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L1[00:04:33] ***
TTFTCUTS is now known as TTFT|Away
L2[00:07:00] ⇦
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L5[00:15:05] <killjoy1> I'm getting
something from a map and if it comes back null, I want everything
to break.
L6[00:15:12] <killjoy1> What exception
should I throw?
L7[00:16:08] <AshIndigo>
FmlCommomHandler.exitJava();
L8[00:16:17] <killjoy1> That's not an
exception
L9[00:16:17] <AshIndigo> That would exit the
game
L10[00:16:27] <killjoy1> I'll just make my
own
L11[00:16:30] <AshIndigo> Then thrown an
exception before hand
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L13[00:17:39] <tterrag> who was it that had
that neat guide for porting ?
L14[00:17:42] <tterrag> it was just a
gist
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L22[00:40:15] ***
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L24[00:46:24] <immibis> killjoy1:
RuntimeException is your generic "break everything"
exception, AssertionError is your generic "this shouldn't
happen" exception
L25[00:46:27] <immibis> take your
pick
L26[00:46:50] <killjoy1> I like
runtime
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L28[00:47:18] <tterrag> killjoy1: how could
a null value get into a map?
L29[00:47:21] <tterrag> err, *this*
map
L30[00:47:36] <killjoy1> when a map gets a
value it hasn't seen, it returns null.
L31[00:47:52] <killjoy1>
map.get("thing") => null
L32[00:47:56] <tterrag> ok
L33[00:48:04] <tterrag> I'd say
IllegalArgumentException
L34[00:48:19] <tterrag> RuntimeException is
generic
L36[00:49:47] <kashike>
MissingRendererException would be a better name :P
L37[00:50:10] <killjoy1> just 2 letter
difference
L38[00:57:29] <tterrag> custom exception is
nice, but I think IllegalArgumentException fits the bill
L39[00:57:30] <tterrag> up to you :D
L40[00:57:51] <killjoy1> It's not really an
argument.
L41[00:57:53] <killjoy1> More like an
incomplete map
L42[01:01:27] <Ordinastie>
IllegaleStateException ?
L43[01:01:40] <killjoy1> I like mine.
L44[01:01:43] <killjoy1> I'm using it and
that's final
L45[01:01:52] <killjoy1> I went through all
the effort of making this class
L46[01:02:10] <killjoy1> a total of 8 lines
(3 with actual code)
L47[01:02:19] <killjoy1> 1 that's not
boilerplate
L48[01:04:53] ***
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L60[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161201 mappings to Forge Maven.
L61[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161201-1.11.zip
(mappings = "snapshot_20161201" in build.gradle).
L62[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/
L63[02:00:33] <AtomicStryker> hello.
somewhat interesting challenge/question: i have an .exe which does
little but open a command line, ask for an input string, and then
launch a java program with that input. the challenge is to
basically write to the memory of that java program. i cannot launch
the .exe from a java program, it must be assumed already running.
how do i access a running java program from another java
program?
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L66[02:04:07] <Subaraki> what AtomicStryker
? xD
L67[02:04:28] <AshIndigo> Would it possible
to detect other jvms running and check those?
L68[02:05:05] <AtomicStryker> ive googled
about a bit and "javasnoop" might be the answer
L69[02:05:24] <AtomicStryker> this would be
trivial if i could access the memory directly (just
reflection)
L70[02:07:47] <AshIndigo> Can you run
javasnoop through another Java program?
L71[02:08:39] <AshIndigo> And make the
controller java program tell javasnoop to do stuff?
L72[02:09:53] <IoP> javasnoop?
L74[02:10:45] <IoP> not going to read that
now but check e.g. Attach API
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L77[02:11:07] <IoP> and/or source code of
jps
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L79[02:13:34] <IoP> cons of attach api:
requires jdk.
L80[02:15:03] <IoP> using javaaent might
give different kind of access.
L81[02:15:12] <IoP> javaagent
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L90[02:29:15] <KklyAq> any way to get the
localized name of a certain blockstate? e.g. the names of the
various vanilla stone blockstates
L91[02:29:41] <killjoy1> KklyAq, server or
client?
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L93[02:30:22] <AtomicStryker> im pretty
sure i cant use javaagent
L94[02:30:30] <AtomicStryker> as it
requires editing the launch command
L95[02:30:33] <AtomicStryker> which i am
not to do
L96[02:31:30] <KklyAq> on the client
L97[02:32:37] <killjoy1>
I18n.format(block.getUnlocalizedName())
L98[02:33:17] <AshIndigo> I thought I18n
was deprecated
L99[02:33:32] <KklyAq> that only gets the
name of the block
L100[02:33:36] <KklyAq> not different
blockstates
L101[02:33:42] <killjoy1> try on the
blockstate?
L102[02:33:56] <AshIndigo> How did I
manage this..
L103[02:34:27] <KklyAq> no naming methods
exist on blockstates..
L104[02:34:32] <AshIndigo> So my code now
multiplies any number I put in by 2
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L106[02:36:05] <AshIndigo> Oh
L107[02:36:20] <killjoy1> KklyAq, maybe on
the itemstack?
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L110[02:38:22] <KklyAq> yes, that would
work. But I had hoped to get the name directly from blocks placed
in the world
L111[02:38:34] <AshIndigo> Get block at
BlockPos?
L112[02:38:41] <AshIndigo> *from
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L114[02:39:40] <killjoy1> I don't think
blocks have or need localized names
L115[02:39:54] <KklyAq> guess so..
L116[02:40:03] <KklyAq> wonder how waila
and TOP and such does it..
L117[02:43:10] <killjoy1> unfortunately,
bitbucket doesn't have searching inside a repo
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L119[02:48:08] <gigaherz|work> WAILA-like
things try to guesswhat the item form is
L120[02:48:13] <gigaherz|work> and get the
name from the item, not the block
L121[02:48:14] <gigaherz|work> in
fact
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L123[02:48:35] <Baender> Hi guys!
L124[02:48:37] <gigaherz|work> WAILA has
an "itemstack provider" that lets you specify the exact
stack to use for model & name
L125[02:50:19] <Baender> Is someone using
MCEdit and World Painter?
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L128[02:52:42] <KklyAq> hm I see
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L131[03:04:36] <killjoy1> currently
watching a show on hulu
L132[03:04:49] <killjoy1> in it, the guy
accidentally got his teeth whitened
L133[03:05:05] <killjoy1> The commercial
is for crest teeth whitener
L134[03:05:29] <killjoy1> show is fresh
off the boat in case anyone was curious
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L182[06:17:28] <kashike> lolwhat
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L186[06:58:42] <hormoz> hello
everyone
L187[06:59:12] <hormoz> anyone
there?
L188[06:59:20] <gigaherz_> of course
L189[06:59:29] <gigaherz_> just ask and
have some patience
L190[07:02:03] <hormoz> me and someone
else tried to create a modpack with some mods i downloaded some
mods and he downloaded some other mods we put them together and
then started minecraft forge 1.7.10 and then the game crashed i
tried to see if it is the problem in the mods i gave or the mods he
gave i tested the mods i gave and the crashed and i tested the mods
he gave and the game didn't crash but it give an error here is the
log :
http://paste.ubuntu.com/23563089/ can
L191[07:02:04] <hormoz> anyone help
me?
L192[07:03:41] <gigaherz_> [16:23:50]
[Client thread/ERROR] [FML/]: The mod BiomesOPlenty (Biomes O'
Plenty) requires mod versions [Forge@[10.13.4.1566,)] to be
available
L193[07:04:06] <gigaherz_> your forge is
too old
L194[07:04:29]
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L195[07:05:52] <hormoz> but it should be
1.7.10 :O
L196[07:06:04] <barteks2x> there is more
than 1 1.7.1 forge version
L197[07:06:15] <barteks2x> *1.7.10
L198[07:06:18] <gigaherz_> yes but it
wants forge version 1566 or newer
L199[07:06:25] <gigaherz_> within the
1.7.10 releases
L201[07:07:05] <gigaherz_> just get the
latest one
L202[07:07:13] <gigaherz_> instead of
recommended
L203[07:07:46] <barteks2x> last time I
tried to get 1.7.10 mods working, I ended up wasting a few hours
fixing silent ID conflicts, it shows no errors when that
happens
L204[07:08:26] <hormoz> even without
biomesoplenty it still crashes
L205[07:08:38] <hormoz> and that other
person tried the latest forge and it didn't work
L206[07:08:42] <barteks2x> then it's
probably different error
L207[07:09:02] <gigaherz_> last time I
played with 1.7.10 mods, i had a tiny pack built around ancient
warfare 2 -- that was somewhere around 2 years ago
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L210[07:10:01] <hormoz> :O seemed like
biomesoplenty was still there
L211[07:11:04] <hormoz> again
crashed
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L213[07:13:04] <gigaherz_> welcome to the
wonders of trying to create modpacks for ancient minecraft versions
:P
L214[07:13:20] <AshIndigo> Item ids!
L215[07:13:27] <hormoz> XD
L216[07:13:27] <AshIndigo> Meta-inf!
L217[07:13:32] <AshIndigo> Not fun
times
L218[07:13:41] <gigaherz_> ahh...
mefa-inf
L219[07:13:45] <gigaherz_> i remember
those days
L220[07:13:57] <hormoz> and also what
about licenses XD?
L221[07:14:03] <gigaherz_> I remember back
when using magic launcher was actually an improvement over normal
launcher
L222[07:14:13] <barteks2x> ANd I used it
for a long time
L223[07:14:42] <AshIndigo> I barely used
magic launcher
L224[07:15:08] <gigaherz_> I used magic
launcher until after multimc became a thing
L225[07:15:09] <barteks2x> That was about
CM 1.1 when I created "modpack" that needed 4095 block
IDs mod to work
L226[07:15:37] <gigaherz_> these days I
use the vanilla launcher for custom little packs
L227[07:15:51] <gigaherz_> and the curse
app for big packs made by others
L228[07:16:25] <hormoz> gigaherz_, how do
you fix the licenses?
L229[07:16:31] <gigaherz_> what
license?
L230[07:16:41] <hormoz> like if that mod
is under mit license
L231[07:17:07] <hormoz> The above
copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
L232[07:17:10] <gigaherz_> why woudl you
need to "fix" it?
L233[07:17:33] <barteks2x> if a mod is
under mit license, there is no problem. Problem becomes when it's
all rights reserved and author refuses allowing to use mod in
modpacks
L234[07:18:34] <hormoz> but where did you
put that license file XD?
L235[07:19:06] <AshIndigo> *cough* (some
mod author name here) *cough*
L236[07:19:24] <hormoz> and if there were
like 100 mods did you look for all of them XD?
L237[07:20:36] <barteks2x> Noone I know
ever reads licenses
L238[07:21:14] <hormoz> XD
L239[07:21:33] <hormoz> this is annoying
XD
L240[07:22:52] <gigaherz_> hormoz:
somewhere in the modpack zip?
L241[07:22:57] <barteks2x> I'm wondering
if I could still get some _beta_ 1.7(.3) mods working...
L242[07:23:08] <gigaherz_> ofc you
could
L243[07:23:14] <gigaherz_> it would just
be as annoying as it used to be
L244[07:23:27] <gigaherz_> xcept you got
used to better things, so it would feel way worse than it felt back
in the day
L245[07:23:31] <hormoz> gigaherz_, but how
did you for all those licenses? like 100 mods
L246[07:23:44] <gigaherz_> software often
has like
L247[07:23:58] <gigaherz_> opensource.txt
or similar
L248[07:24:08] <gigaherz_> with all those
"must reproduce" notices one after the other
L249[07:25:23] <gigaherz_> i personally
don't care about it. my mods are all mit/bsd, but I don't care
about including the notice in the binary jars
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L251[07:26:40] <barteks2x> I think I
currently don't have it in jar only because of gradle which
complains about duplicate license files
L252[07:27:08] <barteks2x> so I excluded
the file
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L256[07:41:32] <hormoz> <gigaherz_>
software often has like
L257[07:41:32] <hormoz> <gigaherz_>
opensource.txt or similar -- which software?
L258[07:42:07] <gigaherz|work> lots?
L259[07:42:16] <gigaherz|work> I don't
know specifically any example off the top of my head
L260[07:42:24] <gigaherz|work> but i have
seen similar stuff many times
L261[07:42:39] <gigaherz|work> a licenses/
folder with a bunch of license files
L262[07:42:49] <gigaherz|work> a licenses
tab in the about box
L263[07:42:56] <gigaherz|work> or other
similar things
L264[07:44:59] <barteks2x> I hate those
transparent scrollbars...
L265[07:45:12] <barteks2x> any way to turn
it off in idea?
L266[07:47:03] <barteks2x> it happens all
the time. When I see something I want to select right at the edge,
and I see it through the transparent scrollbar, I click it to
select, and it scrolls several hundred lines up/down if the file is
big
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L269[08:02:44] <barteks2x> argh, math is
confusing. Gradients specifically. I'm doing it 5th time and I'm
still getting it wrong
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L273[08:11:33] <barteks2x> Maybe at some
point I would be able to get gradient info directly from noise
generator
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L284[08:36:40] <barteks2x> WTF java? Some
of my benchmarks are getting slower in later iterations
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L287[08:50:50] <hormoz> anyone knows the
problem XD?
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L291[08:53:46] <hormoz> creating a modpack
is annoying lol
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L293[08:57:05] <barteks2x> Some mod
doesn't have some class it needs
L294[08:57:39] <barteks2x>
"cofh/updater/IUpdatableMod" this isnt there
L295[08:57:39] <hormoz> amm
L296[08:58:15] <hormoz> what's the
solution?
L297[08:58:15] <barteks2x> Not sure which
mod exactly it is
L298[08:58:49] <barteks2x> I would say you
have some missing mod dependency or wrong version of the
deoendency, but myself I've never seen such problem. Maybe it's
some common issue and I just don't know that
L299[08:59:19] <hormoz> hmm
L300[08:59:22]
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L301[09:00:41] <barteks2x> It's probebly
ThermalSomething that crashes here, or CofhCore
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L304[09:01:31] <barteks2x> apparently it's
nether ores that errored
L305[09:01:35] <barteks2x> that's what
forge says
L306[09:01:43] <barteks2x> UE
NetherOres{1.7.10R2.3.0RC2} [Nether Ores]
(Nether-Ores-Mod-1.7.10.jar)
L307[09:02:02] <hormoz> why is that so
annoying
L308[09:02:37] <hormoz> how do people
create modpacks?
L309[09:02:49] <barteks2x> have you tried
updating nether ores to NetherOres-[1.7.10]2.3.1-22?
L310[09:03:02] <barteks2x> this is the
latest version I see on curse, you have older one
L311[09:03:03] <hormoz> i tried removing
nether ores
L312[09:03:08] <hormoz> let's see if it
crashes
L313[09:03:50] <barteks2x> that version of
nether ores probably used older version of cofh core and newer
version changed something, but that's just my guess
L314[09:04:52] <hormoz> tnx :D
L315[09:04:57] <hormoz> it worked without
nether ores
L316[09:05:12] <barteks2x> UC <CoFH
ASM>{000} [CoFH ASM] (minecraft.jar) ... did you... add a mod to
minecraft jar file?
L317[09:05:41] <barteks2x> or is it
"normal" with these mods?
L318[09:07:10] <hormoz> it is forge
L319[09:07:12] <hormoz> with this
mod
L320[09:07:24] <hormoz> didn't add
anything to minecraft.jar
L321[09:07:34] <hormoz> these mods*
L322[09:07:46] <barteks2x> then it
probably just shows it in this weird way, but that got me confused
for a while
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L324[09:08:56] <hormoz> it worked with the
newer version of nether ores :D tnx
L325[09:11:24] <IoP> I was just going to
ask why it's ancient version and cofhcore is newest possible
L326[09:12:27] <TechnicianLP2> are cofh
mods still worked on?
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L329[09:14:18] <IoP> Aug 4, 2016 last
update for cofhcore
L330[09:14:35] <IoP> or file update date
in curseforge for 1.7.10 cofhcore
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L337[09:44:24] <gigaherz|work> the cofh
people was starting to do some 1.8 work
L338[09:44:36] <gigaherz|work> then they
were like "omfg we'd have to rewrite EVERYTHING! Fuck 1.8+, it
sucks!"
L339[09:44:47] <gigaherz|work> (or
something along those lines=
L340[09:44:50] <AshIndigo_> Ahhh Jason
files!
L341[09:45:11] <AshIndigo_> God damnit
autocorrect
L342[09:45:20] <gigaherz|work> I wish I
didn't have any responsibilities such as needing to work in order
to eat
L343[09:45:48] <gigaherz|work> I'd be
almost tempted to make a TE clone
L344[09:47:03] <AshIndigo_> I prefer ender
io for the machines that have equivalent machines
L345[09:47:15] <AshIndigo_> *in thermal
expansion
L346[09:48:06] <gigaherz|work> speaking
about machinery
L347[09:48:32] <gigaherz|work> I was
thinking about pipes and networks
L348[09:48:51] <gigaherz|work> and how
most machines are usually based on sides
L349[09:49:01] <gigaherz|work> either
"top is input"
L350[09:49:13] <gigaherz|work> or a
configurable approach
L351[09:49:28] <gigaherz|work> I have a
WIP pipe mod
L352[09:49:40] <gigaherz|work> that I
started with the intention of making an all-purpose network
system
L353[09:50:15] <gigaherz|work> and I was
thinking of the possibility of designing a system where machines
expose a series of "pins" or "plugs"
L354[09:50:24] <gigaherz|work> with like,
name & type
L355[09:50:44] <gigaherz|work> and then
the pipe can be configured to connect to the pins, by name, rather
than by side
L356[09:51:49] <gigaherz|work> the pipe
itself, would have a set of "channels", so you'd have a
connector on the pipe, set to connect channel 1 with port
"input"
L357[09:52:24] <hormoz> lol
L358[09:52:27] <hormoz> I need help
again
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L361[09:58:04] <hormoz> and it crashes
with normal world type too
L362[09:58:20] <AshIndigo_> Is gc
updated?
L363[09:58:34] <AshIndigo_> And did you
install its extra stuff?
L364[09:59:02] <hormoz> gc?
L365[09:59:10] <AshIndigo_>
Galacticraft
L366[09:59:18] <hormoz> yes
L367[09:59:30] <hormoz> i think
L368[10:00:00] <AshIndigo_> Also wasn't
there galacticraft planetsM
L369[10:00:27] <hormoz> i think i found
out the problem
L370[10:00:37] <barteks2x> latest version
og galacticraft I found is for 1.7.10
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L376[10:15:00] <hormoz> finally
L377[10:15:09] <hormoz> i think it should
run now
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L379[10:21:45] <hormoz> the problem was
from GC thank you AshIndigo_ :D
L380[10:21:53] <AshIndigo_> Your
welcome
L381[10:21:53] <hormoz> and
barteks2x
L382[10:23:37] <barteks2x> as always, I
wanted to do one thing, ended up updating the system
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L401[11:16:35] <hormoz> how can i make NEI
to show all recipes?
L402[11:17:27] <ghz|afk> what do you mean
"all"?
L403[11:20:24] <hormoz> it doesn't show
magical crops
L404[11:21:08] <hormoz> or tinkers'
construct
L405[11:21:22] <ghz|afk> so, I just got
the yogscast jungle jam humble bundle thing
L406[11:21:37] <ghz|afk> I don't want any
of these, so if someone wants one:
L407[11:21:38] <ghz|afk> [18:20]
(@gigaherz): Team Fortress 2 Badges - Duncan's Kindhearted Kisser,
Hannah's Altruistic Aspect, Sips' Selfless Simulacrum, Sjin's
Generous Guise
L408[11:21:38] <ghz|afk> [18:20]
(@gigaherz): Kholat
L409[11:21:39] <ghz|afk> [18:20]
(@gigaherz): GUILTY GEAR XX ΛCORE CORE PLUS R
L410[11:21:39] <ghz|afk> [18:20]
(@gigaherz): BIT.TRIP Presents... Runner2: Future Legend of Rhythm
Alien
L411[11:21:39] <ghz|afk> [18:20]
(@gigaherz): Psychonauts
L412[11:21:40] <ghz|afk> [18:20]
(@gigaherz): Back to Bed
L413[11:22:14] <hormoz> how to fix
this?
L414[11:22:24] <ghz|afk> no idea
L415[11:22:27] <hormoz> hmm
L416[11:22:27] <ghz|afk> you may need some
NEI addon
L417[11:22:34] <ghz|afk> i haven't used
NEI in years ;P
L418[11:24:42] <hormoz> XD
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L420[11:27:43] <ghz|afk> Kholat is now
taken
L421[11:30:58] <hormoz> :O
L422[11:31:03] <hormoz> why are the
graphics so different
L423[11:32:12] <ghz|afk> which
graphics?
L424[11:32:19] <hormoz> in magical
crops
L425[11:32:22] <IoP> because someone draw
them?
L426[11:32:28] <hormoz> no i mean
L427[11:32:31] <hormoz> they are
different
L428[11:32:36] <hormoz> from what i've
seen
L429[11:32:38] <hormoz> in
skyfactory
L430[11:32:43] <hormoz> and also the
recipes
L431[11:32:52] <hormoz> like in skyfactory
master infusion stone needs a nether star
L432[11:33:04] <ghz|afk> those modpacks
use custom recipes
L433[11:33:21] <ghz|afk> they use
minetweaker+modtweaker to customize a lot of things
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L435[11:46:31] <hormoz> hmm
L436[11:46:40] <hormoz> how to get the
magical crops from skyfactory?
L437[11:48:27] <barteks2x> finally got
perfasm working, maybe I will finally see what makes mu code 2-4
times slower than vanilla
L438[11:48:46] <IoP> hormoz: are you
making public pack?
L439[11:49:02] <hormoz> well probably
no
L440[11:49:30] <hormoz> we actually made
the pack but the magical crop seems different from the one that i
knew :D
L441[11:55:54] <barteks2x> I would say
optimization is much easier in C and C++...
L442[11:56:43] <ghz|afk> nah
L443[11:56:46] <ghz|afk> microoptimization
is easier
L444[11:56:54] <ghz|afk> but that's
usually the one you should worry the least about
L445[11:57:12] <barteks2x> I'm trying to
get my worldgen speed to the same or similar level as vanilla
L446[11:57:19] <ghz|afk> algorithmic
optimization > macro-optimization > micro-optimization
L447[11:57:42] <barteks2x> when your
algorithm is already at minumum complexity, there isn't much you
can do
L448[11:58:03] <barteks2x> and the only
maybe optimization I can see is calculating gradients directly in
perlin noise generator
L449[11:58:10] <ghz|afk> algorithmic
optimization means reducing the O(x) of the algorithm
L450[11:58:14] <barteks2x> instead of
calculating it as I go in linear interpolation
L451[11:58:23] <ghz|afk>
macro-optimization means making sure you only run as much code as
you need
L452[11:58:30] <barteks2x> it's already
O(n) for n blocks
L453[11:58:42] <ghz|afk> and
micro-optimization is about tweaking the order of the instructions
and accounting for caches and stuff
L454[11:59:05] <ghz|afk> C++ gives you
better macro
L455[11:59:08] <ghz|afk> assembly gives
you better micro
L456[11:59:19] <barteks2x> and java gives
you...
L457[11:59:27] <ghz|afk> neither
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L459[11:59:46] <barteks2x> so there I am
running my code in jmh with perfasm
L460[11:59:57] <barteks2x> and analysing
assembly output
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L462[12:00:26] <ghz|afk> I mean not so
much "give you" as "make it easy" -- java
doesn't make it easy ;p
L463[12:01:36] <barteks2x> Before going
into the assembly output, maybe I will make perlin noise generator
output gradients too...
L464[12:01:59] <barteks2x> but there goes
the problem of returning 2 values from performance critical
method
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L466[12:02:13] <barteks2x> in java
L467[12:02:54] <barteks2x> Can java
optimize creating a temporary object in such place?
L468[12:02:57] <barteks2x> *jvm
L469[12:06:09] <ghz|afk> pass in an array
from outside
L470[12:06:19] <ghz|afk> so that you can
reuse it more than once?
L471[12:06:26] <ghz|afk>
array/object
L472[12:07:28] <barteks2x> that could
work, but I will first see if it can optmize the obbject
creation
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L474[12:11:05] <barteks2x> looks like I
actuaally need to return 4 values
L475[12:11:22] <barteks2x> gradientX,
gradientY, gradientZ and noiseValue
L476[12:12:17] <barteks2x> if only java
had value types...
L477[12:23:00] <hormoz> what was the name
of that mod that when you go over something you will see the name
of the items and some other things?
L478[12:23:08] <hormoz> item*
L479[12:29:51] <barteks2x> it's definitely
faster than finding gradient by generating values close to
that
L480[12:30:07] <barteks2x> even when using
a lot of temporary objects
L481[12:30:49] <barteks2x> but no idea if
it's anyting close to correct
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L484[12:50:53] <barteks2x> There is no way
my code is right, the version that calculates gradients and makes
mullions of timy objects for it is over 2 times faster than that
unmodified perlin noise function
L485[12:51:13] <hormoz> lol
L486[12:51:25] <hormoz> still didn't find
the name of that
L487[12:51:38] <barteks2x> waila?
L488[12:51:50] <barteks2x> or youwant that
for items?
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L493[12:54:41] <hormoz> well
L494[12:54:44] <hormoz> skyfactory has
that
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L496[12:54:49] <hormoz> ftb infinity also
hast that i think
L498[12:55:17] <hormoz> yes :D
L499[12:55:22] <barteks2x> so it's
waila
L500[12:55:47] <hormoz> tnx :D
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L502[12:59:55] <barteks2x> jvm almost
definitely optimizes short lived opjects to direct cpu register
access
L503[13:00:05] <barteks2x> perfasm output
seems to confirm that
L504[13:00:59] <diesieben07> you just
discovered escape analysis
L505[13:02:29] <barteks2x> so why jvm
doesn't do that for boxed types?
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L507[13:03:05] <diesieben07> you mean
java.lang.Integer?
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L509[13:03:12] <barteks2x> yes
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L511[13:03:58] <diesieben07> it sure does,
if it can
L512[13:04:15] <diesieben07> if you do int
i = new Integer(3); it will probably optimize that away
L513[13:04:19] <barteks2x> anyway, my
modified code that does more things than the unmodified code is 2x
faster, somehow
L514[13:04:24] <diesieben07> but it cannot
do taht across method boundaries
L515[13:04:39] <barteks2x> in my case it
does things like that across methods
L516[13:04:49] <diesieben07> then there is
inlining
L517[13:04:57] <diesieben07> afaik it does
not modify method signatures
L518[13:05:25] <barteks2x> how could code
that does more stuff be faster than code that does less?
L519[13:05:40] <Koward> I see in
TileEntityFurnace getItemBurnTime(ItemStack) calls the forge hook
at the end after checkings all vanilla items. Does that mean one
cannot edit the burn times of vanilla ?
L520[13:05:42] <barteks2x> I have normal
perlin noise function, ~800 ops/ms
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L522[13:06:00] <barteks2x> and I have one
that calculates noise together with gradients, and it's
1800ops/ms
L523[13:06:09] <diesieben07>
depends™
L524[13:06:39] <diesieben07> Koward, that
is correct, for the vanilla furnace you cannot.
L525[13:07:23] <barteks2x> And I literally
copied the code and changed double to NoiseValue that contains 4
doubles in a few places
L526[13:07:24] <Koward> That seems odd.
Why isn't the hook at the beginning ?
L527[13:08:23] <diesieben07> why would
it?
L528[13:11:34] <Koward> Nevermind.
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L533[13:19:07] <barteks2x> Now that's even
more strange, when I moved all the noise generation code I compare
with to my class, it suddenly became faster!
L534[13:19:42] <beschio> .list
L535[13:19:47] <beschio> my b
L536[13:20:07] <barteks2x> still nowhere
near 1800 ops/ms, but it became faster
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L538[13:29:55] <barteks2x> jvm optimized
assembly is better than what I would be able to write in
assembly...
L539[13:30:43] <diesieben07> that is why
we don't write assembly anymore :D
L540[13:32:14] <barteks2x> and this, how?
3.02% 5.56% │ 0x00007f22c07c9d4f: movzbl %bl,%ebx
L541[13:32:26] <barteks2x> 3% on copying
value from register to register?
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L545[13:50:35] <barteks2x> i'm nowhere
near good enough at it to fully understand perfasm output, but it's
still interesting
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L564[14:29:13] <PaleoCrafter> mezz, I
think it's easier to discuss my fluid PR in here :D
L565[14:29:27] <mezz> sure
L566[14:29:34] <mezz> I agree
L567[14:30:52] <PaleoCrafter> regarding
not being able to pick up partial fluids: that wasn't in my initial
scope for the PR (I just fixed an issue for somebody else where
finite fluids weren't placeable), but if you want me to, I can add
it
L568[14:33:27] <PaleoCrafter> as far as
adding fluid to a placed block is concerned, I wasn't sure how to
deal with that. just overriding the existing block was admittedly
easier, but it also reflects Vanilla mechanics, if you think about
it
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L570[14:34:25] <mezz> finite fluids are
very stupid imo, but if we're going to support them we need to have
them work as intuitively as possible. I also need to be able to
test your PR fully
L571[14:34:54] <mezz> adding the same
liquid to an existing spot should increase the amount of liquid
there
L572[14:36:55] <mezz> I think we should be
able to pick up finite fluids if a container supports it
L573[14:37:03] <PaleoCrafter> okay, I'll
get to it
L574[14:37:07] <mezz> thanks
L575[14:37:40] <barteks2x> now I finally
found why the code that did more things was faster: my
interpolation function was broken
L576[14:38:13] <barteks2x> instad of
linearInterp(x0, x1, xs) it did linearInterp(x0, x0, xs)
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L578[14:40:09] <hormoz> test
L579[14:40:11] <hormoz> hello
everyone
L580[14:41:31] <hormoz> anyone knows how
to get the magical crops from skyfactory?
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L587[14:56:45] <PaleoCrafter> geez, finite
fluids are weird
L588[14:58:13] <barteks2x> is it even a
thing in versions >1.7.10?
L589[15:00:09] <PaleoCrafter> of course,
why not?
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L591[15:01:07] <barteks2x> I've never seen
any finite fluids in mod that wasn't a special finite fluids mod,
and the last one I know is for 1.7.10
L592[15:01:41] <ghz|afk> I miss the
original proper finite liquids mod
L594[15:02:22] <barteks2x> seems quite
close
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L596[15:04:20] <barteks2x> but it's stuck
on 1.7.10
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L598[15:06:13] <ghz|afk> ofc
L599[15:06:20] <ghz|afk> I was thinking
about finite fluids once
L600[15:06:33] <ghz|afk> my best idea was
to compute things as "columns"
L601[15:06:40] <ghz|afk> for gravity
purposes
L602[15:07:02] <barteks2x> I once talkied
with author of that mod, he said he ported liquid simulation from
some old C code
L603[15:07:05] <ghz|afk> so that, each
column would have a falling speed/rate, and that would mean the top
block would lower itself by X
L604[15:07:15] <ghz|afk> and the bottom
block would "raise" itself by the same X
L605[15:07:21] <ghz|afk> leaving the
blocks in between untouched
L606[15:07:44] <ghz|afk> and the spread
would happen from column to column, rather than from block to
block
L607[15:07:59] <ghz|afk> but yeah,
effort
L608[15:08:03] <ghz|afk> so I never
programmed anything about it
L609[15:08:20] <barteks2x> I think I even
saw source of that mod on bitbucket
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L620[15:32:37] <PaleoCrafter> there, mezz,
committed the adding fluids rather than replacing them
L621[15:32:54] <mezz> cool. how about
picking up?
L622[15:34:01] <PaleoCrafter> I already
looked into it when I first implemented this PR, it shouldn't
require a lot of changes (mostly removing checks for full buckets),
but I'll probably work on it tomorrow
L623[15:34:03] <PaleoCrafter> sleepy time
now :D
L624[15:34:17] <mezz> ok, g'night
L625[15:34:23] <AshIndigo_> Night
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L631[15:50:31] <mezz> your method name
probably matches one in minecraft and get obfuscated
L632[15:51:47] <Eragonn1490> its the
.setBackgroundImageName("item_search.png"); method
L633[15:53:15] <mezz> in regular minecraft
you should see it calling func_something in the stack trace, not
setBackgroundImageName
L634[15:53:59] <Eragonn1490> i copied it
from the creative tabs file
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L640[16:07:38] <ScottehBoeh> Hey guys I
made a moving background xD
L642[16:07:54] <ScottehBoeh> Basically
moves the menu on a constant X += 1
L643[16:08:08] <ScottehBoeh> When the
background position is detected at -width, it resets the image X to
0
L644[16:08:15] <ScottehBoeh> Just added a
repeating image :D Looks really awesome imo
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L646[16:08:30] <barteks2x> hat video
doesn't work in forefox
L647[16:08:37] <barteks2x> *firefox
L648[16:08:55] <AshIndigo_> Looking
good!
L649[16:09:15] <ScottehBoeh> Thanks
:D:D
L650[16:09:18] <barteks2x> it says that it
doesn't recognize the format..
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L662[17:00:04] <ScottehBoeh> Is there a
basic line for changing a valuein the options config?
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L669[17:29:06] <Eragonn1490> how do i fix
this? java.lang.NoSuchFieldError: ITEM_ARMOR_EQUIP_LEATHER
L670[17:29:45] <Eragonn1490> it works in
eclipse but refuses outside
L671[17:35:40] <barteks2x> are you sure
you are using jar with srg names outside of IDE?
L672[17:35:40] <Eragonn1490> will
check
L673[17:35:40] <barteks2x> (if it's the
jar from gradlew build, it should be with srg nnames)
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L678[17:37:03] <Eragonn1490> that fixed
it
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L683[17:40:41] <barteks2x> I guess I have
to deal with the calculus part of terrain generation myself
:(
L684[17:40:42] <Shukaro> Is anybody else
getting "java.lang.RuntimeException:
java.io.FileNotFoundException: Resource
nexus-maven-repository-index.properties does not exist" in
IntelliJ?
L688[17:48:05] <kashike> a simple google
would have told you it's a bug
L689[17:48:22] <Shukaro> wasn't sure if it
was the same thing
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L693[18:33:28] <barteks2x> I'm almost sure
what I'm writing now will be horribly slow, but I will try
anyway
L694[18:33:48] <Eragonn1490> good
luck
L695[18:35:45] <barteks2x> unless jvm is
realy good at optimizing things
L696[18:35:51] <barteks2x> that's why I'm
trying
L697[18:49:03] <barteks2x> It's not *that*
slow actually...
L698[18:49:16] <Eragonn1490> is it
playable?
L699[18:51:00] <barteks2x> With one noise
octave and one operation done on noise it generates at half vanilla
speed
L700[18:53:42] <Eragonn1490> ehh
L701[18:53:56] <barteks2x> if java had
value objects I could do it much better...
L702[18:54:29] <barteks2x> I could also
write the same kind of ugliness as vanilla, but I don't want
to
L703[18:55:23] <barteks2x> And I also
think it's slightly wrong somewhere
L704[18:57:17] <Eragonn1490>
picture?
L705[18:57:57] <barteks2x> it's a bit
boring, flat terrain at the bottom of the ocean
L706[18:58:35] <barteks2x> I see a
tree!
L707[18:59:15] <Eragonn1490> so out of
curiousity.. you have rewrote the entire world to be how big?
L709[18:59:55] <barteks2x> it's from y=-8
million to y=8million
L710[19:00:29] <Eragonn1490> thats
great
L711[19:00:46] <barteks2x> and this is
limitation of save format
L712[19:01:34] <barteks2x> if not that, it
could go up and down to 2 billion blocks (with slowly increasing
amount of flitches, just like in x and z coords)
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L715[19:08:25] <barteks2x> looking at
noise outputs, gradients look more like what the noise should look
like
L716[19:14:14] <Eragonn1490> bartek2x so
in older mc you could replace Blocks.stone , with whatever block
you want to force generation in,
http://pastebin.com/faZ6uncK . where im a tad lost
is Predicate<IBlockState> p_i45631_3_ (what is it?) and could
Blocks.stone be changed with a specific meta for a block?
L717[19:15:01] <barteks2x> Do you know
what is predicate in general?
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L719[19:16:33] <barteks2x> well, if you
ask this question I guess you don't know what it is
L720[19:16:53] <Eragonn1490> not entirely
XD
L721[19:16:54] <barteks2x> Predicate is a
function that returns boolean value
L722[19:17:26] <barteks2x> so in this case
it can test if the generate should replace the block or not
L723[19:17:33] <barteks2x>
*generator
L724[19:18:05] <barteks2x>
BlockMatcher.forBlock is a shortcut to create predicate to match a
block
L725[19:18:11] <Eragonn1490> oh okay
L726[19:19:24] <barteks2x> if you use java
8 you should be able to give somethign like this to that method:
state -> state == BLOCK_STATE_TO_MATCH
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L728[19:20:01] <barteks2x> if not, then
you have to create a class for it
L729[19:20:36] <Eragonn1490> okay
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L731[19:27:14] <Eragonn1490> testing
now
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L733[19:36:30] <diesieben07> there is also
BlockStateMatcher
L734[19:36:46] <diesieben07> which allows
you to test for individual properties and stuff
L735[19:44:49] <barteks2x> I didn't know
that, is it used anywhere?
L736[19:45:19] <diesieben07> probably,
otherwise their obfuscator would strip it
L737[19:45:46] <diesieben07> ah the block
shape stuff uses it
L738[19:45:55] <diesieben07> for detecting
complete end portals, golems etc
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L741[19:49:45] <barteks2x> I would expect
more variation in values
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L749[20:02:21] <barteks2x> And why my
terrain generated incorrectly... off by one error
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L752[20:16:05] <Abastro> Perlin?
L753[20:21:32] <barteks2x> the error was
in my linear interpolation scaling
L754[20:22:06] <barteks2x> and a few
errors in perlin noise
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L758[20:38:41] <Eragonn1490> so barteks2x
, how would i use BlockMatcher.forBlock() with a specifc meta of a
block? ive tried a few things it doesnt like being cast to a
state
L759[20:39:13] <barteks2x> look at where
method in that class
L760[20:39:33] <Eragonn1490> public static
BlockMatcher forBlock(Block blockType)
L761[20:39:33] <Eragonn1490> {
L762[20:39:33] <Eragonn1490> return new
BlockMatcher(blockType);
L763[20:39:33] <Eragonn1490> }
L764[20:40:02] <Eragonn1490> so make a
duplicate method BlockMatcher forBlock(IblockState state)
L765[20:40:04] <Eragonn1490> ?
L766[20:40:04] <barteks2x> for example
with stone variants (wait for code)
L767[20:40:52] <barteks2x>
BlockStateMatcher.forBlock(Blocks.STONE).where(BlockStone.VARIANT,
BlockStone.EnumType.GRANITE)
L768[20:41:48] <barteks2x> wait
L769[20:41:51] <barteks2x> got it
wrong
L770[20:43:11] <barteks2x> (assuming java
8):
BlockStateMatcher.forBlock(Blocks.STONE).where(BlockStone.VARIANT,
v->v==BlockStone.EnumType.GRANITE)
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L772[20:46:34] <barteks2x> without java 8
it would be:
BlockStateMatcher.forBlock(Blocks.STONE).where(BlockStone.VARIANT,
Predicates.equalTo(BlockStone.EnumType.GRANITE))
L773[20:46:55] <barteks2x> ... or just
Predicates.equalTo(THE_BLOCK_STATE)
L774[20:48:51] <Eragonn1490> im using java
8
L775[20:48:54] <Eragonn1490> im about to
test
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L778[20:58:11] <Eragonn1490> it spawns the
ores, just gotta locate one
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L782[21:04:13] <Eragonn1490> its working,
i just have to tweak the spawn ratio since nothing else spawns in
the stone and i guess add caves.-.
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L786[21:05:38] <barteks2x> caves may be
hard to add
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L788[21:06:18] <barteks2x> because the
only things caves can replace is biome specific blocks (to and
filler block) and a hardcoded block list
L789[21:08:08] <Eragonn1490> ouch
L790[21:09:36] <barteks2x> it's still
better than vanilla, forge patches it to check for biome
blocks
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L792[21:11:17] <Eragonn1490> true
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L797[21:35:07] <barteks2x> I just can't
get noise generation right, I will debug it tomorrow
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L799[21:38:35] <LexManos> Caves only
replace stone because thats the only things in the world when it
does it
L800[21:38:41] <LexManos> ores are added
later
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L813[22:56:42] <Elec0> How can I make my
items/blocks not look like they're being held straight up in hand
and too close to the players eyes?
L814[23:00:29] <Elec0> Also, why are my
items so large when I drop them on the ground?
L815[23:00:47] <tterrag> your transforms
are wrong?
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L822[23:05:00] <Elec0> I guess so, yeah. I
have some in there, but they don't seem to be doing anything.
http://pastebin.com/GGuELUy3 is what I have
currently for an item
L823[23:06:59] <tterrag> extend
item/generated
L824[23:08:00] <Elec0> that did it,
thanks
L825[23:10:35] <tterrag> you can get rid
of your transforms entirelyu
L826[23:11:17] <Elec0> I see that, yeah.
cool
L827[23:15:25] <Elec0> In order to change
the size of a block that's been dropped on the ground, you need to
make an ItemBlock, right?
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L829[23:17:25] <tterrag> err, what?
L830[23:17:34] <tterrag> if you don't have
an ItemBlock, then there is no item
L831[23:18:31] <Elec0> I mean I have a
block and tile entity with a model. It's rendering too large when I
drop it on the ground.
L832[23:18:52] <Elec0> like the same size
as the block if I were to place it
L833[23:20:43] <Akkarin> scale it down
through the display parameters then?
L834[23:22:42] <Elec0> in the blockstates
file?
L835[23:22:46] <Akkarin> model file
L836[23:23:51] <Akkarin> forge blockstate
files obviously also work
L837[23:24:03] <Elec0> If i change the
.obj model it'll be rescaled when its placed as a block?
L838[23:24:33] <Akkarin> oh it's an obj?
in that case you need a forge blockstate unless you want to make
the model itself smaller
L839[23:25:37] <Elec0> gotcha. what's the
property to scale things in a blockstate? I can't find it in the
docs
L841[23:26:05] <Akkarin> just a google
search away
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L843[23:26:47] <Elec0> cool, thanks.
L844[23:27:09] <Elec0> one would think it
would be helpful to have this in the actual documentation,
though?
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L846[23:32:56] <tterrag> if your item size
is wrong, I'd check that your model dimensions are accurate. the
default transformations should work fine
L847[23:36:15] <Elec0> I'll give that a
look, then. I thought it was fine but maybe it isn't. I'll import
some other model
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L849[23:38:33] <Akkarin> well it is
mentioned in the official documentation. It doesn't mention the
full spec though
L850[23:39:18] <Akkarin> but I guess you
are expected to dig through the source and Google anyways so
technically any modder that has a need for it should be able to
find it rather easily
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L852[23:45:35] <tterrag> if the docs need
improving, improve them
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L854[23:49:18] <Elec0> Oh. I didn't know
they were open to being changed by the community. good to
know
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