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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
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
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
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
L213[08:13:42]
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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
L229[08:21:35] ⇦
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L230[08:21:43] <Ordinastie> but
still
L231[08:22:09]
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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
L239[08:27:20] ⇦
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L240[08:28:11] ***
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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
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
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
L263[08:44:42] ***
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L264[08:52:00] <PaleoCrafter> uhm...
server.properties is a properties file? :P
L265[08:54:39]
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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
L333[09:11:15]
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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
L351[09:15:41]
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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
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
L409[09:40:18] ***
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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
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
L436[10:01:25] ⇦
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L437[10:02:55] ⇦
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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
L445[10:06:33]
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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
L457[10:10:42]
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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
L465[10:27:17]
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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
L473[10:33:58]
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L474[10:38:20]
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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
L486[10:44:28] ⇦
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L487[10:44:29] <mezz> heh
L488[10:44:55]
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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
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
L494[10:55:19] ⇦
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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
L503[11:05:49]
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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]
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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
L529[11:18:22]
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L530[11:18:25] ⇦
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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]
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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
L564[11:31:09] ⇦
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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]
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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
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
L593[11:35:28] ⇦
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L594[11:37:48]
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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
L613[11:41:10]
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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?
L663[12:05:35]
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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] ⇦
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())
L686[12:08:36] <McJty> TechnicianLP, on
twitter
L687[12:08:48] <Keridos> ghz|afk: doesnt
forge_marker 1 make it using forge blockstates
L689[12:09:48] ⇦
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(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
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
L768[12:48:42] ⇦
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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..
L790[13:19:06]
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L791[13:19:13] <masa> aha yep there it
is
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
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
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?
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
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
L870[13:57:45] ***
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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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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)
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
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
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
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
L970[14:30:54]
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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.
L1019[15:17:02]
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L1023[15:28:30] <TechnicianLP> is the
documentation from cpw's video done?
L1024[15:28:39]
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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
L1041[15:45:37]
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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
L1048[15:47:56]
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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.
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
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
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?
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
L1121[16:15:24]
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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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L1168[19:04:00] <Eragonn1490> ill test it
out now
L1169[19:04:16]
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L1170[19:04:28] <barteks2x> caching the
blockstate may make it faster
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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
L1192[19:16:47] <barteks2x> what...
L1193[19:16:56] <barteks2x> do you even
know java?
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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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?
L1256[20:46:21] <barteks2x> i've seen
weirder things already. But show the code
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
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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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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