt
L305[05:15:53] <sham1> o/
L306[05:16:02] <Subaraki> when using the item, you can read the nbt from the stack into the capability
L307[05:20:10] <ShadCanard> btw I'm already using caps, because FluidTank
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L321[07:29:55] * Subaraki runs around in an end temple
L322[07:29:59] * Subaraki jumps over a big gap
L323[07:30:05] * Subaraki gets 6 diamonds
L324[07:30:07] <Subaraki> .8.
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L326[07:30:12] <Subaraki> whut ?
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L334[08:10:49] <Subaraki> After I registered a block, what do i have to do to give it a model ? i actually already have a model, but when breaking the block it gives of pink purple particles.
L335[08:11:11] <Subaraki> so i'm looking to bind a vanilla glass block to it so when broken it'll show glass break particles
L336[08:11:59] <TechnicianLP> in blockstate.json add a "particle" texture
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L339[08:18:46] <Subaraki> i dont have a blockstate json
L340[08:19:01] * Subaraki whispers : I have a tesr... but shhht
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L342[08:19:30] <Subaraki> never knew how to bind block jsons to blocks
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L344[08:25:45] <TechnicianLP> just name them <registry name of block.json in /assests/<modid>/blockstates/
L345[08:34:28] <Subaraki> really ?
L346[08:34:29] <Subaraki> fun
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L348[08:41:49] <Subaraki> nah
L349[08:41:52] <Subaraki> didnt work
L350[08:43:11] <TechnicianLP> http://mcforge.readthedocs.io/en/latest/blockstates/introduction/ did you use something like this? (it it different from model files)
L351[08:44:45] <Subaraki> do i not need to register it to my block or something ?
L352[08:45:07] <TechnicianLP> nope register you block and name the blockstate json after it
L353[08:45:28] <TechnicianLP> in the blockstate json you can then specify which model(s) to use
L354[08:45:34] <Subaraki> hmkay, well that's done. all i put in the json file was textures "particle": "path"
L355[08:45:47] <Subaraki> what if i need none ?
L356[08:45:53] <Subaraki> just block ?
L357[08:45:57] <Subaraki> block/block
L358[08:46:14] <TechnicianLP> what?
L359[08:46:33] <Subaraki> "in the blockstate json you can then specify which model(s) to use "
L360[08:46:38] <Subaraki> what if i need none
L361[08:46:40] <Subaraki> no model
L362[08:47:00] <Subaraki> just a texture
L363[08:47:29] <TechnicianLP> that block sounds interesting ....
L364[08:47:56] <Subaraki> x)
L365[08:48:03] <Subaraki> ive used a TESR
L366[08:48:10] <Subaraki> to render a dynamic model
L367[08:48:13] <Subaraki> (from modelbase)
L368[08:48:45] <Subaraki> consequence : my log is outputting cannot find modeljson stuff for said block (because i never gave it one), as well as missing-texture when breaking it
L369[08:49:16] <Subaraki> (also because you cannot turn json parts on mutliple axis's afaik)
L370[08:49:40] <Subaraki> (and it's restricted to angles of 22.5 or 45)
L371[08:50:01] <Subaraki> i basicly just need a stub so it stops throwing errors and i can set a break particle texture
L372[08:50:41] <Subaraki> aha, im getting somewhere
L373[08:50:42] <Subaraki> com.google.gson.JsonParseException: Neither 'variants' nor 'multipart' found
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L376[08:58:01] <Subaraki> why do the forge docs say nothing about a basic block ?
L377[08:58:37] <TechnicianLP> model?: http://minecraft.gamepedia.com/Model
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L379[09:03:22] <Subaraki> so you can't parent a block ?
L380[09:04:49] <Lumien> You can use ModelLoader.setCustomStateMapper to get rid of the errors
L381[09:05:43] <Lumien> And there's Block.addDestroyEffects and Block.addHitEffects for effects
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L386[09:17:03] <howtonotwin> read the logs
L387[09:17:15] <howtonotwin> i saw that you were using a tesr
L388[09:17:25] <howtonotwin> as you couldn't figure out how to bind a block to a model
L389[09:17:28] <howtonotwin> I gasped
L390[09:17:30] <howtonotwin> loudly
L391[09:17:39] <howtonotwin> spill everything that you're confused about
L392[09:17:40] <howtonotwin> :P
L393[09:20:14] <howtonotwin> also if you use the model "block/block"
L394[09:20:19] <howtonotwin> that sets the transforms
L395[09:20:27] <howtonotwin> so it looks right when in hand, inventory, etc.
L396[09:20:37] <howtonotwin> but it doesn't actually have a model
L397[09:20:41] <howtonotwin> it defines no shape
L398[09:20:52] <howtonotwin> it
L399[09:20:57] <howtonotwin> 's a real file in assets/
L400[09:21:21] <howtonotwin> so you can verify that
L401[09:22:20] <howtonotwin> additionally you need a valid model file for a block
L402[09:23:26] <howtonotwin> I'm pretty sure there is actually no such thing as a block without a bound model. If you lack one you end up defaulting to the missing model, but you still have a model attached.
L403[09:23:38] <howtonotwin> this is true even for pure TESRs
L404[09:23:48] <howtonotwin> bc the model is still used for the particles and such
L405[09:24:18] <howtonotwin> Subaraki: you there?
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L407[09:30:34] <howtonotwin> your blockstate JSON should just look like { forge_marker: 1, defaults { textures { particle: ... }, model: block/block }, variants: { normal [{}] } }
L408[09:31:08] <howtonotwin> I'm falling back to writing docs, ping me if you need me.
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L414[09:45:22] <Subaraki> howtonotwin, now i am yes
L415[09:45:31] <howtonotwin> hello!
L416[09:45:44] <Subaraki> nah
L417[09:45:48] <Subaraki> its not that
L418[09:45:55] <Subaraki> i used a tesr, because of model reasons
L419[09:46:10] <Subaraki> consequence : i dont have block models, and never did research on it
L420[09:46:22] <Subaraki> and now that i'm doing the research, i find blurry things
L421[09:46:40] <howtonotwin> did I ever give you my docs?
L422[09:47:47] <howtonotwin> I have a proofreading slave (jk SW don't kill me) working for me, so I hope they're clear enough :P
L423[09:48:19] <howtonotwin> also what are your "model reasons?"
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L425[09:49:43] <Subaraki> howtonotwin, rotation on two axis and lesser then 22.5
L426[09:49:57] <Subaraki> as well as rendering the end portal effect
L427[09:50:11] <howtonotwin> wait so your TESRs were perfectly static?
L428[09:50:21] <howtonotwin> just that they needed fancy rotations?
L429[09:51:33] <Subaraki> yeah
L430[09:51:40] <howtonotwin> models can do that just fine
L431[09:51:45] <Subaraki> really ?
L432[09:51:55] <howtonotwin> using other formats yes
L433[09:51:57] <Subaraki> last time i checked it crashed on something not a multiple of 22.5
L434[09:52:06] <howtonotwin> that's only for vanilla JSONs
L435[09:52:35] <Subaraki> we should have a chat and you should tecah me all about block jsons :o
L436[09:53:34] <howtonotwin> read: https://github.com/howtonotwin/MCForgeDocumentation/tree/models/docs/models
L437[09:53:36] <howtonotwin> in this order https://github.com/howtonotwin/MCForgeDocumentation/blob/models/mkdocs.yml#L13-L20
L438[09:53:47] <howtonotwin> then scream about anything that makes no sense
L439[09:54:21] <howtonotwin> If you don't want to make OBJ/B3D models in 3d modelers
L440[09:54:54] <howtonotwin> you could probably also copy-paste the vanilla JSON code and fix up the bits on rotation
L441[09:55:23] <howtonotwin> but learning Blender is probably easier
L442[09:55:26] <howtonotwin> :P
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L448[10:01:32] <Botter|afk> I just saw the demo video about plugins for MC, and forge is way better (although JSON is probably easier for beginners)
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L450[10:01:41] <Bottersnike> woops
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L455[10:08:39] <Subaraki> howtonotwin, what if i made a model with mrCrayfish's modeler ?
L456[10:09:00] <howtonotwin> that does nothing except generate vanilla JSONs
L457[10:09:08] <Subaraki> hmm.. okay
L458[10:09:25] <Subaraki> because i really don't feel like making obj files
L459[10:09:48] <Bottersnike> Place that in the models/(blocks/items) foler then link to it from the blockstates file
L460[10:09:53] <howtonotwin> Do you have screenshots of your models?
L461[10:10:08] <howtonotwin> I want to see how complicated they are
L462[10:10:16] <Subaraki> not really
L463[10:10:26] <Subaraki> but i don't want to learn blender ?
L464[10:10:41] <Subaraki> i'll show a pic
L465[10:10:44] <Subaraki> just a second
L466[10:11:02] <Bottersnike> Have a look at https://github.com/Bottersnike/InterdictionTorchMod/tree/master/src/main/resources/assets/interdictiontorch for how I've set up my models
L467[10:11:16] <Subaraki> http://i.imgur.com/3vJjj8m.png
L468[10:11:44] <Bottersnike> You've got it rendering in the game?
L469[10:11:53] <Bottersnike> What do you want to know then?
L470[10:12:01] <howtonotwin> he's using TESRs for everything
L471[10:12:05] <Bottersnike> Ahh
L472[10:12:15] <howtonotwin> bc the rotations he wants are not expressible in vanilla JSONs
L473[10:12:26] <howtonotwin> and he doesn't want to learn blender, which is understandable :P
L474[10:12:51] <Subaraki> thanks you understand :)
L475[10:12:52] <Bottersnike> I believe that if you create a blockstates file then you can create multiple layers and rotate each one arround 360 deg.
L476[10:13:04] <Subaraki> really ?
L477[10:13:09] <Bottersnike> And blender... I love it, but for beginers I see where you are comming from
L478[10:13:16] <Bottersnike> I believe so
L479[10:13:23] <howtonotwin> I also see triangles
L480[10:13:28] <howtonotwin> that will hurt too
L481[10:13:31] <Subaraki> i could recreate one of the feet and turn that 90, 180 and 270 degrees
L482[10:13:33] <howtonotwin> OH!
L483[10:13:35] <Bottersnike> Howtonotwin, just rotate rect
L484[10:13:45] <Subaraki> howtonotwin, it's not an actual triangle :D
L485[10:13:51] <Bottersnike> If you look at the torch blockstate, you can see rotation
L486[10:14:12] <Subaraki> http://i.imgur.com/gpE22oW.png
L487[10:14:15] <Subaraki> its an illusion :)
L488[10:14:22] <Subaraki> yeah, i'll try the states
L489[10:14:25] <Bottersnike> I can'r remember how to do multi-layer blockstates though :(
L490[10:14:39] <Subaraki> with f3+t i could manage
L491[10:14:42] <Subaraki> ?
L492[10:14:44] <Subaraki> multi layer ?
L493[10:14:48] <Subaraki> more then one texture ?
L494[10:14:55] <howtonotwin> yep
L495[10:15:06] <Bottersnike> More than one model because you can only rotate an entire model
L496[10:15:08] <Subaraki> and how would i render the end portal frame ?
L497[10:15:12] <Bottersnike> So you superimpose multiple models
L498[10:15:16] <Bottersnike> Look at the endframe code
L499[10:15:19] <howtonotwin> the end portal part must be a TESR
L500[10:15:26] <howtonotwin> at least if that's how vanilla does it
L501[10:15:36] <howtonotwin> you can combine a model and a TESR
L502[10:15:39] <Subaraki> really ?
L503[10:15:42] <howtonotwin> the less TESR you have the better
L504[10:15:43] <howtonotwin> yes
L505[10:16:18] <Bottersnike> Have a look at the submodels section of https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/ for multi-layer models
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L507[10:16:57] <howtonotwin> But for making those models not TESRs
L508[10:17:07] <howtonotwin> I really think the best way is blender
L509[10:17:13] <Bottersnike> :P
L510[10:17:21] <Subaraki> x)
L511[10:17:24] <Subaraki> actually
L512[10:17:29] <Subaraki> the only thing i need
L513[10:17:32] <Subaraki> is a texture on block break
L514[10:17:49] <howtonotwin> make a blockstate JSON and set the texture in it
L515[10:17:57] <Subaraki> so is there a way to use a blockstate and a block json for only a particle ?
L516[10:18:09] <Subaraki> i did the state thing, but it didn't seem to work
L517[10:18:16] <Bottersnike> On that subject, how would I get water to render over my block? I have a level attribute and the block is material.water, but I don't have water rendering in the block. How do I do it? Do I need a TESR and if so what's the best way to implement it.
L518[10:18:46] <Subaraki> water in the block ?
L519[10:18:48] <howtonotwin> Fluids are in the model system too I think
L520[10:19:01] <howtonotwin> they have blockstate JSONs and everything
L521[10:19:02] <Subaraki> the best way to illusion that is render a water block around your block
L522[10:19:11] <Bottersnike> But how would I do that?
L523[10:19:13] <howtonotwin> there's a fluid model in Forge
L524[10:19:22] <howtonotwin> and you can give it custom data to render fluids
L525[10:19:25] <Bottersnike> Any code I could work off?
L526[10:19:30] <howtonotwin> wait a moment
L527[10:20:02] <Bottersnike> Subaraki, I'm making a water plant so it can't be creating a water pocket (which I fixed) but then it doesn't look good
L528[10:20:02] ⇦ Quits: Brokkoli (~Brokkoli@p5B23C07C.dip0.t-ipconnect.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L529[10:20:39] <howtonotwin> Ok so there's ModelFluid
L530[10:20:54] <howtonotwin> btw for this your model needs to be a custom IModel
L531[10:21:01] <howtonotwin> can't think of any other way to do it
L532[10:21:19] <Subaraki> can i see a picture ?
L533[10:21:42] * Bottersnike starts MC...
L534[10:21:49] * Bottersnike wishes he had a better laptop
L535[10:22:15] * Subaraki sames Bottersnike
L536[10:22:29] <Bottersnike> Minecraft takes 5min to load
L537[10:22:31] * Bottersnike dies inside
L538[10:22:34] <Subaraki> only 5 :o
L539[10:22:41] <Subaraki> woaaa
L540[10:22:51] <Subaraki> mine up to 10
L541[10:22:56] <Bottersnike> Intel pentium with hd graphics onboard
L542[10:23:01] <Bottersnike> And that 5min is with no mode
L543[10:23:02] <Subaraki> o.O
L544[10:23:03] <Bottersnike> *mods
L545[10:23:12] <Bottersnike> Don't get me started on mods
L546[10:23:30] ⇨ Joins: Brokkoli (~Brokkoli@p5B23C07C.dip0.t-ipconnect.de)
L547[10:23:47] <ShadCanard> Can somene tell me how to add caps to an itemstack ?
L548[10:23:54] <ShadCanard> someone*
L549[10:23:55] <howtonotwin> Item::initCapabilities
L550[10:24:01] <Bottersnike> Pure magic
L551[10:24:04] <howtonotwin> or AttachCapabilityEvent.Item
L552[10:24:36] <howtonotwin> The first one is a method for your own items
L553[10:24:46] <howtonotwin> the other one is fired to gather caps for all items
L554[10:25:08] ⇦ Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection reset by peer)
L555[10:25:17] <ShadCanard> Is there one for an ItemBlock ?
L556[10:25:40] <Bottersnike> Subaraki/howtonotwin here's what my block looks like at the moment http://imgur.com/a/eUUYJ
L557[10:25:56] <howtonotwin> ItemBlock is an item...
L558[10:25:57] <Bottersnike> (it does act like water in every way except rendering)
L559[10:26:04] <howtonotwin> just subclass ItemBlock
L560[10:26:09] <howtonotwin> and override that method
L561[10:26:13] <Subaraki> pretty render Bottersnike
L562[10:26:21] <Bottersnike> ?
L563[10:26:26] <Subaraki> i like the model :)
L564[10:26:29] <ShadCanard> I know the whole thing. So I make ItemStack.getItem.initcapabilities ?
L565[10:26:47] <Subaraki> no clue how though
L566[10:26:53] <Bottersnike> It's just 6x6s with block sticking out
L567[10:27:08] <Subaraki> all i can think of is render a water block around, a water texture on each side
L568[10:27:15] <howtonotwin> ShadCanard: Subclass itemblock and override initCapabilities yes
L569[10:27:29] <ShadCanard> Ok, thx howtonotwin :)
L570[10:27:30] <howtonotwin> there's ModelFluid.WATER
L571[10:27:46] <Bottersnike> How do I apply that?
L572[10:28:50] <howtonotwin> in a blockstate JSON i think this will work
L573[10:29:02] <Bottersnike> So as a submodel?
L574[10:29:05] <howtonotwin> yes
L575[10:29:22] * Bottersnike waits for RAM to clear
L576[10:29:51] ⇨ Joins: iari (~iari___@evana.futhark24.org)
L577[10:29:52] <howtonotwin> { model: "forge:fluid", custom { fluid: water } }
L578[10:29:55] <howtonotwin> I think
L579[10:30:15] <Bottersnike> Okay. Is there a good way to ignore the "level" variant appart from:
L580[10:30:20] <Bottersnike> "normal": { "model": "interdictiontorch:bamboo" },
L581[10:30:20] <Bottersnike> "level=15": { "model": "interdictiontorch:bamboo" },
L582[10:30:20] <Bottersnike> "level=14": { "model": "interdictiontorch:bamboo" },
L583[10:30:20] <Bottersnike> "level=13": { "model": "interdictiontorch:bamboo" },
L584[10:30:20] <Bottersnike> "level=12": { "model": "interdictiontorch:bamboo" },
L585[10:30:21] <Bottersnike> "level=11": { "model": "interdictiontorch:bamboo" },
L586[10:30:23] <Bottersnike> "level=10": { "model": "interdictiontorch:bamboo" },
L587[10:30:24] <howtonotwin> ergah!
L588[10:30:25] <Bottersnike> "level=9": { "model": "interdictiontorch:bamboo" },
L589[10:30:27] <Bottersnike> "level=8": { "model": "interdictiontorch:bamboo" },
L590[10:30:31] <Bottersnike> "level=7": { "model": "interdictiontorch:bamboo" },
L591[10:30:32] <howtonotwin> use the statemapper builder!
L592[10:30:33] <Bottersnike> "level=6": { "model": "interdictiontorch:bamboo" },
L593[10:30:35] <Bottersnike> "level=5": { "model": "interdictiontorch:bamboo" },
L594[10:30:37] <Bottersnike> "level=4": { "model": "interdictiontorch:bamboo" },
L595[10:30:39] <Bottersnike> "level=3": { "model": "interdictiontorch:bamboo" },
L596[10:30:41] <Bottersnike> "level=2": { "model": "interdictiontorch:bamboo" },
L597[10:30:42] <howtonotwin> new StateMap.Builder().ignore(LEVEL).build()
L598[10:30:43] <Bottersnike> "level=1": { "model": "interdictiontorch:bamboo" },
L599[10:30:45] <Bottersnike> "level=0": { "model": "interdictiontorch:bamboo" }
L600[10:30:47] <Bottersnike> Haha. RIP anyone on mobile
L601[10:30:52] <Bottersnike> Where do I put that? In my block?
L602[10:30:53] <howtonotwin> register that with ModelLoader.setCustomStateMapper
L603[10:30:57] <howtonotwin> in clientproxy
L604[10:31:06] <Bottersnike> Right at the start?
L605[10:31:13] <howtonotwin> wherever you want
L606[10:31:19] <howtonotwin> model loading is after preinit
L607[10:31:22] ⇨ Joins: IceDragon (~ThatGuy@184.170.20.104)
L608[10:31:32] <howtonotwin> the order of most model registering things doesn't actually matter
L609[10:31:32] <Bottersnike> Okay. My chrome just chrashed so that's why im asking so many Qs here
L610[10:31:46] <Bottersnike> Have you got any source code?
L611[10:31:49] <howtonotwin> because everything gets stuffed into a list/map and loaded at the en
L612[10:31:52] <Subaraki> aaaah
L613[10:31:54] <howtonotwin> literally just this
L614[10:31:54] <Subaraki> nice
L615[10:31:57] <Subaraki> its all i needed :)
L616[10:32:17] <howtonotwin> ModelLoader.setCustomStateMapper(block, new StateMap.Builder().ignore(LEVEL).build())
L617[10:32:21] <howtonotwin> that's it i think
L618[10:33:23] <Bottersnike> So should I put that into my pre/post/Init event? (which one)
L619[10:33:26] <howtonotwin> preinit
L620[10:33:38] <howtonotwin> everything modely goes in preinit
L621[10:34:36] * Bottersnike looks at code
L622[10:34:49] <Bottersnike> Correction... Everything goes in preinit
L623[10:35:54] <Bottersnike> Grrrrr. It want's a "Block" and I only have a "BlockBamboo" what do I do?
L624[10:36:05] <howtonotwin> wat
L625[10:36:06] <howtonotwin> wat
L626[10:36:07] <howtonotwin> wat
L627[10:36:08] <howtonotwin> wat
L628[10:36:20] <howtonotwin> BlockBamboo subclasses Block?
L629[10:36:22] <Bottersnike> Well BlockBamboo extends BlockBasic
L630[10:36:26] <Bottersnike> Not Block
L631[10:36:27] ⇦ Quits: Elec332 (~Elec332@145.15.244.15) (Ping timeout: 384 seconds)
L632[10:36:34] <Bottersnike> *BlockBase
L633[10:36:34] <howtonotwin> is BlockBasic not a Block
L634[10:36:43] <howtonotwin> wat
L635[10:36:47] <Bottersnike> public class BlockBase extends Block implements ItemModelProvider
L636[10:36:50] <howtonotwin> do you even OOP
L637[10:37:00] <Bottersnike> I do, but intellij is givving me an error
L638[10:37:08] <Bottersnike> "Expression Expected"
L639[10:37:28] <howtonotwin> please don't say you did setCustomSM(BlockBamboo, ...)
L640[10:37:30] <howtonotwin> please
L641[10:37:31] <howtonotwin> please
L642[10:37:35] <Bottersnike> Ummmmmmm...
L643[10:37:37] * Bottersnike hides
L644[10:37:57] <Bottersnike> Do I need to cast it?
L645[10:38:01] <howtonotwin> Can I advise you to learn Java before you do things like that...
L646[10:38:05] <howtonotwin> BlockBamboo is a class
L647[10:38:09] <howtonotwin> you need an object
L648[10:38:10] * Bottersnike gets a shovel to start digging a hole
L649[10:38:27] * Bottersnike Bottersnike begins digging his hole
L650[10:38:40] <howtonotwin> they are literally an entire conceptual level apart
L651[10:38:55] <howtonotwin> you need the instance of the block
L652[10:38:59] * Bottersnike climbs his ladder having fixed the problem
L653[10:39:01] <howtonotwin> wherever you put it
L654[10:39:11] <Bottersnike> I have ModBlocks.bamboo and that's working great
L655[10:39:14] <howtonotwin> yes
L656[10:39:15] <howtonotwin> yes
L657[10:39:16] <howtonotwin> yes
L658[10:39:17] <howtonotwin> that
L659[10:39:28] <Bottersnike> Just some funcs want the block class not the instance
L660[10:39:35] <Bottersnike> I was unsure
L661[10:39:38] <howtonotwin> class?
L662[10:39:48] <howtonotwin> do you mean Class<? extend Block>
L663[10:39:55] <Bottersnike> shhhhhhh...
L664[10:42:53] <howtonotwin> SquareWheel: committed some more improvements
L665[10:42:53] * Bottersnike prefers the simplicity of python and the familiarity of C++ to Java
L666[10:43:06] <howtonotwin> I just can't seem to do the overrides page right >.<
L667[10:44:02] <howtonotwin> oh python
L668[10:44:11] <howtonotwin> that explains everything :P
L669[10:44:25] <Bottersnike> I use C++, JS and python
L670[10:44:27] <howtonotwin> woot metaclasses!
L671[10:44:34] <Bottersnike> I never use java except for modding MC
L672[10:44:45] ⇨ Joins: edr (~edr@d-65-175-180-73.cpe.metrocast.net)
L673[10:50:44] <Bottersnike> My blockstates is
L674[10:50:44] <Bottersnike> https://github.com/Bottersnike/InterdictionTorchMod/blob/master/src/main/resources/assets/interdictiontorch/blockstates/bamboo.json
L675[10:50:54] <Bottersnike> But my block isn't rendering water on it
L676[10:52:02] <howtonotwin> submodel { model: ..., custom { ... } }
L677[10:52:22] <howtonotwin> right now custom is being applied to the bamboo model
L678[10:52:29] <howtonotwin> also you need a forge blockstate
L679[10:52:39] ⇨ Joins: Mattizin (~mattizin@ip1f12faed.dynamic.kabel-deutschland.de)
L680[10:53:22] <howtonotwin> which is why nothing renders at all
L681[10:54:27] <Bottersnike> Forge blockstate?
L682[10:54:55] <Bottersnike> What's the diff between a forge one and the one I have ATM?
L683[10:55:26] <Mattizin> Hey guys, i got a question about texturing obj models for minecraft Mods: The minecraft texture ist 16*16 px. If i model a simple mc block (1 meter * 1 meter * 1 meter) 1 block space in minecraft, then one side of the block gets a uv texture which is much larger, like 370 * 370px. IS this normal or should i change the model to use normal mc texture seize and how to do it? thx :)
L684[10:55:54] <howtonotwin> this is the vanilla format
L685[10:56:03] <howtonotwin> you need to add forge_marker: 1
L686[10:56:08] <howtonotwin> to make forge use its format
L687[10:56:18] <howtonotwin> read https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L688[10:56:27] ⇦ Quits: p455w0rd (~p455w0rd@172.78.253.233) (Ping timeout: 186 seconds)
L689[10:56:32] <Bottersnike> Will that mess up any of my current models?
L690[10:56:38] <howtonotwin> no
L691[10:56:43] <howtonotwin> it's a per file thing
L692[10:56:53] ⇨ Joins: p455w0rd (~p455w0rd@50.102.92.146)
L693[10:57:02] <Bottersnike> But will the model still render the same with that flag set?
L694[10:57:05] <howtonotwin> this is a forge blockstate
L695[10:57:05] <howtonotwin> https://github.com/Bottersnike/InterdictionTorchMod/blob/master/src/main/resources/assets/interdictiontorch/blockstates/cat_block.json
L696[10:57:06] <howtonotwin> yes
L697[10:57:08] <howtonotwin> ofc
L698[10:57:15] <howtonotwin> it doesn't touch the model files
L699[10:57:23] <howtonotwin> it just adds more stuff to them
L700[10:57:34] <Bottersnike> Well now my block is rendering as a missing texture
L701[10:58:18] <Bottersnike> Caused by: java.lang.IllegalStateException: Not a JSON Object: "forge:fluid"
L702[10:58:32] <howtonotwin> eh?
L703[10:58:35] <howtonotwin> show json
L704[10:59:13] <Bottersnike> https://github.com/Bottersnike/InterdictionTorchMod/blob/master/src/main/resources/assets/interdictiontorch/blockstates/bamboo.json
L705[11:00:23] *** Abrar|gone is now known as AbrarSyed
L706[11:02:13] <SquareWheel> howto - I'll take a looksie.
L707[11:04:05] ⇦ Quits: Cooler (~CoolerExt@45.249.156.15) (Ping timeout: 183 seconds)
L708[11:04:18] <howtonotwin> BS: Derp, submodel { insert_name_here { ... } }
L709[11:04:28] <howtonotwin> name the submodel whatever you want
L710[11:05:54] <howtonotwin> ohp lex said no examples
L711[11:05:57] <Bottersnike> :p If I types the exact JSON you guys are saying then I'd be getting sooo many errors. No colons, no speach marks :'(
L712[11:06:05] * howtonotwin is thoroughly cowed
L713[11:06:06] <Bottersnike> What do you mean?
L714[11:06:27] <howtonotwin> https://github.com/MinecraftForge/Documentation/pull/61#issuecomment-252287563
L715[11:06:50] <SquareWheel> Welp. I liked the idea.
L716[11:06:57] <Bottersnike> Haha. Millions of other tutorials...
L717[11:07:01] <howtonotwin> and yeah I use shorthand for JSON a lot
L718[11:07:04] * Bottersnike looks for tutorial
L719[11:07:06] * Bottersnike fails
L720[11:07:16] <SquareWheel> They exist, but they're mostly outdated and broken.
L721[11:07:20] <Bottersnike> Yup
L722[11:07:29] <Bottersnike> Well now my block renders. Just without the water
L723[11:07:55] <Bottersnike> Wait, there is water on the north side (but only on the side)
L724[11:08:28] <Bottersnike> And only from inside the block
L725[11:10:18] * Bottersnike hates that the forge team took down the old wiki but didn't think to make a comprehensive RTD. Instead, they only kept the basics and broke loads of links to perfectly good resources
L726[11:10:48] <LexManos> If you hate it them fix it, the old wiki was shit.
L727[11:11:01] <LexManos> Not to mention the other ton of backend reasons why it was shit.
L728[11:11:10] <Bottersnike> True, but at least you could look at the general code idea and then upgrade it
L729[11:11:11] <howtonotwin> BS: yeah the fluid thing was a bit of a shot in the dark on my part
L730[11:11:24] <howtonotwin> seems like you'll have to resort to a custom IModel then
L731[11:11:28] <Bottersnike> But lex, do you know how to get my block rendering fluid?
L732[11:11:39] <Bottersnike> (relative to the block's "level" property)
L733[11:11:39] <LexManos> Sorry, but we prefer to actually tech modding instead of spoon feeding you copy.pasta
L734[11:12:03] <Bottersnike> Well, considering that there are no resources, there isn;t really anywhere to look
L735[11:12:13] <SquareWheel> Regarding the examples, while relying on copy pasta can be dangerous, I think it can also be effective in showing a "working example" of what you're trying to build.
L736[11:12:18] <ghz|afk> Bottersnike: the contents of the old wiki are all in the wayback machine (archive.org)
L737[11:12:25] <ghz|afk> most of the contents there are old enough to have been indexed for a long time
L738[11:12:28] <Bottersnike> Yes giga
L739[11:12:31] <ghz|afk> that tells you how badly outdated it was
L740[11:12:31] <LexManos> No reasources? The entire RTDs has a lot of documentation for the rendering system
L741[11:12:45] <LexManos> as well as vanilla/forge having tons of examples you guys crave so much
L742[11:12:49] <Bottersnike> Fluids anywhere? Didn't think so. A good search bar? Nope..
L743[11:13:05] <Bottersnike> Vanilla examples? Find me one (ONE) block that render water over it
L744[11:13:06] <SquareWheel> I wrote a fluids doc last week...
L745[11:13:13] <LexManos> Fluids yes, No idea about the search bar as IDGAF about that.
L746[11:13:22] <ghz|afk> Bottersnike: if you do things that are outside of vanilla, you are sortof on your own
L747[11:13:24] <Bottersnike> Which section is it in
L748[11:13:33] <ghz|afk> and as for search box, I have on in Ender-Rift
L749[11:13:37] <LexManos> ctrl+f is probably your friend
L750[11:13:38] <ghz|afk> feel free to take a look at my approach
L751[11:13:45] <Bottersnike> Lex, being able to search documentation is essential
L752[11:13:55] <ghz|afk> oh you mean searchbox in the docs?
L753[11:14:00] <Bottersnike> That doesn't work
L754[11:14:05] <LexManos> then take it up with the people who created RTDs as a whole
L755[11:14:32] <Bottersnike> http://imgur.com/a/U58E7
L756[11:14:44] <LexManos> Either way your bitching that a old system that bread nothing but copy/paste coding was better is fucking wrong.
L757[11:14:51] <LexManos> And not welcome here.
L758[11:14:58] <ghz|afk> that seems like a RTD.io bug, not a forge bug
L759[11:15:08] <Bottersnike> True. but you could at least create a home page for the docs that has links to other pages
L760[11:15:15] <ghz|afk> the TOC not enough?
L761[11:15:15] <LexManos> it has one
L762[11:15:26] <howtonotwin> crap I don't have anything written about custom IModel loading. It might be a while till I get back to you Botter.
L763[11:15:35] ⇦ Quits: Naiten (Naiten@5.143.23.180) (Read error: Connection reset by peer)
L764[11:15:51] <howtonotwin> funnily enough ICustomModelLoader was the last thing on my todo list >.<
L765[11:15:51] *** PaleOff is now known as PaleoCrafter
L766[11:15:55] <ghz|afk> also, as a workaround: https://github.com/MinecraftForge/Documentation
L767[11:15:58] <ghz|afk> this can be searched ;P
L768[11:16:15] <Bottersnike> :P Thanks giga. I didn't realise the whole this is just a github
L769[11:16:19] <SquareWheel> I have interest in helping with the docs, so I'd like to understand your intentions Lex. Is the goal to just have a large reference of Forge functionality and APIs? No early-level teaching stuff?
L770[11:16:27] <ghz|afk> github repository gets compiled into rtd
L771[11:16:36] <ghz|afk> using a markdown-to-html compiler
L772[11:16:39] <PaleoCrafter> oh, a Lex
L773[11:16:40] <Bottersnike> Ahh. That makes sense (looking at you lex)
L774[11:17:00] <ghz|afk> SquareWheel: yes that's what "Documentation" means
L775[11:17:08] <ghz|afk> read the readme: https://github.com/MinecraftForge/Documentation
L776[11:17:11] <ghz|afk> it's right there
L777[11:17:16] <LexManos> Square: Essentially yes, NO functional code, NO copy/paste. We expect a fundemental level of 'I know ow to write an if statement!'
L778[11:17:40] <LexManos> <Bottersnike> Ahh. That makes sense (looking at you lex)
L779[11:17:53] <LexManos> Not sure what thats supposed to mean, but have a kick for being annoying anyways.
L780[11:17:55] *** Bottersnike was kicked by LexManos (Bottersnike))
L781[11:18:06] ⇨ Joins: Bottersnike (~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
L782[11:18:09] * Bottersnike hides
L783[11:18:11] <howtonotwin> lol
L784[11:18:14] *** Bottersnike is now known as Botter|afk
L785[11:18:40] <ghz|afk> ugh, I need a nap
L786[11:18:42] <howtonotwin> Guess I'll just PM it to you after I write a basic how-to then...
L787[11:18:56] <Botter|afk> Final word: A list of all the json stuff would be nice. There arent things like searching for json funcs like there are for java
L788[11:18:57] <ghz|afk> been up since 7am, went to Barcelona Games Week and i just got back (6pm)
L789[11:19:13] <LexManos> json doesnt have functions
L790[11:19:16] <ghz|afk> Botter|afk: the vanilla jsons are in the minecraft wiki
L791[11:19:29] <Botter|afk> What about the forge ones?
L792[11:19:31] <barteks2x> is there some existing api to create per-world/dimension configuration options? (ideally also configurable in some gui)
L793[11:19:48] <ghz|afk> and the forge json is described here: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L794[11:19:54] <howtonotwin> doh!
L795[11:19:57] <ghz|afk> it's a "formal language" description
L796[11:20:04] <howtonotwin> Your BlockBamboo is a fluid, no?
L797[11:20:22] <ghz|afk> howtonotwin: he wants to do like BoP seaweed
L798[11:20:22] <Botter|afk> It's a block that's placable in water and acts as water when in water
L799[11:20:31] <ghz|afk> which grows with water around
L800[11:20:36] <Subaraki> does the overworld tick faster then the other dimensions ... ? o.O
L801[11:20:39] <PaleoCrafter> Lex, just wanted to let you know that I've got a light version of the theme finished, is there already an IPB instance maybe?
L802[11:20:39] <Botter|afk> But can grow out of water (like sugarcane)
L803[11:20:51] <ghz|afk> basically he needs to have both the bamboo and a water level
L804[11:20:54] <ghz|afk> and combine the two models
L805[11:20:58] <LexManos> there isnt, you'll have to poke Flamegoat whenever he gets a chance.
L806[11:21:03] <howtonotwin> so it doesn't have an extended blockstate for the fluid flow data
L807[11:21:07] <ghz|afk> this is a case where doing the two things separately
L808[11:21:12] <ghz|afk> and then merging the results
L809[11:21:17] <ghz|afk> may be a simpler approach
L810[11:21:34] <barteks2x> lex, was that answer to my question or something else?
L811[11:21:38] <PaleoCrafter> welp, I already sent him a mail since he said that's the easiest way to contact him, no reply since
L812[11:21:58] <Flamegoat> Gotta catch up
L813[11:21:59] <Botter|afk> btw what's the link to the RTD fluids section. I can't find it
L814[11:22:04] <LexManos> dont expect to much it was con last weekend
L815[11:22:18] * LexManos is taking a lot of time to recover, as i feel like shit.
L816[11:22:19] <SquareWheel> Botter, I wrote a doc but it's not on RTD.
L817[11:22:24] <Flamegoat> Been out of town for over a week.
L818[11:22:28] <SquareWheel> It covers the basics/tutorial style.
L819[11:22:33] <SquareWheel> https://gist.github.com/WesCook/c9e282e49580588dd397350283e7e4e1
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L821[11:23:35] <illy> beep o/
L822[11:23:55] <LexManos> Dammet Flame quit impacting service in the southeast! http://puu.sh/rAT2T/c62b14a632.png
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L824[11:24:18] <Flamegoat> I'm trying not to.
L825[11:24:29] <Flamegoat> But you know me, always making a mess.
L826[11:25:02] <Mattizin> Can someone help me on this question? Teyturing obj models for MC Modding: The minecraft texture ist 16*16 px. If i model a simple mc block (1 meter * 1 meter * 1 meter) 1 block space in minecraft, then one side of the block gets a uv texture which is much larger, like 370 * 370px. IS this normal or should i change the model to use normal mc texture seize and how to do it? thx :)
L827[11:25:09] <LexManos> but ya my other roommate is waking up, time to crawl back into bed and die I think.
L828[11:26:03] <LexManos> The larger your textures are the more memory they take.
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L830[11:26:09] <LexManos> Which isnt good for lower end systems
L831[11:26:33] <Mattizin> yeah i thought about that.
L832[11:26:48] <LexManos> Unless you REALLY need that detail its preferred to go smaller.
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L834[11:26:55] <Mattizin> Problem is blender creates the uv automaticly in that seize
L835[11:26:56] <ghz|afk> Mattizin: the texture size doesn't get defined by the model
L836[11:27:03] <LexManos> also its best to do powers of two so that mipmapping works better
L837[11:27:04] <ghz|afk> you should be able to set the UVs once
L838[11:27:07] <ghz|afk> and then use *any* texture size
L839[11:27:12] <ghz|afk> without the UVs breaking
L840[11:27:19] <LexManos> yes uvs are a float, 0-1
L841[11:27:26] <LexManos> has no idea what pixels are
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L843[11:28:01] <ghz|afk> although if you don't want half-pixels to show on the face, it's best to do the UV mapping in twole-pixel increments
L844[11:28:03] <ghz|afk> but that's a separate issue
L845[11:28:15] <barteks2x> what would be a good way to add dimension-specific config options (the same setting but different value for each dimension)?
L846[11:28:17] <ghz|afk> whole*
L847[11:28:28] <ghz|afk> barteks2x: depends
L848[11:28:31] <Mattizin> Im speaking about a blender obj model here
L849[11:28:36] <Mattizin> when i export the uv template
L850[11:28:37] <ghz|afk> do you want thoseoptions to be saved in the world?
L851[11:28:42] <Mattizin> and want to texture it
L852[11:28:47] <ghz|afk> do you want them to be user-editable?
L853[11:28:48] <barteks2x> ideally they should be saved in the world
L854[11:28:54] <barteks2x> and be user editable in some way
L855[11:29:11] <ghz|afk> the most effective way would be WorldSavedData, used through .getPerWorldStorage
L856[11:29:11] <Mattizin> the facec of the model get uv tempates with pixel seizes greater then 377*377
L857[11:29:17] <ghz|afk> and then use NBT for the option storage
L858[11:29:28] <barteks2x> And how would that be user editable?
L859[11:29:31] <ghz|afk> however, that's a lot less user-friendly
L860[11:29:34] <ghz|afk> NBT Explorer and such
L861[11:29:41] <ghz|afk> you can edit the NBT inside region files
L862[11:29:54] <howtonotwin> M: as long as the texture is square it should be fine (but not being a power of two breaks mipmapping)
L863[11:29:58] <ghz|afk> the alternative is for you to have a .json or similar, stored in the same folder as the dimension
L864[11:30:06] <barteks2x> For min/max world height that's good enough for user editable after the fact, but I want some place to set initial values
L865[11:30:32] <ghz|afk> where does vanilla set the world creation options?
L866[11:30:53] <barteks2x> In WorldType I guess, but that is only per world, not per dimension
L867[11:31:14] <ghz|afk> yeah so you'd want something akin to WorldType, but per dimension
L868[11:31:18] <LexManos> whats making the dimension
L869[11:31:38] <barteks2x> It's cubic chunks mod and I want to be able to set world min/max height per-dimension
L870[11:31:54] <LexManos> ah well cant help you there
L871[11:31:59] <LexManos> thats off in dragon terratory
L872[11:32:25] <barteks2x> I alreayd have variables in world tpoy store them, but they are not srrialized in any way and no UI there
L873[11:32:31] <howtonotwin> doesn't vanilla have the customized w0rld gui thing?
L874[11:32:38] <howtonotwin> can you get in there somehow?
L875[11:32:41] <ghz|afk> howtonotwin: that only works for the overworld
L876[11:33:42] <ghz|afk> barteks2x: either add a new tag to level.dat, with each dimension's data
L877[11:33:53] <ghz|afk> or add a new file like DIMx/cubicchunks.dat
L878[11:33:57] <barteks2x> The fact is that there isnt gping to be any good UI for it, because for example mystcraft dimensions are created dynamically. No way to set these values in advance
L879[11:34:16] <barteks2x> (and yes, there is a way to make even muctcraft dimension worl with cubic chunks)
L880[11:34:21] <barteks2x> *mystcraft
L881[11:35:14] <tschm> as i am starting with mod devlopment and used visual studio a lot before, is there an easy way to have intellij use the same hotkeys as VS?
L882[11:35:27] <tschm> for auto-format, find references, etc.
L883[11:35:29] <barteks2x> a dimension ID-->min/max height + default values in cutsomized world type should be good enough
L884[11:35:45] <ghz|afk> tschm: yes
L885[11:35:53] <ghz|afk> file -> settings -> keymap -> choose VS
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L887[11:36:09] <ghz|afk> however
L888[11:36:12] <ghz|afk> it won't be 100% like VS
L889[11:36:15] <ghz|afk> you won't be able to do
L890[11:36:23] <ghz|afk> ctrl-k,ctrl-f to format
L891[11:36:29] <ghz|afk> and rename won't be ctrl-r,ctrl-r
L892[11:36:43] <M4thG33k> Is there a way to get the TextureAtlasSprite using the ResourceLocation? I've traced it back to code in the TextureMap, but the method isn't static
L893[11:36:43] <ghz|afk> since idea doesn't have "keypress sequences" as bindings
L894[11:36:48] <tschm> hmm.. i guess there is no double hotkey logic in intellij? :(
L895[11:36:56] <ghz|afk> basically
L896[11:37:00] <tschm> yeah, alright
L897[11:37:03] <ghz|afk> so you'll haveto learn a whole lot of new hotkeys
L898[11:37:19] <ghz|afk> but F10/F11/shift-F11 fordebuggin is already nice
L899[11:37:19] <ghz|afk> ;p
L900[11:38:31] <tschm> argh.. i would do that, i just fear that i'll mess them up someday.. well. no way around that
L901[11:38:40] <tschm> is there an auto format hotkey though?
L902[11:39:16] <ghz|afk> alt-f8 if you use the VS keymap
L903[11:39:27] <ghz|afk> code -> reformat code
L904[11:39:34] <ghz|afk> (I just use the menus for that stuff)
L905[11:39:37] <ghz|afk> the most important to learn is
L906[11:39:45] <ghz|afk> shift-f6 to rename
L907[11:40:14] <ghz|afk> ctrl-shift-o to override method from super
L908[11:40:21] <ghz|afk> ctrl-alt-n to inline
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L910[11:41:17] <PaleoCrafter> uhm... IDEA does have that keypress sequence thing :P
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L913[11:42:07] <Botter|afk> For IDEA I often use ctrl+b for the implication of a func and ctrl+q for javadocs
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L915[11:42:17] <tschm> alright, for now i just know i have to learn and will get used to it when actually writing code.. hopefully :)
L916[11:43:25] <tschm> uhh.. intellij does no line break for bracket T.T
L917[11:43:37] <Lumien> You can configure that
L918[11:44:16] <Lumien> Editor -> Code Style -> Java
L919[11:45:06] <tschm> i am already digging through it.. gosh, i want to start finally :D
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L922[11:50:28] <Bottersnike> When you forget to create a texture for your fluid: http://imgur.com/a/u3om0
L923[11:53:49] <Subaraki> https://github.com/ArtixAllMighty/PetBuddy2016/issues/4
L924[11:54:03] <Subaraki> ^ odd characters in front of the name are the color formatting of minecraft
L925[11:54:13] <Subaraki> it seems to work fine for half of the people using the mod
L926[11:54:18] <Subaraki> and not fine for the other half
L927[11:54:34] <Subaraki> is this a computer related problem ?
L928[11:54:59] <PaleoCrafter> shouldn't be
L929[11:56:02] <Subaraki> maybe in the way i coded it ?
L930[11:56:03] <Subaraki> http://pastebin.com/mFpZi7ZJ
L931[11:56:16] <Subaraki> I'm puzzled. should people change font or something .. ?
L932[11:56:16] <PaleoCrafter> use EnumChatFormatting
L933[11:56:46] <PaleoCrafter> eh, TextFormatting nowadays xD
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L940[12:06:30] <tschm> is there a way to make intellij auto-complete case INsenstive?
L941[12:07:01] <tschm> nvm, google helped :)
L942[12:07:51] <MiniDigger> http://i.minidigger.me/2016/10/idea_07_19-07-48.png
L943[12:07:53] <MiniDigger> arg
L944[12:08:06] <tschm> thx anyway
L945[12:09:12] <Bottersnike> Gtg. HexChat's using up too much RAM
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L947[12:09:24] <PaleoCrafter> wat
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L950[12:13:38] <tschm> are there example projects for simple mods? I want to have my first own block, but have no clue how to do that
L951[12:14:09] <tschm> i read the wiki and know how to describe a block and how to register it (i guess via GameRegistry.register(...))
L952[12:14:47] <tschm> I am fine with having examples, i will try to go through them myself, but right now, there is a bunch of info without a real hint on how to get your first block done :/
L953[12:15:04] <gr8pefish> tschm, check this out: http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L954[12:16:02] <tschm> alright, looks good, i'll have a look, thx
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L964[13:10:56] <M4thG33k> I'm trying to get a custom particle to render correctly but am failing. The particles are definitely spawning, but they aren't being rendered at all. Any suggestions?
L965[13:13:08] <M4thG33k> Here's the rendering code: https://goo.gl/Eju9cB (forgive all the terrible notation/commenting in the file - a lot of debugging has been attempted)
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L970[13:18:57] <TaigaCait> probably a stupid question
L971[13:19:05] <TaigaCait> but do you have particles turned on in your client?
L972[13:19:14] <M4thG33k> Yes
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L974[13:19:25] <TaigaCait> set to maximum?
L975[13:20:37] <M4thG33k> Yes
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L977[13:21:04] <TaigaCait> hm.
L978[13:21:20] <TaigaCait> where exactly is it getting this.particleTexture from?
L979[13:22:55] <M4thG33k> From the Particle base class. I actually threw that bit of code in to see if it would fix anything (of course, it didn't)
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L981[13:23:35] <M4thG33k> Commenting out that if statement has no effect
L982[13:26:44] <M4thG33k> And defaulting to the parent's rendering method induces a crash
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L984[13:30:28] <TaigaCait> you know.
L985[13:30:41] <TaigaCait> I have to say, your override for this is a lot... shorter
L986[13:30:45] <TaigaCait> than the original method
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L989[13:31:46] <TaigaCait> I'm not totally sure how it's supposed to work honestly
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L991[13:32:00] <TaigaCait> but right off the bat, it seems that you're not creating the 3D vector
L992[13:32:33] <M4thG33k> I've constructed the components of the vector separately and didn't store them
L993[13:33:17] <TaigaCait> and I'm not totally sure the point of using a double as opposed to a float, since you've deviated from the original there as well
L994[13:33:38] <TaigaCait> what's the error you get when using the original render method from Particle?
L995[13:34:01] <M4thG33k> I'm attempting to move up code that I had working in 1.7. I can easily go back to doubles.
L996[13:34:25] <M4thG33k> The error is a NPE
L997[13:34:30] <TaigaCait> hmm
L998[13:34:40] <M4thG33k> corresponding to the VertexFormat
L999[13:34:49] <TaigaCait> oh, one of the things I'm noticing while looking through the original particles
L1000[13:34:50] <M4thG33k> which I found very odd myself
L1001[13:34:53] <TaigaCait> particleLava and such
L1002[13:34:58] <TaigaCait> they don't override
L1003[13:35:18] <TaigaCait> they have their own renderParticle method which does the necessary modifications, and then passes it to super.renderParticle
L1004[13:36:23] <M4thG33k> Which I could do if I didn't get a crash each time I tried that
L1005[13:36:34] <TaigaCait> ok, so the NPE points to....
L1006[13:36:50] <M4thG33k> I'm working on re-creating it
L1007[13:37:23] <TaigaCait> I'm also rather curious how you've set up whatever is calling this
L1008[13:37:44] <TaigaCait> because it's possible your NPE is from an improper call
L1009[13:37:58] <M4thG33k> I currently just threw it into my TESR to see if I could get it to show up and then properly place it later
L1010[13:38:18] <TaigaCait> TESR?
L1011[13:38:25] <M4thG33k> TileEntitySpecialRenderer
L1012[13:38:37] <TaigaCait> Ah.
L1013[13:39:52] <M4thG33k> Alright, so the crash when passing to super only happens if I set this.particleTexture; but even if I don't do that, no particle renders
L1014[13:40:06] <TaigaCait> hmm
L1015[13:40:26] <TaigaCait> and you're sure you're calling the proper texture location?
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L1017[13:41:19] <TaigaCait> now that I'm thinking about it
L1018[13:41:27] <M4thG33k> I believe so. I'll triple-check to be safe; the TAS I'm assigning the texture to wasn't null
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L1020[13:41:57] <TaigaCait> do you actually set the particle texture anywhere? because I can't seem to find anywhere that you're handling that in the particle class
L1021[13:43:28] <M4thG33k> Line 47; it was commented out in that commit, but bringing it back has caused the crash with the parent method
L1022[13:44:07] <M4thG33k> Sorry 41
L1023[13:45:08] <TaigaCait> have you considered implementing setParticleTexture(TextureAtlasSprite texture) from Particle?
L1024[13:45:46] <M4thG33k> I'll replace line 41 with that and see if it fixes anything
L1025[13:46:05] <M4thG33k> crashed again...
L1026[13:46:18] <TaigaCait> and where did icon come from, for that matter
L1027[13:46:26] <M4thG33k> I'm using still water's icon
L1028[13:46:51] <TaigaCait> no I mean
L1029[13:46:55] <M4thG33k> (line 38)
L1030[13:46:57] <TaigaCait> I'm looking at what you have here
L1031[13:47:10] <TaigaCait> ah I see
L1032[13:47:32] <TaigaCait> does using this.icon just let you skip declaring it or something?
L1033[13:48:08] <TaigaCait> because it certainly doesn't exist in Particle
L1034[13:48:34] <TaigaCait> nvm, I've found it
L1035[13:48:41] <TaigaCait> alright well
L1036[13:48:54] <TaigaCait> have you tried verifying that the assignment for icon is non-null?
L1037[13:48:54] <M4thG33k> I was using it in other logic in previous tests, but currently used this.icon as the input to setParticleTexture which gave me an "Invalid call to Particle.setTex, use coordinate methods" error
L1038[13:49:06] <M4thG33k> I have used breakpoints to ensure that icon is non-null
L1039[13:49:25] <TaigaCait> hmm
L1040[13:49:45] <TaigaCait> well, it looks like it wants you to use the x/y texture index methods
L1041[13:49:48] <M4thG33k> Let me switch the FXLayer...which I've been told before to do to not conflict with vanilla's textures
L1042[13:52:27] <M4thG33k> And now I can see them...idk why I had the FXLayer set to 3. must have been some quirk with 1.7.10
L1043[13:52:56] <TaigaCait> so you've got it handled, then?
L1044[13:53:52] <M4thG33k> I think I can take it from here
L1045[13:53:58] <M4thG33k> Thanks for your assistance!
L1046[13:54:23] <TaigaCait> yep, what little help I was lol
L1047[13:54:56] <M4thG33k> You pointed me in the right direction. :)
L1048[13:56:14] <TaigaCait> meanwhile, it's back to finding the right regex pattern for me :P
L1049[13:56:33] <M4thG33k> Good luck!
L1050[13:57:51] <TaigaCait> yeah. need to figure out how to make it match **this** **t*his*** **th*i*s** and ***thi*s** but not **thi**s**
L1051[13:58:01] <TaigaCait> should be appropriately irritating, if not impossible
L1052[13:59:00] <M4thG33k> I'll just smile and nod. regex isn't my strong suit
L1053[13:59:13] <TaigaCait> I only started on regex like
L1054[13:59:21] <TaigaCait> a week ago, at the earliest
L1055[13:59:49] <TaigaCait> I cannot for the life of me understand why I can't just do NOT(**) in the middle
L1056[14:00:33] <M4thG33k> So you only want multiple * to occur at the beginning or the end
L1057[14:00:34] <M4thG33k> ?
L1058[14:00:43] <TaigaCait> but if I don't tell it to not have double asterisks in the middle, then instead of matching each of those earlier cases individually, if they're all on the same line it will match ALL of them as one case
L1059[14:00:59] <TaigaCait> I need it to look for a section of a string bounded by ** on both sides
L1060[14:01:09] <TaigaCait> without any double asterisks in the middle
L1061[14:01:28] <M4thG33k> Can you use look ahead/behind to help out?
L1062[14:01:35] <TaigaCait> I have no idea how to use those
L1063[14:01:46] <howtonotwin> you know what a zero-length match is?
L1064[14:01:48] <M4thG33k> Give me a second, I actually may be able to help...haha
L1065[14:01:58] <howtonotwin> also there's this wonderful page all about regex
L1066[14:02:15] <howtonotwin> in vanilla
L1067[14:02:17] <howtonotwin> um
L1068[14:02:17] <TaigaCait> you mean a few hundred pages all about regex, right?
L1069[14:02:19] <howtonotwin> oops
L1070[14:02:22] <howtonotwin> http://www.regular-expressions.info/
L1071[14:02:24] <howtonotwin> thee
L1072[14:02:27] <howtonotwin> *there
L1073[14:02:43] <howtonotwin> and yes a few hundred
L1074[14:02:48] <howtonotwin> :P
L1075[14:04:21] <TaigaCait> I'd hazard a guess that regex has more instructional guides, cheat sheets, tutorials, etc than almost any other programming-related thing
L1076[14:04:54] <howtonotwin> perhaps the regex's middle part should be "match all characters BUT * ([^*]), OR * not followed by * (\*(?!\*))
L1077[14:05:26] <howtonotwin> so ([^*]|\*(?!\*))
L1078[14:05:45] <TaigaCait> well here's the thing
L1079[14:05:52] <TaigaCait> I need it to include single asterisks
L1080[14:05:56] <howtonotwin> yea
L1081[14:05:58] <howtonotwin> it does
L1082[14:05:58] <TaigaCait> just not double asterisks
L1083[14:06:06] <TaigaCait> so [^*] doesn't totally help me
L1084[14:06:09] <howtonotwin> match either not * or * not followed by star
L1085[14:06:25] <howtonotwin> because that's what ** is
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L1087[14:06:29] <howtonotwin> * followed by *
L1088[14:06:35] <howtonotwin> therefore, match all things not *
L1089[14:06:45] <howtonotwin> then use another branch to handle * not followed by *
L1090[14:06:47] <TaigaCait> ugh this is worse than logic gates
L1091[14:07:17] <TaigaCait> I feel like I'm having to connect a string of logic gates 60 wide and 300 deep or something
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L1093[14:08:27] <TaigaCait> hm.
L1094[14:08:39] <TaigaCait> the example you gave doesn't work quite right
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L1096[14:09:07] <TaigaCait> it doesn't match any pairs of double asterisks with *anything* inside of them, other than whitespace
L1097[14:09:21] <howtonotwin> that's just for the inside part
L1098[14:09:28] <howtonotwin> don't have something for the outside part yet
L1099[14:09:52] <TaigaCait> well, as far as the regex goes
L1100[14:10:04] <TaigaCait> (\*\*([^\*]+)\*\*) this is fine as long as I don't need to allow any asterisks inside at all
L1101[14:10:19] <TaigaCait> but I need to allow single asterisks
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L1103[14:11:08] <TaigaCait> you know, I'm mostly fine with regex right up until I start reading about lookaround
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L1106[14:11:14] <TaigaCait> at which point my head starts to hurt
L1107[14:11:19] <howtonotwin> I don't think you read what I said completely
L1108[14:11:28] <howtonotwin> ([^*]|\*(?!\*))
L1109[14:11:36] <howtonotwin> is not just [^*]+
L1110[14:11:42] <howtonotwin> there's a difference
L1111[14:12:00] <TaigaCait> I know there's a difference
L1112[14:12:11] <howtonotwin> https://regexper.com/#(%5B%5E*%5D%7C%5C*(%3F!%5C*))
L1113[14:12:16] <howtonotwin> does that help?
L1114[14:12:22] <howtonotwin> \*\*([^*]|\*(?!\*))+?\*\*
L1115[14:12:27] <howtonotwin> That seems to work
L1116[14:12:29] <TaigaCait> yeah there it is.
L1117[14:12:36] <TaigaCait> had to add the + to the end of your inner expression
L1118[14:13:00] <TaigaCait> and now we're functionally there
L1119[14:13:13] <howtonotwin> also **this**s**
L1120[14:13:15] <howtonotwin> is complicated
L1121[14:13:16] <TaigaCait> although perhaps not there with how I want it to match lol
L1122[14:13:30] <TaigaCait> well in the case of **this**s** I'd want it to match **this**
L1123[14:13:34] <TaigaCait> and not s**
L1124[14:13:46] <howtonotwin> oh
L1125[14:13:53] <howtonotwin> negative lookahead for word char
L1126[14:14:12] <howtonotwin> eh
L1127[14:14:16] <howtonotwin> sorta works?
L1128[14:14:20] <TaigaCait> kinda sorta
L1129[14:14:24] <TaigaCait> my only minor grievance here
L1130[14:14:41] <TaigaCait> is that in the case of **t*his*** it matches **t*his**
L1131[14:14:53] <TaigaCait> and I'm not sure if I can really fix that, or if I really need to
L1132[14:15:08] <TaigaCait> given what I'm aiming to do with it, I don't think I actually need to fix it
L1133[14:15:35] <TaigaCait> since this is just one of like... 4 steps in a serial replacement function
L1134[14:15:36] <howtonotwin> Stick the \*s into a lookahead?
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L1137[14:16:18] <TaigaCait> I'm replacing discord style formatting tags with markdown style formatting tags, so that I can make it easier to comprehend replacing it with minecraft formatting tags
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L1151[14:52:12] <InusualZ> Hello :)
L1152[14:52:42] <M4thG33k> Hello
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L1177[15:43:35] <SquareWheel> Is it possible to use setActiveHand() without it slowing the player down?
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L1185[16:06:21] <howtonotwin> I just realized that TRSRTransformation means "translate-rotate-scale-rotate transformation"
L1186[16:06:43] <howtonotwin> mind = blown
L1187[16:10:06] <Subaraki> nice
L1188[16:10:10] <Subaraki> ive never even heard of it x)
L1189[16:10:50] <M4thG33k> Is there any way for an IFluidHandler to know what side fluid was extracted from?
L1190[16:11:10] <Subaraki> not that i know of. never worked with them
L1191[16:11:48] <M4thG33k> the capability system messed with my rendering :/
L1192[16:14:48] <howtonotwin> a) rendering? capabilites? what?
L1193[16:14:48] <howtonotwin> b) no, the thing holding the IFluidHandler capability is what deals with sides.
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L1196[16:15:24] <M4thG33k> I had animations for filling/draining tanks on specific sides, but if I can't determine what side is being accessed upon drain/fill, then I can't make the animation
L1197[16:15:32] <M4thG33k> The checks for sides happens before the fluid moves
L1198[16:15:52] <M4thG33k> Once the handlers get access, they don't keep track of the side anymore
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L1200[16:16:58] <howtonotwin> can't you make your own impl of IFluidHandler that does?
L1201[16:17:26] <howtonotwin> for each side, keep an instance of IFluidHandler, and those are exposed in getCapability
L1202[16:18:39] <M4thG33k> There might be another way; I'm assuming that two different tiles are unable to access the same IFluidHandler at one time due to the sequential nature of code resolution, correct?
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L1205[16:19:39] <howtonotwin> yes, i guess... but that seems FAR too hacky
L1206[16:20:20] <M4thG33k> I just figured I would tell my IFluidHandler to keep track of which side was last (successfully) probed
L1207[16:20:41] <M4thG33k> But I can see what you're saying
L1208[16:20:48] <barteks2x> is there any way to make "System.getProperty("net.minecraftforge.gradle.GradleStart.srg.srg-mcp");" work in unit tests?
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L1215[16:28:44] <M4thG33k> Is it "legal" to use null as a hash map key?
L1216[16:29:06] <howtonotwin> depends, I think
L1217[16:29:14] <TechnicianLP> it gets state in the javadoc
L1218[16:29:24] <howtonotwin> oh you said hashmap
L1219[16:29:27] <barteks2x> I need to include the thing that has GradleStart class as test dependency, is it possible?
L1220[16:29:29] <howtonotwin> thought you meant map in general
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L1222[16:31:00] <M4thG33k> Alright
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L1226[16:37:00] <barteks2x> or should I ask on forgegradle?
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L1228[16:38:06] <barteks2x> anything? I'm so close to getting unit tests working with my setup and this is the one thing I need
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L1230[16:50:16] <barteks2x> Gradle really makes hard things simple, and simple things hard...
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L1236[16:53:14] <howtonotwin> totally groovy man...
L1237[16:53:16] <howtonotwin> :P
L1238[16:53:37] <howtonotwin> you just gotta like... go with the flow
L1239[16:56:16] <barteks2x> I need to get a single thing from GradleStartCommon class
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L1241[16:56:36] <barteks2x> apparently not possible
L1242[17:00:12] <barteks2x> I need to get GradleStartCommom.SRG_SRG_MCP to get tests working properly
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L1247[17:07:12] <raoulvdberge> !gm func_82840_a
L1248[17:07:39] <raoulvdberge> !gm func_77624_a
L1249[17:08:27] <barteks2x> that's just wrong... I've got Mixins and AccessTransformers running in unit tests, but can't get reflection to work there...
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L1268[17:44:29] <LexLap2> -.-
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L1270[17:45:29] <Lordmau5> Why so sad?
L1271[17:45:39] <Lordmau5> or rather pissed, since that is not a sad emote :p
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L1273[17:50:27] *** mumfrey is now known as Mumfrey
L1274[17:53:16] <TaigaCait> still not totally sure I understand regex stuff XD
L1275[17:53:26] <TaigaCait> one system complains when I don't escape /, another system complains when I do
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L1280[17:59:39] <howtonotwin> if you mean sed and stuff like it
L1281[18:00:01] <howtonotwin> / separates args and flags to a command
L1282[18:00:15] <howtonotwin> so it needs them escaped so you don't break things
L1283[18:00:45] <TaigaCait> yeah
L1284[18:00:59] <TechnicianLP> i hate servers that limit the downloadspeed
L1285[18:01:03] <TaigaCait> java complains "redundant escape character" though
L1286[18:01:05] <TaigaCait> for some reason.
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L1288[18:01:27] <TaigaCait> I'm also having something of a weird issue, and I can't help but think I'm using lookahead wrong or something
L1289[18:01:50] *** TechnicianLP is now known as Tech|Away
L1290[18:02:06] <TaigaCait> because I need it to put a \ in front of any {___} in my string to be modified, and then not find any that already have a \ in front of them
L1291[18:03:47] <TaigaCait> oh, neat. I just need to use lookbehind
L1292[18:04:00] <TaigaCait> really glad my IDE has its own regex tester...
L1293[18:04:20] <TaigaCait> well, that's one issue solved
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L1296[18:05:00] <TaigaCait> right, so if I do matcher.replaceAll("\\$1"), would that replace all matching groups with "\<insert subgroup 1>"?
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L1300[18:22:17] <TaigaCait> I've now gotten the hang of matching... now I just need to figure why replacing isn't doing what I want
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L1303[18:23:53] <illy> beep o/
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L1310[18:36:23] <barteks2x> I just received a monster PR...
L1311[18:36:41] <Lordmau5> monster energy?
L1312[18:37:04] <howtonotwin> this?
L1313[18:37:04] <howtonotwin> https://github.com/Barteks2x/CubicChunks/pull/63
L1314[18:37:21] <barteks2x> exactly
L1315[18:37:26] <howtonotwin> it appears someone PR'd a complete refactorization of his entire mod
L1316[18:37:28] <howtonotwin> :P
L1317[18:37:30] <Lordmau5> what the fudge is CubicChunks
L1318[18:37:37] <Lordmau5> I feel like I've heard it before already
L1319[18:37:41] <Lordmau5> TL;DR?
L1320[18:37:48] <howtonotwin> Infinite world height
L1321[18:37:52] <Lordmau5> oh yes
L1322[18:37:53] <barteks2x> I was waiting for it for quite some time, and discussed it with author but that's just nearly impossible to handle...
L1323[18:37:56] <howtonotwin> implemented by making chunks into cubes
L1324[18:38:02] <Lordmau5> Oooh, pretty amazing
L1325[18:38:11] <Lordmau5> How is it coming along if I may ask? :P
L1326[18:38:14] <howtonotwin> also very, very, very hacky
L1327[18:38:17] <howtonotwin> :P
L1328[18:38:29] <Lordmau5> Wouldn't have guessed that /s :P
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L1330[18:38:42] <barteks2x> ans surprisingly somehow compatible with mods
L1331[18:38:56] <Lordmau5> Now do compatibility with LittleBlocks and you're good to go lmfao
L1332[18:39:05] <barteks2x> what is LittleBlocks?
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L1334[18:39:31] <howtonotwin> I think it's that mod that let's you put little blocks in the world
L1335[18:39:33] <Lordmau5> yup
L1336[18:39:41] <barteks2x> Unless this mod is messing around with chunks a lot - it should work
L1337[18:39:45] <howtonotwin> like you use a wand to make a block a magic tile
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L1339[18:39:50] <howtonotwin> and then place blocks into that
L1340[18:39:50] <Lordmau5> https://www.youtube.com/watch?v=FvkPIBUINKg
L1341[18:40:01] <howtonotwin> which is a 16x16x16 volume of blocks
L1342[18:40:05] <barteks2x> Is it for 1.10?
L1343[18:40:09] <Lordmau5> don't think so, let me check
L1344[18:40:13] <TaigaCait> I think I'd rather use chisels and bits :/
L1345[18:40:16] <TaigaCait> I remember using that mod
L1346[18:40:17] <Lordmau5> 1.8
L1347[18:40:25] <Lordmau5> well yea, but C&B only allows blocks
L1348[18:40:26] <TaigaCait> or something that worked very similar
L1349[18:40:34] <Lordmau5> this mod also allowed tiles to be placed in the "Little Blocks" block
L1350[18:40:35] <TaigaCait> it was... kind of silly
L1351[18:41:01] <TaigaCait> and honestly it was not very fun trying to work with smaller blocks inside of a "chunk tile" or whatever
L1352[18:41:07] <Lordmau5> well
L1353[18:41:11] <Lordmau5> Chiseled Me could help with that
L1354[18:41:19] <Lordmau5> since that mod allows you to shrink / grow in size
L1355[18:41:22] <howtonotwin> buh.. but... integrated circuits!
L1356[18:41:27] <Lordmau5> https://www.youtube.com/watch?v=yeHkWKlxGTA
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L1358[18:41:36] <barteks2x> I've seen someone play 100 unconfigured mods with cubic chunks on 1.9.4 so it should be fine
L1359[18:42:12] <Lordmau5> wow
L1360[18:42:34] <Lordmau5> wait
L1361[18:42:39] <Lordmau5> is Cubic Chunks finally released?
L1362[18:42:57] <barteks2x> nope, I don't want to release it until I'm almost sure I'm not going to change world format anymore
L1363[18:43:16] <Lordmau5> alright :)
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L1365[18:45:25] <Lordmau5> also probably no ETA, I assume? :P
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L1367[18:55:44] <barteks2x> "when it's done". Maybe alpha sometime this year, but can't say for sure. I would expect release after 1.11
L1368[18:56:02] * ghz|afk yawns
L1369[18:56:07] <Lordmau5> Then keep it for 1.11+
L1370[18:56:17] <Lordmau5> I'm not gonna bother with anything for <1 .10 either
L1371[18:56:30] <Lordmau5> <=1.10*
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L1373[18:57:00] <ghz|afk> so.... my post-expo nap ended up being a 7 hour sleep :/
L1374[18:57:09] <ghz|afk> but it's now 2am XD
L1375[18:57:10] <Lordmau5> neat
L1376[18:58:16] <barteks2x> As for the PR: author thinks using VERY_LOW constant for heihtmap when there are no blocks is a good idea and after like a week of arguing I still can't convince him that VERY_LOW is too ambinuous name
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L1378[19:00:29] <barteks2x> is it really more obvious than NONE or NONE_HEIGHT constant?
L1379[19:00:40] <ghz|afk> what's the purpose?
L1380[19:00:44] *** ghz|afk is now known as gigaherz
L1381[19:01:03] <barteks2x> it should be used as value for heightmap when there are no blocks in that block column
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L1383[19:01:09] <gigaherz> aha
L1384[19:01:17] <BlueMonster> hello
L1385[19:01:29] <Lordmau5> sup
L1386[19:01:38] <gigaherz> then I'd go for something more like... EMPTY_COLUMN
L1387[19:01:41] <BlueMonster> how do I use the new registry events? its confusing me
L1388[19:01:43] <gigaherz> there's no need to complicate it.
L1389[19:01:52] <gigaherz> BlueMonster: registry events?
L1390[19:01:56] <BlueMonster> yeah
L1391[19:02:11] <barteks2x> I would even go as far as not exposing constant at all and let everying check if it's less than minWorldHeight
L1392[19:02:12] <BlueMonster> https://github.com/MinecraftForge/MinecraftForge/commit/7a843760444f99743dc07cdc99cf364f23398e74
L1393[19:03:23] <TehNut> BlueMonster: https://gist.github.com/cpw/dab138c386c3ddc67873e41d8c86592e
L1394[19:03:50] <BlueMonster> thanks
L1395[19:03:56] <gigaherz> sounds like a standard event that you'd use with @SubscribeEvents and the bus
L1396[19:05:08] <TehNut> It is
L1397[19:06:27] <gigaherz> WAT
L1398[19:06:29] <gigaherz> [02:00:56] [Client thread/ERROR] [FML/]: Could not load vanilla model parent 'enderthing:item/ender_Pack' for 'net.minecraft.client.renderer.block.model.ModelBlock@515d6c9f
L1399[19:06:31] <gigaherz> wtf
L1400[19:06:38] <gigaherz> how did that "P" happen?!
L1401[19:08:00] <gigaherz> or rather
L1402[19:08:03] <gigaherz> WHY does it work in dev, XD
L1403[19:08:14] * gigaherz sighs and releases a bugfix
L1404[19:08:28] <tterrag> gigaherz: windows is not case sensitigve
L1405[19:08:30] <tterrag> jars are
L1406[19:08:36] <gigaherz> yeah
L1407[19:09:04] <gigaherz> right, I forgot that in dev, thigns are not in a jar.
L1408[19:10:12] <barteks2x> anyway, i still need some way to get System.getProperty("net.minecraftforge.gradle.GradleStart.srg.srg-mcp") when running unit tests... my reflection code uses it. Is there any way to do that
L1409[19:12:10] <TaigaCait> I'm either using regex wrong
L1410[19:12:17] <TaigaCait> or I'm using matcher.replaceAll wrong
L1411[19:12:27] <TaigaCait> and I don't know which one is the case
L1412[19:12:54] <TaigaCait> all I know is that for some reason it's eating quite a lot of my words
L1413[19:13:10] <TaigaCait> and letters
L1414[19:13:12] <gigaherz> show it?
L1415[19:13:19] <TaigaCait> http://ideone.com/wKljC8
L1416[19:13:21] <TaigaCait> does that work?
L1417[19:13:33] <TaigaCait> I feel like I've probably screwed up my grouping or something
L1418[19:13:51] <gigaherz> your regex looks like brainfuck code
L1419[19:13:52] <tterrag> barteks2x: what do you mean "get" it? can you not just call exactly that?
L1420[19:14:07] <TaigaCait> I'm sorry. it has to be, kind of.
L1421[19:14:16] <gigaherz> sorry can't help, that regex is beyond my brain's capabilities
L1422[19:14:17] <gigaherz> XD
L1423[19:14:25] <TaigaCait> I need it to grab **this** but not **this**and this**
L1424[19:14:32] <TaigaCait> hence the lookahead in the middle
L1425[19:15:02] <TaigaCait> and there's a lookbehind at the beginning of the format patterns because I don't want it to format escaped sets
L1426[19:15:09] <barteks2x> tterrag, the value isn't there when running unit tests
L1427[19:15:13] <tterrag> so set it?
L1428[19:15:24] <barteks2x> because it does't go through GradleSStart
L1429[19:15:28] <barteks2x> GradleStart sets it
L1430[19:15:38] <tterrag> set it yourself then
L1431[19:15:46] <tterrag> either with -D or manually in code
L1432[19:15:49] <TaigaCait> does a lookahead count as a capturing group?
L1433[19:15:52] <barteks2x> the problem is that this value is different for everyine
L1434[19:15:54] <TaigaCait> because I thought it wasn't supposed to do that
L1435[19:15:59] <gigaherz> no idea
L1436[19:15:59] <tterrag> TaigaCait: a negative lookahead?
L1437[19:16:03] <TaigaCait> yeah
L1438[19:16:06] <tterrag> I don't think so, no
L1439[19:16:06] <barteks2x> oh, Dsomething
L1440[19:16:17] <tterrag> -Dsys.prop.here=foo
L1441[19:16:25] <howtonotwin> holy escapes batman
L1442[19:16:25] <TaigaCait> \\*\\*([^*]|\\*(?!\\*))+?\\*\\*
L1443[19:16:27] <barteks2x> I guess that could work...
L1444[19:16:37] <howtonotwin> ewewewewew
L1445[19:16:41] <howtonotwin> raw strings
L1446[19:16:43] <howtonotwin> please
L1447[19:16:45] <howtonotwin> oracle help us
L1448[19:16:49] <TaigaCait> this part here isn't returning the expected result for matcher.replace(
L1449[19:16:54] <TaigaCait> $1) whoops
L1450[19:17:02] <TaigaCait> it's returning like
L1451[19:17:08] <TaigaCait> the last character
L1452[19:17:27] <TaigaCait> except in some cases where it returns the first characters
L1453[19:17:59] <tterrag> do you have a minimum failure case?
L1454[19:18:07] <tterrag> i.e. what is the shortest string in which it fails?
L1455[19:18:11] <TaigaCait> minimum failure case?
L1456[19:18:12] <TaigaCait> uh
L1457[19:18:22] <TaigaCait> anything where I don't use bold, underline, or strike
L1458[19:18:25] <TaigaCait> as in
L1459[19:18:29] <TaigaCait> itallics does what it's supposed to
L1460[19:18:42] <TaigaCait> but bold pattern doesn't return the right thing for $1
L1461[19:18:57] <TaigaCait> and I thought the outermost capturing group was supposed to return everything inside of it
L1462[19:19:09] <barteks2x> anyway, setting this value using commandline argument isn';t going to be a good solution. Everyone working on the mod would need to know their own value and set it each time someone uses idea to run a single test
L1463[19:19:30] <howtonotwin> it's because the +? isn't in the group
L1464[19:19:36] <tterrag> TaigaCait: wait, your parens are wrong
L1465[19:19:48] <howtonotwin> the paren expr only matches one char
L1466[19:19:48] <tterrag> *([^*]|\\*(?!\\*))+ -> *([^*]|\\*(?!\\*)+)
L1467[19:19:52] <tterrag> bingo
L1468[19:20:06] <gigaherz> TaigaCait: I have no idea how your regex works, but I do know that capturing groups are enumerated left to right in order of opening, and return everything that has been matched inside, os it sounds like your parens must be wrong ;P
L1469[19:20:18] <gigaherz> ah see ;p
L1470[19:20:25] <TaigaCait> might fix it...
L1471[19:20:27] <howtonotwin> **a * b**
L1472[19:20:27] <howtonotwin> **a * b**
L1473[19:20:29] <howtonotwin> woops
L1474[19:20:35] <howtonotwin> \*\*(([^*]|\*(?!\*))+?)\*\*
L1475[19:20:37] <howtonotwin> tada!
L1476[19:20:47] <tterrag> the question mark can be either side
L1477[19:20:50] <howtonotwin> no
L1478[19:20:52] <howtonotwin> no it can't
L1479[19:20:53] <tterrag> yes :P
L1480[19:20:56] <howtonotwin> no
L1481[19:20:56] <howtonotwin> it
L1482[19:20:59] <howtonotwin> 's special
L1483[19:21:04] <howtonotwin> it makes + not greedy
L1484[19:21:23] <howtonotwin> otherwise it'd match between the very first ** all the way to the last **
L1485[19:21:33] <howtonotwin> **a** **b**
L1486[19:21:35] <howtonotwin> would match once
L1487[19:21:39] <howtonotwin> a** **b
L1488[19:21:44] <howtonotwin> instead of twice
L1489[19:21:45] <howtonotwin> a
L1490[19:21:46] <howtonotwin> and
L1491[19:21:46] <howtonotwin> b
L1492[19:21:53] <tterrag> no, because it doesn't match ** in the middle
L1493[19:21:54] <TaigaCait> stupid thing is
L1494[19:22:06] <TaigaCait> pretty sure howtonotwin there is the one that gave me this regex string
L1495[19:22:30] <howtonotwin> GHz: match **
L1496[19:22:33] <TaigaCait> I simply added the negative lookback at the beginning to not match escaped modifiers
L1497[19:22:37] <howtonotwin> then match any number of chars
L1498[19:22:40] <TaigaCait> RIGHT.
L1499[19:22:42] <howtonotwin> such that either it is not *
L1500[19:22:46] <TaigaCait> well, now it's a different kind of wrong
L1501[19:22:54] <howtonotwin> or it is * not followed by *
L1502[19:23:09] <howtonotwin> non-greedily
L1503[19:23:14] <howtonotwin> then match a final **
L1504[19:23:30] <tterrag> howtonotwin: http://regexr.com/3edbl
L1505[19:23:39] <TaigaCait> guess what
L1506[19:23:43] <tterrag> question mark outside
L1507[19:23:44] <tterrag> works fine :)
L1508[19:23:44] <TaigaCait> I need the question mark outside
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L1510[19:23:54] <TaigaCait> because question mark inside makes it do weird stuff
L1511[19:24:10] <tterrag> you also need a double group, to contain the | character, otherwise the second part of the | includes the +
L1512[19:24:21] <tterrag> TaigaCait: I would use what I linked above
L1513[19:24:25] <howtonotwin> indeed
L1514[19:24:27] <tterrag> you need to re-escape it for java
L1515[19:24:35] <tterrag> \\ for each \\
L1516[19:24:35] <howtonotwin> regex = problems^10
L1517[19:24:39] <tterrag> erm
L1518[19:24:39] <TaigaCait> yes
L1519[19:24:40] <tterrag> for each \
L1520[19:24:41] <tterrag> :P
L1521[19:24:43] <TaigaCait> I know
L1522[19:24:50] <quadraxis> couldn't you just split on exactly ** , and then take every other section?
L1523[19:24:55] <TaigaCait> no
L1524[19:25:05] <TaigaCait> that'd take six more steps
L1525[19:25:23] <gigaherz> does java not have any non-escaping string syntax?
L1526[19:25:39] <gigaherz> I like C#'s @"" for stuff like that
L1527[19:25:55] <gigaherz> although mostly for filenames @"C:\XX\YY"
L1528[19:26:03] <howtonotwin> don't think it does
L1529[19:26:57] <tterrag> sadly no
L1530[19:27:14] <tterrag> might be something nice for something along the lines of lombok (or lombok itself) :P
L1531[19:27:14] <gigaherz> sucks, @"" and $"" are one of the best additions to C# ;P
L1532[19:27:18] <tterrag> I'm sure scala and co already have it
L1533[19:27:32] <gigaherz> $"" being a String.format sugar
L1534[19:27:33] <Actuarius> You (account Some(gigaherz)) can't access the $ command
L1535[19:27:34] <howtonotwin> scala has it exposed to the user :P
L1536[19:27:49] <howtonotwin> yay for StringContext!
L1537[19:27:55] <gigaherz> ... $"Something {expression here} something something"
L1538[19:28:27] <gigaherz> which compiles to String.Format("Something {0} something something", expression here)
L1539[19:29:03] <howtonotwin> scalac: You call that syntax sugar? Pah!
L1540[19:29:12] <quadraxis> Pattern.quote() any use?
L1541[19:30:00] <quadraxis> or the LITERAL flag
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L1547[19:40:04] <hehe> evening
L1548[19:40:23] <howtonotwin> hello
L1549[19:41:03] <hehe> anyone here willing gimmie a hand?
L1550[19:41:36] <gigaherz> just ask
L1551[19:41:37] <TehNut> i only have 2, and i need both
L1552[19:41:46] <gigaherz> we don't know if we are willing until you expose your situation
L1553[19:41:58] <howtonotwin> /give @a hand 1
L1554[19:42:01] <howtonotwin> there :D
L1555[19:42:02] <hehe> Im having a model issue
L1556[19:42:10] * howtonotwin is pushed to front
L1557[19:42:12] <gigaherz> describe, logs, etc
L1558[19:42:12] <gigaherz> ;P
L1559[19:42:26] <hehe> debug textures
L1560[19:42:30] <hehe> on everything
L1561[19:42:40] <hehe> block in inventory is a flat pane
L1562[19:42:43] <gigaherz> did it ever work?
L1563[19:42:48] <gigaherz> or are you just unable to get it working?
L1564[19:43:07] <hehe> I have not gottn it working
L1565[19:43:12] <howtonotwin> first pitfall (stupid mojang) it's textures/blocks, with an s, unlike models/block, without.
L1566[19:43:15] <gigaherz> can you show your code?
L1567[19:43:20] <gigaherz> github/gist/pastebin
L1568[19:43:28] <TehNut> EnumHelper.addEnum(EnumHand.class, "ON_HAND", new Class[] {})
L1569[19:43:38] <TehNut> You can have that one
L1570[19:43:38] <hehe> its on github gimmie a sec
L1571[19:43:45] <gigaherz> TehNut: wat XD
L1572[19:43:53] <hehe> https://github.com/hehe3301/compressionCraft2/
L1573[19:44:05] <diesieben07> still looking forward to the day EnumHelper explodes :D
L1574[19:44:09] <gigaherz> TehNut: add "LEFT_FOOT" and "RIGHT_FOOT" and make a Bayonetta mod
L1575[19:44:12] <howtonotwin> "model": "compression_craft_2:block/compressed_cobble0"
L1576[19:44:14] * diesieben07 provides totally unhelpful comment
L1577[19:44:16] <TehNut> lol
L1578[19:44:18] <howtonotwin> there's a problem right there
L1579[19:44:23] <howtonotwin> get rid of block/
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L1581[19:44:34] <howtonotwin> blockstate JSONs already resolve relative to models/block
L1582[19:44:52] <howtonotwin> this is loading model assets/c_c_2/models/block/block/c_c0
L1583[19:44:54] <TehNut> I was sad when I realized that you can't add a SoundCategory with EnumHelper
L1584[19:44:58] <howtonotwin> which is not what you want
L1585[19:45:11] <diesieben07> TehNut, y u do dis
L1586[19:45:53] <howtonotwin> model json (models/block/c_c0.json) is fine
L1587[19:46:09] <howtonotwin> gh is complaining about indentation for some reason...
L1588[19:46:12] <howtonotwin> but it's fine
L1589[19:46:50] <howtonotwin> textures
L1590[19:46:53] <howtonotwin> what happened there?
L1591[19:47:03] <howtonotwin> you need textures/blocks and textures/items
L1592[19:47:07] <hehe> in 1.7 i used camel case
L1593[19:47:10] <hehe> oh
L1594[19:47:12] <hehe> that too
L1595[19:47:15] <howtonotwin> :P
L1596[19:47:24] <howtonotwin> and yeah no camelcase
L1597[19:47:27] <howtonotwin> all of it
L1598[19:47:29] <howtonotwin> snake_case
L1599[19:47:35] <howtonotwin> have you seen what 1.11 is doing xD
L1600[19:47:38] <howtonotwin> everything
L1601[19:47:40] <hehe> camel case is much better
L1602[19:47:41] <howtonotwin> EVERYTHING
L1603[19:47:47] <howtonotwin> literally all the things are snake_case
L1604[19:47:50] <hehe> but facking mineceaft
L1605[19:47:52] <howtonotwin> and it's enforced in 1.11
L1606[19:48:03] <howtonotwin> well it makes sense
L1607[19:48:08] <hehe> you will notice most of the late commits were refactor to snake case
L1608[19:48:11] <howtonotwin> not all OSs are case sensitive
L1609[19:48:21] <howtonotwin> so that's why
L1610[19:49:08] <hehe> only stupid OS's are not case sensitive
L1611[19:49:24] <barteks2x> you can enable case sensitivity in windows
L1612[19:49:31] <howtonotwin> fsutil?
L1613[19:49:39] <barteks2x> some registry edits
L1614[19:49:51] <gigaherz> it only exists for the unix layer stuff, though
L1615[19:49:58] <gigaherz> not meant to be used globally
L1616[19:50:15] <gigaherz> NT is said to be case-preserving, rather than case-sensitive
L1617[19:50:24] <gigaherz> OSX is the same, on high-level APIs
L1618[19:50:30] <hehe> still nada
L1619[19:50:35] <gigaherz> it's case-sensitive only for terminal apps
L1620[19:50:36] <howtonotwin> next!
L1621[19:50:40] <howtonotwin> other than what I noted
L1622[19:50:44] <howtonotwin> resources folder ok
L1623[19:50:48] <howtonotwin> moving on to code
L1624[19:51:03] <howtonotwin> I'm not seeing proxies
L1625[19:51:04] <hehe> the blocks are there, and they lang fike worked, they are named correctly
L1626[19:51:06] <howtonotwin> red flags!
L1627[19:51:36] <hehe> so far im adding only blocks with no finctionality
L1628[19:51:45] <hehe> functionality *
L1629[19:51:55] <howtonotwin> items (and itemblocks) need to have models manually assigned to them
L1630[19:52:06] <howtonotwin> ok rn I'm just gonna direct you to my model docs
L1631[19:52:12] <howtonotwin> scream if my writing is bad
L1632[19:52:25] * hehe takes a deep breath
L1633[19:52:39] * howtonotwin is hurt
L1634[19:52:41] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/tree/models/docs/models
L1635[19:52:47] <howtonotwin> read them in the order in mkdocs.yml
L1636[19:52:56] <howtonotwin> at the root of the repo
L1637[19:53:01] <howtonotwin> "Models" section
L1638[19:53:12] <howtonotwin> Imma scram for ~20 min
L1639[19:53:16] <howtonotwin> enjoy!
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L1642[19:55:05] <gigaherz> I sortof wish we could have custom ItemStacks for things
L1643[19:55:20] <TaigaCait> wow I was gone for longer than I thought
L1644[19:55:28] <gigaherz> something like Item#createStack akin to Block#createTileEntity
L1645[19:55:49] <diesieben07> that would break left and right
L1646[19:56:20] <gigaherz> well, only because it's not done right
L1647[19:56:39] <gigaherz> if stacks were immutable (no setItem method in them), it should work right
L1648[19:56:44] <diesieben07> no, because the assumption "ItemStack is a final class" is baked in everywhere
L1649[19:57:04] <gigaherz> yes, hence it's a wish
L1650[19:57:06] <gigaherz> and not a PR ;P
L1651[19:57:35] <gigaherz> I wish it was possible, because then I'd use it to implement an ItemState layer built upon that
L1652[19:58:14] <diesieben07> but this silly cloning and replacing ItemStacks left and right is also what makes the Item capability suck quite a bit...
L1653[19:58:39] <hehe> I wish i could look at the code that adds 1 Block and 1 Item
L1654[19:58:42] <hehe> simply
L1655[19:58:53] <gigaherz> i'd have a custom ItemStack that stores an IItemState instead of item+meta, and then the .getMetadata would do state.toMetadata
L1656[19:59:09] <gigaherz> hehe: https://github.com/gigaherz/PackingTape/tree/master/src/main/java/gigaherz/packingtape
L1657[19:59:20] <gigaherz> it's not *just* one block and one item
L1658[19:59:24] <diesieben07> isn't there a hook for ItemStack::getMetadata?
L1659[19:59:25] <gigaherz> but it has one block, and one item
L1660[19:59:29] <diesieben07> you could this with capabilities
L1661[19:59:54] <gigaherz> diesieben07: yes, what concerns me is that it's not immutable
L1662[20:00:22] <diesieben07> yeah that sucks big time :D
L1663[20:03:55] <gigaherz> maybe an alternative approach would be like... ItemStateManager.lookup(ItemStack) which would return an IItemState, and a ItemStateManager.toStack(state, size, nbt)
L1664[20:04:32] <gigaherz> then the stacks remain as usual, and only the code that is state-aware would have to mess with it
L1665[20:04:47] <diesieben07> yay... even more translations and abstraction layers
L1666[20:05:46] <gigaherz> yeah my rationale is that such a system would allow setting up an "ItemStateMapper" akin to the statemapper for blocks
L1667[20:05:56] <gigaherz> that would similarly bind items to models automatically
L1668[20:06:30] <diesieben07> well the thing is... ItemStack IS IItemState.
L1669[20:06:40] <diesieben07> what I would want is ItemStack implements IItemState
L1670[20:06:50] <diesieben07> and then it serializes to NBT when needed only
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L1672[20:11:35] <gigaherz> of course
L1673[20:11:53] <gigaherz> although, no
L1674[20:12:38] <gigaherz> the way I picture it is: ItemStack { IItemState, stackSize, extra data (capabilities) }
L1675[20:13:09] <diesieben07> hrm, yeah maybe.
L1676[20:13:13] <gigaherz> with the durability being a capability, rather than something implicit in the state
L1677[20:14:59] <gigaherz> also
L1678[20:15:00] <howtonotwin> hehe: GameRegistry.register(new Block().setUnlocalizedName(...).setRegistryName(...))
L1679[20:15:04] <howtonotwin> that's it for a block
L1680[20:15:10] <diesieben07> does the forum not load for anyone else?
L1681[20:15:10] <howtonotwin> for an item same thing
L1682[20:15:10] <gigaherz> I think they should have used the stackSize as a way to represent remaining durability
L1683[20:15:15] <gigaherz> instead of meta
L1684[20:15:16] <gigaherz> ;p
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L1687[20:15:35] <gigaherz> but it woudl be horrible now if they had done that
L1688[20:15:35] <howtonotwin> and to attach a model to an item
L1689[20:15:35] <gigaherz> ;p
L1690[20:15:56] <diesieben07> ok works again.
L1691[20:16:16] <gigaherz> I was about to say WFM
L1692[20:16:22] <howtonotwin> ModelLoader.setCustomModelResourceLocation(item, meta, new MRL("modid:path_to_model", "variant"))
L1693[20:16:44] <gigaherz> howtonotwin: new MRL(item.getRegistryName(), "variant")
L1694[20:16:44] <howtonotwin> hehe: good?
L1695[20:16:51] <gigaherz> then you don't have weird mismatches ;p
L1696[20:17:33] <gigaherz> (although if you want to reuse a blockstates location for multiple items, that won't work)
L1697[20:17:47] <gigaherz> but you shouldn't be doing that, anyhow
L1698[20:18:02] <gigaherz> since it limits the ability for resource packs to customize only one of the items
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L1701[20:22:42] <howtonotwin> Does "`ItemOverrideList`s are how models can implement complex logic for handling specific `ItemStack`s" sound good for an intro to a page on the class?
L1702[20:23:37] <diesieben07> i don't see why you have "complex" there. and actually it does not explain anything.
L1703[20:23:55] <gigaherz> hmm i'd go for something like "ItemOverrideList provides a way for item models to change based on the information in the stack"
L1704[20:24:15] <howtonotwin> sounds good
L1705[20:24:26] <howtonotwin> also that is a bad omen xD
L1706[20:24:36] <howtonotwin> I can only imagine the notes SW will make on the new section
L1707[20:24:36] <diesieben07> no, what you just described is ItemMeshdefinition
L1708[20:24:49] <diesieben07> ItemOverrideList is for when you need the models to be generated at runtime
L1709[20:25:44] <gigaherz> I'd describe ItemMeshdefinition as "a way for an item to provide different models based on the information in the stack"
L1710[20:26:00] <diesieben07> and "item models to change" is inaccurate, models are immutable :P
L1711[20:26:01] <gigaherz> but yeah I guess "a way for the item models to change" isn't fully expressing the meaning
L1712[20:26:09] <howtonotwin> choose?
L1713[20:26:18] <howtonotwin> is that better?
L1714[20:26:27] <gigaherz> it really just provides a way to replace item models XD
L1715[20:26:38] <gigaherz> there's no need for it to be generated at runtime
L1716[20:26:47] <gigaherz> it overlaps a LOT with ItemMeshDefinition
L1717[20:26:49] <diesieben07> there is no need to, yes
L1718[20:26:59] <diesieben07> but if you don't need to gnerate tehm at runtime, better use ItemMeshDefinition
L1719[20:27:02] <gigaherz> xcept the IMD returns MRLs
L1720[20:27:03] <diesieben07> would be a lot cleaner
L1721[20:27:09] <gigaherz> while the ItemOverrideList returns IBakedModels
L1722[20:27:20] <gigaherz> so hm
L1723[20:27:40] <howtonotwin> There's a very simple explanatory statement in that description somewhere
L1724[20:27:44] <TaigaCait> yes! finaly got the thing working
L1725[20:27:46] <gigaherz> "ItemOverrideList provides a way to return or generate custom models based on the information on the stack"
L1726[20:27:52] <howtonotwin> It just appears we'll need some mathematicians for it :P
L1727[20:27:56] <TaigaCait> thank you, overcomplicated regex nonsense
L1728[20:28:02] <howtonotwin> regex
L1729[20:28:11] <howtonotwin> the problem started there :P
L1730[20:28:40] <diesieben07> regex is a good tool, just not for everything.
L1731[20:28:41] <howtonotwin> but I won't complain as I literally wrote you the core of one of your regexes
L1732[20:28:51] <howtonotwin> :P
L1733[20:29:26] <TaigaCait> lol
L1734[20:29:29] <TaigaCait> yes.
L1735[20:29:37] <TaigaCait> well, I couldn't find anything easier to deal with it
L1736[20:29:51] <howtonotwin> parser combinators /s
L1737[20:29:53] <TaigaCait> because split caused its own share of problems, and broke things
L1738[20:30:11] <TaigaCait> and format... I don't know how to set this up to use String.format without using regex first
L1739[20:30:25] <TaigaCait> I'm actually using String.format for an earlier step in the process
L1740[20:30:30] <diesieben07> that sounds like you are doing horrible things.
L1741[20:30:38] <TaigaCait> I'm doing horrible things to minecraft
L1742[20:30:47] <diesieben07> no, horrible things, period :P
L1743[20:30:51] <TaigaCait> I'm making it understand formatting tags
L1744[20:30:55] <TaigaCait> instead of the current garbage
L1745[20:31:04] <howtonotwin> I think it was discord formatted text to MC text tags?
L1746[20:31:08] <TaigaCait> yes
L1747[20:31:32] <TaigaCait> but at this stage, I could just disable the pattern for "escape all formatting tags" to make it use my pseudo-markup as well
L1748[20:31:38] <diesieben07> uhh, quick google says that is markdown
L1749[20:31:53] <gigaherz> well
L1750[20:32:02] <gigaherz> there have been quite a few systems using **bold** and such
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L1752[20:32:17] <TaigaCait> yes, but I'm relating it to discord
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L1754[20:32:22] <diesieben07> yes. but: https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-
L1755[20:32:26] <TaigaCait> because this is a discord chat to minecraft chat connection mod
L1756[20:32:28] <diesieben07> formatting in discord = markdown
L1757[20:32:29] <diesieben07> right?
L1758[20:32:38] <TaigaCait> and any kind of formatting is markdown, I'm pretty sure
L1759[20:32:42] <TaigaCait> point is
L1760[20:32:47] <diesieben07> wat.
L1761[20:32:47] <TaigaCait> you undermean what I stand
L1762[20:32:54] <diesieben07> "any kind of formatting is markdown"
L1763[20:32:55] <diesieben07> wut
L1764[20:32:58] <TaigaCait> shush
L1765[20:33:03] <TaigaCait> I've been doing regex
L1766[20:33:04] <diesieben07> [b]bold[/b] is certainly not markdown
L1767[20:33:05] <TaigaCait> for four hours now
L1768[20:33:07] <TaigaCait> don't question me
L1769[20:33:17] <diesieben07> and again, if this is markdown, don't use regex.
L1770[20:33:19] <TaigaCait> my brain doesn't process normal english properly right now
L1771[20:33:20] <diesieben07> use a markdown parser.
L1772[20:33:31] <TaigaCait> what would it even parse it into
L1773[20:33:46] <TaigaCait> because I need to get it into a state where I can iterate through it
L1774[20:33:46] <diesieben07> some tree-type structure
L1775[20:33:58] <TaigaCait> ...wha
L1776[20:34:04] <TaigaCait> how would that help me
L1777[20:34:07] <diesieben07> sec.
L1778[20:34:26] <TaigaCait> minecraft formatting is garbage and I have to set all my formatting tags again every time I want to remove a single format
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L1780[20:35:26] <diesieben07> http://pastebin.com/yBwYrZ3e
L1781[20:35:27] <howtonotwin> I died for mo' there
L1782[20:35:30] <diesieben07> pseudosyntax of course
L1783[20:35:35] <diesieben07> but thats what i mean by "tree-type structure"
L1784[20:35:50] <diesieben07> the nodes are java objects of coursde
L1785[20:36:07] <TaigaCait> I...
L1786[20:36:17] <TaigaCait> okay but I'd almost assuredly have to write my own markdown parser
L1787[20:36:28] <TaigaCait> which isn't much different from what I'm in the middle of
L1788[20:36:37] <diesieben07> regex is most certainly not a parser.
L1789[20:36:40] <TaigaCait> it's just about... 80 more steps
L1790[20:36:51] <TaigaCait> *isn't much different*
L1791[20:37:00] <diesieben07> there is a markdown parser in pure java by atlassian
L1792[20:37:10] <TaigaCait> there are hundreds of markdown parsers
L1793[20:37:14] <diesieben07> exactly.
L1794[20:37:16] <TaigaCait> problem is finding one that accepts the inputs I want
L1795[20:37:19] <gigaherz> first result in google: https://github.com/sirthias/pegdown
L1796[20:37:28] <diesieben07> if your input is discord format, then its markdown
L1797[20:37:32] <diesieben07> which a markdown parser will eat.
L1798[20:37:38] <diesieben07> that is the definition of a markdown parser.
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L1800[20:37:47] <TaigaCait> *twitches*
L1801[20:37:52] <TaigaCait> there's more than one format of markdown
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L1803[20:38:12] <gigaherz> no there is one markdown, and a whole lot of dialects that are not-quite-markdown
L1804[20:38:20] <diesieben07> the atlassian one mentions being extensible
L1805[20:38:25] <TaigaCait> **this is not always bold** and __this is not always underlined__ and ~~this is not always strikethrough~~
L1806[20:38:33] <howtonotwin> __ === **
L1807[20:38:34] <howtonotwin> :P
L1808[20:38:38] <diesieben07> then it's not markdown.
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L1810[20:38:49] <TaigaCait> that well may be
L1811[20:38:57] <TaigaCait> but it doesn't stop idiots from lying to me unintentionally
L1812[20:39:01] <diesieben07> and on discord, which you said is your input, it IS always like you described.
L1813[20:39:03] <diesieben07> which is markdown
L1814[20:39:03] <TaigaCait> with their github code bases
L1815[20:39:08] <TaigaCait> calling pseudo markdown markdown
L1816[20:39:08] <diesieben07> which is also what they call it.
L1817[20:39:10] <gigaherz> ** doesn't mean bold, it means emphasis
L1818[20:39:22] <TaigaCait> it's not about the name it's about the outcome
L1819[20:39:42] <diesieben07> this is getting ridiculous
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L1821[20:41:06] <TaigaCait> look, I've been fighting with an overcomplicated set of tools since 1:00
L1822[20:41:13] <TaigaCait> I am well beyond the point of no return
L1823[20:41:16] <TaigaCait> as it is almost 10:00
L1824[20:41:25] <diesieben07> because you are using regex for something it's not designed for.
L1825[20:41:34] <diesieben07> but you don't want to listen, so enjoy your pain.
L1826[20:41:37] <diesieben07> I am going back to my tea.
L1827[20:41:49] <TaigaCait> I don't understand what this parser is supposed to do to help me
L1828[20:41:58] <TaigaCait> because I still need to replace the final output with minecraft formatting
L1829[20:42:04] *** Mumfrey is now known as mumfrey
L1830[20:42:29] <howtonotwin> why even parse it
L1831[20:42:36] <howtonotwin> why not just scan the text once
L1832[20:42:40] <howtonotwin> you see a **?
L1833[20:42:45] <Ordinastie> TaigaCait, http://stackoverflow.com/questions/1732348/regex-match-open-tags-except-xhtml-self-contained-tags
L1834[20:42:52] <howtonotwin> flip the "bold" boolean
L1835[20:43:02] <howtonotwin> and emit a sequence of formatting tags
L1836[20:43:12] <gigaherz> howtonotwin: that's not how markdown works, though
L1837[20:43:16] <howtonotwin> oh it's that answer isn't it :P
L1838[20:43:23] <TaigaCait> *the* answer
L1839[20:43:29] <diesieben07> TaigaCait, replacing a tree structure into a MC formatted string is easy
L1840[20:43:42] <diesieben07> getting it into a minecraft TextComponent thing, even easier
L1841[20:43:49] <TaigaCait> okay but
L1842[20:43:50] <diesieben07> because that thing inside is already a tree-structure
L1843[20:43:58] <TaigaCait> ...
L1844[20:44:04] <TaigaCait> I need to stop and come back to this tomorrow
L1845[20:44:14] <TaigaCait> I'm not going to get anything productive done with my brain borked like this
L1846[20:44:28] <diesieben07> you are not going to get anything reasonable done wiht regex :P
L1847[20:44:43] <howtonotwin> also Ordi there's a share button on answers for faster summoning of the Elder God :P
L1848[20:44:46] <TaigaCait> I'm going to leave these pages bookmarked or something, close my IDE, and go do something that doesn't make me want to hurt a developer
L1849[20:45:00] <diesieben07> i can suggest drinking tea.
L1850[20:45:00] <illy> diesieben07, what if I try parsing html with it :P
L1851[20:45:08] <TaigaCait> I don't like tea
L1852[20:45:20] <howtonotwin> why not do something nice and relaxing like learning Haskell :P
L1853[20:45:26] <diesieben07> well there is why you are so sad :P
L1854[20:45:31] <diesieben07> Tea makes everything better.
L1855[20:45:35] <TaigaCait> plus, tea dehydrates me
L1856[20:45:38] <diesieben07> illy, just... go away.
L1857[20:45:39] <diesieben07> :D
L1858[20:45:41] <TaigaCait> and I have chronic dehydration
L1859[20:45:45] <illy> hahaha
L1860[20:46:19] <Ordinastie> that's called sweating
L1861[20:46:22] <howtonotwin> PoisonPill ! Illy
L1862[20:46:24] <TaigaCait> I have to drink way more water than is really easy to manage in a day to stay hydrated
L1863[20:46:25] <diesieben07> there are some forum softwares out there that parse "bbcode" with regex
L1864[20:46:26] <howtonotwin> crap
L1865[20:46:34] <howtonotwin> illy ! PoisonPill
L1866[20:46:36] <diesieben07> which ... is horrible enough
L1867[20:46:40] <Ordinastie> diesieben07, lemme guess, MCF? :D
L1868[20:46:46] * illy dies
L1869[20:46:52] <diesieben07> idk, i don't know the source code for that.
L1870[20:46:56] <howtonotwin> though I guess sending him into poison is the same as putting poison into him?
L1871[20:46:57] <howtonotwin> idk
L1872[20:46:59] <TaigaCait> what does this even return...
L1873[20:47:20] <TaigaCait> why does it parse it to html first...
L1874[20:47:29] <Ordinastie> would it surpise you if I said I made my own extensible parser ? :D
L1875[20:47:34] <howtonotwin> no
L1876[20:47:35] <diesieben07> No, it would not.
L1877[20:47:42] <TaigaCait> I've lost the ability to be surprised about anything.
L1878[20:47:45] <diesieben07> You are suffering from very severe NIH
L1879[20:47:50] <gigaherz> TaigaCait: i'm curious, how much water is that? ;P
L1880[20:47:52] <TaigaCait> I greet everything with the same exhasperated sensation
L1881[20:47:53] ⇦ Quits: Abastro (~Abastro@175.117.182.109) (Ping timeout: 384 seconds)
L1882[20:48:01] <TaigaCait> I've lost track, to be honest.
L1883[20:48:07] <howtonotwin> <TaigaCait> I greet everything with the same exhasperated sensation
L1884[20:48:08] <TaigaCait> all I know is that I have a very large water bottle
L1885[20:48:10] <howtonotwin> truly?
L1886[20:48:12] <howtonotwin> :P
L1887[20:48:28] <TaigaCait> and I'm only fully hydrated if I've drained it 4-7 times before I'm done with work
L1888[20:48:34] <howtonotwin> have I made you surprised yet?
L1889[20:48:45] <diesieben07> what does "fully hydrated" even mean...
L1890[20:48:53] <TaigaCait> it means I don't feel like I'm dying
L1891[20:48:59] <howtonotwin> um
L1892[20:49:04] <diesieben07> it's not liek the human body is a cup and if youre full it comes out your ears
L1893[20:49:05] <howtonotwin> doctor! TiagaCait
L1894[20:49:10] <diesieben07> yeah, that ^
L1895[20:49:23] <howtonotwin> which is valid scala too :P
L1896[20:49:32] <TaigaCait> I've got several distinct stages of dehydration
L1897[20:49:37] <Ordinastie> diesieben07, I thought that's why humans cry, because they're too full...
L1898[20:49:45] <diesieben07> LOL
L1899[20:49:46] <TaigaCait> with the worst stage being I'm about to actually die of dysentery and vomiting
L1900[20:49:52] <diesieben07> idk, you tell me. i am the bot here.
L1901[20:49:57] <illy> Lex, I'll email you the PR bot with twitter jenkins announcements tomorrow
L1902[20:50:01] <TaigaCait> I've never reached that stage, but the stage right before it is true hell
L1903[20:50:09] ⇦ Quits: IceDragon (~ThatGuy@184.170.20.104) (Ping timeout: 384 seconds)
L1904[20:50:20] <TaigaCait> the more dehydrated I get, the higher my body temperature rises, and the more I sweat
L1905[20:50:22] ⇨ Joins: IceDragon (~ThatGuy@184.170.5.18)
L1906[20:50:32] <diesieben07> yeah that sounds like you need to speak to a doctor...
L1907[20:50:54] <TaigaCait> I have. the answer was "wow you're just kind of messed up inside, huh?"
L1908[20:51:06] <howtonotwin> um
L1909[20:51:07] <Ordinastie> dysentery? nothing to do with hydration
L1910[20:51:11] <diesieben07> that ... does not sound like a very good doctor.
L1911[20:51:13] <gigaherz> if a doctor said that, get a new one ;P
L1912[20:51:22] <diesieben07> "you feel terrible? Oh well, guess you are broken. NEXT!"§
L1913[20:51:24] <TaigaCait> dehydration can lead to diarhoea, which can lead to dehydration
L1914[20:51:31] <TaigaCait> the primary symptom of dysentery is diarhoea
L1915[20:51:41] <TaigaCait> it's an equivalency
L1916[20:51:43] <TaigaCait> anyway
L1917[20:51:50] <howtonotwin> for(doctor <- world.people filter isDoctor) doctor! TaigaCait
L1918[20:51:54] <Ordinastie> lol, that's not how diseases work ><
L1919[20:52:09] <TaigaCait> any medicine I take actually makes my dehydration worse, because my body tries to purge the medication through urination
L1920[20:52:11] <howtonotwin> sorry not world
L1921[20:52:11] <gigaherz> dysentery means an intestinal infection
L1922[20:52:12] <gigaherz> ...
L1923[20:52:15] <howtonotwin> omniverse
L1924[20:52:17] <Ordinastie> vomitting is a primary symptom of pregnancy...
L1925[20:52:18] <gigaherz> but wahtever
L1926[20:52:23] <TaigaCait> </hyperbole>
L1927[20:52:36] <TaigaCait> carrying right along
L1928[20:53:07] <TaigaCait> my mother has non-functioning sweat glands and a higher than average body temperature at normal activity levels
L1929[20:53:20] <TaigaCait> I have fully functioning sweat glands and also inherited her higher body temperature
L1930[20:53:38] <TaigaCait> this has lead to a life of suffering from dehydration if I don't drain my cup with great frequency
L1931[20:54:20] <TaigaCait> it's not even that massive of a difference- 99.2 as opposed to 98.5 or whatever it is
L1932[20:55:00] <diesieben07> ever tested for diabetes? afaik that shows as just extensive thirst like that
L1933[20:55:02] <howtonotwin> TaigaCait ! new FluidStack(WATER, Int.MaxValue)
L1934[20:55:16] <TaigaCait> my allergy medicine, my acid reflux medicine, and my ADHD medicine all contribute as well, since my body's immune system is stupid and sends all medication straight to the kidneys
L1935[20:55:38] <TaigaCait> where it gets flushed out with entirely too much water
L1936[20:58:46] <TaigaCait> ugh. I'm going to go play actual minecraft instead of fighting with java to make a mod for minecraft lol
L1937[20:59:03] <TaigaCait> sad thing is, I could just hard code this stuff, not support formatting, and be done with it
L1938[20:59:14] <howtonotwin> A modder? playing MC for enjoyment?
L1939[20:59:16] <howtonotwin> what is thisa
L1940[20:59:18] <howtonotwin> *this
L1941[20:59:26] <TaigaCait> but I dun wanna
L1942[20:59:34] <howtonotwin> have I stepped through the looking glass?
L1943[20:59:50] <TaigaCait> I was half expecting a rendition of "What's This?"
L1944[21:00:28] <howtonotwin> meanwhile I don't even write code
L1945[21:00:31] <howtonotwin> I just write docs
L1946[21:00:32] <TaigaCait> ...I have entirely too many tabs open in chrome
L1947[21:00:32] <howtonotwin> yay!
L1948[21:00:46] <TehNut> no such thing as too many tabs open
L1949[21:00:51] <Ordinastie> howtonotwin, you wanna write docs for MalisisCore? :D
L1950[21:00:52] <TaigaCait> well
L1951[21:00:54] <howtonotwin> no
L1952[21:00:59] <Ordinastie> :-
L1953[21:00:59] <howtonotwin> keep me away from that
L1954[21:01:03] <Ordinastie> .!..
L1955[21:01:18] <howtonotwin> lol
L1956[21:01:34] <TaigaCait> I've got 21 tabs open on my computer, 30 something tabs open on chrome on my phone, 10 more tabs open in chrome beta on my phone, 20 more tabs open in firefox on my phone, and two tabs open in chrome dev on my phone
L1957[21:01:54] <TaigaCait> I ended up getting the other browsers because it made web browsing run faster to have the tabs divided up that way
L1958[21:02:05] <TaigaCait> also firefox mobile still has plugins <3
L1959[21:02:07] <gigaherz> too many tabs.
L1960[21:02:20] <TaigaCait> it's hard to live without uBlock origin
L1961[21:02:21] <TehNut> So 2 questions, 1. why? and 2. WHY?
L1962[21:02:31] <howtonotwin> <TehNut> no such thing as too many tabs open
L1963[21:02:41] <howtonotwin> eating your words? :P
L1964[21:02:41] <TehNut> I still stand by that
L1965[21:02:43] <TaigaCait> 1. because I'm insane? 2. because I hate closing tabs for stuff I'm not done with
L1966[21:02:48] <TehNut> I just don't get why
L1967[21:03:09] <TaigaCait> 3. because even though my phone is a newer model with a lot of power, it still can't handle 100 tabs open in a single instance of chrome
L1968[21:03:25] <howtonotwin> chrome and 100 tabs
L1969[21:03:30] <howtonotwin> all I can think about
L1970[21:03:34] <howtonotwin> is 1 TB of RAM
L1971[21:03:36] <TaigaCait> lol
L1972[21:03:45] <TaigaCait> it's nowhere near that much
L1973[21:04:09] <TaigaCait> only about 60GB. it slows down to a crawl if it has anything less
L1974[21:04:18] ⇦ Quits: illy (~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82) (Read error: Connection reset by peer)
L1975[21:04:19] <howtonotwin> o_O
L1976[21:04:20] <howtonotwin> how
L1977[21:04:23] <Ordinastie> lol
L1978[21:04:27] <TaigaCait> I had to run the numbers on it
L1979[21:04:27] <howtonotwin> how do you know it's 60 GB
L1980[21:04:30] <howtonotwin> ah
L1981[21:04:30] <Ordinastie> screen that please
L1982[21:04:31] <howtonotwin> ok
L1983[21:04:34] <howtonotwin> still no
L1984[21:04:44] <howtonotwin> at this point if Prime Intellect became real
L1985[21:04:49] <TaigaCait> I was at work, collecting duplicate pages of our amazon products to get them merged
L1986[21:04:50] <howtonotwin> and enacted the Change
L1987[21:04:55] <howtonotwin> solely to run chrome
L1988[21:05:05] <howtonotwin> it still wouldn't fit all of your data
L1989[21:05:08] <TaigaCait> and the fastest way to do it was to open up a full page of search results at once
L1990[21:05:27] ⇦ Quits: TaigaCait (~bananapho@71.11.49.105) (Read error: Connection reset by peer)
L1991[21:05:27] ⇨ Joins: Abastro (~Abastro@175.117.182.109)
L1992[21:05:47] ⇨ Joins: TaigaCait (~bananapho@71.11.49.105)
L1993[21:05:51] <TaigaCait> I was become kill.
L1994[21:05:53] <TaigaCait> as I was saying
L1995[21:06:04] <TaigaCait> if I didn't move fast enough, it'd change order
L1996[21:06:06] <TaigaCait> and I'd miss something
L1997[21:06:09] <TaigaCait> and have to do it again
L1998[21:06:21] <TaigaCait> because I need to get all those pages merged or they'll ruin search results
L1999[21:06:32] <TaigaCait> because amazon doesn't handle their own duplicate page elimination
L2000[21:06:51] <TaigaCait> they expect the amazon sellers to complain to Amazon Seller Support about it
L2001[21:07:07] <TaigaCait> and they don't even give Seller Support the proper power to handle all the necessary changes to products
L2002[21:07:10] <TaigaCait> yes, btw
L2003[21:07:22] <TaigaCait> the acronym for their support service for their professional sellers
L2004[21:07:25] <TaigaCait> is A.S.S.
L2005[21:07:28] ⇨ Joins: illy (~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82)
L2006[21:07:36] <TaigaCait> poor choice on their part
L2007[21:07:37] <howtonotwin> I'm going back to writing my docs now. I'm very scared of the world rn.
L2008[21:07:44] <TaigaCait> long story short
L2009[21:07:47] <TaigaCait> amazon is great for customers
L2010[21:07:53] <TaigaCait> it is terrible for retailers and sellers
L2011[21:08:13] <TehNut> i'unno how many tabs this is, but it's using uh... 5GB RAM http://tehnut.info/share/rX6zWro7BU.mp4
L2012[21:08:47] <TaigaCait> chrome is at 240 mb of ram with 20 something tabs right now
L2013[21:08:53] <TaigaCait> only because some of the tabs aren't actually loaded
L2014[21:09:07] <TaigaCait> chrome crashed earlier, and the tabs won't actually load in until I make them active
L2015[21:09:24] <TaigaCait> ...I must be some kind of terrible person
L2016[21:09:28] <howtonotwin> "`ItemOverrideList` provides a way for an `IBakedModel` to process the state of an `ItemStack`; therefore replacing itself with a new model."
L2017[21:09:31] <TaigaCait> I have 40something windows updates waiting on me
L2018[21:09:35] <howtonotwin> is that a good first sentence?
L2019[21:09:36] <TehNut> Closing Chrome dropped my RAM usage from 11.7Gb to 6.8Gb
L2020[21:09:44] <howtonotwin> The context is already "we're talking about baked models"
L2021[21:10:00] <TaigaCait> well
L2022[21:10:05] <howtonotwin> and it's expected these people know what they're doing as the section is literally titled "advanced models"
L2023[21:10:06] <TaigaCait> I have no idea what any of it means
L2024[21:10:12] <TaigaCait> so I can't really help
L2025[21:10:40] <howtonotwin> I have a bad habit of asking my questions right as someone else finishes a spiel :P
L2026[21:10:46] <TaigaCait> nah, it's fine
L2027[21:11:13] <TaigaCait> I have a bad habbit of talking in long winded rants about stuff into a room of people and not expecting any sort of answer
L2028[21:11:49] <howtonotwin> ?
L2029[21:11:58] <TaigaCait> ._.
L2030[21:12:06] <TaigaCait> what is that character supposed to be
L2031[21:12:08] <howtonotwin>
L2032[21:12:08] <howtonotwin> <TaigaCait> ._.
L2033[21:12:12] <howtonotwin> oh?
L2034[21:12:13] <howtonotwin> OH?
L2035[21:12:18] <howtonotwin> interesting?
L2036[21:12:25] <howtonotwin> a thumbs up
L2037[21:12:29] <howtonotwin> does it break?
L2038[21:12:38] <TaigaCait> I'm on mIRC. I don't have that character, I guess
L2039[21:13:10] <TaigaCait> it shows up as a black replacement character
L2040[21:13:28] <TaigaCait> same as what happens any time someone uses a character from outside the acceptable list of recognized characters
L2041[21:14:18] <gigaherz> wrong font, then
L2042[21:14:21] <gigaherz> I use mirc and I can see it
L2043[21:14:21] <gigaherz> ;P
L2044[21:14:29] <TaigaCait> I'm probably out of date, come to think of it
L2045[21:14:30] <gigaherz> do you not have UTF-8 enabled?
L2046[21:14:37] <TaigaCait> I pulled this client off of a spare hard drive
L2047[21:14:43] <TaigaCait> which I haven't touched in... over a year
L2048[21:14:48] <howtonotwin> GHz: is that intro sentence further up good?
L2049[21:14:49] ⇦ Quits: raoulvdberge (uid95673@id-95673.richmond.irccloud.com) (Quit: Connection closed for inactivity)
L2050[21:14:58] <TaigaCait> and even before that, I haven't updated mIRC in.... 4 years?
L2051[21:15:04] <gigaherz> howtonotwin: iguess
L2052[21:15:46] <TaigaCait> where's the setting for enabling UTF-8
L2053[21:15:52] <TaigaCait> or where should it be, I suppose
L2054[21:15:55] <gigaherz> settings -> messages -> UTF-8 encode/decode
L2055[21:16:13] <TaigaCait> yeah, that's checked
L2056[21:16:17] <TaigaCait> I must be out of date
L2057[21:16:18] <gigaherz> what version of mirc?
L2058[21:16:26] <gigaherz> and version of windows?
L2059[21:16:46] <gigaherz> it may be that windows 7 or older doesn't have the new glyphs
L2060[21:16:52] <gigaherz> maybe not even windows 8 ;P
L2061[21:16:54] <gigaherz> I'm on 10 ;p
L2062[21:17:01] <TaigaCait> windows 7, mIRC 7.36
L2063[21:17:10] <gigaherz> you could try updating mirc
L2064[21:17:16] <gigaherz> but chances are this isn't mirc that's outdated
L2065[21:17:20] <gigaherz> but windows itself
L2066[21:17:34] <TaigaCait> I refuse to upgrade out of principle
L2067[21:17:40] <TaigaCait> I had to use windows 10 at work for a while
L2068[21:17:46] <TaigaCait> the sheer number of dead hardware
L2069[21:17:47] <howtonotwin> it has WSL though
L2070[21:17:50] <howtonotwin> WSL
L2071[21:17:55] <howtonotwin> you know you want it
L2072[21:17:56] <howtonotwin> :P
L2073[21:18:00] <gigaherz> I have used windows 10 since launch
L2074[21:18:01] <TaigaCait> it has telemetry, too
L2075[21:18:03] <gigaherz> and been an insider for a while
L2076[21:18:07] <gigaherz> windows7 has telemetry too
L2077[21:18:15] <gigaherz> just no one was paranoid about it until 10
L2078[21:18:16] <TaigaCait> *not when I was done with it*
L2079[21:18:22] <gigaherz> either way
L2080[21:18:24] <gigaherz> my only big complaint
L2081[21:18:26] <TaigaCait> I fixed all that garbage
L2082[21:18:29] <gigaherz> is the windows update reboot crap
L2083[21:18:31] <TaigaCait> I can't fix windows 10
L2084[21:18:42] <TaigaCait> like, it bothers me the number of windows 10 related problems
L2085[21:18:50] <gigaherz> if I could tell WU to *not* reboot automatically, EVER
L2086[21:18:51] <TaigaCait> to which the microsoft support team responds "lol good luck"
L2087[21:18:53] <gigaherz> I'd be happy about it
L2088[21:18:57] <TaigaCait> uh
L2089[21:19:00] <Ordinastie> +1
L2090[21:19:03] <TaigaCait> you can fix that with a regedit
L2091[21:19:13] <gigaherz> yes, it restores itself the next time you update windows
L2092[21:19:14] <gigaherz> ;p
L2093[21:19:18] <TaigaCait> or by using professional edition instead of home edition
L2094[21:19:21] <Disconsented> Even that is overblown gigaherz, windows goes out of its way to make sure it updates when you're not busy
L2095[21:19:25] <TaigaCait> also, that's another regedit
L2096[21:19:30] <gigaherz> Disconsented: that's my issue
L2097[21:19:34] <gigaherz> when I'm not busy
L2098[21:19:36] <TaigaCait> you just have to make a registry file
L2099[21:19:37] <gigaherz> I'm in bed, trying to sleep
L2100[21:19:41] <TaigaCait> and apply it every time you update
L2101[21:19:47] <TaigaCait> oh, and *CORTANA*
L2102[21:19:48] <gigaherz> I do NOT want it to EVER reboot if the computer is idle
L2103[21:19:50] <TaigaCait> god I can't stand cortana
L2104[21:19:54] <quadraxis> they changed things with anniversary update
L2105[21:19:56] <gigaherz> cortana can be ignored
L2106[21:19:56] <TaigaCait> she broke the search indexing
L2107[21:20:04] <TaigaCait> she *broke* the *search indexing*
L2108[21:20:04] ⇦ Quits: Meow-J (~Meow-J@45.32.34.121) (Remote host closed the connection)
L2109[21:20:06] <quadraxis> so reg edits might no longer be effective
L2110[21:20:09] <gigaherz> how so?
L2111[21:20:14] <TaigaCait> so that I can't click on search results to open the search result
L2112[21:20:17] <gigaherz> also, i don't use the stock start menu
L2113[21:20:21] <gigaherz> I use Stardock Start10
L2114[21:20:27] <TaigaCait> like, if I search for "devices and printers"
L2115[21:20:32] <TaigaCait> on a windows 10 computer
L2116[21:20:40] <TaigaCait> and it pulls up "devices and printers" in the results
L2117[21:20:43] <TaigaCait> if I click on that
L2118[21:20:47] <quadraxis> dislike the start menu changes too
L2119[21:20:48] <TaigaCait> it pulls up another search window
L2120[21:20:52] <gigaherz> wat?
L2121[21:20:53] <howtonotwin> ???
L2122[21:20:53] <TaigaCait> instead of devices and printers
L2123[21:21:03] <howtonotwin> I did that
L2124[21:21:05] <TaigaCait> and that new search window is totally empty and broken
L2125[21:21:06] <howtonotwin> it's fine
L2126[21:21:07] <gigaherz> no it does not
L2127[21:21:08] <gigaherz> I just tried
L2128[21:21:11] <gigaherz> it works just fine
L2129[21:21:12] <Disconsented> Just tried it
L2130[21:21:14] <TaigaCait> I blame my coworkers, then
L2131[21:21:14] <Disconsented> when straight to it
L2132[21:21:31] <TaigaCait> they went 2.5 years without IT before I got there
L2133[21:21:36] <howtonotwin> o_O
L2134[21:21:38] <TaigaCait> we only have IT now because I know how to IT
L2135[21:21:43] <TaigaCait> I was not hired as IT
L2136[21:21:45] <TaigaCait> I made myself IT
L2137[21:21:47] <howtonotwin> O_O
L2138[21:22:03] <howtonotwin> Unicode needs a LARGE LATIN O character
L2139[21:22:03] <TaigaCait> I had to do a fresh install on one of our windows 7 computers
L2140[21:22:28] <TaigaCait> in fact, I had to do a fresh install via an ubuntu boot disk to run the windows installer
L2141[21:22:40] <TaigaCait> because the windows install disk couldn't figure out how to overwrite the messed up garbage
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L2143[21:23:04] <TaigaCait> the lady that used that computer was gone like a year before I got there, and I made sure as hell that that computer ran shiny and new
L2144[21:23:11] <TaigaCait> it took me three weeks to finish fixing it
L2145[21:23:44] <TaigaCait> and we've got 4 windows 10 computers
L2146[21:23:50] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-10-08-0423-35.mp4
L2147[21:23:51] <TaigaCait> not a single one of them runs exactly the same kind of broken
L2148[21:24:06] <TaigaCait> there's a laptop that can't anything
L2149[21:24:13] <TaigaCait> a desktop that can't internet on tuesdays
L2150[21:24:20] <gigaherz> wat XD
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L2159[22:01:00] <barteks2x> I tested it and Chisels & Bits mod works with cubic chunks
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L2162[22:12:59] <gigaherz> C&B is just custom models, right?
L2163[22:13:15] <gigaherz> so there's no reason why it shouldn't work
L2164[22:18:10] <barteks2x> It's all tile entities
L2165[22:18:21] <barteks2x> and my support for tile entities could be broken in some sybtle ways
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L2167[22:20:48] <barteks2x> also, is there any existing fast implementation of 3-int-key hash map?
L2168[22:21:00] <barteks2x> (one that doesn't put these 3 ints into object)
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L2170[22:22:32] <gigaherz> uh
L2171[22:22:49] <gigaherz> you'd want a k-d tree if so
L2172[22:22:53] <gigaherz> or an octree
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L2174[22:23:31] <barteks2x> it needs to be very fast, getting values from trees isn't that fast
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L2176[22:24:15] <mezz> fast compared to what?
L2177[22:24:37] <barteks2x> compared to HashMap<SomeObjectWith3Ints, OtherObject>
L2178[22:25:01] <barteks2x> basically something like FastUtil Int2ObjectOpenhashMap but with 3 ints as key
L2179[22:25:03] <gigaherz> how about nested int-indexed hashmaps?
L2180[22:25:26] <gigaherz> use a wrapper helper that manages a Int2ObjectOpenhashMap of Int2ObjectOpenhashMap of Int2ObjectOpenhashMap
L2181[22:25:48] <mezz> yikes
L2182[22:25:52] <barteks2x> managing that would be horrible...
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L2184[22:26:38] <Ordinastie> just use a regular map with a 3int wrapper
L2185[22:26:42] <gigaherz> for my proof of concept engine thingy
L2186[22:26:46] <Ordinastie> that's not slow
L2187[22:26:49] <gigaherz> I implemented a custom octree with integer keys
L2188[22:26:52] <gigaherz> and it's quite fast
L2189[22:27:00] <gigaherz> it's C# though
L2190[22:27:03] <barteks2x> it is if you are doing it for every light get/set, block get/set etc
L2191[22:27:06] <gigaherz> so dunno if you want to take a look
L2192[22:27:14] <barteks2x> it needs to be used as CubeMap
L2193[22:27:25] <Ordinastie> barteks2x, no it's not
L2194[22:27:37] <Ordinastie> you won't have a faster impl
L2195[22:27:51] <mezz> why use a map at all? why not 3d array?
L2196[22:27:56] <barteks2x> creating the object is the slow part (or actually removing it by GC)
L2197[22:28:03] <gigaherz> https://gist.github.com/gigaherz/3da1d33a252da951aa1b7418c11ac8cb
L2198[22:28:07] <gigaherz> you could try to port that to java
L2199[22:28:10] <gigaherz> and see how it works
L2200[22:28:19] <barteks2x> mezz: good luck with new int[Integer.MAX_VALUE][Integer.MAX_VALUE][Integer.MAX_VALUE]
L2201[22:28:32] <Ordinastie> that's not what he said
L2202[22:28:41] <Ordinastie> and you don't need max value
L2203[22:28:43] <quadraxis> is this for the cubic chunks?
L2204[22:28:55] <quadraxis> could you pack bits into a long?
L2205[22:28:57] <gigaherz> ints[ (z*depth + y)*height + x ]
L2206[22:28:59] <mezz> new int[16][16][16] and keep a bunch of those
L2207[22:29:01] <barteks2x> yes, I need some fast map from cube coordinates to cubes
L2208[22:29:37] <quadraxis> you need 22 bits for x and z
L2209[22:29:47] <quadraxis> so that leaves 20 for y
L2210[22:29:55] <barteks2x> apparently I will have to pack them into long... and there goes away the idea of exactly 60Mx60Mx60M world...
L2211[22:30:01] <gigaherz> barteks2x: by cubes you mean the "chunks" right?
L2212[22:30:15] <barteks2x> Cubes are Cubic Chunks, yes
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L2214[22:30:21] <quadraxis> well you have 60M*60M*15M
L2215[22:30:26] <mezz> ah that's different yeah
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L2218[22:31:08] <barteks2x> +That way I will never get rid of AddressTools class...
L2219[22:31:15] <gigaherz> barteks2x: you won't find ANY implementation that is equally fast with a small area and the entire 60M area at once
L2220[22:31:30] <gigaherz> that said
L2221[22:31:33] <quadraxis> well block pos might be packed into a long at times
L2222[22:31:36] <gigaherz> have you looked at my OcTree code?
L2223[22:31:38] <mezz> you need a limitation somewhere. I honestly believe minecraft's world limit is ridiculously big
L2224[22:31:47] <quadraxis> and that has a smaller limit for y values
L2225[22:32:19] <barteks2x> the toLong from BlockPos is used in I think 2 places in vanilla and I will need to replace them
L2226[22:32:57] <barteks2x> For some reason I just can't accept that the world won't be exact cube...
L2227[22:33:51] <quadraxis> do you have y as +/- or + only?
L2228[22:33:59] <barteks2x> + and -
L2229[22:35:25] <barteks2x> I guess if I really wanted I could do something like Long2ObjectMap<Cube[]> where each element would contain 2x2x2 cubes, that would give 3 additional bits in that long
L2230[22:35:52] <quadraxis> just have multiple maps
L2231[22:36:22] <quadraxis> ?
L2232[22:36:41] <barteks2x> or 2x2x2 map array, tat would work too
L2233[22:36:47] <quadraxis> you'd only need 4, right?
L2234[22:37:55] <barteks2x> for now - I will probably stick with packing x/y/z into long and max 8M height
L2235[22:38:27] <quadraxis> having a good worldgen for the full height range might be an issue first anyway
L2236[22:38:44] <barteks2x> there is no way worldgen will use full height
L2237[22:39:10] <mezz> you could make lots of underground depth though, relatively simple to generate
L2238[22:40:25] <barteks2x> what would that be? I currently have caves at every height and that's all
L2239[22:41:24] <quadraxis> hmm, could have a nether-like layer
L2240[22:41:32] <quadraxis> or something like the deep dark
L2241[22:42:16] <barteks2x> that would probably be for worldgen mods, I want to release it at some point
L2242[22:42:29] <barteks2x> porting vanilla worldgen is already hard enough
L2243[22:42:32] <mezz> yeah
L2244[22:42:50] <barteks2x> I finally managed to have noise generator broken in the same way as vanilla
L2245[22:44:14] <barteks2x> in a way that is independent of starting position
L2246[22:45:25] <barteks2x> without the "broken" generator this terrain won't exist: http://topminecraftworldseeds.com/wp-content/uploads/2013/02/Extreme-Hills-Ravine-1024x582.jpg
L2247[22:45:59] <mezz> that's pretty important to the minecraft feel
L2248[22:46:34] <barteks2x> and this is the way noise generator is broken: https://www.dropbox.com/s/9nnfcye72ftwxm7/minecraft-noise-output-2octaves.png?dl=0
L2249[22:46:58] <mezz> interesting
L2250[22:47:12] <barteks2x> but only on Y axis
L2251[22:47:31] <barteks2x> only interpolation on 4x8x4 block scale makes it non-obvious
L2252[22:47:38] <barteks2x> and it's there since minecraft infdev
L2253[22:47:52] <mezz> it's not necessarily a bad thing
L2254[22:48:24] <barteks2x> in vanilla it's a result of probably a failed optimization, but it makes the final noise dependent on starting Y position
L2255[22:48:46] <barteks2x> I made it work like that with custom Perlin noise implementation and make it independent of starting position
L2256[22:49:15] <quadraxis> might be notch screwed with the implementation to make more 'interesting' terrain?
L2257[22:49:27] <barteks2x> in the whole noise generator in vanilla there is one if() that makes no sense whatsoever
L2258[22:49:32] <barteks2x> and this is what makes it happen
L2259[22:50:34] <barteks2x> it basically uses fractional part of Y coordinate 0 for gradient calculation
L2260[22:51:37] <tterrag> seems unlikely to be an accident
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L2262[22:51:52] <barteks2x> that looks a lot like attempt at optimization in the code
L2263[22:52:02] <barteks2x> because it's not obvious what that if() actually does
L2264[22:52:59] <barteks2x> this is the part of code: http://pastebin.com/aALmAVrR
L2265[22:53:36] <gigaherz> What's the String.format specifier for just printing the given object's tostring?
L2266[22:54:02] <barteks2x> I think %s wil work
L2267[22:54:13] <mezz> I do stuff like that when I'm fucking around, see the Forestry bee particles for some "interesting" random code that just happens to make them look how I wanted heh
L2268[22:55:07] <barteks2x> I spent days trying to figure out why I was getting discontinuities at chunk borders in earlier cubic chunks version that used vanilla noise
L2269[22:56:04] <gigaherz> https://gist.github.com/gigaherz/3da1d33a252da951aa1b7418c11ac8cb#file-octree-java
L2270[22:56:11] <gigaherz> I converted my OcTree class to java
L2271[22:56:15] <gigaherz> ;P
L2272[22:56:20] <gigaherz> 100% untested
L2273[22:56:24] <gigaherz> but the C# code worked ;P
L2274[22:57:38] <barteks2x> that may be useful, thanks. but for large distances that would mean up to 20 lookups for just getting block
L2275[22:57:58] <gigaherz> yes of course
L2276[22:58:36] <gigaherz> well not a block
L2277[22:58:40] <gigaherz> this is meant for chunks
L2278[22:58:51] <barteks2x> to get block you first need to get chunk so...
L2279[22:58:56] <gigaherz> also
L2280[22:59:11] <gigaherz> you could use "regions"
L2281[22:59:12] <gigaherz> as in
L2282[22:59:51] <gigaherz> you could group each NxNxN block of cubes into one fixed array
L2283[22:59:57] <gigaherz> Cube[N*N*N]
L2284[23:00:05] <gigaherz> and then you reduce the depth by N
L2285[23:00:23] <barteks2x> In beta 1.7.3 source I've seen ChunkProvider that had only such array and nothing else, the whole class was unused
L2286[23:00:47] <gigaherz> the problem with using a hash table for this
L2287[23:00:52] <gigaherz> is that once the world grows a bit
L2288[23:00:55] <gigaherz> it will start having collisions
L2289[23:01:05] <gigaherz> and then each bucket will have a list of elements in it
L2290[23:01:08] <barteks2x> that's also a problem for vanilla
L2291[23:01:10] <gigaherz> and they will be compared iteratively
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L2293[23:02:00] <barteks2x> but as the world grows usually less chunks are generated and worldgen is the main reason why it needs to be fast
L2294[23:02:31] <barteks2x> because populator doesn't access chunks directly
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L2296[23:02:50] <barteks2x> and lighting
L2297[23:03:18] <barteks2x> which is updated most frequently when generating terrain
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L2300[23:04:49] <barteks2x> and currently the best way to compare performance if it I have is using the vanilla terrain generator in cubic chunks
L2301[23:05:04] <quadraxis> don't chunks get unloaded anyway?
L2302[23:05:30] <gigaherz> updated the gist, I was missing some @Nullable annotations ;P
L2303[23:05:58] <barteks2x> Nullables aren't an issue there there :)
L2304[23:06:22] <gigaherz> yes they are, since looking up a missing key will return null
L2305[23:06:40] <barteks2x> @quadraxis, they do, it's only issue with more players. And with more players terrain generation usually doesn't happen that frequently
L2306[23:07:03] <gigaherz> wouldn't it happen MORe frequently?
L2307[23:07:06] <quadraxis> also the won't the table auto increase size
L2308[23:07:08] <gigaherz> since there's more players moving around?
L2309[23:07:13] <quadraxis> if load factor is exceeded
L2310[23:07:18] <barteks2x> no because as you have more players more of the map is already generated
L2311[23:07:33] <gigaherz> unlessthose players just joined...
L2312[23:07:34] <gigaherz> XD
L2313[23:07:40] <gigaherz> it's more about the age of the server
L2314[23:07:42] <gigaherz> than the number of players
L2315[23:07:49] <barteks2x> and tell me which server starts with 10+ players instantly
L2316[23:08:07] <gigaherz> any server that has just reset after switching versions or such
L2317[23:08:08] <gigaherz> XD
L2318[23:08:33] <barteks2x> it's still a problem that vanilla has that can't be really solved
L2319[23:08:51] <gigaherz> yeah not complaining to you about that
L2320[23:09:22] <barteks2x> the problem is getting it at the same performance as vanilla
L2321[23:09:40] <gigaherz> how does vanilla store the chunks?
L2322[23:09:56] <gigaherz> is it an int-to-object map?
L2323[23:10:08] <barteks2x> LongObjectHashMap from FastUtil
L2324[23:10:20] <gigaherz> can't you do that for the XZ coords
L2325[23:10:25] <gigaherz> and then have a second level for Y?
L2326[23:10:33] <barteks2x> that's already going to be slower
L2327[23:10:37] <gigaherz> well of course
L2328[23:10:39] <barteks2x> 1 more map lookup
L2329[23:10:42] <gigaherz> then
L2330[23:10:48] <gigaherz> remove a few bits from each coord
L2331[23:10:58] <gigaherz> and have the result of the lookup be an NxNxN array
L2332[23:10:59] <mezz> I really think the best solution here is limiting the Y bits slightly
L2333[23:11:04] <mezz> and packing into a long
L2334[23:11:07] <gigaherz> as in
L2335[23:11:09] <gigaherz> instead of
L2336[23:11:15] <mezz> you want it to be really fast and it doesn't get faster than that
L2337[23:11:21] <gigaherz> 22+22+X
L2338[23:11:54] <gigaherz> make it 21+21+21 (63 bits, fits in a long)
L2339[23:12:08] <gigaherz> and then the missing "bits", you can use an array
L2340[23:12:14] <barteks2x> then why not use that 1 additional bit for something?
L2341[23:12:23] <gigaherz> because it's the sign bit
L2342[23:12:24] <gigaherz> and meh.
L2343[23:12:29] <gigaherz> ;P
L2344[23:12:47] <gigaherz> 3-way simmetry.
L2345[23:12:50] <gigaherz> symmetry*
L2346[23:13:03] <gigaherz> incidently, anyone else bothered that the word symmetry isn't symmetric ;P
L2347[23:13:12] <barteks2x> I currently have AddressTools class for packing and unpacking coordinates... and I want to remove it because that class is used all over the code
L2348[23:14:11] <gigaherz> hmmm how many bits is a vanilla x/z coord?
L2349[23:14:15] <gigaherz> 26?
L2350[23:14:19] <quadraxis> is it not part of the coordinate class
L2351[23:14:25] <barteks2x> chunk coords or block coords?
L2352[23:14:33] <quadraxis> as you'll have to use that everywhere anyway
L2353[23:14:36] <gigaherz> wait yeah chunk
L2354[23:14:43] <barteks2x> 22
L2355[23:14:49] <quadraxis> vanilla chunk is 64 bits
L2356[23:14:51] <gigaherz> yeah I was remembering right
L2357[23:14:54] <gigaherz> so a chunk coord is
L2358[23:14:58] <quadraxis> but some are unused
L2359[23:15:02] <gigaherz> 22+22+2? bits?
L2360[23:15:14] <gigaherz> so without editing the vanilla coord format
L2361[23:15:17] <quadraxis> 32 + 32 for x and z
L2362[23:15:23] <barteks2x> vanilla packs chunk coords into long for map
L2363[23:15:28] <barteks2x> and it's 32 bits per coord
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L2365[23:15:35] <gigaherz> you could expand it to 22+22+20
L2366[23:15:53] <gigaherz> and have each returned object be a Cube[4]
L2367[23:16:01] <quadraxis> no
L2368[23:16:03] <barteks2x> that's how it's done now, but this code is almost everywhere even in places where it's completely unnecessary
L2369[23:16:12] <gigaherz> quadraxis: why not?
L2370[23:16:13] <barteks2x> (wuthout the array[4])
L2371[23:16:18] <quadraxis> better to have 4 tables
L2372[23:16:24] <gigaherz> wat?
L2373[23:16:41] <barteks2x> better for memory usage, and ness null checks
L2374[23:16:44] <barteks2x> *less
L2375[23:16:52] <gigaherz> having the whole hash table duplicated is better?
L2376[23:16:53] <gigaherz> o_O
L2377[23:16:57] <quadraxis> well i feel like it's better, as mostly you will only be using one table
L2378[23:17:06] <barteks2x> no, 4 hash tables, each for different coordinate ranges
L2379[23:17:13] <gigaherz> there's a 99% chance that if Cube[0] is loaded, cube[1] will also be
L2380[23:17:16] <quadraxis> you don't have the table unless it's needed
L2381[23:17:18] <gigaherz> oh
L2382[23:17:21] <gigaherz> if you split by quadrants
L2383[23:17:23] <gigaherz> that'd work, yes
L2384[23:17:32] <gigaherz> you could even use 8 tables, then
L2385[23:17:40] <gigaherz> one for (+,+,+)
L2386[23:17:45] <gigaherz> one for (+,+,-)
L2387[23:17:46] <gigaherz> etc
L2388[23:18:18] <quadraxis> you probably won't have chunks with y 0 and y 600000 also loaded
L2389[23:18:24] <barteks2x> or you could be a masochist a(like author of the bug PR) and try to write your own 3-int-key hash map
L2390[23:18:29] <gigaherz> quadraxis: yes you would
L2391[23:18:36] <gigaherz> since vanilla chunkloads the area around spawn chunks
L2392[23:18:36] <gigaherz> XD
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L2394[23:20:07] <barteks2x> from what I see, he already tried to write 2 cubic chunks mods
L2395[23:20:35] <gigaherz> thinking about it
L2396[23:20:44] <quadraxis> only if someones way out far, and then hey, the farlands is slightly slower
L2397[23:20:51] <gigaherz> splitting the world into quadrants seems like an excellent idea for my proof of concept thing, too
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L2399[23:21:53] <SatanicSanta> So, still have no clue why bake is never getting called here https://gist.github.com/elifoster/92bdc66349d709ddd2a8141a7b484597 :|
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L2445[23:24:21] <quadraxis> barteks2x, consider benchmarking https://github.com/MinecraftForge/MinecraftForge/pull/3241 ?
L2446[23:24:58] <quadraxis> doing as lex suggested and having a generic extension class
L2447[23:25:01] <barteks2x> I will probably try that, I tried doing that once but it screwed up rendering
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L2449[23:26:01] <barteks2x> So I removed it, and then I discovered a rare crash. Then fixed the unerlying cause of the crash and at the same time that broken rendering from when I implemented that caching
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L2451[23:27:47] <gigaherz> I used to have a "last lookup cache" in my proof of concept thingy
L2452[23:27:55] <gigaherz> but I removed itwhen the OcTree was just fast enough
L2453[23:27:56] <gigaherz> ;P
L2454[23:28:02] <gigaherz> that said
L2455[23:28:21] <gigaherz> I have not yet triedto generate chunks some million blocks away from 0
L2456[23:28:24] <gigaherz> so maybe it would be useful
L2457[23:28:29] <barteks2x> The reason I had broken rendering was that rendering code accessed chunks from 4 different threads at once
L2458[23:28:45] <gigaherz> I have a ReadWriteLock for that
L2459[23:29:06] <barteks2x> ReadWriteLock for what?
L2460[23:29:10] <barteks2x> and where?
L2461[23:29:16] <gigaherz> on my OcTree
L2462[23:29:29] <gigaherz> on the public get and put methods
L2463[23:29:31] <barteks2x> so it's thread safe?
L2464[23:29:46] <gigaherz> probably
L2465[23:30:09] <gigaherz> my proof of concept engine is inherently multithreaded
L2466[23:30:17] <gigaherz> I use async jobs for stuff like worldgen
L2467[23:30:23] <gigaherz> it's SLOw, though
L2468[23:30:24] <gigaherz> ;P
L2469[23:30:31] <gigaherz> SLOW*
L2470[23:30:52] <gigaherz> the rendering is fast, but worldgen sucks
L2471[23:30:52] <quadraxis> did you benchmark RWLock against a mutex?
L2472[23:31:06] <gigaherz> nope
L2473[23:31:14] <barteks2x> worldgen is slow brobably because of noise genration
L2474[23:31:19] <gigaherz> yep
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L2476[23:31:36] <barteks2x> minecraft allso had that problem in alpha version
L2477[23:31:44] <gigaherz> anyhow it's in C#, using custom structures, and completely different design than mc
L2478[23:31:48] <gigaherz> so it's like comparing apples to oranges
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L2480[23:32:30] <barteks2x> some things are still the same
L2481[23:33:25] <gigaherz> the most annoying thing is that I broke it
L2482[23:33:32] <gigaherz> it used to be able to generate new chunks and such
L2483[23:33:37] <gigaherz> but now the queue never empties
L2484[23:33:47] <gigaherz> and I didn't touch the code for months
L2485[23:33:54] <gigaherz> so now I have no idea what I was doing when it broke
L2486[23:33:55] <gigaherz> XD
L2487[23:34:48] <barteks2x> I know that feeling, it's even worse when you leave code in compilable but broken WIP state and return months later
L2488[23:35:03] <gigaherz> ell it IS compilable
L2489[23:35:04] <gigaherz> ;P
L2490[23:35:06] <gigaherz> well*
L2491[23:35:14] <gigaherz> that's the issue, I can run it, but nothing works the way it was supposed to
L2492[23:35:14] <gigaherz> XD
L2493[23:35:31] <barteks2x> It happened to me a few times already
L2494[23:36:09] <barteks2x> only worse thign: you leave the code working, return a few months later and it doesn't work
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L2538[23:36:41] <gigaherz> fps: 10; tiles in progress: 11; pending tiles: 33372; queued tasks: 0 << wat!
L2539[23:36:42] <gigaherz> XD
L2540[23:36:59] <gigaherz> how's there 11 tiles in progress, but 0 tasks?!
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L2542[23:38:59] <quadraxis> they get removed from the queue to be worked on??
L2543[23:39:17] <barteks2x> Do you think there is any chance that for 1.11 lex would accept PR that change to ForgeChunkManager to be more cubicchunks friendly? (requesting block volumes to stay loaded instead of chunks)
L2544[23:39:17] <gigaherz> nono
L2545[23:39:22] <gigaherz> the tasks is a scheduler
L2546[23:39:34] <gigaherz> it counts the number of async tasks being run in worker threads
L2547[23:39:42] <gigaherz> the tiles in progress are "chunks"that I marked as "in progress"
L2548[23:39:47] <gigaherz> so, their boolean is true
L2549[23:40:08] <gigaherz> the idea is
L2550[23:40:12] <gigaherz> when the generator finishes
L2551[23:40:15] <gigaherz> that boolean gets set to false
L2552[23:40:30] <gigaherz> so it makes no sense for 11 tiles to still be in progress, but there be 0 tasks
L2553[23:40:50] <gigaherz> it means the sequence of events that should be triggering successive tasks to begin, isn't happening
L2554[23:42:16] <gigaherz> oooh
L2555[23:42:16] <gigaherz> Exception thrown: 'System.IndexOutOfRangeException' in VoxelWorldEngine.DX.exe
L2556[23:42:22] <gigaherz> that's interesting
L2557[23:42:31] <gigaherz> why aren't those stopping the debugger
L2558[23:42:33] <barteks2x> seing exception in .exe seems so weird...
L2559[23:46:46] <SatanicSanta> gigaherz: Got any other ideas regarding this stupid IModel? :P
L2560[23:47:17] <gigaherz> YAY fixed
L2561[23:47:22] <gigaherz> it was that out of range exception :)
L2562[23:47:36] <gigaherz> a bug in the water generation step
L2563[23:48:00] <gigaherz> hmmm my 2pending tiles" counter doesn't seem to go down ...
L2564[23:49:13] <DemonWav> Anyone in here online right now use my intellij plugin?
L2565[23:49:34] <barteks2x> what plugin?
L2566[23:49:47] <DemonWav> https://minecraftdev.org/
L2567[23:49:53] <gigaherz> SatanicSanta: what does it do/not do?
L2568[23:50:01] <SatanicSanta> gigaherz: IModel#bake is never called
L2569[23:50:21] <SatanicSanta> even though ICustomModelLoader#accepts is returning true and loadModel is returning the correct thing in the correct instances
L2570[23:50:45] <DemonWav> I have a recent feature for MCP projects like forge mods regarding access transformers
L2571[23:51:00] <gigaherz> errors in the log, SatanicSanta?
L2572[23:51:04] <SatanicSanta> nada
L2573[23:51:17] <barteks2x> something about access transformers? that may be useful
L2574[23:51:22] <gigaherz> so,
L2575[23:51:29] <gigaherz> your model is being loaded
L2576[23:51:33] <barteks2x> features page says "coming soon" so I can't find out myself
L2577[23:51:41] <gigaherz> I see that it has IModelCustomData
L2578[23:51:46] <gigaherz> is the custom data stuff called?
L2579[23:51:54] <SatanicSanta> no, because bake is never called
L2580[23:52:03] <SatanicSanta> so no baked model will ever be created
L2581[23:52:04] <DemonWav> yeah, I'm no good at website stuff, so it might be a while before I can actually get that page up
L2582[23:52:10] <gigaherz> aha
L2583[23:52:13] <DemonWav> also, srg name lookup in the IDE http://i.imgur.com/3XV0A4q.gifv
L2584[23:52:14] <gigaherz> so the custom data is used afterward
L2585[23:52:25] <barteks2x> and what is the ATs feature?
L2586[23:52:31] <SatanicSanta> yes
L2587[23:52:31] <gigaherz> right, you don't have "custom" in the blockstates file
L2588[23:52:38] <DemonWav> barteks2x one mmoment
L2589[23:52:56] <SatanicSanta> gigaherz: process is called in ItemOverrideList#handleItemState
L2590[23:53:17] <gigaherz> why do you use IModelCustomData, then
L2591[23:53:21] <DemonWav> the srg name lookup is part of the feature, since it lets you easily find the srg name of something if you want to create an AT entry
L2592[23:53:29] <gigaherz> and not just something custom? ;P
L2593[23:53:34] <SatanicSanta> gigaherz: what do you mean?
L2594[23:53:38] <gigaherz> I mean
L2595[23:53:51] <gigaherz> IModelCustomData is used by the loading process to handle the "custom" block in the blockstates file
L2596[23:54:13] <gigaherz> it seems a bit silly to use it for passing random values to your own model, that you have right there in the code
L2597[23:54:17] <DemonWav> barteks2x https://youtu.be/5pJMBYYWPeM
L2598[23:54:21] <gigaherz> but either way
L2599[23:54:23] <gigaherz> not the issue
L2600[23:54:37] <SatanicSanta> gigaherz: How else would the IModel know which resourcelocations to use for its textures?
L2601[23:54:49] <gigaherz> IRetexturableModel
L2602[23:55:04] <gigaherz> but
L2603[23:55:30] <gigaherz> what I mean is just that if you know which model it is you want
L2604[23:55:36] <gigaherz> you could just pass those values in the model constructor or whatever
L2605[23:55:38] <barteks2x> That seems very useful, and it's enough for me to start using it. Is there anything else it does that is useful with forge?
L2606[23:55:53] <SatanicSanta> gigaherz: no because then i would have to create thousands of instances of SteamToolModel
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L2608[23:56:02] <gigaherz> wat?
L2609[23:56:17] <SatanicSanta> "you could just pass those values in the model constructor or whatever"
L2610[23:56:18] <gigaherz> .process and .retexture are supposed to return a new instance
L2611[23:56:22] <DemonWav> barteks2x still work in progress https://github.com/DemonWav/MinecraftDev/issues/28
L2612[23:56:27] <SatanicSanta> oh, yes
L2613[23:56:29] <SatanicSanta> you're right
L2614[23:56:30] <SatanicSanta> nvm
L2615[23:56:51] <DemonWav> And event listener generation as well
L2616[23:57:31] <barteks2x> I will definitely start using it, even if just for srg names lookup and ATs goto
L2617[23:57:34] <gigaherz> your model is too complicated
L2618[23:57:41] <SatanicSanta> how?
L2619[23:57:42] <gigaherz> you reuse the same model class for the outer model with the override list
L2620[23:57:48] <gigaherz> and the concrete models with the data
L2621[23:58:36] <gigaherz> also
L2622[23:58:37] <gigaherz> private static final Function<ResourceLocation, TextureAtlasSprite> TYPICAL_TEXTURE_GETTER =
L2623[23:58:37] <gigaherz> location -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());
L2624[23:58:39] <gigaherz> you don't need that
L2625[23:58:55] <SatanicSanta> got it from ModelDynBucket
L2626[23:59:12] <SatanicSanta> I have no idea what you mean about model class reusing
L2627[23:59:25] <SatanicSanta> what classes and where am i reusing it?
L2628[23:59:58] <SatanicSanta> and what should I use instead of that TYPICAL_TEXTURE_GETTER?
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