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L11[00:52:57] <killjoy> I think I broke my mouse while testing the middle click functionality of my mod.
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L21[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170101 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170101-1.11.zip (mappings = "snapshot_20170101" in build.gradle).
L23[02:00:18] <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/
L24[02:00:31] <mezz> Happy new year :)
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L45[03:14:51] <Yuri6037> Hey all I'm back
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L50[04:10:25] <Yuri6037> Do I need to mess with quaternions to properly render a custom entity with both two rotations (pitch/yaw) ?
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L52[04:14:01] <Yuri6037> I just found a way without quaternions
L53[04:17:28] <Yuri6037> However the setAngles method seam broken
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L56[04:26:28] <Yuri6037> I think that was linked to the update function of the entity
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L62[04:52:49] <Yuri6037> Also I have a question is it normal that on title screen if you minimize game in taskbar you get spam GL Error postRender 1280 ?
L63[05:02:25] <Tencao> Is there a non-laggy way to deny mob spawning in a certain area
L64[05:02:52] <Tencao> Event cancelling in a large radius is quite taxing on the cpu
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L72[05:20:00] <ghz|afk> LOL
L73[05:20:04] <ghz|afk> a comment on my packing tape mod
L74[05:20:07] <ghz|afk> "noone needs this mod on minecraft 1.11+ because shulker boxes are used for it instead"
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L80[05:37:50] <immibis> Tencao: why is the radius relevant to how taxing on the CPU it is?
L81[05:38:12] <immibis> minecraft will try to spawn a certain number of mobs per tick (if the mob cap isn't reached) regardless of what radius you're denying them in
L82[05:41:12] <Tencao> Well when I tried to block mob spawns in a large radius, the cpu usage just went way up, almost like it was trying to spawn a new mob after the first was denied
L83[05:41:26] <Tencao> The problem may be elsewhere if that isn't the case though
L84[05:41:40] <ghz|afk> show the code? ;P
L85[05:41:44] *** ghz|afk is now known as gigaherz
L86[05:42:44] <Yuri6037> MC is probably searching to respawn the mob everytime you deny it because it has not reached it's quota...
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L88[05:49:19] <gigaherz> from waht I'm seeing, mc gets the list of chunks within any player's radius, then shuffles that list, and iterates
L89[05:49:59] <gigaherz> inside each iteration, it will choose one random position in that chunk, and see if it's spawnable
L90[05:50:51] <gigaherz> and then it tries to spawn 3 packs in it?
L91[05:51:38] <gigaherz> it chooses a pack size, and then trues to spawn that many of that entity
L92[05:51:59] <gigaherz> but it doesn't know which entity yet, that's chosen later ...
L93[05:52:39] <gigaherz> it then iterates trying to choose a place AND entity type
L94[05:53:00] <gigaherz> and if it has found something spawnable that can sustain the entity type
L95[05:53:06] <gigaherz> then it tries to spawn one of that entity
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L97[05:53:26] <gigaherz> which means, it instantiates the entity, and pases it to the forge event
L98[05:53:31] <gigaherz> which can chooseto deny the spawn
L99[05:54:00] <gigaherz> if this failed, it will discard this entity and try again in another location
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L101[05:55:10] <gigaherz> aha, that iteration does count, though, so if it had chosen a pack size of 4, and one fails, there will be at most 3 spawns, or 2 or 1 or 0
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L116[06:50:53] <Tatskaari> I’ve figured out my bounding box problems.
L117[06:50:59] <gigaherz> yay
L118[06:51:05] <Tatskaari> No it’s not good
L119[06:51:11] <gigaherz> owh
L120[06:51:13] <Tatskaari> what I was trying to do doesn’t work
L121[06:51:33] <Tatskaari> I have the boudning box extend outside of the box
L122[06:51:41] <Tatskaari> block*
L123[06:51:44] <Ordinastie> you can't do that
L124[06:51:51] <gigaherz> that won't work
L125[06:51:52] <Tatskaari> Yeah I see that now
L126[06:52:06] <Tatskaari> Any workaround if I wanted to do something like that?
L127[06:52:07] <gigaherz> mc only bothers checking bounding boxes for the blocksyou are directly on
L128[06:52:09] <gigaherz> and the block below
L129[06:52:19] <gigaherz> if you ahve a block that extends beyond its limits
L130[06:52:22] <gigaherz> add more blocks.
L131[06:52:22] <Ordinastie> you could use MalisisCore
L132[06:52:29] <Ordinastie> it handles it :)
L133[06:52:29] <Tatskaari> MalisisCore?
L134[06:52:35] <gigaherz> his library mod
L135[06:52:43] <gigaherz> adds a whole bunch of stuff
L136[06:53:08] <Tatskaari> Oh?
L137[06:53:20] <Ordinastie> (I really should write a feature list ><)
L138[06:53:28] <gigaherz> ye,s you should ;P
L139[06:53:32] <gigaherz> yes,*
L140[06:53:42] <Tatskaari> Ah, are you the author?
L141[06:53:46] <Ordinastie> but there are so many, it would take so long *_*
L142[06:53:49] <Ordinastie> yes
L143[06:53:52] <Tatskaari> Mind telling me how it handles it?
L144[06:53:56] <gigaherz> the longer you take
L145[06:54:02] <gigaherz> the more features you'll have to write down
L146[06:54:03] <gigaherz> ;P
L147[06:54:15] <gigaherz> it's january 1
L148[06:54:21] <gigaherz> what better day to do it?
L149[06:54:24] <Tatskaari> I would much rather do it myself as I’m doing this as a programming exercise rather than to produce a useful mod
L150[06:54:25] <Ordinastie> and I'm in the middle of completely rewrite the GUIs too :x
L151[06:54:50] <gigaherz> Tatskaari: then follow the calls
L152[06:54:52] <Ordinastie> Tatskaari, well, then you'll need some sort of multi blocks
L153[06:55:04] <gigaherz> or so what I said, and place extra blocks
L154[06:55:18] <gigaherz> to serve as "support" for adding collision to the neighbours
L155[06:55:18] <Tatskaari> gigaherz: that was my next thing to test
L156[06:55:31] <gigaherz> in fact
L157[06:55:37] <gigaherz> it's recommended that multiblocks work that way
L158[06:55:46] <gigaherz> instead of trying to have one core block do all the drawing and stuff
L159[06:55:53] <gigaherz> leteach piece manage its own bits
L160[06:56:02] <gigaherz> split up the model so that each pieve has its sub-model
L161[06:56:02] <gigaherz> etc
L162[06:56:12] <gigaherz> this works better for lighting purposes
L163[06:56:20] <gigaherz> and for collisions
L164[06:56:36] <Tatskaari> I was going to leave the renderer as is
L165[06:57:00] <Tatskaari> That seems to work fine being entirely on the bottom block
L166[06:57:09] <gigaherz> it may be good enough
L167[06:57:14] <gigaherz> depending on the exact size of the structure
L168[06:57:23] <Tatskaari> but when the bottom block starts moving I will place a new block above it and split the collision mesh between the two
L169[06:57:29] <gigaherz> but if it's large enough
L170[06:57:45] <gigaherz> you'd start noticing that ambient occlusion isn't applied properly
L171[06:57:58] <Tatskaari> No each renderer only renders one block
L172[06:58:01] <gigaherz> that lighting would take the light value of the "master"
L173[06:58:11] <gigaherz> and not fade out with the distance
L174[06:58:12] <gigaherz> etc
L175[06:58:15] <Tatskaari> So each part of the elevator has one renderer.
L176[06:58:27] <gigaherz> ah, an elevator?
L177[06:58:34] <Tatskaari> Yeah
L178[06:58:38] <gigaherz> isn't that best done with an entity?
L179[06:59:00] <Tatskaari> Porobably but I’ve started down this route now.
L180[06:59:05] <gigaherz> your choice
L181[06:59:08] <Tatskaari> Haha
L182[06:59:35] <gigaherz> Iwas thinking about this yesterday
L183[06:59:42] <gigaherz> about how youcn stand on top of shulker boxes
L184[06:59:53] <gigaherz> which means it's definitely possible to make an entity that holds you on top of it
L185[06:59:59] <gigaherz> meaning it should be possible to make an elevator with that
L186[07:00:09] <Tatskaari> shulker boxes?
L187[07:00:15] <gigaherz> eh I mean
L188[07:00:18] <gigaherz> the shulkers themselves
L189[07:00:21] <gigaherz> the boxes are blocks
L190[07:00:22] <gigaherz> not entities
L191[07:00:23] <gigaherz> XD
L192[07:00:40] <Tatskaari> Shulker? XD sorry
L193[07:00:49] <gigaherz> uhm
L194[07:00:52] <gigaherz> they were added in the new end
L195[07:00:57] <gigaherz> in like... 1.9?
L196[07:01:08] <Tatskaari> Ah I haven’t really been paying attention
L197[07:01:37] *** MrKick|Away is now known as MrKickkiller
L198[07:01:50] <Tatskaari> Only got back into minecraft this Christmas. Last I played it was just coming out of Beta in 2012 or something
L199[07:02:47] <gigaherz> http://minecraft.gamepedia.com/Shulker
L200[07:02:50] <Tatskaari> I guess I could look at Shulkers to figure out how entities can move other entities.
L201[07:03:04] <gigaherz> the shulker is a mob that pretends to be a block
L202[07:03:13] <gigaherz> but then it opens the shell and shoots you with levitating projectiles
L203[07:03:35] <gigaherz> the interesting thing is that it hates to not be on an exact block position
L204[07:03:43] <gigaherz> so if you try to move it wrongly, it will teleport away
L205[07:03:51] <gigaherz> it also collides like a block
L206[07:03:57] <gigaherz> meaning you can stand on it as if it was a solid block
L207[07:04:03] <gigaherz> xcept when it opens the shell, it raises you a bit
L208[07:04:22] <gigaherz> so it is possible for minecraft to "hold" you on top of a shulker entity
L209[07:04:38] <gigaherz> which should extend to minecraft being able to hold you on top of a moving elevator
L210[07:04:39] <gigaherz> ;P
L211[07:04:42] <barteks2x> It's definitely possible because I know mod that did it
L212[07:04:54] <barteks2x> back in 1.7.10
L213[07:04:57] <gigaherz> yeah
L214[07:05:01] <Tatskaari> Do any of you remember frames from red power?
L215[07:05:02] <gigaherz> but back in 1.7.10
L216[07:05:09] <gigaherz> it was.... not quite stable
L217[07:05:15] <Tatskaari> That’s what I had in mind
L218[07:05:16] <gigaherz> there was a lot of rubberbanding on many mods
L219[07:05:21] <gigaherz> anyhow
L220[07:05:25] <gigaherz> take a look at rftools elevators
L221[07:05:25] <gigaherz> ;P
L222[07:05:33] <gigaherz> they may be doing what you are doing ;p
L223[07:06:41] <gigaherz> https://www.youtube.com/watch?v=5Auc0Wbfni4
L224[07:07:14] <Ordinastie> I wonder why it always take so long to launch in dev :/
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L226[07:07:16] <Tatskaari> Yup that’s exactly what I’m trying to do
L227[07:07:19] <Ordinastie> takes almost a minute :/
L228[07:07:42] <Tatskaari> Were his ears burning?
L229[07:08:03] <gigaherz> Ordinastie: launch what?
L230[07:08:05] <gigaherz> forge?
L231[07:08:09] <Ordinastie> MC
L232[07:08:12] <Ordinastie> yeah
L233[07:08:18] <Tatskaari> Have you heard of DCEVM?
L234[07:08:34] <Ordinastie> could never make it work with MC
L235[07:08:44] <gigaherz> hmm 19 seconds here
L236[07:08:47] <gigaherz> to start 1.11.2 dev
L237[07:09:03] <Tatskaari> i’ve got it working on Mac and barteks has it on windows. Maybe give it another go?
L238[07:09:50] <gigaherz> 35s in non-dev
L239[07:09:59] <gigaherz> but that slowdown is due to my dev env being on an SSD
L240[07:10:02] <gigaherz> while normal mc is on HDD
L241[07:10:11] <Ordinastie> it's on a SSD too
L242[07:10:18] <Ordinastie> in non dev, it's way faster too
L243[07:10:42] <gigaherz> you used eclipse right?
L244[07:11:00] <gigaherz> does it take the same time if you use gradle runClient?
L245[07:13:56] <Ordinastie> fuck I couldn't even connect with MC :x
L246[07:15:07] <Ordinastie> lol, 5s to launch vanilla MC
L247[07:18:06] <Ordinastie> 16s with forge
L248[07:18:26] <barteks2x> with just forge and nothing else?
L249[07:18:31] <Ordinastie> yes
L250[07:18:34] <Ordinastie> but not in dev
L251[07:19:15] <barteks2x> Actually, that reminded me that on this pc I can enable the loading screen animation
L252[07:19:54] <Ordinastie> gigaherz, I don't think runClient will be a valid alternative : http://puu.sh/t7CqH.png ><
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L254[07:20:20] <gigaherz> WAT o_O
L255[07:20:40] <Ordinastie> if it times out half the time :p
L256[07:21:46] <Ordinastie> 18s with runClient
L257[07:23:03] <barteks2x> hm... instead of skipping frames, the loading screen animation just goes slower when fps go down
L258[07:23:11] <gigaherz> okay so runclient works normally
L259[07:23:21] <gigaherz> it's booting with eclipse's debugger that is slowing it down
L260[07:23:24] <gigaherz> do you have data breakpoints
L261[07:23:29] <gigaherz> or exception breakpoints
L262[07:23:35] <gigaherz> of conditional breakpoints
L263[07:23:37] <gigaherz> in place?
L264[07:23:45] <Ordinastie> I remember I tried without any
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L266[07:27:47] <Ordinastie> ok, maybe when I check the time to startup, I should compare to startup with auto world loading...
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L268[07:28:48] <gigaherz> hmm is there some way to know if I'm running with dcevm or not?
L269[07:28:59] <Ordinastie> did you install it ?
L270[07:29:05] <barteks2x> check if hot-swap after adding method works?
L271[07:29:14] <gigaherz> yes but as altjvm
L272[07:29:22] <Ordinastie> then select that VM
L273[07:29:27] <gigaherz> added run configs for -XXaltjvm=dcevm
L274[07:29:31] <gigaherz> just wanted to verify
L275[07:29:36] <gigaherz> I guess I'll add a method to see ;P
L276[07:30:13] <gigaherz> control test: hotswap failed. test successful.
L277[07:30:18] <barteks2x> one of the few things it doesn't support is removing interfaces/superclasses btw
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L279[07:30:35] <gigaherz> not in the "light" version that is available for java8, I saw.
L280[07:30:56] <barteks2x> are you using the full one?
L281[07:31:26] <gigaherz> nope
L282[07:31:28] <gigaherz> cos I want java8
L283[07:31:29] <gigaherz> ;P
L284[07:31:41] <gigaherz> test with dcevm: method adding worked. test successful!
L285[07:31:49] <Ordinastie> 32s to load Forge + MalisisCore now
L286[07:31:50] <gigaherz> okay so I now have run configs to run with and without DCEVM ;P
L287[07:32:08] <barteks2x> note: adding a field can easily crash you with NPE, especially when you make it final and assume it's not null
L288[07:32:15] <gigaherz> heh
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L290[07:36:17] <Ordinastie> gigaherz, did you install for JRE or JDK ?
L291[07:36:42] <gigaherz> JDK
L292[07:36:49] <barteks2x> I installed for both because I didn';t really know which one to use :D
L293[07:36:49] <gigaherz> actually
L294[07:36:54] <gigaherz> both. XD
L295[07:37:22] <gigaherz> yeah same here
L296[07:37:31] <gigaherz> I wasn't sure if debugging in IDEA would launch the jdk or jre binaries
L297[07:37:32] <gigaherz> xD
L298[07:37:51] <AFlyingGrayson> Anyone have any idea why trying to shade a library would fail the build because it can't find the srgExtra() method?
L299[07:37:53] <gigaherz> https://dl.dropboxusercontent.com/u/743491/dcevm.PNG
L300[07:39:22] <gigaherz> this reminded me to uninstall some extra jdks and jres
L301[07:39:23] <gigaherz> ;p
L302[07:39:33] <Ordinastie> I can't even install it :x
L303[07:39:42] <gigaherz> yo uhave to run as admin
L304[07:39:58] <gigaherz> what I did is open cmd.exe as admin
L305[07:39:59] <gigaherz> and then do
L306[07:40:03] <barteks2x> 1 run as administrator, 2. probably need to run from other V<M than the one you install it on
L307[07:40:11] <gigaherz> java -jar h:\downloads\dcevm-blah.jar
L308[07:40:53] <barteks2x> would installing on the same vm as currently running work?
L309[07:41:12] <gigaherz> for altjvm, sure
L310[07:41:16] <gigaherz> for replacing, no idea
L311[07:41:22] <gigaherz> I didn't try ;P
L312[07:41:40] <barteks2x> I installed it as replacement running the installer from older jvm
L313[07:42:04] <barteks2x> if I ever want to use non-dcevm installation, I can select older one
L314[07:43:41] <gigaherz> or install a newer one
L315[07:43:41] <gigaherz> XD
L316[07:44:11] <gigaherz> I prefer to manually create dcevm run configs on my projects
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L318[07:48:03] <Ordinastie> so, DCEVM works for regular java program
L319[07:48:24] <gigaherz> yeah it doesn't affect normal execution much
L320[07:48:32] <gigaherz> it just enhances the ability to replace things
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L322[07:48:36] <Ordinastie> oh, look like it works for MC too now
L323[07:49:04] <Ordinastie> before, it used to crash at startup
L324[07:49:43] <gigaherz> heh
L325[07:50:04] <Ordinastie> ok, back to code then I guess
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L327[07:52:10] <Tatskaari> DCEVM 4 lyfe
L328[07:52:50] <gigaherz> it makes things slightly slower, so nah
L329[07:55:15] <Tatskaari> Well DCEVM 4 dev
L330[07:55:37] <Tatskaari> I can deal with things being slower if I don’t have to restart minecraft every time I make a change
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L332[08:02:21] <barteks2x> I'm curious if it would work for actual forge dev, not mod dev
L333[08:07:09] <Tatskaari> So I’m looking into entities. Seems like they have an onUpdate method. Does that get called every tick or frame?
L334[08:08:05] <gigaherz> tick
L335[08:08:18] <gigaherz> only renderers work per-frame
L336[08:08:41] <gigaherz> or you could say, if it has a partialTicks parameter, it gets called in the context of rendering
L337[08:08:48] <gigaherz> otherwise, it's in the context of logic (ticks)
L338[08:09:33] <Tatskaari> Surely theres a way to move the entity around smoothly?
L339[08:09:55] <gigaherz> yes
L340[08:09:59] <Tatskaari> In the renderer?
L341[08:10:00] <gigaherz> you move it per tick
L342[08:10:05] <gigaherz> and then the renderer interpolates
L343[08:10:15] <gigaherz> oldposition + (newposition-oldposition) * partialTicks
L344[08:10:25] <gigaherz> which smoothes out the movement
L345[08:10:39] <gigaherz> this should happen automatically for any movable entity
L346[08:10:46] <Tatskaari> Okay cool so if I was to move the player around by setting it’s motionX will the players renderer handle smoothing that out fo rme?
L347[08:11:05] <gigaherz> iguess
L348[08:11:14] <Tatskaari> Okay I will go test
L349[08:11:20] <Tatskaari> Thanks for the help!
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L356[08:19:17] <Glennox> How could i get a worldobj in my tileEntity?
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L359[08:22:10] <gigaherz> Glennox: what do you mean?
L360[08:22:16] <gigaherz> tileentity already has a worldObj field
L361[08:22:23] <gigaherz> it gets assigned when the tileentity gets loaded into the world
L362[08:22:53] <gigaherz> if you use newer mappings it's .world instead of .worldObj
L363[08:22:56] <gigaherz> but it's still ther
L364[08:22:58] <gigaherz> e
L365[08:23:07] <Glennox> Ah thats probably the problem
L366[08:30:30] <Tatskaari> this.worldObj
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L369[08:50:22] <Tatskaari> How long does setting up a decomp workspace normally take? It’s been about 15 mins now.
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L371[08:53:27] <gigaherz> Tatskaari: first run can be slower
L372[08:53:33] <gigaherz> and if you didn't giveit enough ram
L373[08:53:40] <gigaherz> it can sometimes slow down to a crawl and then crash
L374[08:53:46] <Tatskaari> :S
L375[08:53:55] <Tatskaari> It’s actually been 40 mins.
L376[08:54:03] <Tatskaari> I just checked the console
L377[08:54:17] <gigaherz> do you have a gradle.properties?
L378[08:54:53] <Tatskaari> gradel.build and a gradel-wrapper.properties
L379[08:55:26] <gigaherz> no, then
L380[08:55:53] <gigaherz> http://mcforge.readthedocs.io/en/latest/gettingstarted/
L381[08:56:00] <gigaherz> see the blue "Note" section?
L382[08:56:35] <gigaherz> you can create the gradle.properties file
L383[08:56:41] <gigaherz> in your project folder, next to build.gradle
L384[08:56:43] <gigaherz> or in
L385[08:56:43] <gigaherz> %userprofile%\.gradle\gradle.properties
L386[08:56:57] <gigaherz> if linux ~/.gradle/gradle.properties ;P
L387[08:57:17] <gigaherz> and in it write
L388[08:57:17] <gigaherz> %userprofile%\.gradle\gradle.properties
L389[08:57:19] <gigaherz> oops
L390[08:57:23] <gigaherz> org.gradle.jvmargs=-Xmx3G
L391[08:57:27] <gigaherz> 2G may be enough
L392[08:57:43] <gigaherz> but I prefer to allow it to have some headroom in case it envs up taking "just a little bit more than 2"
L393[08:58:50] <Tatskaari> Okay cool. I’ve never used gradel before. Only Maven
L394[08:58:59] <Tatskaari> I’ll see if that helps
L395[09:01:53] <Tatskaari> Is the decomp workspace any better than just using the decompiler from intellij to decomple the dev workspace?
L396[09:07:43] <Tencao> Kinda a weird question, but is view distance also tied to tile entities, like when they load, and if so, is there a way to separate the two
L397[09:07:50] <gigaherz> yes
L398[09:07:58] <gigaherz> decomp workspace generates annotated sources
L399[09:08:01] <gigaherz> with javadocs and stuff
L400[09:08:17] <Tatskaari> Oh that will help a lot!
L401[09:08:19] <Tatskaari> Thanks
L402[09:08:57] <gigaherz> Tencao: no-ish, TEs have their own separate view range selector
L403[09:08:58] <gigaherz> but
L404[09:09:04] <gigaherz> you cna't go further away than view range
L405[09:09:12] <gigaherz> since that's where the far plane is
L406[09:09:19] <gigaherz> and anything beyond the far plane is clipped away by the gpu
L407[09:09:35] <Tencao> I just wanted to increase the view distance for sending chunks to clients without worrying about my server becoming far more taxing
L408[09:10:59] <gigaherz> it usually works the other way around, though
L409[09:11:08] <gigaherz> TESRs stop drawing earlier than normal stuff
L410[09:11:16] <gigaherz> to reduce the overall graphic load
L411[09:11:19] <gigaherz> but
L412[09:11:23] <gigaherz> the TE still loads with the chunks
L413[09:11:29] <gigaherz> that isn't affected by view range
L414[09:11:33] <gigaherz> only by the load range
L415[09:11:42] <gigaherz> (which are tied in singleplayer)
L416[09:22:18] <Tencao> So increasing server side will not affect tile entity load
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L418[09:30:23] <Ashindigo> !gm func_148833_a 1.7.10
L419[09:34:20] <Ordinastie> is there a reverse IntFunction ? where the int is the return type ?
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L421[09:34:46] <gigaherz> XtoIntFunction ?
L422[09:34:57] <gigaherz> ToIntFunction apparently
L423[09:35:06] <Ordinastie> as thanks
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L430[09:55:40] <gigaherz> Ordinastie: btw my train of thought when looking for that toIntFunction: I remembered that streams or maps or whatever, had a "mapToInt" method, I looked for it and saw that it had a parameter with like FloatToIntFunction and such ;P
L431[09:56:41] <Ordinastie> funny thing is, I look for it and found IntFunction and then thought, I'd need ToIntFunction
L432[09:56:51] <Ordinastie> for some reason, I didn't try that one exactly :s
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L434[09:57:52] <gigaherz> happens ;P
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L436[10:07:20] <Glennox> Does a block needs to be a tile entity to be interact with?
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L439[10:09:40] <howtonotwin> no
L440[10:12:29] <howtonotwin> Any idea why the most recent commits to the documentation haven't shown up on the site yet?
L441[10:12:42] <Tatskaari> After 1 hour of waiting for decomp to run reimported my project and it was done in 10 mins
L442[10:15:08] <howtonotwin> magic.gif
L443[10:15:54] <Tatskaari> The age old turn it off and on again
L444[10:17:12] <howtonotwin> I wonder if anyone's tried to make groovy run on bare metal, without a jvm...
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L446[10:17:30] <howtonotwin> it might make weirdness like that less common
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L448[10:22:07] <Tatskaari> I don’t see why. That’s not a bug with the JVM I think it’s just a problem with gradel or intellij
L449[10:22:47] ⇨ Joins: Yuri6037 (kiwiirc@80.12.39.206)
L450[10:22:54] <Yuri6037> Hey all I'm back
L451[10:23:25] <Tatskaari> Hi
L452[10:23:26] <howtonotwin> groovy is dark magic P
L453[10:23:29] <howtonotwin> *:P
L454[10:23:48] <Yuri6037> I have a new question, in a TileEntitySpecialRenderer can I manual render an item model like I could in 1.7.10 ?
L455[10:23:51] <Tatskaari> It’s just a procedural language compiled to the JVM. Gradel is pretty weirdo
L456[10:24:13] <Tatskaari> Yuri6037: I don’t know about specifically items but I’m rendering block models
L457[10:24:51] <Yuri6037> I need both item models and block models to be able to render with a specific location and rotation
L458[10:24:54] <McJty> Yuri6037, you can render obj models
L459[10:24:55] <Tatskaari> BlockModelRenderer.renderModel
L460[10:25:28] <McJty> Yuri6037, http://modwiki.temporal-reality.com/mw/index.php/Render_Block_TESR_/_OBJ-1.9
L461[10:26:22] <gigaherz> yes you can easily render an itemstack from a TESR
L462[10:26:26] <gigaherz> I do it on my drying rack
L463[10:26:30] <howtonotwin> For items you want Minecraft.getMinecraft().getRenderItem().renderItem
L464[10:26:42] <howtonotwin> BMR.renderModel only renders a specific models
L465[10:27:05] <Yuri6037> I need to make an if block right ?
L466[10:27:07] <howtonotwin> renderItem properly handles all the stuff about stacks
L467[10:27:59] <Yuri6037> And I can push another matrix before rendering to translate and rotate accordingly to the BatteryRecharger block location ?
L468[10:28:29] <howtonotwin> oc
L469[10:28:33] <howtonotwin> *ofc
L470[10:29:11] <Yuri6037> Because what I want is not easy... I made a block called BatteryRecharger that recharges any battery and forcely renders the item it's currently recharging
L471[10:30:10] <Yuri6037> I have an interface to handle wether or not item is rechargable
L472[10:30:29] <Yuri6037> (or that it has/is a battery)
L473[10:30:48] <howtonotwin> completely irrelevant
L474[10:31:04] <howtonotwin> stuff ItemStack into RenderItem and forget about it
L475[10:31:05] <howtonotwin> :P
L476[10:31:43] <Yuri6037> also when you have a TESR is it possible to have a model on to it or do I need to render everything myself ?
L477[10:32:35] <howtonotwin> you can have a static model and a tesr
L478[10:32:48] <howtonotwin> the model is always loaded, no matter what
L479[10:33:16] <Yuri6037> Ok great this will make my work faster in that case as I already have the basic block model as JSON
L480[10:33:32] <howtonotwin> the basic block model?
L481[10:33:36] <howtonotwin> you mean the cube?
L482[10:33:56] <Yuri6037> it's not a cube not realy it's a set of cube
L483[10:33:59] <howtonotwin> ah ok
L484[10:34:15] <Yuri6037> with a "elements" part in JSON
L485[10:35:32] <gigaherz> yuri: https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rack/RenderRack.java
L486[10:36:12] <gigaherz> this is completely unrelated to the actual model of the block
L487[10:36:22] <gigaherz> it just draws the items on top of the existing model
L488[10:36:47] <gigaherz> in this case
L489[10:36:51] <gigaherz> the block model is a .obj
L490[10:36:52] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/rack.json
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L492[10:40:36] <Yuri6037> Ok thanks. Now I'm trying to register the block but setCustomModelResourceLocation does not accept a block...
L493[10:42:06] <howtonotwin> you don't
L494[10:42:10] <howtonotwin> you register statemappers
L495[10:42:15] <howtonotwin> and there's already a default
L496[10:42:51] <howtonotwin> go through this: https://gist.github.com/howtonotwin/88fd07f419ae5c9560e9ae2615514018
L497[10:44:28] <gigaherz> you do however have to register the blocks "item version"
L498[10:44:30] <gigaherz> which is an ItemBlock
L499[10:44:36] <gigaherz> if you have one.
L500[10:44:52] <gigaherz> if you do have one, you can get it using Item.getItemFromBlock
L501[10:45:29] <Yuri6037> So I need two models per block ?
L502[10:45:44] <gigaherz> not necesarily
L503[10:45:50] <gigaherz> the item version can still reference the blockstates file
L504[10:45:56] <gigaherz> which can still use the block model for the item
L505[10:45:58] <gigaherz> however
L506[10:46:02] <gigaherz> that's not how vanilla minecraft does it
L507[10:46:04] <gigaherz> in vanilla
L508[10:46:09] <gigaherz> the block goes through the blockstates
L509[10:46:14] <gigaherz> but the item has its own file
L510[10:46:18] <gigaherz> it will look like
L511[10:46:54] <howtonotwin> models do not understand what a "block" or an "item" is
L512[10:46:57] <howtonotwin> they just exist
L513[10:47:05] <howtonotwin> so you can assign anything you want to any model you want
L514[10:47:08] <gigaherz> blockstates/name.json --> "modid:name" -> models/block/name.json
L515[10:47:10] <howtonotwin> and no one can say anything
L516[10:47:20] <Yuri6037> I know
L517[10:47:28] <gigaherz> models/item/name.json -> "parent":"modid:block/name" -> models/block/name.json
L518[10:47:30] <Yuri6037> I know the idea of models
L519[10:47:35] <gigaherz> so in vanilla
L520[10:47:39] <gigaherz> both end up in the same model json
L521[10:47:43] <gigaherz> just through different paths
L522[10:47:47] <Yuri6037> I just don't understand how I'm supposed to assign the model to the block
L523[10:47:50] <gigaherz> forge givesyou extra flexibility
L524[10:48:10] <gigaherz> Yuri6037: for blocks, the default is to have a blockstates json with the same name as the REGISTRY NAME of the block
L525[10:48:17] <gigaherz> so if you do
L526[10:48:27] <gigaherz> setRegistryName("my_thing");
L527[10:48:28] <gigaherz> you will want
L528[10:48:32] <gigaherz> blockstates/my_thing.json
L529[10:48:37] <gigaherz> for items,
L530[10:48:57] <Yuri6037> Can the blockstate reference a model for item and for world ?
L531[10:49:31] <gigaherz> sortof, but that's not how it works
L532[10:49:53] <gigaherz> the item and the placed block use completely separate systems inside the code
L533[10:49:58] <gigaherz> you need to understand that
L534[10:50:06] <gigaherz> for a block
L535[10:50:12] <gigaherz> minecraft will look at the statemapper
L536[10:50:20] <Yuri6037> in other words the blockstate is just useless
L537[10:50:24] <gigaherz> which, by default, will tell it to use a blockstates file with the same name as the registry name
L538[10:50:58] <Yuri6037> if the blockstate can not tell what item model and what block model to use then for me it's a bit useless
L539[10:51:10] <gigaherz> can you let me explain first?
L540[10:51:17] <Yuri6037> yes
L541[10:51:19] <gigaherz> before you reach incorrect conclusions?
L542[10:51:27] <gigaherz> okay then
L543[10:51:34] <gigaherz> as I said
L544[10:51:40] <gigaherz> vanilla's default way of doing things
L545[10:51:48] <gigaherz> is that whatever registry name a block has
L546[10:51:54] <gigaherz> will define its blockstates filename
L547[10:52:04] <gigaherz> and then the blockstate properties are computed into variant strings
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L550[10:52:17] <gigaherz> and those variant strings are matched against the variant strings inside the blockstates file
L551[10:52:27] <gigaherz> in a block without state properties, there's only one state: "normal"
L552[10:52:36] <gigaherz> so in a simple block
L553[10:53:00] <gigaherz> the statemapper will say, load "blockstates/registryname.json", and expect to find in it a variant of name "normal"
L554[10:53:13] <gigaherz> if all goes well, and the file does contain that variant string, it will get loaded
L555[10:53:33] <gigaherz> okay let's keep that aside now
L556[10:53:40] <gigaherz> for items, including the ItemBlocks
L557[10:53:47] <gigaherz> you ahve to apply for models explicitly
L558[10:53:55] <gigaherz> by calling ModelLoader.setCustomModelResourceLocation
L559[10:54:02] <gigaherz> my recommendadion is
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L561[10:54:27] <gigaherz> ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), "inventory"));
L562[10:54:32] <gigaherz> which is how vanilla minecraft behaves
L563[10:54:39] <gigaherz> without forge's additions
L564[10:54:43] <gigaherz> this line would look for
L565[10:54:49] <gigaherz> models/item/registryname.json
L566[10:54:59] <gigaherz> however
L567[10:55:13] <gigaherz> forge extends the blockstates system, so that if this file isn't present
L568[10:55:18] <gigaherz> it will instead look for
L569[10:55:23] <gigaherz> blockstates/registryname.json
L570[10:55:32] <gigaherz> and in it, try to find a variant of name "inventory"
L571[10:55:44] <gigaherz> or if you didn't write in "inventory" in the call to setcustomMRL
L572[10:55:51] <gigaherz> it will skip the item model completely
L573[10:55:55] <gigaherz> and go straight for the blockstates
L574[10:55:59] <Yuri6037> Oh ok I see Thanks to forge then
L575[10:55:59] <gigaherz> with whatever string you requested
L576[10:56:04] <gigaherz> now
L577[10:56:09] <gigaherz> the blockstates file
L578[10:56:13] <gigaherz> can reference models
L579[10:56:24] <gigaherz> but it will expect to see block models
L580[10:56:30] <gigaherz> so if you say "mymod:myname"
L581[10:56:33] <gigaherz> it will look for
L582[10:56:43] <gigaherz> assets/mymod/models/block/myname.json
L583[10:56:52] <gigaherz> so accessing item models isn't as straightforward
L584[10:56:58] <gigaherz> even if you do use this for an item-without-a-block
L585[10:57:05] <gigaherz> regardless of that
L586[10:57:20] <gigaherz> you CAN tell forge to use the blockstates for both the block placed in the world
L587[10:57:26] <gigaherz> and the item version of that block
L588[10:57:32] <gigaherz> keep in mind however
L589[10:57:35] <gigaherz> if you do that
L590[10:57:55] <gigaherz> you are limiting the ability of resourcepack makers to fully customize the appearance of items and blocks separately
L591[10:58:07] <gigaherz> as in, maybe having a more complex model for the world, and a simpler one for the item
L592[10:58:16] <gigaherz> if that's okay to you, go ahead
L593[10:58:29] <gigaherz> just remember that the more things you mash up into a single blockstates json
L594[10:58:35] <gigaherz> the more limiting it will be for resourcepack makers
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L596[10:59:00] <gigaherz> so it's recommended to follow the vanilla style setup
L597[10:59:08] <gigaherz> which uses separate json files for items and blocks
L598[10:59:24] <gigaherz> and it just defaults to the item json being "{ "parent": "block/name" }
L599[10:59:40] <Yuri6037> Ok I see
L600[10:59:58] <Yuri6037> A blockstate can not reference another block state ?
L601[11:00:07] <gigaherz> nope
L602[11:00:11] <gigaherz> but forge blockstates format
L603[11:00:17] <gigaherz> lets you have a "defaults" block
L604[11:00:22] <gigaherz> which can be shared by many blockstates
L605[11:00:31] <gigaherz> as seen here:
L606[11:00:32] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/rack.json
L607[11:00:43] <gigaherz> they all reference the same defaults, but have different rotations
L608[11:01:27] <Yuri6037> Well so the only limit that will exist is non animated models for items
L609[11:01:51] <Yuri6037> not without the resource pack maker to change the blockstate file itself
L610[11:04:12] <Yuri6037> That's not a big problem because only the model block will have an animation state machine the item will not
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L618[11:26:25] <Yuri6037> Item.getItemFromBlock constantly returns minecraft:air
L619[11:28:24] <gigaherz> does your block actually have an item?
L620[11:28:40] <gigaherz> did you do
L621[11:28:50] <Yuri6037> I need to create an empty Item class for a block ?!
L622[11:29:03] <gigaherz> no: GameRegistry.register(new ItemBlock(theBlock).setRegsitryName(theBlock.getRegistryName()));
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L624[11:29:21] <Yuri6037> Oh I need to instantiate manually ItemBlock
L625[11:29:25] <gigaherz> yes
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L627[11:29:35] <gigaherz> uless you need special handling for like, sub-blocks
L628[11:29:41] <gigaherz> unless*
L629[11:29:45] <gigaherz> then you do need a customized one ;p
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L631[11:30:16] <illy> boop o/
L632[11:31:52] <gigaherz> beep
L633[11:33:05] <illy> b0
L634[11:33:14] <Yuri6037> Thank you now it works I even have the block correctly rendered however the item model from blockstate file did not work
L635[11:33:58] <Yuri6037> It renders a black/pink cube in inventory instead of the model specified in variant inventory
L636[11:35:34] <gigaherz> log errors?
L637[11:35:46] <Yuri6037> No
L638[11:35:51] <Yuri6037> No errors in log
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L640[11:40:09] <Yuri6037> What's the display for world block ? I need to add a translation
L641[11:40:25] <howtonotwin> none
L642[11:40:45] <howtonotwin> the base model is supposed to look exactly as it should in world
L643[11:40:53] <Yuri6037> You mean I can not add a translation to my model ?
L644[11:41:20] <Yuri6037> I must add a translation I can't do without translation and rotation for world block display
L645[11:42:05] <gigaherz> actually I think you can?
L646[11:42:34] <Yuri6037> No I can't it's the model itself that requires translation
L647[11:42:40] <gigaherz> no I mean
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L649[11:42:49] <gigaherz> isn't one of the transforms used for world?
L650[11:43:21] <Yuri6037> ground does not work so I don't know
L651[11:43:22] <gigaherz> or wait
L652[11:43:25] <gigaherz> no
L653[11:43:29] <gigaherz> how much do you need to rotate?
L654[11:43:48] <gigaherz> you can use "y": 90 / 180 / 270
L655[11:43:58] <Yuri6037> 45 ?
L656[11:44:04] <gigaherz> maybe
L657[11:44:15] <Yuri6037> and for translation ?
L658[11:44:33] <gigaherz> not sure that exists
L659[11:44:53] <Yuri6037> and If I want rotation in multiple axes ?
L660[11:45:01] <Yuri6037> Like I can with my items
L661[11:45:16] <gigaherz> you have "y" and "x"
L662[11:45:19] <gigaherz> but not "z"
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L664[11:45:31] <gigaherz> AH!
L665[11:45:32] <gigaherz> right
L666[11:45:37] <gigaherz> "transform" {
L667[11:45:44] <gigaherz> you can actually put the translation, rotation scale
L668[11:45:46] <gigaherz> directly
L669[11:45:54] <gigaherz> without a perspective
L670[11:46:00] <gigaherz> which will affect the world model
L671[11:46:06] <gigaherz> or the submodel
L672[11:46:08] <Yuri6037> Thank you
L673[11:46:54] <Yuri6037> This transform is from vanilla minecraft ?
L674[11:47:07] <Yuri6037> Or is it an extension of Forge ?
L675[11:47:08] <gigaherz> no
L676[11:47:10] <gigaherz> forge blockstates
L677[11:47:15] <gigaherz> you need the blockstates json to have
L678[11:47:20] <gigaherz> "forge_marker":1
L679[11:47:25] <gigaherz> and then you can use the forge extensions
L680[11:47:57] <Yuri6037> transform has no effect inside block model
L681[11:48:54] <gigaherz> can you show your blockstates file?
L682[11:49:50] <Yuri6037> http://pastebin.com/Gcf1CRrE
L683[11:50:01] <Yuri6037> It's the blockstate for batteryrecharger
L684[11:50:06] <Zidane> gigaherz, Yuri6037 I was having the exact same issue with it not using the inventory variant so I had to do this for when I create the ItemBlock:
L685[11:50:07] <Zidane> ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(id, "inventory"));
L686[11:50:15] <Zidane> When I did that, it started rendering
L687[11:50:21] <Zidane> I've no idea why I have to do that
L688[11:50:33] <gigaherz> Yuri6037: i don't see any "transform" in there
L689[11:50:39] <gigaherz> you have to put the transform in the blockstates.
L690[11:50:44] <Yuri6037> ah ok
L691[11:50:53] <gigaherz> along with "forge_marker":1
L692[11:51:41] <Yuri6037> Just added that I'll test
L693[11:52:36] <Yuri6037> does not change anything transform has absolutely no effect
L694[11:53:15] <Yuri6037> Here is the updated blockstate
L695[11:53:16] <Yuri6037> http://pastebin.com/nDaJJESS
L696[11:53:36] <gigaherz> yeah no
L697[11:53:37] <gigaherz> ;p
L698[11:53:37] <gigaherz> https://gist.github.com/gigaherz/abc2d7459a3e9d729f1a5cd51f34309a
L699[11:53:38] <gigaherz> like this
L700[11:54:22] <gigaherz> forge blockstates isn't 1:1 with vanilla
L701[11:54:29] <gigaherz> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L702[11:57:20] <Yuri6037> OK thanks again
L703[11:58:19] <Yuri6037> 22 is TOO MUCH
L704[11:58:36] <Yuri6037> I sent the block in the upper atmosphere
L705[11:58:42] <gigaherz> for trnslations? yes
L706[11:58:44] <gigaherz> in fact
L707[11:58:52] <gigaherz> it's even worse
L708[11:58:59] <gigaherz> the valuesfor translations in forge blockstates
L709[11:59:05] <gigaherz> are calcualted by taking the number in 0..1
L710[11:59:10] <gigaherz> and then dividing by 16 again
L711[11:59:10] <gigaherz> XD
L712[11:59:23] <gigaherz> you end up with tiny numbers
L713[11:59:43] <Yuri6037> It seam that if I put 1 in Y it's like 1 block upper if I put 22 it's 22 blocks upper
L714[12:00:02] <gigaherz> well then, there you go ;P
L715[12:00:20] <Yuri6037> In that case it's easy to fix I just need the model to be translated one block up
L716[12:00:41] <Yuri6037> Oh and by the way what happened to isOpaqueCube ?
L717[12:01:50] <gigaherz> !mh isOpaqueCube
L718[12:02:08] <gigaherz> it still exists
L719[12:02:11] <gigaherz> look for it
L720[12:02:15] <gigaherz> it just has an extra parameter
L721[12:02:23] <Yuri6037> !mh isOpaqueCube
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L723[12:02:37] <gigaherz> nono
L724[12:02:38] <gigaherz> in your code
L725[12:02:43] <gigaherz> using the IDE's tool to add overrides
L726[12:02:54] <Yuri6037> I just wanted to see what was that !mh
L727[12:02:57] <gigaherz> ah
L728[12:02:59] <gigaherz> "method history"
L729[12:03:06] <Yuri6037> I saw that
L730[12:03:08] <gigaherz> tells you how a method was renamed
L731[12:04:53] <Yuri6037> It's deprecated in 1.11
L732[12:05:10] <illy> woo it searches for the zip just need to getit to stop from hard crashing \o/ https://gist.github.com/Illyohs/f9a93c5cb69a7285e4217cf147985dec
L733[12:07:02] <gigaherz> wat?
L734[12:07:07] <gigaherz> Yuri6037: yes
L735[12:07:11] <gigaherz> it means "don't call from outside"
L736[12:07:25] <gigaherz> outside callers should use IBlockState#isOpaqueCube
L737[12:07:29] <Yuri6037> Ok it's Mojang problem of misusing anotations
L738[12:07:31] <gigaherz> but if you are overriding it, that's ok
L739[12:07:42] <gigaherz> just put @Deprecated on the override to shut it up
L740[12:10:05] <Yuri6037> It works YAY
L741[12:10:26] <Yuri6037> finally I got the rendering of the battery recharger now just need the container stuff
L742[12:11:43] <Yuri6037> Ok now I need gtg bye all
L743[12:11:51] <Yuri6037> And thank you again
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L745[12:16:59] <howtonotwin> !latest 1.11.2
L746[12:17:10] <howtonotwin> !latest 1.11
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L750[12:35:54] <parzivail> how does one go about setting entity health now that SharedMonsterAttributes.maxHealth is gone?
L751[12:37:08] <parzivail> SharedMonsterAttributes.MAX_HEALTH?
L752[12:37:20] <parzivail> nevermind. i'm an idiot
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L769[14:08:40] <parzivail> do you use GameRegistry.register for entities too?
L770[14:13:01] <barteks2x> typedefs in java could be useful sometimes...
L771[14:14:15] <barteks2x> typing Converter<Float, Float> is a bit annoying
L772[14:14:46] <tterrag> well, it does, if you're super lazy
L773[14:14:57] <tterrag> class Foo extends Converter<Float, Float>{}
L774[14:15:11] <barteks2x> then I can't use Converter.from()
L775[14:16:11] <barteks2x> and it would be completely empty abstract class
L776[14:16:21] <tterrag> yes, it would be
L777[14:18:51] <barteks2x> It's not that the name is long but that autocomplete doesn't really work for it
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L782[15:08:09] <gigaherz> [21:08] (parzivail): do you use GameRegistry.register for entities too?
L783[15:08:15] <gigaherz> no, there's a registerModEntity or something
L784[15:08:37] <parzivail> yeah I found it
L785[15:08:47] <parzivail> it hadn't changed from 1.7
L786[15:09:11] <gigaherz> GameREgistry.register is for actual "things"
L787[15:09:20] <gigaherz> while entities aren't really the things that you register
L788[15:09:24] <gigaherz> it's the class and such
L789[15:10:18] <gigaherz> so if anything, forge could make the "EntityRegistration" class available directly to mods
L790[15:10:31] <gigaherz> and make THAT a registrable object
L791[15:10:55] <gigaherz> but that wouldn't provide a real advantage
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L793[15:12:08] <gigaherz> same for tileentities: since they are instances that get created, you'd have to register a factory, not the TE itself
L794[15:12:23] <gigaherz> which would work, it's just not how it's done, and it wouldn't add any value to do so
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L798[15:22:48] <PaleoCrafter> raoulvdberge, are you around perchance? :D
L799[15:22:54] <raoulvdberge> ye
L800[15:22:59] <raoulvdberge> first time i get pinged here
L801[15:23:10] <PaleoCrafter> I have a question regarding RS :P
L802[15:23:16] <raoulvdberge> oookaaaay
L803[15:23:20] <raoulvdberge> speak your mind
L804[15:24:27] <PaleoCrafter> might be a bit specific, but did you ever have any reports about Forestry bee automation not being doable with just RS? :D
L805[15:24:40] <PaleoCrafter> or at least not that easily
L806[15:24:48] <raoulvdberge> what do you want to do
L807[15:24:55] <gigaherz> RS?
L808[15:24:59] <PaleoCrafter> Refined Storage
L809[15:25:01] <gigaherz> ah
L810[15:25:24] <PaleoCrafter> I want to automate my apiaries (i.e. extract products and bees and automatically insert the resulting drones and princess)
L811[15:25:31] <raoulvdberge> what is the problem
L812[15:26:48] <PaleoCrafter> my exporter is NBT sensitive, but the princesses don't properly get re-exported after one generation
L813[15:27:05] <raoulvdberge> that's because the bee NBT probably changes
L814[15:27:18] <PaleoCrafter> yeah, probably the "generations in captivity" thing
L815[15:27:25] <raoulvdberge> so what do we do now
L816[15:27:30] <raoulvdberge> as it doesn't seem easy to fix
L817[15:27:37] <PaleoCrafter> yeah, that's my question :D
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L819[15:27:48] <raoulvdberge> a good question always proposes a good solution ;)
L820[15:27:59] <raoulvdberge> anyhow i could ignore some specific NBT tags while comparing
L821[15:28:06] <raoulvdberge> we're doing that now already too for autocrafting
L822[15:28:12] <PaleoCrafter> yeah, that would be my suggestion :P
L823[15:28:29] <PaleoCrafter> as a compatibility module for Forestry or something
L824[15:29:10] <PaleoCrafter> are there any major addons for RS yet that add compat with other mods?
L825[15:29:26] <gigaherz> would be nice to have custom programmable comparisons
L826[15:29:32] <Glennox> http://pastebin.com/2GbT0REd Forgot to register my item name... but i have no idea what i forgot... anyone?
L827[15:29:46] <gigaherz> include meta
L828[15:29:48] <gigaherz> include nbt
L829[15:29:55] <gigaherz> exclude nbt:PropertyPath
L830[15:30:11] <gigaherz> [Save Filter]
L831[15:30:18] <PaleoCrafter> I also considered that, might be a bit over the top for the base mod though
L832[15:30:45] <howtonotwin> Glennox: you forget setRegistryName
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L834[15:31:59] <Glennox> you are my hero howtonotwin thanks! :D
L835[15:32:07] <howtonotwin> yw
L836[15:32:43] <PaleoCrafter> raoulvdberge, I'd write an addon for RS which adds these capabilities, but I'd probably need some additional API features for filters
L837[15:32:53] <raoulvdberge> how would you do the filtering
L838[15:34:13] <PaleoCrafter> depends, I'd either go for gigaherz' suggestion or just add support specific to Forestry
L839[15:35:03] <gigaherz> maybe configuration-based custom filter "scripts"?
L840[15:35:25] <raoulvdberge> if you can be specific about what API changes you want i can take a look
L841[15:35:28] <gigaherz> that'd be enough for modpack compatibility customizations
L842[15:36:40] <PaleoCrafter> well, rather than just putting items to filter by into the filter, you can use something like a "programmable filter" item which then is consumed by the filter slot rather than just inserted there as a "ghost"
L843[15:37:20] <gigaherz> or a customize button next to the filter "ghost", that lets you enter the custom filtering rules
L844[15:37:57] <PaleoCrafter> yeah, but I actually kinda like the specific item
L845[15:38:12] <raoulvdberge> so you want IComparer hooks
L846[15:38:18] <PaleoCrafter> doesn't actually have to be consumed, thinking about it
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L848[15:38:34] <PaleoCrafter> uhm... probably, I haven't looked at your code yet :D
L849[15:38:50] <raoulvdberge> note that it must be super duper performant in that case
L850[15:39:01] <raoulvdberge> as IComparer methods are the most called methods throughout the mod
L851[15:41:08] <PaleoCrafter> what I'd like specifically is abstracting away the item-specificness of the filtering (I assume that's already done under that IComparer thing?) and an interface/capability for items that provides said abstraction
L852[15:41:23] <PaleoCrafter> if the interface/cap isn't present, default to normal filtering
L853[15:43:57] <raoulvdberge> problem i see with that is
L854[15:44:06] <raoulvdberge> it breaks a contract that A=B and B=A
L855[15:45:45] <PaleoCrafter> how so?
L856[15:46:32] <mezz> PaleoCrafter, any progress on the forge workspace wiki?
L857[15:46:37] <raoulvdberge> if we call as compare(A,B) and A has the cap implemented it'll be fine
L858[15:46:50] <raoulvdberge> but if we call compare(B,A) but B hasn't that cap, it'll return to normal comparison
L859[15:47:51] <raoulvdberge> also i feel that binding such a cap to forestry items should be done in the core RS mod itself, not in an addon mod
L860[15:47:51] <PaleoCrafter> ah, well..., how I thought about it, "compare" would be provided *based* on the cap
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L862[15:48:35] <PaleoCrafter> so the cap wouldn't be bound to the item that is being compared, but is used by an additional item (i.e. a "programmable filter" for instance)
L863[15:48:58] <PaleoCrafter> mezz, kinda forgot about that xD still need to do the eclipse ones
L864[15:49:10] <PaleoCrafter> and I'm still not sure how exactly the test mods are supposed to be done in IDEA :D
L865[15:49:19] <mezz> ok. well intellij is good enough for now
L866[15:49:25] <mezz> that's what CPW's video shows
L867[15:49:33] <mezz> https://www.youtube.com/watch?v=pLWQk6ed56Q.
L868[15:49:50] <PaleoCrafter> problem is, that didn't quite work for me :D
L869[15:50:07] <mezz> heh
L870[15:50:22] <PaleoCrafter> it didn't copy the resources onto the classpath, iirc
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L872[15:50:36] <PaleoCrafter> at least not without manually triggering a rebuild everytime or something
L873[15:50:43] <mezz> hm
L874[15:50:59] <mezz> lots of test mods are missing resources because they're shoddy
L875[15:51:03] <mezz> are you sure it wasn't working?
L876[15:51:25] <PaleoCrafter> 100% since it was my own test mod that didn't work but actually had proper resources :P
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L878[15:51:36] <mezz> ok
L879[15:52:05] <gigaherz> Iwas never able to get the debug/test mods working in forge in intellij
L880[15:52:15] <gigaherz> besides redefining the test root as sources instead of test
L881[15:52:30] <mezz> most people have trouble with it, it's not very simple
L882[15:52:31] <gigaherz> in which case I had to delete/exclude tests which weren't compilable without them being test sources
L883[15:52:44] <gigaherz> if I did that, it worked
L884[15:52:47] <gigaherz> but it didn't seem clean
L885[15:55:37] <gigaherz> PaleoCrafter / raoulvdberge: this is how I picture an ingame-programmable filter: https://gist.github.com/gigaherz/b41427d1b6fb8bc626ffb32dc4584811
L886[15:56:28] <gigaherz> of course the idea would have to be refined, if anyone wants to implement it ;P
L887[15:58:28] <PaleoCrafter> I think I'd still make the item reference based on something you actually have to put in, but then you can specify stuff like meta and NBT sensitivity within the script
L888[15:58:53] <gigaherz> oh yeah
L889[15:58:57] <gigaherz> that's just for activating the filters
L890[15:59:05] <gigaherz> "if the input filter is X, continue parsing this filter"
L891[15:59:09] <gigaherz> input item*
L892[15:59:54] <PaleoCrafter> what exactly do you mean?
L893[16:00:18] <gigaherz> wait nevermind
L894[16:00:21] <gigaherz> brainfart there
L895[16:00:22] <PaleoCrafter> :D
L896[16:00:30] <gigaherz> you mean that, you'd like to have actual filter slots
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L898[16:00:35] <Akkarin> phew at least light a match after you're done
L899[16:00:47] <PaleoCrafter> yeah, exactly
L900[16:00:53] <PaleoCrafter> that's the way the system currently works
L901[16:01:16] <gigaherz> hmmm
L902[16:01:21] <gigaherz> maybe the editor for such a filter
L903[16:01:46] <gigaherz> could have an editbox for each slot? but that would make it horribly redundant ;P
L904[16:01:54] <gigaherz> and crammed, GUI-wise
L905[16:02:21] <gigaherz> maybe it could be done with like, "item 0" to refer to slot 0, instead of the actual name
L906[16:02:53] <PaleoCrafter> I'd make it a dedicated item, programmed via right click/a dedicated block and then when you use that item on the filter slot, its information will be stored there and used later on
L907[16:03:25] <gigaherz> right
L908[16:03:38] <gigaherz> instead of having an item in thefilter slot
L909[16:03:43] <gigaherz> you could have the programmable filter in there
L910[16:03:47] <PaleoCrafter> exactly
L911[16:03:51] <gigaherz> which would replace the "filter template"
L912[16:03:57] <gigaherz> that was my original thinking, lol
L913[16:04:24] <gigaherz> that's what confused me when you said you wanted an item ;P
L914[16:04:31] <PaleoCrafter> ah D
L915[16:04:33] <PaleoCrafter> *:D
L916[16:04:56] <PaleoCrafter> the only "problem" I see there is whether to actually put the programmable filter into the slot or whether to get the "program" from the item and just store that information
L917[16:05:14] <gigaherz> no idea how it works for other items
L918[16:05:25] <gigaherz> do you place an actual item, or just a "ghost"?
L919[16:05:31] <PaleoCrafter> a ghost
L920[16:05:39] <gigaherz> so you are indirectly "programming the slot"
L921[16:05:47] <gigaherz> I'd do the same for the custom filter items
L922[16:06:56] <PaleoCrafter> yeah, but the programmable item would also perform some extra logic and hence would need some "processing power" of its own and you shouldn't get that for "free"
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L924[16:08:24] <PaleoCrafter> but I guess that could also be done via increasing the required energy
L925[16:08:32] <gigaherz> I guess
L926[16:09:11] <PaleoCrafter> that'd require some bigger changes in the RS API, though, as far as I can see
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L941[17:24:56] <masa> gigaherz: you done goofed something? :p https://openeye.openmods.info/crashes/222eecc207e583477660b1201e45c4c6
L942[17:25:12] <masa> (I got pinged by it too)
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L955[18:11:51] <Intektor> How does minecraft synchronize the nbts of itemstacks between server and client?
L956[18:12:26] <gigaherz> whenever the stack on the server changes, it sends the stack to the client
L957[18:12:29] <gigaherz> the entire thing, so far as I know
L958[18:13:00] <Intektor> so not optimized?
L959[18:13:20] <gigaherz> not that I know of, but maybe i'm wrong
L960[18:13:39] <diesieben07> there's no sub-stack diffing
L961[18:13:43] <diesieben07> it just diffs whole stacks
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L982[18:58:04] <Smack> I've recently been getting these two crash-reports. in pairs: http://pastebin.com/atPbxTHm http://pastebin.com/0uGHz96v meaning that per crash I get two reports. I have tried the sponge IRC but without luck. Does anyone have a clue what is causing this? Couldn't find anything other than NMS in the stacktrace.
L983[18:58:57] <Smack> forge version is 12.18.2.2099
L984[18:59:09] <diesieben07> can be any mod being stupid
L985[18:59:19] <diesieben07> you have to remove them one by one until it stos
L986[18:59:21] <diesieben07> tops
L987[18:59:24] <williewillus> could be a conflict between sponge and forge
L988[18:59:26] <diesieben07> -_-
L989[19:01:26] <PaleoCrafter> I'd suggest a binary search rather than removing stuff one by one :P
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L991[19:02:16] <Smack> That'd be ideal seeing it's a live server with a decent player count where removing mods and frequent restarts will tank the server.
L992[19:02:59] <Smack> care to go into detail on that? AFAIK Binary searches is just a way to search a sorted array?
L993[19:03:34] <williewillus> as in use the same idea
L994[19:03:37] <williewillus> remove half the mods and try
L995[19:03:39] <PaleoCrafter> ^
L996[19:03:42] <Smack> oh
L997[19:03:43] <williewillus> if it works then the faulty mod is in the other half
L998[19:03:45] <williewillus> and vice versa
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L1000[19:04:24] <PaleoCrafter> will get you your result in at most log2(n) starts of the game :P
L1001[19:04:27] <williewillus> though, try removing sponge first, I have a feeling it may be a conflict between it and forge
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L1003[19:05:12] <Smack> Our testing server that is identical in terms of mods and sponge plugins has not had this crash though.
L1004[19:05:35] <PaleoCrafter> it could be a mod not scheduling tasks properly from the network thread, the CMEs occur pretty randomly in that case
L1005[19:05:39] <Smack> It's seemingly only under load, so removing mods makes us unable to test it under load seeing no players will be on.
L1006[19:06:01] <diesieben07> that's the fun with multithread-related bugs
L1007[19:06:16] <PaleoCrafter> indeed
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L1009[19:06:38] <Smack> Haha alright I'm fucked then
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L1012[19:10:42] <Smack> http://files.minecraftforge.net/maven/org/spongepowered/spongeforge/1.10.2-2171-5.1.0-BETA-2008/spongeforge-1.10.2-2171-5.1.0-BETA-2008-changelog.txt Gonna update to beyond this build and hope it's the fix.
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L1014[19:10:52] <Smack> It's seemingly caused during some kind of world save event right?
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L1018[19:18:45] <diesieben07> it's basically someone interacting with the world from a thread they are not supposed to
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L1022[19:34:41] <Smack> I was already at build 2009 so that wasn't it. Well, I'm unsure of how to continue from here other than just disabling the cosmetic mods and see if it makes a difference
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L1028[20:12:12] <killjoy> Has anyone noticed a slight lag-spike when spawning a player head?
L1029[20:12:35] <williewillus> yeah
L1030[20:12:48] <williewillus> there was a ticket a while back about how it's slower in forge than vanilla
L1031[20:12:52] <williewillus> but it got closed from lack of data
L1032[20:12:56] <williewillus> but it's palpable
L1033[20:12:59] <killjoy> I'm not using forge and it's still slow
L1034[20:13:16] <williewillus> oh it's okay in vanilla for me
L1035[20:13:38] <killjoy> It's like half a second delay
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L1037[20:14:14] <Akkarin> Heads are generally pretty slow and what not since it has to pull the skin from the servers and what not
L1038[20:14:21] <Akkarin> lots of what nots
L1039[20:14:28] <williewillus> yeah but that should be on another thread
L1040[20:14:31] <killjoy> it does that in a new thread
L1041[20:14:46] <Akkarin> Hey we're talking about Mojang. Everything is possible in the wonderful world of Mojang ;-)
L1042[20:14:51] <killjoy> it uses the same ITextureObject as normal player skins
L1043[20:15:12] <Akkarin> Practically it also has to push the texture to the graphics card on the client side
L1044[20:15:20] <Akkarin> another smaller form of "whoopsies"
L1045[20:17:55] <killjoy> it probably doesn't have anything to do with the skin.
L1046[20:18:10] <killjoy> more like populating the game profile server-side
L1047[20:18:21] <Akkarin> well that goes hand in hand with the entire fetching skins things
L1048[20:18:48] <killjoy> skins makes me think the renderer
L1049[20:19:21] <killjoy> it's the setGameProfile which calls updateGameProfile, which calls fillProfileProperties
L1050[20:19:35] <Akkarin> Well when I'm talking about fetching skins I'm referring to the endpoint that gives you the profile as well as its base64 encoded skin
L1051[20:19:42] <killjoy> yeah
L1052[20:19:51] <Akkarin> the question is rather: where does it enter main again and how is that part programmed
L1053[20:20:00] <killjoy> it doesn't leave
L1054[20:20:04] <Akkarin> since if they do have it on another thread they do still need to share the memory over
L1055[20:20:13] <Akkarin> or rather communicate that its safe to access now in some form
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L1057[20:21:50] <killjoy> Found the culprit
L1058[20:22:24] <killjoy> TileEntityItemStackRenderer::renderByItem
L1059[20:24:06] <killjoy> It's the client which replaces SkullOwner:8 with SkullOwner:10
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L1065[20:40:36] <killjoy> *when spawned into inventory
L1066[20:40:54] <killjoy> If using /setblock with NBT{ExtraType:"name"}, server does it
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L1072[20:52:15] <killjoy> Found a great spot for a base. http://imgur.com/a/lC5Hk
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