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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
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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
L100[05:54:40] *** V
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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] ***
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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
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
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
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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
L265[07:27:26] ⇦
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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
L278[07:30:35]
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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
L289[07:33:58]
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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?
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
L317[07:46:32]
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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
L321[07:48:36]
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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!
L350[08:13:32]
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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.
L370[08:50:44]
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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
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
L417[09:24:01]
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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 ?
L420[09:34:29]
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L421[09:34:46] <gigaherz> XtoIntFunction
?
L422[09:34:57] <gigaherz> ToIntFunction
apparently
L423[09:35:06] <Ordinastie> as
thanks
L424[09:38:42] ⇦
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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...
L445[10:17:17]
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L446[10:17:30] <howtonotwin> it might make
weirdness like that less common
L447[10:18:13]
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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]
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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
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
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
L491[10:38:38] ***
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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
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
L595[10:58:57]
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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:
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
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?
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
L696[11:53:36] <gigaherz> yeah no
L697[11:53:37] <gigaherz> ;p
L699[11:53:38] <gigaherz> like this
L700[11:54:22] <gigaherz> forge
blockstates isn't 1:1 with vanilla
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
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
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
L795[15:16:19] ***
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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
L818[15:27:46]
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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
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
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
L871[15:50:33] ***
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L872[15:50:36] <PaleoCrafter> at least not
without manually triggering a rebuild everytime or something
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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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
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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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
L990[19:01:50] ***
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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
L999[19:04:02] ***
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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
L1002[19:04:29]
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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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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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