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L1[00:04:33] *** TTFTCUTS is now known as TTFT|Away
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L4[00:07:38] <illy> anyone with a mac please test this for me https://github.com/MinecraftForge/JavaWrapper/releases/tag/v0.0.1b-alpha
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
L15[00:21:56] <illy> quick bug fix https://github.com/MinecraftForge/JavaWrapper/releases/tag/v0.0.1c-alpha
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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
L35[00:48:56] <killjoy1> I'm going to use this. https://gist.github.com/killjoy1221/3b1e9a178c0782a0f45b55a044f45809
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
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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?
L73[02:10:05] <AshIndigo> http://www.aspectsecurity.com/tools/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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L181[06:17:25] <kashike> https://github.com/MinecraftForge/MinecraftForge/pull/3478/files
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
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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
L200[07:06:54] <gigaherz_> http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.7.10.html
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?
L288[08:50:51] <hormoz> http://paste.ubuntu.com/23563537/
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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
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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
L359[09:52:51] <hormoz> game crashes when world generation(biomesoplenty) http://paste.ubuntu.com/23563755/
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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
L497[12:54:53] <barteks2x> is this what you want? http://img.mod-minecraft.net/Mods/Waila-Mod-3.png
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
L593[15:02:13] <barteks2x> there is this: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2158282-realistic-fluids-overhaul-finite-water-and-stuff
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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L630[15:49:54] <Eragonn1490> can someone tell me why this crashes in regurlar minecraft but doesnt fail in eclipse? http://pastebin.com/vAY3qQA6
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
L641[16:07:43] <ScottehBoeh> https://www.youtube.com/watch?v=MSETJFAWGYw
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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L677[17:36:37] <barteks2x> Am I interpreting it right? https://en.wikipedia.org/wiki/Product_rule : I multiply 2 noise values (a and b) with gradients, the result should be a.value*b.gradX/Y/Z + b.value*a.gradX/Y/Z?
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?
L685[17:41:19] <Shukaro> for http://files.minecraftforge.net/maven
L686[17:43:27] <Shukaro> this seems like a similar/same sort of thing http://www.minecraftforge.net/forum/index.php?topic=42861.0
L687[17:47:48] <kashike> https://youtrack.jetbrains.com/issue/IDEA-138029
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?
L708[18:59:45] <barteks2x> http://i.imgur.com/gJWNTT3.png
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
L739[19:49:07] <barteks2x> I'm still not sure why my noise generator outputs values like this: http://i.imgur.com/YvBpdMW.png (white = 1, black = -1)
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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
L840[23:25:58] <Akkarin> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
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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