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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?
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
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
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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
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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
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
L342[08:10:39]
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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
L352[08:20:25]
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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
L381[08:35:50] ⇦
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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
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
L439[09:15:04] ⇦
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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.
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.
L458[09:44:06] ⇦
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L459[09:45:16] <Genuine> Night.
L460[09:49:51]
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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.
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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?
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
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
:)
L688[16:59:09] ⇦
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L689[17:08:35] ***
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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/
L697[17:19:50] ⇦
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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
L707[17:27:31]
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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
L715[17:29:48]
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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
L752[17:38:00] ***
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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
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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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
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
L902[22:25:59] <dioladro> these are the
errors
L903[22:26:11] ⇦
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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
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
L917[22:30:56] ⇦
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L919[22:32:29] <dioladro> killjoy, my java
version?
L920[22:32:35] <killjoy> yes
L921[22:32:58]
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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?
L967[22:39:43] ⇦
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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
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?