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L1[00:02:21] <baegmon> what is the best way to change the name of an entityplayermp? I cannot see a method that directly modifies it...
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L8[00:26:15] <killjoy> baegmon, set the displayname
L9[00:27:12] <killjoy> specifically, getPlayerInfo().setDisplayName()
L10[00:27:14] <DarkZek> Hey guys, i'm getting an error while trying to setupDecompWorkspace on 1.10.2. It worked on 1.10 so I dont know why.
L11[00:27:28] <killjoy> have enough ram allocated?
L12[00:27:28] <DarkZek> Error isFailed to load native library 'native-platform.dll' for Windows 10 amd64
L13[00:27:31] <baegmon> @Killjoy oh awesome, Ive been doing it via NameFormat event, I was unaware of that thanks killjoy
L14[00:27:43] <DarkZek> 3 gigs is enough aint it?
L15[00:27:49] <killjoy> set it on the server then send the right packets
L16[00:29:58] <DarkZek> C:\Users\DarkZek\Desktop\Not enough power>gradlew setupDecompWorkspace --stacktrace
L17[00:29:59] <DarkZek> FAILURE: Build failed with an exception.
L18[00:29:59] <DarkZek> * What went wrong:
L19[00:29:59] <DarkZek> Failed to load native library 'native-platform.dll' for Windows 10 amd64.
L20[00:29:59] <DarkZek> * Try:
L21[00:29:59] <DarkZek> Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
L22[00:30:32] <DarkZek> I looked online but found none of them applied to forge
L23[00:32:18] <killjoy> baegmon, after you set the display name, call playerlist.sendPacketToAllPlayers(new SPacketPlayerListItem(Action.UPDATE_DISPLAYNAME, players));
L24[00:32:41] <killjoy> players being the players whos names you've updated
L25[00:33:45] <killjoy> Anyone able to help me with my issue?
L26[00:33:53] <killjoy> https://git.io/v1brT
L27[00:34:02] <baegmon> oh interesting thanks for the help
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L29[00:40:20] <tterrag> DarkZek: that probably doesn't have anything to do with forge
L30[00:41:20] <DarkZek> Oh dang
L31[00:42:03] <DarkZek> I find it very strange that it worked on 1.10 but not 1.10.2 . I'll try some other versions I guess
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L33[00:44:27] <SquareWheel> I think tile.air is screwing up my IRecipe implementation... It's showing up in my matches() input for some reason.
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L37[00:50:25] <SquareWheel> Pretty weird though. It only occurs if I craft my item once, then place the same crafting ingredients into different slots. That creates air tiles. Otherwise it's fine.
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L40[00:59:21] <tterrag> DarkZek: again, I don't think it has anything to do with forge
L41[00:59:26] <tterrag> seems like an issue with gradle
L42[00:59:29] <tterrag> maybe try the google search again
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L49[01:20:35] <SquareWheel> I see that ItemStack.EMPTY is an air stack as well, so that's fine, but my air stack is weird. Has a stack size of 0. http://i.imgur.com/T4YM4zz.png
L50[01:21:03] <tterrag> don't make your own air stack...
L51[01:21:42] <SquareWheel> I'm not doing it on purpose...
L52[01:21:50] <SquareWheel> Something is screwy in my recipe code.
L53[01:22:08] <tterrag> you are probably relying on null
L54[01:22:14] <tterrag> itemstacks can NEVER be null
L55[01:22:31] <SquareWheel> I had a null check there, but replaced it with != ItemStack.EMPTY
L56[01:22:58] <SquareWheel> I think maybe I'm setting getRemainingItems() wrong, and it's creating this weird air stack.
L57[01:23:22] <McJty> SquareWheel, dpm
L58[01:23:27] <McJty> SquareWheel, don't compare with empty like that
L59[01:23:31] <McJty> do stack.isEmpty()
L60[01:23:43] <SquareWheel> Ooh
L61[01:23:56] <SquareWheel> Maybe that'd stop catching on this weird stack then. Cheers.
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L64[01:29:24] <SquareWheel> That solved it. Much thanks, McJty.
L65[01:29:34] <McJty> Be very careful with itemstacks now
L66[01:29:46] <McJty> It is easy to have accidental nulls if you don't watch your IDE warnings
L67[01:30:16] <SquareWheel> Thankfully I have a small codebase, so I was able to predict where I'd have issues with the 1.11 update.
L68[01:30:38] <SquareWheel> I just wasn't aware of the technical changes like isEmpty, as it doesn't seem to be documented anywhere.
L69[01:32:07] <SquareWheel> Cool, only thing left is testing JEI compat. Then I should be fully ported.
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L71[01:35:32] <tterrag> McJty: tbf I consider it a bug that not all "empty" itemstacks == EMPTY
L72[01:35:41] <tterrag> but yeah, gotta watch out for that
L73[01:36:28] <SquareWheel> It was a spooky ghost ItemStack, too. It had information from the previous item that was in that slot.
L74[01:36:42] <McJty> Actually no
L75[01:36:46] <McJty> tterrag, you can do stack.shrink()
L76[01:36:50] <McJty> That can make the stack empty
L77[01:36:57] <McJty> And it will be a difference instance from EMPTY
L78[01:37:51] <tterrag> I suppose
L79[01:37:55] <McJty> So it is perfectly possible and common to have itemstacks that are empty but not equal to EMPTY
L80[01:38:05] <tterrag> it seems like two different concepts though
L81[01:38:09] <tterrag> "invalid" and "empty"
L82[01:38:42] <McJty> Well shrink() until nothing is left does not really produce an invalid item. It really is 'empty' what remains
L83[01:41:41] <SquareWheel> Are the JEI 1.11 betas working okay at the moment? The mod is loaded but I'm not seeing a sidebar.
L84[01:42:38] <tterrag> McJty: exactly
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L86[01:55:04] <SquareWheel> Alright, JEI works in a proper environment. Just not in my dev environment.
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L90[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161220 mappings to Forge Maven.
L91[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161220-1.11.zip (mappings = "snapshot_20161220" in build.gradle).
L92[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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L95[02:15:00] <killjoy> What should I be using instead of GL14.glBlendColor?
L96[02:16:05] <tterrag> if there's not a GlStateManager method for it, nothing
L97[02:16:32] <killjoy> Oddly, removing that method call fixes some issues
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L99[02:23:35] <tterrag> well, just make sure not to leak state
L100[02:25:21] <gigaherz|work> glBlendColor is only useful if you use a blend function with src/dest set to a constant color
L101[02:25:42] <tterrag> ^
L102[02:26:00] <killjoy> Which I'm doing
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L108[02:30:20] <gigaherz|work> killjoy: then if you are using things that aren't in glstatemanager
L109[02:30:24] <gigaherz|work> you should use
L110[02:30:31] <gigaherz|work> GlStateManager.pushAttrib();
L111[02:30:42] <gigaherz|work> do everything you need with GLxx directly
L112[02:30:45] <killjoy> I've deduced that that wasn't a problem.
L113[02:30:54] <gigaherz|work> and GlStateManager.popAttrib(); before you continue using GlStateManager
L114[02:34:05] <killjoy> I'm trying to debug this. https://git.io/v1brT
L115[02:35:10] <killjoy> I did something and now I'm a ghost
L116[02:37:06] <SquareWheel> Spontaneous ghostification is a surprisingly common problem.
L117[02:38:00] <killjoy> Who am I? Danny Fenton?
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L119[02:38:46] <tterrag> gigaherz|work: god please no
L120[02:38:50] <tterrag> NEVER use push/pop attrib
L121[02:38:55] <tterrag> it ruins the glstatemanager
L122[02:39:04] <gigaherz|work> uhm
L123[02:39:21] <tterrag> even the glstatemanager impl, yes
L124[02:39:22] <gigaherz|work> the idea is that you can't use the glstatemanager in between pushattrib and popattrib
L125[02:39:32] <tterrag> if you manage that, sure
L126[02:39:36] <tterrag> but it's best to avoid altogether
L127[02:39:40] <killjoy> Switching to the glstatemanager.pushAttrib is what turned me into a ghost
L128[02:41:19] <tterrag> if you are very very careful, you can use attribs. but it's just best to avoid it
L129[02:41:24] <tterrag> just unset what you set
L130[02:41:37] <tterrag> attrib is really slow anyways
L131[02:41:53] <immibis> killjoy: there's probably a gl call to push/pop the blend colour, you could use that so nothing else sees you changed it temporarily
L132[02:43:22] <killjoy> Let me just show what my issue is. http://imgur.com/r3vYUKP
L133[02:43:46] <killjoy> The code that does draws that. https://github.com/MineLittlePony/MineLittlePony/blob/master/src/main/java/com/minelittlepony/renderer/layer/LayerHeldPonyItem.java#L122-L150
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L135[02:44:24] <gigaherz_> back
L136[02:44:27] <immibis> it's probably the blend function that breaks things more than the blend colour
L137[02:44:37] <gigaherz_> as I was saying... well I guess you can still use GL11/14/20 just so long as you undo any changes you make
L138[02:45:11] <gigaherz_> yeah, it's important to leave things the way you left them -- and pushattrib is not useful for that
L139[02:45:29] <immibis> Is it valid to pair glPushAttrib with GlStateManager.popAttrib?
L140[02:45:34] <immibis> i would've thought you should use glPopAttrib
L141[02:45:45] <killjoy> It's a direct call
L142[02:45:51] <gigaherz_> glstatemanager.push/popattrib just call gl11.gl
L143[02:45:57] <gigaherz_> they DO NOTHING ELSE
L144[02:46:05] <gigaherz_> they don't track the state manager state at all
L145[02:46:06] <killjoy> push has some preset bits
L146[02:46:15] <gigaherz_> meaning if you use them, you have more chance of breaking things than fixing them
L147[02:46:33] <gigaherz_> so the only use they ever have
L148[02:46:50] <gigaherz_> is if you have to call legacy GL11 code that hasn't yet been converted to glstatemanager
L149[02:47:01] <gigaherz_> and you don't want to manage the glEnable flags and such
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L156[03:04:30] <BrainStone> There is this mod (I know there is a version for 1.10.2) that shows the NBT tags of items when you hover over it in the inentory and press either Shift, Ctrl or both at the same time
L157[03:04:41] <BrainStone> I cannot remember the name of the mod
L158[03:04:51] <BrainStone> Can anybody help me with that?
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L163[03:20:39] <SquareWheel> Think I've got my git branching all figured out. 1.10 and 1.11 simultaneous releases are a go.
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L170[04:21:06] <killjoy> I fixed my issue.
L171[04:21:54] <killjoy> It was easier to just make a mixin to modify how the item is rendered.
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L173[04:43:50] <foxy> i'm having render problems when dealing with RenderGameOverlayEvent.Post
L174[04:43:51] ⇨ Joins: gigaherz|work (~gigaherz@198.red-88-22-37.staticip.rima-tde.net)
L175[04:44:22] <foxy> something from before the event is fired seems to not be cleaning up an attribute
L176[04:44:25] <foxy> and i can't figure out what
L177[04:45:00] <foxy> but when i try to render a red square to the screen, but i have a block in my hotbar, it causes the red square to render dark or not at all
L178[04:45:10] <foxy> moving and looking around seems to have an effect on it
L179[04:45:36] <foxy> i'm suspicious that it's the 3d hotbar rendering that's leaking, but i'm not sure
L180[04:46:19] <gigaherz|work> everything leaks in mc
L181[04:46:28] <gigaherz|work> you have to make sure your have the state you need
L182[04:46:39] <gigaherz|work> using GlStateManager.enableX/disableX
L183[04:46:51] <gigaherz|work> you may need to restore some things afterward
L184[04:47:05] <masa> BrainStone: I don't know which mod you mean, but my TellMe mod can also dump the NBT when you right click with a blaze rod and the item you are interested in is in the next slot to the right on the hotbar
L185[04:47:09] <gigaherz|work> what exactly, depends on which case it is
L186[04:47:28] <foxy> yes but i'm not sure exactly which state is causing this
L187[04:47:28] <gigaherz|work> so it's usually a good idea to set most of the things either way
L188[04:47:36] <gigaherz|work> and let GlStateManager avoid duplicate settings
L189[04:47:52] <gigaherz|work> try with...
L190[04:47:53] <gigaherz|work> GlStateManager.enableBlend();
L191[04:48:02] <gigaherz|work> GlStateManager.disableAlpha();
L192[04:48:12] <gigaherz|work> GlStateManager.disableLighting();
L193[04:48:19] <gigaherz|work> keep adding them until it works
L194[04:48:19] <gigaherz|work> ;P
L195[04:48:31] <foxy> that's..
L196[04:48:34] <foxy> uhhg
L197[04:48:42] <foxy> that class is a horrible mess
L198[04:49:00] <foxy> i don't know why people don't use pushpop attrib... even a little bit
L199[04:49:06] <gigaherz|work> because it's broken
L200[04:49:14] <foxy> how?
L201[04:49:15] <gigaherz|work> glstatemanager.pushattrib/popattrib BREAK THINGS
L202[04:49:25] <foxy> no not the state manager on
L203[04:49:29] <foxy> the actual GL one
L204[04:49:35] <gigaherz|work> samething
L205[04:49:44] <gigaherz|work> you can't mix pushattrib/popattrib with glstatemanager calls
L206[04:49:51] <gigaherz|work> because it changes the settings without updating the cached values
L207[04:50:01] <gigaherz|work> it's just... not designed for it
L208[04:50:06] <gigaherz|work> the idea with GlStateManager
L209[04:50:06] <foxy> yes i am aware of that
L210[04:50:10] <gigaherz|work> is that you set everything when you start
L211[04:50:18] <gigaherz|work> and it avoids re-setting duplicate settings
L212[04:50:30] <killjoy> So we're on attrib again
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L214[04:50:41] <killjoy> Looks like there's overlap :p
L215[04:50:47] <foxy> anyway i'm having trouble figuring out exactly what is leaking
L216[04:50:54] <foxy> and causing weird issues
L217[04:51:21] <gigaherz|work> hmmm
L218[04:51:22] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/MagicContainerOverlay.java
L219[04:51:27] <gigaherz|work> I just realized, my code is broken
L220[04:51:34] <gigaherz|work> this used to be GL11.*
L221[04:51:46] <gigaherz|work> and I didn't remove pushAttrib/popAttrib after learning how broken they are
L222[04:51:54] <gigaherz|work> it "happens" to work XD
L223[04:53:29] <foxy> does the state manager actually improve performance?
L224[04:53:47] <foxy> i was under the impression that gl set calls were pipelined, and that there's very little overhead
L225[04:53:48] <gigaherz|work> state tracking is one of the biggest overheads in opengl
L226[04:54:00] <gigaherz|work> that's why things like state objects are widely requested
L227[04:54:23] <foxy> so it's the push/pop that's expensive
L228[04:54:25] <gigaherz|work> drivers do a lot to work around it
L229[04:54:44] <gigaherz|work> so they will keep their own internal buffers and will compare differences to know what to do with the gpu
L230[04:54:56] <gigaherz|work> but avoiding state changes altogether is simply better
L231[04:55:16] <gigaherz|work> DirectX solved that by having actual state objects
L232[04:55:53] <gigaherz|work> in XNA you have like, RenderState.apply(); and you just keep your own configuration instance and apply it whenevre you need it
L233[04:55:56] <gigaherz|work> IMO that's the best pattern
L234[04:56:10] <gigaherz|work> let the underlying library/API figure out what to do with it
L235[04:56:39] <foxy> ahh yeah
L236[04:56:48] <foxy> although applying an entire state is also kinda messy
L237[04:57:05] <foxy> -shrug-
L238[04:57:11] <foxy> anyway it's still doing weird color things
L239[04:57:17] <foxy> like being darker and dissappearing
L240[04:58:48] <gigaherz|work> darker can mean lighting
L241[04:58:52] <gigaherz|work> disableLighting should fix that?
L242[04:59:00] <gigaherz|work> or try using glStatemanager.color
L243[04:59:05] <gigaherz|work> to (1,1,1,1)
L244[04:59:09] <gigaherz|work> disappearing may be depth
L245[04:59:16] <gigaherz|work> you could disable depth testing
L246[04:59:47] <BrainStone> @masa: Thank you but in that case I can just use commands or command blocks
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L249[05:02:05] <foxy> i followed your directions verbatim
L250[05:02:11] <foxy> and i'm getting even weirder results
L251[05:02:30] <gigaherz|work> that means my guess was wrong ;P
L252[05:02:38] <gigaherz|work> can you show how it looks?
L253[05:02:44] <gigaherz|work> and how you expect it to look?
L254[05:03:51] <foxy> i expect a red square at the top left of my screen
L255[05:04:13] <foxy> i'm getting a flashing square that varies between different shades of red, from bright red to black
L256[05:04:31] <foxy> it changes with movement, and has something to do with my hotbar
L257[05:05:02] <xalcon> sounds like an shading issue, maybe disable lighting? :P
L258[05:05:12] <foxy> already doing that
L259[05:05:52] <xalcon> what about GlStateManager.color? does that have an effect?
L260[05:05:56] <foxy> nope
L261[05:06:00] <foxy> well it changes the color
L262[05:06:07] <foxy> but it still flashes black and dissappears
L263[05:06:11] <foxy> something else is affecting it
L264[05:06:39] <foxy> i'm no stranger to opengl, but i'm stumped as to what could possibly cause this
L265[05:06:54] <xalcon> try disabling texture, had similiar issues with things disappearing when I dont use textures but have them enabled
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L267[05:07:37] <foxy> oh right
L268[05:07:41] <foxy> textures are a thing
L269[05:07:42] <foxy> that suck
L270[05:07:43] <foxy> thank you
L271[05:07:47] <foxy> it worked
L272[05:07:49] <xalcon> :D
L273[05:14:33] <gigaherz|work> lol wat
L274[05:14:38] <gigaherz|work> wtf are you drawing that doesn't require textures? XD
L275[05:15:30] <barteks2x> I don't get that MinecraftDev plugin error, it tells me that all entities must have constructor that takes world, when I have exactly 0 entity classes in the mod
L276[05:16:47] <gigaherz|work> does it not say which class is the problem?
L277[05:16:57] <foxy> a red square
L278[05:16:58] <barteks2x> public <T extends Entity> void g() {} the error is on T
L279[05:17:09] <gigaherz|work> ah
L280[05:17:14] <gigaherz|work> parsing error, then
L281[05:17:33] <gigaherz|work> it probably tries to match "T extends Entity" or similar
L282[05:17:36] <barteks2x> it never complained about it before
L283[05:17:46] <gigaherz|work> ping whoever made the plugin ;P
L284[05:17:50] <barteks2x> only after I udated forge and mappings versions
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L305[06:40:05] <Hink> What is the command to override added blocks when you start a server?
L306[06:40:13] <ghz|afk> override?
L307[06:40:21] <Hink> /fml ovverride something something
L308[06:40:33] <Hink> I remember it asking when I added mods that changed world generation.
L309[06:41:05] <Hink> It was saying that block x y z no longer exist, would you like to proceed loading the world?
L310[06:41:29] <ghz|afk> hmm I had never heard of that command
L311[06:43:17] <SquareWheel> It's the same as the client warning about removed blocks, but on servers.
L312[06:44:17] <SquareWheel> I believe it was "/fml confirm".
L313[06:44:18] <masa> BrainStone|Away: what do you mean by that?
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L315[06:47:30] <ghz|afk> SquareWheel: hmm but it says that when it asks
L316[06:47:41] <ghz|afk> it shows "Type /fml confirm or /fml whatever"
L317[06:47:48] <ghz|afk> so it must be a different situation ;P
L318[06:52:20] <Hink> "/fml confirm"
L319[06:52:27] <Hink> Already got it.
L320[06:52:29] <Hink> But thanks.
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L323[07:22:23] <xalcon> hey, someone around who knows how IModelCustomData works? I'm fiddling around with model baking and I was hoping i could put some additional data into the variant/default part of the blockstate json (or somewhere else)
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L339[08:02:07] <Tarig> Hey guys does submodels have any way to cull faces? say I have two submodels stacked on top of each other I don't want the top face of the bottom one to be added to the backed model
L340[08:06:07] <xalcon> afaik models only use adjacent blocks to determine if they should cull a face, if you want culling in submodels which compare their positions to other submodels, you probably need your own IModel which discards baked quads at runtime
L341[08:07:10] <xalcon> w00t, i got IModelCustomData to work :3
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L344[08:15:58] <ghz|afk> xalcon: nah, the actual model jsons have a "cullface=<side>" option so that you can specify which face to test against
L345[08:16:10] <ghz|afk> -nah
L346[08:16:19] <ghz|afk> what you said is true, too
L347[08:16:20] <ghz|afk> ;P
L348[08:16:39] <xalcon> @ghz: yes, but that only works compared to other blocks, not in the same blockspace
L349[08:16:42] <ghz|afk> Tarig: nope, submodels just add stuff, you can't say "this model but..."
L350[08:16:55] <xalcon> :)
L351[08:17:25] <xalcon> either he needs to use a custom IModel or have models for each variant
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L353[08:20:53] <Tarig> I could see about adding a cullface to the modelstate submodel collection
L354[08:21:14] <Tarig> needed to make sure this wasn't already canned
L355[08:22:47] <xalcon> i'm not sure a simple cullface option would work, since models can be fairly complex - thats the reason why you can set culling per element-face and not just globally per model
L356[08:23:11] <ghz|afk> this isn't about culling
L357[08:23:30] <ghz|afk> the culling system, as xalcon said, is specifically only for when two adjacent blocks have a solid face
L358[08:23:37] <ghz|afk> so that mc ignores those quads
L359[08:23:46] <ghz|afk> it's not designed for combining models
L360[08:23:59] <Tarig> Plus another negative vs just making the full model is that I would be making a solid face have two quads unnecessarily
L361[08:24:03] <ghz|afk> I don't know HOW you'd tell mc to do that
L362[08:24:48] <xalcon> well, how many of those blocks would be in the visible world at any given time?
L363[08:25:04] <xalcon> if its just a few, culling would be completly irrelevant anyway
L364[08:25:50] <Tarig> decorative blocks so thousand is in the realm of possibility
L365[08:26:02] <xalcon> hm
L366[08:26:22] <Tarig> this is a variation on carpenters blocks
L367[08:26:28] <xalcon> how many faces do those blocks have?
L368[08:26:38] <xalcon> including the 2 faces you want to cull
L369[08:26:40] <ghz|afk> the facesp robably don't matter
L370[08:27:02] <ghz|afk> a couple hundred faces more or less, it won't really matter to the gpu
L371[08:27:08] <xalcon> i dont think it will be an issue as long as you wouldnt cull more than half of it
L372[08:28:01] <xalcon> i would suggest trying it out, just place a few thousand of those blocks, measure performance, than remove the 2 faces from the model and repeat
L373[08:30:07] <Tarig> the goal I'm going for here is to make it so I can shrink my model resource file count from 43 -> 7 and use the sub models to recreate the 43 original models
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L376[08:32:05] <Tarig> I'll try it out and see what performance changes I see
L377[08:32:13] <xalcon> thats the best you can do :)
L378[08:34:30] <xalcon> so you are trying to get those carpenters wedges to 1.10+? I would love to have those :3
L379[08:35:24] <Tarig> mineshopper is working on a direct port
L380[08:35:41] <xalcon> <3
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L382[08:35:59] <Tarig> I have an alpha up if you want to critique
L383[08:36:36] <xalcon> i'm just curious
L384[08:36:56] <Tarig> greatslopes on curse
L385[08:37:31] <xalcon> curse or curseforge?
L386[08:37:49] <xalcon> cant find it on either
L387[08:37:55] <Tarig> https://minecraft.curseforge.com/projects/great-slopes
L388[08:38:57] <xalcon> no screenshots D:
L389[08:39:26] <Tarig> will get once beta, pm so we don't liter this channel
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L394[08:52:31] <barteks2x> uh... any way to make I18n ignore things like %f in translated text?
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L396[08:54:48] <xalcon> @barteks2x: getUnformattedComponentText() ? ^^
L397[08:55:04] <barteks2x> in which class is that?
L398[08:55:33] <xalcon> TextComponentTranslation, what are you using to translate your stuff? o.o
L399[08:55:47] <barteks2x> The easiest one to find was I18n
L400[08:56:02] <xalcon> I18n is deprecated, isnt it?
L401[08:56:13] <barteks2x> I din't see @Deprecated there
L402[08:56:25] <barteks2x> *I don't
L403[08:56:33] <xalcon> weired, last time i looked into it, it was...
L404[08:56:35] <xalcon> whelp
L405[08:56:40] <xalcon> i think im doing it wrong
L406[08:57:14] <xalcon> anyway, shouldnt I18n.format() just work?
L407[08:57:27] <xalcon> just pass in your values
L408[08:57:31] <barteks2x> it interprets the %f and tries to firmat it
L409[08:57:38] <xalcon> which makes sense
L410[08:57:45] <xalcon> why wouldnt you want to do that?
L411[08:58:02] <barteks2x> but the peoblem is that the library I use formats strings itself and expects me to give already translated strings
L412[08:58:13] <xalcon> ouch
L413[08:58:15] <xalcon> ok
L414[08:58:24] <xalcon> try using %%f in the translated text
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L416[08:59:25] <barteks2x> that works... I guess if someone wants to display %f as text, it would have to be %%%%f now? :D
L417[08:59:33] <xalcon> pretty much
L418[09:00:02] <xalcon> not a well written library i'd say :P
L419[09:00:19] <barteks2x> I'm probably using it a bit wrong here, but noone to ask (it's malisiscore)
L420[09:00:31] <xalcon> never used it
L421[09:01:10] <barteks2x> I use it only for gui (well, trying to use it)
L422[09:01:41] <xalcon> doing that myself atm - until I fully understand how it works
L423[09:02:42] <barteks2x> It may turn out that I have to do a lot of things myself anyway, in that case I won't use the library
L424[09:02:55] <xalcon> i dont like depending on libraries that take their time to update to the next available mc version
L425[09:04:10] <barteks2x> I don't expect to release my mod at least until MC 1.12/13, and by that time the GUI part of the library may be completely separate (or it may not, no idea)
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L427[09:04:51] <xalcon> yeah, but the issue is, if you expect your mod to not be released soon, its not a good idea to not use the latest mc version
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L429[09:05:17] <xalcon> it took me 6h to port my 1.10.2 mod to 1.11 and it only has one block with a gui and a container :P
L430[09:05:48] <xalcon> so, I suggest updating to 1.11 as soon as you can
L431[09:05:52] <barteks2x> My porting to newer version so far was usually a few hours, and that was 1.8->1.9, 1.9->1.10, 1.10->1.11
L432[09:05:58] <barteks2x> and I am at 1.11
L433[09:06:28] <xalcon> oh, i thought you were at 1.10.2 since the library is only available for 1.10
L434[09:06:36] <xalcon> (on curseforge)
L435[09:06:43] <barteks2x> there is dev 1.11 already
L436[09:07:00] <xalcon> forget what I said then :P
L437[09:08:54] <barteks2x> using gui library for worldgen config screen really seems like something unusual looking at support for that
L438[09:14:05] <xalcon> i just noticed that vanilla TileEntities no longer implement IInventory <3 sweet, finally some example code on how to get rid of that xD
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L440[09:15:07] <xalcon> nvm, its still there .__.
L441[09:19:18] <barteks2x> This is the first time I noticed that vanilla GUI element don't change their size as you resize the window
L442[09:19:40] <barteks2x> because I tried to make my GUI do that
L443[09:20:23] <Genuine> Damn, the roads are BAD this morning.
L444[09:20:59] <Genuine> A solid 2cm of freezing rain -> black ice on the entire city last night.
L445[09:26:24] <SquareWheel> Finally got around to publishing my mod. Watering Cans, if any of you folks are interested: https://redd.it/5jdrzc
L446[09:32:15] <SquareWheel> Excited to finally call that "done", assuming there's no bugs. But for now, bed time.
L447[09:32:36] <Genuine> Nice.
L448[09:33:44] <Genuine> SquareWheel, Reduce the outline on the texture to a duller black. The blackness of the black is unsettling.
L449[09:34:52] <SquareWheel> It probably shows that I'm not a texture artist. I'll look into your suggestion, thanks.
L450[09:36:24] <Genuine> I like that you took your time and actually made a decent readme, I'm too lazy to do such things.
L451[09:39:09] <Genuine> https://minecraft.curseforge.com/projects/world-tooltips https://github.com/GenuineSounds/World-Tooltips
L452[09:39:20] <Genuine> Esp my github readmes. Terrible.
L453[09:39:51] <SquareWheel> Just need a few graphics and a feature list. :)
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L456[09:41:05] <SquareWheel> In my case though, the Github page is also the "front page" of the mod. You have the Curse page for that.
L457[09:42:26] <SquareWheel> Alright, but bed time for reals. Thanks for your input, Gen.
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L459[09:45:16] <Genuine> Night.
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L466[09:58:41] <Koward> I want to make sand slabs. Do I have no other choice than extending EntityFallingBlock and replacing it at EntityJoinWorldEvent ? (I want the slabs to pile with sand)
L467[10:00:01] <williewillus> what do you mean pile with sand?
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L469[10:02:53] <Koward> Sand falls with gravity. If I place two slabs and they fall, they should make a sand block once pile. If I place a block after a slab, the result should be one block with a slab on top of it
L470[10:03:29] <Koward> So I mean piling in the world, when falling on top of each other.
L471[10:06:02] <ghz|afk> http://i0.kym-cdn.com/photos/images/original/001/201/352/6a7.jpg
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L476[10:17:13] <Genuine> Oh neat, I didn't realize there was an update.
L477[10:17:16] <Genuine> 1.11.1
L478[10:17:31] <barteks2x> I made GUI that resizes it's contents as I resize window :D
L479[10:17:46] <Genuine> Scaling is nice.
L480[10:18:01] <barteks2x> smoothly, not the weird thing Minecraft has
L481[10:19:00] <williewillus> mc just redraws the gui
L482[10:19:01] <williewillus> lol
L483[10:19:45] <barteks2x> MInecraft does resize gui when you make the window too small... but it's weird
L484[10:20:17] <barteks2x> I made it change sizes of buttons and everything as you resize the window
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L487[10:31:46] <ghz|afk> Genuine: it's out?
L488[10:31:54] <Genuine> Yeah
L489[10:31:56] <ghz|afk> nice
L490[10:32:19] <ghz|afk> got a link to the change notes?
L491[10:32:26] <Genuine> http://mcupdate.tumblr.com/post/154722948989/minecraft-1111-released
L492[10:32:40] <williewillus> lol the old tumblr page never changes
L493[10:32:48] <Genuine> Iron Nuggets finally introduced.
L494[10:32:49] <Genuine> lol
L495[10:34:03] <ghz|afk> yeah
L496[10:35:23] <Genuine> Remember when it didn't even have manual ui scaling?
L497[10:35:33] <diesieben07> uh ... is it april 1st?
L498[10:35:33] <ghz|afk> I'll have to remove my own from Surivalist
L499[10:35:36] <diesieben07> the heck is that update
L500[10:35:42] <Genuine> Lol
L501[10:35:53] <diesieben07> rocket propelled elytra flight?
L502[10:35:55] <diesieben07> da fudge?
L503[10:36:03] <ghz|afk> yep
L504[10:36:03] <williewillus> that's the official alternative to the punch bow thing
L505[10:36:04] <ghz|afk> best idea ever
L506[10:36:08] <williewillus> which is good
L507[10:36:09] <ghz|afk> replaces the punch bow, yup
L508[10:36:12] <williewillus> because the punch bow thing is a hack
L509[10:36:45] <Genuine> I don't even know what elytras are. Are they new mobs? I've not really played 1.11 or 1.10.2 or 1.9.4
L510[10:36:51] <williewillus> wings
L511[10:36:53] <williewillus> flying
L512[10:36:54] <ghz|afk> they are glide wings
L513[10:37:01] <Genuine> Okay, that's cool.
L514[10:37:19] <ghz|afk> you look down to accelerate
L515[10:37:21] <Genuine> All that testing of my mods in 1.11 and I never bothered to actually play the game.
L516[10:37:27] <Genuine> Not within the scope I suppose.
L517[10:37:32] <ghz|afk> look up to lose speed but gain altitude
L518[10:38:21] <diesieben07> lol the iron nugget is sideways
L519[10:38:37] <barteks2x> Testing worldgen config gui is too much clicking...
L520[10:38:54] <williewillus> supposedly it's to aid colorblindness but the texture kinda looks stupid sideways
L521[10:39:15] <diesieben07> yeah i get the idea
L522[10:39:17] <diesieben07> but it looks wonky
L523[10:39:59] <ghz|afk> they should have made a new icon
L524[10:40:02] <ghz|afk> it wouldn't have taken that long
L525[10:40:36] <ghz|afk> so
L526[10:40:38] <Koward> They were glide wings. Now with rocket boosts they are like an ironman suit
L527[10:40:45] <ghz|afk> [joke] forge 1.11.1 when? [/joke]
L528[10:41:00] <diesieben07> provided you have enough fireworks on you :D
L529[10:41:07] <ghz|afk> Koward: they are still glide wings, you just grab onto a rocket while using them
L530[10:41:23] <Koward> Of course
L531[10:42:21] <barteks2x> ... am I really the first one to attempt to use MalisisCore SpaceChangeEvent.SizeChangeEvent?
L532[10:42:47] <williewillus> fireworks are just paper + gunpowder though so anyone with a mob farm basically has infinte elytra
L533[10:43:02] <barteks2x> https://github.com/Ordinastie/MalisisCore/blob/1.11/src/main/java/net/malisis/core/client/gui/event/component/SpaceChangeEvent.java#L99-L121
L534[10:43:11] <barteks2x> and I was wondering why my stuff doesn't work
L535[10:43:47] <williewillus> does the elytra rocket boosting show all of the fireworks' original effects?
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L537[10:46:18] <Koward> Not when I tested it in snapshot
L538[10:46:27] <Koward> I don't know about release, tho
L539[10:47:46] <Koward> Once you have mobfarm, you actually become a small aircraft. Honestly horse become useless. But it's quite endgame.
L540[10:49:40] <ghz|afk> williewillus: not sure if it's all the effects
L541[10:49:49] <ghz|afk> but if it has exploding star, you receive the explosion XD
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L544[10:53:19] <TechnicianLP> does someone know the default alphafunc used in mc?
L545[10:53:49] <TechnicianLP> >0.5?
L546[10:53:56] <ghz|afk> 0.2 or 0.1
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L549[10:54:40] <ghz|afk> GlStateManager.alphaFunc(516, 0.1F);
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L551[10:54:53] <TechnicianLP> thx
L552[10:55:08] <ghz|afk> GL11.GL_GREATER
L553[10:57:19] <williewillus> oh the actual firework star still goes off, and the length of the firework rocket fuse increases your boost time too
L554[10:58:49] <ghz|afk> yep
L555[10:59:00] <ghz|afk> you do the effect of the firework
L556[10:59:05] <ghz|afk> instead of the firework entity
L557[10:59:29] <williewillus> hm I swear there was a way to change the firework rocket's trail color before it explodes
L558[10:59:30] <williewillus> guess not
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L561[11:10:46] <Koward> I tried to replace EntityFallingBlock by my subclass during EntityJoinWorldEvent and it crashed : https://hastebin.com/ziyukayopi.txt What does the "Ticking entity" exception mean ?
L562[11:14:07] <ghz|afk> that's not the exception
L563[11:14:16] <ghz|afk> it's the Caused By
L564[11:14:27] <ghz|afk> Caused by: java.lang.NullPointerException
L565[11:14:27] <ghz|afk> at net.minecraft.entity.item.EntityFallingBlock.onUpdate(EntityFallingBlock.java:103) ~[EntityFallingBlock.class:?]
L566[11:14:57] <ghz|afk> in eclipse/idea
L567[11:15:01] <ghz|afk> add an exception breakpoint
L568[11:15:18] <ghz|afk> which will pause the execution whenever an NPE is about to be thrown
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L573[11:26:45] <Baughn> Is there any way to prevent the automatic world backup when blocks have been removed?
L574[11:27:02] <Baughn> Asking because I already have backups (via ZFS snapshots), and zipping up a 12GB directory takes a while.
L575[11:27:19] <Baughn> ...also, I'm kinda screwed if the backup makes its way into those snapshots.
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L587[12:12:40] <Plumeex> Hi, I noticed Forge adds "FML" at the end of the IP address when I connect to a server. But I am using WorldGuard's "host-keys" so I need to use a specific, unique address. I tried adding "FML" to this address in WG but it doesn't match (even though the addresses are identical).
L588[12:12:51] <Plumeex> Has anyone encountered the same issue? Is it possible to remove "FML" from the address, or is there another workaround?
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L591[12:44:06] <Genuine> That's an interesting problem. I have no comment on a possible solution, just pointing out that it's interesting.
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L595[12:57:39] <diesieben07> Plumeex, it's actually <NUL>FML<NUL> with <NUL> being the null character, ASCII 0
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L598[13:02:37] <masa> how do I connect an AE2 wireless terminal?
L599[13:02:55] <Plumeex> Ah thanks diesieben07, I will try adding this character in the WG config. \u0000 doesn't work but there has to be a way
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L601[13:04:08] <masa> oh in the security terminal...
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L630[15:47:50] <Nanobird> Has anyone come across a bug in 1.10.2 where after a death or respawn in SMP, you're spawned twice on the client and can't move or anything? You're literally inside yourself until relog.
L631[15:48:13] <gigaherz> no
L632[15:48:35] <gigaherz> I had heard of some sleep issue where you can't leave the bed, but not something like that
L633[15:59:44] <masa> I did hear that from someone somewhere...
L634[15:59:55] <masa> ie. extremely reliable information
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L638[16:12:05] <LordSkittles_> Hey all. I have a new issue... still to do with block states. I am still trying to wrap my head around it.... My issue is that when I break a meta block it drops the correct item.... but when I pick it up, they are all the default state
L639[16:14:02] <LordSkittles_> I assume it is to do with the item block. but I don't know how to fix it XD
L640[16:14:19] <gigaherz> are you sure it drops the correct item?
L641[16:17:11] <LordSkittles_> It is showing that it is. I made sure I looked at the item before i picked it up... It is probably something to do with meta as when I ise F2+H all the items are showing the same id and now meta value
L642[16:18:11] <LordSkittles_> no* not now
L643[16:18:18] <Ordinastie> you need to override damageDropped in your block
L644[16:18:36] <LordSkittles_> I do
L645[16:18:45] <LordSkittles_> and return the damaged passed
L646[16:19:12] <Ordinastie> you're not given damage, you're given a blockState
L647[16:22:58] <tterrag|ZZZzzz> LordSkittles_: for the item, you need to do setHasSubtypes true
L648[16:24:20] <LordSkittles_> I swear if this fixes it tterrag|ZZZzzz I am gonna face-desk
L649[16:25:12] <Ordinastie> that makes itemStack with different damage not stack
L650[16:25:49] <LordSkittles_> Ordinastie... that was the fix XD
L651[16:25:59] <LordSkittles_> The sethassubtypes XD
L652[16:26:07] <tterrag|ZZZzzz> why aren't you extending ItemBlock ?
L653[16:26:15] <LordSkittles_> I am :P
L654[16:26:52] <Ordinastie> itemBlock doesn't equals to hasSubTypes :)
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L658[16:46:19] <Subaraki> kisstck.getitem returts air instead of the block held ?
L659[16:46:47] <Ordinastie> tes*
L660[16:46:55] <Ordinastie> yes
L661[16:47:15] <Subaraki> what would be the solution ?
L662[16:47:25] <Ordinastie> that's where there is no itemStack
L663[16:47:47] <Subaraki> ._.
L664[16:47:56] * Subaraki 's confused
L665[16:48:29] <Ordinastie> the itemStack you have is most likely not the block you're holding
L666[16:49:12] <Subaraki> probably .8.
L667[16:49:15] <Subaraki> im holding a chest
L668[16:49:40] <Ordinastie> you're querying the itemStack wrong then
L669[16:50:07] <Subaraki> sorry, but i'm outdated
L670[16:50:10] <Subaraki> i'm missing something
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L672[16:50:27] <Ordinastie> are you on 1.11 ?
L673[16:51:30] <Subaraki> yes
L674[16:51:40] <Subaraki> i know about the itemstack.empty stuff etc
L675[16:51:45] <Subaraki> didnt know it changed for blocks
L676[16:51:49] <Ordinastie> it didn't
L677[16:53:19] * Subaraki tries to figurze out what the querying is about then
L678[16:54:37] <Ordinastie> if itemStack.getItem doesn't gives you what you expected, then break point and go back the call stack to see where that itemStack comes from
L679[16:55:09] <Subaraki> the players hand ?
L680[16:55:12] <Subaraki> ill go check it though
L681[16:56:39] <Subaraki> comes from player.getactive stack
L682[16:57:05] <Subaraki> how do i get the item that the player is right clicking with ?
L683[16:57:46] <Ordinastie> from where ?
L684[16:58:04] <Subaraki> interact on an entity
L685[16:58:14] * Subaraki sees hand argument
L686[16:58:19] * Subaraki hits himself on the head
L687[16:58:50] <Ordinastie> and that's what "you're querying the itemStack wrong then" meant :)
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L690[17:11:35] <heldplayer> Subaraki: With which hand?
L691[17:12:43] <Subaraki> should be either
L692[17:12:46] <Subaraki> but its solved
L693[17:15:48] <heldplayer> I meant when hitting yourself on the head :P
L694[17:15:56] <heldplayer> Though I'm off now so I won't see the reply
L695[17:16:25] <Subaraki> oh xD
L696[17:16:28] <Subaraki> o/
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L698[17:22:18] <williewillus> lol yeah player.getActiveStack is the stack that the player is currently executing a long-use on. e.g. bow or eating or drinking
L699[17:23:05] <Ordinastie> I don't even have this method :s
L700[17:23:23] <williewillus> wait yeah it changed
L701[17:23:37] <williewillus> it's getActiveHand now lol
L702[17:23:47] <williewillus> so nvm
L703[17:24:39] <Ordinastie> it's still for the currently used item too
L704[17:25:24] <Ordinastie> ah no, there is still getActiveItemStack
L705[17:25:47] <williewillus> anyways, anyone remember AOC Day10? (microchips and robots). just got back to it. the question doesn't really make clear: what exactly do you do with give instructions if the robot doesn't have 2 chips?
L706[17:25:50] <Ordinastie> not sure why I couldn't find it earlier
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L708[17:28:08] <SquareWheel> How feasible is it to modify a vanilla method to add a small feature? Is that considered dark voodoo, or is there a standard way to approach that?
L709[17:28:11] <SquareWheel> I'd like to allow BlockFarmland#hasWater to look for an additional fluid at a further range, if possible.
L710[17:28:48] <Ordinastie> you will be told to make a PR
L711[17:29:02] <williewillus> don't we havea custom hydration thing
L712[17:29:10] <williewillus> or am i remembering wrong
L713[17:29:29] <SquareWheel> That'd be amazing if so, but the water check seems pretty hardcoded.
L714[17:29:43] <Ordinastie> last time I checked, farmland was looking for water material
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L716[17:30:00] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/pull/1320
L717[17:30:23] <quadraxis> this? got closed without being merged
L718[17:30:24] <gigaherz> I think it only looks for water, but you can artifially keep "re-hydrating" it
L719[17:30:26] <gigaherz> to maintain it
L720[17:30:37] <williewillus> yeah the pr got closed because master got deleted
L721[17:30:43] <williewillus> in the move to versioned branches
L722[17:31:05] <quadraxis> yeah
L723[17:31:23] * gigaherz facepalms
L724[17:31:38] <gigaherz> I have been like an hour trying to figure out why one block's TE wasn't receiving handleUpdateTag
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L726[17:31:58] <williewillus> wrong getUpdateTag?
L727[17:31:58] <gigaherz> turns out another block was NPEing so the loop ended prematurely
L728[17:31:59] <williewillus> :P
L729[17:32:02] <williewillus> lol
L730[17:32:33] <gigaherz> yeah it's annoying that handleUpdateTag defaults to "readFromNBT"
L731[17:32:40] <gigaherz> when getupdateTag does not default to writeToNBT
L732[17:33:19] <SquareWheel> So having a ticking "water source" would be considered cleaner than modifying the vanilla farmland, is that right?
L733[17:33:26] <Ordinastie> because supposedly, all TEs should readFrom nbt on load, but not all TE should sync to clients
L734[17:33:27] <gigaherz> no
L735[17:33:35] <gigaherz> it's the only currently viable solution
L736[17:33:48] <gigaherz> if you DO make a PR
L737[17:33:49] <SquareWheel> Ah, I don't like it. Too much performance overhead.
L738[17:33:52] <gigaherz> it would make for cleaner code
L739[17:34:00] <gigaherz> and less "active ticking"
L740[17:34:02] <gigaherz> which would be best
L741[17:34:23] <gigaherz> but someone needs to recreate/rebase the PR onto 1.11
L742[17:34:45] <gigaherz> and then show Lex that it IS really the better option
L743[17:35:46] <SquareWheel> Does Lex usually merge PRs that are that specific? It seems like a pretty esoteric use case.
L744[17:36:22] <williewillus> nah this seems general enough that it can be useful
L745[17:37:01] <williewillus> so did you want to change the search block or the search radius?
L746[17:37:02] <gigaherz> yeah not all hydration sources are sprinklers
L747[17:37:12] <williewillus> the first is general enough, idk about the second
L748[17:37:17] <quadraxis> i guess you could make a block that hydrates and can also be planted on
L749[17:37:24] <quadraxis> as an example
L750[17:37:36] <gigaherz> you could make a farming block that can "take water"
L751[17:37:46] <gigaherz> and hydrates itself so long as its tiny internal water buffer is full
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L753[17:38:21] <gigaherz> or you could make sponges a source of hydration
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L755[17:38:25] <SquareWheel> willie: I had wanted to do both. A custom fluid that has a longer search radius.
L756[17:38:37] <williewillus> the radius probably is too specific
L757[17:38:43] <gigaherz> changing the search radius doesn't sound nice
L758[17:38:50] <gigaherz> it would slow down ALL water blocks
L759[17:38:53] <gigaherz> eh
L760[17:38:56] <gigaherz> all farmland blocks*
L761[17:39:10] <williewillus> at that point i would make my own farmland block
L762[17:39:13] <williewillus> yeah like they mentioned lol
L763[17:39:36] <gigaherz> so I'd make the fluid an "active hydrator"
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L765[17:39:48] <gigaherz> since I guess that fluid is much less likely to exist near farmland naturally
L766[17:40:39] <SquareWheel> So that'd be a fluid which is also a tile entity?
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L769[17:43:16] <gigaherz> not necessarily
L770[17:43:34] <gigaherz> you can schedule updates
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L772[17:44:58] <SquareWheel> Oh? That sounds useful. Where could I learn more about that?
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L774[17:45:41] <gigaherz> see this as an example
L775[17:45:41] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/blocks/BlockDust.java#L84,L153
L776[17:45:59] <gigaherz> when my dust block is added to the world, I start scheduling "random" updates
L777[17:46:13] <gigaherz> (the ticking is much faster than normal random ticks)
L778[17:46:26] <gigaherz> and after each update tick runs, I schedule another update
L779[17:46:59] <gigaherz> you could schedule updates at intervals, and on each update choose a few of the blocks around the fluid block, and re-hydrate them
L780[17:47:11] <gigaherz> you won't be ableto have a "scanning" effect
L781[17:47:19] <gigaherz> since that would require keeping some state data (TileEntity)
L782[17:47:24] <gigaherz> but you could rehydrate random blocks
L783[17:47:46] <williewillus> writing regexes in java sucks so much xP
L784[17:47:51] <williewillus> all the escapes!
L785[17:47:51] <gigaherz> XD
L786[17:48:15] <SquareWheel> When the scheduled update runs, which method is it actually executing? I don't see a callback.
L787[17:48:33] <williewillus> updateTick I think?
L788[17:48:36] <williewillus> something like that
L789[17:48:39] <gigaherz> updateTick
L790[17:49:29] <SquareWheel> That sounds like a reasonable approach to this problem. Cheers.
L791[17:49:44] <gigaherz> np, have fun ;P
L792[17:50:41] <williewillus> is there not a way to have a regex Matcher give you all groups at once?
L793[17:50:45] <williewillus> bleh
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L810[18:46:34] <Ordinastie> if I want to allow custom conversion from A to B and B to A, I need to asked for 2 Functions, right ? or is there something already builtin inside some lib ?
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L812[18:50:41] <Ordinastie> apparently, guava as a Converter thing, imma look into that
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L850[21:13:01] <Nanobird> From what I was talking about earlier, with the double-player entity ghost bug: http://imgur.com/bziSves
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L855[21:19:44] <Ordinastie> one of the mods is doing somethin git shouldn't
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L861[21:45:20] <Nanobird> Well yes, but this pack has 100+ mods. I can't just sit here and take guesses.
L862[21:45:50] <Ordinastie> no, you remove half of them, see if it still happens
L863[21:46:12] <Nanobird> Is there any way I can load the pack in a forge dev environment and debug?
L864[21:46:12] <Ordinastie> if it does, do it again
L865[21:46:37] <Ordinastie> good luck with that
L866[21:47:19] <Ordinastie> in theory, you can load obfuscated mods in dev, but for over 100 mods, I wouldn't bet too much on it
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L879[22:23:01] <dioladro> god
L880[22:23:04] <dioladro> Ok hello
L881[22:23:13] <dioladro> can I just ask directly?
L882[22:23:17] <killjoy> yes
L883[22:23:22] <killjoy> it's encouraged
L884[22:23:37] <dioladro> Well, I found an old 1.2.5 tekkit modpack I used in 2012
L885[22:23:45] <dioladro> and I would love to play it again, since it has a savegame and all the files
L886[22:23:57] <dioladro> but installing 1.2.5 from the new minecraft launcher has a different folder structure
L887[22:24:01] <dioladro> how would I go about this?
L888[22:24:14] <killjoy> use the tekkit launcher
L889[22:24:19] <killjoy> do tekkit classic
L890[22:24:26] <killjoy> *technic launcher
L891[22:24:41] <dioladro> hmm
L892[22:24:46] <dioladro> you see, I have this folder structure I found
L893[22:24:59] <dioladro> https://i.imgur.com/xQAvCvt.png
L894[22:25:08] <killjoy> ah.
L895[22:25:12] <killjoy> bin is where the jar is
L896[22:25:19] <dioladro> yes but it spits about some errors
L897[22:25:36] <McJty> Does anyone know how one can hide the outline that one sees when looking at a block?
L898[22:25:37] <killjoy> remember, this is a modpack from 2012
L899[22:25:40] <McJty> For a particular block that is
L900[22:25:44] <dioladro> https://i.imgur.com/N4lit5f.png
L901[22:25:57] <dioladro> https://i.imgur.com/DepmybX.png
L902[22:25:59] <dioladro> these are the errors
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L904[22:26:18] <killjoy> check bin for some .dll files
L905[22:26:18] <Ordinastie> McJty, getSelectedBoundingBox iirc
L906[22:26:26] <dioladro> what dll?
L907[22:26:43] <killjoy> minecraft uses lwjgl and some other libraries that use natives
L908[22:27:07] <dioladro> so what should I do?
L909[22:27:08] <killjoy> that that they exist
L910[22:27:11] <killjoy> I think there's 5
L911[22:27:24] <dioladro> https://i.imgur.com/QZRwQt6.png
L912[22:27:29] <dioladro> this is the bin folder
L913[22:27:36] <McJty> Ordinastie, ok I'll try it out. It is a bit weird because I do it in rftools for some of my blocks but I forgot how and there I am not overriding this
L914[22:27:42] <killjoy> what's your java version?
L915[22:27:45] <McJty> So still confuses me how it works in my own mod :-)
L916[22:28:33] <Ordinastie> but I don't think it allows you to return null
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L919[22:32:29] <dioladro> killjoy, my java version?
L920[22:32:35] <killjoy> yes
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L922[22:33:01] <dioladro> https://i.imgur.com/v4Z3gMK.png
L923[22:33:40] <killjoy> that bug with java 8 was related to coremods, right?
L924[22:34:11] <dioladro> ?
L925[22:34:34] <killjoy> Try downgrading to 7.
L926[22:34:46] <McJty> Ordinastie, found out there is an event for it
L927[22:34:58] <dioladro> Can I install both?
L928[22:35:01] <killjoy> yes
L929[22:35:03] <dioladro> or is it necessary to uninstall the 8 first?
L930[22:35:07] <killjoy> they install in different directories
L931[22:35:12] <Ordinastie> McJty, if it's not your block, eventually yes
L932[22:35:22] <McJty> Well even if it is my block it seems best
L933[22:35:28] <McJty> As indeed you cannot return null for that selection box
L934[22:35:28] <Ordinastie> it's not
L935[22:35:39] <dioladro> so it's fine if I just install the 7 and leave the 8 alone?
L936[22:35:39] <Ordinastie> events are slower
L937[22:35:44] <McJty> Well yes but it works
L938[22:35:46] <dioladro> killjoy*
L939[22:35:47] <McJty> What else can I do?
L940[22:35:52] <killjoy> yes.
L941[22:35:57] <Ordinastie> override the method in your block
L942[22:36:02] <McJty> Ordinastie, and return what?
L943[22:36:02] <Ordinastie> and return the AABB you want
L944[22:36:06] <McJty> I want none
L945[22:36:18] <dioladro> killjoy: jre 7u79 or 7u80? 32 or 64?
L946[22:36:20] <Ordinastie> then an empty AABB
L947[22:36:22] <Ordinastie> size 0
L948[22:36:32] <killjoy> suggested 64 bit
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L950[22:36:42] <killjoy> 7u80
L951[22:36:44] <McJty> Ordinastie, note that I'm not sure that's worse performance with the event
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L953[22:36:52] <McJty> As with an empty box it will still do all the GL setup work
L954[22:36:55] <McJty> And then draw nothing
L955[22:36:58] <McJty> But with the event it will skip that
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L957[22:37:30] <Ordinastie> but the method will always be called (by reflection too) no matter what the block is looked at
L958[22:37:31] <dioladro> done
L959[22:37:32] <dioladro> so now what?
L960[22:38:16] <dioladro> killroy
L961[22:38:20] <McJty> Ordinastie, not by reflection though. Events are straight calls
L962[22:38:30] <Ordinastie> hum, no ?
L963[22:38:49] <killjoy> select the installed version in the launcher
L964[22:39:22] <McJty> Ordinastie, I see no reflection when I look at how this event is called
L965[22:39:32] <Ordinastie> method.invoke ?
L966[22:39:39] <McJty> where?
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L968[22:39:54] <Ordinastie> from the event bus
L969[22:40:00] <McJty> Where is that?
L970[22:40:18] <Ordinastie> your method that you registered, with the @SubscribeEvent, that method can't be called directly
L971[22:40:47] <McJty> Why not?
L972[22:40:49] <Ordinastie> when you register the object, it's parsed for annotations, and method is stored for the event
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L974[22:41:08] <Ordinastie> when event if fired, all registered method are invoked
L975[22:42:40] <Ordinastie> McJty, EventBus#post()
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L977[22:43:13] <McJty> Yes I see where that is done but I cannot find that method.invoke you are talking about
L978[22:44:16] <McJty> ah I found it
L979[22:44:17] <McJty> Ok
L980[22:45:35] <Ordinastie> actually, I may be wrong
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L982[22:46:24] <Ordinastie> apparently, it doesn't cache the method
L983[22:46:48] <Ordinastie> if I understand it correctly, it creates a new class dynamically that calls the method directly
L984[22:47:01] <killjoy> https://www.youtube.com/watch?v=8O9kCZ9QLMA
L985[22:47:30] <killjoy> For some reason, I thought that was for season 3
L986[22:47:35] <killjoy> Maybe it is?
L987[22:47:35] <McJty> That sounds better then just doing reflection
L988[22:47:36] <killjoy> idk
L989[22:48:32] <Ordinastie> well, that's massive hack on the registration part to gain on the invoke call
L990[22:48:45] <Ordinastie> probably necessary though as mostly everything is event based in forge
L991[22:50:03] <Ordinastie> but I would still use the method in block directly
L992[22:51:30] <Ordinastie> imaging if every mod wants to not draw the highlight for one of their block, then you're have hundreds of methods called each time to check if it's the right block
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L1005[23:45:52] <killjoy> Is there a way to render Items.SKULL before a world is loaded?
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