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L27[01:59:40] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161023 mappings to Forge Maven.
L28[01:59:44] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161023-1.10.2.zip (mappings = "snapshot_20161023" in build.gradle).
L29[01:59:55] <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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L36[02:30:07] <killjoy> java's at a new milestone.
L37[02:30:14] <killjoy> java 8u111
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L81[05:53:49] <nathan72419> hi
L82[05:53:57] <nathan72419> can anyone hear me ?
L83[05:54:00] <nathan72419> just for testing
L84[05:54:03] <IoP> no
L85[05:54:33] <ghz|afk> I can read, but not hear
L86[05:54:36] <nathan72419> oh
L87[05:54:39] <nathan72419> lol
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L89[06:02:24] ⇨ Joins: OrionOnline (~OrionOnli@ip-81-11-223-68.dsl.scarlet.be)
L90[06:04:11] <OrionOnline> Hey Guys
L91[06:04:13] <OrionOnline> I have a question
L92[06:04:21] <OrionOnline> What variant of I18n should i use
L93[06:04:31] <OrionOnline> The deprecianted one in util
L94[06:04:36] <OrionOnline> Or the one in client?
L95[06:05:21] <nathan72419> what version are u using ?
L96[06:05:38] <OrionOnline> 1.10.2
L97[06:05:56] <nathan72419> i dont know
L98[06:05:58] <nathan72419> then
L99[06:06:00] <nathan72419> sorry
L100[06:06:02] <ghz|afk> OrionOnline: the one on the client package
L101[06:06:05] <ghz|afk> which has I18n.format
L102[06:06:18] <ghz|afk> if it doesn't work because you are translating on the server
L103[06:06:25] <ghz|afk> then you need to redesign your code
L104[06:06:31] <ghz|afk> because server-side, there's no mod strings at all
L105[06:07:00] <ghz|afk> (hence the other one being deprecated)
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L108[06:07:38] <Orion> Sorry connection dropped
L109[06:07:42] <Orion> Did you say something?
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L111[06:07:47] <ghz|afk> [13:06] (ghz|afk): OrionOnline: the one on the client package
L112[06:07:47] <ghz|afk> [13:06] (ghz|afk): which has I18n.format
L113[06:07:47] <ghz|afk> [13:06] (ghz|afk): if it doesn't work because you are translating on the server
L114[06:07:48] <ghz|afk> [13:06] (ghz|afk): then you need to redesign your code
L115[06:07:48] <ghz|afk> [13:06] (ghz|afk): because server-side, there's no mod strings at all
L116[06:07:48] <ghz|afk> [13:07] (ghz|afk): (hence the other one being deprecated)
L117[06:08:02] <Guest87447> Right
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L119[06:09:18] <OrionOnline> So then i have a problem
L120[06:09:40] <OrionOnline> https://gist.github.com/OrionDevelopment/bef1402c1be037a08bd435dc7746924e
L121[06:10:13] <OrionOnline> The method for getItemStackDisplayName(ItemStack stack) needs to return the translated one
L122[06:10:24] <ghz|afk> yep but it can't
L123[06:10:39] <ghz|afk> this is the ONE place
L124[06:10:45] <ghz|afk> where you have to use the deprecated method
L125[06:10:50] <OrionOnline> Okey thanks
L126[06:10:59] <ghz|afk> it will still work on the client
L127[06:11:05] <ghz|afk> since they end up reading the same data on the client jar
L128[06:11:25] <ghz|afk> but it will fail if called on the server such as sending chat messages with the item
L129[06:11:40] <ghz|afk> but this isn't your fault
L130[06:11:47] <ghz|afk> even vanilla items will fail
L131[06:11:51] <ghz|afk> xcept they will show in english
L132[06:11:55] <ghz|afk> yours won't translate at all ;P
L133[06:12:31] <OrionOnline> Okey
L134[06:12:35] <OrionOnline> So nothing i can do
L135[06:12:47] <OrionOnline> I guess this will be fixed later on?
L136[06:13:56] <ghz|afk> nope, this is a limitation of vanilla minecraft
L137[06:14:18] <ghz|afk> it won't load resource packs on the server
L138[06:14:18] <nathan72419> is there a way to change the material of vanilla blocks ?
L139[06:14:21] <ghz|afk> so it won't load the mod strings
L140[06:14:51] <ghz|afk> it has a hardcoded en_us.lang inside the jar, and that's all
L141[06:15:29] <ghz|afk> for it to work with mods, forge would have to manually load the strings from the mod files, and inject them into the table, and they have said it won't happen
L142[06:15:45] <ghz|afk> you just simply shouldn't be relying on server translations, ever.
L143[06:16:06] <ghz|afk> nathan72419: what do you mean with material?
L144[06:16:31] <ghz|afk> (the answer is still probably "no", though)
L145[06:16:43] <nathan72419> like i want to set wood to be break by axe
L146[06:16:54] <nathan72419> so i want to change the material of logs to rock
L147[06:17:43] <OrionOnline> ghz|afk, would it not be better to create a wrapper variant of I18n inside forge and redirect to the correct version
L148[06:17:54] <ghz|afk> what would that achieve?
L149[06:17:55] <OrionOnline> Alltough it is just one method
L150[06:17:58] <OrionOnline> Never mind
L151[06:18:04] <ghz|afk> the deprecated one already works in the client
L152[06:18:11] <ghz|afk> you jsut have to feel bad about it
L153[06:19:09] <ghz|afk> OrionOnline: this is how I use it: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/gemstones/ItemGemstone.java#L54
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L155[06:19:34] <OrionOnline> Yeah i am slowly attaching those as well
L156[06:19:47] <ghz|afk> as a way to construct the full name like "Rougg Diamond"
L157[06:19:55] <ghz|afk> Rough*
L158[06:20:21] <MasterKrain> Guys, should crafting recipes be registered in the client or in the server? Server, right?
L159[06:20:47] <ghz|afk> both
L160[06:20:54] <MasterKrain> oh
L161[06:20:55] <ghz|afk> you shouldn't make a difference
L162[06:21:02] <ghz|afk> juist register them on your main mod's init event
L163[06:21:07] <ghz|afk> just*
L164[06:21:21] <MasterKrain> okay
L165[06:21:26] <ghz|afk> I mean main mod class*
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L170[06:39:19] <OrionOnline> ghz|afk, You know how i can determine which ItemStack gets dropped when a player break s my block?
L171[06:39:46] <ghz|afk> sure, override getDrops
L172[06:40:28] <ghz|afk> !gm func_189808_dh
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L180[07:22:49] <MasterKrain> guys what does NBT mean?
L181[07:24:49] <ghz|afk> no idea
L182[07:24:54] <ghz|afk> but it's a way to store tags
L183[07:24:58] <TechnicianLP> namedBinaryTag iirc
L184[07:25:08] <Necro> ^ exactly
L185[07:25:11] <ghz|afk> sortof like a binary thing similar to json/xml
L186[07:26:14] <Chunkr> NBT is a binary storage format.
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L189[07:31:21] <BlueMonster> so with the new config system, is there a way to set a default value?
L190[07:32:34] <ghz|afk> there's a new config system?
L191[07:34:37] <ghz|afk> ooh, in build 2103, I have been modding with 2102 XD
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L194[07:38:57] <TechnicianLP> is this efficient enough to run in a playerTickhander?: http://hastebin.com/ikawicozuw.cpp seems a bit heavy
L195[07:40:06] <ghz|afk> the heaviest thing in that function is the log print
L196[07:40:20] <ghz|afk> ;P
L197[07:40:29] <ghz|afk> it's just a tiny bit of maths
L198[07:40:33] <ghz|afk> that's a few microseconds tops
L199[07:40:36] <ghz|afk> nothing to worry about
L200[07:40:44] <TechnicianLP> ok thx
L201[07:41:03] <ghz|afk> unless getCapacity or getCost have to look up something in a table that's millions of entries long
L202[07:41:51] <Mr_Rockers> there a way I can make an event finish before the end of the function returns, or "wait" until the end of the event? (i.e. PartA(); event.execute(); PartB(); )
L203[07:42:17] <ghz|afk> uhh that's how events work?
L204[07:42:34] <TechnicianLP> those functions just multiply a few values: http://hastebin.com/ufefotuqen.cpp
L205[07:42:38] <ghz|afk> unless you aren't the one calling the event
L206[07:42:50] <ghz|afk> Mr_Rockers: please explain your situation better
L207[07:42:51] <ghz|afk> ;p
L208[07:43:01] <ghz|afk> we can't read your mind
L209[07:43:17] <Mr_Rockers> Sorry lol . It's a MinecraftForge BlockEvent.BreakEvent
L210[07:43:57] <Mr_Rockers> It's being listened on.
L211[07:44:19] <Mr_Rockers> http://pastebin.com/KZkjumFh
L212[07:45:00] <Mr_Rockers> preferably before the darkenNearby. I'm not so sure how I would go about doing it.
L213[07:46:24] <Mr_Rockers> (Oh, I know that passing in blockBreakEvent would render having the other two parameters pointless but I was just quickly testing something earlier.)
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L217[07:57:16] <Mr_Rockers> Could I create a custom event that fires after the block BreakEvent?
L218[07:57:47] <ghz|afk> I'm not sure why you need the event after
L219[08:02:56] <Mr_Rockers> Basically, I have these dark air blocks that surround a special "dimstone" block. However, whenever a block is placed where a dark air block once was, it gets replaced with a normal air block. "darknessGeneration.darkenNearby" fixes this by detecting if the air block is surrounded by dark air blocks and checks to see if the air block is nearby othe
L220[08:02:56] <Mr_Rockers> r darkness generators. If so, it will trigger a function to re-darken those blocks and the surrounding air blocks. Except, the break event is called before the target block is changed to an air block, meaning that the "re-darken" function becomes more-or-less useless.
L221[08:03:54] <Mr_Rockers> Sorry if that seemed kinda convoluted.
L222[08:04:59] <BlueMonster> ah, the default value is what you set the static field to :D
L223[08:05:01] <BlueMonster> simple
L224[08:05:21] <ghz|afk> BlueMonster: so you managed to get it working
L225[08:05:27] <ghz|afk> is there a way to specify categories or such?
L226[08:05:28] <BlueMonster> dunno how to limit the value of the rangedInt config to be getween the min and max
L227[08:05:36] <BlueMonster> ah... yea i did
L228[08:05:41] <BlueMonster> lemme gist
L229[08:06:00] <BlueMonster> https://gist.github.com/bluemonster122/714042734fa66dd9ac74905e13f10a86
L230[08:06:17] <BlueMonster> that is all yo uneed
L231[08:06:32] <ghz|afk> hmm but won't that save everything in a "general" category?
L232[08:06:49] <BlueMonster> yep
L233[08:06:57] <ghz|afk> aha then it's not really useful to me yet
L234[08:07:30] <BlueMonster> there is a @LangKey, that i didnt play with
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L239[08:17:54] <JustWhoAmI> for some reason
L240[08:18:07] <JustWhoAmI> my TE, which does return ItemStackHanlder
L241[08:18:09] <JustWhoAmI> dler*
L242[08:18:24] <JustWhoAmI> won't connect to mekanism's logistical transporter
L243[08:18:34] <ghz|afk> Mekanism doesn't support IItemHandler
L244[08:18:37] <ghz|afk> they are stuck on the old IInventory
L245[08:18:38] <JustWhoAmI> really
L246[08:18:40] <JustWhoAmI> ;_;
L247[08:18:44] <ghz|afk> so just ignore Mekanism
L248[08:18:46] <ghz|afk> ;P
L249[08:18:49] <JustWhoAmI> lol
L250[08:19:08] <JustWhoAmI> is there an interface they have that i can implement to have them connect?
L251[08:19:09] <ghz|afk> every other mod with pipes does work, IIRC
L252[08:19:23] <ghz|afk> you'd have to implement the old IInventory, so fuck that
L253[08:19:23] <JustWhoAmI> yeah
L254[08:19:25] <JustWhoAmI> hoppers worked
L255[08:19:29] <JustWhoAmI> enderio conduits worked
L256[08:19:31] <ghz|afk> let THEM fix their side
L257[08:19:40] <JustWhoAmI> okie :D
L258[08:19:56] <JustWhoAmI> it's so frigging ez to do tho
L259[08:20:04] <JustWhoAmI> they've been inactive for a while now
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L261[08:35:43] ⇨ Joins: nathan72419 (~nathan724@1-36-239-040.static.netvigator.com)
L262[08:35:55] <nathan72419> how to use @optional ?
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L264[08:36:06] <nathan72419> it doesnt seems to work in 1.7.10
L265[08:41:24] <shadowfacts> @Optional worked perfectly fine in 1.7
L266[08:41:30] <ghz|afk> @Optional.Interface(Interfacename.class)
L267[08:41:30] <shadowfacts> you're probably just using it incorrectly
L268[08:44:56] <raoulvdberge> Is there a TextComponentHyperlink or something?
L269[08:45:19] <TechnicianLP> you can put a click event which opens a link
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L273[09:01:48] <OrionOnline> ghz|afk, you remember me asking for the getDrops method?
L274[09:01:56] <OrionOnline> Do you know of anythign earlier?
L275[09:02:10] <OrionOnline> My TE which holds some data that i need to the NBT of the Stack
L276[09:02:16] <OrionOnline> Is already deleted at that point
L277[09:04:14] <MasterKrain> Guys, how can i add a description to an item?
L278[09:04:27] *** V is now known as Vigaro
L279[09:04:53] <MasterKrain> i tried to put "item.myitem.desc=Something." in the en_US.lang but that didnt work
L280[09:06:32] <Necro> you have to override Item#addInformation(ItemStack, EntityPlayer, List<String>, boolean) for tooltips
L281[09:06:52] <MasterKrain> ah ok, thanks
L282[09:08:13] <Necro> you need to add items to the list from par3
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L285[09:10:20] <MasterKrain> @Necro it says this "The type List is not generic; it cannot be parameterized with arguments <String>"
L286[09:10:58] <Cyclonit> Hi, I'd like to add a toggle option to the create world screen and I need the value of that option in World on both on client and server. Is there a forge-way to do that?
L287[09:11:17] <MasterKrain> @Necro is this not what you meant..? http://pastie.org/private/fj8rv68qlcdzbstbzcrxsq
L288[09:12:01] <Necro> MasterKrain: yes
L289[09:12:22] <TvL2386> hi guys, what's an ItemStack actually?
L290[09:12:50] ⇨ Joins: Orion (~OrionOnli@ip-62-235-152-198.dsl.scarlet.be)
L291[09:12:50] <MasterKrain> @TvL2386 a stack of items
L292[09:13:13] <Necro> MasterKrain: are you sure you use the right list class.
L293[09:13:18] *** Orion is now known as Guest98118
L294[09:13:18] <IoP> fyi ;(
L295[09:13:33] <MasterKrain> @Necro probably not xD
L296[09:13:44] <IoP> interesting the bot is quiet here
L297[09:13:45] <Necro> you need the java.util one
L298[09:13:56] <MasterKrain> ah yes
L299[09:14:05] <TechnicianLP> RenderGameOverlayEvent or RenderTickEvent?
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L302[09:17:08] <Intektor> I have to hook myself after everything got rendered, is that possible?
L303[09:17:35] <Intektor> so I can work with the mc frame buffer
L304[09:17:46] <TechnicianLP> RnderTickEvent with phase = post could work
L305[09:18:10] <TechnicianLP> you could also look at how mc does screenshots
L306[09:19:20] <TvL2386> MasterKrain: I'm overriding this method: "onArmorTick(World world, EntityPlayer player, ItemStack stack)" but how would I know what's in the stack variable? Yeah an ItemStack... but what is it?
L307[09:20:40] <TvL2386> It really seems to be a certain amount of Item BLAH?
L308[09:21:47] <TechnicianLP> Item = Singleton; ItemStack = stack you see ingame with amoutn,damage,and nbt-data
L309[09:22:08] <TvL2386> Thank you!
L310[09:22:18] <TvL2386> why is it provided to the onArmorTick method?
L311[09:22:32] <TvL2386> does it supply the equipped armor item?
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L313[09:22:41] <ghz|afk> [16:02] (OrionOnline): ghz|afk, you remember me asking for the getDrops method?
L314[09:22:42] <ghz|afk> [16:02] (OrionOnline): Do you know of anythign earlier?
L315[09:22:42] <ghz|afk> [16:02] (OrionOnline): My TE which holds some data that i need to the NBT of the Stack
L316[09:22:42] <ghz|afk> [16:02] (OrionOnline): Is already deleted at that point
L317[09:22:46] <ghz|afk> check BlockFlowerPot
L318[09:22:51] <ghz|afk> there's a forge section in it
L319[09:22:59] <ghz|afk> which shows how to allow getDrops access to the TE
L320[09:23:20] <TechnicianLP> Tvl that method is called every tick while the armor is worn (with the armorstack as argument)
L321[09:23:24] <kokolihapihvi> hey ghz|afk, I got an idea for a mod: multithreading the world generation ;)
L322[09:23:35] <ghz|afk> kokolihapihvi: lol good luck with that
L323[09:23:50] <ghz|afk> multiple people havetried that
L324[09:23:50] <TvL2386> TechnicianLP: thanks! I'll just send the ItemStack to the logger and call toString() on it
L325[09:23:52] <ghz|afk> including Mojang
L326[09:23:56] <ghz|afk> all of them gave up on the idea
L327[09:24:00] <TechnicianLP> kokol: you could take a look at tickthreading
L328[09:24:18] <TechnicianLP> it (kindof) worked in 1.4.7
L329[09:24:42] <kokolihapihvi> how hard could it possibly be to put a thread on that processes chunk requests and feeds them into the world to be networked etc. D:
L330[09:24:58] <ghz|afk> much harder than it sounds
L331[09:25:02] <barteks2x> light updates are hard
L332[09:25:10] <barteks2x> foe example
L333[09:25:26] <TechnicianLP> you also have to consider: many mods are not writen to be multithreaded
L334[09:25:30] <ghz|afk> how do you synchronize access to the chunk while it's in the middle of generation, for example
L335[09:25:33] <LatvianModder> create a thread for each chunk you generate #DontActuallyDoIt
L336[09:25:53] <barteks2x> just accessing the chunk isn't a problem, that global per-world list internally used for light updates is
L337[09:26:32] <kokolihapihvi> uhh well, how about this: building a custom server entirely from scratch while still having support for forge? anyone? :D
L338[09:27:36] <Intektor> ok that works, is there a way to convert a frame buffer into a two dimension int array?
L339[09:29:09] <kokolihapihvi> I mean I'm up for a try at multithreading the world if its even slightly possible
L340[09:30:15] <ghz|afk> as I said: good luck with it ;P
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L342[09:31:37] <kokolihapihvi> do some mods actually access a chunk while its being generated though?
L343[09:32:26] <Intektor> ghz|afk, I took a look at how the twitch thing worked, and it looks like it basicially just uses the mc frame buffer
L344[09:33:25] <ghz|afk> Intektor: I have 0 experience doing stuff like that with opengl
L345[09:33:28] <ghz|afk> so I can't help you either
L346[09:33:28] <ghz|afk> ;P
L347[09:34:31] <barteks2x> mods actually frequently generate more chunks while generating chunks, so even worse
L348[09:34:41] <Intektor> I could now transform that into a buffered image, but that halfs my fps, and vr with 30 fps sucks
L349[09:34:47] <kokolihapihvi> I'd have to do alot of research on how the world generator works
L350[09:34:53] <kokolihapihvi> what do you mean barteks2x ?
L351[09:35:12] <ghz|afk> kokolihapihvi: if you access a chunk during worldgen, it will cause it to be generated too
L352[09:35:20] <ghz|afk> which is unsupported and can cause problems
L353[09:35:25] <barteks2x> mod starts generating chunk, gets block that it's generated yet while generating that chunk and ends up generting more, sometimes it continues up to StackOverflowError
L354[09:35:41] <barteks2x> it's wrong but many mods do that
L355[09:36:18] <kokolihapihvi> ah so getting a block in any IWorldAccess that doesn't exist causes that chunk to be generated?
L356[09:37:10] <barteks2x> and the way populatioon works can be really surprising if you didn't see that before
L357[09:37:36] <kokolihapihvi> does that run after or during the chunk generation?
L358[09:38:02] <barteks2x> kind if in between? It runs when it can - when enough chunks are generated around to do population
L359[09:38:39] <barteks2x> and "enough" is exactly 3 chunks around in positive x/z direction
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L361[09:39:07] <kokolihapihvi> and I assume it causes chunks to generate if its making some big dungeon that doesn't fit in that space?
L362[09:39:20] <barteks2x> there are 2 kinds of structures
L363[09:39:40] <barteks2x> population generators and structure generators, they work completely differently
L364[09:40:11] <barteks2x> population only generate things that can fit into the population area, structure generators are complicated and generate big things but also never go outside the population area
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L366[09:42:53] <kokolihapihvi> okay so already this sounds like it's gonna go way over my head
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L368[09:44:17] <kokolihapihvi> actually couldn't I just make my own world classes that are semi thread safe and work from there?
L369[09:44:17] <barteks2x> The only structure generators I fully understand so far are cave and ravine generators (and raine generator is mostly copypasted cave generator code with some tweaks)
L370[09:44:36] ⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L371[09:44:53] <barteks2x> if you can count them as structures
L372[09:45:14] <Xilef11> So if I don't cancel the LivingFallEvent, I can't bounce the player back up? https://gist.github.com/Xilef11/37fe683fc5e333b1b7e08594afb3a71d
L373[09:45:25] <kokolihapihvi> what, caves are done using the structure generator? o.O
L374[09:45:51] <kokolihapihvi> I always thought that they were just one more layer of 3d noise
L375[09:46:02] <barteks2x> nope
L376[09:46:07] <barteks2x> it's closer to perlin worms
L377[09:46:12] <barteks2x> but it's still not that
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L379[09:46:39] <kokolihapihvi> I'm starting to see why everyones given up on this :D
L380[09:47:29] ⇨ Joins: alekso56 (~znc@ti0107a400-1168.bb.online.no)
L381[09:48:33] <barteks2x> I actually have fully deobfucated understandable cave generation code, you can see how it works if you want (I assume decompiled code it too hard to understand)
L382[09:48:48] <raoulvdberge> is PlayerEvent.PlayerLoggedInEvent client side only for the current player?
L383[09:48:56] <raoulvdberge> or is it like for every player logged in
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L385[09:50:39] <kokolihapihvi> oh also what about custom world generators?
L386[09:51:03] <barteks2x> these would break horribly when multithreaded, even if you somehow managed to fix vanilla
L387[09:51:17] <kokolihapihvi> thats what I expected
L388[09:51:33] ⇨ Joins: moog (~moog@c-73-240-27-207.hsd1.or.comcast.net)
L389[09:52:08] <kokolihapihvi> even if I got the generation itself running on a separate thread, minecraft would assume that the chunk has been generated since code is running
L390[09:52:20] ⇨ Joins: Kolatra (~Kolatra@2001:19f0:6400:8965:5400:ff:fe07:8777)
L391[09:52:36] <barteks2x> you would first need to fix world.checkLightFor to make it multithreaded
L392[09:53:19] <barteks2x> unless you won't want worldgen light updates
L393[09:54:35] <barteks2x> I already had this discussion with 3 different people, and once they understood how worldgen worked - everyone gave up on that idea without even trying
L394[09:54:43] <kokolihapihvi> there wouldn't be a sweet spot between minecraft and a world generator to build a wrapper or something like that, right?
L395[09:55:20] <Boreeas> huh, predictive sequential world gen in a separate thread?
L396[09:55:43] <TechnicianLP> any tips on how to use RenderGameOVerlayEvent? it seems to erse the hotbar if i render something on top of it
L397[09:56:10] <Ordinastie> "to erse" ?
L398[09:56:15] <TechnicianLP> erase
L399[09:56:18] <ghz|afk> he's writing to the depth buffer
L400[09:56:26] <ghz|afk> preventing the next layer from drawing
L401[09:56:31] <ghz|afk> it's not really erasing anything
L402[09:56:38] <ghz|afk> TechnicianLP: use .Post
L403[09:56:49] <TechnicianLP> im in post an drawing a gradientrect
L404[09:57:33] <TechnicianLP> code right now: http://hastebin.com/zifenuyuxe.scala
L405[09:57:52] <kokolihapihvi> barteks2x, would it be possible to change the vanilla mechanics so that it wraps the current world generator (whatever it is) in its own thread and polls that for chunks?
L406[09:58:17] <barteks2x> chunk generators need access to already generated chunks. This is the big issue
L407[09:58:57] <barteks2x> no idea how you could possibly wrap that
L408[09:59:35] <kokolihapihvi> right...
L409[09:59:59] <barteks2x> and the part that would be "easy" to make multithreaded is already very fast
L410[10:00:35] <kokolihapihvi> which is base terrain generation from noise?
L411[10:00:58] <barteks2x> yes, +dirt/grass/sand+caves+ravines+some parts of structures
L412[10:01:05] <ghz|afk> the process is a bit like
L413[10:01:27] <ghz|afk> generate terrain -> add water below sea level -> compute grass surfaces -> generate caves and ravies
L414[10:01:43] <ghz|afk> eh missed ores before caves
L415[10:01:51] <barteks2x> no, ores are later
L416[10:01:55] <ghz|afk> are they?
L417[10:01:58] <barteks2x> ores are part of population
L418[10:02:06] <barteks2x> and population is after all of that
L419[10:02:24] <TechnicianLP> switching the type to ALL seems to have fixed it (somehow ...)
L420[10:02:39] <ghz|afk> ALL .Post runs after everything
L421[10:02:42] <ghz|afk> it's special
L422[10:02:52] <ghz|afk> because it changes the rendering values
L423[10:03:03] <ghz|afk> which means your issue is that you aren't setting up the right values in the GlStateManager
L424[10:03:38] <kokolihapihvi> how did fastcraft make the world generation smoother? I know it wasn't multithreading but for my old pc it was enough
L425[10:03:41] <ghz|afk> in my WIP magic mod
L426[10:03:41] <barteks2x> it's terrain shape+water --> biome surface --> caves ravines and some parts of structures; then population: finishing structures-->a few vanilla populators and mods-->biome decoration
L427[10:03:42] <ghz|afk> I had to do
L428[10:03:54] <ghz|afk> GlStateManager.pushAttrib();
L429[10:03:54] <ghz|afk> GlStateManager.depthMask(false);
L430[10:03:58] <ghz|afk> before starting to draw
L431[10:04:08] <ghz|afk> and GlStateManager.popAttrib() afterward
L432[10:04:26] <TechnicianLP> im using the methods from the GUI class; ok i will be trying that
L433[10:04:33] <ghz|afk> although now that I look at it again
L434[10:04:37] <ghz|afk> the pushAttrib doesn't make sense
L435[10:04:44] <barteks2x> Maybe fastcraft simply disallows recursive terrain generation, that's all I can imagine that can be done. And probably light update optimizations
L436[10:05:15] <ghz|afk> TechnicianLP: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/MagicContainerOverlay.java
L437[10:05:19] <ghz|afk> look at that if you want
L438[10:06:41] <TechnicianLP> far more complicated than i thought
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L440[10:09:32] <kokolihapihvi> barteks2x, would it be possible to break it into several passes? first pass only does terrain, second pass applies biomes etc. to spread the calculations over several ticks?
L441[10:10:01] <Xilef11> So if I don't cancel the LivingFallEvent (and therefore cancel the damage), I can't bounce the player back up? https://gist.github.com/Xilef11/37fe683fc5e333b1b7e08594afb3a71d
L442[10:10:45] <barteks2x> It would work, I (actually Cuchaz) already tried that and it ended up being smooth but overall slower
L443[10:11:03] <barteks2x> It was called generation pipeline
L444[10:11:17] ⇨ Joins: IceDragon (~ThatGuy@63.143.99.112)
L445[10:12:55] <barteks2x> the stages as I remember: terrain, biomes/surface, structures, light, features/population
L446[10:13:20] <kokolihapihvi> okay now imagine if you had a separate thread for each of those steps <3
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L448[10:13:42] <barteks2x> the last one was the slowest one...
L449[10:13:53] <Cyclonit> kokolihapihvi, I tried that (as part of CubicChunks), you have to deal with loads of dependencies between different stages
L450[10:13:57] <ghz|afk> kokolihapihvi: not a separate thread, just different "jobs" queued on a thread pool
L451[10:14:01] <Cyclonit> Its certainly not easy and all I could come up with was much slower
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L453[10:14:24] <ghz|afk> the way I do it in a WIP proof of concept / playgorund engine
L454[10:14:35] <ghz|afk> is that I have a sorting scheduler
L455[10:14:51] <ghz|afk> the queued tasks are re-sorted based on the player position
L456[10:15:22] <barteks2x> minecraft also sorts queued chunk generation based in player position. It's just singlethreaded
L457[10:15:39] <ghz|afk> yeah
L458[10:15:41] <ghz|afk> for me it's a thread pool
L459[10:15:43] <barteks2x> and it does smooth out generation over many ticks too
L460[10:16:16] <ghz|afk> I also have "phase dependencies"
L461[10:16:17] <ghz|afk> so like
L462[10:16:32] <ghz|afk> if someone just wants to check for the terrain surface
L463[10:16:33] <barteks2x> sounds like generation pipeline from cubic chunks
L464[10:16:36] <ghz|afk> they'd require phase = 1
L465[10:16:51] <ghz|afk> which would queue phase1 generation to the pool
L466[10:17:03] <ghz|afk> and then have an event with a condition set when this task finishes
L467[10:17:17] <ghz|afk> and after all conditions are met, the dependant step runs
L468[10:18:39] <ghz|afk> -1=non-existant chunk, 0=chunk generation initiated but no data present yet, 1=terrain density computed
L469[10:18:47] <ghz|afk> 2=surface features generated
L470[10:18:52] <ghz|afk> and that's how far it goes for now
L471[10:19:12] <ghz|afk> I'd have like 3=structures, 4=trees, etc
L472[10:19:13] <barteks2x> except of the multithreading part, that's almost exactly how generator pipeline worked
L473[10:19:23] <ghz|afk> yeah
L474[10:19:33] <ghz|afk> there aren't taht many ways to approach this
L475[10:19:57] <kokolihapihvi> so I'd end up coding all of vanillas world generation with my own, rendering all custom world generators broken, right?
L476[10:20:05] <ghz|afk> pretty much
L477[10:20:40] <kokolihapihvi> and I just thought you could toss the current world generator into a thread and it no longer stops people from playing properly D:
L478[10:20:47] <Cyclonit> ghz|afk, how do you deal with different phases depending on other cubes being in earlier phases?
L479[10:21:18] <ghz|afk> Cyclonit: ...by requesting that those tiles are generated first
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L481[10:21:35] <ghz|afk> I have strict rules about it
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L483[10:21:46] <ghz|afk> such as phase2 generation must never require phase2 dependencies
L484[10:21:57] <ghz|afk> so that the generation can never extend too far
L485[10:22:14] <ghz|afk> or cause infinite loops
L486[10:22:20] <ghz|afk> so like
L487[10:22:27] <ghz|afk> in order to compute the surface grass
L488[10:22:32] <Cyclonit> Sure, but how do you deal with the overhead of chunks having to wait for other chunks being generated first? Without having all workers pause and wait for each other
L489[10:22:41] <ghz|afk> they don't pause
L490[10:22:49] <ghz|afk> phase 1 is a different job from phase 2
L491[10:22:56] <ghz|afk> this other job is triggered by the conditions being met
L492[10:23:17] <ghz|afk> when a chunk finishes generating a phase
L493[10:23:30] <ghz|afk> it will call all the event handlers for that phase
L494[10:23:42] <ghz|afk> yes, that implies a delay
L495[10:23:47] <ghz|afk> that's unavoidable.
L496[10:23:58] <Cyclonit> sounds very similar to my approach
L497[10:24:11] <kokolihapihvi> hey what if we remake the vanilla generator and throw it at mojang and make it the new standard in minecraft? :p
L498[10:24:15] <ghz|afk> the chunk graphics are never computed unless the last phase is done
L499[10:24:23] <ghz|afk> well, last for now ;P
L500[10:24:40] <barteks2x> remaking vanilla generator? that's moslty what we are going to do in cubic chunks
L501[10:24:55] <kokolihapihvi> will it be multithreaded?
L502[10:24:59] <barteks2x> no
L503[10:25:03] <kokolihapihvi> aww :(
L504[10:25:12] <barteks2x> I already rejected that, because it would be ewy too complex
L505[10:25:26] <barteks2x> The mod is already complicated enough
L506[10:25:55] <kokolihapihvi> I can believe that
L507[10:26:11] <barteks2x> but I had to use a few clever tricks to make grass generation work
L508[10:26:27] <kokolihapihvi> I also remember jens making some comment on cubic chunks, so its got potential to become the new standard?
L509[10:26:47] <barteks2x> minecraft 1.2 update (Anvil) was based on Robintons' cubic chunks mod
L510[10:27:19] <kokolihapihvi> ah
L511[10:27:24] <barteks2x> anvil is basically semi-cubic-chunks system
L512[10:27:42] <ghz|afk> thisi s the current state of my engine:
L513[10:27:56] <ghz|afk> ...uploading...
L514[10:28:02] <barteks2x> it has the best of both worlds: simplicity of 2d chunks, and lower memory usage and optimizations from cubic chunks
L515[10:28:16] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2016-10-23-1726-28.mp4
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L517[10:28:24] <ghz|afk> there's a HUGE optimization I need to add
L518[10:28:31] <ghz|afk> which is to avoid generating chunk data and meshes
L519[10:28:38] <ghz|afk> for chunks that are not needed for rendering
L520[10:28:52] <Tank2333> Hello
L521[10:28:57] <ghz|afk> right now I'm generating chunks underground, in a spherical shape
L522[10:29:01] <Ordinastie> ghz|afk, in what language is that ?
L523[10:29:08] <ghz|afk> C#, with MonoGame
L524[10:29:25] <barteks2x> reminds me to continue working on my mc clone
L525[10:29:49] <kokolihapihvi> hey now, don't we have enough of those already? :p
L526[10:30:00] <ghz|afk> oh yeah, in this version I disabled the ambient occlusion
L527[10:30:04] <ghz|afk> because it was horribly slow
L528[10:30:07] <barteks2x> that was a project I started for programming classes :D
L529[10:30:10] <Ordinastie> what I wan't to see is a functionning vanilla client in C# :p
L530[10:30:12] <ghz|afk> I have to add an SSAO shader
L531[10:30:35] <Ordinastie> not just a clone, a proper client that would connect to MC servers :p
L532[10:30:43] <kokolihapihvi> what I want to see is a multithreaded server that doesn't stop everything while it's generating chunks
L533[10:31:03] <ghz|afk> wasn't there some project to write a replacement server in C++ or something
L534[10:31:16] <ghz|afk> it would use the same protocol as vanilla, meaning the client would be the same
L535[10:31:16] <barteks2x> minecraft for win 10?
L536[10:31:19] <ghz|afk> no
L537[10:31:24] <ghz|afk> I mean actual server for java mc
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L539[10:31:35] <ghz|afk> there was at least one project for that
L540[10:31:40] <barteks2x> glowstone?
L541[10:31:56] <ghz|afk> no idea
L542[10:31:59] <ghz|afk> but google gave me
L543[10:31:59] <ghz|afk> https://github.com/cuberite/cuberite
L544[10:32:07] <barteks2x> the one that sponge initially wanted to be compatible with when it's done
L545[10:32:09] <ghz|afk> "A custom Minecraft compatible game server written in C++"
L546[10:32:14] <barteks2x> oh, C++
L547[10:32:39] <barteks2x> ghz|afk> I mean actual server for java mc --> I understood that as the server being in java
L548[10:32:40] <kokolihapihvi> cuberite must be a new one, I remember some older one as well
L549[10:32:50] <ghz|afk> oh no I meant a C++ server for java mc
L550[10:32:58] <ghz|afk> kokolihapihvi: yeah that name doesn't sound familiar
L551[10:33:11] <williewillus> !gm func_147451_t
L552[10:33:17] <williewillus> !gm func_147451_t 1.7.10
L553[10:33:21] <ghz|afk> hmf
L554[10:33:23] <ghz|afk> so
L555[10:33:26] <Katrix> From what I've heard Cuberite isn't new at all, but it switched name at some point
L556[10:33:27] <ghz|afk> speaking about world generation stuff
L557[10:33:35] <ghz|afk> I was thinking about occlusion testing
L558[10:33:40] <ghz|afk> for mesh generation and such
L559[10:33:51] <ghz|afk> my idea was to keep 3 arrays per chunk
L560[10:33:54] <ghz|afk> one for eahc plane
L561[10:34:12] <ghz|afk> with a counter of how many opaque blocks exist in that "column"
L562[10:34:25] <ghz|afk> if 0, then the column wouldn't be occluded
L563[10:34:42] <barteks2x> isn't that yet another attempt to do the same occlusion testing as vanilla does for rendering now?
L564[10:34:51] <ghz|afk> I have no idea how mc does it.
L565[10:35:11] <barteks2x> I saw it on blog of someone's from mojang
L566[10:35:12] <Ordinastie> there was an article somewhere about how they improved it
L567[10:35:22] <Ordinastie> yeah same one I think
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L570[10:35:35] <barteks2x> they initially made it for mcpe
L571[10:35:37] <ghz|afk> my idea was to use that to compute if thgere's any reason to require a chunk to generate
L572[10:35:39] <barteks2x> and then ported to java
L573[10:35:50] <ghz|afk> so like, if a chunk's "vertical occlusion" is fully covered
L574[10:35:59] <ghz|afk> thre's nothing in the chunk below worth rendering
L575[10:36:18] <barteks2x> the vanilla system could techniclly be used for that, it just makes no sense in vanilla because of 2d chunks
L576[10:36:44] <ghz|afk> thing is, it feels too inefficient to just do a "flood fill" from the player's position
L577[10:36:53] <ghz|afk> and see which chunks are touched
L578[10:37:05] <Ordinastie> not sure if it was that one : https://tomcc.github.io/2014/08/31/visibility-1.html
L579[10:37:16] <ghz|afk> but I can't think of something better ;P
L580[10:37:27] <barteks2x> yes, it's that one
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L582[10:42:03] <kokolihapihvi> well I think I will still try look into the multithreading thing, it feels like it'll go way over my head but it's gonna be interesting
L583[10:44:25] <ghz|afk> ah that sounds nice
L584[10:44:32] <ghz|afk> one bit for each pair of faces
L585[10:44:44] <ghz|afk> and compute if each face connects to another
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L587[10:44:57] <kokolihapihvi> it's time to eat and stuff, I'll be back later to ask more dumb questions, cya :p
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L599[11:27:55] <shadowfacts> is there a pair of events that are fired before/after the entire world is rendered?
L600[11:28:27] <shadowfacts> I need to modify the gamma setting for world rendering if a certain condition is true before the world is rendered and reset it after rendering
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L615[12:05:35] <shartte> "gamma"?
L616[12:05:50] <shartte> gamma in windowed :P
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L620[12:11:41] <ghz|afk> shadowfacts: RenderTickEvent?
L621[12:11:59] <ghz|afk> with phase=START/END
L622[12:12:00] <shadowfacts> aha
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L627[12:16:45] <MasterKrain> Guys, how can i make an item appear randomly in dungeon chests and the like?
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L629[12:17:00] <williewillus> add it to the loot table of the dungeon
L630[12:17:07] <MasterKrain> where can i do that
L631[12:17:28] <williewillus> LootTableLoadEvent
L632[12:17:41] <MasterKrain> ah okay
L633[12:18:01] <williewillus> botania does this by specifying its own loot tables for what it wants to add then injecting it as a pool into the original table. more modular/manageable that way
L634[12:18:02] <williewillus> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/common/core/loot/LootHandler.java#L41
L635[12:18:24] <ghz|afk> o/ williewillus
L636[12:18:27] <williewillus> heyo
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L638[12:19:03] <shadowfacts> is there any way of preventing water from slowing the player down (movement-wise)?
L639[12:19:19] <shadowfacts> the only way I can see requires a new hook in Forge
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L647[12:25:47] <wundrweapon> well I've quite a few questions that Google has yet to answer
L648[12:27:02] <wundrweapon> first off, what is hasContainerItem/getContainerItem, and what do they do
L649[12:27:34] <Ordinastie> think bucket item for water bucket
L650[12:28:14] <ghz|afk> they allow an ingredient to be inside a container
L651[12:28:23] <ghz|afk> letting you keep the container in the crafting grid
L652[12:28:34] <ghz|afk> vanilla example: water/lava
L653[12:28:41] <ghz|afk> and milk
L654[12:28:49] <ghz|afk> make a cake? it returns the bucket
L655[12:29:18] <ghz|afk> for mod use, there's plenty of cases. if you use an "Ink bottle" as a replacement for ink sac
L656[12:29:23] <ghz|afk> you could return the empty bottle
L657[12:29:41] <ghz|afk> cans with fluid
L658[12:29:55] <ghz|afk> a food recipe that uses bowls could return the bowl if used to craft a more complex recipe
L659[12:30:21] <wundrweapon> makes sense
L660[12:30:44] <wundrweapon> would I use that for damaging an item when crafting then handing it back to the player in its damaged state?
L661[12:31:20] <ghz|afk> it can be used for it, yes
L662[12:31:25] <ghz|afk> you return the item after applying the damage
L663[12:33:40] <wundrweapon> ok then, that helps
L664[12:34:11] <wundrweapon> what's getRecipeOutput for in IRecipe
L665[12:34:33] <ghz|afk> a generic output
L666[12:34:46] <ghz|afk> you could return the item without meta/nbt or whatever
L667[12:34:57] <ghz|afk> something taht is representative of what the recipe does
L668[12:35:03] <ghz|afk> in case someone calls that method
L669[12:35:10] <williewillus> what is it actually used for in vanilla
L670[12:35:23] <ghz|afk> oh wait
L671[12:35:27] <ghz|afk> it's nullable hmm
L672[12:35:28] <ghz|afk> checking
L673[12:35:40] <ghz|afk> default crafting result is getRecipeOutput().copy()
L674[12:35:58] <ghz|afk> crafting stats in the StatList
L675[12:36:22] <ghz|afk> and the ore dictionary
L676[12:36:25] <wundrweapon> hmmm that could be an issue
L677[12:36:30] <ghz|afk> also JEI calls the method
L678[12:36:51] <ghz|afk> JEI expects getRecipeOutput to return *something*
L679[12:37:07] <ghz|afk> for shaped and shapeless recipes
L680[12:37:16] <ghz|afk> (anything that extends the vanilla recipe classes)
L681[12:37:19] <wundrweapon> I have an item, and essentially I want to put it and another item in the grid, then I get two of that other item and damage the first item. what would I put in getRecipeOutput then?
L682[12:37:47] <ghz|afk> a plain version of the item?
L683[12:38:03] <ghz|afk> or like, return Items.stick if you can't choose
L684[12:38:03] <ghz|afk> ;P
L685[12:38:10] <williewillus> why not just null
L686[12:38:12] <williewillus> if it's nullable
L687[12:38:41] <ghz|afk> well, statList#initCraftableStats
L688[12:38:47] <ghz|afk> oh wait
L689[12:38:49] <ghz|afk> it checks != null
L690[12:38:50] <ghz|afk> so yeah
L691[12:38:52] <ghz|afk> return null from there
L692[12:39:03] <wundrweapon> noice
L693[12:39:08] <wundrweapon> takes care of that then
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L695[12:39:24] <wundrweapon> getRemainingItems is items that remain in the grid, yes?
L696[12:39:38] <ghz|afk> yes
L697[12:40:03] <ghz|afk> uh wait
L698[12:40:08] <ghz|afk> if you have your own IRecipe
L699[12:40:19] <ghz|afk> you don't need .getContainerItem, do you?
L700[12:41:16] <wundrweapon> i dunno, do i?
L701[12:41:33] <ghz|afk> well vanilla recipes call that on .getcontainerItem
L702[12:41:38] <ghz|afk> but you have your own custom implementation
L703[12:41:42] <ghz|afk> so it's up to you how you do it
L704[12:41:49] <wundrweapon> neato
L705[12:42:03] <wundrweapon> side question: why do I get the feeling you aren't afk?
L706[12:43:14] <wundrweapon> anyways, I'll be back in a bit
L707[12:43:19] <wundrweapon> (whats the rename cmd?
L708[12:43:27] <howtonotwin> /nick
L709[12:43:30] <ghz|afk> how do you know I don't have a mind control interface
L710[12:44:04] <wundrweapon> kek
L711[12:44:16] <wundrweapon> test
L712[12:44:30] <ghz|afk> or maybe my nickname is ghz|afk, and if I was truly afk I'd be ghz|afk|afk
L713[12:44:43] <wundrweapon> #Conspiracy
L714[12:49:42] <wundrweapon> well then, now I hve a system where putting in " ", " XY", " " returns two of Y as the output but changes the grid to "X ", " XY", " "
L715[12:50:43] <wundrweapon> which means it's like 67% right but still totally wrong
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L718[12:59:10] <JustWhoAmI> what exactly does null in EnumFacing mean?
L719[12:59:13] <JustWhoAmI> what does it signify
L720[12:59:21] * wundrweapon gives up for the day
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L723[13:00:36] <howtonotwin> where?
L724[13:00:55] <JustWhoAmI> where?
L725[13:01:03] <howtonotwin> <JustWhoAmI> what exactly does null in EnumFacing mean?
L726[13:01:06] <howtonotwin> where is that?
L727[13:01:09] <howtonotwin> it depends
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L729[13:01:26] <JustWhoAmI> like in capabilities, if you use null as the second arg. in has/getCap
L730[13:01:29] <JustWhoAmI> what does it mean?
L731[13:01:49] <howtonotwin> means that "direction" is not applicable to the capability in question
L732[13:01:51] <howtonotwin> like for entities
L733[13:02:02] <howtonotwin> which don't really have "sides" like blocks do
L734[13:02:07] <howtonotwin> same for items
L735[13:02:28] <JustWhoAmI> if I were to use it with ItemStackHandler (for a TE) would it mean any side?
L736[13:02:43] <howtonotwin> that's your choice
L737[13:02:52] <howtonotwin> imagine a block in another dimension
L738[13:03:00] <howtonotwin> that's interfacing with this one
L739[13:03:09] <howtonotwin> there's no such thing as a "direction" between dimensions
L740[13:03:13] <howtonotwin> what should that block see?
L741[13:03:17] <howtonotwin> should it see nothing?
L742[13:03:22] <howtonotwin> should it see all the inventories?
L743[13:03:36] <JustWhoAmI> alright, tahnks
L744[13:03:38] <JustWhoAmI> thanks*
L745[13:03:38] <howtonotwin> should it see Cthulhu?
L746[13:03:41] <JustWhoAmI> xD
L747[13:03:41] <howtonotwin> your choice
L748[13:05:46] <BlueMonster> so, this is giving me a null pointer exception... whaddup? https://gist.github.com/bluemonster122/931f3fa8d61aad5784d5272112a28d43
L749[13:06:18] <JustWhoAmI> at which line?
L750[13:06:29] <BlueMonster> when it tries registering the item
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L752[13:06:38] <BlueMonster> i think because the block is null
L753[13:07:08] <Shambling> is there a known mod for 1.10.2 causing packet length too long errors? Or is there a spot where it will say what mod has too long of a network packet length
L754[13:07:58] <howtonotwin> 1) neither registerItems nor registerBlocks contain nulls
L755[13:08:26] <howtonotwin> 2) ObjectHolder on a class defines the resource domain for all contained ObjectHolder fields
L756[13:08:38] <howtonotwin> 2a) therefore the MODID on the item annot is redundant
L757[13:08:52] <howtonotwin> 3) Missing ObjectHolder on the block, if that's what you were going for
L758[13:09:13] <BlueMonster> the well https://github.com/cpw/simplepower/blob/master/src/main/java/cpw/mods/simplepower/Objects.java#L39
L759[13:10:21] <howtonotwin> 4) All I see is registration code that's mostly ok. I have no idea what the constructors are doing and that's probably where the problem is.
L760[13:11:14] <Ordinastie> BlueMonster, there is no point in using ObjectHolder for your own objects
L761[13:11:20] <Ordinastie> just set the field yourself
L762[13:11:32] <BlueMonster> constructors: https://gist.github.com/bluemonster122/afb9543c883ebd4ef0f5b69152b16e97
L763[13:11:51] <howtonotwin> well ofc the itemblock constructor will fail
L764[13:12:05] <howtonotwin> the block has no annot therefore it remains null forever
L765[13:12:07] <howtonotwin> :P
L766[13:12:47] <BlueMonster> but it works for simplepower
L767[13:13:46] <Ordinastie> don't use the annotion for your own objects
L768[13:13:52] <BlueMonster> why not?
L769[13:13:56] <Shambling> well looking at the logs it looks like a problem with tinkers config versus client config, even though they are the exact same
L770[13:13:57] <Ordinastie> that's dumb and pointless
L771[13:14:25] <howtonotwin> Anyway I'm gone :P
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L773[13:14:28] <BlueMonster> so what do use it for then?
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L775[13:17:59] <Ordinastie> to get objects from other mods
L776[13:18:12] <Ordinastie> just set your field manually
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L781[13:25:52] <Tank2333> Hello, does anybody know wich mod adds a visual overlay that displays minecarts? it renders the borders of the models through the walls
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L784[13:26:20] <Tank2333> i have the modpack "all the mods lite" installed
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L788[13:42:33] <Mr_Rockers> ghz|afk I managed to make my own event by calling a custom entity at the end of the standard block break event. The entity then detects when the block has been broken and posts the custom event before disabling itself.
L789[13:42:42] <Mr_Rockers> A bit hacky though.
L790[13:45:08] <shadowfacts> is there any way of preventing water from slowing the player down (movement-wise)?
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L802[14:09:09] <BlueMonster> that moment when you realize you forgot to tie the tile to the block
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L804[14:09:17] * BlueMonster facepalms
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L806[14:10:49] <TechnicianLP> why is my event not being triggered? oh i forgot the annotation ...
L807[14:11:00] <TechnicianLP> theres a lot of stuff that can happen
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L813[14:42:42] <Inusua1Z> What is the difference between Localized and Unlocalized name?
L814[14:42:57] <ghz|afk> the "unlocalized name" is really the translation key
L815[14:43:15] <ghz|afk> it's used to look up the proper name in the translation table
L816[14:43:19] <ghz|afk> it has a form like
L817[14:43:25] <ghz|afk> "item.modname.itemname.name"
L818[14:43:33] <ghz|afk> like "item.yourmod.youritem.name=Your Item"
L819[14:43:34] <TechnicianLP> anyone got an idea why this is happening ? : http://imgur.com/w5rRyjr
L820[14:43:57] <ghz|afk> so when you call setUnlocalizedName, you should do it with setUnlocalizedName(MODID + "." + itemName)
L821[14:43:59] <ghz|afk> same for blocks
L822[14:44:12] <Inusua1Z> Ohh okay
L823[14:44:32] <ghz|afk> the reason you want the modid in it
L824[14:44:40] <ghz|afk> is because there's a global translation table
L825[14:44:43] <ghz|afk> it's not separate per mod
L826[14:44:51] <Inusua1Z> yeah, I know that part :)
L827[14:44:54] <diesieben07> TechnicianLP, if you are drawing text in RGOE you need to re-bind the GUI texture
L828[14:44:56] <Inusua1Z> Thanks :)
L829[14:45:03] <diesieben07> otehrwise the rest of the GUI will draw with the font texture
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L831[14:45:30] <TechnicianLP> that would explain it ...
L832[14:45:49] <diesieben07> the GUI texture being Gui.ICONS
L833[14:46:35] <williewillus> !gm isVisuallyOpaque
L834[14:48:36] <TechnicianLP> ok after the foodbar being green i reset color as well and now it looks fine
L835[14:51:04] <williewillus> !gm func_77043_a
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L840[15:07:59] <kashike> williewillus: I just spent over a minute trying to tab commplete your name in a channel you aren't in.
L841[15:08:00] <kashike> lol
L842[15:08:17] <williewillus> what channel lol
L843[15:08:25] <kashike> #mcpbot :P
L844[15:13:16] <ghz|afk> hmmm can items be translucent somehow? XD
L845[15:13:42] <williewillus> what do you mean?
L846[15:13:53] <williewillus> they already kindof are
L847[15:14:05] <ghz|afk> I mean I'd really like this texture to alpha blend
L848[15:14:08] <ghz|afk> ;P
L849[15:14:22] <ghz|afk> although I have another issue I have to solve first
L850[15:14:35] <ghz|afk> for some retarded reason, it draws in the wrong order
L851[15:14:38] <ghz|afk> (.OBJ model)
L852[15:15:21] <ghz|afk> okay nevermind
L853[15:15:22] <ghz|afk> it does work
L854[15:15:33] <ghz|afk> making it 00_Object1, 01_Object2 etc
L855[15:15:41] <ghz|afk> helped it draw in the right order XD
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L857[15:16:11] <TechnicianLP> why does minecraft keep my mouse when suspended?
L858[15:16:24] <ghz|afk> linux?
L859[15:16:30] <TechnicianLP> yes
L860[15:16:40] <ghz|afk> probably because the way mouse capture works is broken
L861[15:16:46] <ghz|afk> not 100% sure though
L862[15:17:05] <ghz|afk> in windows, if a window stops being in the foreground, it automatically loses all input captures
L863[15:17:19] <ghz|afk> that's not true in other platforms ;p
L864[15:17:22] <ghz|afk> williewillus: https://dl.dropboxusercontent.com/u/743491/2016-10-23_22.16.29.png
L865[15:17:36] <ghz|afk> the front cover text is a separate quad
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L867[15:17:52] <ghz|afk> but it was drawing first, so the book was invisible behind the not-quite-transparent text
L868[15:17:53] <williewillus> nice
L869[15:17:59] <williewillus> how do you generate the text?
L870[15:18:03] <ghz|afk> it's not generated
L871[15:18:07] <ghz|afk> this is a .png file
L872[15:18:09] <williewillus> oh lol
L873[15:18:34] <ghz|afk> the plan is to later use a custom model, and let the book .xml resource define the cover image resloc
L874[15:18:56] <ghz|afk> or maybe I could have that on the NBT...
L875[15:19:11] <ghz|afk> this way the xml is only loaded when the GUI opens
L876[15:19:54] <ghz|afk> as in... guidebook:guidebook 1 0 {Book:"modname:bookresource.xml",Cover:"modname:covername"}
L877[15:20:48] <ghz|afk> and now comes the annoying part.
L878[15:20:59] <ghz|afk> I fixed the UV map on the item model
L879[15:21:08] <ghz|afk> but I have a whole separate set of models for the GUI animation
L880[15:21:24] <ghz|afk> and it will be annoying to fix the UV map on each one of them ;P
L881[15:22:09] <ghz|afk> unless I can somehow map the UVs from the item model into the big models
L882[15:22:36] <ghz|afk> or I may give up and recreate the entire thing based on a non-broken model XD
L883[15:22:44] <williewillus> #1 mystery of the mc codebase for me: what do each of the billion is<X>Cube methods on block do and why are they separate
L884[15:22:59] <howtonotwin> Answer: Mojang.
L885[15:23:02] <howtonotwin> :P
L886[15:23:10] <ghz|afk> that mistery would probably be less misterious if mojang stopped obfuscating ¬¬
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L888[15:24:47] <williewillus> last time i checked it was isFullCube, isOpaqueCube, isFullyOpaque, isVisuallyOpaque, and isNormalCube
L889[15:24:50] <williewillus> oh wait
L890[15:25:00] <williewillus> don't forget is*Block*NormalCube lol
L891[15:25:28] <ghz|afk> my guess is the mojang functions are like
L892[15:25:34] <TechnicianLP> is the damage-float passed into a livinghurtevent always a multiple of 0.5? (half a heart)
L893[15:25:34] <ghz|afk> shouldDrawX
L894[15:25:36] <ghz|afk> shouldDrawY
L895[15:25:39] <ghz|afk> shouldShowZ
L896[15:25:44] <quadraxis> don't forget isFullBlock()
L897[15:25:54] <ghz|afk> rather than "isfull" or "isnormal"
L898[15:26:05] <howtonotwin> would EntityLivingBase::knockBack be better named knockAwayFrom?
L899[15:26:13] <williewillus> meh
L900[15:26:15] <williewillus> knockback seems fine
L901[15:26:18] <howtonotwin> I say this because its parameters are negated
L902[15:26:25] <williewillus> also since when did we have a side-sensitive solid method? Block.isBlockSolid takes side but we still have forge's isSideSolid
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L904[15:27:10] <williewillus> actually it doesn't seem to be well named
L905[15:27:12] <williewillus> as always
L906[15:27:20] <williewillus> only liquids and ice use it
L907[15:29:14] <ghz|afk> I have no idea what it really does
L908[15:29:52] <ghz|afk> but it's NOT checking if a side is solid.
L909[15:31:33] <ghz|afk> if the material matches, false? -- how does that even work?
L910[15:31:51] <ghz|afk> else if the side is up, then true? -- that makes even less sense
L911[15:32:02] <ghz|afk> else if the material is ice? -- yeah I'm lost
L912[15:32:15] <williewillus> it's to calculate the flow vectors for liquids
L913[15:32:20] <ghz|afk> OH
L914[15:32:24] <ghz|afk> the pos given isn't its own pos
L915[15:32:39] <ghz|afk> it's the "other" pos
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L917[15:36:19] <ghz|afk> hmmm
L918[15:36:26] <ghz|afk> enchanted books should make their effect by themselves
L919[15:36:36] <ghz|afk> I'd love to punch a zombie with a smite book
L920[15:36:40] <ghz|afk> and have it do extra damage
L921[15:36:40] <ghz|afk> XD
L922[15:37:20] <ghz|afk> oooh, or the effect should apply while they are in your offhand
L923[15:37:53] <ghz|afk> now I need to add "open books" to one of my mods
L924[15:38:04] <ghz|afk> so that you hold them open ready to read
L925[15:38:05] <ghz|afk> ;p
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L931[15:42:24] <wundrweapon> http://pastebin.com/CndMHu4N
L932[15:42:29] <wundrweapon> the issue is described there
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L934[15:44:49] <Ordinastie> use your debugger ?
L935[15:45:15] <wundrweapon> I cant get it to work right
L936[15:45:28] <wundrweapon> never had to use it so its too foreign for me to just up and use
L937[15:45:41] <Ordinastie> you can't code without it
L938[15:45:42] <howtonotwin> I see bytes being used for local vars and will simply say that that's utterly useless, if not slower than normal. :P
L939[15:45:50] <howtonotwin> but yes, debuggers are important.
L940[15:46:11] <wundrweapon> @how the idea was to save 3 bytes of data per var. dont see how thats slowly
L941[15:46:13] <wundrweapon> slower*
L942[15:46:25] <howtonotwin> bc JVM doesn't work that way :P
L943[15:46:30] <howtonotwin> if you have byte b;
L944[15:46:34] <howtonotwin> and you do b = b + 1
L945[15:46:38] <LexManos> !gm dropBlockAsItem
L946[15:46:46] <howtonotwin> you'll find that b is promoted to int
L947[15:46:50] <howtonotwin> has 1 added to it
L948[15:46:58] <howtonotwin> then gets truncated back down
L949[15:47:11] <howtonotwin> and this is Java :P
L950[15:47:17] <howtonotwin> 3 bytes per local var = nothing
L951[15:47:26] <wundrweapon> that's because 1 is an int
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L953[15:47:57] <wundrweapon> however, if you define 1 as a byte elsewhere then do b=b+a then it wont do that
L954[15:48:01] <Ordinastie> knowing how to use a debugger is necessary and indispensable
L955[15:48:01] <wundrweapon> if i', not mistaken
L956[15:48:12] <wundrweapon> @ordin looking over it now
L957[15:48:20] <Ordinastie> that's what answer the question "why this doesn't work?"
L958[15:48:46] <IoP> ;(
L959[15:49:11] <IoP> Weird. How is that TheRealSlimBilly bot configured to be triggred...?
L960[15:51:49] <howtonotwin> woops, b = b + 1; if b is a byte doesn't even compile xD
L961[15:52:10] <howtonotwin> and same is true for byte a, b, c; c = a + b
L962[15:52:58] <howtonotwin> as the type of an addition expression is always one of int, long, float, or double iirc.
L963[15:53:44] <wundrweapon> hm
L964[15:53:51] <wundrweapon> that's odd
L965[15:53:54] <wundrweapon> then again... Java
L966[15:55:21] <quadraxis> where are these <32-bit JVM's we're apparently optimising for?
L967[15:55:32] <howtonotwin> the only reason things like byte b; b += 5; b++; work is because iirc the jls states explicitly that they are interpreted as if there was a cast involved.
L968[15:56:18] <diesieben07> wundrweapon, what you are saying is true for the bytecode. which in "hot code" never matters.
L969[15:56:29] <diesieben07> i am pretty sure the JIT would optimize those conversions away
L970[15:56:33] <howtonotwin> you mean me?
L971[15:56:40] <diesieben07> no.
L972[15:56:48] <diesieben07> wundr said something about the conversions
L973[15:57:18] <diesieben07> but yeah... use ints.
L974[15:57:30] <Ordinastie> I'm not sure the code in a recipe would ever be JITed anyway
L975[15:57:49] <diesieben07> oh it's called quite often :P
L976[15:58:42] <Ordinastie> only when slot changes, right ?
L977[15:59:33] <Ordinastie> even called each tick, it would take half an hour :p
L978[15:59:54] <diesieben07> wat
L979[16:00:21] <Ordinastie> don't it need to be ran at least 10k before JIT is involved ?
L980[16:00:35] <diesieben07> it depends...
L981[16:00:42] <diesieben07> but that number seems high
L982[16:00:45] <howtonotwin> Who in their right mind keeps a crafting GUI open long enough to convince the JIT to optimize it in any form :P?
L983[16:01:04] <wundrweapon> w h a t h a v e i s t a r t e d
L984[16:01:36] <howtonotwin> You've started the summoning of Cthulhu :D
L985[16:01:45] <wundrweapon> yay :D
L986[16:02:06] <Ordinastie> diesieben07, I think that's what I read somewhere, but considering my memory, if you say it's lower, you're probably right :p
L987[16:02:16] <diesieben07> i don't know either :P
L988[16:02:22] <howtonotwin> OR, it's the beginning of Asimov's chronoscope-goldfish-bowl scenario.
L989[16:02:26] <howtonotwin> idk which one is worse
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L996[16:20:33] <ghz|afk> finally, this took longer than I hoped
L997[16:20:34] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/MC/2016-10-23-2320-02.mp4
L998[16:20:46] <ghz|afk> and I still didn't apply the cover image to the animated background
L999[16:20:51] <ghz|afk> but I'm not sure if it's worth the effort
L1000[16:21:04] <ghz|afk> it's really not visible enough
L1001[16:21:41] <ghz|afk> so next step: make the cover image configurable, along with the stack name
L1002[16:22:48] <TechnicianLP> that thing opening is just epic
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L1006[16:31:07] <diesieben07> ghz|afk, no page flip animation? i are disappoint.
L1007[16:31:19] <ghz|afk> soon(tm)
L1008[16:31:21] <ghz|afk> ;P
L1009[16:31:32] <ghz|afk> I plan on having page-flip before I release this as a library-mod
L1010[16:31:43] <diesieben07> :)
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L1013[16:41:48] <ghz|afk> hmf
L1014[16:42:03] <ghz|afk> how does forge pass on the transforms into the IModels?
L1015[16:42:36] <howtonotwin> IModel::bake
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L1017[16:42:38] <ghz|afk> oh wait I see, in the IModelState
L1018[16:42:50] <ghz|afk> how do I apply the transforms, though? XD
L1019[16:42:51] <howtonotwin> TRSRTrans is an IModelState
L1020[16:43:01] <howtonotwin> apply(Optional.absent()) iirc
L1021[16:43:17] <howtonotwin> that's how you should do it
L1022[16:43:25] <howtonotwin> as that works for all IModelState
L1023[16:43:41] <howtonotwin> and you want to *apply* the transforms?
L1024[16:43:48] <ghz|afk> well I mean
L1025[16:43:49] <howtonotwin> well that's just math :P
L1026[16:44:01] <ghz|afk> the IBakedModel normally has the getItemCameraTransforms
L1027[16:44:14] <ghz|afk> but I suppose I'll want to be IPerspectiveAwareModel?
L1028[16:44:17] <howtonotwin> IPerspectiveAwareModel replaces that yes
L1029[16:49:44] <ghz|afk> nevermind, I didn't even need that myself -- I just need to pass it along to the inner model ;P
L1030[16:51:24] <howtonotwin> what exactly are you doing?
L1031[16:51:32] <ghz|afk> [23:21] (ghz|afk): https://dl.dropboxusercontent.com/u/743491/MC/2016-10-23-2320-02.mp4
L1032[16:51:34] <ghz|afk> see that book item
L1033[16:51:47] <ghz|afk> the cover graphic is meant to be configurable
L1034[16:52:12] <ghz|afk> so I made the stacks have a "Cover" NBT tag with a resloc of the texture to use
L1035[16:52:20] <ghz|afk> and I used a custom model
L1036[16:52:26] <ghz|afk> that parses that tag in ItemOverrideList
L1037[16:52:44] <ghz|afk> and returns the actual model, but with the cover texture swapped with the one in the NBT
L1038[16:53:14] <ghz|afk> or well, that's the idea, it doesn't quite work just yet
L1039[16:53:19] <ghz|afk> the replacement isn't being applied ;P
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L1041[16:54:51] <howtonotwin> ah
L1042[16:55:41] <howtonotwin> but how will the textures be loaded?
L1043[16:56:21] <ghz|afk> that is a concern for another day ;P
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L1045[16:57:09] <ghz|afk> I'll probably have a config section to "force load textures"
L1046[16:57:17] <ghz|afk> for user-defined books
L1047[16:57:42] <ghz|afk> and I'll probably just require mods that use this as a dependency to request dependant textures themselves
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L1049[16:58:28] <ghz|afk> either that or I'll refactor this so that there's an actual "book registry"
L1050[16:58:37] <ghz|afk> and the models are all computed during load
L1051[16:58:40] <ghz|afk> rather than dynamically
L1052[16:58:51] <ghz|afk> in which case, the cover image would be in the .xml file
L1053[16:58:53] <kokolihapihvi> I just came here to say nope to what I said earlier. hi.
L1054[16:59:04] <ghz|afk> we don't remember what you said earlier so ;p
L1055[16:59:17] <kokolihapihvi> <kokolihapihvi> well I think I will still try look into the multithreading thing, it feels like it'll go way over my head but it's gonna be interesting
L1056[16:59:23] <ghz|afk> oh right
L1057[16:59:40] <ghz|afk> so you did look at it a bit, and gave up?
L1058[16:59:53] <kokolihapihvi> yep, as you predicted :p
L1059[17:03:17] <kokolihapihvi> the fact that everything expects a chunk to exist when querying for it... I don't even see how it would be possible to make all that work
L1060[17:03:37] <ghz|afk> yep fuck that, I'll make a book registry and pre-load the models during boot.
L1061[17:03:51] <ghz|afk> time for a new tag in the XML ;P
L1062[17:04:01] <ghz|afk> or hmm
L1063[17:04:05] <ghz|afk> attribute, in the top-level tag
L1064[17:04:11] <ghz|afk> hmm
L1065[17:04:12] <ghz|afk> what to do
L1066[17:04:21] <ghz|afk> <meta> section, or attributes on the top-level <book> tag
L1067[17:05:59] <Inusua1Z> Minecraft set the pos of a TileEntity automatic?
L1068[17:06:13] <ghz|afk> yes
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L1070[17:06:33] <ghz|afk> and it's saved in the NBT when you call super.writeToNBT
L1071[17:06:38] <ghz|afk> and read when you call super.readFromNBT
L1072[17:06:48] <ghz|afk> so make sure you do call super ;P
L1073[17:10:59] <ghz|afk> hmm yep confirmed: book registry is really really needed
L1074[17:11:09] <ghz|afk> since that way I can scan for <image> tags when I implement them
L1075[17:11:16] <ghz|afk> and add them to the dependencies ;p
L1076[17:14:49] <kokolihapihvi> what are you working on?
L1077[17:21:46] <ghz|afk> [23:21] (ghz|afk): https://dl.dropboxusercontent.com/u/743491/MC/2016-10-23-2320-02.mp4
L1078[17:21:55] <ghz|afk> I created this a while ago for one of my mods
L1079[17:22:01] <ghz|afk> I'm turning it into a general-purpose library-mod
L1080[17:22:23] <Ordinastie> you should make it part of MalisisCore :D
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L1082[17:25:02] <Ivorius> lol
L1083[17:25:37] <kokolihapihvi> reinventing the wheel that one last time so nobody else has to? :p
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L1092[17:31:33] <masa> reinventing the wheel is what it's all about :p
L1093[17:32:09] <masa> anything that isn't in forge and I need I'm reinventing, and also some of the forge stuff too, mainly inventory things
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L1096[17:33:14] <masa> I just don't like external dependencies for my mods, then I would be at the mercy of the libs on when or if they will update to new MC versions
L1097[17:35:39] <ghz|afk> yeah
L1098[17:36:06] <ghz|afk> I already depend on other stuff though, so meh
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L1100[17:36:33] <ghz|afk> I just wish there was some sort of way to fetch deps over maven or similar
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L1105[17:51:41] <LexManos> at runtime thats never going to happen
L1106[17:51:46] <LexManos> at devtime, just use maven
L1107[17:53:08] <Ordinastie> why won't it happen at runtime ? technical impossiblity ? or just pratical improbability ?
L1108[17:53:48] <LexManos> p[ractically
L1109[17:53:52] <LexManos> and logically
L1110[17:53:58] <shadowfacts> because downloading code from untrusted servers and then executing it
L1111[17:54:41] <LexManos> Rather not get into this debate again, so just accept it. And anyone who trys to make it happen is a retard and should be shot.
L1112[17:58:17] <ghz|afk> yeah not going to try to do it myself -- I still wish it was possible though ;P
L1113[17:58:50] <ghz|afk> GEH i hate paying taxes.
L1114[17:59:04] <LexManos> ya...
L1115[17:59:24] <ghz|afk> thursday was the last day to do the electronic thingy for my freelancing stuff
L1116[17:59:49] <ghz|afk> and the service closed at 19:30 (yeah, online service with a schedule, fuck them)
L1117[18:00:06] <ghz|afk> it was 19:25, and my bank's service didn't work
L1118[18:00:18] <ghz|afk> so I tried in an alternative way, and it seemed to work
L1119[18:00:43] <ghz|afk> xcept now I haveto pay an extra fee for being late, because the bank didn't process the other request till friday
L1120[18:01:28] <ghz|afk> which means the amount to pay doesn't match up with the amount paid... so I'll have to messa round somehow
L1121[18:01:41] <ghz|afk> my fault for doing it on the last day
L1122[18:01:53] <ghz|afk> but still annoying
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L1135[18:44:02] <illy> beep o/
L1136[18:46:07] <kashike> boop \o
L1137[18:49:41] <Inusua1Z> anyone know if enderio use tesla?
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L1139[18:52:28] <AshIndigo> then get a big plot with fertilizer
L1140[18:53:43] <AshIndigo> just make a new world
L1141[18:53:46] <AshIndigo> oops
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L1152[19:15:12] <Beasty> Hi
L1153[19:16:06] <Beasty> This code is ging me a error: http://hastebin.com/bafijumilo.scala
L1154[19:16:18] <Beasty> Error: java.lang.ArrayIndexOutOfBoundsException: 5
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L1157[19:18:13] <Beasty> ?
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L1166[19:56:06] <mezz> mipmapping PSA https://www.reddit.com/r/feedthebeast/comments/591tlq/lets_talk_about_mipmapping/
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L1170[20:21:45] <MattDahEpic> what's the "right" I18n to use?
L1171[20:22:04] <Ordinastie> client one
L1172[20:22:11] <Ordinastie> there is no localization on servers
L1173[20:23:32] <MattDahEpic> well im getting reports of java.lang.NoClassDefFoundError: net/minecraft/client/resources/I18n from users
L1174[20:24:17] <Ordinastie> because you shouldn't be using it on servers
L1175[20:25:10] <MattDahEpic> hmmm, but i dont think im using it on the server
L1176[20:25:35] <Ordinastie> one of your classes references it apparently
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L1178[20:26:20] <MattDahEpic> o,h its the command running on both
L1179[20:34:18] <MattDahEpic> well, that's fixed. What's the best way to regenerate a chunk?
L1180[20:34:21] <LexManos> Well this guy can go screw himself... https://www.reddit.com/r/feedthebeast/comments/591tlq/lets_talk_about_mipmapping/d94zp05/
L1181[20:34:58] <howtonotwin> Would someone like to check out and nitpick this branch of a branch of the Forge documentation? Only the diff between branch advanced-models and branch models is important rn. It isn't complete and it needs a page on ICustomModelLoader, followed by the lower level rendering stuff like Tessellator, VertexFormat, BakedQuad, and such. This will eventually be merged into my PR on the docs' repo.
L1182[20:34:58] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/compare/models...howtonotwin:advanced-models
L1183[20:35:26] * howtonotwin regrets posting that right after lex showed up.
L1184[20:35:27] <howtonotwin> :P
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L1202[21:45:25] <LexManos> !gc Stitcher
L1203[21:46:08] <LexManos> !gm expandAndAllocateSlot
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L1230[23:53:15] <MattDahEpic> how would one go about deleting chunks?
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L1232[23:57:23] <killjoy> set them to air?
L1233[23:57:30] <killjoy> or do you mean regenerate them?
L1234[23:57:39] <MattDahEpic> no, like trimming chunks
L1235[23:57:40] <Upthorn> MattDahEpic: probably using MCEdit
L1236[23:57:47] <MattDahEpic> just stright out remove them
L1237[23:57:56] <killjoy> The WorldBorder bukkit plugin can do it
L1238[23:57:58] <MattDahEpic> so people could generate them again later
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