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L10[00:45:32] <alexiy> I can't figure a solution for a day so far. My mod works fine in Intellij, but not outside. The issue is with rendering - game doesn't render strings in my custom GUIs and this breaks them. No exceptions are thrown.
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L21[01:53:38] <kenzierocks> are motion values automatically transferred to the client?
L22[01:54:36] <ghz|afk> if you chose so, during entity registration
L23[01:55:52] <ghz|afk> cjheck the javadocs of registerModEntity
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L25[01:58:14] <kenzierocks> thanks
L26[01:59:42] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161018 mappings to Forge Maven.
L27[01:59:45] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161018-1.10.2.zip (mappings = "snapshot_20161018" in build.gradle).
L28[01:59:56] <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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L53[03:09:01] <gigaherz|work> Anyone else that's annoyed when they see mods that have "purification" processes that output MORE than normal processes?
L54[03:09:03] <gigaherz|work> ;P
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L56[03:09:34] <gigaherz|work> purification by definition outputs less quanity, with higher quality...
L57[03:10:23] <gigaherz|work> now high-efficiency processing, that's a whole different topic
L58[03:10:28] <Ordinastie> are you annoyed at the process ? or just the misuse of the term ?
L59[03:10:38] <gigaherz|work> you can say that a machine is able to process the material more efficiently
L60[03:10:44] <gigaherz|work> and outputs double the result
L61[03:10:47] <gigaherz|work> i'm ok with that
L62[03:10:51] <gigaherz|work> the term
L63[03:11:21] <gigaherz|work> "whatever ore" -> "refined whatever" x2 WAT
L64[03:12:02] <gigaherz|work> -> "purified whatever" x4 WAT^2
L65[03:12:06] <gigaherz|work> that sort of stuff
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L67[03:14:15] <gigaherz|work> that said, would be interesting if dropping ores into tinker's smeltery would generate slag, on top of the actual stuff
L68[03:14:25] <gigaherz|work> and you had to manage getting rid of it ;P
L69[03:16:58] <Subaraki> ^
L70[03:17:02] <Subaraki> now that's a fine idea ! :o
L71[03:17:09] <Subaraki> you'll have to clean out the tank :D
L72[03:17:19] <Subaraki> cause it clogs the output
L73[03:17:22] <gigaherz|work> yep, unless you actually do purify the stuff
L74[03:17:37] <gigaherz|work> in which case you'd get much less slag, but lower quantity of liquid metal
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L76[03:17:57] <gigaherz|work> so it would be your choice between high maintenance or lower yields
L77[03:17:59] <Subaraki> yeah, that always bothered me as well with tico
L78[03:18:13] <Subaraki> put in ore for more output
L79[03:18:16] <Subaraki> with no backlash
L80[03:18:21] <Subaraki> sounds unbalanced
L81[03:18:23] <Subaraki> and to easy
L82[03:18:28] <Subaraki> it is actually.
L83[03:18:32] <gigaherz|work> I was thinking more like ore-quadrupling setups and such
L84[03:18:55] <Subaraki> yeha
L85[03:19:54] <Subaraki> you should let them know on their channel ;)
L86[03:19:57] <Subaraki> or make a plugin
L87[03:20:39] <gigaherz|work> you do, i'm at work ;P
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L97[04:06:46] <Subaraki> new PotionEffect(Potion.getPotionById(PotionType.getID(PotionTypes.POISON)), 200, getLevel() < 50 ? 1 : 2)
L98[04:06:53] <Subaraki> this just set a mob a-flying xD
L99[04:07:03] <Subaraki> i see 'shulker' nowhere i nthere though x)
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L114[05:28:24] <Subaraki> anyone got some experience with model rendering ?
L115[05:28:40] <Subaraki> i post render a model onto a spider model, but the angles are all inverted
L116[05:47:29] <Subaraki> found it
L117[05:47:36] <Subaraki> need to render it trough a layer
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L127[07:07:59] <ScottehBoeh> Hey guys, Quick question
L128[07:08:16] <ScottehBoeh> I'm not quite used to using gradle that much, I've mostly just used it for building the mod or setting up the workspace
L129[07:08:38] <ScottehBoeh> Me and Diesieben have a Common and Client repo, the Client is dependent on specific classes from Common,
L130[07:08:55] <ScottehBoeh> I remember there was a command I could use to somewhat merge the Client/Common workspaces. Does anyone know?
L131[07:09:18] <Subaraki> ?
L132[07:09:29] <ScottehBoeh> Man, I even confused myself :\
L133[07:09:36] <Subaraki> you have two repos ?
L134[07:09:45] <Subaraki> one for client side only code and one for server code ?
L135[07:09:47] <ScottehBoeh> Ah got it!
L136[07:09:52] <ScottehBoeh> gradlew publishToMavenLocal
L137[07:09:58] <ScottehBoeh> I think I explained it completely wrong.
L138[07:09:58] <Subaraki> ._.
L139[07:10:00] <Subaraki> hmkay xD
L140[07:10:47] <ScottehBoeh> We just set up a cool feature that confirms the players Minecraft instance :D
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L142[07:10:59] <ScottehBoeh> (like.. upon starting the game, not via the launcher)
L143[07:11:16] <Unh0ly_Tigg> confirm in what way?
L144[07:12:24] <ScottehBoeh> We're going to have the player connect to a minecraft server (Which technically isn't even loading a world) for mere seconds
L145[07:12:46] <ScottehBoeh> Whilst showing a Menu GUI
L146[07:13:00] <ScottehBoeh> Ya know what, I can't wait to show you guys :)
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L150[07:26:07] <Ordinastie> lol
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L157[08:12:54] <Subaraki> any idea why a pet doesnt attack, but runs to mobs and jumps at the manyway ? ._.
L158[08:12:59] <Subaraki> he base attack is set to 10
L159[08:13:27] <Subaraki> it inherits the ai from its parent class
L160[08:13:28] <Subaraki> is that it ?
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L184[09:49:38] <Subaraki> why is getExperiencePoints protected :/
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L186[09:49:54] <Subaraki> i need to be able to get the value so it adds it to the pet that killed the mob
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L188[09:50:03] <Subaraki> it only works when player's kill a mob
L189[09:50:04] <Subaraki> grr
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L202[10:09:08] <ghz|afk> why the fuck does OSX decide to wake up randomly?
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L204[10:09:22] <ghz|afk> I CLOSED THE COVER, GO BACK TO SLEEP YOU STUPID LAPTOP
L205[10:09:34] <LatvianModder> It wants to eat
L206[10:09:44] <LatvianModder> Is there any other reason anyone wakes up randomly?
L207[10:09:53] <ghz|afk> well apparently tyo waste battery
L208[10:09:56] <ghz|afk> andp ossibly overheat
L209[10:10:04] <ghz|afk> since it's in a cover inside my backpack
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L212[10:11:35] <Ordinastie> LatvianModder, to have sex ?
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L214[10:12:06] <LatvianModder> I dont know how that works on laptops..
L215[10:12:14] <Ordinastie> rule 34
L216[10:12:20] <LatvianModder> To "connect" with other devices
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L221[10:21:13] <Corosus> i might as well ask, whats the best way to make sure its safe for me to add a block on top of a position, as in check if its "solid", thinking of using: .isSideSolid(world, pos.add(0, -1, 0), EnumFacing.UP)
L222[10:24:41] <LatvianModder> that's what i'd do. you can probably check how torches do it
L223[10:24:52] <Corosus> good point, need more coffee
L224[10:25:19] <LatvianModder> ☕
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L226[10:25:47] <Corosus> yeah thats how they do it, w00t
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L233[10:55:21] <Ordinastie> is there a method somewhere to check if a pos belongs to a specific chunk ?
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L236[10:59:55] <barteks2x> there probably isn't, unfortunately
L237[11:00:42] <fry> pos.getX() >> 4 == cx && ...
L238[11:01:21] <Ordinastie> yes, I know, but chunk.isBlockInside(pos); would have been nice
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L240[11:12:59] <barteks2x> you can make util method for that... but minecraft doesnt' have any
L241[11:18:21] <Ordinastie> why does my frustum check not work? :(
L242[11:21:54] <barteks2x> why are you implementing frustum check?
L243[11:22:16] <Ordinastie> I'm not, I'm just using the same way MC does
L244[11:22:41] <Ordinastie> aaaand it's fixed
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L246[11:23:39] <Ordinastie> not sure why though :p
L247[11:25:04] <fry> http://starecat.com/content/wp-content/uploads/my-code-doesnt-work-i-have-no-idea-why-my-code-works.jpg
L248[11:25:45] <Ordinastie> I commented camera.setPosition() and it fixed it
L249[11:25:45] <barteks2x> how bad idea it would be to completely remove spawn chunks?
L250[11:26:12] <Ordinastie> I'm too sick and tired to try to figure out why :p
L251[11:27:10] <barteks2x> Actually, why spawn chunks are needed at all?
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L253[11:27:37] <Ordinastie> faster respawn without beds ?
L254[11:28:16] <barteks2x> it's not really issue because chunks are loaded closest to player first
L255[11:28:36] <barteks2x> and chunksToSend/tick is a limit here
L256[11:29:14] <McJty> Ordinastie, why does respawn without bed have to be faster then respawn with a bed?
L257[11:29:29] <Intektor> if onyone of you ever wants to work with wireframes it turns out that it is pretty simple: http://i.imgur.com/Gzjd3Kq.png
L258[11:29:56] <Ordinastie> McJty, in the case the chunk with the bed is not loaded
L259[11:30:13] <McJty> yes I know
L260[11:30:17] <McJty> But why does it have to be faster?
L261[11:30:23] <McJty> I also wonder why the spawn chunks exist
L262[11:30:52] <Ordinastie> because it would have to load the chunk whereas spawn chunks would already be loaded
L263[11:31:04] <McJty> ...
L264[11:31:06] <Ordinastie> but you realise that wasn't a serious answer, right ?
L265[11:31:15] <McJty> ok I hope so :-)
L266[11:31:35] <barteks2x> I'm agruing with someone who wants to remove spawn chunks in cubic chunks...
L267[11:32:04] <Ordinastie> do it, see what breaks :p
L268[11:32:15] <barteks2x> nothing will break
L269[11:32:24] <barteks2x> other than that spawn chunks won't be there
L270[11:32:37] <barteks2x> are spawn chunks always ticked?
L271[11:32:45] <Ordinastie> yes
L272[11:33:23] <barteks2x> so that's what will break. if someone relies on them being always ticked - it will break
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L277[11:47:30] <Ordinastie> news flash : events work better when you don't forget the annotation :x
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L279[11:52:47] <McJty> Ordinastie, yes I've experienced that myself. Many debugging hours wasted
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L291[12:17:06] <illy> o/
L292[12:17:40] <LatvianModder> o/
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L302[13:05:58] <sham1> \o_< quack
L303[13:06:10] <sham1> fail
L304[13:06:15] <sham1> \_o<*
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L311[13:29:02] <Ivorius> Quick check
L312[13:29:23] <Ivorius> if I have for (int i = 0; i < random.nextInt(5); i++) it will generate a new number after each round, yes?
L313[13:29:35] <Ivorius> Or will it cache the right side of <
L314[13:30:15] <BordListian> should generatea new number each round
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L316[13:30:25] <BordListian> this isn't lua after all
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L318[13:30:51] <ghz|afk> Ivorius: in C, it would certainly generate a new number
L319[13:30:55] <ghz|afk> in Java, I'm not 100% sure
L320[13:31:00] <ghz|afk> in other languages, it would cache
L321[13:31:08] <barteks2x> it definitely generates new number each time
L322[13:35:27] <Ordinastie> ^
L323[13:35:56] <ghz|afk> that said
L324[13:35:59] <ghz|afk> you shouldn't do that, lol
L325[13:36:31] <barteks2x> if that's what you want to do I think it would be better done as while loop
L326[13:36:32] <Ordinastie> Ivorius, for (int i = 0, r = random.nextInt(5); i < r; i++)
L327[13:36:53] <Ivorius> I did for (int i = random.nextInt(5); i > 0; i--) now
L328[13:36:55] <Ivorius> But thanks :P
L329[13:37:22] <Ivorius> Glad I remembered it lest I get yelled at for my PR
L330[13:37:30] <ghz|afk> I wonder what the random distribution looks like
L331[13:37:38] <ghz|afk> if you actually do "for (int i = 0; i < random.nextInt(5); i++)"
L332[13:38:08] <ghz|afk> my guess is it would kill the randomness from random
L333[13:38:12] <ghz|afk> but not sure *how*
L334[13:38:14] <barteks2x> I guess I could write program that does it 10000 times and draws a graph
L335[13:38:21] <ghz|afk> I'll do a histogram :D
L336[13:38:24] <Ivorius> lol
L337[13:38:34] <Ivorius> It's just a 1/5th chance to stop first time
L338[13:38:36] <Ivorius> Then 1/4th
L339[13:38:44] <Ivorius> Then 1/3rd
L340[13:38:46] <Ivorius> etc.
L341[13:38:49] <Ivorius> Common scenario
L342[13:38:52] <ghz|afk> if random was perfect, yes
L343[13:38:55] <ghz|afk> but random isn't truly random
L344[13:39:09] <barteks2x> it's close enough to random for this
L345[13:39:12] <ghz|afk> the random in C is just a congruential generator
L346[13:39:30] <ghz|afk> which, for example
L347[13:39:40] <ghz|afk> is NOT random if you take the numbers in pairs
L348[13:39:49] <barteks2x> and the random in java is slightly better, I throws awal least significant bits
L349[13:40:26] <barteks2x> (at least that's what I remember)
L350[13:40:34] <ghz|afk> (if you take them in pairs, one side will be much more likely to be odd, and the other will be much more likely to be even)
L351[13:40:47] <ghz|afk> (IIRC)
L352[13:41:18] <sham1> Let's just remember that you really cannot get truly random stuff with a normal computer
L353[13:41:43] <ghz|afk> you can, actually
L354[13:41:52] <ghz|afk> well, you need a little "thing"
L355[13:41:52] <barteks2x> /dev/random
L356[13:41:54] <sham1> Where would you get the seed
L357[13:42:02] <ghz|afk> thermal noise
L358[13:42:03] <sham1> /dev/random is pseudorandom
L359[13:42:18] <ghz|afk> from ADCs (mic/camera)
L360[13:42:45] <barteks2x> isn't /dev/urandom pseudorandom? /dev/random seems to do some magic to be as close to random as possible
L361[13:42:49] <sham1> I'll grant you that user interactions can give you a great seed
L362[13:42:57] <ghz|afk> linux has two randoms
L363[13:42:58] <ghz|afk> the basic one
L364[13:43:04] <ghz|afk> and one that uses a "pool of randomness"
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L366[13:43:09] <alexiy> hmm, how can I render colored side of tile entity? I can render only black color
L367[13:43:16] <ghz|afk> this pool is fed from various inputs
L368[13:43:37] <ghz|afk> including any hardware devices that provide random values
L369[13:43:41] <sham1> I think other POSIX-like OSes also have /dev/random and /dev/urandom
L370[13:43:44] <sham1> Might be wrong
L371[13:43:56] <ghz|afk> alexiy: I'm not sure what you mean
L372[13:44:00] <ghz|afk> can you elaborate?
L373[13:44:11] <sham1> But yeah, if I need an actual random number generator, I can just take a chunk of uranium
L374[13:44:24] <sham1> Truly random thanks to quantum mechanics
L375[13:45:43] <ghz|afk> https://en.wikipedia.org/wiki//dev/random
L376[13:46:55] <alexiy> I've got a TileEntitySpecialRenderer which renders black quads on the block sides. I'm using DefaultVertexFormats.POSITION_COLOR, but it still renders black.
L377[13:46:57] <ghz|afk> so, /dev/random blocks, if it doesn't have enough data
L378[13:47:04] <sham1> Yeah
L379[13:47:07] <ghz|afk> while /dev/urandom will reuse old "entropy"
L380[13:47:08] <sham1> Needs entropy
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L382[13:47:15] <ghz|afk> even if it's less secure
L383[13:47:18] <ghz|afk> and won't block
L384[13:47:34] <sham1> Yeah, /dev/urandom is not cryptographically safe.
L385[13:48:09] <ghz|afk> it is, just slightly less
L386[13:48:19] <sham1> It actually is?
L387[13:48:21] <sham1> TIL
L388[13:48:34] <ghz|afk> While /dev/urandom is still intended as a pseudorandom number generator suitable for most cryptographic purposes, some people claim /dev/urandom as not recommended[who?] for the generation of long-term cryptographic keys. However this is in general not the case because once the entropy pool is unpredictable it doesn't leak security by a reduced number of bits.
L389[13:48:55] <sham1> Anyways, I am writing my own JSON parser
L390[13:48:57] <sham1> In plain C
L391[13:49:01] <ghz|afk> ...why?
L392[13:49:13] <sham1> Because I need to parse JSON, obviously
L393[13:49:44] <fry> did you know there are json parsers in c already? :P
L394[13:49:50] <sham1> Yes
L395[13:50:01] <ghz|afk> the json page has parser links for all languages, including C ;P
L396[13:50:17] <fry> why are you writing your own then?
L397[13:50:44] <fry> if your task is indeed to "parse json", then using an existing parser is more productive :P
L398[13:50:54] <sham1> Because I feel like it
L399[13:51:17] <fry> then don't say you write it "to parse some json" :D
L400[13:51:27] <fry> you write it because you feel like it :P
L401[13:51:58] <sham1> I need to parse JSON and I write the parser myself because I feel like it
L402[13:51:59] <sham1> There
L403[13:53:10] <sham1> In other words, I am insane
L404[13:53:12] <sham1> AND I LOVE IT
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L411[14:15:25] <barteks2x> Now github fianlly hides comments on outdated diffs... and it thinks I commented on outdated diff when it's not outdated
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L413[14:24:47] <barteks2x> Is the >32 blocks distance to closest unloaded chunk for entity ticking required? if it is, why?
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L416[14:35:05] <Subaraki> can a key not be checked for twice ? (bad question, i know)
L417[14:35:40] <Ordinastie> Subaraki, reread your question
L418[14:35:58] <Subaraki> ive got two key press events, both check the same custom key
L419[14:36:07] <Subaraki> one of them is never fired, eventhough it is registered
L420[14:36:14] <Subaraki> code is similar for both keyhandler
L421[14:36:15] <Subaraki> s
L422[14:36:22] <Ordinastie> no you can't
L423[14:37:11] <Subaraki> ah ?
L424[14:37:13] <Subaraki> that's odd
L425[14:37:33] <Subaraki> how am i going to intercept the key press then ? :/
L426[14:37:48] <Subaraki> it opens a gui, so i'd like to do some stuff before, or while he opens it
L427[14:37:51] <Subaraki> (despawn a pet)
L428[14:38:15] <Ordinastie> do it when you open the gui
L429[14:38:24] <Subaraki> but the gui is from another mod :/
L430[14:38:58] <Subaraki> mod nr 2 is an addon for mod nr 1
L431[14:40:03] <Subaraki> hey look ! :D GuiOpenEvent
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L435[14:54:28] <BlueMonster> how does one register a gui handler?
L436[14:56:04] <BlueMonster> nm, got it
L437[14:59:05] <Deamon> barteks2x, it should be >16 shouldn't it? its to stop entities/tiles in the edge chunks from ticking and traversing into unloaded chunks causing chunk loads.
L438[14:59:34] <barteks2x> It's 32 blocks in vanilla, and I'm right now arguing with someone who wants to remove that in cubic chunks
L439[14:59:53] <barteks2x> (he insist on keeping the "infinite world" illusion no matter what...)
L440[15:00:09] <Deamon> causes pretty bad chunk thrashing if you remove it altogether
L441[15:00:23] <Deamon> could probably reduce it to 16 I'd expect though
L442[15:00:39] <barteks2x> the exception of forge forced chunks
L443[15:01:03] <barteks2x> these don't need anything nearby loaded
L444[15:01:40] <Deamon> yeah those aren't the systems responcibility as the person who is forcing the chunks
L445[15:03:49] <barteks2x> The performance in cubic chunks is already so bad that even singleplayer server can't keep up, let alone multiplayer. There are probably many things that I'm doing wong there
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L457[15:34:25] <diesieben07> can anyone recommend a config library which has "object binding", i.e. it will bind the config options to interface methods?
L458[15:35:39] <Kane_Hart> Hmmm Only if I had the balls to ping Lex :P
L459[15:35:45] <Kane_Hart> Does anyone know the status of Mercurius?
L460[15:35:48] <diesieben07> or would it best to use configurate and do the object binding myself?
L461[15:35:54] <Kane_Hart> I like to someday see some the numbers :P
L462[15:35:59] <Kane_Hart> After seeing cpw poll on reddit
L463[15:36:06] <Kane_Hart> I bet this data would be fun and useful to read.
L464[15:36:15] <Deamon> configurate can bind to fields, don't know any that do the interface methods for you but that would be interesting
L465[15:36:16] <Kane_Hart> Be great on my own modpack too to get an idea of basic data.
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L467[15:36:38] <diesieben07> cfg4j does bind to interfaces
L468[15:36:47] <diesieben07> fields would work as well though so I'll check that out, thanks
L469[15:36:55] <diesieben07> cfg4j is way over the top though :D
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L471[15:39:40] <cpw> Kane_Hart, once i close it, i'll be sharing the raw data and my analysis
L472[15:39:56] <cpw> there's nothing PII in there so it'll be a full data dump
L473[15:40:39] <Kane_Hart> cpw sounds good :) I always like that sort of data. Kind of important to understand what people are using and such. With 1.10 sadly my pack is already pushing a Min ram of 5gigs for launching the pack.
L474[15:40:58] <Kane_Hart> If it gets to the point where most people just can't handle it then I have to consider removing mods.
L475[15:41:07] <cpw> yes, ram sizxing was on there to figure out what "normal" is now
L476[15:41:14] <cpw> 5gb isn't a big deal
L477[15:41:19] <cpw> 12 seems to be median
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L479[15:41:30] <cpw> or even 16
L480[15:41:55] <cpw> 4 is not very highly ranked at all, i was surprised
L481[15:42:02] <Kane_Hart> good. Don't forget though reddit is not always consider the best medium.
L482[15:42:22] <Kane_Hart> You should look into this data if its stored somewhere https://github.com/MinecraftForge/Mercurius
L483[15:42:30] <cpw> yes, we have that
L484[15:42:34] <cpw> and it IS being stored
L485[15:42:37] <cpw> needs to be in more packs
L486[15:42:43] <cpw> currently it skews J8
L487[15:42:51] <Kane_Hart> Going to add it into mine though it's tiny :) ahh
L488[15:42:53] <cpw> because the packs it in all have j8 only mods :(
L489[15:42:59] <Kane_Hart> yeah
L490[15:43:07] <Kane_Hart> Plus Curse Launcher is also vanilla launcher
L491[15:43:10] <Kane_Hart> j82.5
L492[15:43:14] <Kane_Hart> 8.25*
L493[15:44:02] <BordListian> quick question, if i want a vanilla crafting recipe to have multiple outputs, what's the proper way of doing it?
L494[15:44:14] <BordListian> container items don't seem to work for stacks at all
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L498[15:45:54] <diesieben07> well, how do you want that to work? where should the additional outputs go?
L499[15:46:26] <BordListian> inventory, probably
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L501[15:49:59] <diesieben07> you can either use getRemainingItems in a custom IRecipe implementation, that will add stuff to the crafting grid if possible or into the inventory. otherwise you can use PlayerEvent.ItemCraftedEvent
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L503[15:53:31] <BordListian> "or into the inventory"
L504[15:53:57] <BordListian> i got a feeling it's gonna do the thing a regular vanilla shapeless recipe does
L505[15:54:01] <Ordinastie> I don't think that's possible
L506[15:54:18] <BordListian> >not possible
L507[15:54:27] <BordListian> >factorization sludge
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L509[15:54:38] <kashike> cpw: Mercurius is collecting data? If so, will the data be public at any point?
L510[15:56:06] <diesieben07> BordListian, getRemainingItems in IRecipe will try to put the items in the grid first, according to the spot in the array. if that fails, it will try to add to player inv, if that fails drop it on the ground. if you want different behavior, use the event.
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L513[15:57:08] <Ordinastie> diesieben07, oh, it does, I thought it just set the crafting grid with the content of the array
L514[15:57:17] <diesieben07> nope
L515[15:57:35] <BordListian> was this a recent change or is that how it always worked
L516[15:57:41] <ghz|afk> 1.8
L517[15:57:45] <BordListian> alright
L518[15:57:47] <BordListian> i'll try it
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L523[16:03:02] <ghz|afk> wat
L524[16:03:03] <ghz|afk> https://minecraft.curseforge.com/mc-mods?filter-game-version=2020709689%3A6239&filter-sort=popularity
L525[16:03:23] <ghz|afk> apparently curseforge thinks tiCon works in 1.11-snapshots
L526[16:04:06] <BordListian> maybe because it's the highest popularity mod and they need a poster child?
L527[16:05:14] <BordListian> the weirdness is mirrored at the bottom
L528[16:05:26] <BordListian> apparently Thaumic Infusion is available for Beta
L529[16:05:55] <BordListian> oh shit cofh core for beta 1.6
L530[16:06:11] <Kane_Hart> it's a bug ghz|afk
L531[16:06:46] <ghz|afk> ofc
L532[16:07:04] <Kane_Hart> There was 2 mods yesterday wonder why it went missing
L533[16:07:04] <Kane_Hart> lol
L534[16:08:24] <Ordinastie> it's not a bug, mdiyo's account was compromised and a trojan was uploaded
L535[16:08:47] <ghz|afk> ah right
L536[16:08:55] <ghz|afk> so it was tagged 1.11, and curse still remembers that
L537[16:09:00] <ghz|afk> even though that version has been deleted
L538[16:09:03] ⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.252)
L539[16:09:08] <ScottehBoeh> Hey, the guy who made Rails of War was on earlier
L540[16:09:10] <ScottehBoeh> is he on atm?
L541[16:09:25] <ghz|afk> no idea, what nickname did he use?
L542[16:09:31] <ScottehBoeh> Trying to find out what item he made delete the train, because there's no way of me deleting the trains
L543[16:09:40] <BordListian> i remember him but not his nickname
L544[16:09:41] <ScottehBoeh> w8 nvm
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L546[16:09:57] <BordListian> cheeky git
L547[16:10:10] <Kane_Hart> I thought the entire point of curse checking each mod is we don't get trojens :P
L548[16:10:50] <BordListian> didn't vazkii already point out that you can upload malware with no problems
L549[16:10:55] <Kane_Hart> Yes
L550[16:10:58] <Kane_Hart> it'
L551[16:11:05] <BordListian> it's almost like they don't care
L552[16:11:10] <IoP> definition of malware?
L553[16:11:11] <Kane_Hart> it's easy anyways I mean their not going to sit there and inspect the code lol
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L555[16:11:28] <ghz|afk> I'd assume at least they'd run some tests on the file
L556[16:11:33] <ghz|afk> like google does with the APKs
L557[16:11:38] <Kane_Hart> lol..
L558[16:11:46] <Kane_Hart> No
L559[16:11:49] <ghz|afk> just like, run in a sandboxed VM
L560[16:12:04] <ghz|afk> if it tries to access any special stuff outside the virtual mc folder, reject
L561[16:12:05] <BordListian> >providing a vm
L562[16:12:07] <BordListian> ayy
L563[16:12:14] <ghz|afk> ;P
L564[16:12:31] <Kane_Hart> would help get rid of all those updater checks in mods
L565[16:12:31] <Kane_Hart> ;)
L566[16:12:39] <IoP> ghz|afk: useless test. Activate payload in second start then profit
L567[16:12:40] <ghz|afk> lol yeh
L568[16:12:49] <BordListian> imagine a vm for gregtech if it was on curse
L569[16:12:51] <ghz|afk> IoP: ofc ;P
L570[16:12:58] <ghz|afk> you can even have sleeper malware
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L572[16:13:02] <ghz|afk> that triggers when you get diamonds
L573[16:13:05] <ghz|afk> or something dilly like that
L574[16:13:12] <ghz|afk> oooh, a ransomware
L575[16:13:27] <ghz|afk> when you get diamonds, it triggers, and shows a screen "Diamonds to US"
L576[16:13:34] <ghz|afk> "Or you dont'get your files back."
L577[16:13:37] <mallrat208> crytopcraft, the new hit mod
L578[16:13:43] <BordListian> pay diamonds or you don't get your files back
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L582[16:20:02] <Shambling> is there something funny going on with latest forge and configs? Am I supposed to delete all my mod configs and regen them? I can't seem to generate worlds or log in since like... sunday
L583[16:20:24] <Shambling> Ram being set too high doesn't cause that as well does it? My ram is set to like 6+ gigs
L584[16:22:05] <Shambling> either way I'll try deleting my configs to rebuild. kind of annoying but worth it if it fixes it
L585[16:25:37] <flappy> BordListian: the RoW guy is naiten
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L588[16:33:57] <Shambling> that seemed to work, weird
L589[16:34:58] <Shambling> maybe I should write a dif program for my configs, and just apply the changes if I do major updates
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L597[17:01:32] MineBot sets mode: +o on cpw
L598[17:03:38] <kenzierocks> what's the best way to move a player as if being pulled towards a location
L599[17:04:00] <kenzierocks> so the player is at A, and they should be pulled to B
L600[17:04:10] <kenzierocks> what method on Entity do I use to actually perform the movement
L601[17:04:17] <MattDahEpic> lerp their position?
L602[17:04:29] <kenzierocks> will that glitch out on the client if they have gravity still?
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L604[17:04:59] <MattDahEpic> you could turn off their gravity
L605[17:05:20] <kenzierocks> ooh, the NoGravity flag applies to all entities in 1.10
L606[17:05:21] <kenzierocks> right
L607[17:05:23] <MattDahEpic> look at how the levitation potion does it
L608[17:05:29] <MattDahEpic> or that
L609[17:07:53] <kenzierocks> MattDahEpic: the levitation potion has a hook in EntityLivingBase
L610[17:07:56] <kenzierocks> good ol' mojang
L611[17:08:56] <ghz|afk> kenzierocks: the way I push the player on my wind spells
L612[17:09:01] <ghz|afk> is to literally send a packet to the player
L613[17:09:05] <ghz|afk> and tell the client to move itself
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L630[18:14:07] <Ordinastie> anyone having problems with steam ?
L631[18:14:55] <TehNut> It's Tuesday
L632[18:15:17] <quadraxis> https://steamstat.us/
L633[18:15:45] <TehNut> Tuesday is maintanence day
L634[18:15:57] <Ordinastie> I didn't even know they had maintenance
L635[18:16:03] <TehNut> Yes, every tuesday :P
L636[18:16:18] <Ordinastie> how long that usually lasts ?
L637[18:16:30] <TehNut> *shrug* varies from week to week
L638[18:16:36] <TehNut> Sometimes 20 minutes, sometimes 2 hours
L639[18:18:26] <howtonotwin> I just wrote ".).)." in my docs and I don't know how to feel about it...
L640[18:19:17] <Ordinastie> There was Total Recall on TV the other night, that's what it made me think of
L641[18:19:24] <howtonotwin> There, reduced to ".)." :D
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L643[18:20:02] <Lymia> regex; just say no
L644[18:20:08] <Ordinastie> you know what I was thinking about?
L645[18:20:12] <howtonotwin> not even regex
L646[18:20:15] <howtonotwin> plain english xD
L647[18:20:46] <Chaoschaot234> for what are those ASM Transformers good? Currently they are only producing Error lines if I look on my privat 1.7.10 MP and I don't know if they are used in mods for 1.10.2
L648[18:20:48] *** diesieben07 is now known as diesieben|away
L649[18:21:10] <Chaoschaot234> so are they only for 1.7.10 or also for 1.10.2 and should they be used or not?
L650[18:21:33] <Ordinastie> they're still used and sometimes necessary
L651[18:21:33] <howtonotwin> oh
L652[18:21:35] <howtonotwin> . <- The joke
L653[18:21:35] <howtonotwin>
L654[18:21:35] <howtonotwin>
L655[18:21:35] <howtonotwin> o <- My head
L656[18:22:21] <BordListian> >using periods in parenthesis
L657[18:22:33] <BordListian> i want to die for more than one reason now
L658[18:23:03] <Chaoschaot234> Aroma1997 - One question to your Miningdimension: Is it new that there are mobspawners like spiders? I assumed that it is a pure hostile mining world or I am false?
L659[18:23:29] <Chaoschaot234> why would you die BordListian?
L660[18:23:46] <BordListian> because eventually the carbon in my body will be used up
L661[18:23:58] <BordListian> and people are putting periods into parenthesis blocks
L662[18:23:59] <howtonotwin> Because this apparently: <howtonotwin (me)> I just wrote ".).)." in my docs and I don't know how to feel about it...
L663[18:24:35] <howtonotwin> :P
L664[18:24:37] <BordListian> (this is a good setup for a bane joke)
L665[18:25:00] <howtonotwin> I have about >< this much of an idea who that is...
L666[18:25:02] * howtonotwin hides
L667[18:25:41] <Ordinastie> so you know what in total recall I was thinking about ?
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L672[18:30:03] <howtonotwin> I'm removing all the second and first person from my docs and oh does it make it sound better. :D
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L676[18:42:40] <PitchBright> I've been blowin' my brains out for the last 4 day on something I'm trying to do for the learning experience. Would you guys mind taking a peek and seeing if you can spot where I'm being stupid?
L677[18:42:42] <PitchBright> https://gist.github.com/PitchBright/8eb13054b403e5e60f4d678df5c6314a
L678[18:43:28] <PitchBright> That's in my entity's renderer. For whatever reason, the map keeps coming up empty, even though I'm feeding a legit GameProfile.
L679[18:43:47] <Ordinastie> the debugger should help there
L680[18:44:44] <PitchBright> Okay thanks, I'll try and figure out how to use that. :)
L681[18:44:55] <PitchBright> Do you see anything obvious there though?
L682[18:45:13] <Ordinastie> didn't really look
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L692[19:57:53] <Tarig> hey guys been running into a strange bounding box issue, I have code which should create an 8 step block, it seems to be making the correct boxes when I check with raytracing but when walking onto the block I get pushed back
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L694[20:00:07] <Girafi> Have you set the collision box correct as well ? :)
L695[20:04:21] <Tarig> goes through the same code
L696[20:04:58] <Tarig> should really publish the code on github one sec
L697[20:05:06] <PitchBright> the debugger didn't seem to tell me anything was wrong
L698[20:05:28] <PitchBright> it seems to me the Map just isn't being built
L699[20:05:31] <Ordinastie> Tarig, isFullCube ?
L700[20:05:52] <Tarig> false
L701[20:06:03] <Tarig> hard coded in the state container
L702[20:07:11] <Ordinastie> state container ?
L703[20:07:51] <Ordinastie> PitchBright, why don't you have mapped methods ?
L704[20:08:51] <PitchBright> not sure, I'm just trying to follow the example of the TileEntitySkullRenderer
L705[20:09:27] <Ordinastie> just update your mappings
L706[20:12:52] <Tarig> https://github.com/Tarig0/GreatSlopes/blob/master/src/main/java/net/slimevoid/camolib/common/property/CamoExtendedBlockState.java#L71
L707[20:13:20] <Tarig> I call that class the state container or implimentation
L708[20:13:36] <Tarig> the code that generates the actual bounding boxes it
L709[20:13:44] <Ordinastie> wth ?
L710[20:14:06] <Tarig> https://github.com/Tarig0/GreatSlopes/blob/master/src/main/java/net/slimevoid/camolib/util/EnumSlope.java#L255
L711[20:14:41] <Tarig> ?? I figured since the blocks methods were deprecated it was being moved to the blockstate area
L712[20:14:49] <TehNut> no
L713[20:14:59] <Ordinastie> no
L714[20:15:02] <Tarig> then why the dep?
L715[20:15:08] <TehNut> The deprecations are just Mojang marking them as "Override, but don't call"
L716[20:15:15] <howtonotwin> otherwise worded: #mojang
L717[20:15:15] <Ordinastie> the block deprecation are only there to say you shouldn't call them from outside
L718[20:15:33] <TehNut> You can "safely" ignore them for now
L719[20:16:19] <Ordinastie> also, isFullBlock != isFullCube
L720[20:17:05] <Ordinastie> also, wth is that enum? :x
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L722[20:17:24] <TehNut> Omg I didn't even scroll up in that...
L723[20:17:27] <TehNut> Dude what
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L725[20:17:45] <kashike> wat
L726[20:18:17] <Tarig> I like it that way ;) I add an enum and the rest of my code automaticly registers the block and creates the correct bounding boxes well it used to
L727[20:18:20] <kashike> https://github.com/Tarig0/GreatSlopes/blob/master/src/main/java/net/slimevoid/camolib/util/EnumSlope.java#L176-L188
L728[20:18:21] <kashike> again
L729[20:18:23] <kashike> wat
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L731[20:18:39] <Tarig> yea that parts a mess
L732[20:18:39] <Ordinastie> omg
L733[20:18:45] <Ordinastie> so many horrible things *_*
L734[20:18:58] <kashike> that whole enum is a mess tbh
L735[20:19:51] <Ordinastie> can you screen how it's supposed to look IG ?
L736[20:20:08] <TehNut> Why are you passing a string in EnumDirectionQuatrent that is the same as the enum name, but lowercase?
L737[20:20:16] <Tarig> the bounding boxes? the only thing visible is the name generated
L738[20:20:20] <TehNut> name().toLowerCase(Locale.ENGLISH)
L739[20:21:41] <Tarig> that was based on the enumfacing
L740[20:21:58] <Tarig> so on construct I can get the enums name?
L741[20:22:06] <Ordinastie> PitchBright, I wonder where in hell do expect the map you're mentionning to be filled ?
L742[20:23:24] <PitchBright> I thought the map gets filled with the information in the profile I provided it
L743[20:23:30] <PitchBright> :S
L744[20:23:31] <Ordinastie> where ?
L745[20:23:36] <Ordinastie> did you even look at the code ?
L746[20:24:10] <Ordinastie> don't answer that, I know you didn't
L747[20:24:19] <PitchBright> Dude wtf
L748[20:24:27] <Tarig> image of the blocks
L749[20:24:28] <Tarig> https://postimg.org/image/jkh8bpywz/
L750[20:24:51] <PitchBright> Yes I looked at the code. But what we're seeing here is that I don't understand how Maps work.
L751[20:25:58] <Ordinastie> actually, nvm
L752[20:26:08] <PitchBright> nvm what?
L753[20:26:09] <TehNut> That should fill correctly
L754[20:26:59] <TehNut> What is EntityPlayerStasis
L755[20:27:05] <PitchBright> That's my Entity
L756[20:27:34] <TehNut> But what is it
L757[20:27:48] <PitchBright> It extends EntityLivingBase...and doesn't do anything except keep some NBT data as to who spawned it in.
L758[20:28:18] <PitchBright> I'll gist the class
L759[20:29:19] <TehNut> ...that means func_152108_a() is a custom method
L760[20:29:28] <TehNut> why are you naming your methods like that
L761[20:29:50] <kashike> Name : d => func_152108_a => getPlayerProfile
L762[20:29:52] <kashike> that's not custom
L763[20:30:06] <Tarig> think the isFullCube was what did it
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L765[20:30:18] <TehNut> The classes extends EntityLivingBase, not TileEntitySkull.
L766[20:30:25] <Tarig> thanks <Ordinastie>
L767[20:30:54] <TehNut> So yes, it is custom
L768[20:30:54] <PitchBright> I thought that was a Minecraft method that I could use to achieve the same result the SkullRenderer does, when trying to create a mapping
L769[20:31:20] <Ordinastie> copy/pasta code :s
L770[20:31:27] <TehNut> ...but why keep the name
L771[20:31:29] <TehNut> ^
L772[20:32:19] <TehNut> Still waiting on a Gist for the class :I
L773[20:32:32] <Ordinastie> Tarig, btw, that's what I use to make my slopes : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/AABBUtils.java#L439
L774[20:32:36] <PitchBright> to help me look back at what Skulls are doing... it's just easier for me to leave it for now while I'm trying to mentally connect the dots of what does what.
L775[20:32:56] <PitchBright> yeah, gist coming... just doing some housekeeping on comments
L776[20:32:58] <TehNut> Or update your mappings to make the Minecraft code actually readable
L777[20:33:47] <PitchBright> https://gist.github.com/PitchBright/08c11546ba6ac8966f4c95919f765995
L778[20:34:41] <Ordinastie> also, why is your field name m_profile ?
L779[20:34:50] <Ordinastie> what does "m_" stands for ?
L780[20:35:17] <PitchBright> I actually didn't name it that, so I'm not sure what the "m_" part is about. But it's meant to be the profile of the player that spawned the Entity in
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L782[20:35:57] <Ordinastie> I strongly suggest you stop copy/pasting stuff you don't understand :/
L783[20:36:01] <TehNut> ...what is line 49 and 50?
L784[20:36:32] <PitchBright> The way I try to understand it is to copy it in, watch it run, see what it does... and sysout the hell out of everything xD
L785[20:36:54] <Ordinastie> and how is it working for you so far ?
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L787[20:37:47] <howtonotwin> ...is that not basically a watered down and eldritchified version of debugging vanilla code? xD
L788[20:37:48] <PitchBright> not too bad... works good for some stuff, not great for others
L789[20:38:24] <PitchBright> 49 50 is where the Player who spawned in the Entity's, NBT gets written to the Entity's NBT, TehNut
L790[20:38:41] <TehNut> Yeah I misread that, ignore me
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L792[20:38:55] <PitchBright> no sweat
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