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L26[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161209 mappings to Forge Maven.
L27[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161209-1.11.zip
(mappings = "snapshot_20161209" in build.gradle).
L28[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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L74[04:54:15] <Koward> Is snake_case now
the recommended casing for all registry names ? Does that include
map structure names ?
L75[04:59:49] <Subaraki> anyone used
slick2d before ... ?
L76[05:00:34] <Subaraki> fonts crash my
darned java binary for some tupid reason
L77[05:02:06] <AshIndigo> The actual
jvm?
L78[05:04:32] <Subaraki> yes
L79[05:04:39] <Subaraki> java binary has
stopped working
L80[05:04:51] <Subaraki> so i have no
crashlog
L81[05:05:01] <Subaraki> commenting out the
font stuff makes it work again
L82[05:05:14] <AshIndigo> Isn't there the
jvm crash log?
L83[05:05:24] <Subaraki> and all the font
stuff is is new truetypefont(javafont) and g.setfont
L84[05:05:25] <AshIndigo> The
"hs_????"
L85[05:05:28] <Subaraki> where would i find
it ?
L86[05:05:42] <Subaraki> someone told me as
well, but i can't find one, and he went offline before he could
help me more
L87[05:05:56] <AshIndigo> For Minecraft ive
seen it in the instance folder
L88[05:06:08] <AshIndigo> Where mods,
configs, saves and that stuff is
L89[05:08:26] <Subaraki> then it might be
custom set
L90[05:08:40] <Subaraki> because my
workspace doesnt show anything at all :/
L91[05:08:45] <IoP> Subaraki: actually
check if reliability monitor has a log
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L93[05:14:49] <Subaraki> and now IoP
?
L94[05:15:16] <IoP> is there anything for
java processes?
L95[05:15:34] <Subaraki> Fault Module Name:
StackHash_6c95 ?
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L98[05:17:18] <Subaraki> doesnt look
helpfull ;=:/
L99[05:17:23] <Subaraki> :/ *
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L198[09:45:18] <arehman> hey i am porting
some plugin to 1.10 so i came across this function .func_152612_a()
can someone tell me where to find function similar to this
L199[09:45:44] <TechnicianLP> !gm
152612
L200[09:46:27] <TechnicianLP> !mh
152612
L201[09:47:53] <arehman> sorry i didnt
understand
L202[09:48:42] <AshIndigo> !gm
func_152612_a
L203[09:48:48] <AshIndigo> Tada
L204[09:49:42] <AshIndigo> .!gm
func_152612_a 1.10.2 will get the 1.10.2 version
L205[09:49:44] <gigaherz> arehman: we have
a bot for looking up name translations
L206[09:49:53] <AshIndigo> (Its
useful)
L207[09:50:14] <gigaherz> it can tell you
the "pretty name" assigned to the srg-style name
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L209[09:51:57] <TechnicianLP> 1.10.2
should have th method
L210[09:54:59] <arehman> !gm func_152612_a
1.10.2
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L212[09:59:45] <arehman> thank-you all for
the help
L213[10:00:12] <arehman> this is really
useful
L214[10:00:21] <AshIndigo> Your
welcome
L215[10:00:52] <arehman> !gf posX
1.7.10
L216[10:00:58] <arehman> !gf posX
1.7.10
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L218[10:08:49] <Koward> Is the name of an
entity used to save it to the world ? If yes, how to remap it
?
L219[10:09:17] <TechnicianLP> there should
me a missingmappings event
L220[10:10:36] <Koward>
FMLMissingMappingsEvent is for items and blocks.
L221[10:12:06] <TechnicianLP> oh ok - i
know that when registering tilentites you have the option to give
an alis that will load but not save the tile under that name
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L228[10:37:13] <TechnicianLP> does anyone
have an idea why Gui.drawRect isnt working?
L229[10:37:48] <TechnicianLP> forget
it
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L234[10:47:45] <Tazz> well good morning
people XD
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L236[10:50:18] <Tazz> hai Clank lol
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L238[10:52:56] <Ordinastie> for the cli
git users, when you clone a repo, can you have a say in where the
working dir goes ?
L239[10:53:50] <Ordinastie> and subsequent
question, is it possible to have multiple working dirs for
different branches ?
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L242[10:59:02] <barteks2x> should I
generally use block.isAir to check for air, or compare to
Blocks.AIR?
L243[10:59:57] <TechnicianLP> i would go
with the one modders can influence
L244[11:00:13] <barteks2x> I forgot that
in this case isAir may crash anyway, because it's early part of
worldgen
L245[11:00:50] <barteks2x> (if mod ries to
access neighbor blocks to determine the result it will try to
generate the chunk it's currently generating)
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L247[11:04:29] <Tazz> Ordinastie:
yeah
L248[11:04:33] <Tazz> definitely
L249[11:04:44] <Ordinastie> apparently,
not in eclipse, not with Egit anyway :x
L250[11:04:53] <Tazz> well for CLI
yeah
L251[11:04:55] <Tazz> its simple
L252[11:05:13] <Tazz> git clone <git
remote URL> <git local URI>
L253[11:05:53] <Tazz> I do believe there
are flags for it as well but thats the simplest approache imo
L254[11:06:14] <Ordinastie> yes, that
put's the local repo where you want, but I'm talking about the
working directory
L255[11:06:39] <Tazz> working
directory?
L256[11:06:52] <barteks2x> is there some
existing thing I could use as configuration class with
ResourceLocation as key?
L257[11:06:58] <Ordinastie> where the
files are checked out
L258[11:07:01] <Tazz> I guess youll have
to elaborate on that XD
L259[11:07:08] <Tazz> checked out?
L260[11:07:13] <Tazz> like your .git
file/
L261[11:07:17] <Tazz> or.....
L263[11:07:24] <Ordinastie> no the actual
files
L264[11:07:41] <Tazz> for like your
code?
L265[11:07:51] <Tazz> or whatever your
storing
L267[11:07:54] <Ordinastie> yes
L269[11:09:18] <Tazz> um what are you
trying to do? XD
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L271[11:10:17] <Ordinastie> well, besides
the fact I already deleted all the other local repos for
MalisisCore, that's what I have :
http://puu.sh/sJHue.png
L272[11:10:45] <Ordinastie> (and I don't
like it)
L273[11:10:48] <Tazz> lol
L274[11:10:49] <Tazz> I see
L275[11:11:10] <Ordinastie> I was
thinking, 1 repo, multiple working dirs in which different branches
are checked out
L276[11:11:53] <Tazz> maybe you could like
in your .gitignore add an option to ignore all directories that
arent relevant to that branhc?
L277[11:12:30] <Tazz> like */ and then
remove the case for relevancy i.e: !/1.7/
L278[11:12:50] <Tazz> Im not that great
when it comes to branching and keeping it organised rofl
L279[11:14:00] <Ordinastie> I think there
might be a way, but that would likely require to restructure all my
folders
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L281[11:14:16] <Tazz> probably tbh
L282[11:14:37] <Tazz> I myself have little
experience with branching and maintainability XD
L283[11:14:47] <Ordinastie> currently I
have Projects/{version}/{project} and it might be doable if it's
Projects/{project}/{version}
L284[11:14:59] <Tazz> yeah
L285[11:15:23] <Tazz> you could make the
root the project folder and then figure out how to link the branch
to the specific folder
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L288[11:15:44] <Ordinastie> well, I need
to have the projects behave in eclipse too
L289[11:15:45] <Tazz> maybe your
.gitattributes file can help I believe that there are some things
in there that can really do lots for git and I havent explored it
fully XD
L290[11:15:54] <Tazz> yeah that is simple
though XD
L291[11:16:10] <Tazz> Eclipse is very good
at making things work even if you didnt think it would as long as
you can configure these things :P
L292[11:16:14] <Tazz> and afaik you can
D
L293[11:16:34] <Ordinastie> I have
troubles with Egit though
L294[11:16:49] <Ordinastie> apparently,
git worktree is what I would need
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L300[11:27:01] ***
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L305[11:43:00] <Xilef11> Is there a good
way to check if mobs can spawn at a certain blockpos?
L306[11:56:45]
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L307[11:58:05] <lashtear> Xilef11,
net.minecraft.block Block.canCreatureSpawn ?
L308[11:59:05] <lashtear> also
net.minecraft.world SpawnerAnimals.canCreatureTypeSpawnAtLocation
depending on what you are doing
L309[12:00:25] <barteks2x> which method
returns block name in format "minecraft:blockname"?
L310[12:00:51] <barteks2x> (and is it
possible to specify blockstate that way?)
L311[12:01:27] <barteks2x> I need some way
to convert blockstate into String, and convert it back into block
state
L312[12:01:50] <Ordinastie>
Block.blockFromName() iirc
L313[12:01:54] <Ordinastie> and no you
can't
L314[12:02:02] <barteks2x> really?
Impossible?
L315[12:02:08] <Ordinastie> you might be
able to use the meta though
L316[12:02:20] <barteks2x> it's for
configuration option...
L317[12:02:30] <barteks2x> I want to be
able to configure ocean block
L318[12:02:36] <Ordinastie> well, it's not
entirely impossible, it's used for vanilla models, you can try to
dig that if you want
L319[12:02:55] <barteks2x> I guess I would
need to specify each state property or something like that?
L320[12:03:24] <barteks2x> I'm wondering
how they do that for superflat world confiig
L321[12:05:17] <barteks2x> anyway, for now
until mojang gives soe reasonable way to do it - I will support
only default states
L322[12:05:35] <barteks2x> maybe if enough
people complain after release I will add support for metadata
L323[12:06:07] <barteks2x> and the to
string version is getRegistryName?
L324[12:09:29]
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L325[12:14:37] <Xilef11> easy way to
change color of vanilla particles?
L326[12:15:51]
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L328[12:25:58] <gigaherz> barteks2x: 1.11
accepts blockstate properties in place of meta
L329[12:26:01] <gigaherz> for chat
commands
L330[12:26:06] <gigaherz> so there must be
a deserializer somewhere
L331[12:30:24] <barteks2x> I will try to
fidn that
L332[12:31:42] <barteks2x>
CommandBase.func_190794_a, the name is probably there in new
mappings
L333[12:32:38] <gigaherz> !gm
func_190794_a
L334[12:32:45] <gigaherz> yes.
L335[12:32:50] <gigaherz>
net/minecraft/command/CommandBase.convertArgToBlockState
L336[12:32:55] <barteks2x> I need to
update. Both mappings and forge
L337[12:33:19] <gigaherz> yes.
L338[12:33:44] <barteks2x> I'm still on
forge 2160 and mappings 1.10 stable
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L342[12:50:53] <Akkarin> Create a
gradle.properties and add "org.gradle.jvmargs=-Xmx2G" to
its contents
L343[12:51:05] <Akkarin> Since Gradle 3.1
uses the forkbomb ... errr ... daemon by default
L344[12:52:02] <gigaherz> to make it
global
L345[12:52:07] <gigaherz> put it in
~/.gradle/gradle.properties
L346[12:52:07] <gigaherz> or
L347[12:52:15] <gigaherz>
%USERPROFILE%\.gradle\gradle.properties
L348[12:52:31] <Akkarin> Well that's the
same
L349[12:52:38] <Akkarin> unless somebody
isn't aware of *NIX sanity
L350[12:52:59] <gigaherz> well ~/.gradle/
won't work on the windows run dialog
L351[12:53:06] <Akkarin> [19:52:39]
<Akkarin> unless somebody isn't aware of *NIX sanity
L352[12:53:16] <gigaherz> the sanity isn't
at question here
L353[12:53:17] <Akkarin> works in any ol'
bash too obviously :P
L354[12:53:26] <gigaherz> fact is, a lot
of people use (and prefer) windows
L355[12:53:42] <Akkarin> Uhh yes it is?
Since being aware of NIX's ~ implies knowing where Windows version
of the same concept is
L356[12:53:49] <gigaherz> no it does
not
L357[12:54:06] <Akkarin> Unless you are
incapable of adding 1 and 1
L358[12:54:08] <gigaherz> knowing ~ does
not imply you know windows has an environment variable called
USERPROFILE
L359[12:54:08] <Arctangent> Hrm, how would
I go about making it so that undead mobs don't burn during the day
if they're on a certain block?
L360[12:54:18] <gigaherz> or that env vars
are expanded using %NAME%
L361[12:54:26] <Akkarin> which given code
quality in the MC community isn't the worst thought but oh
well
L362[12:54:54] <gigaherz> people may still
be able to find it by clicking on their name in the explorer
dropdown
L363[12:55:10] <gigaherz> but, that does
not imply they know typing %USERPROFILE% in the run dialog, opens
that folder
L364[12:55:23] <Akkarin> knowing ~ implies
knowing that your user directory on Windows is going to be
literally the same.
L365[12:55:37] <gigaherz> we'll have to
agree to disagree ;P
L366[12:55:57] <gigaherz> (from
experience. I learned about %USERPROFILE% years after i learned
about ~)
L367[12:56:09] <gigaherz> anyhow
L368[12:56:12] <gigaherz> Arctangent: no
idea
L369[12:56:24] <gigaherz> don't feel
ignored, i just don't know ;P
L370[12:56:24] <Akkarin> I never said that
you'd need to know that one? Especially when Windows' directory
environment variables are retarded
L371[12:56:36] <Arctangent> There is the
shouldBurnInDay method, but I'm just not really sure how to
override it without causing potential issue.
L372[12:56:41] <Arctangent> s
L373[12:56:45] <Akkarin> inconvenient
naming, idiotic spec to begin with since they aren't actually
variable beyond the user dir point ...
L374[12:57:05] <gigaherz> ?
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L376[12:58:54] <Arctangent> I guess one
thing I could do is make it so that that the block spawns some sort
of "miasma" above it when it gets ticked, so that that xz
point just isn't exposed to the sky.
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L379[13:02:07] <Arctangent> Though hrnnn,
I'd also like to make it so that mobs can always spawn on there,
too, regardless of light level.
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L382[13:07:51] <HassanS6000> Is there
anyway to get an Entity to stop pushing others? Like somehow get
rid of its bounding-box or something like that?
L383[13:08:18] <HassanS6000> From the
server side
L384[13:08:19] <gigaherz> uhm not without
also allowing it to fall through the floor, I think
L385[13:08:30] <gigaherz> unless you can
make its bounding box have 0 height or something
L386[13:08:39] <HassanS6000> Is that
possible?
L387[13:08:48] <gigaherz> dunno
L388[13:09:08] <gigaherz> the player's
height changes, so maybe it's possible with any entitiy
L389[13:09:09] <gigaherz> no idea
L390[13:09:20] <McJty> You can have a
bounding box of a very small height
L391[13:09:21] <McJty> That should
work
L392[13:09:23] <diesieben07> Ordinastie, I
do, you are using eclipse :P
L393[13:09:25] <McJty> But perfectly 0 I
don't know
L394[13:09:33] <McJty> That might give
calculation errors
L395[13:09:37] <HassanS6000> McJty: How
would I go about accomplishing that?
L396[13:09:51] <McJty> There is a method
in Block that you can override for the bounding box
L397[13:09:51] <Ordinastie> diesieben07,
you know that joke gets old really fast
L398[13:10:07] <McJty> HassanS6000,
addCollisionBoxToList
L399[13:10:07] <HassanS6000> I was talking
about entities
L400[13:10:11] <McJty> Ah right
L401[13:10:14] <diesieben07> I still like
it :P
L402[13:10:36] <McJty> HassanS6000, well
getCollisionBoundingBox then
L403[13:10:39] <McJty> That's in
Entity
L404[13:10:39] <diesieben07> And the fact
that you don't shows how bitter you are about your ide :P :P
L405[13:10:42] *
diesieben07 hides
L407[13:11:31] <HassanS6000> McJty: thanks
I'll try it
L408[13:14:38] <HassanS6000> Oblivion:
What's your build.gradle
L409[13:14:47] <HassanS6000> Or rather can
you show your build.gradle lol
L410[13:15:01] <diesieben07> more like...
actually show the full stack trace
L411[13:15:06] <diesieben07> that is just
the boring part
L413[13:17:32] <diesieben07> hrm
L414[13:17:33] <diesieben07> strange
L416[13:19:17]
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L419[13:22:37] <HassanS6000> Oblivion:
MC1.10.2 ForgeGradle:2.1? Isn't it 2.2?
L420[13:23:06]
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L421[13:23:47] <Ordinastie> it is
L422[13:24:52]
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L423[13:35:44] <Ordinastie> why is it,
that every time I need to deal with git for a little more than
commit and pull, it ends up being a massive headache and makes a
dent to my sanity :x
L424[13:36:08] <diesieben07> will you kill
me if i mention you should use intellij?
L425[13:36:12] *
diesieben07 giggles
L426[13:36:51] <gigaherz> the joke does
get old ;P
L427[13:36:52] <Ordinastie> so that
headaches and sanity gets involved even when using only the IDE
?
L428[13:37:17] <gigaherz> IMO, integrated
version control in IDEs is more trouble than it's worth
L429[13:37:30] <gigaherz> I very much
prefer using TortoiseGit on an explorer window
L430[13:37:58] <gigaherz> the one thing I
do like on IDEA, is the "annotate" option, which shows a
blame sidebar ;P
L431[13:38:05] <gigaherz> but I don't have
an use for that in modding, only at work
L432[13:38:24] <TechnicianLP> blame
everybody!
L433[13:38:26] <Ordinastie> the problem is
that a new feature from git is not yet supposed in egit
L434[13:38:36] <gigaherz> which
feature?
L435[13:38:37] <Ordinastie>
*supported
L436[13:38:40] <Ordinastie>
worktress
L437[13:38:43] <Ordinastie>
*worktrees
L438[13:38:45] <gigaherz> ah, yeah
L439[13:38:50] <gigaherz> tortoisegit
doesn't support that either
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L441[13:39:03] <Ordinastie> so that
wouldn't help
L442[13:40:49] <Ordinastie> but that means
I dumped all my MalisisCore dupped local repos for nothing :x
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L446[13:43:37] <Ordinastie> gigaherz,
tortoise a diff tool right ?
L447[13:43:46] <Ordinastie> wait, nvm, not
worktree, I forgot
L448[13:44:00] <gigaherz> TortoiseUdiff is
quite nice, but yeah no worktrees yet
L449[13:44:05] <gigaherz> they use
libgit2
L450[13:44:14] <gigaherz> which hasn't got
worktrees support yet
L453[13:44:39] <gigaherz> libgit2 has an
open PR
L455[13:44:50] <gigaherz> and tgit has an
open PR waiting for that PR
L456[13:45:01] <gigaherz> ewh
L457[13:46:27] <gigaherz> SourceTree
appears to support worktree-linked trees
L458[13:46:56] <gigaherz> I don't like
sourcetree, but anything is better than git gui
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L461[14:01:57] <Ordinastie> so,
apparently, the default order of imports has changed in the new
version of eclipse
L462[14:02:22] <Ordinastie> should I
change the order in the options, or should I let them go through
commits ?
L463[14:04:26] <AshIndigo_> (There should
be a coin flip bot)
L464[14:05:54] <TechnicianLP> is there a
method somewhere to draw a texture with u,v,maxu,maxv,width,height
? cant seem to finde one supporting the scaling
L465[14:06:20]
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L467[14:09:07] <TechnicianLP> guess that
would work :) thx
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L469[14:10:13] <Ordinastie> omfg, thanks
mojang for crushing my hopes again -_-
L470[14:11:24] <Ordinastie> so I found
that method : World.updateObservingBlocksAt, and I'm happy because
I'm think "nice, they added a way to have custom observer get
notified of blockChange, that's cool"
L471[14:11:43] <Ordinastie> but then I
look a the code : if (iblockstate.getBlock() ==
Blocks.OBSERVER)
L472[14:12:48] <Ordinastie> (I don't even
know what that block is :x)
L473[14:13:03] <AshIndigo__> Have you
tried botania?
L474[14:13:27] <AshIndigo__> Its like the
ender overseer
L475[14:13:30] <Ordinastie> obviously not,
I'm a modder
L476[14:13:33] <Ordinastie> modders don't
play
L477[14:13:50] <Arctangent> The observer
is a block that sends a redstone pulse whenever a block it's
looking at changes.
L478[14:14:23] <Ordinastie> ah right
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L480[14:15:29] <Arctangent> I think it's
useful for autofarms?
L481[14:16:13] <TechnicianLP> can be used
for a lot of stuff - if one is into heavy redstone
L482[14:27:13] <HassanS6000> So I'm trying
an entity to stop pushing me (a player
L483[14:27:20] <HassanS6000> from the
server side
L484[14:27:30] <HassanS6000> I tried
setting bounding box height to 0, but that didn't work
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L486[14:29:12] <McJty> Ordinastie, I do
:-)
L487[14:29:40] <Ordinastie> you're a
fraud!
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L491[14:32:40] <TechnicianLP> Hassan: did
you look at which code is responsible for doing the pushing?
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L494[14:32:54] <Ordinastie> !mh
notifyBlockOfStateChange
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L496[14:36:27] <Shambling> good evening
everybody
L497[14:40:17] <AshIndigo__> Hi
L498[14:49:50] <HassanS6000> How to show
bounding boxes again
L499[14:50:03] <Ordinastie> is it even
worth bothering checking for null item before creating an itemStack
anymore ?
L500[14:50:07] <TechnicianLP> f3+q
L501[14:50:12] <Ordinastie> +B
L502[14:50:22] <TechnicianLP> q = help
;)
L503[14:50:28] <HassanS6000> Thanks
TechnicianLP
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L506[14:53:19] <HassanS6000> !gf
ridingEntity 1.10.2
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L524[15:19:22] <Ordinastie> fuck,
ItemStack.copy doesn't check for EMPTY :/
L525[15:19:52] <gigaherz> well it returns
something that equates empty, though
L526[15:20:14] <Ordinastie> yeah, but
maybe I don't want to multiply empty objects for nothing
L527[15:20:56] <gigaherz> yeah but,
"if (stack.isEmpty) return EMPTY" would be unsafe
L528[15:21:05] <gigaherz> since people may
do .setCount right after or such
L529[15:21:18] <Ordinastie> yes, that's an
issue with my slots
L530[15:21:27] <Ordinastie> not sure if I
should for EMPTY if stackSize = 0
L531[15:21:30] <Ordinastie> *foce
L532[15:21:31] <Ordinastie> *force
L533[15:21:36] *
Ordinastie can do it
L534[15:21:39] <gigaherz> all my inventory
code does
L535[15:21:49] <gigaherz> "if
stack.getCount() <= 0" instead of .isEmpty
L536[15:22:01] <gigaherz> so far as I'm
conerned, anything that doesn't have a count, is empty
L537[15:22:37] <gigaherz> mostly because
calling isempty actively checks all the values instead of just
reusing the isEmpty field value
L538[15:22:40] <Ordinastie> that shows
mojang always half-ass everything
L539[15:23:25] <Ordinastie> what happens
when someone will do setCount() on a received itemStack ?
L540[15:23:40] <Ordinastie> if passed
itemStack is EMPTY
L541[15:23:44] <Ordinastie> you're
fucked
L542[15:23:50] <gigaherz> sortof
L543[15:23:52] <gigaherz> because
.getCount
L544[15:23:55] <gigaherz> ALWAYS RETURNS
0
L545[15:23:57] <gigaherz> if isEmpty
L546[15:24:11] <gigaherz> public int
getCount() { return this.isEmpty ? 0 : this.stackSize; }
L547[15:24:19] <Ordinastie> the proper way
of doing it would have been to have a custom implementation for
EMPTY
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L549[15:24:36] <Ordinastie> ah
L550[15:24:42] <gigaherz> proper would be
to make ItemStack immutable
L551[15:24:54] <gigaherz> and give it
.withCount/.withMeta/.withNBT
L552[15:25:03] <gigaherz> which create new
stacks
L553[15:25:27] <gigaherz> and eventually
if java gets valuetypes, Itemstack could become a valuetype
L554[15:25:59] <diesieben07> lol if we
have a minecraft still by thn
L555[15:26:25] <Ordinastie> so, what do I
do with my copy() ?
L556[15:27:29] <gigaherz> no idea
L557[15:27:36] <gigaherz> yo ucan manually
check for EMPTY or whatever
L558[15:27:37] <gigaherz> if you
want
L559[15:29:20] <Ordinastie> it's the
decompiler that names variables from their type, right ?
L560[15:29:42] <gigaherz> hm?¿
L561[15:29:43] <gigaherz> -¿
L562[15:29:58] <Ordinastie> I'm thinking
about that : NonNullList<ItemStack> nonnulllist
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L570[16:10:18] <LexDesktop> yes
L571[16:10:30]
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L572[16:10:30] <LexDesktop> its better
then 'var#'
L573[16:11:16] <Ordinastie> sure, but I
was wondering if some customization was possible
L574[16:11:45] <Ordinastie> like default
variable names for some classes
L575[16:12:27] <LexDesktop> no
L576[16:12:32] <LexDesktop> well
technically yes
L577[16:12:33] <LexDesktop> but no
L578[16:20:51] <barteks2x> wait, can I use
GameRegistry.register to register my custom things that use the
forge registry?
L579[16:21:12] <barteks2x> it compiles,
but will it work?
L580[16:21:49] <shadowfacts> what happened
to enforcing lowercase mod ids in 1.11?
L581[16:21:52] <gigaherz> yes
barteks2x
L582[16:22:05] <gigaherz> it can register
anything that implements IForgeRegistryEntry<T>
L583[16:22:18] <gigaherz> so long as you
have initialized a registry for them
L584[16:22:38] <LexDesktop> shadow: they
are
L585[16:23:33] <shadowfacts> Really?
L586[16:23:37] ***
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L587[16:23:40] <LexDesktop> should be
yes
L588[16:23:51] <shadowfacts> I've got a
mod with an uppercase ID that I ported to 1.11, a week and a half
ago and I didn't have to change the mod id
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L591[16:24:07] <LexDesktop> try the
RB
L592[16:24:10] <LexDesktop> it should be
in that
L593[16:24:12] <shadowfacts> ah
L594[16:24:22] <LexDesktop> I held off
doing it beause cpw wanted to deal with the registry stuff
L595[16:24:23] <shadowfacts> In that case,
I should probably go update all my mods
L596[16:24:32] *
LexDesktop THINKS he pushed it before doing a RB
L597[16:24:48] <LexDesktop> yes, yes you
should
L598[16:24:52] <gigaherz> you should make
the modid lowercase even if it isn't enforced
L599[16:24:53] <gigaherz> XD
L600[16:25:09] <LexDesktop> theres been a
warning about it for months
L601[16:25:45] <shadowfacts> most of them
are lowercase, ever since that change was announced
L602[16:25:55] <shadowfacts> but there are
still a couple that I held off changing for fear of breaking
worlds
L603[16:26:05] <shadowfacts> now I may
break worlds anyways
L604[16:26:06] <shadowfacts> Oh well
L605[16:26:32] <shadowfacts> Is the
FMLMissingMappings event fired for items/blocks that belong to
nonexistent mods?
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L607[16:26:41] <LexDesktop> yes
L608[16:26:49] <LexDesktop> the point of
the rb
L609[16:27:01] <LexDesktop> is to have
modders try it out and come back to me with what they need for
world porting
L610[16:27:07] <LexDesktop> because as it
sits that SHOULD be enough
L611[16:27:16] <shadowfacts> awesome
L612[16:27:38] *
LexDesktop plans on doing another RB next week {or updating the
current one} with things modders need
L613[16:27:43] <LexDesktop> IF modders get
back to me
L614[16:28:06] <gigaherz> I haven't found
anything on any of my mods, that I couldn't fix with just
FMLMissingMappingEvent
L615[16:28:14] <gigaherz> and
registerTileEntityWithAlternatives
L616[16:28:30] <gigaherz> w.r.t. changing
my names to snake_case
L617[16:29:00] <barteks2x> RegistryEvent
needs @SubscribeEvent, right?
L618[16:29:07] <gigaherz> yes
L619[16:29:28] <gigaherz> and if you plan
on using @Mod.EventBusSubscriber, it also needs to be static
L620[16:29:38] <gigaherz> but that applies
to any event
L621[16:30:39] <LexDesktop> ya as thats
just a shortcut for registereing it on the bus at init time
L622[16:31:03] <shadowfacts> Erm...
L623[16:31:13] <shadowfacts> I can launch
1.11 fine with an uppercase modid
L624[16:31:25] <shadowfacts> with the
latest Forge build
L625[16:31:38] <barteks2x> I haven't
really used registry events before, if I wouldn't use
@Mod.EventBusSubscriber, I would need to register my class to event
bus... before registry events?
L626[16:31:55] <gigaherz> yup
L627[16:31:57] <gigaherz> in your
constructor
L628[16:32:10] <gigaherz> public YourMod()
{ MinecraftForge.EVENT_BUS.register(this); }
L629[16:32:18] <gigaherz> or
L630[16:32:26] <gigaherz> public YourMod()
{ MinecraftForge.EVENT_BUS.register(YourMod.class); }
L631[16:32:35] <gigaherz> the former works
for instance events
L632[16:32:38] <gigaherz> the latter for
class events
L633[16:32:45] <gigaherz> (statics)
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L635[16:33:21] <shadowfacts> I'll go ahead
and change all the modids anyway, but I thought you should know
that they aren't actually being enforced, Lex
L636[16:33:44] <Ordinastie> it's tied to
the pack version iirc
L637[16:33:48] <barteks2x> are vanilla
biomes initialized during registry events? (not necessarily
registered, just initilized, is it safe to reference
Biome.SOME_BIOME)
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L640[16:34:47] <gigaherz> I don't think
so
L641[16:35:03] <gigaherz> vanilla stuff
tends to be done somewhere around init
L642[16:35:09] <barteks2x> urgh... that
complicates things... a lot
L643[16:35:23] <gigaherz> sec
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L645[16:35:47] <gigaherz>
Bootstrap.register() is called in the Minecraft class
constructor
L646[16:36:27] <LexDesktop> humm seems i
never pushed that, must of been on my local branch
L647[16:36:36] <LexDesktop> either way
pushed the exploding code
L648[16:37:11] <gigaherz> barteks2x: it
happens to run before
L649[16:37:28] <gigaherz> so you shoudl be
able to reference them
L650[16:37:31] <gigaherz> but not sure if
it's a good idea
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L652[16:37:35] <gigaherz> even if it
works
L653[16:37:55] <shadowfacts> ayy, time for
things to go boom
L654[16:38:04] <barteks2x> I need to
somehow be able to specify which cubic chunks bioe is for which
vanilla biome
L655[16:38:12] <barteks2x> *biome
L656[16:38:13] <gigaherz> can't you use
registry names?
L657[16:38:28] <barteks2x> I could but
then I don't have type checking for free
L658[16:38:31] <gigaherz> new
CubicBiome(cubicbiomename, vanillaBiomeName, ...)
L659[16:38:41] <gigaherz> ah
L660[16:39:20] <gigaherz> what about mod
cubic biomes?
L661[16:39:34] <gigaherz> is registering
cubic biomes for modded vanilla-style biomes
L662[16:40:00] <barteks2x> these would
need to be registered by some mod, if they aren't - I would use
default things for unregistered biome
L663[16:40:34] <barteks2x> I already can't
check if the biome given is registered in constructor becaus ethey
may not be registred at that time
L664[16:41:28] <barteks2x> so I will need
to check if all biomes are registered in init/postInit
L665[16:41:56] <shadowfacts> Huh, I
lowercased the mod id and the world loaded fine
L666[16:42:19] <gigaherz> doens't forge
lowercase the regsitry names?
L667[16:42:24] <shadowfacts> TIL
L668[16:42:26] <gigaherz> loading worls
should work just fine
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L670[16:43:34] <barteks2x> I will just set
a breakpoint and see when biomes are initialized... if biomes are
really initialized by vanilla before my registration event - I will
just reference them in that event
L671[16:44:50] <barteks2x> what... idea
compiler freaked out and can't see my classes
L672[16:45:04] <barteks2x> or javac
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L676[16:46:52] <Ordinastie> diesieben07,
see, IDEA ^
L677[16:47:16] <barteks2x> I don't want to
imagine how many problems I would have with eclipse then
L678[16:47:34] <Ordinastie> none
L679[16:47:36] *
diesieben07 dances
L680[16:48:05] <Ordinastie> you will
notice every day there is at least someone complaining that
something doesn't work in IDEA
L681[16:48:58] <barteks2x> nobody
complains about netbeans too...
L682[16:49:36] <gigaherz> Ordinastie:
you'll notice it's almost always barteks2x
L683[16:49:40] <gigaherz> that complains
about IDEA
L684[16:49:44] <gigaherz> the rest of us
are happy about it
L685[16:49:44] <gigaherz> XD
L686[16:49:49] <Ordinastie> not true
L687[16:49:55] <barteks2x> I have problems
with everything
L688[16:51:11] <barteks2x> I actually had
the least amount of problems with netbeans when I still used it,
but it was slow and required special gradle run task
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L691[16:54:55] <Matthew> humm did
something break with forgedev recently? It worked before, I pulled
latest git changes, and now this: Caused by:
java.lang.IllegalStateException: @Nonnull method
net/minecraft/util/registry/RegistryNamespacedDefaultedByKey.getObject
must not return null
L692[16:55:43] <diesieben07> you have to
disable the nonnull checks in intellij
L693[16:55:47] <barteks2x> full rebuild
fixed the issue, somehow
L694[16:55:49] <diesieben07> there are
violations to the annotations in places :/
L695[16:56:14] <Matthew> ohh intellij is
doing hard crashes now? interesting...
L696[16:56:27] <diesieben07> it always
did
L697[16:56:33] <diesieben07> by default it
generates checks for @Nonnull
L698[16:56:41] <barteks2x> but...
how?
L699[16:56:49] <diesieben07> it compiles
the code :D
L700[16:56:53] <diesieben07> it can do
whatever it wantss to it
L701[16:57:04] <diesieben07> although that
should not happen with the MDK
L702[16:57:08] <Matthew> interesting
L703[16:57:08] <diesieben07> since forge
is a jar file there
L704[16:57:34] <Ordinastie> well, he said
forgedev
L705[16:57:43] <diesieben07> ah yeah
L706[16:58:07] <Matthew> hmm all of the
nonnull intellij inspections are set to warning level, not
error
L707[16:58:15] <Matthew> is it somewhere
else in the settings?
L708[16:58:17] <diesieben07> thats just in
soruce code
L709[16:58:18] <diesieben07> yes
L710[16:58:19] <diesieben07> once
sec
L711[16:58:56] <diesieben07> Settings >
Built, Execution, Deployment > Compiler > Add runtime
assertions for not-null...
L712[16:58:59] <diesieben07> *Build
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L714[17:01:27] <Matthew> cool that worked.
had to manually wipe out the build dir, it wasn't smart enough to
rebuild the classes
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L718[17:05:34] <diesieben07> someone
should probably make a PR to fix this... i might do that
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L720[17:10:42] <barteks2x> so cubic chunks
biome registration looks like this currently:
CubicBiome.forBiome(Biomes.PLAINS).defaults().register();
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L727[17:33:50] <barteks2x> is there some
way to check if something is registered already?
L728[17:34:23] <tterrag> can't you get the
registry for an obejct and do a reverse lookup?
L729[17:35:09] <barteks2x> the name
"reverse lookup" doesn't tell me much here...
L730[17:35:35] <barteks2x> I have the
registry, there is containsKey but not containsValue or something
like that
L731[17:36:13] <Ordinastie> but if it's
already registered, it's registry name is set, and it's a key in
the registry
L732[17:36:48] <barteks2x> if registry
name is not set, is it null or what?
L733[17:37:09] <Ordinastie> look at the
implementations ?
L734[17:37:38] <diesieben07>
IForgeRegistry HAS containsValue
L735[17:38:23] <barteks2x>
RegistryNamespaced doesn't
L736[17:38:40] <barteks2x> which is
Biome.REGISTRY type
L737[17:39:40] <Ordinastie> cast it
L738[17:40:05] <diesieben07> no,
don't.
L739[17:40:12] <diesieben07>
ForgeRegistries.BIOMES
L740[17:41:45] <barteks2x> I would have
never found it, why Biome.REGISTRY is there then?
L741[17:41:57] <diesieben07> because that
is a vanilla field.
L742[17:46:25] <barteks2x> can I assume
that biome has a registry name even before it's registered and use
it's registry name as my cubic biome registry name?
L743[17:47:06] <diesieben07> Nope.
L744[17:48:00] <barteks2x> this assumption
is mostly for vanilla biomes, for mod biomes I can just require
that it is this way to register cubic chunks biome for that
type
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L746[17:48:45] <barteks2x> it would make
checking if a given biome has cubic chunks biome registered much
easier
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L748[17:50:49] <diesieben07> the chance of
it being true for mod biomes is much higher
L749[17:50:58] <diesieben07> but for
vanilla biomes you cannot call getRegistryName before it's
registered.
L750[17:51:18] <barteks2x> vanilla biomes
are registered at the time my registry event is fired
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L752[17:51:33] <barteks2x> so for vanilla
biome this problem doesn't exist
L753[17:51:44] <diesieben07> then what the
heck is your problem?
L754[17:52:01] <barteks2x> nevermind, I
didn't think enough before asking
L755[17:56:19] <primetoxinz> any easy way
to test if a structure is in a chunk?
L756[17:56:32] <primetoxinz> like a nether
fortress
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L758[17:58:22] <gigaherz> the dimension
has a structure list, iirc
L759[17:58:24] <gigaherz> dunno hwo to get
to it
L760[17:58:35] <barteks2x> it may be
possible to test if it would generate at that position if you
generated new world with that seed, but I don't think there really
is a way to check if it actually is there
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L762[17:59:18] <primetoxinz>
MapNetherBridge specifically has a isInsideStructure, but that's
just a BlockPos... was hoping to not have to loop through the
entire chunk to find it
L763[18:01:06] <barteks2x> there is also
canSpawnStructureAtCoords but that's protected and only for
structure start
L764[18:02:32] <primetoxinz> oh, there is
Long2ObjectMap in MapGenStructure
L765[18:02:45] <primetoxinz> saves the
chunks there
L766[18:03:01] <primetoxinz> also
protected...
L767[18:03:12] <diesieben07> reflection to
the rescue
L768[18:03:20] <barteks2x> if you are ok
with accessing private/protected data, you can do it the same way
as isInsideStructure does it but for chunk coords
L769[18:03:31] <primetoxinz> already have
an AT :P might as well use it
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L771[18:03:47] <diesieben07> eww at
:(
L772[18:03:51] <barteks2x> you would just
need to check if a the bounding box intersects chunk bounding
box
L773[18:04:07] <Ordinastie> diesieben07,
damn it, didn't have time to write "AT bitching
incoming"
L774[18:04:14] <primetoxinz> the
reflection would have to call every time a mob tries to spawn
though, wouldn't that be slower ?
L775[18:04:25] <diesieben07> reflection
access is actually pretty fast
L776[18:04:37] <barteks2x> if you use
Methodhandle it's just as fast as normal field access/method
call
L777[18:04:39] <diesieben07> if you don't
do stupid shit like call getDeclaredField *every time*
L778[18:04:40] <diesieben07> also
that
L779[18:04:45] <primetoxinz> true
L780[18:04:45] <barteks2x> but I think
method handle is only java7
L781[18:04:51] <diesieben07> but only do
that if you can actually verify that you have a performance problem
with reflection
L782[18:05:25] <primetoxinz> would totally
get rid of the AT if it weren't for private classes...
L783[18:05:51] <diesieben07> that... you
don't need an AT for that...
L784[18:05:58] <hipsterpig> what's wrong
with ATs?
L785[18:06:02] <Ordinastie> nothing
L786[18:06:03] <diesieben07> the only
reason you *really* need an AT is if you need to override something
when it's private
L787[18:06:05] <diesieben07> ATs are
coremods.
L788[18:06:15] <diesieben07> that's wrong
with them
L789[18:06:21] <hipsterpig> you don't need
to be a coremod to use ATs
L790[18:06:25] <diesieben07> well,
no
L791[18:06:28] <diesieben07> but they are
still modifying classes
L792[18:06:46] <diesieben07> which sucks,
in my opinion
L793[18:06:51] <diesieben07> especially if
there are alternatives
L794[18:06:56] <diesieben07> it's just a
way too large hammer
L795[18:07:00] <Ordinastie> and it's so
much more wrong that modifying the class after it's loaded
L796[18:07:04] <hipsterpig> ah wells, they
all run at runtime anyways and sadly people are used to long
startup time for moddeed
L797[18:07:10] <barteks2x> so is forge. I
use ATs only because I'm doing worse hacks anyway and I want my
code to be readable
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L799[18:07:16] <hipsterpig> ^
L800[18:07:19] <hipsterpig> same here
barteks2x
L801[18:07:25] <hipsterpig> especially
with all the rendering hackery I do
L802[18:07:35] <hipsterpig> I don't wanna
reflect or store a reference to every field/method I use
L803[18:07:38] *
diesieben07 waves hands in frustration
L804[18:07:41] <hipsterpig> that's private
in RenderGlobal
L805[18:07:51] <primetoxinz> diesieben07,
how would you extend a private class with reflection? lol
L806[18:08:03] <diesieben07> thats what i
said above :P
L807[18:08:14] <diesieben07> that is kidna
the only use-case i see for ATs
L808[18:08:22] <primetoxinz> that is the
reason I still have one
L809[18:08:31] <hipsterpig> what, private
classes?
L810[18:08:34] <primetoxinz> yeah
L811[18:08:44] <tterrag> barteks2x:
NOOO
L812[18:08:48] <hipsterpig> meh it makes
my life easier >_> I have all of render global public
L813[18:09:11] <hipsterpig> also when FML
supported modloader every class was ATed to be public anwyays
L814[18:09:16] <hipsterpig> no one
complained about that back then
L815[18:09:18] <diesieben07> haha
lol
L816[18:09:22] <diesieben07> that was so
broken
L817[18:09:33] <diesieben07> that was only
in for a few builds iirc
L818[18:09:37] <diesieben07> because it
broke a lot of stuff
L819[18:09:42] <hipsterpig> no that was
for several MC versions
L820[18:09:47] <diesieben07> really?
:O
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L822[18:09:51] <hipsterpig> for whatever
FML that had modloader support
L823[18:10:04] <tterrag> does java's
Matcher really not have a method for "did you just find a
match" ?
L824[18:10:08] <tterrag> I don't have
access to the result of find()
L825[18:10:09] <barteks2x> I remember that
time, my first private modpack
L826[18:10:48] <barteks2x> or it was
earlier? Not sure
L827[18:11:02] <hipsterpig> it was back
then too that thaumcraft was going off the assumption that
everything was public because it was
L828[18:11:07] <hipsterpig> I had a
conversation with azanor about it
L829[18:11:12] <hipsterpig> I still
distinctively remember it
L830[18:11:38] <Ordinastie> tterrag, named
groups ?
L831[18:11:46] <tterrag> Ordinastie: no, I
mean a whole match
L832[18:12:01] <tterrag> a recursive call
has done .find() I need to do .hasMatch() (which doesn't
exist)
L833[18:12:40] <Ordinastie> java's regex
is weird to sue
L834[18:12:41] <Ordinastie> *use
L835[18:15:01] <gigaherz> cant you just
check if .groupCount() is > 0 ?
L836[18:15:04] <Ordinastie> now, everytime
I need to regex something I name the groups, way easier
L837[18:15:37] <Ordinastie> then it's just
if(find()) stuff = matcher.group("name");
L838[18:16:02] <gigaherz> ah no, it
returns the number of capturing groups
L839[18:16:09] <gigaherz> not including
group 0 which is the find result
L840[18:16:54] <barteks2x> If I have that
custom registry, and create world with that, and then load that
world with something from that registry removed, will forge warn me
the same way as with missing blocks?
L841[18:17:56] <gigaherz> there was some
issue about it, but I have no idea what the status is
L842[18:18:51] <barteks2x> well, when I
try to register my cubic chunks biomes using registry names I take
from normal biomes, forge smaps me with "Dangerous alternative
prefix" warnings
L843[18:19:20] <barteks2x> if I register
them with different registry name, then they will change when the
mod that adds them adds cubic chunks support...
L844[18:20:37] <barteks2x> I know that
normally registering something as "minecraft:whatever" is
a bad idea but here it does make sense...
L845[18:21:42] <Ordinastie> why not use
your modid ?
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L847[18:22:09] <barteks2x> i could replace
minecraft but I can't replace it for other mode because then the
registry name would change after mod adds support for cubic
chunks
L849[18:22:30] <tterrag> only other
solutions were A) make the return an int/bool tuple, or B) refactor
to be iterative
L850[18:22:37] <tterrag> it already got
the right answer....so I didn't feel like rewriting
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L852[18:22:46] <barteks2x> what... I did
it without regex
L853[18:22:59] <tterrag> sure, you could
also do that :)
L854[18:23:18] <tterrag> if matcher only
had the method I want, the solution would be very pretty
L855[18:23:25] <tterrag> as it stands,
it's rather nice looking, but the trycatch is an eyesore
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L858[18:24:48] <barteks2x> but your way it
also actually shorter
L859[18:25:08] <tterrag> yeah
L860[18:25:14] <tterrag> would be 2 lines
less so if Matcher made any dang sense
L861[18:25:15] <tterrag> :P
L862[18:26:10] <tterrag> really though,
Matcher lends itself alright to recursive use, but there's the
everpresent issue of it being a unidirectional read. I need to be
able to "rewind" the matcher
L863[18:26:15] <Ordinastie> that doesn't
look right
L864[18:26:20] <tterrag> Ordinastie: it is
though :D
L865[18:27:11] <barteks2x> anyway, I'm not
sure what to do with that: use the minecraft/other mods' modid in
resource location and have forge complain, or replace it with
cubicchunks and have the registry change after mod adds support for
cubicchunks?
L866[18:27:33] <LexDesktop> ?
L867[18:27:53] <barteks2x> I have a custom
cubic chunks biome registry that will be exposed to other
mods
L868[18:27:57] <Ordinastie> tterrag, I'm
not questioning your result as I don't do it, but the code doesn't
look good
L869[18:28:02] <LexDesktop> yes,
and?
L870[18:28:07] <barteks2x> but I also need
to do somethign with unregistered biomes
L871[18:28:11] <tterrag> Ordinastie:
what's bad about it :P
L872[18:28:21] <barteks2x> so I want to
automatically register them with default settings in postInit
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L874[18:28:41] <barteks2x> but when I do
that using the vanilla biome registry name, forge complains
L875[18:28:48] <LexDesktop> why are they
different then the vanilal biomes?
L876[18:28:48] <barteks2x> about
"Dangerous alternative prefix"
L877[18:29:02] <barteks2x> they are kidn
fo wrappers around vanilla biomes
L878[18:29:17] <Ordinastie> tterrag, I'd
ask for the assignement if I wasn't going to bed
L879[18:29:22] <barteks2x> They provide
additional cubic chunks behavior for biomes
L880[18:29:25] <tterrag> Ordinastie:
adventofcode.com
L881[18:29:41] <barteks2x> like special
algorithm for biome top block replacement, or biome
decorators
L882[18:31:41] <barteks2x> so ideally I
would like to register them to my custom forge registry using the
vanilla/modded biome registry name
L883[18:32:16] <barteks2x> But I also
don't like the idea of spamming the log with hundreds of big
warnings
L884[18:34:01] <Ordinastie> tterrag, yeah,
I sure it could be way prettier
L885[18:34:07] <tterrag> Ordinastie:
probably
L886[18:34:12] <tterrag> give it a shot
maybe :D
L887[18:34:24] <tterrag> private
leaderboard code 69681-68ca3fdc
L888[18:34:39] <Ordinastie> going to bed
though
L889[18:34:58] <Ordinastie> leaderboard is
on speed, right ? not prettyness
L890[18:35:15] <tterrag> yes, but only as
a tiebreaker
L891[18:35:26] <tterrag> first person to
get their most recent star breaks ties
L892[18:35:33] <tterrag> only 2 people on
there right now have all the stars :P
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L895[18:37:43] <barteks2x> I generally
don't like speed-based things when timezones are involved :(
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L905[18:50:28] <barteks2x> I still don't
know what would be a good way to handle my problem
L906[18:52:51] <Ordinastie> tterrag, I
guess guava is forbidden ?
L907[18:54:12] <Ordinastie> also, do you
have inputs to test ?
L908[18:54:56] <tterrag> Ordinastie: you
can use whatever you want, the point is fun & learning
L909[18:55:01] <tterrag> inputs are on the
site
L910[18:55:11] <Ordinastie> just the
examples provided ?
L911[18:55:15] <tterrag> no
L912[18:55:29] <tterrag> there's a
link
L913[18:55:32] <tterrag> to a text
file
L914[18:56:12] <Ordinastie> need to be
auth to see it ?
L915[18:56:24] <tterrag> don't think
so
L916[18:56:37] <tterrag> oh, yes
L917[18:56:55] <barteks2x> there really is
no way to bypass that big forge warning when setting registry name
it doesn't like...
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L919[18:57:48] <LexDesktop> you shouldnt
need to as you shouldnt be registereing shit for other mods.
L920[18:58:12] <LexDesktop> but meh, no
idea what you're doing, why not just make the registry optional and
where its used wrap instead?
L921[18:58:40] <barteks2x> I could but
then I would have a binch of unregistered cubic chunks biomes in
worldgen code
L922[18:59:23] <LexDesktop> and?
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L924[19:00:51] <Ordinastie> tterrag, mind
sending it ?
L925[19:00:55] <barteks2x> I will probably
go that way but I don't really like that approach as I have to
dynamically create CubicBiome objects that aren't registered
anywhere. At this point I can as well use a
Map<ResourceLocation, CubicBiome> instead
L926[19:01:00] <tterrag> Ordinastie: input
is different for everyone
L927[19:01:04] <Ordinastie> oh
L928[19:01:04] <tterrag> just auth with
github...
L929[19:01:20] <LexDesktop> well you're
already a coremod
L930[19:01:21] <Ordinastie> well, send me
yours then
L931[19:01:26] <LexDesktop> why make it a
registry at all?
L932[19:01:45] <Ordinastie> (and your
working solution :p)
L933[19:01:46] <tterrag> Ordinastie: why
not just log in
L934[19:01:50] <Ordinastie> meh
L935[19:01:53] <barteks2x> so that mods
that eventally want to be cubic chunks compatible can register
their biomes in RegistryEvent
L936[19:02:12] <LexDesktop> Possible, or
they could use some other api
L937[19:02:40] <LexDesktop> and I dont
think any mods will go out of their way to be compat, but
meh.
L938[19:03:04] <barteks2x> I could make my
own compat mods for other mods, but that would be another
hack
L939[19:03:21] <barteks2x> there
definitely will be mods that specifically target cubic chunks for
worldgen
L940[19:03:26] <LexDesktop> its alkready a
million hacks
L941[19:05:00] <barteks2x> I will probably
go with dynamically generating CubicBiomes for unregistered biomes
in worldgen code, as this is so far the only place that needs
them
L942[19:05:56] <barteks2x> And I don't
think my mod has more hacks than forge itself. In both cases hacks
are needed to get things working.
L943[19:06:27] <LexDesktop> if you come
anywhere near the number of hacks forge has in it
L944[19:06:33] <LexDesktop> you're doing
somehting majorly wrong
L945[19:06:44] <LexDesktop> but Forge's
core design is to do the hackls
L946[19:06:48] <LexDesktop> so modders
dont have to
L947[19:07:09] <LexDesktop> So your 'but
your is more hacky then mine!' argument is void
L948[19:07:39] <barteks2x> well, getting
any kind of patches into forge that would make my hack unnecessary
have essentially zero chance of being accepted
L949[19:08:49] <barteks2x> most of them
would be breaking changes, and all of them would be needed only for
that one mod
L950[19:09:02] <LexDesktop> yup
L951[19:09:18] <LexDesktop> which again is
why modders will probably never use your mod/be compatible with
it.
L952[19:09:30] <LexDesktop> so your
registry/whatever isnt gunna be used
L953[19:09:53] ***
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L954[19:10:03] <barteks2x> at this point I
accept it's my job of making stuff compatible, but if I don't
provide any way to be compatible, there is no way something will be
compatible. If I do provide a way, then there is at least a
chance
L955[19:10:05] <LexDesktop> your best bet
is to make a thin/simple API that modders can implement in like 2
lines of code. Any more then that and it's not gunna work.
L956[19:10:46] <barteks2x> at least I can
say "here is API you can implement/use to be
compatible"
L958[19:12:25] <Ordinastie> going to bed
now :p
L959[19:12:28] <barteks2x> I even made it
possible to keep vanilla worldgen untouched in special world type,
with that really the only thing mods would need to change is
hardcoded height limits, and maybe a few hacky things they do
L960[19:15:44] ***
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L961[19:20:19] <tterrag> Ordinastie:
that's only part 1
L962[19:20:25] <tterrag> you can't do part
2 like that
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L968[19:49:11] <Eragonn1490>
http://pastebin.com/zUb2B68D my current issue with
this is getting this to generate like flowers on the surface
(currently sticks everthing underground .-.)
L969[19:49:19] <Eragonn1490> anyone see
anything i could change?
L970[19:50:59] <barteks2x> you would need
to check if you are trying to spawn it on the surface?
L971[19:51:22] <barteks2x> this:
(!worldIn.provider.getHasNoSky() || blockpos.getY() <
worldIn.getHeight() - 1)) doesn't make sense to me
L972[19:52:25] <barteks2x> it checks if
the world has sky, or if it doesn't - if the blocks is below max
world height
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L974[19:56:05] <gigaherz> maybe to prevent
mushrooms spawning on top of the nether roof?
L975[19:56:25] <Eragonn1490> most of that
is copied from worldGenBush
L976[19:56:45] <Eragonn1490> only thing i
took away was can.sustainBlock because im sending in a specifc
state instead of the block
L977[20:00:50] <barteks2x> well, the
canSustainBlock is what made it not generate below surface
L978[20:01:07] <barteks2x> so you removed
the single check that made it do what you want
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L995[20:52:41] <barteks2x> argh, biome
registry instead of biome array makes writing my worldgen code much
harder...
L996[20:53:05] <gigaherz> why so?
L997[20:53:19] <barteks2x> Well, not
harder by itself, it's har dot make it fast with it
L998[20:53:22] <gigaherz> also, you can
build an array right before you start generating
L999[20:53:43] <barteks2x> I need to be
able to quickly get ID from a biome to map it to biome block
replacer
L1000[20:54:00] <barteks2x> it has to be
done quickly for every single generated block
L1001[20:54:24] <tterrag> so cach
eit
L1002[20:54:34] <tterrag> registry is
frozen during generation
L1003[20:54:47] <barteks2x> where would I
cache it...?
L1004[20:55:25] <tterrag> yourself?
statically?
L1005[20:55:56] <tterrag> there is still
an id internally, cache in an array by that for quick access
L1006[20:56:23] <barteks2x> Each cubic
biome has list of biome block replacer providers, which can create
biome block replaced with given config. The problem is getting from
biome to the (already created) list of biome block replacers
L1007[20:56:55] <gigaherz> do you ahve
the biome by id, or by class?
L1008[20:57:06] <barteks2x> by
class
L1009[20:57:14] <barteks2x> because IDs
are mostly gone now
L1010[20:57:30] <gigaherz> so your real
issue is Biome->Replacer
L1011[20:57:34] <gigaherz> not getting
IDs
L1012[20:57:43] <barteks2x> well,
yes
L1013[20:57:53] <tterrag> why not cache
in an identity map?
L1014[20:57:58] <tterrag> lookup by
Biome, get replacer
L1015[20:58:14] <tterrag> fast as it gets
for non-array accesses
L1016[20:58:21] <barteks2x> aside of
noise generation, this is the most performance critical part of
worldgen
L1017[20:58:26] <gigaherz> you can keep
the last known one
L1018[20:58:32] <gigaherz> chances are
two adjacent blocks will share a biome
L1019[20:59:00] <tterrag> how is that
helpful?
L1020[20:59:29] <barteks2x> actually, i
could add yet another array alongside biome array I get from
generator and do the mapping for each x/z coord instead of for each
block position
L1021[20:59:39] <tterrag> well, duh
L1022[20:59:43] <tterrag> biomes don't
change vertically :P
L1023[20:59:49] <barteks2x> yet
L1024[21:00:21] <barteks2x> this is
planned, but making it not slow will be hard
L1025[21:00:33] <gigaherz> wait, couldn't
you keep the replacer providers in the biome somehow?
L1026[21:00:53] <gigaherz> or are those
vanilla biomes?
L1027[21:00:57] <barteks2x> I do, but
replacer provider is supposed to ponly initially create the
replacer
L1028[21:01:12] <gigaherz> it really
sounds to me like the replacers should be directly
accessiblethrough a field in the biome
L1029[21:01:25] <barteks2x> it would be
ideal, but they can be configirable
L1030[21:01:37] <barteks2x> and
configiration can be different for each world
L1031[21:01:53] <tterrag> can you make it
clear where *exactly* your critical performance issue is
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L1033[21:03:24] <barteks2x> well, maybe
it's not as bad as I think it is. There are 2 parts: one that
generates noise values and second that palces blocks. Biome block
replacers decide what blocks go where
L1034[21:03:46] <barteks2x> based on
given position, density gradient and density values (generated from
noise generator)
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L1036[21:05:34] <barteks2x> And in that
part, doing almost anything non-trivial increases world generation
time
L1037[21:05:48] <tterrag> so you need an
easy biome->replacer lookup?
L1038[21:05:54] <tterrag> why is that not
just biome.getReplacer() ?
L1039[21:06:03] <barteks2x> because they
can be per-world
L1040[21:06:22] <barteks2x> so I would
need per-world biomes first
L1041[21:06:51] <tterrag>
so...biome.getReplacer(world) ?
L1042[21:07:06] <barteks2x> and how would
that get the replacer?
L1043[21:07:45] <tterrag> however it
wants?
L1044[21:08:11] <barteks2x> I don't think
storing world related state in biomes is a good idea
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L1046[21:08:46] <tterrag> then HOW is it
supposed to be per-world
L1047[21:09:26] <barteks2x> It's actually
per-world-generator, ideally world generator by itself should be
able to do the mapping from biome to replaces, after it initially
creates them from providers
L1048[21:09:33] <barteks2x> I think I
made it too complicated...
L1049[21:09:52] ***
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L1051[21:11:09] <tterrag> just the fact
that you can't explain your own system tells me that
L1052[21:11:29] <barteks2x> Ok, so I will
try to explain it from the beginning
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L1054[21:13:42] <barteks2x> First I have
Cubic Biomes, which are registered for each normal biome, and
contain BiomeBlockReplacerProvider list and BiomeDecorator list. A
single BiomeBlockReplacer can replace block based on position and
density+density gradient. They start with air block, then there is
replacer for terrain shape (stone), for top block (dirt/grass) and
for ocean block. Each of them may have some configirable per-world
values, so
L1055[21:13:43] <barteks2x> biomes only
have providers for them that create new replacers for given config
and world
L1056[21:15:18] <barteks2x> And what I
want is to get from vanilla biome I get from world generator to
cubic biome and the replacer for that world, that I would store
somewhere
L1057[21:15:25] <barteks2x> *biome
generator
L1058[21:15:48] <AshIndigo_> !gm
func_176206_d 1.10.2
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L1060[21:16:21] <AshIndigo_> !gm
func_71410_x
L1061[21:16:30] <barteks2x> I'm almost
sure I wouldn't understand this explanation if I didn't write
myself... but I'm not good at explaining stuff in simple way
L1062[21:17:13] <tterrag> barteks2x:
right, so
L1063[21:17:32] <tterrag> while
generating a world, instead of doing biome->cubic
biome->replacer provider->replacer
L1064[21:17:40] <tterrag> could you not
just cache the result of that into a biome->replacer map ?
L1065[21:18:53] <barteks2x> that's what I
want to make: the biome-> replacer map. I initially wanted to
make it a simple lookup array based on biome ID,,. but since biome
ID is no longer a field in biome, it probably isn't going to be
that fast
L1066[21:19:49] <barteks2x> so what I
need to do now, is add another array into my biome source class. I
currently map from vanilla biomes to cubic biomes (I already have
map for that)
L1067[21:20:03] <barteks2x> no idea how
fast/slow would that be
L1068[21:22:05] <barteks2x> what I wanted
to do was a bit different, I wanted to just use that lookup array
each time I wanted to find out what block would be at given
position
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L1070[21:32:58] <tterrag> barteks2x: as I
said first off, you can still get an int id from a biome
L1071[21:33:08] <tterrag> however, an
identity map is going to be just about as fast
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L1073[21:34:51] <barteks2x> At this
point, just my worldgen code could be a mod on it's own
L1074[21:36:06] <barteks2x> I really need
to find a way to somplify it all...
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L1082[22:01:56] <barteks2x> it works :D
so after 2 days if changing stuff I'm exactly where I started, but
with biome registry
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L1095[22:44:47] <killjoy> ^it's a
pig
L1096[22:45:08] <killjoy> also a
pony
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L1100[23:18:17] <Umbraco> are there any
tutorials or such around on how to add an item capability to an
item stack?
L1101[23:20:05] <killjoy> Shouldn't those
go on the item?
L1102[23:22:03] <Umbraco> well yes, I am
doing stuff in my item class
L1103[23:22:12] <Umbraco> kind of got it
to work
L1104[23:22:43] <Umbraco> but for some
reason, data is lost when syncing between server and client
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L1106[23:25:36] <killjoy1> I love windows
10
L1107[23:25:48] <killjoy1> when my
network card stops working, it automatically resets it.
L1108[23:26:36] <mezz|finals> there's
something a little bit sad about the state of the world when that's
a feature, but it does sound useful
L1109[23:27:30] <killjoy1> I would prefer
it to not break at all, but I'll take what I can get
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