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L1[00:00:34] ***
AbrarSyed is now known as Abrar|gone
L2[00:01:03] ⇨
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L5[00:06:18] <Zidane> anyone good with
blockstates and can tell me how to fix the screwup with my
formatting lol?
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L7[00:14:16] <Ashindigo> Post your
file
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L10[00:19:49] <Akkarin> is it just me or
does it expect scale to be an array usually?
L11[00:20:15] <Zidane> Fairly sure I have
the variants section quite wrong
L12[00:20:30] <Zidane> Cause the client is
reading the variants as facing=blah, inventory=gui
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L15[00:36:07] <williewillus> !mh
processInitialInteract
L16[00:40:18] <Zidane> williewillus, have
you done a lot with blockstate files or?
L17[00:40:31] <williewillus> i guess?
:P
L18[00:40:50] <Zidane> Could you check this
one and tell me if you see anything outright wrong?
L20[00:40:56] <Zidane> Driving me
bonkers
L21[00:41:45] <williewillus> i get a
timeout error lol
L22[00:41:52] <williewillus> oh nvm here we
go
L23[00:42:12] <williewillus> around the
inventory variant put []
L24[00:42:17] <williewillus>
"inventory": [{ ... }]
L25[00:43:18] <Zidane> williewillus, is
that because there are arrays of transforms or?
L26[00:43:56] <williewillus> in variants,
you're either declaring a single full vanilla variant string, or
you're declaring combinations you want the loader to eventually
generate into full vanilla variant strings
L27[00:44:02] <kenzierocks> it forces the
loader to recognize it properly
L28[00:44:07] <williewillus> like facing {}
will eventually become facing=south, facing=west, facing=east
L29[00:44:11] <williewillus> if you don't
put [] around inventory
L30[00:44:16] <williewillus> it thinks
inventory is a blockstate property
L31[00:44:20] <williewillus> and transform
is a value for it
L32[00:44:50] <Zidane> See, now this all
makes sense :p
L34[00:45:16] <kenzierocks> after reading
it like 100 times
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L36[00:45:38] <williewillus> lol
L37[00:46:33] <Zidane> williewillus, I
assume I have to put north in there even if its empty right?
L38[00:46:49] <williewillus> yep
L39[00:47:13] <Zidane> Thanks a ton,
finally loaded
L40[00:47:17] <Zidane> Really appreciate
it
L41[00:50:01] <williewillus> np
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L51[01:20:37] <Zidane> williewillus, is
there a way to apply the scale I do but apply everything else from
forge:default-block ?
L52[01:20:51] <Zidane> I'd rather not have
to put in all the transformations from that state
L53[01:20:59] <williewillus> unfortunately
not, those don't inherit
L54[01:21:07] <Zidane> That is a
bummer
L55[01:21:40] <tterrag> yeah, it reads
transforms{} as one object, not piecewise
L56[01:21:52] <tterrag> that's sorta just
how json works
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L63[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170105 mappings to Forge Maven.
L64[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170105-1.11.zip
(mappings = "snapshot_20170105" in build.gradle).
L65[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L68[02:16:47] <williewillus> !gf
JUMP_STRENGTH
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L89[04:12:49] ***
amadornes[OFF] is now known as amadornes
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L93[04:21:13] <SotS> Good morning
everyone
L94[04:21:58] <ntzrmtthihu777> heyo
L95[04:22:10] <ntzrmtthihu777> think this
will be a good night for me, though ;)
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L97[04:34:38] <gigaherz|work> Good
$moment_of_day to you too
L98[04:46:15] <SotS> Hmmm...anyone happen
to know how obj visibility groups can be used in a multilayer
model?
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L103[05:19:33] <SotS> There went my
connection
L104[05:19:40] <SotS> Did i miss
anything?
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L106[05:27:08] <Ashindigo> Nope
L107[05:27:59] <SotS> Ahright
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L109[05:38:54] <SotS> Hmm is it still ok
to use OBJState or is that a No-Go
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L122[07:33:45] <SotS> Is it possible to
combine all parts of 2 or more OBJ Models into a single
IModelState? So i can show and hide them dynamicly
L123[07:35:35] <Ordinastie> aren't you
supposed to be able to do that with a single obj ?
L124[07:35:38] <Ordinastie> like with
groups ?N
L125[07:37:12] <gigaherz|work> SotS: if
you combine the models using submodels
L126[07:37:20] <gigaherz|work> you can
then create a special IModelState
L127[07:37:24] <gigaherz|work> that has
sub-modelstates
L128[07:37:28] <gigaherz|work> for the
submodel names
L129[07:37:34] <gigaherz|work> I don't
know the exact name of that class
L130[07:37:36] <gigaherz|work> but it's a
thing
L131[07:37:50] <gigaherz|work> it's used
by the blockstates loader
L132[07:37:58] <gigaherz|work> when you
specify things like "transform" on a submodel
L133[07:38:09] <gigaherz|work> the loader
constructs this composite IModelState
L134[07:38:21] <gigaherz|work> and then
the composite model relays the sub-states to the submodels
L135[07:38:24] <gigaherz|work> based on
their submodel name
L136[07:38:36] <gigaherz|work> so like
state.getPart("submodelname") or similar
L137[07:38:50] <gigaherz|work> also
L138[07:38:56] <gigaherz|work> you seem to
be confused between models, and model states
L139[07:39:03] <gigaherz|work> IModelState
is a class that you pass on to IModel
L140[07:39:15] <gigaherz|work> to describe
the configuration (transforms, visibility, animation) of that
model
L141[07:39:29] <gigaherz|work> you don't
"combine models into an IModelState"
L142[07:39:37] <gigaherz|work> you have a
combined IModel that combines multiple other IModels
L143[07:39:50] <gigaherz|work> and you can
give it a combined IModelState that combines the IModelStates of
the respective IModels
L144[07:39:55] <gigaherz|work> on the bake
method
L145[07:40:07] <gigaherz|work>
[/rant]
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L150[07:56:53] <SotS> gigaherz|work: im
super confused...
L151[07:59:23] <SotS> Just so I understand
this right, a submodel is a variation of the base model, like fence
connections
L152[08:00:09] <SotS> So, can I assign a
visibility group of my OBJ to a submodel?
L153[08:04:21] <SotS> Ordinastie: cant
really do it in a single model...at least as it appears and ive
been told so before
L154[08:04:52] <SotS> Since i have parts
of the model on the SOLID render Layer, and other parts on
TRANSLUCENT
L155[08:13:56] <gigaherz|work> no
L156[08:14:03] <gigaherz|work> by submodel
I mean the forge blockstates feature
L157[08:14:07] <gigaherz|work> where you
can say
L158[08:14:11] <gigaherz|work>
"submodels": {
L159[08:14:16] <gigaherz|work>
"partname": {
L160[08:14:19] <gigaherz|work>
"model": something
L161[08:14:21] <gigaherz|work> ...
L162[08:14:22] <gigaherz|work> }
L163[08:14:22] <gigaherz|work> }
L164[08:14:51] <gigaherz|work> which lets
you combine multiple models into one
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L171[08:29:36] <williewillus> color
handlers for tinting items somehow don't work after porting to
1.11
L172[08:29:41] <williewillus> anyone run
into something similar?
L173[08:30:00] <Ashindigo> Havent tried
yet
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L185[08:52:40] <SotS> gigaherz|work: i
see....now could I specify wich sub-object of the model i want to
use as the submodel?
L186[08:52:50] <gigaherz|work> you
can't
L187[08:52:56] <SotS> Dang
L188[08:53:08] <SotS> So that makes
submodels useless for me
L189[08:53:14] <gigaherz|work> you could
attempt to use visibility on them
L190[08:53:21] <williewillus> okay this is
weird
L191[08:53:25] <gigaherz|work> but Ithink
the current version still only supports them by manually using
model states
L192[08:53:34] <williewillus> nothing is
getting color handlers applied
L193[08:53:39] <gigaherz|work> SotS: can't
you just split up the model?
L194[08:53:43] <gigaherz|work> it would
save you lots of trouble
L195[08:53:51] <gigaherz|work> if you can
have the parts in different .obj models
L196[08:54:00] <gigaherz|work> and just
merge them from the blockstates file
L197[08:54:53] <SotS> I could split it
into each connection yeah...but that would leave me with 7 obj's
for the frame and core, 6 for the connectors and 6 for the
glas
L198[08:55:00] <SotS> I suppose that can
work
L199[08:55:10] <gigaherz|work> are the
connections not identical?
L200[08:55:17] <gigaherz|work> you could
have just one and rotate it?
L201[08:56:06] <SotS> That could
work...rotation is supported as far as ive seen in the examole of
yours
L202[08:56:11] <gigaherz|work> yup
L203[08:56:17] <SotS> Those "x":
90 lines
L204[08:56:20] <gigaherz|work> yep
L205[08:56:26] <SotS> Hmmm...
L206[08:56:42] <gigaherz|work> make the
default connection be north-facing
L207[08:56:53] <gigaherz|work> and then
rotate 90, 180, 270 for east, south, west
L208[08:56:57] <gigaherz|work> on Y
L209[08:57:04] <gigaherz|work> and 90 and
270 on X for up and down
L210[08:57:10] <SotS> Could be worth a
try, but im not sure
L211[08:57:39] <SotS> That would shrink
down the model quite alot...
L212[08:58:30] <SotS> And that way i can
still have the multiple render layers right?
L213[08:58:49] <gigaherz|work> I have no
idea XD
L214[08:58:59] <SotS> Well i hope
so...
L215[08:59:08] <SotS> Otherwhise id waste
alot of time
L216[08:59:19] <williewillus> what parts
do you need to be be on separate render layers?
L217[09:00:04] <SotS> Core, Side Pieces
and Connectors need to be SOLID, Glas pieces on translucent
L218[09:00:19] <williewillus> is the glass
on the connection?
L219[09:00:51] <SotS> Glas is a part of
the side pieces and the core
L220[09:00:59] <SotS> Wait i have a
picture
L221[09:01:05] <SotS> Somewhere....
L223[09:01:50] <SotS> Thats from 1.8
L224[09:02:58] <SotS> The pictures show
the whole model rendered in Both Translucent and Cutout layer
L225[09:04:18] <SotS> As you see in the
pics of the Translucent Layer try, i get artifacts where the side
pieces intersect in 90° angles, due to the Translucent Layer not
featuring a depth buffer
L226[09:04:37] <SotS> (Looks really
shitty)
L227[09:05:43] <SotS> But ill defenitly
give the split model a try
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L234[09:25:57] <gr8pefish> williewillus,
you around? I want to ask some questions about your capability
primer (which is fantastic btw!)
L235[09:26:10] <williewillus> ask
away
L236[09:26:41] <gr8pefish> Okay so first
off, thanks for doing that doc, it's super helpful.
L237[09:28:22] <gr8pefish> Sorry, reading
more so I don't ask dumb questions
L238[09:28:23] <williewillus> np
L239[09:28:42] <SotS> Could you post the
link?
L240[09:28:56] <SotS> Seems like sth i
should look into
L242[09:29:10] <SotS> Thx
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L245[09:40:16] <SotS> Wow thats a very
good primer indeed
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L254[10:06:23] <gr8pefish> willie, you
should link to the ProjectE repo more, seeing the cap 'in action'
(in clean code) is super helpful
L255[10:06:36] <gr8pefish> that's what I'm
reading through now
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L265[10:56:16] <williewillus> gr8pefish: i
didn't want to pass the player and hold it inside the cap
instance
L266[10:56:44] <williewillus> also you
have to resync the caps whenever the player entity is copied while
returning from the end so it's convenient to be able to sync it to
anyone
L267[10:56:57] <gr8pefish> Ah ture,
okay
L268[10:57:00] <gr8pefish> *true
L269[10:57:15] <williewillus> as for your
first question, yes. that method writes just one of the 16
inventories
L270[10:57:27] <gr8pefish> okay
perfect
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L273[11:01:17] <williewillus> good to hear
:D
L275[11:04:09] <williewillus> IStorage is
something that knows how to read and write the Capability's default
Capability Implementation, so if you had one of those you'd do
that. It just so happens that I know IItmeHandler's IStorage can
write most every implementation so I just use it
L276[11:04:18] <williewillus> and the
inventories in the map are the default impl anyway :P
L277[11:05:58] <ghz|afk> hmmm, mc for
1.11.2 doesn't have iron nugger oredict yet, does it?
L278[11:06:02] <ghz|afk> iron
nugget*
L279[11:06:09] <williewillus> there's a 1
line pr that hasn't been pulled yet
L280[11:06:10] <williewillus> so no
L281[11:06:11] <williewillus> :P
L282[11:06:18] <ghz|afk> thought so
L283[11:06:31] <ghz|afk> I'm
wondering
L284[11:06:37] <ghz|afk> in my survivalist
mod, I have my own iron nugget
L285[11:07:08] <gr8pefish> Now, if it was
a custom cap, and you couldn't safely assume like that, don't you
have to do null checks? If the player doesn't have that capability,
calling getStorage (or cap.anything) will break, right? That seems
like a decent bit of boilerplate for a 3rd party.
L286[11:07:11] <ghz|afk> so it would be
"safe" to do like, if(mc version < 1.11.2) register
nugget
L287[11:07:15] <ghz|afk> or
L288[11:07:22] <ghz|afk> some
@ObjectHolder for it
L289[11:07:28] <ghz|afk> and if it's null
register the nugget
L290[11:07:36] <ghz|afk> but it's also
ugly at the same time
L291[11:07:44] <williewillus> gr8pefish:
yeah if you inject a foreign cap you need to null check it (or put
it on a method)
L292[11:07:56] <williewillus> but
iitemhandler cap is forge provided so it's always going to be
there
L293[11:08:02] <ghz|afk> maybe I should
just do like
L294[11:08:17] <ghz|afk> in getSubItems,
if(blocks contains "minecraft:iron_nugget") return;
L295[11:08:24] <ghz|afk> to hide it from
the creative menu
L296[11:09:12] <ghz|afk> anyone knows when
in the lifecycle the object holders are assigned?
L297[11:09:14] <williewillus> ghz|afk:
when you put cap inject on a method does the parameter need to have
the right generic?
L298[11:09:22] <ghz|afk> no
L299[11:09:36] <ghz|afk> but it doesn't
matter
L300[11:09:43] <ghz|afk> since it would be
erased anyhow
L301[11:10:05] <gr8pefish> Is there a good
way to do a helper class for all those null checks you'll need, or
is it best to just let the other mod deal with that? Ideally I'd
like them to be able to call
myAPI.someHelperMethodThatUsesCapsToDoSomething(), and if the cap
is registered it works fine. Or can I just assume that if they are
using my API the cap will be registered anyway? hmmm
L302[11:10:32] <williewillus> i would do
something like
L303[11:10:37] <williewillus>
@CapabilityInject(ITeslaWhateverItIs.class) public void
enableTesla(Capability<?> cap) { teslaEnabled = true; }
L304[11:10:42] <ghz|afk> gr8pefish:
IMO,
L305[11:10:44] <williewillus> and then
@CapInject on a field
L306[11:10:57] <williewillus> or you could
just nullcheck the field :P
L307[11:10:57] <ghz|afk> the cap should
ALWAYS be present if the mod is loaded
L308[11:11:01] <ghz|afk> so
L309[11:11:07] <ghz|afk> if the coder can
do myapi.whatever
L310[11:11:10] <ghz|afk> then the mod must
be loaded
L311[11:11:13] <ghz|afk> so the capability
will exists
L312[11:11:15] <ghz|afk> exist*
L313[11:11:29] <williewillus> i don't
think you can rely on that though
L314[11:11:35] <williewillus> a mod can
choose to not call register() for whatever reason
L315[11:11:43] <williewillus> so injecting
and null checking is better
L316[11:11:45] <williewillus> or using the
method
L317[11:11:51] <ghz|afk> that's what I'm
saying, I'd enable the cap if the mod is present
L318[11:12:37] <ghz|afk> unless he wants
to do an "embedded" api that uses FML's deduplication
feature
L319[11:12:48] <williewillus> the
deduplicator is vaporware i thuoght
L320[11:12:51] <gr8pefish> so willie,
capinject a field and then just nullcheck that field? That seems
like the easiest solution to me
L321[11:12:56] <williewillus> yeah
L322[11:13:07] <ghz|afk> what do you mean
vaporware?
L323[11:13:25] <williewillus> it doesn't
actually do anything with @API annotations last time I was
told
L324[11:13:33] <ghz|afk> if a jar contains
a package with @API, and that package with @API had already been
loaded before
L325[11:13:34] <ghz|afk> it won't load
it
L326[11:13:40] <ghz|afk> that's how the RF
api has worked for all these years
L327[11:13:50] <ghz|afk> all the mods
embed it, they rely on @API to deduplicate
L328[11:14:03] <gr8pefish> willie: But I
had that yesterday and y'all said it was a bad thing (I
thought)
L329[11:14:08] <ghz|afk> I have done the
same with WAILA api also
L330[11:14:20] <williewillus> null
checking a cap field is bad? 0.o
L331[11:14:23] <gr8pefish> ^ that's how I
understood the API stuff ghz
L332[11:14:24] <williewillus> what was the
context
L333[11:14:43] <ghz|afk> gr8pefish:
problem with that approach is that it's ugly
L334[11:14:50] <ghz|afk> it forces FML to
mess with classloading
L335[11:15:01] <ghz|afk> it's much better
to have a soft-dependency API
L336[11:15:20] <ghz|afk> and activate the
features only if the library mod is present
L337[11:15:26] <ghz|afk> example:
Tesla
L338[11:15:38] <williewillus> ghz|afk: is
that an fml thing though? like if you just had any standard JVM it
would ignore duplicate class defs from different jars
L339[11:15:47] <williewillus> and take the
first (iirc)
L340[11:15:57] <ghz|afk> I believe it
crashes with duplicate class
L341[11:16:04] <ghz|afk> if the package
isn't @api
L342[11:16:06] <gr8pefish> ghz: So the
"clean" solution is more along the lines of to just have
the interface and then let others inject the cap with it?
L343[11:16:12] <ghz|afk> but maybe i have
misunderstood it all this time
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L345[11:16:29] <gigaherz> gr8pefish: the
clean solution is that
L346[11:16:32] <gigaherz> you have a
mod
L347[11:16:36] <gigaherz> with the
capability and the interface
L348[11:16:42] <williewillus> SO seems to
say whichever is first in the classpath gets loaded
L349[11:16:46] <williewillus> so I'm not
quite convinced ;p
L350[11:17:07] <gigaherz> and you put it
on a maven
L351[11:17:18] <gigaherz> and then other
mods can use the maven dependency to compile their things
L352[11:17:31] <gigaherz> and rely on
@CapabilityInject to detect if they should activate your api
support or not
L353[11:17:41] <gigaherz> that's the
cleanest in terms of hacks
L354[11:17:52] <gr8pefish> Okay, thanks
for clearing that up, yeah that would work
L355[11:18:01] <gigaherz> the cleanest in
terms of code readability is @Optional.Interface -- but that's the
hackiest of them all
L356[11:18:08] <gr8pefish> hehe yeah
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L358[11:18:58] <gr8pefish> @Optional
wouldn't work in an API, right? Or is that just so hacky/wrong
you'd prefer not to think about it?
L359[11:19:29] <gigaherz> it works on APIs
for certain purposes
L360[11:19:31] <gigaherz> example:
L361[11:19:51] <gigaherz> I have this mod,
which has its own api
L363[11:20:03] <gigaherz> the api is a
client-only BookRegistryEvent
L364[11:20:31] <gigaherz> the recommended
way to use it is
L366[11:20:38] <gigaherz> using
@Optional.Method with the modid
L367[11:20:50] <gigaherz> I tried very
hard to think of other solutions
L368[11:20:59] <gigaherz> everything else
was fugly at best
L369[11:21:04] <gigaherz> that was clean,
concise, and effective
L370[11:21:26] <gigaherz> at the cost of a
little part of me dying from knowing the hack that it implies
L371[11:21:26] <gigaherz> ;p
L372[11:21:47] <gr8pefish> lol
L373[11:21:52] <gr8pefish> thanks for that
info
L374[11:22:00] <gigaherz> but your
case
L375[11:22:02] <gigaherz> you have a
capability
L376[11:22:12] <gigaherz> the capabilities
have an existing implicit way to allow soft dependencies
L377[11:22:31] <gr8pefish> which is?
L378[11:22:35] <gigaherz> which is
@CapabilityInject, along with java's erasure and the ability to
discard annotations
L379[11:22:38] <gr8pefish> okay
L380[11:23:42] <gigaherz> this is a rather
ugly and extreme example of a soft-dependency implemented through
@CapabilityInject
L382[11:23:47] <gigaherz> consider this
the worst case scenario
L383[11:24:35] <gigaherz> in here, I have
a set of wrappers
L384[11:24:53] <gigaherz> that expose the
Tesla api, by wrapping the forge energy buffer
L385[11:25:20] <gigaherz> this is how I
use my wrappers:
L387[11:26:20] <gigaherz> it's incorrect
to say "this is the ugliest it can get", because people
have the ability to make things worse if they try
L388[11:26:41] <gr8pefish> Huh, okay.
Yeah, seems like a good way to go about an inherently ugly problem
imo
L389[11:26:48] <gigaherz> yeah so
L390[11:26:55] <gigaherz> for a less than
ideal situation
L391[11:27:01] <gigaherz> which is that I
need custom wrappers
L392[11:27:04] <gigaherz> that's what I
had to do
L393[11:27:07] <gigaherz> but if the API
is cleaner
L394[11:27:10] <gigaherz> if it can work
by itself
L395[11:27:18] <gigaherz> and specially,
if it can work using the default instance factory
L396[11:27:26] <gigaherz> it can be much
shorter
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L400[11:33:14] <gr8pefish> Oh, great, that
makes it more clear, thanks! I was just reading about the factory
for just that case.
L401[11:33:37] <gigaherz> you can replace
Optional<T> with Object
L402[11:33:45] <gigaherz> but it's more
type-safe this way
L404[11:35:37] <gr8pefish> Oh that;s cool,
I didn't know about Optional<T>
L405[11:36:08] <gigaherz> you could
initialize the field to Optional.empty
L406[11:36:12] <gigaherz> or absent
L407[11:36:15] <gigaherz> whichever the
java.util has
L408[11:37:26] <gr8pefish> it's
.empty
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L412[11:41:57] <biasq> Hello, i have issue
with launching minecrat after installing forge 1.7.2. my launcher
just crashes as soon as i click "play".
L413[11:42:28] <gigaherz> 1.7.2 is quite
old
L414[11:43:11] <g> Why do you need
1.7.2?
L415[11:43:47] <biasq> idk, somebody told
me to play this version because thats where the most amount of mods
are supported
L416[11:43:53] <g> they meant 1.7.10
L417[11:44:03] <biasq> and i honestly dont
really care about the version
L418[11:44:10] <g> that's becoming false
though, 1.10.2 is getting a ton of mods these days
L419[11:44:18] <g> and 1.11 is picking
up
L420[11:45:02] <gigaherz> SkyFactory 3
launched recently -- on 1.10.2
L421[11:45:09] <biasq> so do i just
download forge for 1.10.2
L422[11:45:13] <biasq> and play
there?
L423[11:45:21] <g> yeah, use 1.10.2
L424[11:45:23] <gigaherz> my
recommendation is to get the curse launcher, and play some existing
modpacks
L425[11:45:28] <gigaherz> best experience
that way ;P
L426[11:45:29] <g> draconic evolution just
released on 1.10.2 as well..
L427[11:45:32] <g> heh, yeah, that's
easiest
L428[11:45:43] <gigaherz> but if you want
to do it by hand, yeah
L429[11:45:52] <gigaherz> get 1.10.2 forge
installed in your launcher
L430[11:45:56] <gigaherz> and then create
a new profile
L431[11:46:00] <gigaherz> with the forge
version selecte
L432[11:46:04] <biasq> i mean i am going
to play with a couple of friends so we play the mods we
choose
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L434[11:46:08] <gigaherz> and some custom
path for storing the game data
L435[11:46:15] <biasq> thats why curse is
not a solution
L436[11:46:25] <gigaherz> and then
customize the java args
L437[11:46:25] <g> huh? that doesn't make
curse not a solution
L438[11:46:34] <gigaherz> to change the
-Xmx value to 3g or so
L439[11:46:37] <g> just make your own
modpack on curse..
L440[11:46:47] <gigaherz> yeah you can
upload modpacks to curse
L441[11:46:55] <gigaherz> if all the mods
you want are in curseforge
L442[11:47:06] <gigaherz> you can do it
with just a couple text files
L443[11:47:06] <gigaherz> ;P
L444[11:47:18] <biasq> well, will try this
then. anyways thank you
L445[11:47:27] <biasq> see you later
L446[11:55:30] <biasq> hey
L447[11:55:33] <biasq> that didnot
help
L448[11:55:39] <biasq> the launcher still
crashes
L449[11:55:52] <g> well, you'll need to
give us a crash log to help further
L450[11:56:02] <biasq> which one?
L451[11:56:06] <g> the latest one
L453[11:57:07] <g> that's for 1.7.2
L454[11:57:32] <gigaherz> biasq: you have
to create or edit a launcher profile
L455[11:57:42] <gigaherz> to make sure you
choose the 1.10.2 forge version
L456[11:57:45] <gigaherz> from the
versions list
L457[11:57:58] <biasq> oh nvm
L458[11:58:00] <biasq> my bad
L459[11:58:04] <biasq> forgot to change
profile
L460[11:58:38] <biasq> why does it say 3
mods loaded tho if i have none installed yet?
L461[11:58:55] <gigaherz> forge, fml
L462[11:58:58] <g> because MCP, forge and
FML
L463[11:59:05] <gigaherz> and.. ah,
mcp
L464[11:59:05] <biasq> i see
L465[11:59:09] <biasq> thanks
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L473[12:15:25] <gigaherz> TechnicianLP: my
guess is it's semitransparent in like, photoshop
L474[12:15:32] <gigaherz> not quite
empty
L475[12:15:41] <gigaherz> enough to be
> the alpha threshold
L476[12:15:45] <gigaherz> so it shows as
solid
L477[12:15:56] <gigaherz> the easy
solution is to open the image in paint.net/photoshop/gimp
L478[12:15:58] <gigaherz> and delete those
pixels
L479[12:16:01] <gigaherz> even if you
can't see them
L480[12:16:30] <TechnicianLP> if that were
the case the pixels would be wider .... the hole blue thing is 48
pixels
L481[12:17:32] <gigaherz> hmmm
L482[12:17:41] <gigaherz> then something
is very wrong with your computer
L483[12:17:42] <gigaherz> XD
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L485[12:19:27] <TechnicianLP> yeah it
absolutely makes no sense
L486[12:20:59] <Akkarin> You have three
seconds until your graphics card goes up in flames. Use them
wisely.
L487[12:21:00] *
Akkarin runs
L488[12:21:55] <TechnicianLP> yeah it
could be that stupid integrated intel gpu .... but last time i
tried to install drivers for my real graphics card i crashed my
devicemanager ...
L489[12:22:06] <gigaherz> hmmm
L490[12:22:17] <gigaherz> is the texture
24bit?
L491[12:22:43] <TechnicianLP> 32-bit
color
L492[12:22:52] <gigaherz> nevermind
then
L493[12:22:58] <gigaherz> I was thinking
there could be some issue with palettes
L494[12:23:01] <Akkarin> tbh I'd be
surprised if your integrated graphics were less conform than a real
one ;-)
L495[12:23:42] <TechnicianLP> could it
have smth todo with the 48px texture size?
L496[12:28:19] <Akkarin> tbh it's probably
the easiest answer you can imagine. e.g. something actually for
some reason renders those extra pixels
L497[12:28:28] <Akkarin> double check
everything before you end up wasting hours on that ^^
L498[12:29:14] <TechnicianLP> it seems the
positioning on the itemmodel is consistant
L499[12:29:14] <gigaherz> it looks like
the texture is distorted, which is what bothers me
L500[12:29:23] <TechnicianLP> yeah
L501[12:29:25] <gigaherz> TechnicianLP: is
mipmapping enabled in the mc config?
L502[12:29:34] <barteks2x> any reasonable
way to either create Iterable from Iterator, have some kind of
AbstractIterable or some non-verbose way to iterate over everything
from given iterator?
L503[12:30:08] <gigaherz>
Iterable<String> iterable = () -> iterator;
L504[12:30:36] <barteks2x> really? that
works?
L505[12:30:42] <gigaherz> well it's a
single-method interface
L506[12:30:42] <diesieben07> not
really...
L507[12:30:44] <TechnicianLP>
hile(it.hasNext()) it.next()
L508[12:30:46] <gigaherz> so you can wrap
a lambda
L509[12:30:51] <diesieben07> it does work
for iterating ONCE
L510[12:30:55] <gigaherz> to TECHNICALLY,
it will return the iterator
L511[12:30:56] <gigaherz> once.
L512[12:30:59] <diesieben07> but the thing
is, Iterable can be iterated as much as you want
L513[12:31:07] <diesieben07> so it's not
really a solution
L514[12:31:16] <gigaherz> so if you need
multiple iterations, just fill in a list
L515[12:31:31] <diesieben07> if you don't
want the ugly while loop, do iterator.forEachRemaining(e ->
doStuffWithE(e))
L516[12:31:32] <barteks2x> it's deep in
lighting code
L517[12:31:40] <barteks2x> so I want to
avoid creating collections of BlockPos
L518[12:32:11] <TechnicianLP> gigaherz:
mipmap is set to 4 in the options
L519[12:32:18] <gigaherz> see if setting
it to 0 fixes the issue
L520[12:33:09] <barteks2x> and creating a
temporary iterable with ()->iterator was what I wanted
L521[12:33:13] <gigaherz> (probably won't,
but to remove variables)
L522[12:33:35] <barteks2x> well, actually
I could have just used iterator directly
L523[12:33:40] <diesieben07> yes please
do...
L524[12:33:41] <barteks2x> the same amount
of code
L525[12:33:44] <diesieben07> that lambda
thing hack is ugly
L526[12:34:11] <barteks2x> well, it allows
me to do iterable.forEach
L527[12:34:18] <barteks2x> why iterator
doesn't have forEach :(
L528[12:34:22] <diesieben07>
iterator.forEachRemaining
L529[12:34:25] <willieaway> ^
L530[12:34:37] <barteks2x> I feel
stupid...
L531[12:34:39] <willieaway> you just don't
call next so that "remaining" is the whole thing :P
L532[12:34:50] <barteks2x> I simply
changed iterable->iterator and saw it doesn't compile
L533[12:35:33] <barteks2x> oh, wait, I do
need to iterate twice
L534[12:35:38] <barteks2x> exactly
twice
L535[12:36:14] <willieaway> where's the
iterator come from?
L536[12:36:20] <willieaway> can you just
pass that source through?
L537[12:36:58] <willieaway> or you could
just do 2 things in forEachRemaining if you can
L538[12:37:00] <barteks2x> the
iterable/iterator is usually special iterable/iterator that
iterates over some BlockPos range
L539[12:37:17] <willieaway>
.forEachRemaining(p -> { doA(p); doB(p); })
L540[12:37:27] <barteks2x> it can't be
both done at the same time
L541[12:37:38] <barteks2x> I have to
iterate once, do something, iterate second time
L542[12:37:46] <diesieben07> then you have
to either pass in an iterable
L543[12:37:48] <diesieben07> or copy to a
list.
L544[12:37:54] <gigaherz> is the source
your own class?
L545[12:37:57] <gigaherz> or something
given to you?
L546[12:38:07] <willieaway> yeah where's
this come from
L547[12:38:14] <barteks2x> I don't
actually remember, anyway, I unexpectedely have to go
somewhere
L548[12:38:21] <diesieben07> lol
L549[12:38:23] <willieaway> is this
vanilla's getAllInBox thing? because that returns iterable
L550[12:38:34] <barteks2x> 1maybe
L551[12:38:40] <barteks2x> I didn';ty see
that code ina lonmg time
L552[12:38:52] <barteks2x> and I'm writing
second piece of code that uses my Lightpropagator
L553[12:39:23] <willieaway> on a tangent,
does anyone know if PooledMutableBlockPos actually provides any
benefit over normal MutableBlockPos :P
L554[12:39:33] <TechnicianLP> gigaherz: i
fixed it by resizing the texture to 64px and adding uv to the
model
L555[12:39:36] <willieaway> i'm curious
why they reintroduced a pool after getting rid of almost every
other one
L556[12:39:48] <diesieben07> depends on
the system, the GC algorithm, etc. etc.
L557[12:40:06] <diesieben07> with a good
GC and a decent CPU... unpooled is most likely better
L558[12:40:20] <diesieben07> on a CPU with
very low core count it might help to pool
L559[12:41:23] <gigaherz> any decent GC
environment has "common object pools"
L560[12:41:48] <gigaherz> so it should not
make that much of a difference
L561[12:42:03] <willieaway> well I hope
they did their profiling on that :P
L562[12:42:12] <gigaherz> however mc uses
millions of blockpos in weird ways
L563[12:42:16] <gigaherz> so maybe it does
in that case
L564[12:42:29] <willieaway> well the
pooled mutable ones are only used in a few places
L565[12:42:34] <willieaway> mostly aabb
and collision stuff
L566[12:42:37] <gigaherz> yeah
L567[12:42:38] <gigaherz> it's weird
L568[12:42:43] <gigaherz> why have
pooledmutable
L569[12:42:45] <gigaherz> which is less
used
L570[12:43:10] <gigaherz> sounds like
pooling the normal BlockPos instances makes more sense
L571[12:43:36] <gigaherz> wait
L572[12:43:39] <gigaherz> because those
are not mutable
L573[12:43:41] <gigaherz> soyou can't
do
L574[12:43:46] <gigaherz>
getFromPool().setValue(x,y,z)
L575[12:44:13] <gigaherz> java needs
valuetypes asap.
L576[12:44:40] <gigaherz> it would make
blockpos trashing a non-issue
L577[12:45:20] ⇦
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L579[12:51:14] <gigaherz> so
L580[12:51:23] <gigaherz> I was lifting my
morale a bit
L581[12:51:31] <gigaherz> by looking at
the dependants list of my mods
L582[12:51:37] <gigaherz> to see what
kinds of modpacks they are being used in
L584[12:51:43] <gigaherz> the top one for
enderthing is
L585[12:51:56] ⇦
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L586[12:51:57] <gigaherz> A Slightly
Larger Amount of the Mods lite
L587[12:51:57] <gigaherz> by
build2stone
L588[12:51:57] <gigaherz> Kind of a
Ripoff
L589[12:52:08] <gigaherz> yes that's the
description
L591[12:53:17] <gigaherz> this modpack
uses like, all of my mods
L592[12:53:17] <gigaherz> XD
L593[12:54:22] *
Ashindigo makes a reminder to check that after he gets his 8gb of
ram back
L594[12:55:03] <SotS> How would i specify
more then one variant of my Model to render in a specific Layer(in
the Blockstate JSON)?
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L596[12:55:33] <barteks2x> Now I need to
make an iterable that will iterate over all BlockPos in a 25x25x25
area that need l;ight update, and another one for 16x16x16
area...
L597[12:55:42] <barteks2x>
*25->45
L598[12:55:44]
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L600[12:56:17] <SotS> Example:
"Translucent": "modid:block#1"
L601[12:56:38] <SotS> how would i be able
to specify more than 1 variant there
L602[12:57:30] <gigaherz> maybe
L603[12:57:38] <gigaherz>
"Translucent": [ "modid:block#1",
"modid:block#2" ]
L604[12:57:42] <gigaherz> but no idea --
just maybe
L605[12:58:17] <SotS> tried, resulted in a
fuckton of errors XD
L606[12:58:30] <SotS> unless sth else
about my Blockstate is wrong
L607[12:59:00] <SotS> ill comit it real
quick if anyone wants to take a look
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L611[13:02:49] <SotS> gigaherz, also that
submodel way left me with a ton of models bieng baked
L612[13:03:00] <SotS> 19561 to be
exact
L613[13:04:37] <SotS> cuz of the
multilayer i have 14 different submodels
L614[13:04:49] <SotS> i dont think its
supposed to be that high
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L616[13:06:38] <SotS> I get the feeling im
either doing utter BS or its not possible the standard way
L617[13:07:43] <gigaherz> hmmm, that's a
lot
L618[13:07:49] <SotS> yep
L619[13:08:58] <barteks2x> argh, changing
from nested loops to iterator/iterable is hard...
L620[13:09:19] <SotS> feel ya
barteks
L621[13:09:30] <SotS> i struggled hard the
first time too in Uni
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L625[13:11:50] <SotS> i see why youre
struggling XD
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L629[13:23:52] <barteks2x> Is there some
interface that has only forEach method that I can use, instead of
full iterator?
L630[13:24:00] <barteks2x> (or
iterable)
L631[13:25:58] <barteks2x> or would it be
Consumer<Consumer<T>>?
L632[13:26:12] <gigaherz> no it wouldn't
be called forEach
L633[13:26:21] <gigaherz> itwould be
accept(consumer)
L634[13:26:29] <barteks2x> well, it would
be close enough
L635[13:27:12] <barteks2x> Is there
something like that in java?
L636[13:27:29] <gigaherz> just roll your
own?
L637[13:27:34] <gigaherz> interface Eacher
{ void forEach(Consumer<? super T> action); }
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L639[13:28:10] <Ordinastie> but that's
just a consumer
L640[13:28:22] <barteks2x> I would
probably call it ForEachIterable
L641[13:28:34] <Ordinastie> then that's a
foreach
L642[13:28:54] <barteks2x> well,
technically Vec2f would be pair of floats, but you don't use pair
of floats
L643[13:29:19] <Ordinastie> because it's
native
L644[13:29:58] <barteks2x> well, I could
just use Consumer<Consumer<BlockPos>> as I said
before
L645[13:30:15] <gigaherz> no you use Vec2f
because the name has certain implications on purpose
L646[13:30:16] <Ordinastie> why double
consumer thouhg ?
L647[13:30:43] <barteks2x> forEach takes
consumer. And I need to pass the firEach method itself
L648[13:30:46] <gigaherz> becauseit
"takes" a consumer, and calls it for each item in the
source
L649[13:31:39] <Ordinastie> I guess I
don't really understand your problem
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L663[13:47:51] <barteks2x> sorry that I
didn't reply, that was unexpected...
L664[13:49:06] <barteks2x> the problem is
that I want to have an interface that has only forEach method so
that I don't have to transform my nested loops into iterator
L665[13:49:34] <Ordinastie> why not
?
L666[13:49:46] <barteks2x> because it will
be even more of a mess than it's now
L668[13:50:28] <killjoy> what's wrong with
iterator?
L669[13:50:36] <killjoy> Guava's got some
great stuff for that
L670[13:50:57] <Ordinastie> I don't see
why it would be a mess
L671[13:51:10] <Ordinastie> you just want
an iterator<MutableBlockPos>
L672[13:51:35] <barteks2x> because I will
have to completely rewrite the code
L673[13:51:48] <barteks2x> And so much
time after writing it I barely understand how it works
L674[13:51:54] <killjoy> Is that such a
bad thing?
L675[13:52:05] <killjoy> I've rewritten
code lots of times
L676[13:52:11] <barteks2x> I first need to
mofe the innermost loop to outer level
L677[13:52:29] <killjoy> just make it a
stream and you can do a flatmap
L678[13:52:56] <barteks2x> and if I want
to use iterator, change the 2 nested for loops and contents of
diffuseSkylightInBlockColumn into stateful iterator
L679[13:53:06] <barteks2x> and I somehow
have to implement hasNext
L680[13:53:20] <killjoy> Look at Guava's
Iterators and Iterables
L681[13:53:26] <barteks2x> it needs to be
fast
L682[13:53:38] <Ordinastie> there already
is an iterable<blockPos> example in MC
L683[13:53:39] <barteks2x> and guava
AbstractIterator has noticable overhead
L684[13:53:41] <Ordinastie> start for
that
L685[13:54:01] <killjoy> define
overhead
L686[13:54:15] <barteks2x> As I said,
AbstractIterator has very noticable overhead that I actually saw
when benchmarking code that used it with jmh
L687[13:56:13] <barteks2x> I created
implementation of exactly the same BlockPos iterator with
AbstractIterator and manually and the one I created manually was
noticably faster
L688[13:57:17] ⇦
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L689[13:57:37] <barteks2x> and cince this
code has to run on every single generated 16x16x16 block section
it's obvious that it needs to be as fast as possible, expecially
the no light update case because that's most of the blocks
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L694[13:59:38] <killjoy> forEach in
inherintly Iterable
L696[13:59:55] <killjoy> base it off an
array maybe?
L697[14:00:21] <barteks2x> I don't know
size of that array befopre I make it
L698[14:00:46] <barteks2x> and in a lot of
cases it may be 0
L699[14:01:27] <barteks2x> the difference
between forEach and iterable is that with iterator I have to write
complicates state tracking and with forEach I just create simple
loops
L700[14:01:37] <killjoy> could you use
list.toArray?
L701[14:02:11] <barteks2x> also ideally I
would like to either make sure JVM escape analysis works for these
BlockPos instances or use mutable block pos
L702[14:02:57] <killjoy> So why aren't you
just creating an interface forEach?
L703[14:04:08] ⇦
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L704[14:04:30] <barteks2x> My initial
question was if there is one in java already...
L705[14:04:39] <killjoy> Just
iterable
L706[14:04:49] <barteks2x> one that
doesn't require implementing full iterator
L707[14:05:13] <killjoy> Something that
takes a supplier
L708[14:06:04] <killjoy>
Consumer<Consumer<T>>\
L709[14:07:27] <barteks2x> which is what I
initially came up with but didn't really like the idea of consumer
that takes another consumer
L710[14:07:59] <killjoy> Just create an
interface. they're cheap
L711[14:14:35] <barteks2x> looking at
github blame output on my FIrstLightProcessor class, the only thing
that ha sleft from the original now is parts of license header,
package name and the last closing bracket :D
L712[14:14:52] <barteks2x> (where the
original if in TallWorldsMod)
L713[14:18:07] <LexMobile> tterrag: HEY
YOU HAZ A BUG!
L714[14:20:07]
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L715[14:22:52] <ntzrmtthihu777> someone
set us up the bug?
L716[14:24:00] <tterrag> lex: ?
L717[14:25:52] ⇦
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L718[14:30:05] <tterrag> LexMobile, what
is the bug?
L719[14:30:39] <killjoy> I also haz a
bug.. in my monitor's display
L720[14:30:50] <killjoy> It's very
annoying
L721[14:31:06] <gigaherz> in front of, or
inside?
L722[14:31:20] <killjoy> inside
L723[14:31:25] <killjoy> between the lcd
and backlight
L724[14:31:36] <gigaherz> ouch
L725[14:31:38] <gigaherz> worst case
scenario
L726[14:31:45] <Ashindigo> One of my ram
sticks became unseated sometime and I just noticed today :/
L727[14:31:53] <killjoy> This monitor was
$500 too
L728[14:32:02] <killjoy> though the price
has gone down since I bought it
L729[14:32:09]
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L730[14:33:24] <LexMobile> your simple
acheivements mod
L731[14:33:36] <LexMobile> on
multipleayer, doesnt properly store the checked stuff
L732[14:33:47] <LexMobile> they keep
changing when other players change things
L733[14:34:26] ***
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L734[14:34:54] <killjoy|work> aren't
achievements stat based anyway?
L735[14:35:55] <gigaherz> yes achievements
are normally one-off stats
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L738[14:38:43] <LexMobile> these arnt
actually achivements, its just hte mods name
L739[14:38:49] <LexMobile> its a book
where you can put check marks
L740[14:42:34] <gigaherz> oh
L741[14:42:39] <gigaherz> playing
skyfactory 3? ;P
L742[14:44:27] <LexMobile> ya
L743[14:58:05] <tterrag> never heard of
that issue
L744[14:58:14] <tterrag> I store a simple
map of player->data
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L749[15:08:13] <LexMobile> why is it wylds
mods not yours? and why isnt that linked in the curse site/
L750[15:09:04] <barteks2x> urgh... I got
the client into crashed-but-not-stopped state again...
L751[15:09:09] <tterrag> is the source not
linked?
L752[15:09:16] <barteks2x> client thread
left running, server thread gone
L753[15:09:30] <barteks2x> well, waiting,
not running
L754[15:10:12] <tterrag> the source is
linked
L755[15:10:19] <tterrag> I just
checked
L756[15:10:41] <tterrag> I don't have an
"issues" link but that's just GH issues so
L757[15:10:44] <tterrag> but I'll add
it
L758[15:10:57] <barteks2x> it's stuck in
exactly the same place as last time
L759[15:12:01] <barteks2x> just now the
cause of stopping was crash
L760[15:13:51] <williewillus> hm so
nowadays is it good practice to still do something like:
stack.shrink(1); if (stack.isEmpty()) player.setHeldItem(EMPTY)? or
should it not matter at all anymore
L761[15:14:12] <williewillus> afaict empty
stacks still get saved
L762[15:23:41]
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L763[15:23:54] <LexMobile> humm must not
of seen it i looked for source
L764[15:24:10] <PaleoCrafter> if you were
on Curse rather than CurseForge, it doesn't display those
links
L765[15:24:21] <PaleoCrafter> I still
wonder why they haven't phased it out yet ._.
L766[15:24:59] <gigaherz> curse.com is the
"for noobs" site
L767[15:25:18] <gigaherz> curseforge is
for more knowledgeable users (and the modders)
L768[15:25:32] <PaleoCrafter> the noobs
should just be using the Curse client anyways :P
L769[15:26:45] <gigaherz> for browsing
mods?
L770[15:26:54] <heldplayer> tbh curse.com
is more confusing for me
L771[15:28:50] <Akkarin> tbh the real
"noobs" will just grab ftb or whatever and call it a
day
L772[15:29:18] <Akkarin> "oh look
<insert "famous" youtuber/streamer/taco here>
played <insert modpack name here> I want it too!"
L773[15:33:09] ⇦
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L776[15:36:36] <barteks2x> I recreated the
world that crashed when creating it, with exactly the same code,
and it stopped normally now...
L777[15:37:12]
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L778[15:37:50] <Koward> Still no one that
understands why vanilla fetchs its own block instances from the
registry ? That bothers me.
L779[15:38:10] <williewillus> ?
L780[15:38:19] <MCPBot_Reborn>
MCPBot_Reborn is now in read-only mode. Commands that change
database data are currently disabled.
L781[15:38:51] <barteks2x> any way to tell
idea to ignore tests when compiling?
L782[15:39:07] <williewillus> unmark it as
test dir
L783[15:39:57] <barteks2x> nope, that
didn't change anything
L784[15:40:04] <williewillus> wat
L785[15:40:05] <barteks2x> it still
complains about my tests not compiling
L786[15:40:16] <williewillus> it shouldn't
even see them as tests if you unmark it properly
L787[15:40:20] <barteks2x> And I don't
want to fix them for now, I want to test something else
ingame
L788[15:40:29] <barteks2x> I literally
marked it as excluded
L789[15:41:15] <barteks2x> meh, will
probably be faster to fix these tests
L790[15:44:29] ⇦
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L796[16:01:12] *
williewillus slaps shadowfacts
L797[16:03:33] <williewillus> actually I
take that back, that was weird
L798[16:03:37] <williewillus> I'm confused
now
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L800[16:05:03] <williewillus> actually yes
that was a real slap, you reapplied the patches wrong when moving
the ENtityHorse cap patch to AbstractHorse :P
L801[16:05:18] <williewillus> it got
patched into readFromNBT which is not where it's supposed to
be
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L811[16:34:31] ***
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L813[16:36:47] <williewillus> so is the
whole "magma block retains neighbor light" a bug or
feature? :P
L814[16:36:55] <gigaherz> bug
L815[16:36:57] <williewillus> community
thinks it's a feature but wiki says it's a bug
L816[16:37:03] <williewillus> how does
something like that happen
L817[16:37:03] <gigaherz> since reloading
chunks/game cancels it
L818[16:37:18] <gigaherz> block somehow
has "sticky" light values
L819[16:37:27] ***
Abrar|gone is now known as AbrarSyed
L820[16:37:32] <gigaherz> no idea what the
bug is, though
L821[16:37:54] <williewillus> it seems
pretty intentional looking at the class though, it has a hardcoded
getPackedLightmapCoords
L822[16:38:33] <gigaherz> then the bug is
it loses the light value after reloading?
L823[16:39:00] <gigaherz> although they
could have had the block use the meta value to store the light
level
L824[16:39:20] <gigaherz> and just change
blockstates when the light value changes
L825[16:39:23] <gigaherz> but they didn't
do that
L826[16:40:09] <williewillus> so the
result of that method goes directly into the WR lightmap
L827[16:40:19] <williewillus> maybe they
were playing with fullbright blocks and it didn't really work
L828[16:40:26] <gigaherz> maybe
L829[16:43:12] <williewillus> yeah the
value that's hardcoded decodes into 15 for both sky and block
light
L830[16:43:17] <williewillus> so looks
like a failed fullbright experiment
L831[16:45:59] <Akkarin> Frankenstein's
Block?
L832[16:46:31] <williewillus> actually, it
*is* pretty fullbright, so the actually the light retention is
probably a bug :P
L833[16:46:36] <williewillus> back where
we started lol
L834[16:47:09] <SotS> so Yeah...i think im
going back to Fry's example method for rendering my Pipe and am
gonna leave the Glas out
L835[16:47:19] <williewillus> ?
L836[16:47:30] <williewillus> use
blockstates, don't use that thing you copied
L837[16:47:39] <williewillus> even if you
do models in code use blockstates
L838[16:47:53] <SotS> Using Submodels i
ended up with sth about 16K models being baked
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L840[16:48:07] <williewillus> ? what
properties did you have?
L841[16:48:13] <williewillus> just the 6
directions right?
L842[16:48:18]
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L843[16:48:18]
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L844[16:48:25] <williewillus> this may be
a good application of the 1.9 blockstate json
L845[16:48:28] <williewillus> instead of
the forge one
L846[16:48:38] <SotS> I need a Submodel
for Each solid Part and each translucent part, ending up with 14
Submodels
L847[16:48:59] <SotS> 2 For Core, and 12
for Connections
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L849[16:49:05] <SotS> remember,
multilayer
L850[16:49:20] <williewillus> okay if you
remove the multilayer part then it should get even easier
L851[16:49:33] <williewillus> so please
don't use the hidden state thing it's really dirty
L852[16:49:39] <williewillus> try out the
1.9 json format
L853[16:50:06] <williewillus> though, it
probably doesn't support loading alternate model formats x.x
L854[16:50:10] <SotS> Then i have to
decide between either: No Glas in the Pipe, or Crappy depth buffer
artifacts
L855[16:50:43] <SotS> Hidden State is the
only thing that worked until now
L856[16:50:58] <williewillus> at
****least**** make it use blockstates
L857[16:51:01] <williewillus> instead of
arbitrary magic code
L858[16:51:20] <SotS> i guess Multilayer
isnt used that often eh?
L859[16:51:26] <williewillus> not really
:P
L860[16:51:31] <PaleoCrafter> *at
*******************************least*******************************
make it use blokstates
L861[16:51:33] <SotS> Crap
L862[16:51:36] <PaleoCrafter> ftfy
L863[16:51:57] <williewillus> fry hasn't
been doing much lately :/
L864[16:52:03] <williewillus> there's lots
of things to do rendering wise
L865[16:52:13] <SotS> Yeah i see
that
L866[16:52:18] <LexManos> someone should
step up then, i've said it before and i'll say it again.
L867[16:52:26] <LexManos> rendering isn't
my strong suit.
L868[16:52:33] <SotS> neither is it
mine
L869[16:52:54] <SotS> and the rather poor
documentation makes it difficult to get in to
L870[16:53:01] <williewillus> I'll
probably start with that lol
L871[16:53:06] <williewillus> documenting
all the stuff already there
L872[16:53:25] <SotS> That would be what i
call a high priority XD
L873[16:53:36] <TechnicianLP> docs on the
asm would be nice
L874[16:53:43] ⇦
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L875[16:53:52] <williewillus> there's the
grammar
L876[16:53:53] <williewillus> :P
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L878[16:54:31] <williewillus> i tried
starting to make a doc for it but I felt like the more i
uinderstood the less I'm able to explain
L879[16:54:34] <williewillus> the system
:P
L880[16:55:00] <SotS> IDk...im tired of
blockstates...the submodels create a fuckload of baking process and
the "hacky magic thing" worked fine
L881[16:55:31] <TechnicianLP> Sots
extended state?
L882[16:55:33] <williewillus> no, I mean
use blockstate properties
L883[16:55:35] <williewillus> at
least
L884[16:56:01] <PaleoCrafter> what grammar
would you need for coremodding?
L885[16:56:05] *
PaleoCrafter sees himself out
L886[16:56:12] <williewillus> treading a
thin line there
L887[16:56:17] <SotS> Well i have an older
1.8 Version of my Mod wich uses OBJState
L888[16:56:19] <TechnicianLP>
AnimationStateMachine
L889[16:56:25] <PaleoCrafter> I know
:P
L890[16:56:30] <williewillus>
TechnicianLP: thatsthejoke.tiff
L891[16:56:38] <diesieben07> .tiff
lol
L893[16:56:55] <williewillus> SotS: you
can just do that but it's good to specify your connections using
getActualState
L894[16:57:03] <williewillus> instead of
just calling a method somewhere
L895[16:57:47] <SotS> Well i was told i
should get the connection list via my tile
L896[16:57:58] <SotS> then use that for
the extended state
L897[16:58:11] <williewillus> who told you
to use extended state 0.o
L898[16:58:16] *
williewillus smacks them
L899[16:58:29] <SotS> some people
before
L900[16:58:30] <williewillus>
getActualState works good enough in this case
L901[16:58:36] <williewillus> gr8pefish:
looks good
L903[16:59:12] <gr8pefish> yeah, good
call, thanks
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L905[16:59:31] <TechnicianLP> so pipes
have 64 permutations for connections .... if you do something like
opaque/glass it gets even worse
L906[17:00:05] <SotS> Well Willus maybe
you can provide an example, because currently, i have the model
with getactualState, doing it in Blockstates and
PropertyBools...but A, that throws me a bunch of errors, and bakes
16k models...
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L908[17:00:31] <williewillus> I'm saying
keep the propertybools and getactualstate but do the model
generation in code
L909[17:01:25] <SotS> i can keep my OBJ
for that? <.<
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L911[17:01:53] <SotS> Ive got no clue how
to do the rendering in code thing
L912[17:02:07] <williewillus> I'm saying
it's okay to do the hidden model part thing
L913[17:02:12] *
SotS still prefers the fry method Kappa
L914[17:02:13] <williewillus> but get the
connectinos from the state
L915[17:02:18] <williewillus> and use
properties
L916[17:02:49] <SotS> Now im lost
L917[17:03:30] <SotS> I can get the
Connections via Tile entity just fine
L918[17:03:51] <williewillus> i'm saying
put the connections into the IBLockState using getActualState and
then get them back out to make the model
L919[17:04:01] <williewillus> I hope you
weren't accessing the TE directly to bake models
L920[17:04:56] <SotS> Nope im just using
the TE to get the list of Parts that is hidden, thzen pass the
IModelState into the Extended State of the Block
L921[17:05:54] <SotS> I still dont get why
i should use Properties
L922[17:06:11] <williewillus> better
practice
L923[17:06:31] <SotS> But what does it
actually offer me over having none
L924[17:06:32] <williewillus> though I
think I get what you're doing and god it's ugly but it's convenient
and requires little work ;p
L925[17:07:00] <SotS> well first time is
allways ugly eh :P
L926[17:07:03] <diesieben07> the problem
with directly accessing the TE in the model stuff is that it's not
thread safe.
L927[17:07:04] <williewillus> not sure if
Properties.AnimationProperty was designed to be used this way
lol
L928[17:07:25] <diesieben07> beacuse
rendering will happen in a different thread.
L929[17:07:28] <williewillus> yeah what
method are you accessing the TE to gather this info?
L930[17:07:38] <williewillus> *in
what
L931[17:07:57] <SotS> in getExtended
State
L932[17:08:02] <SotS> only time i use the
TE
L933[17:08:28] <williewillus> okay then
it's fine for now. I really really don't like it but it'll do for
now :P
L934[17:08:28] <diesieben07> and do you
pass stuff that is not threadsafe into the extended state?
L935[17:08:51] <williewillus> nah it's an
IModelState put into Properties.AnimationProperty
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L937[17:09:01] <williewillus> which has
deep hardcoded fry magic in getQuads to rebake the model
L938[17:09:19] <williewillus> which is
ugly but guess fry thought that was the best design possible for
the system :P
L939[17:09:42] <SotS> And used in the
debug Code, wich i got refered to and learned from
L940[17:10:03] <williewillus> that needs
to be cleaned up too >_>
L941[17:10:07] <SotS> Everyone was like:
look at that debug code
L942[17:10:12] ⇦
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L943[17:10:15] <SotS> all wrong agfain
-.-
L944[17:10:47] <SotS> ill just hire
someone with experience to get this damn model working
L946[17:10:59] <williewillus> wait
L947[17:11:03] <williewillus> so if it
worked fine in 1.8.x
L948[17:11:08] <williewillus> what's wrong
with it rn?...
L949[17:11:15] <williewillus> nothing you
used should have changed
L950[17:11:28] <SotS> i got spooked by
mojangprecation
L952[17:11:52] <SotS> @Depricated is like
a red towel for me
L953[17:12:48] <williewillus> gr8pefish: i
guess it's good to have that, didn't think of it.
L954[17:12:55] <SotS> in 1.8 i used
Visibility Groups, as i looked through the Debug code, i came
across Fry's Magic
L955[17:13:04] <SotS> for 1.10
L956[17:13:10] <williewillus> which debug
did yuo find it in?
L958[17:14:53] ***
Darkhax_AFK is now known as Darkhax
L959[17:14:53] <SotS> There used to be
stuff done with simple Visbility Groups in 1.8
L960[17:15:01] <williewillus> oh
yeah
L961[17:15:09] <williewillus> he made a
general form
L962[17:15:14] <williewillus> so vanilla
models can have group vis too
L963[17:16:23] <SotS> i guess ill just
keep on going as is with the Fry haxx
L964[17:16:33] <SotS> works pretty well
even if dirty
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L967[17:17:12] <SotS> i could actually try
doing it the old way
L968[17:17:18] <SotS> see if it still
works
L969[17:17:34] <SotS> oh wait no there was
sth about why it didnt...
L970[17:17:42] <williewillus> do you have
your old 1.8 code up somewhere?
L971[17:17:45] <SotS> sth doesnt accept
OBJState anymore
L972[17:17:51] <SotS> sure gimme a
sec
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L975[17:19:11] <williewillus> what
class
L977[17:20:04] <williewillus> ah i
see
L978[17:20:18] <williewillus> yeah best
solution is to just take the old thing and make it use the new
genral group vis stuff
L979[17:20:22] <williewillus> which
shouldn't be terribly hard\
L980[17:20:34] <SotS> hmmm
L981[17:21:22] <SotS> What would i have to
switch out? I guess OBJModel.OBJProperty.instance for
AnimationProperty?
L982[17:21:56] <williewillus> yes
L983[17:22:03] <SotS> Anything else?
L984[17:22:27] *
SotS takes notes
L985[17:23:06] ***
DarkevilAway is now known as Darkevilmac
L986[17:23:44] <gr8pefish> huh I think I
understand why you have that sync method in your capability
interface now, it's a cleaner way of going about it
L987[17:23:59] <williewillus> the OBJ
specific classic shold be replaced by the general versions and
using Models.getParts
L988[17:24:06] <williewillus> basically
the ModelLoaderRwegistryDebug examples xD
L989[17:24:17] <TechnicianLP2> sync
method? grepfish
L990[17:24:44] <SotS> There is an example
on that?
L991[17:24:51] <williewillus> i have a
sync method in my cap interface
L992[17:24:52] <SotS> dafuq how did i not
spot it
L994[17:25:05] <gr8pefish> ^
TechnicianLP2
L995[17:25:34] <williewillus> SotS:
OBJTesseractTileEntity
L996[17:25:42] <williewillus> in the
ModelLoaderRegistryDebug
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L998[17:26:11] <SotS> so basicly keep on
doing what i did originally
L999[17:26:46] <williewillus> i would not
take his structure directly though since it's super dirty, put the
IModelState computation in getExtendedState where it should be
lol
L1000[17:26:52] <williewillus> TE's
should be storing rendering crap in fields
L1001[17:27:00] <williewillus> like
IModelState's
L1002[17:27:12] <TechnicianLP2> i have
written a nbttagcompound that detects changes made to it; the
client only gets the diff
L1003[17:27:16] <williewillus>
*shouldN"T be :P
L1004[17:27:32] <gr8pefish> ohh that's
nice, link me tehnician?
L1005[17:27:47] <SotS> so shift the
ModelState to the Block itself
L1006[17:28:02] *
TechnicianLP2 leaves bey and starts computer
L1007[17:28:11] <SotS> but keep using the
TE to determine the connections
L1008[17:28:14] <williewillus> yeah
L1009[17:28:20] <SotS> i see
L1010[17:28:31]
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L1011[17:28:35] <SotS> man this model is
quite a Journey
L1012[17:28:38] <williewillus> also,
access to the TE needs to be read-only and have appropriate safety
checks
L1013[17:28:57] <williewillus> we just
discovered that calling getTileEntity may make the world actually
instantiate one if it doesnt exist
L1014[17:29:09] <williewillus> which is
bad news if that call is in getExntededState, from another thread
:P
L1016[17:29:44] <SotS> Wait...so even
checking if it returns null isnt safe?
L1017[17:29:51] <williewillus> nope
lol
L1018[17:29:52] <williewillus> it's
dumb
L1019[17:29:52]
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L1020[17:30:05] <gigaherz> williewillus:
what are the conditions where that happens?
L1021[17:30:06] <williewillus> simply
calling getTileEntity may cause writes to occur
L1022[17:30:14] <gigaherz> I haven't
experienced it myself -- or never noticed
L1023[17:30:34] <williewillus> like any
other race condition, it's rare but has happened
L1025[17:31:30] <gigaherz> hmmm
L1026[17:31:31] <gigaherz> TileEntity
tileentity = worldIn instanceof ChunkCache ?
((ChunkCache)worldIn).getTileEntity(pos,
Chunk.EnumCreateEntityType.CHECK) :
worldIn.getTileEntity(pos);
L1027[17:31:32] <williewillus>
chunk.getTileEntity actually has a secret parameter, telling it 1.
create when not present 2. queued create when not present, 3. just
read
L1028[17:31:35] <gigaherz> that's ugly,
lol XD
L1029[17:31:38] <williewillus> guess
which one's the default?
L1030[17:31:39] <williewillus> #1
L1031[17:32:37] <SotS> that stuff is
dualy noted
L1032[17:32:42] <barteks2x> yey for
minecraft crash reporting, my code threw ReportedException but
crash report shows io.netty.channel.ChannelException: connection
refused anyway
L1033[17:32:55] <gigaherz> so I'll have
to go through all my implementations of getActualState
L1034[17:32:57] <gigaherz> and add
that
L1035[17:33:01] <gigaherz> because I have
never done it ;P
L1036[17:33:08] <williewillus> hm
L1037[17:33:13] <Tencao> I learned
something new today
L1038[17:33:19] <SotS> well who the F
would have expected a race condition there
L1039[17:33:20] <williewillus> i hope
setting up old forge dev spaces still works
L1040[17:33:34] <gigaherz> how old?
XD
L1041[17:33:34] <williewillus> who the
hell expected a getter to write is the question
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L1043[17:33:38] <williewillus>
1.8.9
L1044[17:33:41] <gigaherz> should
work
L1045[17:33:44] <gigaherz> anything
1.7.10+ should do
L1046[17:34:00] <SotS> getters writing is
the biggest BS ive yet encountered
L1047[17:34:09] <gigaherz> problem is we
call it getTileEntity
L1048[17:34:14] <gigaherz> we don't know
what mojang calls it ;p
L1049[17:34:18] <barteks2x> well,
getBlockState also loads a chunk if it's not there
L1050[17:34:18] <williewillus> trying to
see if the animation api performed as badly as it does now (memory
wise) back then because I'm pretty sure it was nice and efficient
in 1.8.x
L1051[17:34:53] <SotS> allright Code
reset here wo come
L1052[17:35:42] <barteks2x> So there, all
my crash report details are gone because MInecraft threw another
exception
L1053[17:35:50] <williewillus>
!latest
L1054[17:37:01] <williewillus> uh
L1055[17:37:10] <williewillus>
MinecraftForge/jsons/1.8.9-dev.json could not be parsed
L1056[17:38:01] <gigaherz> o_O
L1057[17:39:23] <SotS> github doesnt
happen to have a way to reset the remote to a previous
commit?
L1058[17:39:53] <williewillus> force
push
L1059[17:41:09] <shadowfacts> Is there a
way to apply the forge:default-block transformation to a custom
IBakedModel impl?
L1061[17:41:41] <gigaherz> SotS: reset
the local, then force-push the result
L1062[17:42:13] <gr8pefish> thanks
technician
L1063[17:42:17] <SotS> yeah had to deal
with Sourcetree firrst to even allow me to force
L1064[17:42:22] <SotS> thanks guys
L1065[17:42:42] <williewillus> bleh
L1066[17:42:45] <williewillus> I'll try
1.9 first
L1067[17:42:52] <williewillus> but I
think the performance problem already happened by then
L1068[17:43:21] <gr8pefish> that's quite
cool TechnicianLP
L1069[17:43:30] <gr8pefish> Does it work
as-intended?
L1070[17:43:57]
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L1071[17:44:03] <TechnicianLP2> yes
L1072[17:44:27] <gigaherz> SotS: i'm a
TortoiseGit person ;P
L1073[17:44:36] <gigaherz> I use
sourcetree at work
L1074[17:44:40] <gigaherz> but it never
feels right
L1076[17:44:45] <gigaherz> it's like, it
was dumbed down too much
L1077[17:45:00] <gr8pefish> ^ The ToDo
that is
L1078[17:45:03] <williewillus> cmdline
master race ;p
L1079[17:45:14] <williewillus> though I
use gitg from time to time
L1080[17:45:18] <williewillus> and
formerly sourcetree on windows
L1081[17:46:19] <gr8pefish> random
question, is it better to crash/throw an exception when using the
proxy on the wrong side (e.g. getClientWhatever(){} on the
ServerProxy), or to just return null?
L1082[17:46:43] <illy> all yiss good told
git commit -sS
L1083[17:46:45] <williewillus> if you're
going to crash when it's "called on the wrong side"
L1084[17:46:50] <williewillus> why is it
in a proxy?
L1085[17:47:11] <williewillus> the whole
point of it is that you can transparently make side specific calls
*wihout crashing* :P
L1086[17:47:11] <TechnicianLP2> i didnt
need to remove nbtkeys ... what the clear is for ... no clue i
wrote that a while back
L1087[17:47:18] <gr8pefish> Good point
willie
L1088[17:47:28]
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L1090[17:49:10] <gr8pefish> Another
random question (I'm on a roll today), what's the difference
between: FMLClientHandler.instance().getClientPlayerEntity() and
Minecraft.getMinecraft.thePlayer for getting the clientside
player?
L1091[17:49:37] <gigaherz> one will cause
loading errors if it's referenced inthe server
L1092[17:50:21] <gr8pefish> the latter
will cause that error and the former won't I assume?
L1093[17:50:27] <gigaherz> yes ;p
L1094[17:51:08] <gr8pefish> okay, so is
there any reason to use the Minecraft.getMinecraft.thePlayer
then?
L1095[17:51:34] <gigaherz> yes: it's
shorter to type, and more direct if you are calling it from client
code
L1096[17:52:14] <gigaherz> otherwise no,
since the method just returns mc.thePlayer
L1097[17:52:32] <gigaherz>
actually,
L1098[17:52:33] <gr8pefish> well
shouldn't you call both from client code anyway, so what do you
mean by 'more direct'?
L1099[17:52:34] <gigaherz> looking at
it
L1100[17:52:42] <gigaherz>
FMLClientHandler references Minecraft directly
L1101[17:52:46] <gigaherz> I may have
been wrong on that
L1102[17:53:07] <gigaherz> I mean code
that is only loaded in the client
L1103[17:53:13] <gigaherz> vs some
function with if(isRemote)
L1104[17:53:37] <gr8pefish> ah,
okay
L1105[17:53:57] <gr8pefish> So they're
very similar then
L1106[18:02:56] <williewillus>
FMLClientHandler should only be touched on physical client
L1107[18:03:57] <gr8pefish> ^ thanks
willie
L1108[18:04:58] <SotS> off for tonite!
cya guys
L1109[18:05:02] <gr8pefish> o/
L1110[18:05:13] <SotS> and thanks willus
n giga again
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L1118[18:42:21] <williewillus> how do I
list the available versions of something on a maven server?
L1119[18:42:29] <williewillus> I want to
see what FG versions are available on the forge maven
L1120[18:42:33] <williewillus> so I can
try using an older one
L1121[18:42:52] <williewillus> since I
the newer ones seem to not like setting up 1.8 forge dev
spaces
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L1123[18:44:20] <gigaherz> load
server/group-id/artifact-id/maven-metadata.xml
L1124[18:44:31] <gigaherz> you can try to
use directory listing to find the group id and artifact id
L1125[18:44:37] <gigaherz> but those may
not be available
L1126[18:44:47] <PaleoCrafter> not on the
Forge maven :P
L1127[18:44:53] <williewillus>
balrgh
L1128[18:45:10] <williewillus> this is
why we should *not* have been using 2.1/2-SNAPSHOT FG's for the
last 3 years lol
L1130[18:45:34] <williewillus> is that
all lol
L1131[18:45:39] <PaleoCrafter> that
doesn't seem to be quite up-to-date :D
L1132[18:46:00] <gigaherz> well, there
haven't been any actual releases
L1133[18:46:02] <gigaherz> so ;P
L1135[18:46:40] <gigaherz> there's just
the other versions, and the snapshot
L1136[18:46:46] <gigaherz>
snapshots*
L1137[18:46:57] <gigaherz> there aren't
any "build ids" in there
L1138[18:48:28] <williewillus> apparently
I can use the unique date version number
L1139[18:48:33] <williewillus> but no
idea what those are for fg
L1140[18:48:49] <williewillus>
>.<
L1141[18:49:17] <williewillus> should I
open an issue or make a forum post or something? the purpose of
archiving all these jsons etc. is that we *can* go back and pull
old versions back out and have them work but they don't
L1142[18:49:55] <gigaherz> yeah it's
annoying
L1143[18:50:33] <PaleoCrafter> I wonder
what's Abrar been up to anyway xD
L1144[18:50:43] <PaleoCrafter> wasn't
there something about becoming a doctor? D:
L1145[18:50:46] <PaleoCrafter> *:D
L1146[18:50:47] <LexMobile> Fuck you
break in fg now?
L1147[18:50:56] <kenzierocks> lol
L1148[18:50:57] <gigaherz> old
forge
L1149[18:51:05] <LexMobile> ?
L1150[18:51:15] <gigaherz> apparently
williewillus is unable to setup forge on 1.8.9
L1151[18:51:18] <williewillus> yeah I
want to setup a 1.8.9 forge proper dev env to investigate a
performance thing with the animation api
L1152[18:51:21] <gigaherz> the MDK I
mean
L1153[18:51:21] <williewillus> but
setupForge fails
L1154[18:51:26] <williewillus> not
mdk
L1155[18:51:28] <williewillus> forge
proper
L1156[18:51:28] <gigaherz> oh it is
actual forge proper
L1157[18:51:40] <LexMobile> ... we keep
that shit stable
L1158[18:51:48] <LexMobile> So no idea
wrf you're doing
L1159[18:51:57] <AbrarSyed> work, and
school, and general non-MC stuff
L1160[18:52:27] <williewillus> clone repo
-> gradlew clean setupForge ->
L1161[18:52:28] <williewillus> >
java.io.FileNotFoundException: Inherited json file (null) not
found! Maybe you are running in offline mode?
L1162[18:52:38] <williewillus> *clone
repo, siwtch to 1.8.9
L1164[18:52:54] <illy> Abrar There's
stuff outside of MC?
L1165[18:53:05] <illy> this is
madness
L1166[18:53:09] <AbrarSyed> lol
L1167[18:53:18] <AbrarSyed> mostly work.
Corporate stuff sucks.
L1168[18:53:23] <williewillus> gr8pefish:
AlchBgaImpl is just a container for the other nested classes and
static methods, so I made it un constructable
L1169[18:53:48] <gr8pefish> AH, okay,
just to make sure there were no errors down the road, clever
L1170[18:54:46] <williewillus> btw,
setting up 1.9.4 works, and it seems 1.9 uses fg 2.2 and 1.8.9 used
2.1, so maybe something there? no idea about the inner workings of
the build sys though
L1171[18:55:12] <gigaherz> night
ppl
L1172[18:55:21] <illy> I've spent way to
much time on Linux I just tried to install git on windows my doing
"pacman -S git" in cmd....
L1173[18:55:24] ***
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L1174[18:55:43] <AbrarSyed>
#archmasterrace
L1175[18:55:50] <williewillus> one of
us!
L1176[18:56:41] <illy> one day ill figure
out how to get graphics working properly in this VM but today is
not the day :D
L1177[18:56:52] <gr8pefish> night
ghz|afk, thanks for the help today!
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L1179[18:59:36] <williewillus> if someone
else has a bit of time to spare and has forge cloned, can you
switch to the 1.8.9 branch and see if you can run setupforge?
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L1181[19:00:15] <PaleoCrafter> did you
just say "a bit of spare time" and "setupforge"
in one sentence? D:
L1182[19:00:44] <kenzierocks> lol
L1183[19:00:51] <kenzierocks>
williewillus: working on it
L1184[19:00:52] <illy> the clone it's
self is enough time to prep for dinner :P
L1185[19:01:03] <kenzierocks> does it
need MOAR RAM
L1186[19:01:15] <williewillus> well I
mean, all I need to know is does it start
L1187[19:01:22] <kenzierocks> yea
L1188[19:01:24] <williewillus> because it
doesn't even start for me :P
L1189[19:01:27] <kenzierocks> i'm at
decompileJar
L1190[19:01:29] <AbrarSyed> do a shallow
clone
L1191[19:01:48] <williewillus> so you can
start 1.8.9 decompile for forge proper?
L1192[19:01:51] <kenzierocks> yep
L1193[19:01:55] <williewillus> hmm
L1194[19:02:03] <williewillus> idk what's
up with my env then
L1195[19:02:14] <kenzierocks> $ git
branch
L1196[19:02:14] <kenzierocks> *
1.8.9
L1198[19:05:28] <williewillus> idk what's
up
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L1200[19:08:12] <PaleoCrafter> the
sky/ceiling, most likely
L1201[19:08:36] <kenzierocks>
williewillus: works fine, just followed those commands
L1202[19:08:59] <kenzierocks> i'm kinda
concerned about /home/vincent/mods/forge2/jsons/1.8.9-dev.json
could not be parsed...
L1203[19:09:07] <williewillus> what OS
are you on?
L1204[19:09:18] <kenzierocks> macOS
L1205[19:09:24] <AbrarSyed> delete it and
try again. sometimes this stuff gets corrupted.. not sure why
L1206[19:09:31] <kenzierocks> AbrarSyed:
it's part of the clone
L1207[19:09:40] <kenzierocks> literally a
fresh clone
L1208[19:09:49] <AbrarSyed> oh.. OH..
WTH
L1209[19:09:54] <williewillus> that was
my 3rd fresh clone ;p
L1210[19:10:01] <kenzierocks> what's your
hash of choice on the file?
L1211[19:10:21] <williewillus> the dev
json?
L1212[19:10:23] <kenzierocks> yea
L1213[19:10:28] <kenzierocks> just to
double check
L1214[19:10:41] <williewillus> $
sha256sum jsons/1.8.9-dev.json
47adbb996168cd35aa54931d1ca50b8dc172e8c78321fcc1e9cec0dd04f14629
jsons/1.8.9-dev.json
L1215[19:11:06] <kenzierocks> exact
same..
L1216[19:11:13] <kenzierocks>
bizzare
L1217[19:13:19] <williewillus> is there
some other gradle state in my system that might be sticking
around?
L1218[19:13:53] <kenzierocks>
~/.gradle/caches/minecraft could have stuff
L1219[19:14:17] <kenzierocks> try
clearing that maybe -- with the warning that it will delete all
your current setup* caches :)
L1220[19:14:24] <williewillus> welp time
to wipe out my other dev spaces for science
L1221[19:14:59] <williewillus> nope same
problem
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L1223[19:18:44] <williewillus> if you
have the workspace setup, wanna do a quick test for me? xD just
wanna know how crazy the memory usage is if you open up a flat
world, and place 12-ish
`forgedebugmodelanimation:test_animation_block`'s around
L1224[19:18:57] <williewillus> because in
1.9+ it eats 500M of ram a second
L1225[19:18:58] <williewillus> lol
L1226[19:19:04] <kenzierocks> i can try
sure
L1227[19:20:30] <sinkillerj> ouch~
L1229[19:22:44] <williewillus> it would
be nice if it made a void world in 1.9+
L1230[19:23:01] <williewillus> 1.9+ has a
superflat prefix The Void which is just a 1 chunk stone platform
and nothing else
L1231[19:23:05] <williewillus> great to
isolate things
L1232[19:23:26] <gr8pefish> I didn't know
that existed, that would be nice
L1233[19:23:34] <gr8pefish> Still, a flat
world is good for some things
L1234[19:23:50] <sinkillerj> Theres a mod
for that but I cant remember the name
L1235[19:23:58] <sinkillerj> Its fairly
easy to recreate however
L1236[19:25:08] <gr8pefish> Yeah, I'm not
overly concerned. I just found that mod and it saves me small but
nice amounts of time, so I thought I'd share.
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L1238[19:30:53] <williewillus> bleh,
enough fiddling with gradle for today
L1239[19:30:56] <williewillus> time to
play :P
L1240[19:31:39] <kenzierocks> ergu
L1241[19:31:42] <sinkillerj> I kinda wish
I was fiddling with gradle... I get to play the wait for visual
studio to install game
L1242[19:31:46] <kenzierocks> how much
heap space does setupForge need
L1243[19:32:26] <williewillus> i do
3
L1244[19:32:35] <williewillus> for both
mdk and forge and it hasn't failed
L1245[19:32:38] <williewillus>
(yet)
L1246[19:32:49] <kenzierocks> maybe i
gave it 3 the wrong way
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L1249[19:42:02] <kenzierocks>
williewillus: is it still runClient in a forge wkspace
L1250[19:42:14] <williewillus> believe
so
L1251[19:42:19] <williewillus> i go
through ide but I think it's the same
L1252[19:42:21] <kenzierocks> rip
L1253[19:42:35] <kenzierocks> time to
pull out the entire IDE
L1254[19:42:59] <kenzierocks> or
not...?
L1255[19:43:04] <kenzierocks> what tasks
are even in this project
L1256[19:43:29] <AbrarSyed> `gradle
tasks`
L1257[19:44:05] <kenzierocks> yea
L1258[19:44:08] <kenzierocks> but what do
i need :P
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L1261[19:45:47] <AbrarSyed> for forgedev,
you do `gradle setup` and then import the projects folder into your
IDE workspace
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L1263[19:46:40] <kenzierocks> yea
ok
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L1266[19:51:06] <KnightMiner> Is random
models not supported in the Forge blockstate split format?
L1267[19:51:42] <KnightMiner> It is
outputting "Not a JSON Object" to the log on my random
model array
L1268[19:54:05] <kenzierocks>
williewillus: there is no block
"forgedebugmodelanimation:test_animation_block"
L1269[19:54:13] <williewillus> did you
load the test mods?
L1270[19:54:17] <kenzierocks> ...no
L1271[19:54:32] <kenzierocks> how
do
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L1275[19:55:49] <williewillus> it's kind
of a hack but in idea you just add the compilation output folder as
a dep
L1276[19:55:51] <williewillus> :P
L1277[19:56:10] <kenzierocks>
wut/wut
L1278[19:56:12] <kenzierocks> ok
L1279[19:59:08] <kenzierocks> that didnt
work williewillus
L1280[19:59:19] <kenzierocks> what's the
class for one of the mods?
L1281[19:59:38] <williewillus> manually
compile the test module in idea (right click the folder and hit
compile)
L1282[20:00:28] <kenzierocks> oh its in
the test stuff
L1283[20:00:39] <kenzierocks> separate
output folder :P
L1284[20:03:36] <kenzierocks>
williewillus: i'm getting memory climbs and then GC
L1285[20:03:38] <kenzierocks> but no
leaks
L1286[20:03:51] <williewillus> how much
freed per gc
L1287[20:03:54] <williewillus> with about
12 of them
L1288[20:04:42] <kenzierocks> 500MB
L1289[20:04:53] <kenzierocks> but only
every like, 30seconds
L1290[20:05:26] <williewillus> yeah
something's changed
L1291[20:05:48] <williewillus> 12 of them
in 1.9+ forces it to gc 500M every 2-4 seconds
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L1297[20:16:16] <kenzierocks>
williewillus: diff to 1.9 is pretty big
L1298[20:16:25] <kenzierocks> looks like
it was basically rewritten :P
L1299[20:16:47] <williewillus> fry
pls
L1300[20:16:52] <williewillus> literally
unusable
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L1304[20:31:01] <kenzierocks>
williewillus: i was going to test 1.9 but i can't build it :(
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L1306[20:34:13] <williewillus> okay i
just reimplemented the caching
L1307[20:34:21] <williewillus> and it
didn't take long
L1308[20:34:26] <williewillus> i wonder
why he left it out
L1309[20:34:50] <williewillus> it's more
like ~40M every couple seconds now
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L1320[21:13:38] <PrinceCat> Hey guys,
does anyone have any open source examples of variant panes using
Forge Blockstates?
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L1323[21:31:57] <KnightMiner> Variant
panes? You mean like glass panes?
L1324[21:34:45] <PrinceCat> Yeah, like
the coloured glass panes but using Forge Blockstates
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L1326[21:39:30] <KnightMiner> Not that I
have seen, but the vanilla fence is basically the same
L1327[21:40:20] <KnightMiner> (depending
on your needs, vanilla multipart may be better)
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L1330[21:45:50] <PrinceCat> Yeah, the
closest I've seen is Botania's panes as they use Forge Blockstates
but they don't have any other variants or properties.
L1331[21:47:20] <PrinceCat> Anyway, I'm
going to get some food, I'm stumped..
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L1333[21:55:34] <RebelKeithy> I'm making
a paintable block, right now it rebuilds the quads everytime it
updates the renderer, but it only needs to rebuild them if the
tileentity's pixel colors change.
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L1335[21:56:13] <SatanicSanta> Can
someone explicitly explain how you are supposed to use the
BreakSpeed event? Every time I end up needing to use it it makes 0
sense and testing proves entirely useless.
L1336[21:56:23] <RebelKeithy> I'm
thinking either store the list of quads in the TileEntity or in a
Map<BlockPos, Quads> in the model. Is there a beter way of
doing that?
L1337[21:59:45] <RebelKeithy> It looks
like you need to cancel the BreakSpeed event after setting
newBreakSpeed
L1338[22:01:01] <SatanicSanta> wtf
L1339[22:01:21] <SatanicSanta> uh i dont
think so
L1340[22:01:25] <SatanicSanta> "If
it is canceled, the player is unable to break the block." from
the javadocs
L1341[22:02:14] <RebelKeithy> er,
right
L1342[22:03:00] <RebelKeithy> is just
setting newBreakSpeed not working?
L1343[22:04:58] <RebelKeithy> seems to
work for me
L1344[22:05:57] <SatanicSanta> if it is
the difference is insigificant
L1345[22:06:11] <SatanicSanta> the
newSpeed value gets set, it just doesnt actually appear to be
having any difference in behavior
L1346[22:07:53] <RebelKeithy> seems work
fine for me. I set it to 0.1f and it takes forever to break
anything, set it to 20.0f and everything breaks instantly
L1347[22:09:34] <SatanicSanta> yeah, just
set it to 0.1F and it didn't change anything.
L1348[22:10:37] <RebelKeithy> Hmm, are
you sure your event is firing? That's definitely changing it for
me.
L1349[22:10:57] <SatanicSanta> yes
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L1362[22:51:01] <killjoy> huh. the new
i5s are pretty powerful
L1363[22:51:18] <killjoy> 3.5Ghz
L1365[22:55:38] <killjoy> tri-screen
laptop
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L1367[22:56:23] <AbrarSyed> meh
L1368[22:56:32] <AbrarSyed> laptops are
for travelers. Real fulltimers use desktops
L1369[22:56:47] <SatanicSanta> and poor
people
L1370[22:56:48] <killjoy> that's a nice
laptop, though
L1371[22:56:53] *
AbrarSyed really resents this laptop culture
L1372[22:57:08] <AbrarSyed> not gonna
lie, nice laptop, but im sure ot heats up like no othder
L1373[22:57:16] <illy> I can see myself
braking that
L1374[22:57:19] <killjoy> If cloud
computing was at a better place, I'd connect my laptop to my
desktop
L1375[22:57:25] <SatanicSanta> laptops
make way more sense if you are not certain that you will always
have a place to set up your desktop
L1376[22:57:30] <SatanicSanta> ie poor
people
L1377[22:57:31] <AbrarSyed> SatanicSanta,
Desktop with comparable specs is cheaper
L1378[22:57:45] <killjoy> if you build it
yourself
L1379[22:57:47] <AbrarSyed> yeah hence
traveling.. or mvoe often I guess
L1380[22:57:51] <illy> A desktop in the
long run is cheaper
L1381[22:57:57] <SatanicSanta> I'm not
talking about price.
L1382[22:58:03] <SatanicSanta> Price is
irrelevant if you can't use it half the time.
L1383[22:58:10] <AbrarSyed> true
L1384[22:58:26] <killjoy> You'd rather
have a tablet?
L1385[22:58:29] <AbrarSyed> but thats
what phones are for.. all the usual things you use your laptop
for.. checking email, chatting on IRC, etc
L1386[22:58:35] <AbrarSyed> any real
work.. needs a computer
L1387[22:58:39] <killjoy> laptops are a
good option for touch screens
L1388[22:58:57] <AbrarSyed> tablet >
touchscreen laptop IMO
L1389[22:59:01] <SatanicSanta> ^
L1390[22:59:03] <killjoy> Unfortunately,
outfitting my 28" screen with touch would be super
expensive
L1391[22:59:09] <AbrarSyed> anyways.. to
each their own..
L1392[22:59:13] <killjoy> You don't like
the Surface?
L1393[22:59:41] <AbrarSyed> what aboyut
it?
L1394[22:59:50] <AbrarSyed> I dont have
one, cant make any judgement
L1395[22:59:50] <killjoy> technically a
laptop
L1396[23:00:00] <killjoy> advertized as a
tablet
L1397[23:00:33] <AbrarSyed> its a table.
IIRC it comes with windows RT, which is the crippled version
L1398[23:00:36] <AbrarSyed> *tablet
L1399[23:00:42] <killjoy> It does
not
L1400[23:00:52] <killjoy> it has full
windows 10
L1401[23:00:59] <killjoy> you can run any
app you can on your desktop
L1402[23:01:08] <AbrarSyed> if you mean
the sSurface Pro, thats just a criplled laptop lacking the basics
like a mouse and keyboard, + far fiewer ports
L1403[23:01:28] <killjoy> surface pro
4
L1404[23:01:29] <AbrarSyed> surface !=
surface Pro
L1405[23:01:49] <killjoy> like the iPad
!= iPad Pro
L1406[23:02:00] <AbrarSyed> yeah dude,
IpadPro is an abomination..
L1407[23:02:03] <killjoy> but if you get
one, you'll just call it the iPad
L1408[23:02:04] <AbrarSyed> its like...
huge
L1409[23:02:15] <AbrarSyed>
monstrous
L1410[23:02:21] <killjoy> Then again, my
neice calls her kindle a iPad
L1411[23:02:23] <AbrarSyed> like that
wall DT says hes gonna build :P
L1412[23:02:40] <AbrarSyed> there are
people that call anything touchscreen bigger than their phone an
Ipad.. and everything smaller an iphone
L1413[23:02:52] <SatanicSanta> [20:58:29]
<@AbrarSyed> but thats what phones are for.. all the usual
things you use your laptop for.. checking email, chatting on IRC,
etc
L1414[23:03:01] <SatanicSanta> AbrarSyed:
are you referring to poor people using laptops here or something
else?
L1415[23:03:39] <AbrarSyed> I cant speak
for poor people. Thankfully I am not one.
L1416[23:04:01] <SatanicSanta> mkay
L1417[23:04:39] <AbrarSyed> but as far as
best tools for the job.. I feel like laptops are stuck in the
middle. Just nobody actually has any use for a desktop
nowadays...makes me sad.
L1418[23:05:12] <AbrarSyed> desktop is
good at all the jobs nobody needs done. Except us
professionals
L1419[23:05:36] <tterrag> sorry but my
phone won't cut it when I'm gone for a week
L1420[23:05:42] <tterrag> or I need to
code on campus
L1421[23:05:53] <illy> heh I need a
laptop to do work away from home
L1422[23:05:56] <tterrag> nor would a
tablet
L1423[23:06:10] <AbrarSyed> hence
travel
L1424[23:06:16] <illy> that and por...
netflix
L1425[23:06:19] <AbrarSyed> only time a
laptop is useful
L1426[23:06:34] <AbrarSyed> yall didnt
here? android app for netflix now supports caching for offline
play
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L1429[23:08:31] <SatanicSanta> I'm poor.
Laptops make way more sense.
L1430[23:09:01] <AbrarSyed> lol, thats
fair.
L1431[23:09:33] <AbrarSyed> Im just sad
desktops are out of fashion and elft behind now :(
L1432[23:10:06] <AbrarSyed> but really..
whats the popint in getting such a massive laptop thats hard to
mvoe anyways?
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L1443[23:56:51] <KnightMiner> Is there
any way for the Forge blockstate "string builder" system
to support random models? I have a slab with random textures, and I
would prefer not to have to list out all the variants twice