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L1[00:00:06] <GeoDoX> I'm assuming servers dont handle keys xD
L2[00:01:33] <killjoy> why would it?
L3[00:02:47] <GeoDoX> it wouldn't which is why i assumed it was safe
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L5[00:08:14] <Elec0> Hm. So, I've got an entity that spawns, and it supposed to be killed when I break a block, and I know that setDead is getting called on the entity, and it even kills it sometimes, but most times it doesn't appear to do anything
L6[00:08:17] <Elec0> so like wut
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L9[00:15:17] <Elec0> hm. but if I close and reopen the entity is gone. So it's getting removed, but isn't updating after it's supposedly killed to actually be removed, I guess
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L29[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161130 mappings to Forge Maven.
L30[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161130-1.11.zip (mappings = "snapshot_20161130" in build.gradle).
L31[02:00:17] <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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L71[05:10:07] <TechnicianLP> test
L72[05:10:13] <AshIndigo> Poog
L73[05:10:15] <AshIndigo> *poof
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L77[05:27:38] <masa> is there a reason why World#getWorldInfo().setGameType() and MinecraftServer#setDifficultyForAllWorlds() happen after WorldEvent.Load?
L78[05:27:53] <masa> that means I can't nicely override those in the event...
L79[05:29:32] <masa> is this something that would be possible to change in 1.11, as this might break some existing mods I imagine...?
L80[05:30:40] <masa> actually hm.
L81[05:30:53] <diesieben07> ehm
L82[05:30:58] <diesieben07> setGameType happens before
L83[05:30:59] <masa> the latter call would break this whenever a new world loads
L84[05:31:25] <diesieben07> oh in initDimension it's different
L85[05:31:32] <diesieben07> strange
L86[05:31:48] <masa> oh right yeah
L87[05:32:09] <masa> but anyway, the setDifficulty seems to always override it in all worlds... :/
L88[05:35:28] <masa> for the difficulty I could use a custom WorldInfo that no-ops the setDifficulty() method, although then I need custom hax for changing it via commands
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L99[05:52:16] <Ordinastie> I wonder, is NMS worth it with the new path at -40% ?
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L101[05:53:45] <mezz> I wouldn't give them any money after what they pulled. I'm waiting for it to be in the bargain bin somewhere before I play
L102[05:54:28] <masa> is there something in it worth playing?
L103[05:54:53] <mezz> sure, if you like exploring
L104[05:55:04] <AshIndigo> Just play nodded mc
L105[05:55:05] <Ordinastie> they added some base building
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L107[05:58:10] <masa> okay, a few hours of conding later, time to see if this thing blows up in a magnificent ball of fire and glory
L108[05:58:16] <masa> *coding
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L110[06:02:27] <Ordinastie> anybody knows the game Screeps ?
L111[06:03:08] <AshIndigo> Nope
L112[06:04:13] <barteks2x> I could do so much more without performance issues if generics supported primitives...
L113[06:04:13] <Ordinastie> apparently some kind of RTS where you code the AI yourself in JS
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L115[06:06:53] <barteks2x> Unless I can rely on JVM being good enough to optimize the boxing-unboxing hell
L116[06:07:04] <AshIndigo> Sounds neat
L117[06:10:46] <kashike> barteks2x: using fastutil yet?
L118[06:11:14] <barteks2x> I'm writing my own code. I have IBuilder class that I currentlyy use for generating noise. And I want to make it generic to generate biomes the same way
L119[06:12:05] <barteks2x> And based on some random blog on the internet, autoboxing isn't optimized away because if the caching
L120[06:12:51] <barteks2x> so the jvm can't assume that 10 converted to Integer and then back to int will be still 10
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L123[06:28:57] <arehman> what is StatCollector called in 1.10.2?
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L127[06:29:50] <HassanS6000> arehman: I think it's I18n
L128[06:29:51] <wundrweapon> Good morning
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L131[06:33:26] <wundrweapon> Anyways I had a few questions
L132[06:33:30] <wundrweapon> Firstly, I want to do stuff based on where the player looks after holding right-click on a block. Any ideas?
L133[06:34:36] <HassanS6000> Is it your block?
L134[06:35:11] <wundrweapon> It might be, it might not be; I've yet to decide
L135[06:37:54] <Umbraco> if you are holding an item while holding right-click, you may be able to use onUsingTick() and onPlayerStoppedUsing() combined with raytracing
L136[06:39:51] <wundrweapon> I don't intend for the player to be holding an item
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L138[06:40:02] <wundrweapon> Oh, and yes, it'll be my block
L139[06:40:59] <Umbraco> ah well, I dont know then :P
L140[06:41:07] <Marqin> How can I make forge/mc print full stacktrace?
L141[06:41:21] <Marqin> and not end it with "... 34 more"
L142[06:41:28] <Marqin> I mean, crash stacktrace
L143[06:42:55] <barteks2x> In the crash report? Or outside of it? If not in crash report, it's always full stacktrace unless JVM thinks it's fastthrow
L144[06:43:07] <wundrweapon> I don't understand why you'd need the full trace. Also, doesn't it get put in a log file somewhere?
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L148[06:54:57] <wundrweapon> Right now I'm using a LivingUpdateEvent handler to check if a player is wearing a full custom armor set or if the entity is a custom entity. If either is true, make the Entity.setInvisible(true). I want to optimize this as I doubt the LUE handler is the best solution. Any ideas?
L149[06:57:09] <IoP> "... xxx more" means that those lines are already printed by some other exception
L150[06:58:14] <Marqin> ok
L151[06:58:26] <Marqin> SomeClass.<init>() is contructor?
L152[06:58:51] <gigaherz|work> yes
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L161[07:42:47] <barteks2x> that was stupid... instead of generating dirt 3-4 BLOCKS deep I generated it 3-4 terrain heights deep
L162[07:43:23] <barteks2x> now it looks more like terraria terrain :D
L163[07:46:21] <JuiceGrape> do show
L164[07:51:12] <gigaherz|work> barteks2x: lol
L165[07:51:15] <barteks2x> here is what it looks like: http://imgur.com/a/EDp38
L166[07:51:34] <gigaherz|work> not bad ;P
L167[07:52:44] <barteks2x> so there, another config option that vanilla doesn't have
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L169[07:53:52] <barteks2x> I need to start making GUI for that...
L170[07:54:08] <barteks2x> but I don't like CM gui code :(
L171[07:54:15] <barteks2x> *mc
L172[07:54:25] <Ordinastie> use MalisisCore? :p
L173[07:54:40] <barteks2x> Is it a coremod?
L174[07:54:52] <barteks2x> or is it just a name?
L175[07:55:43] <barteks2x> if it has some reasonable gui code and is compatible, I may actually do that
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L177[07:56:32] <Ordinastie> yes, it's a coremod too
L178[07:56:42] <barteks2x> but give what it does, I would need to asm-hack malisis core itself
L179[07:56:53] <Ordinastie> https://github.com/Ordinastie/MalisisCoreDemos/blob/1.9.4/source/net/malisis/demo/guidemo/Gui.java
L180[07:58:14] <barteks2x> if it had gui module I could use without everything else, I would use it
L181[07:58:21] <Ordinastie> tss
L182[07:58:32] <Ordinastie> why would you need to "asm hack" ?
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L184[07:59:22] <barteks2x> Some non guill things it does probably wouldn't work too well with cubic chunks
L185[07:59:29] <barteks2x> *gui
L186[08:01:01] <barteks2x> just EntityUtils would be incompatible
L187[08:01:40] <Ordinastie> getPlayersWatchingChunk ?
L188[08:01:53] <barteks2x> exactly that one
L189[08:02:00] <barteks2x> also, that doesn't look useful: https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/EntityUtils.java#L130
L190[08:02:40] <Ordinastie> yeah, never needed to use it, so never needed to fix it
L191[08:03:13] <barteks2x> It probably has a bit too much stuff in one thing for me to use it
L192[08:03:26] <barteks2x> when all I need is gui code
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L194[08:05:59] <barteks2x> Also, it's a separate mod dependency?
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L196[08:08:12] <Ordinastie> what do you mean ?
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L198[08:08:39] <barteks2x> is it supposed to be used as shaded in library or as separate mod I depend on?
L199[08:08:48] <Ordinastie> hard external dep
L200[08:09:27] <barteks2x> so if I used it, I would essentially say "I use malisisCore, but I don't claim to be compatible with it"
L201[08:10:09] <Ordinastie> if you were to use it, compatibility issues could probably be solved directly
L202[08:10:22] <barteks2x> how?
L203[08:10:41] <Ordinastie> *I* could solve them
L204[08:10:52] <barteks2x> do any mods other than your mods use it?
L205[08:11:18] <Ordinastie> don't you want to be a pioneer? :D
L206[08:11:32] <Ordinastie> there is Almura that uses it, but for guis only
L207[08:11:47] <barteks2x> also, how can I be sure that this library won't disappear in some next MC version?
L208[08:11:54] <Ordinastie> there few others but I'm not sure if they did release something
L209[08:12:42] * AshIndigo still hopes for guitabs
L210[08:13:03] <Ordinastie> I didn't plan on stopping the development in any forseeable future
L211[08:13:35] <barteks2x> it's open source anyway, so that shouldn't be too big issue
L212[08:13:41] <Ordinastie> and in the case I don't really want to continue adding feature, I'd still udpate for bugs/new mc versions anyway
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L214[08:14:49] <barteks2x> ok, I will try to use it and see if I like it
L215[08:15:25] <gigaherz|work> I think the problem with libs like those, is that everyone has their own preferred way of doing things
L216[08:15:34] <gigaherz|work> (but mostly NIH)
L217[08:15:48] <barteks2x> so using one that already exists is the right thign to do
L218[08:16:55] <barteks2x> I could invent my own but that would just add to the problem
L219[08:17:04] <Ordinastie> I've already been asked to have a separate GUI module
L220[08:17:34] <Ordinastie> problem is, currently the rendering is tied to a base rendering used for everything
L221[08:18:09] <Ordinastie> blocks/items/TEs/the event
L222[08:18:31] <barteks2x> my mod is already 15MB jar, adding maybe 1-2 MB separate epenndency isn't going to hurt
L223[08:19:42] <Ordinastie> at some point I might really look into splitting it, but I don't know how
L224[08:20:19] <Ordinastie> but I have some big refactoring planned soon for guis anyway, so I might as well try to steer it in that directly
L225[08:20:21] <Ordinastie> *direction
L226[08:20:39] <barteks2x> so users would have to not only install MalisisCore, but also MalisisCoreBase, MalisisCoreRendering, MalisisCoreGui and malisisCoreUtils? :D
L227[08:21:17] <Ordinastie> that's, I think, the main downside in separating it
L228[08:21:29] <Ordinastie> I'd probably just do Core/Gui
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L230[08:21:43] <Ordinastie> but still
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L232[08:22:14] <Ordinastie> for modpacks, it wouldn't matter that much, but for people who download manually
L233[08:22:48] <barteks2x> which is people making these mdpacks probably
L234[08:22:52] <Ordinastie> unless I make MalisisCore download the modules itself, but we all know how that's considered:p
L235[08:23:49] <barteks2x> I've seen mods that block server startup until they try and fail to connect to something
L236[08:25:00] <barteks2x> maybe it would be possible to make MalistsCore-all single jar that contains both modules?
L237[08:25:52] <Ordinastie> so that would just be so modders don't have all the code when deving ?
L238[08:27:04] <Ordinastie> one major problem with seperate gui module is with inventories
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L241[08:28:20] <barteks2x> I think I have too much caching in my code: Terrain generator uses cached noise density values, which are calculated using 3d perlin noise, cached 2d noise, cached biome height and cached biome height variation. Biome height/height variation is calculated using biomes from biome cache, which I got from biome generator which by itself caches generated biomes
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L244[08:31:20] <barteks2x> Does it have code that makes json serialization/deserialization easier?
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L246[08:31:34] <Ordinastie> you already have GSON for that
L247[08:31:49] <barteks2x> look at ChunkProviderSettings
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L249[08:32:25] <barteks2x> I already used reflection to avoid repeating names of every single config option 8 times
L250[08:32:28] <Ordinastie> I have some Settings stuff that generate GUis automatically, but it's not really deep thought
L251[08:33:32] <barteks2x> so my custom generator settingc class looks like this: http://pastebin.com/ShhJr7PV
L252[08:33:42] <barteks2x> and there is option to override option name in that annotation
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L257[08:36:30] <barteks2x> so I'm asking if there is something that would simpify json config to something like that
L258[08:37:39] <Ordinastie> only that : https://github.com/Ordinastie/MalisisBlocks/blob/1.9.4/src/main/java/net/malisis/blocks/MalisisBlocksSettings.java
L259[08:37:42] <Ordinastie> https://github.com/Ordinastie/MalisisDoors/blob/1.9.4/src/main/java/net/malisis/doors/MalisisDoorsSettings.java
L260[08:37:54] <Ordinastie> built on top of forge cfg
L261[08:39:23] <barteks2x> well, this is worldgen settings so I need text representation that goes into server.properties
L262[08:39:46] <barteks2x> and vanilla uses json here, so it would make sense to use that
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L264[08:52:00] <PaleoCrafter> uhm... server.properties is a properties file? :P
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L266[08:54:40] <barteks2x> yes, and in that prooerties file you put a value that is json config
L267[08:55:02] <barteks2x> if you want customized worldgen
L268[08:55:12] <Ordinastie> Mojang™
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L271[08:56:57] <PaleoCrafter> wat, JSON *inside* the properties file?
L272[08:57:05] <Akkarin> gr8 design
L273[08:57:09] <PaleoCrafter> that's the worst idea ever
L274[08:57:15] <PaleoCrafter> fucking escape hell
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L276[08:57:34] <barteks2x> they probably parse the rpoperties file their way anyway
L277[08:57:41] <Akkarin> because escaping is obviously the first thing that comes to mind when you stack languages like that on top of each other
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L279[08:58:15] <barteks2x> so they may just assume that everything after the first = in the line is the option
L280[08:58:25] <PaleoCrafter> they use standard Java libraries to parse it :P
L281[08:59:01] <barteks2x> does a properties file have any syntax other than key=value?
L282[08:59:05] <barteks2x> and maybe comments?
L283[08:59:15] <PaleoCrafter> key:value is valid properties syntax as well
L284[08:59:18] <PaleoCrafter> that's the main problem here
L285[08:59:26] <Akkarin> Not really
L286[08:59:32] <barteks2x> and what would key=something:value do?
L287[08:59:41] <Akkarin> just assign something:value to key
L288[08:59:47] <barteks2x> probably something:value would be value
L289[08:59:49] <Akkarin> it only gets weird for the parser when you got a newline in there
L290[08:59:55] <Akkarin> aka a non-escaped newline
L291[09:00:04] <Akkarin> since in no case, there can be two properties per line
L292[09:00:08] <barteks2x> so the json config has no newlines at all
L293[09:00:18] <Akkarin> If it does have any they're escaped most likely
L294[09:00:27] <barteks2x> it's all in a single line, just like those commands in commandblock contraptions
L295[09:00:30] <Akkarin> no clue whether Java's parser understands indentation though
L296[09:00:54] <Ordinastie> why in hell didn't they make a separate generation.json file ? :x
L297[09:01:15] <barteks2x> because they already had server.properties
L298[09:01:28] <Akkarin> Well that's what I mean with that. Newlines are probably just replaced by \n in the json if any are present ... which I guess is standard for most libraries anyways
L299[09:01:44] <Akkarin> Well you are talking about a company that smacks json into NBT ... so yeah
L300[09:01:48] <barteks2x> there are no newlines in that
L301[09:01:55] <barteks2x> I think so at least
L302[09:02:31] <Akkarin> Well in your specific object probably not. I was rather talking about the issues of putting it into a properties file to begin with
L303[09:02:39] <PaleoCrafter> oh, my bad, I just remembered that the colon is escaped in splash.properties (defaults written by the Java stuff), so I assumed it was required
L304[09:02:54] <barteks2x> this is example config: {"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":tr
L305[09:02:54] <barteks2x> ue,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":
L306[09:02:54] <barteks2x> 8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSi
L307[09:02:59] <barteks2x> ze":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
L308[09:03:03] <barteks2x> oops
L309[09:03:05] <barteks2x> didn't know it's so long
L310[09:03:07] <Akkarin> ...
L311[09:03:19] <barteks2x> sorry for spam
L312[09:03:32] <IoP> I hope I could say that...
L313[09:03:52] <Akkarin> tbh it would've made more sense to extract it out of there and create a new format to take care of world settings now that they're so complex
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L316[09:06:20] <barteks2x> does json support float values "infinity" and "-infinity"?
L317[09:06:46] <PaleoCrafter> not natively, no
L318[09:07:00] <barteks2x> that will make configuring my generator a bit hard...
L319[09:07:07] <barteks2x> because there are some places with infinities
L320[09:07:23] <barteks2x> specifically, ore min/max generation heights
L321[09:07:23] <PaleoCrafter> JSON doesn't really distinguish between int, double etc., it's all just numbers
L322[09:07:42] <barteks2x> most ores have min height -infinite
L323[09:07:47] <barteks2x> *-infinity
L324[09:08:18] <Akkarin> you could just write yourself a little serializer
L325[09:08:49] <barteks2x> it supports strings right?
L326[09:08:51] <Akkarin> aka "-infinity" and "infinity" in their string versions are converted accordingly
L327[09:09:22] <barteks2x> then I will just catch an error whenn parsing floats nad try to parse infinities
L328[09:09:52] <barteks2x> not very good way but I'm not writing my own connfig format
L329[09:10:18] <PaleoCrafter> just write a deserialiser for a single wrapper type
L330[09:10:29] <Akkarin> just write a (de-)serializer to register with gson or whatever they use :o
L331[09:10:52] <Akkarin> doubt you'd even need to use a wrapper. At worst you'll have to use the object version
L332[09:10:57] <Akkarin> aka the boxed ones
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L334[09:11:36] <barteks2x> I currently (ab)use minecraft's JsonUtils
L335[09:11:38] <PaleoCrafter> unless you want to parse the whole config yourself, you'd need a wrapper type, I think
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L337[09:12:02] <Akkarin> well how does MC pass that nonsense down to the worldgen
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L339[09:12:32] <barteks2x> gson getAsFloat implementation: return isNumber() ? getAsNumber().floatValue() : Float.parseFloat(getAsString());
L340[09:12:38] <barteks2x> it uses Float.parseFloat
L341[09:12:43] <barteks2x> so it supports infinities
L342[09:12:46] <Akkarin> lol
L343[09:13:11] <Akkarin> Well gson is pretty far from standard so yeah
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L346[09:14:01] <barteks2x> I'm wondering if I could port my worlgen code to sponge at some point
L347[09:15:07] <PaleoCrafter> oh, you're not directly deserialising into an object?
L348[09:15:24] <barteks2x> wait, that is possible?
L349[09:15:29] <Akkarin> ...
L350[09:15:37] <barteks2x> I just copied ChunkProviderSettings
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L352[09:15:49] <barteks2x> and changed it the way I wanted
L353[09:15:54] <Ordinastie> because copying vanilla code is ALWAYS a good idea
L354[09:16:01] <barteks2x> I've never used gson before
L355[09:16:20] <Akkarin> Might want to Google it
L356[09:16:29] <Akkarin> their doc is pretty complete ... as with all Google open source libraries
L357[09:17:22] <barteks2x> wait
L358[09:17:26] <barteks2x> it is custom serializer
L359[09:18:47] <Akkarin> ?
L360[09:19:00] <barteks2x> Vanilla uses custom serializer here
L361[09:19:19] <Akkarin> well what for specifically
L362[09:19:33] <Akkarin> you usually don't need any unless you intend to de-serialize interfaces or something similar
L363[09:19:41] <barteks2x> for ChunkProviderSettings.Factory
L364[09:19:47] <barteks2x> that's what they have
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L366[09:20:18] <Akkarin> Well either they didn't read the documentation either or there's a part of the type that requires a de-serializer
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L368[09:20:46] <barteks2x> the only thing they do that isn't just reading the config is modifying one value in the process
L369[09:21:09] <barteks2x> the fixedBiome value
L370[09:21:24] <Akkarin> Well processing one property that isn't of a custom type usually requires a serializer
L371[09:21:54] <barteks2x> except that it could be done after reasing config
L372[09:21:57] <barteks2x> *reading
L373[09:22:02] <Akkarin> not necessarily
L374[09:22:16] <barteks2x> they serialize it into factory anyway
L375[09:22:26] <barteks2x> so they could do that
L376[09:22:27] <Akkarin> if the types differ or thread safety by immutability is desired, doing it in the de-serializer would be favorable
L377[09:22:44] <barteks2x> it's an int...
L378[09:22:47] <Akkarin> I am not entirely sure whether Gson can also use getters/setters which would allow you to do that more easily
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L380[09:22:53] <barteks2x> and it's supposed to be int in config
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L382[09:23:14] <Akkarin> Well as I said: There's those cases. If that doesn't fit there's probably no reason to do it that way
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L384[09:23:22] <Akkarin> Keep in mind: Mojang does not code sane stuff
L385[09:23:32] <Akkarin> they code stuff that somehow sometimes works. No more. No less.
L386[09:24:08] <barteks2x> And I asked 2 times here if it's possible without repeating each config option name 8 times
L387[09:24:11] <barteks2x> and I got no reply
L388[09:24:25] <barteks2x> Why I always get answer after I do it my way...
L389[09:24:48] <Akkarin> Well. Channel of volunteers = inconsistent frequency of answers, inconsistent quality, etc.
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L391[09:25:53] <PaleoCrafter> dafuq, updating my fluid placement PR right now. whenever I try to place a Vanilla fluid, it doesn't seem to get an update and doesn't start moving, although I use the exact same flag as Vanilla
L392[09:26:00] <PaleoCrafter> works just fine with mod fluids
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L400[09:36:07] <barteks2x> I did something wrong, just don't know what
L401[09:36:15] <barteks2x> my extreme hills are nowhere near extreme
L402[09:37:58] <barteks2x> this is what it looks like: http://i.imgur.com/Qln8anS.png
L403[09:38:04] <barteks2x> I don't think it should look like this
L404[09:39:38] <Ordinastie> your screenshots always look so bad :x
L405[09:39:50] <barteks2x> in what way bad?
L406[09:39:55] <Ordinastie> no AO, hurts my eyes
L407[09:40:09] <barteks2x> no mipmapping?
L408[09:40:14] <Ordinastie> no, AO
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L410[09:40:18] <Ordinastie> Ambiant Occlusion
L411[09:40:24] <barteks2x> oh, smooth lighting?
L412[09:40:42] <barteks2x> I disable it to bettwe see light values
L413[09:41:30] <barteks2x> but tehre, better screenshot: http://i.imgur.com/pneXHRQ.png
L414[09:41:58] <Ordinastie> yep, that changes everything
L415[09:42:13] <barteks2x> I also have the issue with slow chunk rendering
L416[09:42:28] <barteks2x> and disabling smooth ligting and mipmapping makes it better
L417[09:42:39] <barteks2x> *chunk updating
L418[09:43:48] <barteks2x> smooth lighting is nice, but it hides the actual light values
L419[09:43:54] <barteks2x> so it's harder to notice when they are wrong
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L421[09:45:39] <barteks2x> fir example the one at the top looks almost right, the one at the bottom is clearly wrong: http://imgur.com/a/qsWwm
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L423[09:45:50] <PaleoCrafter> mezz, if you're around, I've updated my fluid PR
L424[09:47:12] <barteks2x> but good to know smooth lighting is important to people
L425[09:50:10] <PaleoCrafter> I'd say that's pretty obvious :P
L426[09:50:53] <barteks2x> for me it's "if it's there, it's fine, I don't need it"
L427[09:51:03] <barteks2x> so it's not that obvious
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L429[09:58:42] <ghz|afk> I don't use the full smooth lighting
L430[09:58:47] <ghz|afk> I prefer the middle option
L431[09:59:51] <barteks2x> for some time I remember using 4x4 texture pack to get reasonabe preformance on old laptop so I'm used to bad graphics
L432[10:00:06] <ghz|afk> lol
L433[10:00:11] <barteks2x> (at that time it was still named tecture pack)
L434[10:01:05] <barteks2x> that laptop could barely get 20 fps
L435[10:01:19] <barteks2x> with optifine and all lowest settings
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L438[10:04:13] <gr8pefish> Shouldn't this line force my mod to have Forge > 2120? DEPEND = "after:Forge@[10.18.2.2120,)
L439[10:04:48] <ghz|afk> required-after?
L440[10:05:01] <gr8pefish> ugh, thanks! knew it was some dumb typo thing
L441[10:05:19] <ghz|afk> IMO, it should still fail
L442[10:05:30] <ghz|afk> but /shrug
L443[10:05:31] <gr8pefish> I thought so too, but apparently it doesn't
L444[10:05:42] <gr8pefish> I'll just include the required, thanks for the catch
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L446[10:06:37] <ghz|afk> "after:Forge@[10.18.2.2120,)" SHOULD mean "if it exists, require that version range"
L447[10:07:37] <PaleoCrafter> PR it :P
L448[10:08:19] <ghz|afk> I'm too tired to even properly work on my own mods, these days
L449[10:08:53] <ghz|afk> today at work I spent all day trying to configure an IPsec tunnel on a consumer router flashed with OpenWRT
L450[10:09:08] <ghz|afk> I managed to get the tunnel itself "working"
L451[10:09:18] <ghz|afk> xcept I can't truly test it because packets aren't being sent through it
L452[10:09:34] <ghz|afk> and I'm FAR from an IT person
L453[10:09:44] <ghz|afk> I roughly know what the concepts mean
L454[10:10:00] <ghz|afk> but messing with iptables is way beyond my expertise
L455[10:10:13] <PaleoCrafter> but you've studied CS, you obviously are an IT person :P
L456[10:10:33] <Keridos> hm, I have a json of a wall here and I want it to be transformed from the model like this https://gist.github.com/Keridos/23dccd15f2c62324a0548f694e90d8db
L457[10:10:42] ⇨ Joins: edr (~edr@d-65-175-180-73.cpe.metrocast.net)
L458[10:10:55] <Keridos> but the inventory block is not using those display transforms on my client
L459[10:14:54] <ghz|afk> was there some way to tell IDEA that ItemStack variables should never be null?
L460[10:15:07] <ghz|afk> I mean besides annotating the class itself
L461[10:15:46] <barteks2x> there is issue for MinecraftDev plugin for that
L462[10:16:35] <ghz|afk> ah
L463[10:16:40] <ghz|afk> there's an "external annotations" thingy in IDEA
L464[10:16:42] <ghz|afk> trying it
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L466[10:27:25] <tterrag> external annotations are neat but a bit tricky to make portable
L467[10:29:02] <gr8pefish> what's the event for when a player (right) clicks a block?
L468[10:30:22] <tterrag> PlayerInteractEvent.RightClickBlock
L469[10:30:23] <gr8pefish> PlayerInteractEvent.RightClickBlock, found it :P
L470[10:30:33] <gr8pefish> hehe, perfect timing
L471[10:32:51] <ghz|afk> meh, making a class @Nonnull doesn't cause IDEA to warn if you assign null to a variable of its type
L472[10:33:52] <tterrag> I didn't even think @Nonnull was valid on classes
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L476[10:42:18] <ghz|afk> hmmm, I think that @Nonnull on a class is taken to mean that its methods won't return null
L477[10:42:27] <ghz|afk> not that variables of that type shouldn't be nullable by default
L478[10:42:57] <mezz> that seems weird
L479[10:43:08] <Keridos> iu cannot get my custom model to render correctly in inventory
L480[10:43:11] <Keridos> or as itemblock
L481[10:43:32] <Keridos> I extend wall_side and wall_post and assign "display" settings
L482[10:44:01] <Keridos> but it always renders the item not translated, rotated or scaled at all
L483[10:44:07] <ghz|afk> mezz: scratch that
L484[10:44:19] <ghz|afk> I had @MethodsReturnNonnullByDefault on the package and I forgot
L485[10:44:20] <ghz|afk> XD
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L487[10:44:29] <mezz> heh
L488[10:44:55] ⇨ Joins: cpup (~cpup@32.218.118.247)
L489[10:45:09] <mezz> could someone in here do me the tremendous favor of turning cpw's forge setup tutorial into text for the forge wiki? https://www.youtube.com/watch?v=pLWQk6ed56Q
L490[10:45:41] <mezz> it's only about 10 minutes long and half of it seems to be waiting for stuff to load or whatever, so it would be very nice to have it in text
L491[10:46:40] <mezz> Also apparently some people are not able to watch the video for whatever reason, and this information is essential to making Forge PRs https://github.com/MinecraftForge/MinecraftForge/pull/3190#issuecomment-263914847
L492[10:51:33] ⇨ Joins: Jezza (~Jezza@92.206.4.86)
L493[10:54:57] <PaleoCrafter> I bet you williewillus would be more than happy to do so :D
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L495[10:55:48] <mezz> they seem pretty busy lately
L496[10:56:27] *** Abrar|gone is now known as AbrarSyed
L497[10:58:18] <PaleoCrafter> I can give it a go in about an hour
L498[10:58:34] <mezz> awesome thanks
L499[10:59:22] <gr8pefish> +1 that'd be awesome paleo, ty
L500[11:00:45] <barteks2x> I generally don't like video tutorials, because you can't finish it faster than the video takes
L501[11:01:48] <mezz> c.pw is generally very low on free time, so it was a good enough solution to help me when I was having lots of trouble setting things up myself
L502[11:02:33] <mezz> writing it down will be a big improvement though, especially if it's on the wiki where people can add images or update it as necessary
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L504[11:11:23] <gr8pefish> Anyone know if it would be possible to change the coloring on a damage bar? tterrag, I knoe EnderIO does similar, but it also uses a coremod for the 2 damage bar feature iirc.
L505[11:11:49] <ghz|afk> in 1.11, there's a method to get the damage bar color
L506[11:11:52] <ghz|afk> in Item
L507[11:11:54] <ghz|afk> added by forge
L508[11:11:56] <barteks2x> I think it should be possible in 1.11
L509[11:12:14] <gr8pefish> What about 1.10?
L510[11:12:49] <ghz|afk> hmm I thought there was
L511[11:12:53] <TechnicianLP2> why not 1.11?
L512[11:13:20] <barteks2x> why profiling has to be so hard...
L513[11:14:44] <gr8pefish> I just looked through Item in 1.10 source, and saw no such method for the color of the damage bar
L514[11:15:25] <barteks2x> I would look at the code that calculates it
L515[11:15:28] <ghz|afk> no this was new to 1.11
L516[11:15:29] <ghz|afk> but
L517[11:15:32] <ghz|afk> I'm confused now
L518[11:15:32] <barteks2x> and find if it calls somethign useful
L519[11:15:34] ⇨ Joins: moony (~moonythed@9.29.198.104.bc.googleusercontent.com)
L520[11:15:42] <ghz|afk> I was certain there was something for the durability bar damage
L521[11:15:43] <moony> is there a channel for discussion about OpenComputers?
L522[11:15:45] <ghz|afk> but I can't find it
L523[11:15:53] <gr8pefish> Yeah I might have luck in RenderItem
L524[11:15:54] <ghz|afk> color*
L525[11:17:21] <ghz|afk> ah foundit
L526[11:17:21] <ghz|afk> int rgbfordisplay = stack.getItem().getRGBDurabilityForDisplay(stack);
L527[11:17:30] <ghz|afk> 1.11
L528[11:17:42] <ghz|afk> the code is in RenderItem#renderItemOverlayIntoGUI
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L531[11:18:47] <gr8pefish> Yup, looking at that right now actually. In 1.10 it seems to be hardcoded colors: this.draw(vertexbuffer, xPosition + 2, yPosition + 13, 13, 2, 0, 0, 0, 255); where draw(VertexBuffer renderer, int x, int y, int width, int height, int red, int green, int blue, int alpha)
L532[11:19:21] <moony> what would be a good amount of memory to allocate to gradlew for forge env setup?
L533[11:20:04] <mezz> 3 gigs
L534[11:20:05] <gr8pefish> dang, I'll try and think of something else. I wanted to do a boolean style indicator on the damage bar using colors, but I may be able to think of something else. I'm currently displaying how full my inventory is, but I'd like to show if it has any slots open as well as an additional indicator.
L535[11:21:00] <tterrag> gr8pefish, petition forge for a GL item render
L536[11:21:03] <tterrag> :P
L537[11:21:45] <gr8pefish> That's be amazing but I'm not sure I'm knowledgeable enough to spearhead a petition like that xD
L538[11:23:57] <ghz|afk> do you can embed a durability bar into an item baked model
L539[11:24:05] <ghz|afk> by using a quad or 2
L540[11:24:06] <barteks2x> the profiler takes forever to start
L541[11:24:19] <ghz|afk> and no
L542[11:24:27] <ghz|afk> forge won't accept anything that lets people draw items with opengl
L543[11:24:34] <ghz|afk> lex has made that extremely clear
L544[11:25:09] <mezz> the less openGL forge has, the easier it is to optimize drawing stuff
L545[11:25:17] <barteks2x> damn, I justa started profiler and accidentally loaded world instead of creating new one
L546[11:25:28] <mezz> you can't batch stuff that has random openGL calls in it
L547[11:27:11] <barteks2x> worldgen spawnpoint generation performance with profiler: 1% per 10 seconds, without profiler: 5% per second, that's why I almost never use real profiler
L548[11:27:38] <tterrag> ghz|afk, not really
L549[11:28:00] <tterrag> a damage bar would require knowing the perspective inside getQuads (which is not known)
L550[11:28:06] <tterrag> it would also require disabling lighting
L551[11:28:08] ⇨ Joins: TechnicianLP (~Technicia@p4FE57C4A.dip0.t-ipconnect.de)
L552[11:28:29] <tterrag> mezz, we have TESR
L553[11:28:51] <tterrag> as I've said before, it would not be hard to make batching opt-out
L554[11:29:09] <tterrag> you know, like exactly the way TESRs are "opt out" right now
L555[11:29:26] <mezz> sounds good
L556[11:30:00] <mezz> not a lot has been done on rendering recently though, this is just up in the air
L557[11:30:16] <tterrag> mezz, point is, there will ALWAYS be things which need GL. you can make the model system as inclusive as possible
L558[11:30:21] <tterrag> but it never will cut it
L559[11:30:41] <tterrag> there's no real good reason to leave it out except "principle"
L560[11:30:41] <mezz> I agree
L561[11:30:54] <tterrag> which is the stupidest way to write an API.
L562[11:30:56] <barteks2x> uh.. visualvm profiler doesn't seem to inclue lambdas
L563[11:31:09] <ghz|afk> specially for items, which aren't even batched to begin with
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L565[11:31:23] <tterrag> ghz|afk, well, the current cry is that "but they could be!"
L566[11:31:29] <Ordinastie> tterrag, but but, modders do stuff that break stuff!!!
L567[11:31:56] <ghz|afk> TBH, I'm not sad that IItemRenderer was removed
L568[11:32:00] <MalkContent> is milk an existing fluid like water and lava?
L569[11:32:04] <ghz|afk> everyone used it for items instead of proper models
L570[11:32:16] ⇨ Joins: TechnicianLP2 (~Technicia@p4FE57C4A.dip0.t-ipconnect.de)
L571[11:32:23] <tterrag> ghz|afk, not sure what that means
L572[11:32:27] <ghz|afk> it became the first resort
L573[11:32:32] <tterrag> it was the only resort
L574[11:32:34] <ghz|afk> rather than a last-resort "only for special cases" renderer
L575[11:32:37] <mezz> MalkContent, no it's added in-world by mods like Forestry and MFR
L576[11:32:37] <tterrag> there were no models...
L577[11:32:48] <ghz|afk> well yeah
L578[11:32:55] <tterrag> ghz|afk, what are you saying. if you wanted anything other than a basic 2D image you needed IItemRenderer
L579[11:33:07] <ghz|afk> I mean that everyone used ModelRenderers for it
L580[11:33:11] <tterrag> I think enough time has passed that now, if something analogous was added, people would more readily use regular models
L581[11:33:14] <tterrag> and if not, who cares
L582[11:33:17] <MalkContent> kay. ty mezz
L583[11:33:28] <ghz|afk> nah
L584[11:33:47] <ghz|afk> there's still an absurd number of 1.7.10 mods
L585[11:33:53] <ghz|afk> where the main reason they aren't ported
L586[11:33:57] <ghz|afk> is the authors refuse to use models
L587[11:34:11] <ghz|afk> "if I can't use my techne-as-java models, I won't port" kinda attitude
L588[11:34:11] <tterrag> who cares
L589[11:34:28] <mezz> http://bot.notenoughmods.com/
L590[11:34:28] <ghz|afk> we care
L591[11:34:40] <tterrag> you shouldn't
L592[11:34:44] <tterrag> it's not your problem
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L594[11:37:48] ⇨ Joins: Noppes (~Noppes@ip56530f2e.direct-adsl.nl)
L595[11:38:55] <McJty> mezz, that's very outdated. None of my 1.11 mods are tehre even
L596[11:39:23] <PaleoCrafter> that's because you have to do it yourself :P
L597[11:39:27] <gr8pefish> I think that's on your end. iirc, you have to opt-in to it with new versions
L598[11:39:29] <mezz> you can add them, #NotEnoughMods channel
L599[11:39:39] <McJty> Well yes. As if I don't have enough to do :-)
L600[11:39:49] <mezz> you can ask someone else to add them too
L601[11:39:52] <mezz> heh
L602[11:40:01] <gr8pefish> hehe, fair, but still true that it's not their fault
L603[11:40:07] <ghz|afk> "I should add my mods there someday"
L604[11:40:17] <ghz|afk> every time someone brings it up
L605[11:40:18] <ghz|afk> XD
L606[11:40:20] <TechnicianLP> should get curseforge fetch
L607[11:40:27] <mezz> yea
L608[11:40:29] <tterrag> McJty, Renol can be configured to look at your CI/releases to automatically add new updates
L609[11:40:31] <tterrag> set and forget
L610[11:40:42] <McJty> Renol?
L611[11:40:54] <mezz> Renol is the bot in that channel
L612[11:41:07] <McJty> ah
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L614[11:41:11] <gr8pefish> yeah it is a 1-time thing, then updates are handled automatically
L615[11:41:18] <gr8pefish> not too much work considering
L616[11:41:34] <gr8pefish> well, same-mc-version updates*
L617[11:41:39] <McJty> Well it didn't seem to have catched my rftools alpha for 1.11
L618[11:41:46] <McJty> Even though rftools is in the 1.10 list
L619[11:41:52] <ghz|afk> maybe it ignores alphas
L620[11:42:00] <mezz> it needs to be updated for each MC version, you !copy the data to a new version
L621[11:42:01] <McJty> Well there are 'dev-only' versions tehre
L622[11:42:25] <McJty> Anyway, I have 12 mods which I'm now porting hybrid to 1.10/1.11
L623[11:42:31] <McJty> So for now I'll keep on doing that :-)
L624[11:43:02] <ghz|afk> hah
L625[11:43:06] <ghz|afk> there's one of my mods, in 1.9
L626[11:43:14] <ghz|afk> it's not even updated for 1.9.4
L627[11:43:14] <gr8pefish> ^ mez is correct, use !copy
L628[11:43:40] <moony> what would be a good amount of memory to allocate to gradlew for forge env setup?
L629[11:43:53] <ghz|afk> 3gb
L630[11:43:58] <ghz|afk> they already told you
L631[11:44:02] <moony> oh
L632[11:44:03] <moony> derp
L633[11:44:20] * moony should try the magical thing called 'scrolling' sometime
L634[11:44:23] <ghz|afk> 3gb is enough for MDK and for forge proper
L635[11:45:12] <mezz> heh
L636[11:45:26] <moony> hi mezz. (nice to meet you ^_^)
L637[11:45:39] <McJty> mezz, if the new setRecipe is present in IRecipeCategory I suppose jei will not try to call the deprecated one? on 1.10
L638[11:45:40] <moony> and thanks ghz|afk
L639[11:46:05] <mezz> o/ moony
L640[11:46:13] <mezz> McJty, that's right
L641[11:46:23] <gr8pefish> #JEI exists if you have more questions mcjty (if anyone cares)
L642[11:47:20] ⇦ Quits: TechnicianLP2 (~Technicia@p4FE57C4A.dip0.t-ipconnect.de) (Quit: Bye)
L643[11:50:01] * TechnicianLP cant add his mod in #NotEnoughMods
L644[11:50:13] ⇨ Joins: JuiceGrape (~JuiceGrap@31-151-51-200.dynamic.upc.nl)
L645[11:54:40] <mezz> TechnicianLP, poke an OP in there to get permission
L646[11:56:19] ⇦ Parts: Hunterz (~hunterz@62.182.234.189) ())
L647[11:57:32] <McJty> Woo ModBot just reported a new release of a mod for 1.4.7. That's old :-)
L648[11:59:05] <mezz> heh
L649[11:59:18] <Akkarin> The real question is: Which 1.4? :P
L650[12:02:49] <Keridos> is there no other way than to create a model for each item with a specific texture for correct inventory rendering of subblocks with correct textures?
L651[12:03:00] <Keridos> I can either get the right texture, or the right transformation
L652[12:03:03] <Keridos> not both currently
L653[12:04:23] <ghz|afk> hm?
L654[12:04:37] <Keridos> I am trying to get a wall in my mod with different textures
L655[12:04:47] <ghz|afk> yep
L656[12:04:54] <Keridos> problem is it renders too big and not correctly rotated as itemblock and in inventory
L657[12:05:10] <ghz|afk> either add "parent":"block/block" to the model json
L658[12:05:11] <ghz|afk> or
L659[12:05:20] <ghz|afk> "transform":"forge:default-block" on your blockstates json
L660[12:05:25] <TechnicianLP> McJty where did it report that?
L661[12:05:25] <Keridos> https://gist.github.com/Keridos/23dccd15f2c62324a0548f694e90d8db
L662[12:05:31] <Keridos> https://gist.github.com/Keridos/cc69930ad7b28d82fd36c14d6bc65f57
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L664[12:05:40] <Keridos> that are (one part of the model) and the blockstate json
L665[12:05:50] <ghz|afk> don't use the "display" section
L666[12:06:06] <ghz|afk> or wait hm
L667[12:06:12] <ghz|afk> wall_post.json doesn't have a "parent"
L668[12:06:25] <Keridos> it does
L669[12:06:31] <Keridos> it has block/wall_post
L670[12:06:40] <ghz|afk> no I mean
L671[12:06:42] <ghz|afk> wall_post itself
L672[12:06:48] <ghz|afk> see wall_inventory.json
L673[12:06:51] <ghz|afk> vanilla uses separate models
L674[12:06:53] <ghz|afk> for inventory and block
L675[12:06:55] <Keridos> i know
L676[12:06:57] <ghz|afk> so it doesn't need transforms
L677[12:07:11] <Keridos> cant i add those transforms myself?
L678[12:07:13] <ghz|afk> so you have two choices
L679[12:07:21] <ghz|afk> well 3
L680[12:07:30] <ghz|afk> 1. add the "display" section and tweak it until it works
L681[12:07:43] <ghz|afk> 2. swithc your blockstates file to using forge blockstates
L682[12:07:49] <ghz|afk> and use "transform":"forge:default-block"
L683[12:07:57] <Keridos> ghz|afk: it seems to completely ignore my display section
L684[12:08:02] <ghz|afk> 3. use separate models for item and block, like vanilla
L685[12:08:13] ⇦ Parts: JuiceGrape (~JuiceGrap@31-151-51-200.dynamic.upc.nl) ())
L686[12:08:36] <McJty> TechnicianLP, on twitter
L687[12:08:48] <Keridos> ghz|afk: doesnt forge_marker 1 make it using forge blockstates
L688[12:08:55] <Keridos> https://gist.github.com/Keridos/cc69930ad7b28d82fd36c14d6bc65f57
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L690[12:13:45] ⇨ Joins: BrainStone (BrainStone@the.feds.just.stole-your.pw)
L691[12:14:04] <BrainStone> Hi. Is there a way to automatically download a base mod?
L692[12:14:14] <McJty> Base mod?
L693[12:14:30] <McJty> Ah, well I just set a proper dependency in curse
L694[12:14:37] <BrainStone> Like BrandonCore for DraconicEvolution
L695[12:14:42] <McJty> So at least for people making a modpack via curse they will get dependencies automatically
L696[12:14:48] <BrainStone> I know that
L697[12:14:54] <BrainStone> That's not the issue
L698[12:15:23] <McJty> Not sure I a big fan of mods downloading things automatically like that
L699[12:15:39] <BrainStone> It also wouldn't be too bad if it didn't worked. I would just like to know if it is possible
L700[12:15:51] <McJty> Well it sure is possible since mods are doing it
L701[12:15:55] <ghz|afk> forge won't download dependencies for you
L702[12:16:00] <ghz|afk> however a custom launcher may
L703[12:16:05] <mezz> I believe the auto-downloader that Draconic Evolution (CCC?) used has been removed
L704[12:16:12] <ghz|afk> example: the curse one that McJty mentioned
L705[12:16:25] <Keridos> ghz|afk: even with parent: "block/block" and just setting the elements in the submodel jsons
L706[12:16:37] <Keridos> it still does not apply the correct transformations at all
L707[12:16:43] <BrainStone> CodeChicken-CoreLib used to be downloaded automatically
L708[12:16:54] <ghz|afk> Keridos: doesi tapply ANY transforms at all?
L709[12:17:01] <ghz|afk> because
L710[12:17:06] <mezz> it has been killed off because it's very bad practice BrainStone
L711[12:17:06] <ghz|afk> if you are porting from 1.8.x to 1.9
L712[12:17:10] <ghz|afk> the transforms changed
L713[12:17:18] <ghz|afk> they don't "mean" the same
L714[12:17:27] <ghz|afk> because the default angles are different
L715[12:17:49] <BrainStone> Alright. Not gonna do it then.
L716[12:17:57] <BrainStone> But regardless is it still possible?
L717[12:18:03] <mezz> it's possible, yes
L718[12:18:43] <BrainStone> Ok. I might ask for details another time. Thanks mezz
L719[12:18:58] <mezz> no problem
L720[12:22:24] <Keridos> ghz|afk: it looks like it doesnt apply any transform
L721[12:23:17] <Keridos> blockstate now: https://gist.github.com/Keridos/cc69930ad7b28d82fd36c14d6bc65f57 model now: https://gist.github.com/Keridos/23dccd15f2c62324a0548f694e90d8db
L722[12:24:11] <ghz|afk> welp
L723[12:24:16] <ghz|afk> submodels do NOT get the transform
L724[12:24:20] <ghz|afk> only the root model does
L725[12:24:29] <ghz|afk> you'd have to have the transform applied to each submodel separately
L726[12:24:40] <Keridos> is there any neat way to do that?
L727[12:26:57] <Keridos> ghz|afk: can I make custom blockstate for the item rendering?
L728[12:27:09] <Keridos> or a seperate json
L729[12:27:32] <Keridos> using a modified model and applying some texture to it?
L730[12:27:58] <ghz|afk> you can have each subitem as a separate json file
L731[12:28:02] <ghz|afk> but I don't think that's waht you want?
L732[12:28:14] <Keridos> nah the type should still change he txture
L733[12:28:20] <Keridos> trying a seperate json for item rendering now
L734[12:28:30] <ghz|afk> but
L735[12:28:30] <ghz|afk> hmm
L736[12:28:34] <ghz|afk> why do you not have a base model?
L737[12:28:52] <Keridos> it is a wall with different textures
L738[12:28:57] <Keridos> it only uses submodels
L739[12:29:04] <ghz|afk> yes that's my question
L740[12:29:10] <ghz|afk> in like, a fence
L741[12:29:13] <ghz|afk> there's the base "post"
L742[12:29:19] <ghz|afk> and then the "sides" which could be submodels
L743[12:29:26] <Keridos> ghz|afk: the problem is that the post is not always rendered
L744[12:29:35] <ghz|afk> ah, how so?
L745[12:29:38] <McJty> You can have an invisible base model can't you?
L746[12:29:47] <ghz|afk> oh wait I see
L747[12:29:49] <ghz|afk> in like, continued line
L748[12:29:51] <Keridos> yes
L749[12:29:59] <ghz|afk> XxxxxxxxX
L750[12:30:18] <ghz|afk> you only have 6 textures, it seems
L751[12:30:27] <ghz|afk> you could have those 6 item models separate
L752[12:30:52] <ghz|afk> or hmm
L753[12:30:57] <ghz|afk> I have another idea
L754[12:31:02] <ghz|afk> you could use
L755[12:31:17] <Keridos> Trying a seperate json blockstate for the inventory model
L756[12:31:21] <ghz|afk> "model": "ompd:wall_post"
L757[12:31:24] <ghz|afk> in the defaults block
L758[12:31:25] <ghz|afk> and
L759[12:31:44] <ghz|afk> "model": "" or whatever in the "false" branch of "up"
L760[12:34:25] <Keridos> lets see if that works
L761[12:35:21] <Keridos> that was not good, all models had the base mode now
L762[12:35:39] <Keridos> well derp
L763[12:35:43] <Keridos> forgot something
L764[12:35:50] <Keridos> but the items still render weird
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L766[12:41:49] <Keridos> ghz|afk: the seperate blcokstate json for the item works
L767[12:47:12] <Keridos> thanks for all the tips and help :9
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L770[12:59:44] <Ordinastie> ahah, the things you find on steam's workshop :p http://steamcommunity.com/sharedfiles/filedetails/?id=757899378
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L776[13:06:06] <PaleoCrafter> is there anything bad that can happen from changing stuff in the Clean project?
L777[13:06:50] <Ordinastie> won't that generate/mess the patches ?
L778[13:07:11] <PaleoCrafter> ah, I suppose it's the point of refernce for the patches?
L779[13:07:48] <Ordinastie> I think so
L780[13:13:36] <PaleoCrafter> mezz, I should have addressed all your comments, I hope the PR's fine now :)
L781[13:17:13] <mezz> thanks
L782[13:18:05] <PaleoCrafter> I'm also almost done with the dev env guide, only adding the test mod stuff now
L783[13:18:08] <masa> so, if MCP bot doesn't find a field, does that mean it has ben patched in by Forge?
L784[13:18:11] <mezz> awesome
L785[13:18:22] <mezz> masa probably yes
L786[13:18:35] <masa> how do I find it easily?
L787[13:18:38] <mezz> you can search the forge patch
L788[13:18:39] <masa> *out
L789[13:18:43] <masa> right..
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L791[13:19:13] <masa> aha yep there it is
L792[13:19:14] <mezz> https://github.com/MinecraftForge/MinecraftForge/tree/1.10.x/patches/minecraft/net/minecraft
L793[13:19:16] <mezz> cool
L794[13:19:39] <masa> so that means that I can just use the one name it has with reflection, right?
L795[13:19:47] <mezz> yep
L796[13:19:56] <masa> alright cool, thanks
L797[13:20:29] <mezz> if you're not doing anything super hacky, consider making a PR to add a getter or something, or make it public
L798[13:20:59] <masa> right, yeah... I've come across multiple odd or stupid things today related to what I'm doing
L799[13:21:20] <masa> not sure if forge would be willing to change some of those
L800[13:21:32] <masa> and if that would break lots of stuff
L801[13:21:40] <mezz> ok
L802[13:22:09] <masa> so in this case stuff related to world borders and WorldInfo
L803[13:23:03] <mezz> well get it working with reflection first, yeah
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L808[13:31:25] <PaleoCrafter> gah, I can't seem to get IDEA to copy the resources of the test source set into the production output directory
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L812[13:35:22] <TechnicianLP2> better than missing minecraftclasses while genpatches
L813[13:36:08] <PaleoCrafter> well, I can't really write instructions on it without getting it to work myself :P
L814[13:38:37] <barteks2x> I still want to finish readthedocs on worldgen, but I'm not sure how much detail it should contain
L815[13:39:01] <barteks2x> should it be more towards explaining how stuff works or more towards explaining how to use it?
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L817[13:39:18] <Ordinastie> both ?
L818[13:40:03] <barteks2x> And I'm not sure how detailed explanations of "how it works" should be
L819[13:40:28] <barteks2x> too detailed = noone will read it
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L821[13:41:02] <ghz|afk> I'd lean toward the functional side of things
L822[13:41:16] <Deamon> talking about the process is probably good, and then into some of the common patterns used for the feature generators and such
L823[13:41:24] <Deamon> thats usually what people will want/need to know
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L825[13:41:31] <ghz|afk> you can do both
L826[13:41:37] <ghz|afk> and have them in separate pages/sections
L827[13:41:56] <ghz|afk> most people WILL skip the "why" part, and go straight to the "how" part
L828[13:41:57] <barteks2x> Telling people that "because of how it works, you need to offset x and z coords by 8" probablyy isn't enough
L829[13:42:03] <ghz|afk> no
L830[13:42:54] <ghz|afk> but saying "Minecraft keeps a 2x2 area of chunks to work with, so it's best to generate using the central 16x16. This means you will want to offset the coords by 8 on X and Z"
L831[13:42:59] <ghz|afk> is short enough to make sense
L832[13:43:06] <ghz|afk> long enough to make sense*
L833[13:43:13] <ghz|afk> but short enough that people can still read through it
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L835[13:43:23] <ghz|afk> s/keeps/gives you/
L836[13:43:40] <barteks2x> I'm not really good at writing things... I would never make it so short
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L838[13:45:51] <ghz|afk> "Minecraft keeps a 2x2 area of chunks to work with, expecting the generation to happen in the central 16x16, while still leaving a margin of 8 blocks for structures that go a bit over the line. For practical purposes, this means you will want to offset the coords by 8 on X and Z, while avoiding coordinates smaller than -8, or bigger than 24."
L839[13:46:24] <ghz|afk> this is probably about right, for documentation purposes?
L840[13:46:35] <mezz> in addition to ^, you want to do this so that structures do not go into new chunks, causing them to load
L841[13:46:46] <barteks2x> I think so
L842[13:46:46] <mezz> because that can cause an infinite chain of loading chunks
L843[13:46:47] <PaleoCrafter> http://paleocrafter-mcforge.readthedocs.io/en/forge-dev-guide/forgedev/ opinions?
L844[13:48:33] <barteks2x> I think instead of just pasting links you could have text with link
L845[13:48:42] <ghz|afk> right, my suggestion says the what, and how
L846[13:48:44] <ghz|afk> but not the why
L847[13:49:00] <PaleoCrafter> uh, that should be texts
L848[13:49:02] <PaleoCrafter> not URLs
L849[13:49:07] <mezz> looking pretty good PaleoCrafter
L850[13:49:26] <barteks2x> you probably got the place for url and text swapped
L851[13:49:37] <barteks2x> because the URLs these links lead to are incorrect
L852[13:49:47] <barteks2x> while the text that shows the url is correct
L853[13:49:54] <PaleoCrafter> yeah, looks like it
L854[13:50:04] <ghz|afk> how are you editing the files, PaleoCrafter?
L855[13:50:08] <mezz> PaleoCrafter, can you add the text from this post somewhere, for information on making a good PR? http://www.minecraftforge.net/forum/index.php?topic=43579.0
L856[13:50:13] <PaleoCrafter> PHPStorm with a markdown extension
L857[13:50:26] <barteks2x> I was just writing stuff in text editor
L858[13:50:34] <ghz|afk> hmm does it not preview links right?
L859[13:50:42] <ghz|afk> barteks2x: text editor is the worst option
L860[13:50:46] <PaleoCrafter> I honestly didn't heed the preview a lot of attention :D
L861[13:50:50] <ghz|afk> best to just use the github web interface
L862[13:50:52] <PaleoCrafter> I'll add it as a separate page, mezz ;)
L863[13:50:59] <ghz|afk> if you don't want to use IDEA or similar
L864[13:51:01] <mezz> ty
L865[13:51:13] <barteks2x> markdown is simple enough that editing text is fine
L866[13:52:55] <barteks2x> I wanted to optimize worldgen code, got distracted and I'm trying to debug memory leak in file manager...
L867[13:53:09] <PaleoCrafter> mezz, have you got test mods with resources working? :D
L868[13:53:28] <PaleoCrafter> there, fixed the links
L869[13:54:23] <mezz> yes I think so
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L873[14:02:31] <PaleoCrafter> hm... tterrag, do you know off the top of your head whether the docs use the Oxford comma? :P
L874[14:02:38] <tterrag> I do personally
L875[14:02:39] <tterrag> so probably yes
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L877[14:03:29] <barteks2x> what the hell could be "self time" in this method? http://pastebin.com/ninC9SCz
L878[14:04:12] <quadraxis> anything inlined?
L879[14:04:20] <barteks2x> it's profiler
L880[14:04:23] <barteks2x> not sampler
L881[14:04:40] <tterrag> entering a method incurs overhead
L882[14:04:42] <tterrag> not much, but some
L883[14:04:51] <barteks2x> shouldn't jvm optimize it?
L884[14:04:57] <tterrag> optimize it how?
L885[14:05:01] <quadraxis> can't methods still be inlined?
L886[14:05:02] <tterrag> it has to append a stack frame somewhere
L887[14:05:25] <barteks2x> it can generate the ctacktrace as needed based on location in code
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L890[14:05:44] <tterrag> what?
L891[14:05:58] <quadraxis> also any synchronisation
L892[14:06:04] <barteks2x> code normally doesn't need stacktrace
L893[14:06:09] <tterrag> quadraxis: any decent profiler would not count sleeping time
L894[14:06:18] <quadraxis> it'll show as self time
L895[14:06:22] <barteks2x> and there is no synchronication in there
L896[14:06:24] <quadraxis> but not cpu time
L897[14:06:31] <tterrag> hm, maybe
L898[14:06:38] <barteks2x> and self time is the seond thing that takes most time here
L899[14:06:57] <barteks2x> 7 seconds (cpu time)
L900[14:07:05] <PaleoCrafter> http://paleocrafter-mcforge.readthedocs.io/en/forge-dev-guide/forgedev/prguidelines/ there you go
L901[14:07:19] <barteks2x> I know I need to optimize the first one
L902[14:07:42] <barteks2x> but first I want to know what that self time is
L903[14:07:44] <PaleoCrafter> now I only need to know how to include those darn test mods XD
L904[14:07:51] <barteks2x> is there really isn't much this method is doing by itself
L905[14:07:57] <tterrag> PaleoCrafter: is that copied from mezz's post?
L906[14:08:01] <PaleoCrafter> yep
L907[14:08:03] <tterrag> neat
L908[14:08:12] <tterrag> PR it so I can judge it based on the guidelines in the PR about PRs
L909[14:08:13] <barteks2x> it just calls other methods and returns value
L910[14:08:20] <barteks2x> that is stored in a field
L911[14:08:21] <PaleoCrafter> lol
L912[14:08:25] <barteks2x> so it doesn't even create that value
L913[14:08:39] <PaleoCrafter> they ain't applyin' to the docs repo, I hope :P
L914[14:09:04] <PaleoCrafter> I wanna be a toxic troll in the comments and such xD
L915[14:09:11] <PaleoCrafter> we should consider moving the GH wiki to the docs as well
L916[14:09:33] <barteks2x> so is method calling overhead really that high?
L917[14:09:34] <tterrag> definitely
L918[14:11:06] <PaleoCrafter> I'll also write a coremod that constantly keeps a fork of the docs up-to-date including my changes if you don't merge it D:
L919[14:12:12] <barteks2x> either the profiler is just plain wrong or I really can't use the Iterator interface here...
L920[14:12:27] <barteks2x> hasNext takes 10 seconds of CPU time
L921[14:12:37] <barteks2x> of 76 seconds
L922[14:13:20] <barteks2x> and hasNext it literally just "return someCounter < maxValue"
L923[14:17:11] <barteks2x> and sampler isn't enough because of inlined methods...
L924[14:17:23] <barteks2x> so I just can't know what takes a lot of time
L925[14:19:12] <PaleoCrafter> There, PR submitted. I wouldn't mind if somebody else wrote the section on Eclipse xD
L926[14:19:35] <barteks2x> Maybe I should try to isolate the code and run it with JMH?
L927[14:20:29] <diesieben07> does anyone else have the problem where they sometimes cannot copy-paste in IntelliJ 2016.3?
L928[14:20:53] <diesieben07> i currently have code highlighted and i cannot copy it and also cannot cut it (neither using ctrl-x nor the context menu)
L929[14:21:08] <Ordinastie> well, that's IDEA for you
L930[14:21:11] <barteks2x> I remember a problem where typing would'nt' work a long timee ag
L931[14:21:12] <diesieben07> shut up
L932[14:21:15] <PaleoCrafter> haven't noticed anything like that so far
L933[14:21:43] <barteks2x> but thatw as because I had more than one mouse cursor and gui regularly glitched in unexplainable way
L934[14:21:48] <PaleoCrafter> my project didn't properly open sometimes, but that appears to be gone now
L935[14:22:04] <diesieben07> https://gfycat.com/ImmediateHilariousCicada
L936[14:22:37] <diesieben07> even re-selecting it does not help
L937[14:22:37] <PaleoCrafter> there ain't no Cicada in that GIF, what a scam
L938[14:22:45] <diesieben07> i cannot copy that piece of code
L939[14:22:55] <Ordinastie> and it wasn't hilarious either
L940[14:23:00] <Ordinastie> feel cheated
L941[14:23:09] <PaleoCrafter> maybe it is hilarious for a German? :P
L942[14:23:15] <Ordinastie> my point stands
L943[14:24:58] <diesieben07> like... wtf is this: https://gfycat.com/WateryFickleBeardeddragon
L944[14:25:48] <PaleoCrafter> not a bearded dragon
L945[14:26:18] <diesieben07> even removing part of that code and re-typing it does not fix itr
L946[14:26:45] <PaleoCrafter> it doesn't copy in general, right? not just cutting?
L947[14:26:52] <diesieben07> yup
L948[14:26:57] <diesieben07> copy does not do anything either
L949[14:27:01] <diesieben07> it's just more visible with cut
L950[14:27:06] <PaleoCrafter> yeah, sure
L951[14:27:21] <PaleoCrafter> maybe try enabling verbose logging and see if there's some sort of error maybe?
L952[14:27:38] <Ordinastie> it's IDEA's way of telling you "god this code is bad, please do copy it somewhere else" :p
L953[14:27:42] <PaleoCrafter> IDEA doesn't just copy the text, iirc, it adds some semantic information
L954[14:28:12] <diesieben07> how do I do that?
L955[14:28:16] <diesieben07> sorry
L956[14:28:18] * diesieben07 googles
L957[14:28:18] <Ordinastie> if it's anything like eclipse, it'll copy the related imports too
L958[14:29:14] <diesieben07> guess what
L959[14:29:19] <diesieben07> it's fucking scala
L960[14:29:21] <diesieben07> broken piece of crap
L961[14:29:51] <diesieben07> http://i.imgur.com/DLSsdu7.png
L962[14:30:08] <barteks2x> increase stack size?
L963[14:30:16] <diesieben07> wat
L964[14:30:22] <diesieben07> it's like 300-400 lines of just that
L965[14:30:26] <diesieben07> it's a bug
L966[14:30:31] <diesieben07> in the scala plugin
L967[14:30:39] <barteks2x> is it recusrive?
L968[14:30:41] <Ordinastie> scala IS the bug :p
L969[14:30:51] <diesieben07> i don't know i have not checked
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L971[14:31:02] <barteks2x> if it doesn't start repeating, increaee stack size
L972[14:31:03] <diesieben07> i don't care about scala (atm) so the solution is to disable the plugin
L973[14:31:55] <PaleoCrafter> there's something seriously going wrong if the Scala plugin interferes with Java files Oo
L974[14:32:25] <diesieben07> i assume it is trying to store additional info for the "oh you copied java code into a scala file" thingy
L975[14:32:36] <diesieben07> because that suggests a conversion
L976[14:33:14] <PaleoCrafter> hm, probably
L977[14:33:30] <secknv> guys so I cant get blockstate if the block isnt rendered?
L978[14:33:50] <diesieben07> uh what?
L979[14:34:03] <diesieben07> define "get blockstate", define "not rendered"
L980[14:34:25] <secknv> worldObj.getBlockState(pos)
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L982[14:34:45] <secknv> game crashes when I try this and walked far enough from the block
L983[14:34:53] <secknv> like the render distance
L984[14:35:06] <Ordinastie> what's the crash ?
L985[14:35:33] <secknv> lemme run again 1 sec
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L988[14:41:24] <secknv> omg I updated idea and messed up the run configs
L989[14:41:31] <secknv> gonna take me a bit to get this back up
L990[14:47:26] <PaleoCrafter> uhm... just run the task? :P
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L993[14:52:59] <secknv> where do I tell forge gradle where my jdk is again
L994[14:53:50] <diesieben07> JAVA_HOME
L995[14:53:59] <secknv> :findJavaFromJavaHome
L996[14:53:59] <secknv> set JAVA_HOME=%JAVA_HOME:"=%
L997[14:53:59] <secknv> set JAVA_EXE=%JAVA_HOME%/bin/java.exe
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L999[14:54:19] <secknv> can I like
L1000[14:54:28] <secknv> just replace the path in there
L1001[14:55:25] <secknv> set JAVA_HOME=C:\Program Files\Java\jdk1.8.0_102
L1002[14:55:29] <secknv> or something?
L1003[14:55:37] <tterrag> yes, change your system variable
L1004[14:55:39] <diesieben07> just set the environment variabel...
L1005[14:55:53] <secknv> but my env is set to the jre
L1006[14:56:03] <secknv> wont it mess some stuff up if I set it to the jdk
L1007[14:57:17] <diesieben07> No
L1008[14:57:24] <diesieben07> the jdk includes a jre
L1009[14:57:32] <secknv> sorry for retarded
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L1015[15:14:54] <ErusPrime> Anyone have some info on tutorials for world overlays? I can't seem to find something useful with the google. I'm creating a building machine and wanna layout the design for the user before they turn it on. So, put the block down, add redstone signal, see where all the blocks will be placed.
L1016[15:15:34] <tterrag> use RenderWorldLastEvent and draw stuff
L1017[15:16:19] <ErusPrime> Cool. First mod so still learning the capabilities
L1018[15:16:24] <ErusPrime> Thank you.
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L1023[15:28:30] <TechnicianLP> is the documentation from cpw's video done?
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L1026[15:30:25] <mezz> TechnicianLP, PaleOff got most of the documentation done but left "Enabling test mods" as a TODO http://paleocrafter-mcforge.readthedocs.io/en/forge-dev-guide/forgedev/
L1027[15:30:48] <barteks2x> is it a good idea to incluse jmh benchmark in the project source? It's done for unit tests, so I'm not sure and I can't find much information
L1028[15:30:54] <barteks2x> nobody asked that question before
L1029[15:32:14] <mezz> can you get it from gradle with maven?
L1030[15:32:31] <mezz> generally bad practice to copy whole other projects in your source
L1031[15:36:02] <barteks2x> I mean JMH benchm,arks
L1032[15:36:10] <barteks2x> not the JMH source
L1033[15:36:20] <mezz> yeah, include tests for sure
L1034[15:36:28] <mezz> forge has some junit tests
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L1038[15:45:04] <barteks2x> run it
L1039[15:45:08] <barteks2x> but with no vesc
L1040[15:45:36] <HassanS6000> In 1.10.2, is there any way to take a String with coloring in it and convert it to a string with formatting codes instead? ie. the color aqua is turned into &a
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L1043[15:46:27] <AshIndigo> Define coloring
L1044[15:46:40] <TechnicianLP> § to & if its a formatting code
L1045[15:46:54] <TechnicianLP> use regex
L1046[15:47:49] <HassanS6000> ok
L1047[15:47:51] <HassanS6000> thnx
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L1049[15:48:52] <Subaraki> use the chatformat enum
L1050[15:49:40] <killjoy> In IDEA, how do I open 2 projects in the same window?
L1051[15:49:51] <killjoy> When I opened one in the same window, it just replaced the current project
L1052[15:50:37] <TechnicianLP> HassanS6000 .replaceAll("§(?=[a-f0-9k-or])","&")
L1053[15:51:12] <HassanS6000> Danke
L1054[15:51:22] <TechnicianLP> keep it english ;)
L1055[15:51:27] <TechnicianLP> but no problem
L1056[15:51:31] <HassanS6000> Haha, ok
L1057[15:52:35] * AshIndigo resists attempt to pull out some french
L1058[15:53:52] <BordListian> danke might aswell be an english word at this point
L1059[15:55:23] <ghz|afk> meh it's common to say "thanks" in random langauges
L1060[15:56:13] <killjoy> Figured it out.
L1061[15:56:15] <killjoy> http://stackoverflow.com/questions/8774024/intellij-working-on-multiple-projects
L1062[15:56:33] <killjoy> gotta love stackoverflow
L1063[15:57:09] <TvL2386> huh
L1064[15:57:11] <ghz|afk> yeah adding new modules is easy
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L1066[15:57:16] <ghz|afk> just click the "+" on the gradle panel
L1067[15:57:21] <ghz|afk> and add the other build.gradle files
L1068[15:57:31] <ghz|afk> the hard part is making forge/forgegradle handle it correctly
L1069[15:57:44] <killjoy> yeah. did that :p
L1070[15:58:02] <killjoy> Well I'm using all the same mappings
L1071[15:58:10] <killjoy> shouldn't be too hard
L1072[15:58:14] <ghz|afk> same build/run folders?
L1073[15:58:22] <killjoy> no..
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L1075[15:59:00] <ghz|afk> I think the last info I heard was
L1076[15:59:43] <ghz|afk> create a root project, and make it depend on the actual mods, and then choose this root project as the classpath for the run configs
L1077[16:00:22] <ghz|afk> I guess it would also help to have some sort of "common gradle" which specifies the forge version + mappings
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L1079[16:01:28] <Elec0> So, I'm having a problem killing off a custom entity. I call setDead on it, and it seems to work, but the entity doesn't actually go away and I can't figure out why.
L1080[16:01:45] <ghz|afk> are you calling setDead on the client only?
L1081[16:02:04] <Elec0> no, I'm doing it with !world.isRemote and world.isRemote both.
L1082[16:02:08] <ghz|afk> you should be doing it on the server, and then let mc sync it with the client
L1083[16:02:16] <ghz|afk> doing it on the client MAY cause issues
L1084[16:02:58] <Elec0> I tried that too. i have the entity check on the server if there's the right block below it, and if not kill itslef, but that produces the same thing
L1085[16:04:17] <diesieben07> post your code
L1086[16:04:27] <illy> killjoy: when you said stack overflow this came to mind http://imgur.com/a/E3Zw0
L1087[16:04:32] <secknv> Ok so as soon as I move away from my block more than the set render distance, this happens http://pastebin.com/ybvGNQ2y
L1088[16:04:55] <killjoy> But this isn't technically code
L1089[16:05:04] <killjoy> it's program usage
L1090[16:05:26] <secknv> I have an item in my hand that constantly checks if the block is redstone enabled or not
L1091[16:05:37] <Elec0> diesieben07, http://pastebin.com/q72gKEKF is what I have for the entity currently.
L1092[16:05:41] <killjoy> illy, I thought you were going to post this. https://i.stack.imgur.com/ssRUr.gif
L1093[16:05:53] <diesieben07> secknv, you are trying to get properties on Air, but air does not have properties.
L1094[16:06:07] <illy> heh forgot about that one
L1095[16:06:10] <killjoy> That question should be marked as duplicate
L1096[16:06:29] <secknv> diesieben07 meaning unrendered blocks are counted as air?
L1097[16:06:32] <diesieben07> is it registered Elec0?
L1098[16:06:34] <diesieben07> secknv, yes.
L1099[16:06:48] <Elec0> RenderingRegistry.registerEntityRenderingHandler(BeamEntity.class, BeamEntityRenderer::new);
L1100[16:06:48] <Elec0> yeah
L1101[16:06:57] <Elec0> er
L1102[16:07:03] <Elec0> EntityRegistry.registerModEntity(BeamEntity.class, "BeamEntity", id++, LuxCraft.instance, 64, 3, false, 0x996600, 0x00ff00);
L1103[16:07:30] <diesieben07> hrmm
L1104[16:07:34] <secknv> so I guess all I have to do is put a check if the block at the pos is my block or no
L1105[16:07:38] <diesieben07> so. what makes you think it doesn't die?
L1106[16:08:12] <Elec0> well, for one if I have a message in onUpdate, it keeps printing, and also the render Im doing hangs around. But I had it print its UUID and there's apparently 2 entities created, and only one of them dies. wtf
L1107[16:08:35] <diesieben07> well, there is always two, one client and one server
L1108[16:08:40] <diesieben07> which one sticks?
L1109[16:08:53] <diesieben07> also please show where you spawn it
L1110[16:09:08] <Elec0> How can you check?
L1111[16:09:08] <Elec0> http://pastebin.com/N4kJRPGh
L1112[16:10:00] <diesieben07> print world.isRemote, too
L1113[16:10:04] <Elec0> right
L1114[16:10:38] <diesieben07> ehh
L1115[16:10:45] <diesieben07> onBlockPlacedBy gets called on the client, too
L1116[16:10:51] <diesieben07> but you must only spawn entities on the server.
L1117[16:11:05] <Elec0> ooh
L1118[16:12:13] <Elec0> yup. that fixed it
L1119[16:12:15] <Elec0> derp
L1120[16:12:17] <Elec0> thanks
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L1124[16:30:37] <barteks2x> I just realized where my 2 messages I sent went...
L1125[16:30:43] <barteks2x> they went here
L1126[16:31:06] <barteks2x> And I was wondering why I didn't send them on skype
L1127[16:31:53] <Elec0> I hate it when that happens
L1128[16:32:04] <Elec0> at least it wasn't a password. I've done that on accident before
L1129[16:33:22] <quadraxis> no worries, it'll get **** out :p
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L1146[17:57:15] <Elec0> How can you do the your name is now knows as away or whatever?
L1147[17:59:34] <howtonotwin> it's just a normal name change
L1148[17:59:41] <howtonotwin> /nick name|away
L1149[18:00:19] <howtonotwin> and your irc client may have a way to do it automatically on /away
L1150[18:01:04] <howtonotwin> but note that it's not generally considered good etiquette to do it, as the name change message pollutes the channel
L1151[18:01:20] <howtonotwin> most just opt for /away alone
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L1155[18:29:32] <Elec0> gotcha. thanks
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L1159[18:47:38] <barteks2x> after running the benchmark I see that vanilla worldgen performance is going to be hard to get
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L1161[18:56:53] <Eragonn1490> bartek2x do you have an example on the method to replace stone in a biome?
L1162[18:57:14] <barteks2x> I can quickly write one that should work
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L1165[18:58:33] <Eragonn1490> if you could that would be amazing
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L1167[19:03:27] <barteks2x> this should work, but untested: http://pastebin.com/MBsy6wwg
L1168[19:04:00] <Eragonn1490> ill test it out now
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L1170[19:04:28] <barteks2x> caching the blockstate may make it faster
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L1172[19:07:55] <Eragonn1490> http://pastebin.com/tMD1uDgS it doesnt seem to like that XD
L1173[19:08:42] <barteks2x> I forgot to convert block coords to local in-chunk coords
L1174[19:09:05] <barteks2x> x &= 0xF
L1175[19:09:08] <barteks2x> z &= 0zF
L1176[19:09:45] <barteks2x> or if you want to avoid magic bit twiddling: MathHelper.intFloorDiv(x, 16)
L1177[19:10:00] <Eragonn1490> where am i doing that, in the world.setblock
L1178[19:10:01] <barteks2x> (I think thats what this method was)
L1179[19:10:13] <barteks2x> I would to that at the top of the method once
L1180[19:10:24] <barteks2x> x and z don't change in that method
L1181[19:11:43] <barteks2x> wait, not intFloorDiv
L1182[19:11:51] <barteks2x> it would need to be floorMod
L1183[19:12:07] <Eragonn1490> primer.setBlockState(x &= 0xF, y , z &= 0xF, Blocks.STONE.getDefaultState().withProperty(BlockStone.VARIANT, BlockStone.EnumType.GRANITE));
L1184[19:12:08] <Eragonn1490> ?
L1185[19:12:38] <barteks2x> if you want to do that directly when calling that method, remove =
L1186[19:12:53] <barteks2x> x &= 0xF is equivalent to x = x & 0xF
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L1188[19:13:31] <Eragonn1490> testing now
L1189[19:13:42] <barteks2x> or if you have java 8: x = Math.floorMod(x, 16)
L1190[19:16:07] <barteks2x> if you are using java 8, I suggest using Math.floorMod here. Shouldn't be any slower and much easier to understand
L1191[19:16:28] <Eragonn1490> so redone like this http://pastebin.com/u9tWn4c2
L1192[19:16:47] <barteks2x> what...
L1193[19:16:56] <barteks2x> do you even know java?
L1194[19:19:27] <barteks2x> this version should work: http://pastebin.com/pwT094Bw
L1195[19:19:43] <Eragonn1490> fixed it
L1196[19:20:01] <Eragonn1490> thank you
L1197[19:21:29] <barteks2x> *accidentaly removed the method call at the top in new link
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L1217[20:27:53] <Eragonn1490> @barteks2x last time ill bother you about this, why wouldnt that method accept custom blocks?
L1218[20:28:17] <barteks2x> it should
L1219[20:28:34] <barteks2x> I just used stone variant as example
L1220[20:28:52] <Eragonn1490> whenever i set it to custom blocks the world (i have a world with my biome at spawn) changes the seed
L1221[20:29:14] <barteks2x> what do you mean by "changes the seed"?
L1222[20:29:35] <barteks2x> also, replacing stone may cause ores o sttop generating
L1223[20:30:15] <Eragonn1490> i have my custom ore set to generate in my custom stone
L1224[20:30:19] <howtonotwin> *probably
L1225[20:30:33] <howtonotwin> ores depend on having stone to replace when generating
L1226[20:30:42] <howtonotwin> so without stone you get no normal ore
L1227[20:30:57] <howtonotwin> but ores may generate before you replace stone idk much about world gen :P
L1228[20:30:58] <Eragonn1490> without stone my biome wont spawn
L1229[20:31:22] <howtonotwin> you replace the stone with something else and the ores won't recognize it as stone
L1230[20:31:40] <barteks2x> so what do you mean by "world changes the seed"?
L1231[20:32:40] <Eragonn1490> one second ill show you
L1232[20:35:07] <barteks2x> actually there may be aven weirder issue with custom stone: caves won't generate
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L1234[20:36:32] <Eragonn1490> thats not the worst issue
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L1236[20:37:46] <Eragonn1490> http://imgur.com/a/ct1ro when i use my custom stone, when i use granite http://imgur.com/a/AmweK
L1237[20:38:41] <barteks2x> are you sure its the same position?
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L1239[20:38:53] <Eragonn1490> its a duplicate of the world using recreate
L1240[20:39:01] <Eragonn1490> but ill check that
L1241[20:39:04] <barteks2x> but is it the same coordinates?
L1242[20:39:31] <Eragonn1490> about to double check now
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L1244[20:41:51] <Eragonn1490> its different coords .-.
L1245[20:42:24] <gr8pefish> gah, this is annoying. Anyone know why this doesn't strictly enforce Forge 2120+ required-after:Forge@[10.18.2.2120,);
L1246[20:42:26] <Eragonn1490> it worked just changed the spawn position of the world oddly
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L1248[20:43:20] <barteks2x> spawnpoint generation may depend on many things
L1249[20:43:38] <TehNut> gr8pefish: At one point, the Forge modid changed to forge
L1250[20:43:40] <Eragonn1490> but oddly enough the screenshot of it its pretty priceless XD
L1251[20:43:41] <TehNut> I don't know when though
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L1253[20:44:04] <gr8pefish> Oops, I think that might work and was just 'user error' :P
L1254[20:44:52] <barteks2x> does it generate something incorrectly?
L1255[20:45:44] <Eragonn1490> before http://imgur.com/dl9kZGT , after http://imgur.com/a/PU1q7
L1256[20:46:21] <barteks2x> i've seen weirder things already. But show the code
L1257[20:46:49] <Eragonn1490> http://pastebin.com/G13LAZzZ
L1258[20:49:14] <barteks2x> I don't see anything wrong here
L1259[20:50:24] <Eragonn1490> its not a big deal its fine just oddly changing some of the top blocks to that custom one
L1260[20:51:39] <barteks2x> so the top block isn't the new stone block?
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L1262[20:52:57] <Eragonn1490> see how its checker boarded, the sand looking one should be the only surface block
L1263[20:53:16] <barteks2x> and what is the second one?
L1264[20:54:02] <barteks2x> I see what is wrong
L1265[20:54:16] <barteks2x> Someone should slap author of that code
L1266[20:54:40] <barteks2x> And rename method arguments
L1267[20:54:49] <Eragonn1490> hmm?
L1268[20:55:06] <barteks2x> in generateBiomeTerrain x and z coordinates are swapped
L1269[20:55:42] <Eragonn1490> is that a forge bug or a vanilla bug?
L1270[20:55:53] <barteks2x> MCP name issue
L1271[20:56:01] <barteks2x> and vanilla being confusing
L1272[20:57:31] <Eragonn1490> so to fix it i need to flip localX to LocalZ? and vise versa?
L1273[20:57:36] <barteks2x> yes
L1274[20:57:57] <Eragonn1490> so is that something that could be fixed with forge?
L1275[20:58:04] <barteks2x> this will probably also fix spawnpoint
L1276[20:58:24] <barteks2x> I would first submit that to mcp, I can create issue now
L1277[20:58:44] <barteks2x> because this is just method argument names being wrong
L1278[21:00:40] <Eragonn1490> now it likes squares xD http://imgur.com/a/PU1q7
L1279[21:01:43] <Eragonn1490> ignore that last picture i think i just goofed
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L1286[21:04:17] <Eragonn1490> its working now
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L1303[22:11:39] <gr8pefish> Anyone know what the container is that a normal player uses? I.e. when you press 'e'
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L1306[22:20:05] <tterrag> gr8pefish: pretty sure it's just ContainerPlayer
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L1309[22:28:45] <Eragonn1490> what did i do wrong here? http://pastebin.com/h2M2nx8r everything works in eclipse when i recompiled is when im getting the issue?
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L1314[22:38:33] <killjoy1> did he only wait 5 minutes?
L1315[22:39:11] <tterrag> yes he's been doing that for a few days now
L1316[22:39:33] <killjoy1> Is there a bot that supports mail in this channel?
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L1338[23:20:44] <McJty> I thought there was some way in vanilla to cheat in a specific enchanted item in creative
L1339[23:20:50] <McJty> But I don't remember how that was done
L1340[23:22:03] <killjoy1> ./give @p <item> 1 0 {ench:[{...}]}
L1341[23:22:11] <killjoy1> or just use /enchantment
L1342[23:22:21] <killjoy1> ./enchant
L1343[23:22:57] <McJty> Ah nice. That worked. Thanks
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